Protection Warrior Rotation Guide – Legion 7.3.5
This section of the Protection Warrior guide provides an overview of all spec abilities, as well as when and how to use them in the Protection Warrior Rotation. This guide is written by
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Blood Death Knight Guide
Rotation & Abilities
Macros & Addons
Protection Warrior Basic Abilities
deals AoE damage and is a potent defensive cooldown against autoattacks, particularly strong when tanking large packs. You can cast other defensive abilities while channeling, but moving will cancel the cast. It is also canceled by CC and knockbacks, so be careful when timing it!
- Deals moderate Physical damage.
- Leap through the air, slamming down for light Physical damage to all enemies in the area.
- Throws your weapon at the enemy, causing light Physical damage and generating threat.
to deal heavy Physical damage to all targets in front of the Warrior. Dodging or parrying an attack removes the
cost from your next
- Causes heavy Physical damage.
have a chance to reset the cooldown of
- Causes moderate Physical damage to all nearby enemies, and reduces their movement speed. Generates
- Runs at high speed towards an ally or enemy. When used on an enemy, it roots the target for a second and reduces it's movement speed for a few seconds. When used on an ally, it causes the Warrior to take the next melee or ranged attack that would strike the ally.
- Strikes a target, dealing moderate Physical damage and healing you for a portion of your maximum health. Only usable within a few seconds of the Warrior killing an enemy that yields experience or honor.
to ignore most of the damage taken in the next couple seconds, depending on much
spent on it.
to block every melee attack dealt against the Warrior for a few seconds. These blocks can be critical blocks. Also increases
damage while active.
- Grants the Warrior increased Critical Strike chance for a few seconds.
- Removes and gives immunity to Fear, Sap, and incapacitate effects for a few seconds.
- Reduces all nearby enemies' damage done to the Warrior for a few seconds.
- Increases the Warrior's current and maximum health for a few seconds.
- Reduces all damage taken for a few seconds.
- Reduces magic damage taken and reflects a spell cast on the Warrior. The effect ends after a couple seconds, or after a spell has been reflected.
- Deals light Physical damage and reduces the target's movement speed.
- Causes the target enemy and up to 5 additional targets to cower in fear and be disoriented for a few seconds.
to reduce all nearby enemies' movement speed for a few seconds.
- Interrupts the target.
s the target.
apply a bleed, dealing moderate damage over time.
Offensive Priority List for 7.3
prior to using
does not fall off. Also, spend all of your excess Rage on
. You will generate a ridiculous amount of Rage. In AoE, you can cast
to maximize DPS, but note that casting either is a defensive loss compared to simply spending every global on
if a free Revenge cast is available or to dump Rage
You can prioritize
to maximize damage if the situation permits.
Cleave damage (damage to secondary targets)
Now that all offensive abilities reset the cooldown of
, the Cleave and AoE priorities are nearly identical to the single target Prot Warrior rotation priority. While
are better damage-dealing abilities against 3 or more targets, they are defensively far inferior to
, so should generally not be prioritized over it.
AoE Damage (damage to all targets)
The AoE and Cleave rotations are virtually identical. The only difference is that you may have more Rage to dump via
, and more Parry procs making it free to cast.
Using Victory Rush and Intercept
When soloing, any opportunity to abuse
goes a long way toward keeping yourself alive through difficult content.
In groups, make liberal use of
on allies for Rage and
stuns. Try to get killing blows on adds as much as possible to open up
For any bosses that have increased damage taken phases, combining
is the best way to push your damage output for all it's worth.
are all useful in buying a few seconds of relief when tanking dangerous add packs.
: Gives 5 seconds of guaranteed crits, so be sure you cast at least one
while it is active. With Tier 21, try to use as many
possible in single target.
: The Protection Warrior artifact ability is a channeled cast that provides 3 seconds of guaranteed Critical Blocks and decent AoE damage. It is a solid AoE damage cooldown, but is not worth using offensively in single target most of the time. Additionally, the guaranteed Critical Blocks increase your chances of proccing
, so be sure you are actively tanking when you cast it!
: Your weakest defensive cooldown; use it as your first line of defense in dangerous situations and against special attacks. It has a 10 yard range, so make sure you are in range of your targets when you cast it.
: It's the artifact ability again! It is a very solid defensive cooldown when
is not active.
: Strong against massive special attacks and useful in dealing with emergencies like off-tank or healer death when combined with
: The granddaddy of all defensive cooldowns, this will keep you alive - big time. Use it in the Prot Warrior rotation when you think you're about to get destroyed by a boss or a massive add pack.
: A short cooldown that gives a substantial amount of spell damage reduction. AoE spells and many boss abilities cannot be reflected, but their damage will still be reduced by the 30% spell damage reduction component. Once you acquire the Artifact Weapon trait
, it lasts for its full duration regardless of how many spells it reflects.
: The quintessential utility for tanks. Take aggro on the target and generate 200% increased threat on it for the duration of the
: Allows you to break out of a few CC effects, most notably fears.
s are never scared!
: Move from point A to point B immediately, and look like Beast Mode Incarnate doing it.
: Useful for pulling mobs at range or generating threat after you've cast Taunt from range.
: An all-purpose gap closer, it generates 10 Rage, moves you to the target, and either roots them or takes the next autoattack that would hit the friendly target.
: A standard interrupt.
: A self-sustain skill for questing in the world and an occasional self-healing tool in group play. Very helpful when you pull massive packs while questing.
The Tier 19 2-piece and 4-piece bonuses are strong, but don't affect the active rotation in a meaningful way aside from providing more Rage. This translates into more
casts, but does not alter other skill usage significantly.
a stronger defensive ability for your ally and less punishing for you, so you should use defensive
are a solid damage increase. You should cast
are on cooldown, but don't use it while they are available.
a decent defensive component, and makes it worth casting both offensively and defensively while tanking AoE. Use it over
against multiple targets.
gives another defensive benefit to
, which is already at the top of your priority queue. It makes
more valuable defensively, so this is strongest in single-target encounters.
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