MoP Protection Warrior Guide – Builds, Talents, and Glyphs
MoP Warrior Guide
On this page,
we present the viable talent and glyph choices forProtection Warriors in World of Warcraft MoP 5.4. We detail
what each of the talents andglyphs do and in which situations they should be taken.
The other pages
of our Protection Warrior guide can be accessedfrom the table of contents on the right.
- Crowd Control
There is no
longer such a thing as a default build. Most of the talents arenow 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 betweenencounters, in order to adapt your play style to different mechanics.Therefore, it is important to
understand what each of your talents does andhow they affect your play style.
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).
Time removes Charge‘s cooldown, instead making itoperate on a charge
system. You can have a maximum of two charges. Each chargehas a 20 second recharge time. Note that, in this
system, Charge only generatesrage every 12 seconds, so you cannot use two Charges in a row to get a burstof
- Warbringer causes Charge to root the target for 4seconds, and to reduce
the target’s movement speed by 50% for 8 seconds.
Time should be your default choice for thevast majority of situations, since it
increases your mobility greatly wheneverthere is more than one active target (allowing you to charge to one
targetand then immediately to another one, covering a great distance). It also makesit easier to pick up
multiple targets, and it also grants you an extra stun,which can be beneficial.
Tier 2 talents
offer a choice between 3 self-healing talents.
Regeneration instantly heals you for 10% of your maximumhealth, and also heals you
for another 10% of your maximum health over thenext 5 seconds. If used while enraged, the healing is
doubled. It has a1-minute cooldown.
Wind causes you to heal yourself passively for 3% of yourmaximum health every
second, while you are below 35% health.
- Impending Victory is an improved version of Victory
Rush,which it replaces. Impending Victory has a 30-second cooldown and costs 10rage. It
heals you for 20% of your maximum health, and does a bit of damageto the target. After killing an enemy that
yields experience or honor,Impeding Victory acts just like Victory Rush, its cooldown being reset.
We feel that
the best choice is Enraged
Regeneration. Not only doesthis talent offer the healing exactly when you need it, but it can
alsobe used while stunned, and its power can be increased by coupling it with Berserker Rage. This talent basically becomes an additional
defensivecooldown, whereas the other options are just small benefits.
Wind is a decent option, providing its benefit passively, butwe do not believe it
competes with Enraged Regeneration.
Victory costs a global cooldown that could be used on muchmore valuable abilities, and
it costs rage, which is a much needed resourcefor your Shield Barrier/ Shield Block uptimes. We do not advisetaking Impending
Tier 3 talents
offer a choice between 3 crowd-control talents.
- Staggering Shout causes all snared enemies within 20
yards tobecome rooted for 5 seconds. It has a 40-second cooldown.
Howl snares all enemies within 15 yards, slowing them by50% for 15 seconds. It has
- Disrupting Shout interrupts all spellcasting within 10
yards, andlocks out interrupted players for 4 seconds. It has a 40-second cooldown.
talent over another here will be based on the kiting methodwhich you may have to employ in the encounter, or on
the need to have an AoEinterrupt. That said, we feel that Disrupting Shout will almost alwaysprove to be the most
Tier 4 offers a
choice between 3 important, damage-dealing abilities.
- Bladestorm deals damage to all enemies within 8 yards
for 6seconds. While Bladestorm is active, you cannot perform any actions except forusing your shouts. You
are, however, immune to disarms, and movement-impairingand loss of control effects, and you continue to
dodge, parry and block attacks.It has a 1-minute cooldown.
- Shockwave deals damage to and stuns all enemies in a
10-yard conein front of you for 4 seconds. It has a 40-second cooldown, but if it hits 3or more targets, the
cooldown is reduced to 20 seconds.
Roar deals damage to all enemies within 8 yards, knockingthem back and knocking them
down for 0.50 seconds. It ignores armor and it isalways a critical strike. It has a 1-minute cooldown.
Unlike most other AoEattacks, the damage of Dragon Roar drops sharply as more targets are hit by it,so for
single target situations, it is desirable to only hit your main targetwith it.
Only Shockwave provides you with any kind of survivability
increase(assuming that you are facing stunnable adds), so if this is the case, andyou are interested in gaining
a small amount of survivability, this is a goodchoice.
In terms of DPS
Roar is ideal against a singletarget.
Bladestorm is ideal for moments when you want to avoid
being thevictim of movement-impairing effects or effects that cause loss of control ofyour character, but its
damage is quite a bit lower than the other two.
Tier 5 talents
offer a choice between 3 abilities that help you protectraid members.
Spell Reflection reflects the next spell cast on you and on allparty and raid
members within 20 yards for 5 seconds. It has a 1-minutecooldown and, unlike its single-target counter-part
Reflection),it does not require that you have a shield equipped.
- Safeguard is an improvement over Intervene, which itreplaces. It allows you to intercept the
next melee or ranged attack (notspells) made against the targeted raid member (the attack is done to
youinstead), and it reduces the damage they take by 20% for 6 seconds. In theprocess of doing so, you charge
the targeted raid member, also removing anymovement-impairing effects that may have been on you. Safeguard
has a 30-secondcooldown.
- Vigilance reduces the damage taken by the target by
30% for 12seconds. While Vigilance is active, your Taunthas no cooldown, andTaunt’s cooldown is reset when
Vigilance is cast. Vigilance has a 2-minutecooldown.
choice here depends somewhat on what the encounter mechanicsare, Vigilance is the best choice in most situations. The
talent isexceptional because not only does it essentially provide an extra defensivecooldown to the other tank
(or another raid member), but the fact that iteffectively removes the cooldown of Taunt makes it great for picking upmultiple targets. Given
the fact that using Taunt on a target of which youalready have aggro causes you to generatean additional 200%
threat against that target for 3 seconds, this can even beused to boost your threat generation (although you
will need to be mindful ofthe diminishing returns of Taunt).
Safeguard is also quite good, but beware of the fact that
it causesyou to intercept the next attack made against the target (you take the damagefrom the attack), which
may not always be desirable.
Reflection is useful in the event that there are importantspells 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 beused very much.
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% for24 seconds. It also removes roots and snares when activated. It hasa 3-minute cooldown.
- Bloodbath is a DPS cooldown that causes all your
special attacksto place a bleed on the target, equal to 30% of the damage of the respectivespecial attack.
The ability lasts for 12 seconds, and the bleed lasts for 6seconds. Each new special ability cast while
Bloodbath is active will refreshthe bleed duration, and update its damage. Bloodbath has a 1-minutecooldown.
- Storm Bolt is a 4-second single-target stun, that also
deals amoderate 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. Ithas a 30-second cooldown.
None of these
three talents improve your survivability. The only exceptionto this is Storm Bolt, which can be a survivability increase if you
areable 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 nearlyidentical, but we find Bloodbath to be best. It is also worth
notingthat Avatar can be beneficial in situations where
movement-impairingeffects are involved. Choose based on your preference.
As a Protection
Warrior, Major Glyphs offer you various damage (and threat)improvements, but they do very little for your
glyphs improve your damage and threat.
- Glyph of
Heavy Repercussions causes your Shield Slam to dealan extra 50% damage
Block is active.
- Glyph of
Hold the Line increases the damage of your next Revenge, following a successful parry, by 50%.
- Glyph of
Incite causes your Demoralizing Shout to make your next3 Heroic
Strike or Cleave casts free of cost.
glyphs can, in some situations, increase your DPS andthreat.
- Glyph of
Death From Above reduces the cooldown of your Heroic
Leapby 15 seconds. If you have a chance to make use of HeroicLeap more often than its
standard cooldown allows for, then this glyphis a solid option. That said, this glyph should pretty much
- Glyph of
Unending Rage increases your rage pool by 20, giving you amaximum rage amount of
120. This glyph will probably be beneficial in everypossible scenario, making it much easier for you to
manage your rage.Additionally, it allows you to pool up rage (even if only slightly), which youcan then use
in a time of need.
Shield Wall causes Shield
Wall to reduce an additional20% damage taken, at the expense of increasing its cooldown
by 2 minutes. Whilethis glyph is not something you would normally use, it can be very beneficialin some
Finally, Glyph of
Enraged Speed increases your movement speed by 20%while you are enraged.
Minor Glyphs do
not provide you with any worthwhile benefits. Many of themoffer cosmetic improvements that you will probably
want to check out. Twoglyphs, however, are worth mentioning.
- Glyph of
Bloody Healing increases the amount of healing you receivefrom bandages by 20%,
while you have Deep
Wounds (passively applied aspart of your normal rotation) up on at least one target.
Since bandages areseldom used, its benefit will probably be very minor.
- Glyph of
Intimidating Shout changes your Intimidating Shoutto no longer cause the enemies to run
around in fear. Instead, they will simplystand still for the duration of the fear. This is very useful when
you wishto avoid the feared mobs aggroing other packs.
- 25 Feb. 2014: Updated
the description of Glyph of
- 15 Oct. 2013: Revamped
the discussions for all talent tiers, andadded Glyph of
Shield Wall to the list.
- 12 Sep. 2013: Patch 5.4
- 03 Aug. 2013: Updated
the description of Bladestorm to nolonger mention that the Warrior can be
disarmed during it.
- 20 May 2013: Patch 5.3
- 24 Apr. 2013: Made
- 04 Mar. 2013: Patch 5.2
- Changed cooldown of Shockwave to 40 seconds.
- Added immunity to disarms granted
- 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 fromDeadly
Calm to Demoralizing Shout.
- Changed rage cost of Enraged Regeneration from 60 to 30.
- Changed the amount of health granted
by Impending Victory from10% to 15%.