It has been fine since i learned it, insane amount of threat right away.
Yes there isnt, but im not using my dps spec right now and its quicker than switching 3-4 talents manually.There is no need for 2 prot specs ever anymore. You can now change talents while in a raid.
Last edited by shadowkras; 2012-10-19 at 12:32 AM.
It doesn't generate any aggro still, which sucks for tanks, but it's great for dps. Still a good damage increase.
I will take that back, its not working. It generates some temporary threat for one second and it disapears.
If something can be stunned, I do agree. If not, Dragon Roar all the way. That leaves most bosses for DR.
Mmm... I don't really see it being useful in Stone guards, Feng, Elegon, Spirit Kings or Will of the Emperor either. In WotE there are adds that can be stunned, but when you are free to do so, there is no pressure to keep them controlled. The CC is needed when you are busy with your boss. Feng HC have some too, but I very much prefered Bladestorm for them. Switching to a 2H with your vengeance up do terrible, terrible things to them.
Oh, I forgot about Elegon too. Though for the adds I kited them with Piercing Howl and Banner. Dragon Roar is fairly cool to be able to solo the latter balls (10man).
Last edited by Espada; 2012-10-22 at 05:39 PM.
Stoneguard- Nothing to stun and DR will do more damage than Shockwave as long as Shockwave is always outside of CSmash (lolprot)
Feng- Only thing to stun would be on Heroic Feng, but in 25 man you should have more than enough CC to deal with that. 10 man it is possible that you do not.
Gara'jal- Nothing to stun
Spirit King- Nothing to stun
Elegon - This is the only fight I find Shockwave useful for because of the adds that can one shot
Will- Nothing to stun since you'll always be on the boss which is far away from the mobs.
On Gara'jal you can interrupt the adds downstairs with shockwave, combined with Disrupting shout, thats alot of reduced damage on the raid if you are getting overwhelmed downstairs or miss a cover
On Spirit Kings you can stun Sabutai when he has Sleight of Hand up, if one of your assigned ones is dead or fat fingers their stun
On Elegon the stun on the adds is nice but I wouldn't go as far as to saying they can one shot:P
I don't really use anything else besides SS/Rev/Dev + HS on procs or on offtanking duties at boss fights without massive AOE requirements.
Therefore, the only situation so far where I could see either SW or DR useful may be the maddening shout at the spirit kings encounter (haven't seen will of the emperor so far though, so I cannot comment on that fight). on that fight, DR may be the very superior choice, even though it might only be useful every second one, due to the CD of DR. other than that, aoe Abilities are only useful when tanking trash, and thus at trash, threat matters, so until the threat component of DR isn't fixed, DR is garbage for tanks and I gladly stick with SW.
Just a quick question:
All of the guides I've seen are showing similar things for stat prios, either stam then hit/exp then avoidance, or stam, then avoidance, then hit/exp. However from discussions with tanks on my server, and observation of some of the world leading warrior tanks. They seem to be using this priority:
Stam > Dodge > Exp/Hit > Parry > Mastery
Would some of you care to explain this as I use it yet still don't quite understand it fully, despite it working perfectly in my raids.
welsh saltlord and casual - rerolling demon hunter because flippy jumps = more dps
Right now most Prot Warriors have this priority, Hit/Expertise 7.5% > Mastery > Dodge/Parry, with Stamina trinkets and gems and couple enchantments.
This is because, most MV encounters have a lot of magical unavoidable damage on them, and Hit/Exp and Stam are our only magical defensive stats.
Furthermore, right now, Hit/Exp and Stam are our only true reliable stats, meaning you feel a significant improvement in your survivability by increasing those stats (with enough Hit/Exp, you indeed get a full control on your Rage generation, which allows you to establish a predictable Shield Block/Barrier rotation, and Stam even though doesn't reduce damage, always provides a guaranteed survivability),
whereas stacking avoidance (and even Mastery right now) simply doesn't have this ''magic'' guaranteed effect, yet.
Right now, we simply can't have enough Mastery to make our Critical Block a reliable and thus viable mechanism, and so we can't really count on it (it's not really better than our avoidance stats). This will change as we get better gear and we are able to reach some 60/70% Mastery.
At that point, most of our blocks will be Critical Blocks, and not only a small percentage, which will inevitably make Mastery a reliable stat again, and not just another ''avoidance'' stat.
Imo it is highly dependent on what raid comp you have and how good your dps is doing. As an example: Elegon (yes that one again >.<). Dragon roar deals a massive amount of damage to the orbs, if you place it right it can hit 3 orbs (don't think you can hit more) which might give you that 1 extra stack. However if the dps is high enough I would go Shockwave to control the adds and reducing the tank damage, if the dps is good they could get killed while stunned & running back to the tank.
Garazzzaal (the spelling of trolls!) goes by the same: if the dps is right, you shouldn't have to stun inside the Spirit World. The other MSV fights are practically all Dragon Roar fights purely because there is nothing there to actually stun as a tank. You could argue the threat increase of SW. But there's so many ways of getting threat / dropping threat these days that it shouldn't be necessary.
Sorry for the wall of text.
Aet (read: 'Aight?')
Last edited by Aetava; 2012-10-26 at 07:59 PM.