Protection Warrior Tank Spec, Builds, Talents, and Glyphs (WoW MoP 5.2)
In this article, we present you the viable talent and glyph choices for your Protection Warrior (WoW MoP 5.2). We detail what each of the talents and glyphs do and in which situations they should be taken.
The other articles of our Protection Warrior guide can be accessed from the table of contents on the right.
This guide has been reviewed and approved by Sco, Guild Master of Method and one of the best Protection Warriors in the world. You can watch his stream on Twitch. For frequent updates on his streaming schedule, make sure to check out his Facebook page.
1. Talent Choices↑top
- Performance-enhancing
- Survival
- Crowd Control
- Movement
- Utility
- Situational
There is no longer such a thing as a default build. Most of the talents are
now viable. They can easily be changed, thanks to
Dust of Disappearance
(and
Tomes of the Clear Mind from level 86 to 90).
You will frequently find yourself changing talents and glyphs between
encounters, in order to adapt your play style to different mechanics.
Therefore, it is important to understand what each of your talents does and
how they affect your play style.
2. Tier 1 Talents↑top
Tier 1 talents offer you a choice between 3 improvements to your
Charge.
Juggernaut reduces the cooldown of
Charge by 8 seconds
(down to 12 seconds).
Double Time removes
Charge's cooldown, instead making it
operate on a charge system. You can have a maximum of two charges. Each charge
has a 20 second recharge time. Note that, in this system, Charge only generates
rage every 12 seconds, so you cannot use two Charges in a row to get a burst
of rage.
Warbringer causes
Charge to stun the target for 3
seconds, and to reudce the target's movement speed by 50% for 15 seconds.
Currently, your choice of talents in this tier will be based on the encounter mechanics, and you should adapt your talents accordingly.
Juggernaut is great if you can make use of the lowered cooldown to
handle certain encounter mechanics better.
Double Time is better if you need to
Charge more often
than every 12 seconds.
Warbringer will be the ideal choice when you need to stun adds,
although we do not see this as being used very often.
3. Tier 2 Talents↑top
Tier 2 talents offer a choice between 3 self-healing talents.
Enraged Regeneration instantly heals you for 10% of your maximum
health, and also heals you for another 10% of your maximum health over the
next 5 seconds. It costs 30 rage and has a 1-minute cooldown, but its rage cost
is removed if you use it while enraged.
Second Wind causes you to heal yourself passively for 3% of your
maximum health every second, while you are below 35% health. Also, each time
you are the victim of a stun or immobilize effect, you regenerate 15 rage over
10 seconds.
Impending Victory is an improved version of
Victory Rush,
which it replaces. Impending Victory has a 30-second cooldown and costs 10
rage. It heals you for 15% of your maximum health, and does a bit of damage
to the target. After killing an enemy that yields experience or honor,
Impeding Victory acts just like Victory Rush: its cooldown is reset and it
heals for 20% of your maximum health.
We feel that the best choice is
Second Wind. The talent provides you
with healing when you most need it as a tank (when you are low on health), and
requires no action or resources from you.
Impending Victory costs a global cooldown that could be used on much
more valuable abilities, so we do not advise taking it.
Enraged Regeneration might be a good alternative if you want control on
when you receive the healing, but we do not find it preferable to Second
Wind.
4. Tier 3 Talents↑top
Tier 3 talents offer a choice between 3 crowd-control talents.
Staggering Shout causes all snared enemies within 20 yards to
become rooted for 5 seconds. It has a 40-second cooldown.
Piercing Howl snares all enemies within 15 yards, slowing them by
50% for 15 seconds. It has no cooldown.
Disrupting Shout interrupts all spellcasting within 10 yards, and
locks out interrupted players for 4 seconds. It has a 40-second cooldown.
Choosing one talent over another here will be based on the kiting method which you may have to employ in the encounter, or on the need to have an AoE interrupt.
5. Tier 4 Talents↑top
Tier 4 offers a choice between 3 important, damage-dealing abilities.
Bladestorm deals damage to all enemies within 8 yards for 6
seconds. While Bladestorm is active, you cannot perform any actions except for
using your shouts. You are, however, immune to disarms, and movement-impairing
and loss of control effects, and you continue to dodge, parry and block attacks.
Bladestorm can be stopped prematurely by being disarmed. It has a 1 minute and
30-second cooldown.
Shockwave deals damage to and stuns all enemies in a 10-yard cone
in front of you for 4 seconds. It has a 40-second cooldown, but if it hits 3
or more targets, the cooldown is reduced to 20 seconds.
Dragon Roar deals damage to all enemies within 8 yards, knocking
them back and stunning them for 3 seconds. It ignores armor and it is always
a critical strike. It has a 1-minute cooldown.
None of these talents offer any survivability or damage mitigation, so you
are mostly looking at their DPS contribution.
Dragon Roar is the better
choice, in our opinion, but
Shockwave is also quite good, and it remains
a valid option. Shockwave is also excellent if you wish to stun the target(s)
you are attacking (which will temporarily stop their damage output).
Bladestorm is ideal for moments when you want to avoid being the
victim of movement-impairing effects or effects that cause loss of control of
your character, but its damage is quite a bit lower than the other two.
6. Tier 5 Talents↑top
Tier 5 talents offer a choice between 3 abilities that help you protect raid members.
Mass Spell Reflection reflects the next spell cast on you and on all
party and raid members within 20 yards for 5 seconds. It has a 1-minute
cooldown and, unlike its single-target counter-part (
Spell Reflection),
it does not require that you have a shield equipped.
Safeguard is an improvement over
Intervene, which it
replaces. It allows you to intercept the next melee or ranged attack (not
spells) made against the targeted raid member (the attack is done to you
instead), and it reduces the damage they take by 20% for 6 seconds. In the
process of doing so, you charge the targeted raid member, also removing any
movement-impairing effects that may have been on you. Safeguard has a 30-second
cooldown.
Vigilance allows you to transfer 30% of the damage taken by the
targeted raid member to yourself, for 12 seconds. While Vigilance is active,
your
Taunt has no cooldown. Vigilance has a 2-minute cooldown.
While the choice here depends heavily on what the encounter mechanics
are,
Safeguard is your default choice in most situations. The reason is
that Safeguard is very good for providing a mild damage reduction to a non-tank
during times of raid damage, making it much more useful than the other two
choices.
Mass Spell Reflection is useful in the event that there are important
spells that can be reflected. Since most boss abilities can not be reflected
(and those that can be generally do not pose problems), this talent will not be
used very much.
Vigilance is useful if one or both of its benefits can come in
handy to you. Do note that you must keep your own survivability in mind when
you cast Vigilance on someone to reduce the damage they take (since the damage
is transfered to you).
7. Tier 6 Talents↑top
Tier 6 talents provide you with a choice between 3 powerful, gameplay-altering abilities.
Avatar is a DPS cooldown that increases your damage done by 20% for
24 seconds. It also removes movement-impairing effects when activated. It has
a 3-minute cooldown.
Bloodbath is a DPS cooldown that causes all your special attacks
to place a bleed on the target, equal to 30% of the damage of the respective
special attack. The ability lasts for 12 seconds, and the bleed lasts for 6
seconds. Each new special ability cast while Bloodbath is active will refresh
the bleed duration, and update its damage. Bloodbath has a 1-minute
cooldown.
Storm Bolt is a 3-second single-target stun, that also deals a
moderate amount of damage to the target. If the target cannot be stunned
(as is the case with raid bosses), the damage it deals is much increased. It
has a 30-second cooldown.
None of these three talents improve your survivability. The only exception
to this is
Storm Bolt, which can be a survivability increase if you are
able to stun the mob that is attacking you (although bosses are not stunnable,
and in a raid, there should be plenty of stuns available anyway).
In terms of DPS and threat output, all three talents are nearly
identical, but we find
Bloodbath to be best. Choose based on your
preference.
8. Major Glyphs↑top
As a Protection Warrior, Major Glyphs offer you various damage (and threat) improvements, but they do very little for your survivability. We will first look at the only glyph that affects your survivability, before exploring the other options.
The following glyphs improve your damage and threat.
Glyph of Heavy Repercussions causes your
Shield Slam to deal
an extra 50% damage while
Shield Block is active.
Glyph of Hold the Line increases the damage of your next
Revenge, following a successful parry, by 50%.
Glyph of Incite grants you a 10-second buff each time you use
Devastate while
Demoralizing Shout is active. This buff reduces the
cost of
Heroic Strike and
Cleave by 20 rage.
Several other glyphs can, in some situations, increase your DPS and threat.
Glyph of Death From Above reduces the cooldown of your
Heroic Leap
by 15 seconds. If you have a chance to make use of Heroic
Leap more often than its standard cooldown allows for, then this glyph
is a solid option. That said, this glyph should pretty much always be
taken.
Glyph of Unending Rage increases your rage pool by 20, giving you a
maximum rage amount of 120. This glyph will probably be beneficial in every
possible scenario, making it much easier for you to manage your rage.
Additionally, it allows you to pool up rage (even if only slightly), which you
can then use in a time of need.
Glyph of Recklessness increases the duration of
Recklessness by 50%, but reduces the benefit of the spell by 12% (that
is to say, Recklessness will provide you with 18% increased critical strike
chance, instead of 30%). The glyph is not a DPS increase on its own. However,
in some situations, it can prove beneficial, for example when you want to
benefit from increased DPS for a longer period of time.
Glyph of Rude Interruption causes your successful
Pummel interrupts to increase your damage by 6% for 20 seconds.
If you are part of your raid's interrupt rotation, or if you can otherwise
interrupt mobs during the encounter, this glyph will be excellent.
Glyph of Bull Rush increases the amount of rage generated by your
Charge by 15.
Finally,
Glyph of Enraged Speed increases your movement speed by 20%
while you are enraged.
9. Minor Glyphs↑top
Minor Glyphs do not provide you with any worthwhile benefits. Many of them offer cosmetic improvements that you will probably want to check out. Two glyphs, however, are worth mentioning.
Glyph of Bloody Healing increases the amount of healing you receive
from bandages by 20%, while you have
Deep Wounds (passively applied as
part of your normal rotation) up on at least one target. Since bandages are
seldom used, its benefit will probably be very minor.
Glyph of Intimidating Shout changes your
Intimidating Shout
to no longer cause the enemies to run around in fear. Instead, they will simply
stand still for the duration of the fear. This is very useful when you wish
to avoid the feared mobs aggroing other packs.
10. Changelog↑top
- 24 Apr. 2013: Made several updates.
- Reworded the Tier 2 talent discussion, giving top priority to
Second Wind. - Refined some of the other talent discussions.
- Removed
Glyph of Shield Wall, since it is not desirable.
- Reworded the Tier 2 talent discussion, giving top priority to
- 04 Mar. 2013: Patch 5.2 update.
- Changed cooldown of
Shockwave to 40 seconds. - Added immunity to disarms granted by
Bladestorm. - Changed the amount of rage granted by
Second Wind from 20 to 15. - Added slowing effect of
Warbringer. - Removed the damage increase granted by
Glyph of Death From Above. - Changed the explanation of what triggers
Glyph of Incite from
Deadly Calm to
Demoralizing Shout. - Changed rage cost of
Enraged Regeneration from 60 to 30. - Changed the amount of health granted by
Impending Victory from
10% to 15%.
- Changed cooldown of
