What I want to address here, though, is the disparity between Shield Block and Shield Barrier. Under certain conditions, a Shield Barrier cast will prevent more overall damage than a Shield Block cast, even against blockable damage.. Some have suggested that this will lead warriors to simply spam Shield Barrier as a finisher.
I don’t know whether that’s true or not, but my gut feeling is that it won’t be optimal even if it is better for TDR. And the reason is simply spike damage and control. To explain, let’s look at the damage intake pattern for the “Bleed” finisher strategy. We’ll use a raw boss damage of 250k per attack, which is around 93k after mitigation (armor, spec, Weakened Blows). That attack size with a 1.5-second swing timer gives about 67k Vengeance AP, or a 150k Shield Barrier absorb per cast.
Sbar:
Instead, we have about 40% of our events doing zero damage (avoids and full absorbs) and another 40% at the high end doing full damage. The binary nature of this will generally mean that damage intake is spikier, even though we’re actually taking less damage overall (note that DTPS drops from about 53% to 49% by switching to this strategy).
SB:
As you can see that this is a very smooth distribution. We have a lot of events in the middle of the plot, in the 50% average DTPS range. Remember that all of the DTPS values in this sim are normalized, so “0.5″ or 50% average DTPS means half of the DTPS you’d get if the boss hit you for 93k on all 5 attacks. Most importantly, you’ll note that there are very few events at the upper end of the spectrum, above 90% DTPS. That’s the advantage of a smoothing strategy – you minimize the number of high-DTPS periods you’ll experience, reducing the chance you’ll die to a spike and making you easier to heal.