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Table of Contents
Table of Contents
Protection Warrior Talents
This section of the Protection Warrior guide provides an overview of all talents, information on which talents work well in different situations, and popular builds in Wowhead's talent calculator. This guide is written by
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Rotation & Abilities
Macros & Addons
s don't have a single catch-all talent setup, so in lieu of that here are two suggested talent builds based on situation and skill level.
This build is useful for raiding, dungeons, and world content. It maximizes defenses at the loss of some offensive potential. You can use
for melee-intensive raid fights and dungeons.
This build turns
(one of your most reliable defensive cooldowns) into an extremely strong offensive cooldown, and maximizes your offensive potential.
Tier 1 Talents
is a 3-second stun that hits a cone in front of the casting
. It deals minimal damage, but can interrupt casts and reduce damage taken against a pack of stunnable mobs. Useful in dungeons, not as useful in raids.
is a single-target, medium range 3-second stun that deals modest damage. Because its damage is so low, it's not worth using against mobs that cannot be stunned, and most stunnable single targets are not very dangerous. Potentially useful for world PvP, but not competitive in dungeons and raids.
into a light dps and CC ability. The damage is modest, dealing only about 30% of a
. While a 2.5-second stun is fairly short, it is not on any kind of diminishing return whatsoever (it doesn't even diminish itself!). This makes it very useful as a ranged interrupt against stunnable mobs, although the minimum range can cause some problems. With the nerf to
duration, this will probably become the go-to talent in the tier for most players.
Tier 2 Talents
s a reliable self-healing tool at a small cost. If you are regularly getting killing blows, this talent may lose some value compared to the baseline
, but this is otherwise the only option in the row that provides any personal benefit. It's not worth giving up the benefits of the other options while raiding, but this can be a useful choice for dungeons or solo content.
provides group healing utility, but does not affect the talented
. This can add up to a lot of healing in a raid situation, and is typically worth the loss of the self-healing provided by
into a decent defensive cooldown for other members of your group. This is particularly strong for tank-swap raid bosses, and can provide numerous extra defensive cooldowns to your co-tank.
Tier 3 Talents
provide a modest damage increase. This is simple and effective, especially while using
, but it does not provide the burst of
. It is a competitive choice that can have extremely high uptime when using
. It has been the best performer overall during Tomb of Sargeras progression thus far, but lacks the maximum burst DPS potential of
Best Served Cold
increases the damage of Revenge by 5% for each target it hits, up to a maximum of 5 targets. This is the best option for sustained AoE dps. It is considerably weaker than the alternatives in single target, so it works really well in Mythic dungeons, but not so well in raids. It's particularly good during Skittish and Fortified Mythic+ weeks.
is the best option for burst damage output or bosses that have increased damage taken phases, and should be combined with Battle Cry and other cooldowns to maximize damage. This pairs extremely well with
Tier 4 Talents
gives a unique utility to
. Removing the cooldown from
allows you to
multiple adds in quick succession, which is somewhat useful. The increased movement speed on taunted enemies is the star of the show, and can be tremendously helpful when moving bosses. Since Monks can Taunt-sprint mobs at all times, having one as a co-tank makes this talent much less useful. The reduced cooldown on Berserker Rage can also be somewhat useful if you need to break fears or chain Taunt regularly. Once you have 2 pieces of Tier 20 gear, this will also interact positively with
, and will be the go-to talent for situations in which you don't really need the mobility from
reduces the cooldown of your strongest mobility skill by 33% and gives it even more mobility! Yes!
simply gives 50% increased range to
has a short range, but is usually capable of hitting all mobs currently attacking you, so this talent is underwhelming in most situations. If adds are scattered or you
don't need mobility, this is a fine fallback talent.
Tier 5 Talents
causes every autoattack to effectively cast Devastate. This frees up global cooldowns to cast Revenge, and is a huge offensive and defensive gain. This is the go-to talent in the row for virtually all situations, and should be used as soon as you are at all comfortable with the class. The community has come to agree that tracking the autoattack timer and delaying Shield Slam casts is a larger potential loss than potential gain, so just use your abilities as they come up!
increases the value of
based upon how much health you are missing. Assuming your health averages around 60%, this translates into the most self-healing by a huge margin. It is strongest against constant sources of damage that keep your health fairly low, but don't run the risk of bursting you from high health to dead in a single shot. Those situations are few and far between. This talent lacks the major appeal of either of the other options in the tier and is rarely, if ever, worth using.
provides passive and active benefits, and is a fine talent for players not yet uncomfortable with
. It makes you much more resilient against boss abilities that deal burst damage, and provides a 20% increase to Ignore Pain. This is even a self-healing gain over
if your health averages above 75%, although that only occurs in trivial content. This is most useful in two situations: beginner tanks having trouble making the most of defensive cooldowns,
, or for experienced players tanking cutting-edge content that deals burst damage large enough to kill a tank without
's 20% increased health buff. With the nerf to only 20% in Patch 7.2.5, this talent's niche has become incredibly thin, and it should hardly ever be taken over
Tier 6 Talents
provides the most bang for your Rage buck with
. This talent interacts positively with Parry (free Revenge casts still trigger the Rage cost reduction for Ignore Pain!), and translates into increased usage rates of both skills over the other talents in the tree. This interacts very positively with
, and using the two together is
recommended for hard-hitting content.
Into the Fray
provides up to 15% Haste, which is a lot of damage and damage reduction. Unfortunately, it is much stronger against packs of adds than bosses, and doesn't increase Rage generation as much as
discounts Rage costs. This should only be taken as a simpler, easier option for new players looking to get comfortable with the class before transitioning into using
into a solid offensive cooldown that combos well with
for fights with burn phases. It is generally the best dps talent in the tier, especially during Mythic dungeons or on fast fights in raid with tons of burst damage. It pairs extremely well with
. It is a defensive sacrifice, but the offensive returns are
worth it - if survival is not an issue.
Tier 7 Talents
reduces the cooldowns of your biggest abilities whenever you spend Rage. This can be helpful against the right raid boss, but comes at the loss of a lot of constant damage reduction and output. It's worth using in progression raiding for scenarios in which you need to cast
more often, or when you need to pump out more damage in order to kill a boss. In Mythic dungeons, it provides a substantial increase to usage rates on offensive and defensive cooldowns, and works well with
to maximize your dps on AoE pulls.
increases the bonus
damage by an additional 30%, and makes
adds 1 second to the remaining duration of
. This is a good defensive gain in single target, and a decent offensive boost, albeit one that doesn't really compete with
. It was formerly the go-to talent for raid tanking situations, but has lost a lot of ground to
. If you find yourself being destroyed by autoattack damage, it's great. Otherwise, it's probably an inferior choice.
is a decent damage output tool against AoE packs when combined with other offensive cooldowns, such as
. It also provides a dramatic burst of Parry, which reduces autoattack damage intake and increases the chance of free Revenge procs. On its own or in single target, it is quite weak, providing weak damage output and much less damage reduction than
. It can be a good option for relatively weak-hitting content with lots of mobs, but
is generally at least as good in those situations, and typically much better.
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