05-21-2008, 11:50 AM
Foreward: It's been a while since I wrote a guide, so bear with me. I will try to cover all of the bases plus a few things extra. I believe that leading a group tends to go hand-in-hand with tanking, so I will cover a bit of that as well. If you have any additional questions, please don't hesitate to ask.
Introduction
When it comes to being a protection specced warrior, you must accept the fact that you are going to be a tank and nothing else. That's it. You may be able to do enough DPS to avoid embarrassing yourself, but it will still be far below someone specialized for the role. You also must accept that you have chosen a role that will solo slowly and that is meant to shine in groups.
I would also recommend that you write off significant PVP. There are ways to harrass your opponents, carry flags, hold bases, etc... but in the end, you should not expect to kill your opponents without help. You become a very effective speedbump and can certainly have fun, but it is a side of the game you need to decide if you can do without (at least on this character).
Finally, there are those who would argue over wether tanking is an art or a science. Science is based on hard numbers, and art tends to be something you feel. I will tell you that tanking begins as a science and, with practice, becomes an art.
And so, we begin with the science of tanking:
Talents
Your talents can be divided into roughly three categories: Damage reduction, threat generation, and (to a limited degree) crowd control. The first two are obvious, but crowd control for a protection warrior is not used to take an opponent out of the fight. It is used to buy time to hold or regain aggro.
I will start with what I consider the must-have talents, and they are certainly not all in the protection tree.
Deflection: You will be hard pressed to find a better damage reduction talent, and it's in the first tier of arms. As an added bonus, parrying will speed up your attacks and thus threat generation.
Cruelty: This is the most basic threat generating talent, and it is in the fury tree. 5% more damage is worth it alone, but a critical shield slam often generates enough aggro that you can comfortably focus on other targets. Finally, you will generate more rage when trying to hold numerous weaker opponents.
Anticipation: The third most basic talent. 20 defense gives more block, dodge, parry, miss chance, and crit reduction. And with a basic requirement of 490, it will eventually allow you much more latitude in your gear choices.
Improved Thunder Clap: While the additional damage is mildly helpful when multi-tanking, the real key here is the additional 10% reduction in attack speed on bosses. That's more time for a heal to land, less chances they get to smash you, and less damage all around.
Toughness: 10% more armor is hard to beat. Absolutely required talent.
Shield Specialization: When combined with the shield block skill, you want your shield block percentage to be as close to 100 as possible. I will explain the reason for this in the gear section below. This talent is also a prereq for...
Improved Shield Block: A second tool for reducing crushing blows. You will be able to block two of them before refreshing, which may (just barely) be enough to negate crushing blows.
Defiance: 15% more threat and expertise. This one should be self explanatory.
Improved Taunt: It may not seem like much, and you'll curse blizzard every time something is immune to taunt, but 2 seconds can seem like a lifetime. This is especially useful when multi-tanking or helping AEing groupmates. More mages probably owe their lives to this talent than iceblock.
Concussion Blow: Much like improved taunt, this talent is limited to opponents who can be stunned. A great deal of trash can be effected by this, and it is a great way to buy time to regain aggro when taunt is already on cooldown. It is also useful if you want to safely change target for a few seconds and not worry about the first target eating a rogue.
One-Handed Weapon Spec: It may not be clear from the tooltip, but this talent adds 10% to ALL DAMAGE when you are wielding a 1-handed weapon. Not just white damage or just damage from your main hand weapon... all damage. That includes shield slam and dual wielding.
Shield Mastery: This may at first appear to be a defensive talent, but it is actually designed for threat generation. This talent effects shield slam damage.
Shield Slam: Without a doubt the most important ability a protection warrior gets. It will be your highest damage attack as well as your highest threat attack.
Focused Rage: One of the best talents available to warriors, period. This will effect every ability you use aside from shield block, spell reflect, commanding shout, and battle shout. If you are protection specced and have taken improved sunder armor instead of this talent, quietly fix it before I find out.
Vitality: In the life of a tank, your skill is often gauged by exactly how hard you can be hit without falling down. Stamina is key.
Devastate: If you've come this far in the protection tree, you should have this. Useful in soloing and in tanking, every bit of damage helps. Be thankful Blizzard fixed it and included sunder armor.
That covers the must-have talents. Now for those in between and my opinions on them:
Unbridled wrath: Unless you are a dual wielding DPS warrior, you should not take this talent. Mathematically, it simply doesn't measure up when using a single weapon. What I recommend taking instead is...
Anger management: This is a great rage generation talent, and I regret not having enough points to take it with my other choices. Luckily most opponents will hit you hard enough that rage generation is rarely a problem until you are overgeared. If you want to take this and need to find 2 more points in arms over deflection and improved thunder clap, I recommend improved heroic strike. It is an excellent threat generation tool.
Improved Bloodrage: You will use bloodrage before every pull if it isn't on cooldown. I recommend putting any leftover points you have in this talent, as it will allow you to more quickly open with a shield slam.
Tactical mastery: Not as crucial as it once was. If you do not pvp, you can live without it.
Last stand: I almost put this among the must-haves. It comes highly recommended. As your group/raid progresses past each boss in gear and skill, you will use it less and less. However, when learning a new encounter or needing to hold on just a few second longer, it always pays to have one more "Oh $#!^" button.
Improved Revenge: I have 1 point in this. It is a tough talent to judge, but my reasoning is that 1 point is an infinite percentage increase in my ability to stun with revenge. The stun is short, but useful for interrupting casters now and then, as shield bash and concussion blow have longer cooldowns. And honestly, sometimes it's better to be lucky than good.
Improved Sunder Armor: Only take this after focused rage. The talent is useful, but I find that with the rage generated in most encounters, only a certain number of rage reducing talents are necessary.
Improved Disarm: Never, ever take this. Ever. Disclaimer: Someday, theoretically, a boss may require it. Until then, see above.
Improved Shield Wall: This is much like last stand except it enhances an existing skill. This one is a matter of personal preference.
Improved Shield Bash: I have 2 points in this talent, but it is also a matter of personal preference. I use it for dragging casters back to the group when I don't want to wait for an opportunity to interrupt. Why not wait? Because the longer you tank something in a bad location, the longer Murphy's Law has to take effect.
Improved Defensive Stance: When you compare the three primary tanking classes, the advantage that can most clearly be shown for warriors is that we handle magic damage better. Defensive stance already reduces that damage by 10%, and 6% may seem minor. I prefer to play to my strengths, and have 3 points in it.
I believe that covers talents. That should definitely be the largest section. Next up will be soloing.
Introduction
When it comes to being a protection specced warrior, you must accept the fact that you are going to be a tank and nothing else. That's it. You may be able to do enough DPS to avoid embarrassing yourself, but it will still be far below someone specialized for the role. You also must accept that you have chosen a role that will solo slowly and that is meant to shine in groups.
I would also recommend that you write off significant PVP. There are ways to harrass your opponents, carry flags, hold bases, etc... but in the end, you should not expect to kill your opponents without help. You become a very effective speedbump and can certainly have fun, but it is a side of the game you need to decide if you can do without (at least on this character).
Finally, there are those who would argue over wether tanking is an art or a science. Science is based on hard numbers, and art tends to be something you feel. I will tell you that tanking begins as a science and, with practice, becomes an art.
And so, we begin with the science of tanking:
Talents
Your talents can be divided into roughly three categories: Damage reduction, threat generation, and (to a limited degree) crowd control. The first two are obvious, but crowd control for a protection warrior is not used to take an opponent out of the fight. It is used to buy time to hold or regain aggro.
I will start with what I consider the must-have talents, and they are certainly not all in the protection tree.
Deflection: You will be hard pressed to find a better damage reduction talent, and it's in the first tier of arms. As an added bonus, parrying will speed up your attacks and thus threat generation.
Cruelty: This is the most basic threat generating talent, and it is in the fury tree. 5% more damage is worth it alone, but a critical shield slam often generates enough aggro that you can comfortably focus on other targets. Finally, you will generate more rage when trying to hold numerous weaker opponents.
Anticipation: The third most basic talent. 20 defense gives more block, dodge, parry, miss chance, and crit reduction. And with a basic requirement of 490, it will eventually allow you much more latitude in your gear choices.
Improved Thunder Clap: While the additional damage is mildly helpful when multi-tanking, the real key here is the additional 10% reduction in attack speed on bosses. That's more time for a heal to land, less chances they get to smash you, and less damage all around.
Toughness: 10% more armor is hard to beat. Absolutely required talent.
Shield Specialization: When combined with the shield block skill, you want your shield block percentage to be as close to 100 as possible. I will explain the reason for this in the gear section below. This talent is also a prereq for...
Improved Shield Block: A second tool for reducing crushing blows. You will be able to block two of them before refreshing, which may (just barely) be enough to negate crushing blows.
Defiance: 15% more threat and expertise. This one should be self explanatory.
Improved Taunt: It may not seem like much, and you'll curse blizzard every time something is immune to taunt, but 2 seconds can seem like a lifetime. This is especially useful when multi-tanking or helping AEing groupmates. More mages probably owe their lives to this talent than iceblock.
Concussion Blow: Much like improved taunt, this talent is limited to opponents who can be stunned. A great deal of trash can be effected by this, and it is a great way to buy time to regain aggro when taunt is already on cooldown. It is also useful if you want to safely change target for a few seconds and not worry about the first target eating a rogue.
One-Handed Weapon Spec: It may not be clear from the tooltip, but this talent adds 10% to ALL DAMAGE when you are wielding a 1-handed weapon. Not just white damage or just damage from your main hand weapon... all damage. That includes shield slam and dual wielding.
Shield Mastery: This may at first appear to be a defensive talent, but it is actually designed for threat generation. This talent effects shield slam damage.
Shield Slam: Without a doubt the most important ability a protection warrior gets. It will be your highest damage attack as well as your highest threat attack.
Focused Rage: One of the best talents available to warriors, period. This will effect every ability you use aside from shield block, spell reflect, commanding shout, and battle shout. If you are protection specced and have taken improved sunder armor instead of this talent, quietly fix it before I find out.

Vitality: In the life of a tank, your skill is often gauged by exactly how hard you can be hit without falling down. Stamina is key.
Devastate: If you've come this far in the protection tree, you should have this. Useful in soloing and in tanking, every bit of damage helps. Be thankful Blizzard fixed it and included sunder armor.
That covers the must-have talents. Now for those in between and my opinions on them:
Unbridled wrath: Unless you are a dual wielding DPS warrior, you should not take this talent. Mathematically, it simply doesn't measure up when using a single weapon. What I recommend taking instead is...
Anger management: This is a great rage generation talent, and I regret not having enough points to take it with my other choices. Luckily most opponents will hit you hard enough that rage generation is rarely a problem until you are overgeared. If you want to take this and need to find 2 more points in arms over deflection and improved thunder clap, I recommend improved heroic strike. It is an excellent threat generation tool.
Improved Bloodrage: You will use bloodrage before every pull if it isn't on cooldown. I recommend putting any leftover points you have in this talent, as it will allow you to more quickly open with a shield slam.
Tactical mastery: Not as crucial as it once was. If you do not pvp, you can live without it.
Last stand: I almost put this among the must-haves. It comes highly recommended. As your group/raid progresses past each boss in gear and skill, you will use it less and less. However, when learning a new encounter or needing to hold on just a few second longer, it always pays to have one more "Oh $#!^" button.
Improved Revenge: I have 1 point in this. It is a tough talent to judge, but my reasoning is that 1 point is an infinite percentage increase in my ability to stun with revenge. The stun is short, but useful for interrupting casters now and then, as shield bash and concussion blow have longer cooldowns. And honestly, sometimes it's better to be lucky than good.
Improved Sunder Armor: Only take this after focused rage. The talent is useful, but I find that with the rage generated in most encounters, only a certain number of rage reducing talents are necessary.
Improved Disarm: Never, ever take this. Ever. Disclaimer: Someday, theoretically, a boss may require it. Until then, see above.
Improved Shield Wall: This is much like last stand except it enhances an existing skill. This one is a matter of personal preference.
Improved Shield Bash: I have 2 points in this talent, but it is also a matter of personal preference. I use it for dragging casters back to the group when I don't want to wait for an opportunity to interrupt. Why not wait? Because the longer you tank something in a bad location, the longer Murphy's Law has to take effect.
Improved Defensive Stance: When you compare the three primary tanking classes, the advantage that can most clearly be shown for warriors is that we handle magic damage better. Defensive stance already reduces that damage by 10%, and 6% may seem minor. I prefer to play to my strengths, and have 3 points in it.
I believe that covers talents. That should definitely be the largest section. Next up will be soloing.