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PTR
10.2.5
PTR
10.2.6
The Unofficial Protection Warrior Guide
来自 GrayGooGirl
[Last Updated]:
2014/11/24
补丁:6.0.3
目录
评分:
1. Introduction to Protection Warriors
Warriors have always been a pretty stable class in this game. Through many of the early years they were the mold by which tanking was evaluated and tested. Through this guide I hope to better explain the inner workings of the modern Prot Warrior. While most of this is opinion, it stems from the many many hours I've spent playing this class and spec. The build I've posted here is designed for stable DPS and most importantly
survivability
. Big damage numbers don't mean a thing if you're tanking the ground. For a list of all the changes that happened between 5.4.8 and 6.0.3, I'd suggest you check out the
Warlords of Draenor Warrior Changes Guide
.
2. Talents
Talent List
Here is a list of all the talents available to Protection Warriors by Tier
Tier 1
战神
causes your
冲锋
to stun for 1.5 seconds instead of rooting the target in place.
再度冲锋
gives you two charges of
冲锋
. You can only gain the rage bonus once per 20 seconds.
drops the cooldown of
冲锋
to 12 seconds.
Tier 2
heals you instantly for 10% of your health and provides an additional 20% over the next 5 seconds.
复苏之风
provides 10% Leech when you are below 35% health.
replaces your
乘胜追击
, providing the same ability but on a 60 second cooldown that is reset on killing an xp granting mob.
Tier 3
causes
盾牌猛击
to do an additional 30% damage while
盾牌格挡
or
is active.
猝死
causes your autoattack to have a 10% chance to provide an
斩杀
with no initial rage cost.
causes your
毁灭打击
to provide a stack that reduces the cost of the next
by 5 rage. Stacks up to 6 times.
Tier 4
风暴之锤
is a ranged attack that deals 60% of weapon damage and stuns for 4 seconds. It does quadruple damage on permanently stun-immune targets.
震荡波
deals damage in a cone in front of the player, stunning all impacted for 4 seconds. If this cone hits 3 or more targets, the CD is reduced by 20 seconds.
巨龙怒吼
deals damage to all targets within 8 yards, knocking them back and down for half a second. This attack always crits and ignores armor.
Tier 5
reflects the next spell cast on you and on all your party and raid members withing 20 yards for 5 seconds. Replaces
法术反射
.
replaces
援护
with an identically functioning ability that adds 20% damage reduction to the targeted player.
警戒
provides a 40% damage reduction to the targeted player and removes the cooldown on
嘲讽
.
Tier 6
天神下凡
grants a 20% damage boost over 24 seconds. This abilitly also removes roots and snares.
provides a additional 30% damage to your melee abilities and their multistrikes as a bleed over 6 seconds. Bleeding targets move 50% slower.
剑刃风暴
Deals 160% weapon damage to all enemies within 8 yards every 1 second for 6 seconds. The user is immune to stuns, roots, movement imparing effects, and loss of control effects.
Tier 7
愤怒掌控
provides a 1 second reduction in the CD of several abilities for every 30 rage spent. Please reference the tooltip for information in which abilities are affected.
破坏者
deals 82.5% weapon damage to all enemies within the AoE for 10 seconds. Also increases your parry chance by 30% for 11 seconds.
provides a 5% damage reduction bonus to Defensive Stance and provides access to Gladiator's Stance. While in Gladiator Stance, all defensive aspects of protection are lost but damage is increased by 20% and
盾牌格挡
is repalced with
.
Recommendations
Tier 1
Personally I find that
再度冲锋
to be the best option of the three.
冲锋
is absurdly useful and being able to use it twice in rapid succession is far more useful than a situational stun.
is a close second and works well if your use of
冲锋
is regular and predictable.
Tier 2
is in my opinion the only raid-viable option here. it's an on-demand heal for a very substantial amount and provides considerable smoothing after using.
heals for half the amount at half the CD of
but it also uses two GCDs and can only be used when a mob is in melee range, making it less viable. Your health shouldn't be low enough, long enough for
复苏之风
to be viable.
Tier 3
is a viable choice for fights in which you'll be using
盾牌格挡
the majority of the time. For fights that require a lot of non-physical mitigation (where you'll be using
far more often), you'd be far better taking
猝死
as it's not dependent on
盾牌格挡
up-time.
in conjunction with
can be useful on fights in which you will be doing constant cleaving (Like Twin Ogron in Highmaul).
Tier 4
震荡波
is best applied if the encounter has regular adds, that can be stunned, in packs of 3 or greater. I would recommend
风暴之锤
for single target fights against non-stunnable targets, or where a long range, semi-regular stun would be beneficial (See Galakras Bonecrushers).
巨龙怒吼
is also extremely useful for single target damage as it ignores armor, always crits, and deals all of it's damage to said single target; In the case of most bosses, they aren't able to be knocked up so it doesn't mess with positioning.
Tier 5
This tier is pretty much personal preference. I typically stick with
警戒
.
Tier 6
This tier is pretty much personal preference. I personally like
for the majority of fights. For fights where you may need to break roots or snares,
天神下凡
is viable.
剑刃风暴
is completely viable for regular interval multi-target fights.
Tier 7
All three selections are viable. I personally use and recommend
for the stock 5% damage reduction; Said damage reduction is the strongest defensive bonus you can get out of this tier. In situations where you will be regularly dealing with packs of mobs (4+),
破坏者
is excellent for DPS. It's worth noting that
破坏者
also provides 30% parry but the up-time isn't enough to justify picking it over
. You're strongest single-target DPS boost comes from
愤怒掌控
.
3. Core Abilities and Priorities
Proper tanking in WoD requires that the tank actively try and mitigate the most damage they can. Protection warriors have one of the strongest active mitigation tool-kits in the game. In the section below we will explore the different abilities that Prot warriors have as well as their proper applications.
Abilities
Offensive Abilities:
盾牌猛击
Description
Deals Attack Power * 0.36 damage and generates 20 rage. Critical strikes with this ability cause your next
to cost no rage and be a critical strike.
Application
This is one of your two primary rage generators and should be used on CD. It does a very significant amount of damage and has several abilities that amplify it's damage.
复仇
Description
Hits three enemies dealing 300% attack power as damage to it's primary target and 50% damage to it's secondary targets, generating 20 rage. This ability resets it's CD if you dodge or parry an attack.
Application
This is one of your two primary rage generators and should be used on CD.
毁灭打击
Description
Deals 200% Physical damage and has a 30% chance to reset the cooldown on
盾牌猛击
. Applies
重伤
.
Application
This ability is your generic GCD filler. Use this when you are pooling rage and your
复仇
and
盾牌猛击
are on CD.
Description
Spends 30 rage to deal 105% physical damage. This ability is not on the GCD.
Application
There are two useful applications for this ability:
If you are about to cap on rage, you can use this to burn a moderate amount of rage without wasting Active Mitigations (more on that below).
If you need additional burst damage you can burn your rage using this in addition to your normal damage abilities, as it is off GCD.
斩杀
Description
Spend 10 (to 40) rage to deal 160% (to 480%) damage. Only usable when below 20% health.
Application
This is your primary execute phase ability. Once in the range where usable, you should modify your rotation to use this ability as a rage dump instead of
.
雷霆一击
Description
Damages all enemies in 8 yards for 84% weapon damage and reduces their movement speed by 50% for 6 seconds. Applies
重伤
.
Application
This ability is used to get AoE threat and apply
重伤
to all your active targets. In situations with 3 or more targets, this should be used on CD over
毁灭打击
.
Defensive Abilities:
盾牌格挡
Description
Spends 60 rage to increases your block change to 100% for 6 seconds. Blocks preformed with this ability are eligible for Critical Blocks. 2 Charges. Recharge 12 seconds.
Application
This is your primary Physical mitigation ability. All blocked attacks deal 30% less damage and critical blocked attacks deal 60% less damage. While active, your critical block chance is increased by the amount of your normal block chance. So if you have a 30% block chance, and 10% critical block chance, while
盾牌格挡
is up you have 100% block chance, and 40% critical block chance. Currently this is the most effective method for reducing damage. This is a
proactive
ability and is only effective if used
before
taking damage.
Description
Spends 20 rage (up to 60), absorbing Attack Power * 1.125 damage. This amount scales up based on the amount of rage spent. Also scales with
.
Application
This is your primary magic mitigation ability as well as your secondary physical mitigation ability. This shield absorbs all types of damage which makes it excellent for dealing with unblockable and/or magic attacks. This also works well to fill the gaps when both of your
盾牌格挡
charges are on CD. This is both a
proactive
and
reactive
ability and can be used both
before
and
after
taking damage.
挫志怒吼
Description
Causes all enemies within 10 yards to deal 20% less damage to you for 8 seconds.
Application
With it's relatively short CD, this makes for a nice minor damage reduction CD. You should save this for periods of high damage or when extra damage reduction would benefit you. Unlike
盾墙
and other external damage reduction CDs, the enemy MUST be within 10 yards as it is applied as a debuff to the enemy. This is a
proactive
ability and is only effective if used
before
taking damage.
盾墙
Description
Causes you to take 40% reduced damage for 8 seconds.
Application
This is your strongest damage reduction CD and should be used only when you expect to take very heavy, life-threatening damage. This is a
proactive
ability and is only effective if used
before
taking damage.
破釜沉舟
Description
Increases your current and maximum health by 30%. The 30% to current health is retained after the buff wears off.
Application
This ability provides you a larger health pool and an instant 30% health which is great for both smoothing incoming damage and recovering from large hits. This is both a
proactive
and
reactive
ability and can be used both
before
and
after
taking damage.
法术反射
Description
Causes the next offensive spell used against you to be reflected back to the attacker. Lasts 5 seconds.
Application
This is a very very situational spell. When it works, it works wonderfully. It only affects certain single target, projectile based spells. If you know it will work on a spell, reflecting it back is a great way to avoid the damage and inflict some on the caster. It's a shame it doesn't work on more things.
Utility Abilities:
嘲讽
Description
Forces the target to attack you, normalizing threat with the highest on the threat table and causes you to generate 200% more threat for 3 seconds.
Application
This is a core tanking ability and exists for all tanking classes in some form or another. Taunt is used to grab the attention of mobs and force them to attack you. This mechanic is used for the majority of boss fights (in what is commonly refered to as a "Tank Swap"). This should not be used too often as it does suffer from Diminishing Returns and can cause the boss to become Taunt Immune.
拳击
Description
Interrupts the target and locks the target out of the specified school for 4 seconds.
Application
This ability allows you to interrupt a spell being cast by the target. There are many raid encounters where interrupting the boss or adds is required.
Description
All mobs within 30 yards are taunted to you. Does not work on boss creatures. Lasts 30 seconds.
Application
This ability is great for picking up adds at a range. Any mob that moves withing 30 yards of the banner is directed to attack you. This ability is great for fights where there are many mobs that needs to be grouped up.
破胆怒吼
Description
Up to 5 mobs within 8 yards are feared, causing them to flee for 8 seconds. Does not work on boss creatures. Damaging the mobs can break the fear effect.
Application
This ability is useful for dealing with large packs of hard hitting mobs. This works as a temporary CC. In most cases the fear won't last for the full 8 seconds, but the minor reprieve can be helpful in dealing with large amounts of incoming damage.
狂暴之怒
Description
Removes and grants immunity to Fear, Sap, and Incapacitate effects for 6 seconds. Applies
.
Application
This is useful for breaking certain types of CC effects and for applying
which increases damage dealt by 10% and generating 10 rage.
Movement Abilities:
冲锋
Description
Charges an enemy, rooting them in place for 1.5 seconds and generating 20 rage.
Application
This is useful for getting from one mob to another. The rage generation makes this excellent for use on the pull.
英勇飞跃
Description
Leap to a specific location and deal 52% of Attack Power as damage to all enemies within 8 yards.
Application
This is useful for getting threat on mobs from a distance. The damage from leap followed with
雷霆一击
is usually enough to retain threat on non-focused mobs.
援护
Description
Charge to another fiendly player, intercepting the next ranged or melee attack against them in the next 10 seconds if they remain with 10 yards of you.
Application
I find the movement portion of this ability to be more useful than the interception portion. There isn't much to be said about this ability.
Ability Priorities
With all rotations, only dump rage on
if you can afford it without sacrificing rage for active mitigations.
Single-target:
if your next rage builder would push you over your rage cap
盾牌猛击
复仇
风暴之锤
if you took it
巨龙怒吼
if you took it
毁灭打击
Single-target (Execute):
斩杀
if your next rage builder would push you over your rage cap or you are actively burning the boss
盾牌猛击
复仇
风暴之锤
if you took it
巨龙怒吼
if you took it
毁灭打击
Multi-target:
if your next rage builder would push you over your rage cap
雷霆一击
震荡波
if you took it
巨龙怒吼
if you took it
盾牌猛击
复仇
风暴之锤
if you took it
毁灭打击
4. Stat Priorities
These are the current stat priorities as of 6.0.3 (in Highmaul). This is subject to change as the amount of secondary stats increases.
Bonus Armor > Mastery >= Critical Strike > Versatility > Haste > Multistrike
Bonus Armor is point for point the strongest reduction you can pick up. Oh and did I mention (thanks to
) it adds directly to AP as well, making
scale higher. Since it's on a limited number of items, it's imperative that you pick up every point you can.
Mastery provides
精通:精确格挡
, giving a greater block chance and provides a chance for Critical Blocks (which also proc
), which reduce the damage an additional 30%. It also increases your Attack Power by a percentage based rate, making AP scaled abilities more potent. This additionally has a strong synergy with
盾牌格挡
(100% block chance means more crit blocks which means more rage) and makes it your most valuable stats after B. Armor.
Critical Strikes provide a damage boost but more importantly, crits on
盾牌猛击
and
毁灭打击
cause
which as mentioned earlier is a significant source of rage generation. More rage means higher up-time on
盾牌格挡
and more rage for
(or more
if you need the DPS).
还击
gives you a 1 to 1 point scaling of Crit Strike to Parry.
Versatility is a fun little mixed bag of straight percentage based damage reduction and bonus damage. The reason this is not higher on the list is because it's bonus damage, not bonus AP, and thus does not scale up
.
Haste is just not an impressive choice. It lowers GCD and the CD of several abilities. The problem is, warriors are seldom hindered by GCD. The white-swing timer reduction would be beneficial if multistrike stacking was viable.
Multistrike. When your white swings proc, you get
which gives you 1% of your health back per second it's up. I have a strong dislike of this ability for the following reasons: If you have something like 25% (which would require stacking exclusively multistrike ) x2 and a 2.5 second swing time (most str 1-handers are 2.6), you'd have on average 6 seconds of buff every 10 seconds. If a fight lasts for 10 minutes (600 seconds), you'd get 6 minutes (360 seconds) of uptime, or 360% of your total health back through the fight. While this is a significant amount of health, you'd negate far more damage by stacking Mastery/Crit (55% up-time on
盾牌格挡
, 44% chance to crit block with
盾牌格挡
up).
is gated to 1% per seconds, which provides smoothing, but not enough to be noticeable. Finally, you have absolutely no control when Blood Craze happens so over-healing is a very real possibility.
5. Glyphs
Here is a list of all the glyphs that I find useful. Others may be useful in certain situations, but not enough that I'd think to mention them here.
Major Glyphs
This glyph allows for extra rage pooling which is useful for the majority of fights. Having that extra pool allows you to use both of your mitigations simultaneously and allows for more fine tuning on when your mitigations are used.
I find this glyph to be particularly useful when you'll be dealing with multiple adds for the majority of a fight. Otherwise you're better off taking something else.
This glyphs is excellent for high mobility fights and for generating initial rage on the pull.
Longer charges are very useful for fights with large arenas in which the distance can be properly utilized.
This glyph has some situational utility. It should only be used on fights where offensive dispelling of magical effects on your main target is required.
The lowered cooldown allows for the ability to be used much more frequently. Unfortunately the reduction in distance makes it significantly less useful. The utility of this glyph is very situational.
The movement speed bonus on this glyph is rather useful for high mobility fights in which you intend to use
英勇飞跃
quite a bit.
This glyph is useful if you are a dedicated interrupter on a particular mob and can rely on getting this buff as often as possible (like the Fungal Flesh-Eaters on Brakenspore) .
This glyph is useful for fights were add spawns are generally more spread out.
Minor Glyphs
This glyph is actually rather useful when using Intimidating Shout. It keeps the mobs from moving out of the immediate area and keeps them from accidentally pulling other mobs (on trash).
6. Gear Optimization
Enchanting and Geming has become significantly more simple than in previous expansions. For all available sockets, you want to use Mastery or Critical Strike Gems (based on personal preference). For each enchantable piece (Neck, Rings, and Cloak) you'll want to use either Mastery or Critical Strike enchants (based on personal preference). Gift enchants cost significantly more than Breath enchants so it's best to save Gift enchants for pieces you won't be replacing for awhile.
Critical Strike Enchants/Gems:
Neck -
爆击之息
or
爆击之赐
Ring -
爆击之息
or
爆击之赐
Back -
爆击之息
or
爆击之赐
Gems -
塔拉迪特爆击水晶
or
强效塔拉迪特爆击水晶
Mastery Enchants/Gems:
Neck -
精通之息
or
精通之赐
Ring -
精通之息
or
精通之赐
Back -
精通之息
or
精通之赐
Gems -
塔拉迪特精通水晶
or
强效塔拉迪特精通水晶
7. About the Author
I'm Maxwelldemonic (or Sygon depending on who you talk to).
I write a blog at
Uncrushable.net
that covers tanking strategies for bosses, Intro to tanking guides, and other various musings.
If you like this guide or found it useful, please give it a rating and/or leave a comment below.
If you have any questions, feel free to leave a comment or email me at
maxwelldemonic@uncrushable.net
.
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评论
评论来自
kevineugenius
Thank you for taking the time to do this, the official guide is really quite lacking.
Do you use Ask Mr Robot at all? If so, do you have suggestions of what stat weights to put in there?
评论来自
1376169
Thanks for the guide, I find it really useful for me as I'm new to prot warrior. Btw, I`ve seen in some other guides on Internet, that in Tier 3 ppl choose
and when I first saw warrior talents I thought
猝死
is good for damage it makes, even the chances are low.
评论来自
wargurce
Great guide, thanks!
Question: I am having a hard time choosing between a piece of gear that has +106 bonus armor replacing an equipped item with +120 STR and +120 Multistrike. The gear with bonus armor on it is actually higher level but it seems like I would be giving up too much strength. What do you think?
动荡反抗印记
骄阳烈火
Sorry, not sure how to link the actual iLvl 600 version of that last one.
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