Friday, March 20, 2009

TALENT POINTS

You can see my current protection talent build here

This doesn't mean my tree is the only way to go. There are lots of viable ways to spend your talent points. BUT there are certain talents you should always use:

ARMS TREE:
5/5 Deflection

FURY TREE:
3/3 Armored to the Teeth

PROTECTION TREE:

5/5 Shield Specialization
3/3 Improved Thunder Clap
3/3 Incite
5/5 Anticipation
1/1 Last Stand
2/2 Shield Mastery
5/5 Toughness
2/2 Improved Disciplines
1/1 Concussion Blow
2/2 Improved Defensive Stance
1/1 Vigilance
3/3 Focused Rage
3/3 Vitality
1/1 Warbringer
1/1 Devastate
3/3 Critical Block
3/3 Sword and Board
2/2 Damage Shield
1/1 Shockwave

WHY I CHOSE MY OTHER TALENTS:

ARMS TREE:
2/5 Improved Heroic Strike - so I could get to the next tier of talents in the tree.

3/3 Tactical Mastery - I switch stances often, and this talent allows you to keep more rage when you change stances.

1/1 Anger Management - Keeps your rage going through stages of a fight where you are not dealing damage nor taking any. (Ex. Heigan the Unclean during the safety dance)

PROTECTION TREE:
2/2 Improved Bloodrage - Increases the amount of rage you gain instantly when this ability is used. This is an ability that should be used just before you begin a boss fight. The downfall of a warrior is that it takes rage to use our special attacks. Beginning a fight with over 30 rage helps the warrior gain threat faster.

2/2 Improved Spell Relection - Reduces the chance to be hit by spells. It's helpful considering all the armour in the world can't save you from magical damage.

2/2 Gag Order - Makes your Shield Bash and Heroic Throw abilities have a 100% chance to silence the target AND increases the damage done by the Shield Slam ability.

2/5 One-handed Weapon Specialization - Only increases damage done by your one-handed weapon. This is where I put my last 2 points.

2/2 Safeguard - Reduces the damage taken by a party member you Intervene. I don't use Intervene very much, but this makes the ability more effective when I do.

GLYPHS

MAJOR
- Glyph of Rapid Charge - Reduces the cooldown of your Charge ability by 20%
- Glyph of Revenge - After using Revenge, your next Heroic Strike costs no rage
- Glyph of Resonating Power - Reduces the rage cost of your Thunder Clap ability by 5
- Glyph of Sunder Armor - Your Sunder Armor ability affects a second nearby target
- Glyph of Taunt - Increases the chance for your Taunt ability to succeed by 8%
- Glyph of Cleaving - Increases the number of target your Cleave hits by 1
- Glyph of Last Stand - Reduces the cooldown of your Last Stand ability by 3 min, but also reduces the maximum health gained by 10%
- Glyph of Blocking - Increases your block value by 10% for 10 sec after using your Shield Slam ability
- Glyph of Devastate - Your Devastate ability now applies two stacks of Sunder Armor
- Glyph of Intervene - Increases the number of attacks you intercept for your Intervene target by 1


MINOR
- Glyph of Bloodrage - Reduces the health cost of your Bloodrage ability by 100%
- Glyph of Charge - Increases the range of your Charge ability by 5 yards
- Glyph of Thunder Clap - Increases the radius of your Thunder Clap ability by 2 yards

GEAR ENCHANTS AND ITEM ENHANCEMENTS

HEAD
- Arcanum of the Stalwart Protector - (+37 stamina, +20 defense rating) - Argent Crusade (revered)

SHOULDERS
- Greater Inscription of Warding - (+15 dodge rating, +10 defense rating) - The Aldor (exalted)
- Lesser Inscription of the Pinnacle - (+15 dodge rating, +10 defense rating) - The Sons of Hodir (honoured)
- Greater Inscription of the Pinnacle - (+20 dodge rating, +15 defense rating) - The Sons of Hodir (exalted)

CLOAK
- Enchant: Mighty Armor - +225 armor
- Enchant: Titanweave - +16 defense rating
- Enchant: Steelweave - +12 defense rating
- Enchant: Dodge - +12 dodge rating

CHEST
- Enchant: Greater Defense - +22 defense rating
- Enchant: Super Health - +275 health
- Enchant: Powerful Stats - +10 to all stats
- Enchant: Super Stats - +8 to all stats

BRACERS

- Enchant: Expertise - +15 expertise rating
- Enchant: Major Defense - +12 defense rating
- Enchant: Greater Assault - +50 attack power
- Enchant: Major Stamina - +40 stamina
- Socket Bracer - (adds a prismatic gem socket) - BLACKSMITHS ONLY

SWORD

- Enchant: Superior Potency - +65 attack power
- Enchant: Greater Potency - +50 attack power
- Enchant: Exceptional Agility - +26 agility

SHIELD
- Enchant: Defense - +20 defense rating
- Enchant: Shield Block - +15 block rating

HANDS
- Enchant: Expertise - +15 expertise rating
- Enchant: Precision - +20 hit rating
- Enchant: Armsman - +2% threat, +10 parry rating
- Socket Gloves - (adds a prismatic gem socket) - BLACKSMITHS ONLY

WAIST
- Eternal Belt Buckle - (adds a prismatic gem socket) - made by blacksmiths, but CAN BE USED BY EVERYONE.

LEGS
- Frosthide Leg Armor - (+22 agility, +55 stamina) - made by leatherworkers, but CAN BE USED BY EVERYONE.

FEET

- Enchant: Greater Fortitude - +22 stamina

RING
- Enchant: Stamina - (+24 stamina) - ENCHANTERS ONLY
- Enchant: Assault - (+32 attack power) - ENCHANTERS ONLY

HOW STATS AFFECT THE WARRIOR

NORMAL STATS

STRENGTH:
Increases the warrior's Attack Power, thereby increasing the warrior's damage. Strength also increases the damage that a warrior can block with his shield.

20 Strength = 1 Block Value
1 Strength = 2 Attack Power
14 Attack Power = 1 DPS (Damage per second)
Therefore, 7 Strength = 1 DPS

STAMINA:
Increases health points. This is critical for warriors due to the inability to heal themselves, as well as to absorb the large amounts of damage mobs will try and cause against a party.

1 Stamina = 10 Health points
(with maxed talent "Vitality", which increases stamina by 6%, 1 Stamina = 10.60 Health Points)

AGILITY:
Agility increases the following: attack power with ranged and close combat weapons, armor, critical hit chance and the chance to dodge attacks. The increased attack power is great for warriors, as it increases damage dealt and therefore, increases threat generated. The armor bonus is relatively small for warriors since they wear plate armor. (The main reason to boost agility is for the extra critical hit %, but crit is not a stat to stack on a warrior tank.)

2 Agility = 1 Armor point
33 Agility = 1.0% crit
30 Agility = 1.0% dodge


MITIGATION AND AVOIDANCE STATS

ARMOR:
Armor augments a character's health to a higher number (if the armor is positive), which represents the amount of physical damage a player can withstand. For instance, a character with 5000 health and 50% armor would be able to absorb 10000 damage before dying.

DEFENSE:
Defense rating reduces the chance to be critically hit by attacks from PvE mobs. At the lvl 80 defense cap, you will effectively reduce this chance to 0% (YOU CANNOT BE CRITED BY ANY MOB IN THE GAME! YAY!)

DODGE:
The warrior moves out of the way of the enemy's attack, and takes no damage from it. It is extremely useful to have a trinket which increases dodge rating for a short time to help healers keep up with healing. (If you're not getting hit, you don't need heals...) A warrior can only dodge frontal attacks. Attacks from behind cannot be dodged.

PARRY:
The warrior parries the enemy's attack and takes no damage from it. Parrying attacks increases the warrior's melee haste rating, causing him to hit faster than normal. A warrior can only parry frontal attacks. Attacks from behind cannot be parried.

BLOCK (RATING):
The warrior raises his shield and blocks the enemy's attack. Block rating increases a warrior's % chance to block. Unlike dodge and parry, blocking an attack only reduces the amount of damage done to the warrior. A warrior can only block frontal attacks. Attacks from behind cannot be blocked.

BLOCK (VALUE):
The amount of damage a Block reduces depends on the block value of your shield, any enchantments, talents and strength. Damage reduced by blocking is calculated after other damage reducing factors, such as armor, which increases the effectiveness of blocking.


DPS/THREAT BOOSTERS

HIT RATING:
Increases the chance for the warrior to hit his enemy. Since as tanks we use a one-hand weapon and a shield, our hit rating caps at 263 hit rating (which is a lot lower than a duel-wielding dps would need).

EXPERTISE:
At level 80, every 8.2 points of expertise rating grants one point of expertise. One point of expertise decreases the chance that melee attacks made by the warrior will be dodged or parried by 0.25%. When a warrior tank is parried, it may trigger a boss to begin to swing faster, causing burst damage.