Prot Warrior Overview & Changes - WoW Forever Guide
Protection Warrior in WoW Forever ties more of its threat, damage and rage to an equipped shield. Defiance strengthens threat in Defensive Stance with a shield, Bastion adds damage while a shield is equipped, and Master of Defense can generate rage from dodges and parries.
Prot Warrior overview
Choose Prot if you want to lead pulls, hold enemies in position and manage your defenses while building threat. The new rage talents pay off when you are actively tanking melee attackers; an idle off-tank cannot count on the same rage. Keep the shield equipped and save enough rage for Shield Block and target recovery instead of spending the whole bar on damage.
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The biggest changes from Classic
- A second weapon costs more than blocking
Removing your shield disables Defiance's threat bonus, Bastion's damage bonus and Master of Defense's dodge/parry rage, alongside your shield abilities.
- Avoidance rage is conditional
At rank 1, Master of Defense gives a 50% chance to gain five rage on a dodge or parry while wearing a shield. Keep a reserve for your next attack rather than counting on the proc before it happens.
- Charge without leaving Defensive Stance
Vanguard allows Charge in Defensive Stance, avoiding a stance change on the opening pull. Keep Taunt and positioning ready to pick up loose enemies during the fight.
Protection Warrior
Tank
Prot builds threat with Shield Slam, Revenge and armor reduction while keeping enough rage for defense. A shield now supports offensive talents as well as mitigation, so a Classic dual-wield threat setup gives up several of the new tree's benefits.
Build your talentsShield requirements and threat
Defiance requires both Defensive Stance and an equipped shield. At rank 1, it adds 5% to all threat you generate in Defensive Stance with a shield equipped. Classic Defiance increased attack threat in Defensive Stance without a shield requirement. After a role change or an emergency weapon swap, check both your stance and your shield.
Bastion increases all damage you deal while a shield is equipped, by 2% at rank 1. Master of Defense also needs a shield to award rage from dodges and parries. Dual wielding therefore gives up offensive bonuses and a rage source as well as armor, blocking and access to Shield Slam.
Stay on a one-hander and shield whenever you are doing the tank job this tree supports. If you are no longer tanking and choose a second weapon for damage, treat that as a role change: equip the shield again before taking an enemy back. Extra off-hand swings do not preserve the shield-conditioned talents.
Rage while tanking and while waiting
At rank 1, Shield Specialization adds 1% block chance and gives each block a 20% chance to generate five rage. Classic's first rank had the same listed proc chance but generated one rage. Master of Defense adds a separate 50% chance at rank 1 to generate five rage when you dodge or parry with a shield equipped.
Both talents need incoming attacks and successful blocks, dodges or parries to pay out. They help pay for attacks while you hold melee enemies, but you cannot count on enough rage for every ability the moment it comes off cooldown. Against a caster whose attacks you cannot block, dodge or parry, do not count on these talents for the same rage.
An off-tank waiting for an add or a swap gets far fewer of these chances. Keep attacking safely when the assignment allows it, bank rage before the pickup, and avoid emptying the bar on optional Heroic Strikes just before your turn. Do not take an extra enemy or stand in avoidable damage just to generate rage.
Improved Bloodrage increases the rage Bloodrage generates by 25% at rank 1. It can help prepare for a pull or pickup, but Bloodrage spends health, so use it while you can afford that cost. Focused Rage cuts offensive ability costs by one at rank 1. That stretches your rage on offense, but it is not a discount on every defensive button.
Shield Slam, Revenge and the rage reserve
Shield Slam requires a shield, deals damage increased by Block Value and generates high threat. It has a six-second cooldown and costs 20 rage before cost reductions. Use it on the enemy that most urgently needs your threat: usually the kill target, but sometimes a fresh add that DPS are already hitting.
Each Shield Slam has a 50% chance to dispel one magic effect. If a dangerous buff remains, call for the group's dispel rather than assuming the next slam will remove it. A landed slam is not a guaranteed purge, and spamming it on a buffed enemy can leave another target neglected.
Revenge becomes available after a block, dodge or parry, as it did in Classic. Improved Revenge now increases its damage, by 20% at rank 1, rather than adding the old random stun. Use the extra damage for threat; reserve Concussion Blow or an interrupt for a target that needs to stop attacking or casting.
Spend between those attacks on the armor reduction and target coverage the pull needs. Improved Sunder Armor lowers Sunder Armor's rage cost. Keep enough back for Shield Block against dangerous blockable attacks and for the next recovery action if an enemy gets loose. When rage is low, cut optional Heroic Strikes or cleaves before losing access to the defense you need.
Opening pulls and recovering loose enemies
Decide where the pack should stand before you pull. A Charge into several separated casters can leave you out of the healer's line of sight and unable to reach the enemies casting from range. Use a ranged pull and line of sight when that brings the group together more safely. Mark the first kill target and leave controlled enemies away from your area damage.
Vanguard lets you Charge in Defensive Stance, avoiding the stance change just to begin combat. Charge still needs an enemy in range and in front of you. Position near expected spawns and keep Taunt available for enemies you cannot charge.
After a Taunt, follow with threat on that target rather than immediately returning every attack to the boss. If Taunt fails or is unavailable, use control against a susceptible enemy to buy time. Concussion Blow stuns for five seconds, costs ten rage and has a 45-second cooldown. A stun on an add hitting the healer can be more valuable than another attack on a target you already hold.
Shield Bash interrupts casts. Improved Shield Bash adds a three-second silence, with a 50% chance at rank 1 and 100% at rank 2. That silence can help bring a susceptible caster toward the pack, but do not depend on a rank-one proc to stop its next spell. Check the result and keep the enemy in view.
Warrior talent trees
Hover, focus or tap a talent to read its effects. Each badge shows the talent's maximum rank; this is the full tree, not a suggested build.
Arms
17 talentsFury
18 talentsProtection
18 talentsSpend your 51 points, try different paths and share your build in the talent calculator.
Build your talentsRead all talent descriptions
Arms
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Improved Heroic Strike Maximum rank 3
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Rank 1
Reduces the cost of your Heroic Strike ability by 1 Rage.Rank 2
Reduces the cost of your Heroic Strike ability by 2 Rage.Rank 3
Reduces the cost of your Heroic Strike ability by 3 Rage.Passive
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Deflection Maximum rank 5
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Rank 1
Increases your Parry chance by 1%.Rank 2
Increases your Parry chance by 2%.Rank 3
Increases your Parry chance by 3%.Rank 4
Increases your Parry chance by 4%.Rank 5
Increases your Parry chance by 5%.Passive
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Improved Rend Maximum rank 3
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Rank 1
Increases the Bleed damage done by your Rend ability by 12%.Rank 2
Increases the Bleed damage done by your Rend ability by 23%.Rank 3
Increases the Bleed damage done by your Rend ability by 35%.Passive
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Improved Charge Maximum rank 2
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Rank 1
Increases the Rage generated by your Charge ability by 3.Rank 2
Increases the Rage generated by your Charge ability by 6.Passive
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Improved Tactical Mastery Maximum rank 5
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Rank 1
Tactical Mastery lets you retain up to an additional 3 Rage when you change stances.Rank 2
Tactical Mastery lets you retain up to an additional 6 Rage when you change stances.Rank 3
Tactical Mastery lets you retain up to an additional 9 Rage when you change stances.Rank 4
Tactical Mastery lets you retain up to an additional 12 Rage when you change stances.Rank 5
Tactical Mastery lets you retain up to an additional 15 Rage when you change stances.Passive
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Improved Overpower Maximum rank 2
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Rank 1
Increases the critical strike chance of your Overpower ability by 25%.Rank 2
Increases the critical strike chance of your Overpower ability by 50%.Passive
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Anger Management Maximum rank 1
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Rank 1
Generates 1 Rage every 3 sec while in combat, and reduces Rage loss while out of combat by 30%.Passive
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Deep Wounds Maximum rank 3
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Rank 1
Your critical strikes cause your opponent to Bleed, dealing 20% of your melee weapon's average damage over 12 sec.Rank 2
Your critical strikes cause your opponent to Bleed, dealing 40% of your melee weapon's average damage over 12 sec.Rank 3
Your critical strikes cause your opponent to Bleed, dealing 60% of your melee weapon's average damage over 12 sec.Passive
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Spearing Strike Maximum rank 1
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Rank 1
A brutal attack that deals 40% weapon damage. Deals an additional 80% weapon damage against Giants, Dragonkin, and mounted targets. Mounted targets are dismounted.15 Rage | Melee Range | Instant | 20 sec cooldown
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Two-Handed Weapon Specialization Maximum rank 3
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Rank 1
Increases the damage you deal with two-handed melee weapons by 1%.Rank 2
Increases the damage you deal with two-handed melee weapons by 2%.Rank 3
Increases the damage you deal with two-handed melee weapons by 3%.Passive
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Impale Maximum rank 2
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Rank 1
Increases the critical strike damage bonus of your abilities by 10%.Rank 2
Increases the critical strike damage bonus of your abilities by 20%.Passive
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Bloodthrill Maximum rank 5
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Rank 1
Your melee attacks against targets afflicted by your Rend have a 2% chance to activate your Overpower ability for 1 attack on your current target. Lasts 6 sec.Rank 2
Your melee attacks against targets afflicted by your Rend have a 4% chance to activate your Overpower ability for 1 attack on your current target. Lasts 6 sec.Rank 3
Your melee attacks against targets afflicted by your Rend have a 6% chance to activate your Overpower ability for 1 attack on your current target. Lasts 6 sec.Rank 4
Your melee attacks against targets afflicted by your Rend have a 8% chance to activate your Overpower ability for 1 attack on your current target. Lasts 6 sec.Rank 5
Your melee attacks against targets afflicted by your Rend have a 10% chance to activate your Overpower ability for 1 attack on your current target. Lasts 6 sec.Passive
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Sweeping Strikes Maximum rank 1
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Rank 1
Your next 5 melee attacks strike an additional nearby opponent.30 Rage | Instant | 30 sec cooldown | Requires Battle Stance
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Weaponmaster Maximum rank 5
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Rank 1
Gives your melee weapon attacks a benefit depending on the weapon. Axe/Polearm: Increases your critical strike chance by 1%. Mace/Staff: Your attacks ignore 3% of your target's armor. Sword: Your successful melee attacks have a 1% chance to trigger an extra attack on the target.Rank 2
Gives your melee weapon attacks a benefit depending on the weapon. Axe/Polearm: Increases your critical strike chance by 2%. Mace/Staff: Your attacks ignore 6% of your target's armor. Sword: Your successful melee attacks have a 2% chance to trigger an extra attack on the target.Rank 3
Gives your melee weapon attacks a benefit depending on the weapon. Axe/Polearm: Increases your critical strike chance by 3%. Mace/Staff: Your attacks ignore 9% of your target's armor. Sword: Your successful melee attacks have a 3% chance to trigger an extra attack on the target.Rank 4
Gives your melee weapon attacks a benefit depending on the weapon. Axe/Polearm: Increases your critical strike chance by 4%. Mace/Staff: Your attacks ignore 12% of your target's armor. Sword: Your successful melee attacks have a 4% chance to trigger an extra attack on the target.Rank 5
Gives your melee weapon attacks a benefit depending on the weapon. Axe/Polearm: Increases your critical strike chance by 5%. Mace/Staff: Your attacks ignore 15% of your target's armor. Sword: Your successful melee attacks have a 5% chance to trigger an extra attack on the target.Passive
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Improved Slam Maximum rank 2
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Rank 1
Reduces the global cooldown and cast time of your Slam ability by 0.25 sec. In addition, Slam no longer interrupts your melee swing time.Rank 2
Reduces the global cooldown and cast time of your Slam ability by 0.50 sec. In addition, Slam no longer interrupts your melee swing time.Passive
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Improved Hamstring Maximum rank 3
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Rank 1
Gives your Hamstring ability a 5% chance to immobilize the target for 5 sec.Rank 2
Gives your Hamstring ability a 10% chance to immobilize the target for 5 sec.Rank 3
Gives your Hamstring ability a 15% chance to immobilize the target for 5 sec.Passive
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Mortal Strike Maximum rank 1
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Rank 1
A vicious strike that deals weapon damage plus 85 and wounds the target, reducing the effectiveness of any healing by 50% for 10 sec.30 Rage | Melee Range | Instant | 6 sec cooldown
Fury
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Booming Voice Maximum rank 5
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Rank 1
Increases the radius of your Battle Shout and Demoralizing Shout abilities by 10%.Rank 2
Increases the radius of your Battle Shout and Demoralizing Shout abilities by 20%.Rank 3
Increases the radius of your Battle Shout and Demoralizing Shout abilities by 30%.Rank 4
Increases the radius of your Battle Shout and Demoralizing Shout abilities by 40%.Rank 5
Increases the radius of your Battle Shout and Demoralizing Shout abilities by 50%.Passive
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Cruelty Maximum rank 5
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Rank 1
Improves your chance to get a critical strike with melee attacks by 1%.Rank 2
Improves your chance to get a critical strike with melee attacks by 2%.Rank 3
Improves your chance to get a critical strike with melee attacks by 3%.Rank 4
Improves your chance to get a critical strike with melee attacks by 4%.Rank 5
Improves your chance to get a critical strike with melee attacks by 5%.Passive
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Iron Will Maximum rank 5
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Rank 1
Reduces the duration of Stun and Fear effects inflicted on you by 3%.Rank 2
Reduces the duration of Stun and Fear effects inflicted on you by 6%.Rank 3
Reduces the duration of Stun and Fear effects inflicted on you by 9%.Rank 4
Reduces the duration of Stun and Fear effects inflicted on you by 12%.Rank 5
Reduces the duration of Stun and Fear effects inflicted on you by 15%.Passive
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Unbridled Wrath Maximum rank 5
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Rank 1
Gives you a 12% chance to generate 1 additional Rage when you deal melee damage with a weapon. This effect is increased to 2 Rage for two-handed weapons.Rank 2
Gives you a 24% chance to generate 1 additional Rage when you deal melee damage with a weapon. This effect is increased to 2 Rage for two-handed weapons.Rank 3
Gives you a 36% chance to generate 1 additional Rage when you deal melee damage with a weapon. This effect is increased to 2 Rage for two-handed weapons.Rank 4
Gives you a 48% chance to generate 1 additional Rage when you deal melee damage with a weapon. This effect is increased to 2 Rage for two-handed weapons.Rank 5
Gives you a 60% chance to generate 1 additional Rage when you deal melee damage with a weapon. This effect is increased to 2 Rage for two-handed weapons.Passive
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Improved Cleave Maximum rank 3
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Rank 1
Reduces the Rage cost of your Cleave ability by 1.Rank 2
Reduces the Rage cost of your Cleave ability by 2.Rank 3
Reduces the Rage cost of your Cleave ability by 3.Passive
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Piercing Howl Maximum rank 1
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Rank 1
Causes all nearby enemies to be Dazed, reducing movement speed by 50% for 6 sec.10 Rage | Instant
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Blood Craze Maximum rank 3
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Rank 1
Regenerates 1% of your total Health over 6 sec after being the victim of a critical strike, dealing damage with Bloodthirst, or suffering more than 20% of your maximum Health from a single attack.Rank 2
Regenerates 2% of your total Health over 6 sec after being the victim of a critical strike, dealing damage with Bloodthirst, or suffering more than 20% of your maximum Health from a single attack.Rank 3
Regenerates 3% of your total Health over 6 sec after being the victim of a critical strike, dealing damage with Bloodthirst, or suffering more than 20% of your maximum Health from a single attack.Passive
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Boundless Rage Maximum rank 3
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Rank 1
Increases your maximum Rage by 10.Rank 2
Increases your maximum Rage by 20.Rank 3
Increases your maximum Rage by 30.Passive
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Dual Wield Specialization Maximum rank 5
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Rank 1
Increases your off-hand weapon damage by 5%, off-hand Rage generation by 20%, and chance to hit with off-hand attacks by 2%.Rank 2
Increases your off-hand weapon damage by 10%, off-hand Rage generation by 40%, and chance to hit with off-hand attacks by 4%.Rank 3
Increases your off-hand weapon damage by 15%, off-hand Rage generation by 60%, and chance to hit with off-hand attacks by 6%.Rank 4
Increases your off-hand weapon damage by 20%, off-hand Rage generation by 80%, and chance to hit with off-hand attacks by 8%.Rank 5
Increases your off-hand weapon damage by 25%, off-hand Rage generation by 100%, and chance to hit with off-hand attacks by 10%.Passive
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Raging Blows Maximum rank 1
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Rank 1
Causes your Whirlwind to also strike with your off-hand weapon, and reduces the Rage cost of your Cleave ability by 2.Passive
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Enrage Maximum rank 5
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Rank 1
Gives you a 30% chance to deal 2% increased Physical damage for 12 sec after being the victim of any damaging attack.Rank 2
Gives you a 30% chance to deal 4% increased Physical damage for 12 sec after being the victim of any damaging attack.Rank 3
Gives you a 30% chance to deal 6% increased Physical damage for 12 sec after being the victim of any damaging attack.Rank 4
Gives you a 30% chance to deal 8% increased Physical damage for 12 sec after being the victim of any damaging attack.Rank 5
Gives you a 30% chance to deal 10% increased Physical damage for 12 sec after being the victim of any damaging attack.Passive
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Improved Execute Maximum rank 2
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Rank 1
Reduces the Rage cost of your Execute ability by 3.Rank 2
Reduces the Rage cost of your Execute ability by 5.Passive
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Precision Maximum rank 3
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Rank 1
Improves your chance to hit by 1%.Rank 2
Improves your chance to hit by 2%.Rank 3
Improves your chance to hit by 3%.Passive
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Death Wish Maximum rank 1
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Rank 1
When activated, increases your Physical damage done by 20% and makes you immune to Fear effects, but increases all damage you take by 5%. Lasts 30 sec.10 Rage | Instant | 3 min cooldown
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Improved Intercept Maximum rank 2
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Rank 1
Reduces the cooldown of your Intercept ability by 5 sec.Rank 2
Reduces the cooldown of your Intercept ability by 10 sec.Passive
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Improved Berserker Rage Maximum rank 2
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Rank 1
Your Berserker Rage ability will instantly generate 5 Rage and has a 50% chance to remove all movement impairing effects when activated.Rank 2
Your Berserker Rage ability will instantly generate 10 Rage and has a 100% chance to remove all movement impairing effects when activated.Passive
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Flurry Maximum rank 5
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Rank 1
Increases your melee attack speed by 5% for your next 3 swings after dealing a melee critical strike.Rank 2
Increases your melee attack speed by 10% for your next 3 swings after dealing a melee critical strike.Rank 3
Increases your melee attack speed by 15% for your next 3 swings after dealing a melee critical strike.Rank 4
Increases your melee attack speed by 20% for your next 3 swings after dealing a melee critical strike.Rank 5
Increases your melee attack speed by 25% for your next 3 swings after dealing a melee critical strike.Passive
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Bloodthirst Maximum rank 1
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Rank 1
Instantly attack the target causing damage equal to 35% of your Attack Power plus 30 and increasing your movement speed by 10% for 10 sec.30 Rage | Melee Range | Instant | 6 sec cooldown
Protection
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Shield Specialization Maximum rank 5
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Rank 1
Increases your chance to Block attacks with your shield by 1% and grants you a 20% chance to generate 5 Rage when you Block.Rank 2
Increases your chance to Block attacks with your shield by 2% and grants you a 40% chance to generate 5 Rage when you Block.Rank 3
Increases your chance to Block attacks with your shield by 3% and grants you a 60% chance to generate 5 Rage when you Block.Rank 4
Increases your chance to Block attacks with your shield by 4% and grants you a 80% chance to generate 5 Rage when you Block.Rank 5
Increases your chance to Block attacks with your shield by 5% and grants you a 100% chance to generate 5 Rage when you Block.Passive
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Anticipation Maximum rank 5
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Rank 1
Increases your Defense Skill by 4.Rank 2
Increases your Defense Skill by 8.Rank 3
Increases your Defense Skill by 12.Rank 4
Increases your Defense Skill by 16.Rank 5
Increases your Defense Skill by 20.Passive
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Improved Bloodrage Maximum rank 2
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Rank 1
Increases all the Rage generated by your Bloodrage ability by 25%.Rank 2
Increases all the Rage generated by your Bloodrage ability by 50%.Passive
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Toughness Maximum rank 5
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Rank 1
Increases your Armor value from items by 2%.Rank 2
Increases your Armor value from items by 4%.Rank 3
Increases your Armor value from items by 6%.Rank 4
Increases your Armor value from items by 8%.Rank 5
Increases your Armor value from items by 10%.Passive
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Improved Thunder Clap Maximum rank 3
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Rank 1
Reduces the Rage cost of your Thunder Clap ability by 2.Rank 2
Reduces the Rage cost of your Thunder Clap ability by 4.Rank 3
Reduces the Rage cost of your Thunder Clap ability by 6.Passive
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Last Stand Maximum rank 1
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Rank 1
When activated, this ability temporarily grants you 30% of your maximum health for 20 sec. After the effect expires, the health is lost.Instant | 3 min cooldown
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Master of Defense Maximum rank 2
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Rank 1
Grants you a 50% chance to generate 5 Rage when you Dodge or Parry while a shield is equipped.Rank 2
Grants you a 100% chance to generate 5 Rage when you Dodge or Parry while a shield is equipped.Passive
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Improved Revenge Maximum rank 3
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Rank 1
Increases damage dealt by your Revenge ability by 20%.Rank 2
Increases damage dealt by your Revenge ability by 40%.Rank 3
Increases damage dealt by your Revenge ability by 60%.Passive
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Defiance Maximum rank 3
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Rank 1
Increases all threat generated in Defensive stance by an additional 5% while a shield is equipped.Rank 2
Increases all threat generated in Defensive stance by an additional 10% while a shield is equipped.Rank 3
Increases all threat generated in Defensive stance by an additional 15% while a shield is equipped.Passive
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Improved Sunder Armor Maximum rank 3
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Rank 1
Reduces the Rage cost of your Sunder Armor ability by 1.Rank 2
Reduces the Rage cost of your Sunder Armor ability by 2.Rank 3
Reduces the Rage cost of your Sunder Armor ability by 3.Passive
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Improved Disarm Maximum rank 3
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Rank 1
Reduces the cooldown of your Disarm ability by 7 secs.Rank 2
Reduces the cooldown of your Disarm ability by 13 secs.Rank 3
Reduces the cooldown of your Disarm ability by 20 secs.Passive
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Vanguard Maximum rank 1
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Rank 1
Your Charge ability is now usable while in Defensive Stance.Passive
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Improved Shield Wall Maximum rank 2
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Rank 1
Reduces the cooldown of your Shield Wall ability by 5.5 min.Rank 2
Reduces the cooldown of your Shield Wall ability by 11 min.Passive
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Concussion Blow Maximum rank 1
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Rank 1
Stuns the target for 5 sec.10 Rage | Melee Range | Instant | 45 sec cooldown
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Improved Shield Bash Maximum rank 2
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Rank 1
Gives your Shield Bash ability a 50% chance to Silence the target for 3 sec.Rank 2
Gives your Shield Bash ability a 100% chance to Silence the target for 3 sec.Passive
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Bastion Maximum rank 5
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Rank 1
Increases all damage you deal by 2% while a shield is equipped.Rank 2
Increases all damage you deal by 4% while a shield is equipped.Rank 3
Increases all damage you deal by 6% while a shield is equipped.Rank 4
Increases all damage you deal by 8% while a shield is equipped.Rank 5
Increases all damage you deal by 10% while a shield is equipped.Passive
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Focused Rage Maximum rank 3
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Rank 1
Reduces the Rage cost of your offensive abilities by 1.Rank 2
Reduces the Rage cost of your offensive abilities by 2.Rank 3
Reduces the Rage cost of your offensive abilities by 3.Passive
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Shield Slam Maximum rank 1
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Rank 1
Slam the target with your shield, causing 421 to 439 damage, increased by your Block Value, and has a 50% chance of dispelling 1 magic effect on the target. Causes a very high amount of threat.20 Rage | Melee Range | Instant | 6 sec cooldown
Last Stand and Shield Wall timing
Last Stand temporarily grants 30% of your maximum health for 20 seconds and has a three-minute cooldown. Use that extra health to survive an incoming hit or give the healer time to recover. The health is lost when the effect ends, so tell the healer when you use it and prepare for the smaller health pool afterward. It is not permanent healing.
Shield Wall reduces incoming damage. Use it before a predictable dangerous stretch when you can, rather than waiting until the first hit leaves you no room to react. Keep your shield ready and distinguish a spell-damage emergency from blockable melee swings: Shield Block is not a substitute for a damage-reduction cooldown against a spell.
Improved Shield Wall reduces Shield Wall's cooldown by 5.5 minutes at rank 1. Classic's talent extended the effect's duration instead. This changes when you can use the cooldown again, not how long the current cast protects you. Plan its return for later pulls without treating the talent as continuous mitigation.
Avoid spending both major defensives on a mild pull simply because both are ready. Separate uses can cover two dangerous moments. Use them together when surviving the immediate damage requires it, then tell the group that you have fewer answers for the next pull. A controlled enemy and a short pause for healer mana can be safer than continuing at the same pace with every cooldown unavailable.
Talent routes for mitigation and control
Shield Slam sits at 31 points in Protection and requires Concussion Blow. With 51 points total, you can spend at most 20 outside Protection after taking it. A build containing both Shield Slam and Bloodthirst would need at least 62 points, so pick your main tanking attack before copying an old Fury/Prot setup.
Check the earlier prerequisites too. Last Stand requires Improved Bloodrage, and Master of Defense requires Shield Specialization. Those routes do different jobs: a controlled health cooldown and more opening rage in one, block chance and conditional avoidance rage in the other. Budget the required ranks rather than counting only the final talent.
Anticipation adds Defense Skill, while Toughness increases armor from items; Stamina and Strength come from your gear. Favor survival points when incoming hits are the problem; Improved Sunder Armor and Focused Rage cut those costs instead. A threat discount cannot replace the health needed to survive a spike.
For recurring caster pulls, Improved Shield Bash offers silence. For weapon-using enemies that can be disarmed, Improved Disarm lowers Disarm's cooldown. Improved Thunder Clap reduces the rage cost of Thunder Clap, helping you afford its attack-speed reduction. Keep those control and cost choices tied to specific enemies rather than dropping mitigation to take every utility talent at once. See removed Classic talents for what happened to Improved Shield Block, Improved Taunt and the old one-handed specialization.
Survival, Block Value and reliable pickups
Armor reduces incoming weapon hits, but it does not reduce bleeds. Stamina gives you more health to cover both Physical and magic damage. Defense Skill helps reduce your chance to take a melee crit, while dodge and parry can avoid a hit entirely. An item with a little more threat is not an upgrade if it leaves the healer unable to keep you alive through ordinary hits.
Block chance and Block Value do different jobs. Block chance changes how often a block occurs, including opportunities for Shield Specialization. Block Value changes how much a block absorbs and increases Shield Slam damage. Compare a high-Block-Value piece with its lost armor, health and other stats rather than choosing it solely for a larger slam.
Shared item hit helps melee threat attacks and Taunt reliability. That makes hit valuable for a planned swap or loose-enemy recovery, but Taunt and weapon attacks do not have identical hit requirements. Fury's Dual Wield Specialization is off-hand-only and does not solve tank hit needs.
Weapon skill still matters to weapon attacks, while skill bonuses on individual items are smaller. Dodge/parry-reduction gear can also help attacks connect from the front, where you spend much of a tanking encounter. These offensive stats compete with survival stats; keep a harder-hitting pull's defensive set separate from a comfortable farm pull's threat choices. The parent covers weapon skill and shared stats and racial tools, including weapon crit replacing racial skill.
Pack size, positioning and tank swaps
Pull only as many enemies as you can cover while the healer keeps you alive. Extra attackers mean more blocks, dodges and parries to feed your rage, but they also bring more incoming damage and more targets competing for your attacks. The rage talents do not make a larger pull safer by themselves. Use crowd control to reduce the number of enemies that need active threat at once.
Keep the pack in front of you and move it so enemies are not hitting the party from behind or beside you. Establish threat on secondary targets before the group spreads damage, then return attention to the kill target. If a dangerous cast begins on a secondary enemy, interrupting it can take priority over another Shield Slam on the main target.
For a tank swap, agree on the signal and which enemy you are taking. Have the shield equipped, remain in Defensive Stance and prepare enough rage to follow the pickup with attacks. After your turn ends, ease off threat on that enemy and get ready for the next handoff instead of assuming your dodge and parry rage will keep coming while the other tank is being hit.
Call out when Last Stand, Shield Wall or Taunt is unavailable before the next pull starts. The Warrior group-play overview covers shared utility assignments; the tank's immediate job is giving the group a stable target and enough warning to respond when that changes.
Prot Warrior questions
Does Defiance work while dual wielding in Defensive Stance?
No. Defiance requires both Defensive Stance and a shield. Staying in the stance does not preserve the talent after you replace the shield with a second weapon.
Will every dodge or parry give me rage?
Not at rank 1. Master of Defense gives a 50% chance to generate five rage on a dodge or parry while you have a shield equipped. A dodge or parry without the shield does not meet its condition.
Can Vanguard Charge pick up an add after combat starts?
Vanguard explicitly permits Charge in Defensive Stance. A recorded demo tooltip also omits the out-of-combat line, but that alone does not verify combat use in the live beta. Keep Taunt and positioning ready rather than relying on an unverified pickup.
Does Improved Revenge still stun?
No. Improved Revenge increases Revenge damage, with 20% at rank 1. Use Concussion Blow for a targeted stun against a susceptible enemy instead of waiting for Classic's old Revenge stun proc.
Does Improved Shield Wall make each Shield Wall last longer?
No. It reduces the cooldown, by 5.5 minutes at rank 1. The duration increase belonged to the original Classic talent. Plan an earlier reuse rather than expecting a longer defensive window.
Can I rely on Shield Slam to remove an enemy magic buff?
Each Shield Slam has a 50% chance to dispel one magic effect. Check whether the buff remains and arrange another dispel for a dangerous effect; a landed slam does not guarantee removal.