I have a guild member in my guild that has his warrior alt on another server that is in one of the types of guilds I most despise in this game. You probably have one on you server and are hopefully not in one. This guild is filled with people who think they are too good to take the time to help their members who are trying to learn the in and outs of a new classes. Here they sit with a maxed out finely tuned warrior and they can’t take the time to help out someone, like my guildie, who wants a warrior too and wants to learn how to be a good one. Maybe they are worried about someone taking their spot or maybe they are bitter because it took them so much time to research the class that they feel they have to make someone else do the same tedious work they did. Maybe they bought their character on eBay and have no idea why it works like it does they were told their rotation and gear and spam buttons they are told to. Which ever one it is, it’s ridiculous. I won’t get onto a soap box about this in this post. I am writing this to help people like the guild member I am talking about not to rant about guild politics.
I have a lot of characters and when I decide to level a new one I always know matter how much of a pain in the ass is level them in the spec I am going to raid with. For the main reason, is it lets me learn the talent tree and see specifically what talents are useful and what talents are not. I did this with my shadow priest and I did this with my warrior tank. One thing I learned from this is that I have the same 9 point I need to get 100% clarifications before I truly feel comfortable with my class.
Talent Spec- When you first hit 80 as a protection warrior you should be puging a lot of 5 man heroics to learn the mechanics you need to learn so you can move on to raiding. By now you have realized that a protection warrior is a harder than most class to tank with. It is not a 6>9>6>9>6>9>6>9 tanking rotation (no offence paladins) you will need to have a very good threat and damage mitigation spec. No matter how you cut it the best point for point spec right now available for new level 80s is 15/3/53. It will give you plenty of threat to keep mobs. When you add right glyphs to this spec you will have plenty of damage mitigation as well. Below is a break down per tree of what to pick up and the Glyphs that will work out the best for now.
Level 80 Warrior (15/3/53)
Arms (15 points)
- Improved Heroic Strike – Rank 3/3
Reduces the cost of your Heroic Strike ability by 3 rage points.
- Deflection – Rank 5/5
Increases your Parry chance by 5%.
- Improved Charge – Rank 2/2
Increases the amount of rage generated by your Charge ability by 10.
- Impale – Rank 2/2
Increases the critical strike damage bonus of your abilities by 20%.
- Deep Wounds – Rank 3/3
Your critical strikes cause the opponent to bleed, dealing 48% of your melee weapon’s average damage over 6 sec.
Fury (3 points)
- Armored to the Teeth – Rank 3/3
Increases your attack power by 3 for every 108 armor value you have.
Protection (53 points)
- Shield Specialization – Rank 5/5
Increases your chance to block attacks with a shield by 5% and has a 100% chance to generate 5 rage when a block, dodge, or parry occurs.
- Improved Thunder Clap – Rank 3/3
Reduces the cost of your Thunder Clap ability by 4 rage points and increases the damage by 30% and the slowing effect by an additional 10%.
- Incite – Rank 3/3
Increases the critical strike chance of your Heroic Strike, Thunder Clap and Cleave abilities by 15%.
- Anticipation – Rank 5/5
Increases your Dodge chance by 5%.
- Last Stand – Rank 1/1
When activated, this ability temporarily grants you 30% of your maximum health for 20 sec. After the effect expires, the health is lost.
- Improved Revenge – Rank 2/2
Increases damage of your Revenge ability by 20% and gives a 50% chance to stun the target for 3 sec.
- Shield Mastery – Rank 2/2
Increases your block value by 30% and reduces the cooldown of your Shield Block ability by 20 sec.
- Toughness – Rank 5/5
Increases your armor value from items by 10% and reduces the duration of all movement slowing effects by 30%.
- Improved Disciplines – Rank 2/2
Reduces the cooldown of your Shield Wall, Retaliation and Recklessness abilities by 60 secs.
- Concussion Blow – Rank 1/1
Stuns the opponent for 5 sec and deals [0.75 * AP] damage (based on attack power).
- Gag Order – Rank 2/2
Gives your Shield Bash and Heroic Throw abilities a 100% chance to silence the target for 3 sec and increases the damage of your Shield Slam ability by 10%.
- One-Handed Weapon Specialization – Rank 5/5
Increases physical damage you deal when a one-handed melee weapon is equipped by 10%.
- Improved Defensive Stance – Rank 2/2
While in Defensive Stance all spell damage is reduced by 6% and when you Block, Parry or Dodge an attack you have a 100% chance to become Enraged, increasing Physical damage caused by 10% for 12 sec.
- Vigilance – Rank 1/1
Focus your protective gaze on a group or raid target, reducing their damage taken by 3% and transfers 10% of the threat they cause to you. In addition, each time they are hit by an attack your Taunt cooldown is refreshed. Lasts 30 min. This effect can only be on one target at a time.
- Vitality – Rank 3/3
Increases your total Strength and Stamina by 6% and your Expertise by 6.
- Warbringer – Rank 1/1
Your Charge, Intercept and Intervene abilities are now usable while in combat and in any stance. In addition, your Charge, Intercept and Intervene abilities will remove all movement impairing effects.
- Devastate – Rank 1/1
Sunder the target’s armor causing the Sunder Armor effect. In addition, causes 100% of weapon damage plus 202 for each application of Sunder Armor on the target. The Sunder Armor effect can stack up to 5 times.
- Critical Block – Rank 3/3
Your successful blocks have a 60% chance to block double the normal amount and increases your chance to critically hit with your Shield Slam ability by an additional 15%.
- Sword and Board – Rank 3/3
Increases the critical strike chance of your Devastate ability by 15% and when your Devastate or Revenge ability deals damage it has a 30% chance of refreshing the cooldown of your Shield Slam ability and reducing its cost by 100% for 5 sec.
- Damage Shield – Rank 2/2
Whenever you take damage from or block a melee attack you cause damage equal to 20% of your block value.
- Shockwave – Rank 1/1
Sends a wave of force in front of the warrior, causing [0.75 * AP] damage (based on attack power) and stunning all enemy targets within 10 yards in a frontal cone for 4 sec.
Glyphs
- Glyph of Devastate (Major Glyph)
Your Devastate ability now applies two stacks of Sunder Armor.
- Glyph of Blocking (Major Glyph)
Increases your block value by 10% for 10 sec after using your Shield Slam ability.
- Glyph of Shield Wall (Major Glyph)
Reduces the cooldown on Shield Wall by 2 min, but Shield Wall now only reduces damage taken by 40%.
- Glyph of Bloodrage (Minor Glyph)
Reduces the health cost of your Bloodrage ability by 100%.
- Glyph of Thunder Clap (Minor Glyph)
Increases the radius of your Thunder Clap ability by 2 yards.
- Glyph of Battle (Minor Glyph)
Increases the duration of your Battle Shout ability by 2 min.
Hit- Hit cap is 263 or 8.00% this is defiantly important but it is not high on the priority list. You don’t ignore this stat but you don’t give up anything as far as defense, stamina, or strength for it either. The amount of times you would miss being 1 or 2 percent away from the hit cap are not going to affect your threat that much when you are just starting out. You have a host of other abilities to use if that would happen. If you are using your rotation correctly then you have built the threat up and should be so far ahead of the dps in the group you would have to do allot more than miss every once in a while to lose a mob.
Crit- This is never a bad thing but it doesn’t play to big of a part considering you will get a 15% base critical strike from all the talents you are specd in and if there shaman in the group you will get 3% from totem of wrath and what ever else you may have as far as buff or pots up. As a tank you will want to do damage but you are more focused on building threat to hold aggro.
Expertise- This will be low at first but will increase over time unlike crit and hit you do need the expertise and when you have some you will see a noticeable difference but it is not crucial for you starting out.
Defense- This is the most the important stat for an 80 level protection tank when you first hit level 80. You get a base of 400 and have to get to 540 to be un-critable which means you need to be at 689. You will need this to do heroics and raids without question. Its ok to have a little more but don’t waste gem slots on it when you are capped. If you have gemmed to get capped then as you gear gets better start replacing those gems with avoidance or stamina gems.
Gear- A lot of you gear that you will need can be obtained from regular 5 mans and heroics. If you were fresh out of questing and still have greens and some blues the regular dungeons will give you good blue upgrades. Go to WoWHead and go to each slot and sort it by item level and piece the set together and formulate a rotation of 5 mans to get what you need. When you are comfortable with what you have after running the regular dungeons for gear try out some of the easier 5 man heroics. I have a pre-raid gear list that is good for beginning raiders, with the exception of the neck slot there are plenty of choices for every budget. There are drop pieces from regular or heroic 5 mans emblem pieces and crafted pieces to pick from. Take a look at it here.
Gems -Stamina (blue), Defense + Stamina (green) or just Defense (yellow) if you’re under 540 Defense or hit if you are under 263 Hit. Expertise + Stamina (purple) or Dodge + Stamina (purple). When you are starting out DO NOT put epic gems into you lower level starting gear. For example; you will pay around 18 gold for a +24 stamina blue gem and about 175 gold for a +30 stamina epic blue gem. The difference in price and stats is not proportion and not fiscally responsible, especially on a piece of gear you will replace on the next run (hopefully). When you are raiding and will be stuck with a piece for a month until you get a drop you are looking for or save up enough emblems for a piece then spend the gold into the epic quality gems. For your meta slot get Eternal Earthsiege Diamond (When you are over defense cap get Austere Earthsiege Diamond, this is a good way to dump defense rating when you are over the cap and free up a gem slot for something else.)
Enchants-
- Head: Arcanum of the Stalwart Protector
- Shoulders: If you need Defense, 20 Defense / 15 Dodge, if not then 30 Stamina.
- Back: If you need Defense, 16 Defense rating, if not then 225 Armor.
- Chest: If you need Defense, 22 Defense rating, if not then 275 Health.
- Bracers: If you need Defense, 12 Defense, if not then 40 Stamina or even Enchant Gloves – Threat.
- Gloves: 240 Armor
- Belt: Eternal Belt Buckle and gem it accordingly
- Legs: Frosthide Leg Armor Note: If you don’t plan to keep the legs long then just Jormungar Leg Armor
- Boots: 15 Stamina + Run speed or 22 Stamina.
- Shield: If you need Defense, 20 Defense rating, if not then 18 Stamina.
- Weapon: Blood Draining or Mongoose. If you don’t plan to keep the weapon long then just get a Titanium Weapon Chain.
Here is a priority list to help you decide which armor you need and when:
Highest priority -<Defense-Stamina-Avoidance-Hit-Critical Strike>- Lowest priority
Rotation- Warriors are a class that is on a priority system so there is no set rotation. We have a list of abilities that we need to keep on cool down as much as possible. Once you have threat on the group.
Single Target Tanking-
Shield Slam > Heroic Strike > Concussion Blow > Revenge > Devastate then keep them on cool down with Heroic Strike and Devastate in between. Remember your Battle Shout, or Commanding Shout, Demoralizing Shout, and Thunder Clap for mitigation of damage. Shock Wave is great if the target is stunable to open you a spot to refresh them.
Multiple Target tanking-
Just check out my post on AOE tanking here.
**Just a note on researching your class online –
This game has a huge community behind it so there are a lot of sources. Having this community to find things out is a double edged sword, if the information is good it will have an underlining consistency from all the sources, if the information contested then you need to use the source that has the deepest roots. By deepest roots, I mean one that has been around a while where they are consistently updating and has the most solid information. The best example of this trend I can give is death knights. There are very few good sites about Death Knights because the class is new so in this case I would go with the information on Elitist Jerks because of their standing in the community and how often they are correct in general. On the other hand there are a ton of sites about druids, warriors and priests. Where there are a lot of sites about a particular class there should be a consistency between all of them. There will always people who trail away from the main stream of thinking when it comes to class examination but for the most part they are all on the same line, just with a few personal tweaks or adjustments.
With that being said, Just keep in mind – Consistency and tons of content are not a measure of correctness. You have to do what works best for you and your play style.