Protection Warrior Mythic+ Guide
Welcome to the Protection Warrior Mythic+ guide for the World of Warcraft patch 11.1! This guide covers everything you need to know to understand your character! Are you starting out and leveling up from 70? Check out the leveling guide!
Overview
Hero Talents
- Mountain Thane buffs your baseline rotation and brings in more rage without adding an extra ability.
- Colossus has higher damage potential than Mountain Thane but comes at the cost of less defensive value and a worse playstyle.
- Overall Mountain Thane is recommended if you're not comfortable with the encounter but Colossus often has higher potential.
- Lightning Strikes
- Crashing Thunder
- Improves Seismic Reverberation making it a mandatory pick during AoE.
- Thunder Blast
- Avoid overcapping on these and spend them instantly, make sure to use all charges before casting Avatar and Demoralizing Shout if you're talented into Snap Induction.
- Storm Shield
- Gives Intervene a lot more use-cases as a useful external.
- Burst of Power
- Important to use both Shield Slams instantly to avoid getting another proc and wasting it.
- This is extra important during Avatar when talented into Unstoppable Force since you get so many Thunder Claps that all have a chance to proc more Lightning Strikes.
- Avatar of the Storm
- Gives Thunderlord a lot more value since you can cast significantly more Thunder Claps.
- Crashing Thunder
- Demolish
- Gets significantly buffed by Colossal Might damage wise.
- Can be used in niche scenarios to immune stuns and knockbacks or as another small defensive.
- One Against Many, Practiced Strikes and Tide of Battle
- With all of these Hero Talents combined your Revenge becomes your highest damage ability by far during AoE.
- Dominance of the Colossus
- Demolish gets its cooldown reduced, significantly increased when you're pressing Revenge a lot during AoE.
- Also a lot more cooldown reduction if you're talented into Sudden Death.
Talents
When to use this spec
This is the default loadout going into any dungeon unless specified otherwise. You have to adjust the class talent tree based on the utility needed for the dungeon. To make your life easier, dungeon-specific talent loadouts are available in the Dungeons section.
If you want a spec that's more damage oriented check out the other talent build!
Gameplay Altering Talents
Discover all talents that significantly alter your gameplay within the Spec and Class Talent trees. This section gives a concise overview of these talents and their applications but for a more detailed look check out the Rotation and Deep Dive sections below.
Spec Tree
- Into the Fray
- This talent makes it important to stay in the vicinity of your teammates as much as possible to gain the maximum benefit.
- Booming Voice
- Gives your Demoralizing Shout a big offensive component, pair it up with your other offensive cooldowns.
- Anger Management
- Makes it very important to never overcap on Rage and also to use Avatar on cooldown when possible to maximize the cooldown reduction.
- Spell Block
- Your most powerful defensive effect against most magic damage, keep in mind that you must have Shield Block up for it to work.
- Thunderlord
- Significant cooldown reduction on Demoralizing Shout which is both a defensive and offensive gain.
- Champion's Bulwark
- A significant boost both defensively and offensively, combine with Demoralizing Shout and Avatar to maximize your damage output.
- Violent Outburst
- An important buff to keep track of, this is explained more in the Deep Dive.
Class Tree
- Unstoppable Force
- Increases damage and reduces the cooldown of Thunder Clap significantly.
- Double Time
- This is an incredible boost to your mobility, it gives you 2 charges of Charge.
- Thunder Clap
- When talented into Rend your Thunder Clap automatically applies Rend to 5 enemies meaning that you never need to press Rend manually.
- Shockwave
- 2 second AoE stun.
- Storm Bolt
- Single-target 4 second stun.
- Intimidating Shout
- Fear up to 6 enemies, guaranteed to hit your target.
Hero Talents
- Storm Bolts
- Default pick because Storm Bolt is used a lot in Mythic+.
- Can be swapped out for Storm Shield if it's useful for the rest of your group.
- Keep Your Feet on the Ground
- Default pick as Steadfast as the Peaks is not very useful.
- Thorim's Might
- Very nice boost to Rage generation which is great for both defense and offense.
- Flashing Skies
- Simply outperforms the other option as more Lightning Strikes synergises well with Burst of Power.
When to use this spec
Pick this talent loadout if you are comfortable with your damage intake and want to push the damage. To make your life easier, boss-specific talent loadouts are available in the Dungeons section.
Hero Talents
- Earthquaker
- Default pick as the reduced cooldown and knock up is significantly better than a 40% slow.
- One Against Many
- Most of the time the better pick in Mythic+ since it's a very big boost to AoE damage, Arterial Bleed is better for single-target damage however.
- No Stranger to Pain
- Default pick since it's just a way better option than Veteran Vitality.
Rotation
Tier Set
- 2-Set: Each time you take damage you have a chance to cast Shield Wall for 4 sec and gain Luck of the Draw!, which increases your damage dealt by 15%.
- 4-Set: During Luck of the Draw! Shield Slam's chance to critically strike is increased by 75% and its critical strikes reduce the cooldown of Shield Charge by 12 seconds.
Opener
- The goal of the opener is to get Shield Block active as soon as possible to avoid the possibility of getting one shot after Charging in while also getting all your offensive cooldowns rolling.
- Below, you can see an example of how your opener might look, depending on when you get your first Burst of Power proc among other factors.
Priority List
Make sure to keep this list in mind, unless some bosses or scenarios require you to hold some abilities listed here
- Cast Ignore Pain as your main Rage spender.
- Maintain Shield Block at 100% uptime.
- Cast Ravager on cooldown.
- Cast Avatar on cooldown.
- Cast Demoralizing Shout on cooldown.
- Cast Thunderous Roar on cooldown.
- Cast Shield Charge on cooldown.
- Use your Violent Outburst proc
- Thunder Blast on 2+ targets if Avatar is active
- On single target/under 6 targets with Shield Slam
- Over 6 targets with Thunder Clap
- Cast Thunder Blast if you are at 2 stacks.
- Cast Shield Slam if Burst of Power is active.
- Cast Thunder Blast.
- Cast Shield Slam on cooldown.
- CastRevenge to apply Deep Wounds on AoE.
- Cast Execute on 2 or less targets.
Opener
- The goal of the opener is to get Shield Block active as soon as possible to avoid the possibility of getting one shot after Charging in while also getting all your offensive cooldowns rolling.
- Below, you can see an example of how your opener might look, depending on proc and other factors.
Priority List
Make sure to keep this list in mind, unless some bosses or scenarios require you to hold some abilities listed here
- Cast Ignore Pain as your main Rage spender.
- Maintain Shield Block at 100% uptime.
- Cast Ravager on cooldown.
- Cast Avatar on cooldown.
- Cast Demoralizing Shout on cooldown.
- Cast Thunderous Roar on cooldown.
- Cast Shield Charge on cooldown.
- Use your Violent Outburst proc
- On single target/under 8 targets with Shield Slam
- Over 8 targets with Thunder Clap
- Cast Shield Slam on cooldown.
- Cast Demolish on cooldown.
- Cast Thunder Clap on cooldown.
- CastRevenge to apply Deep Wounds on AoE.
- Cast Execute on 2 or less targets.
Defensive Stance vs. Battle Stance
- When swapping stances there are some factors you need to keep in mind:
- Defensive Stance provides you with a 20% flat damage reduction and an additional 5% magic damage reduction.
- Battle Stance provides you with a 3% critical chance and a 10% reduction on slow and cc effects.
- Stay in Defensive Stance at all times when taking any damage since the 3% crit chance is just not worth it losing 20% or 25% damage reduction.
- If you are not tanking anything and don't have any debuffs that do heavy damage to you, swapping to Battle Stance is totally fine and provides a small DPS gain.
Defensive Cooldowns
- Demoralizing Shout
- Most of the time you should use this on cooldown as it's a DPS increase when talented into Booming Voice. You also have Thunderlord that heavily reduces the cooldown which further incentivizes using it as much as possible.
- Shield Wall
- This should be your first go-to when you need a big defensive as this spell also gets heavily reduced cooldown from Anger Management & Impenetrable Wall.
- Spell Block
- Very powerful defensive in any pull or boss where there are a lot of casts on you and should be used as a high priority defensive whenever that's the case. Since Spell Block doesn't do anything outside of spell damage it's usually not used on cooldown but more so when it fits a certain pull.
- Last Stand
- Usually the last defensive you use because of the very long cooldown and niche effect as it doesn't provide any damage reduction.
- Impending Victory
- Not necessarily a defensive cooldown but a very nice self-heal tool. Just press it whenever you feel like a small heal would be useful.
Offensive Cooldowns
- Shield Charge
- Use on cooldown preferably while under the effect of Avatar and Booming Voice.
- Ravager
- Usually lines up with every 2nd Avatar.
- Avatar
- Use on cooldown as much as possible, extra important because of cooldown reduction from Anger Management.
- Thunderous Roar
- Use on cooldown preferably while under the effect of Avatar, Booming Voice and Demolish.
- Champion's Spear
- Extra important to line up with your other offensive cooldowns because of the critical strike damage increase from Champion's Might.
Deep Dive
Spell Reflection
- Spell Reflection is highly complex in the sense that it works differently for every mechanic and is often times the difference between Protection Warrior being very strong or mediocre.
- There is no one way to know at first glance if a spell cast on you is reflectable or not outside of just knowing beforehand through knowledge.
- To easier acquire this knowledge I highly recommend this Spell Reflection Resource.
- Some important notes about Spell Reflection:
- A spell does not always have to target you to be reflectable.
- Spell Reflection provides 20% magic damage taken reduction for 5 seconds.
- If a spell gets reflected and consumes the buff you still keep the 20% magic damage reduction for the full 5 seconds.
Managing Ignore Pain
- Ignore Pain is your primary Rage spender together with Revenge, one is full damage where the other one is full defensive value.
- Juggling both is your main job when it comes to how you spend your rage.
- Ignore Pain as the ability is different from all the others it does not occur a GCD when pressed but has its own small internal GCD, making it so you can press it while normally playing your rotation.
- Where on the other hand Revenge is a normal spender and also a GCD.
- Revenge is a tool to apply your Deep Wounds and do damage in your normal rotation.
- As a rule of thumb, you want to always use Ignore Pain when reaching your Rage cap to not overcap and while taking any damage to just become tankier.
Shield Slam & Violent Outburst
- Since Shield Slam is at the top of your priority list and it also resets its cooldown very frequently it's very important to make sure that it always gets used on cooldown.
- While doing so you need to make sure to never overcap on Rage as spending Rage reduces the cooldown of both offensive & defensive abilities.
- Violent Outburst is a proc that needs to be managed as it is a significant loss if you ever spend it on a Thunder Clap instead of a Shield Slam.
- On Single Target or below 8 Targets use this proc with Shield Slam.
- Above 8 Targets use it on Thunder Clap.
- When you're playing Mountain Thane the management of Violent Outburst changes significantly.
- Thunder Blast on 2+ targets if Avatar is active
- Thunder Clap on 4+ targets if Avatar is active.
- On single-target or below 6 targets use this proc with Shield Slam.
- Above 6 targets use it on Thunder Clap.
Understanding Mechanics
Rotational min-maxing is just one aspect of mastering a specialization, but there are numerous other key mechanics that influence your performance. Use the following guides to improve them.
Dungeons
← Scroll for more Bosses →
Boss Tips
Brew Master Aldryr
- Keg Smash is the tank mechanic. It does physical damage and leaves pools of Hot Honey on the ground.
- Make sure to not drop the Hot Honey on the Cinderbrew spawns in the intermission.
- In the intermission Happy Hour you have to bring the Cinderbrew infront of the boss to the Thirsty Patrons across the room.
I'pa
- This fight contains two mechanics you'll have to pay attention to as a tank.
- Bottoms Uppercut does physical damage and knocks you back.
- Can easily negate the knockback with Charge.
- Spouting Stout you should try to move him away from any Brew Drops.
- Be careful to not get knocked into the direction of any Brew Drops, as the boss will follow you and most likely consume a Brew Drop, resulting in an immediate wipe.
- Bottoms Uppercut does physical damage and knocks you back.
Benk Buzzbee
- As a tank you get targeted by Honey Marinade, place the residual Flaming honey on the edges of the room, so you and your group have an easier time guiding Ravenous Cinderbee's through these Flaming Honey pools.
Goldie Baronbottom
- Aim the Cash Cannon towards barrels on the ground, make sure to only hit one Volatile Barrel (these are the bigger barrels which also glow) at the time, but feel free to hit multiple barrels without a glow.
- Destroying any barrel causes a Cinder-BOOM! which spawns a fire wave in every cardinal direction.
Trash Tips
- Important abilities to interrupt in this dungeon are:
- Venture Co. Pyromaniac - Boiling Flames
- Royal Jelly Purveyor - Honey Volley
- Pay extra attention to these casts:
- Venture Co. Patron - Mean Mug
- Stacking bleed debuff, make sure to start kiting early enough.
- Worker Bee - Final Sting
- If multiple are being casted on the same player, make sure to use an AoE stop or a big defensive cooldown.
- Venture Co. Patron - Mean Mug
Boss Tips
Ol' Waxbeard
- Rock Buster is the tank mechanic. It does physical damage and leaves a 25% increased physical damage taken debuff for 6 seconds.
Blazikon
- This boss is very simple, just make sure to always be in melee range of the boss, otherwise he will start casting Blazing Storms dealing groupwide fatal damage.
The Candle King
- Make sure to interrupt Paranoid Mind.
The Darkness
- On this fight it is important to always stand in Candlelight but don't pick the candle up as a tank as it makes you unable to perform any action while lifting.
Trash Tips
- Important abilities to interrupt in this dungeon are:
- Blazing Fiends - Explosive Flame
- Shuffling Horror - Drain Light
- Royal Wicklighter - Flashpoint
- Sootsnout - Flaming Tether
- Pay extra attention to these casts:
- Rank Overseer - Overpowering Roar
- This cast will knock you and any enemies within it's radius, spreading out the pull, make sure to leave beforehand.
- Corridor Creeper - Eater of the Dead
- Do not tank these mobs near enemy corpses, as they will devourer them and gain a stacking damage increase.
- Rank Overseer - Overpowering Roar
Boss Tips
Captain Dailcry
- Before engaging this boss you have to kill a few mini-bosses, the boss fight changes depending on which mini-boss you decided to leave up.
- The boss itself always has the same abilites, but the mini-boss have different abilites to deal with.
- Pierce Armor is the boss tank mechanic, it does phyiscal damage and inflicts a bleed for 10 seconds.
- The boss casts Battle Cry, make sure to interrupt it.
- Elaena Emberlanz alive:
- Casts Repentance, make sure to interrupt.
- Can also be dispelled.
- Adds another tank ability with Divine Judgment.
- Holy Radiance deals groupwide AoE damage.
- Casts Repentance, make sure to interrupt.
- Sergeant Shaynemail alive:
- Make sure to dodge Brutal Smash on the ground as it stuns you and does fatal damage when hit.
- Do not stack with other people because of Lunging Strike.
- Taener Duelmal alive:
- This mini-boss adds a lot of additional kicks to the fight, firstly Cinderblast and secondly Fireball.
- On top he starts casting Ember Storm, watch out and dodge fire swirlies on the ground.
- Elaena Emberlanz alive:
Baron Braunpyke
- Make sure to interrupt Burning Light.
- While the boss has Vindictive Wrath active he deals high damage so rotate some defensives during it.
- Sacrificial Pyre has to be soaked 3 times, preferably by 3 different players to avoid stacking up the DoT.
- You can soak it 3 times as a tank but you take heavy DoT damage afterwards.
Prioress Murrpray
- When the boss casts Blinding Light you need to turn around at the end of the cast to avoid getting disoriented.
- Use your interrupts against Holy Smite.
- This can be Spell Reflected for some bonus damage.
Trash Tips
- Important abilities to interrupt in this dungeon are:
- Devout Priest - Inner Fire
- Devout Priest - Greater Heal
- Forge Master Damian - Heat Wave
- Pay extra attention to these casts:
- Guard Captain Suleyman - Shield Slam
- This ability knocks you back and does huge amount of physical damage.
- Ardent Paladin - Consecration
- Make sure to always move the mobs out of Consecration.
- Sir Braunpyke - Blazing Strike
- Guard Captain Suleyman - Shield Slam
Boss Tips
Kyrioss
- Dodge Grounding Bolt on the ground.
Stormguard Gorren
- Run away from the boss when he casts Dark Gravity.
- You can stand in it until the last second and then move out.
- After the boss has casted Chaotic Corruption make sure to stand close to the player that has been targeted by this ability, so the debuff jumps to you at least twice while it's up.
Voidstone Monstrosity
- This fight contains two tank mechanics.
- Oblivion Wave is a frontal which has to be aimed away from the group.
- If you leave melee range then your entire group most likely dies from Entropy.
Trash Tips
- Important abilities to interrupt in this dungeon are:
- Cursed Thunderer - Lightning Bolt
- Unruly Stormrook - Energized Barrage
- Cursed Rooktender - Lightning Surge
- Void Ascendant - Feasting Void
Boss Tips
Big M.O.M.M.A.
- Electrocrush is the tank mechanic. It deals nature damage and leaves a debuff for 10 seconds dealing additional nature damage every 1 second.
- Make sure to dodge Sonic Boom as it drags you further away from the boss and silences.
- Use your interrupt against the Darkfuse Mechadrone's cast Maximum Distortion.
Demolition Duo
- Use defensives against Bront's Wallop.
- While targeted by Barreling Charge make sure to hit as many Bombs on the ground as possible.
Swampface
- Sludge Claws does a small amount of magical damage on top of a huge amount of physical damage. It also leaves a big healing absorb on you, so make sure to use a defensive.
Geezle Gigazap
- This boss casts Thunder Punch, knocking you back and inflicting a huge amount of physical damage over 4 seconds.
- While fixated by Leaping Sparks make sure to kite it through Dam Water pools on the ground.
Trash Tips
- Important abilities to interrupt in this dungeon are:
- Mechadrone Sniper - Trickshot
- Venture Co. Diver - Harpoon
- Disturbed Kelp - Restorative Algae
- Darkfuse Bloodwarper - Blood Blast
- Pay extra attention to these casts:
- Shreddinator 3000 - Shreddation
- Make sure to start moving at the end of this cast so you do not get hit by the blades spawning.
- If you have multiple melees in the group it can be good to stack up to bait this.
- Disturbed Kelp - Jettison Kelp
- Shreddinator 3000 - Shreddation
Boss Tips
An Affort of Challengers
- Dessia occasionally casts Mortal Strike which deals physical damage and a reduces your healing taken by 50% for 5 seconds.
- Use your interrupt against Sathel's Necrotic Bolt.
- Dodge green swirlies on the ground caused by Paceran's Noxious Spores cast.
Gorechop
- Hateful Strike is the tank mechanic. It deals a large amount of physical damage, make sure to use a defensive against it.
- Do not get caught by Meat Hooks crossing the arena.
Xav the Unfallen
- This boss casts Brutal Combo as its tank ability, it's a 2.5 second long cast inflicting multiple physical damage hits in a short time.
- During Might of Maldraxxus the boss will cast 3 different abilities that you should dodge.
Kul'tharok
- Make sure to not aim Necrotic Eruption towards your group and use a defensive for it.
- While afflicted by Draw Soul stack up with your group to spawn all Lost Souls together.
- Use Spell Reflection on Necrotic Bolt for bonus damage.
Mordretha, the Endless Empress
- Reaping Scythe is a huge tank buster.
- Use your interrupt on Death Bolt casted by Deathwalker.
- After the boss reaches 50% HP, he occasionally summons Ghostly Combatants which cast Ghostly Charge, running from one side of the room towards the other, make sure to dodge them.
Trash Tips
- Important abilities to interrupt in this dungeon are:
- Blighted Sludge-Spewer - Withering Discharge
- Maniacal Soulbinder - Necrotic Bolt Volley
- Bone Magus - Bone Spear
- Pay extra attention to these casts:
- Putrid Butcher - Devour Flesh
- Use a defensive for this ability.
- Putrid Butcher - Devour Flesh
Boss Tips
Tussle Tonks
- While being targeted by Platinum Pummel try to minimize movement and use a defensive ability.
- When The Platinum Pummeler gains a stack of Platinum Plating bring him near a Piston Smasher and make sure you active it when the boss is underneath, so it smashes and removes the stack of Platinum Plating.
- When Gnomercy 4.U. reaches 100 energy make sure to aim his Maximum Thrust towards a nearby wall.
- The boss occasionally spawns B.4.T.T.L.3. Mines, feel free to move away from them when too many have spawned.
K.U.-J.O.
- Before the boss casts Venting Flames make sure to move him towards a box to stand behind.
Machinist's Garden
- When the boss spawns a Inconspicuous Plant, make sure to move him on top, meanwhile try to dodge the rest of the boss abilities.
King Mechagon
- Dodge Plasma Orb in Phase 1.
- While the boss is casting Take Off! make sure to not stand directely underneath him as it does fatal damage.
- In Phase 2, if targeted by Mega-Zap make sure to use a defensives.
Trash Tips
- Important abilities to interrupt in this dungeon are:
- Bomb Tonk - Detonate
- Mechagon Tinkerer - Giga-Wallop
- Mechagon Mechanic - Tune Up
- Pay extra attention to these casts:
- Waste Processing Unit - Puncture
- Physical damage taken hit and leaves a bleed for 6 seconds dealing damage, make sure to use a defensive.
- Waste Processing Unit - Puncture
Boss Tips
Coin-Operated Crowd Pummler
- While the boss casts Coin Magnet make sure to not be near any coins on the ground.
Azerokk
- Make sure to tank the boss near the Earthrager adds and help your team by slowing them.
Rixxa Fluxflame
- Do not stand in front of the boss while he casts Propellant Blast.
Mogul Razdunk
- Make sure to stand next to a Drill when targeted by Drill Smash in the intermission.
- Very important to look where the Summon B.O.O.M.B.A. are positioned and move the boss away from them, this makes it much easier to dodge Micro Missiles.
Trash Tips
- Important abilities to interrupt in this dungeon are:
- Refreshment Vendor - Iced Spritzer
- Hired Assassin - Toxic Blades
- Venture Co. Earthshaper - Rock Lance
- Stonefury - Furious Quake
- Venture Co. Alchemist - Transmute: Enemy to Goo
- Pay extra attention to these casts:
- Azerite Extractor - Puncture
- Physical damage taken hit and leaves a bleed for 6 seconds dealing damage, make sure to use a defensive.
- Hired Assassin - Fan of Knives
- Use Shockwave or Storm Bolt stop this cast.
- Azerite Extractor - Puncture
Affixes
The Affix system got revamped going into The War Within Season 1 retiring most Affixes as well as introducing new kiss-curse ones while also changing on which key level these appear.
- +4 Affixes -- Rotates on a weekly basis
- Xal'atath's Bargain: Ascendant
- Xal'atath's Bargain: Voidbound
- Xal'atath's Bargain: Oblivion
- Xal'atath's Bargain: Devour
- Xal'atath's Bargain: Pulsar
- +7 Affixes -- Alternates between each other on a weekly basis
- Tyrannical
- Fortified
- +10 Affixes -- Alternates between each other on a weekly basis, is always the opposite of the +7 Affix
- Tyrannical
- Fortified
- +12 Affix
- Xal'atath's Guile -- Replaces the +4 Affix
Following you get some useful tips for handling different Mythic+ Affixes as a Protection Warrior.
- Xal'atath's Bargain: Ascendant
- Shockwave and Intimidating Shout as many orbs as possible.
- Xal'atath's Bargain: Voidbound
- The Void Emissary follows you, keep it close to cleave and target it whenever its up.
- Xal'atath's Bargain: Oblivion
- Watch behind you and collect any orbs flying into melee, intercept them before they hit any enemies.
- Xal'atath's Bargain: Devour
- This is just a healing absorb, the only tool you have is Impending Victory.
Stat Priority
Understand your secondary stat priority and the tertiary stats needed for optimal performance during Mythic + dungeons as a Protection Warrior. For more detailed information, visit the Stats and Attributes guide.
Higher Item level items are better in most scenarios. For an accurate representation of what item to equip you should use Simcraft! A static "Stat Priority" is just a starting point and can easily shift depending on your individual gear.
All secondary stats are affected by diminishing returns. Click here to learn more!
Tertiary
- Avoidance - Great stat to reduce the damage intake of "Area of Effect" abilities.
- Leech - Provides additional healing through damage dealing.
- Speed - Niche tertiary that can be very useful and has been proven useful in the past. This makes managing certain mechanics a lot easier.
In general, Leech is really strong for tanks, especially in AoE scenarios it can be by far the best stat you can have.
Avoidance is great but most of the time tanks are not struggling to survive the typical Area of Effect abilities.
Gear
Slot | Item | Location |
---|---|---|
Head | Fullthrottle Facerig | Vexie and the Geargrinders |
Neck | Semi-Charmed Amulet | Rik Reverb |
Shoulder | Enforcer's Backalley Shoulderplates | Tier / Catalyst |
Cloak | Enforcer's Backalley Allegiance | Catalyst |
Chest | Enforcer's Backalley Vestplate | Tier / Catalyst |
Wrist | Revved-Up Vambraces | Vexie and the Geargrinders |
Gloves | Enforcer's Backalley Crushers | Tier / Catalyst |
Belt | Enforcer's Backalley Girdle | Catalyst |
Legs | Enforcer's Backalley Chausses | Tier / Catalyst |
Boots | Everforged Sabatons | Crafting |
Ring 1 | Cyrce's Circlet | Siren Isle |
Ring 2 | The Jastor Diamond | Chrome King Gallywix |
Trinket 1 | Improvised Seaforium Pacemaker | Operation: Floodgate |
Trinket 2 | Chromebustible Bomb Suit | Chrome King Gallywix |
Weapon | Everforged Longsword | Crafting |
Shield | Titan of Industry | Rik Reverb |
Below you are presented with a good list of farmable alternatives that are obtainable outside of WoW’s weekly lockout system. While replaced in time as you progress, these offer immediate character power.
Slot | Item | Location |
---|---|---|
Head | Waxsteel Greathelm | Darkflame Cleft |
Neck | Flickering Glowtorc | Darkflame Cleft |
Shoulder | Skyscorcher Pauldrons | THE MOTHERLODE!! |
Cloak | Candlebearer's Shroud | Darkflame Cleft |
Chest | Abdominal Securing Chestguard | Theater of Pain |
Wrist | Flameforged Armguard | Priory of the Sacred Flame |
Gloves | Caliginous Claspers | Darkflame Cleft |
Belt | Venture Contractor's Floodlight | Operation: Floodgate |
Legs | Thunder-Clad Legguards | The Rookery |
Boots | Sabatons of Rampaging Elements | THE MOTHERLODE!! |
Ring 1 | Wick's Golden Loop | Darkflame Cleft |
Ring 2 | Bloodoath Signet | Theater of Pain |
Trinket 1 | Improvised Seaforium Pacemaker | Operation: Floodgate |
Trinket 2 | Signet of the Priory | Priory of the Sacred Flame |
Weapon | Tearing Sawtooth Blade | Operation Mechagon: Workshop |
Shield | Galebreaker Bulwark | The Rookery |
Trinkets
Below you can find active and passive alternatives to our recommended trinkets. Do note that some trinkets are better than others depending on the mythic+ dungeon.
Active Trinket alternatives
- House of Cards
- Strong on-use trinket for damage, lines up well with your offensive cooldowns.
Passive Trinket alternatives
- Reverb Radio
- Good passive stat proc trinket.
Embellishments
- Writhing Armor Banding
- Empowers any Nerubian embellishment by 100%.
- Darkmoon Sigil: Ascension
- Gain a random secondary stat stacking up over time.
Remaining Sparks
- Crafted items are 675 item level and regular items are 678 on max item level, therefore, it's a small loss to equip crafted items outside of your 2x Embellishments unless you don't have access to other high item level gear on that slot.
Simcraft
To find the best combination of gear available to you or identify the best possible upgrades, visit our Simcraft guide to learn how to utilize Simcraft easily and effectively.
Consumables
- Phials
- Flask of Alchemical Chaos -- maximum DPS.
- Flask of Tempered Versatility -- less DPS but more survivability.
- Food
- Feast of the Divine Day
- Feast of the Midnight Masquerade
- Combat Potion
- Tempered Potion
- Potion Bomb of Power -- group potion, this is a DPS loss for you.
- Health Potion
- Algari Healing Potion
- Mana Oil
- Algari Mana Oil
- Augment Rune
- Crystallized Augment Rune
- Sockets
- Versatile Ruby
- Elusive Blasphemite -- Unique, use one of each gem colour to enhance your Blasphemite.
- Deadly Emerald
- Quick Onyx
- Deadly Sapphire
- Culminating Blasphemite is the best raw output option but using Elusive Blasphemite can help you maintain uptime and dodge mechanics easier. This is an extremely minor dps gain in exchange for a valuable 10% movement speed.
Enchantments
Head | S.A.D. |
Neck | Magnificent Jeweler's Setting 2x |
Cloak | Enchant Cloak - Chant of Leeching Fangs |
Chest | Enchant Chest - Crystalline Radiance |
Wrist | Enchant Bracer - Chant of Armored Leech S.A.D. |
Belt | S.A.D. |
Legs | Stormbound Armor Kit |
Boots | Enchant Boots - Scout's March |
Ring 1 | Enchant Ring - Radiant Versatility Magnificent Jeweler's Setting 2x |
Ring 2 | Enchant Ring - Radiant Critical Strike Magnificent Jeweler's Setting 2x |
Weapon | Enchant Weapon - Council's Guile |
You buy S.A.D. from the Great Vault Vendor to add sockets to your Helm, Wrists and Belt.
Races
For min-maxing a Protection Warrior in Mythic+ Dungeons, different racial traits can provide a tremendous benefit to your characters. If this is not your top goal, picking a race that fits your style works just as well.
- Stoneform -- Dwarf
- Is very valuable because you can dispel yourself or remove dangerous bleed effects.
- On top of that using Stoneform gives you 10% physical DR which can be used as a small extra 8 second personal when tanking.
- Shadowmeld -- Night Elf
- Can be very useful when doing any kind of skip in Mythic+
- Run past basically any mob and then cast Shadowmeld to make them reset. Even works on mobs that have stealth detection if you get enough distance before you Shadowmeld
- Rocket Jump -- Goblin
- Do a small jump in the direction your character is facing.
- While you're in the Rocket Jump animation you are placed on a global cooldown until your character lands.
- Arcane Torrent -- Blood Elf
- Strong racial to dispel or purge enemies, the value is very limited but sometimes can come in handy.
- Spatial Rift -- Void Elf
- Spawn a shadow traveling into your facing direction, and activate again to teleport to the rift.
- Maximum range of 100 yards.
Recommendation
As a tank picking a racial for damage is a small gain that is not worth it most of the time. If you care about min-maxing your DPS go with the highest DPS racial.
That being said the recommended race for Mythic+ is either Night Elf or Dwarf both offer unique features one being more tactical with Night Elf skips and the other being more reliable when it comes to your survivability.
Macros
Discover recommended macros for Protection Warrior for Mythic+ and watch a quick video guide on creating simple macros for your character.
Taunt Macro --- This macro either casts Taunt at your target or your mouseover (very handy to pick up mobs)
#showtooltip Taunt
/cast [@mouseover,exists,harm][@target,exists,harm] Taunt
Boss 1 Taunt --- Casts Taunt on Boss1
/cast [@boss1] Taunt
Boss 2 Taunt --- Casts Taunt on Boss2
/cast [@boss2] Taunt
Charge -- Charge your target unless your mouse is over another enemy, then it targets that enemy and charges it.
/target [@mouseover, harm, nodead]
/cast Charge
Intervene --- This macro makes you Intervene a friendly player your mouse is over.
/cast [@mouseover,help] Intervene
Mouseover Focus --- This macro sets your mouseover as your focus
/focus [@mouseover]
Ravager
/cast [@cursor] Ravager
Thunderous Roar and Champion's Spear Macro --- If you have Champion's Spear talented it's used on your cursor. If you have both abilities talented then it only uses Champion's Spear.
/cast [known:376079,@cursor] Champion's Spear; Thunderous Roar
Heroic Leap
/cast [@cursor] Heroic Leap
Defensive Stance and Battle Stance --- With this you can swap stances from 1 keybind.
/cast [stance:2] Defensive Stance; stance[:3] Battle Stance
Intervene --- This macro makes you Intervene a friendly player in the direction you are facing. It is less precise than a mouse over macro, but easier to use.
/targetfriendplayer
/cast Intervene
/targetlasttarget
Addons
Below, you see a screenshot of the author's User Interface for their Protection Warrior, outlining which addons are used and how they are utilized in Mythic+ to make your life easier.

- Shadowed Unit Frames (SUF) -- Full User Interface replacement
- Addon to replace your Unitframes and other UI Elements with a more clean look. Takes quite some time to configure but there are plenty of pre-done profiles that you can easily import and check out.
- BigWigs -- Generic Boss Mod
- BigWigs is a boss encounter add-on. It consists of many individual encounter scripts, or boss modules; mini add-ons that are designed to trigger alert messages, timer bars, sounds, and so forth, for one specific encounter.
- Weakauras -- Jack of all trades
- WeakAuras is a powerful and flexible framework that allows the display of highly customizable graphics on World of Warcraft's user interface to indicate buffs, debuffs, and other relevant information. This addon was created to be a lightweight replacement for Power Auras but has since introduced more functionalities while remaining efficient and easy to use.
- Plater -- Advanced Nameplates
- Plater is a nameplate addon with an extraordinary amount of settings, out of the box debuff tracking, threat coloring, and support for scripting similar to WeakAuras and wago.io + the WeakAuras-Companion for Mod/Script/Profile updates.
- Details -- In-depth Damage Meter
- Most powerful, reliable, handsome, damage meter for World of Warcraft.
- MRT -- Notes, Raid cooldowns, and more
- Helpful addon for raiders, especially for raid leaders and officers.
- Echo Raid Tools -- Notes, Raid cooldowns, and more
- Echo Raid Tools is a World of Warcraft addon designed by Echo Esports to enhance raiding efficiency. It offers "Echo Approved" WeakAuras for each raid boss accessible through an in-game Dungeon Journal interface, allowing easy import and customization.
- Bartender -- Action Bar Changer
- Bartender4 is a comprehensive action bar replacement addon for World of Warcraft. It allows full customization of action bars, including scaling, alpha settings, and visibility based on macro conditions.
Rage Bar
Shows your current Rage.

Changes this Patch
- Warrior
- Developers' notes: We feel that Warriors are in a good place overall, however, there are a few places we'd like to make improvements to each spec, and to the class as a whole. Warrior survivability in particular has been a weak point, and Endurance Training competing against powerful throughput nodes in the bottom of the Warrior tree makes it difficult to talent into. We’re combining Endurance Training and Reinforced Plates to put the choice in the second tier, which has more choice against other utility and survival nodes and thus be easier to spend points on. The Weapon Specialization nodes have been increased to 2 points to keep the tree structure and overall talent build costs similar, and the nodes have been rearranged slightly to make the choice about how to access Avatar more distinct for each spec.
- Reinforced Plates is now a 2-point talent that grants 5% Stamina and 5% Armor per point.
- Overwhelming Rage is now a 1-point talent that increases maximum Rage by 30.
- Two-Handed Weapon Specialization (Arms) is now a 2-point talent that grants 3% damage and 2% reduction of damage from area-of-effect attacks while wielding a 2-hand weapon per point.
- Dual Wield Specialization (Fury) is now a 2-point talent that grants 3% damage and 2% movement speed while dual-wielding per point.
- One-Handed Weapon Specialization (Protection) is now a 2-point talent that grants 3% damage and 2% Leech per point.
- Thunderous Words increases your Bleed damage by 20% on affected targets (was 30%).
- Cruel Strikes, Wild Strikes, and the Weapon Specialization nodes have changed positions in the tree.
- Endurance Training has been removed.
- Protection
- Developer's notes: Protection Warrior is a very active spec, requiring constant decision-making both for tanking decisions as well as managing cooldown resets and free ability uses. However, there are some elements of the current design that can lead to Protection Warriors requiring more active play than we intend. Frequent Shield Slam cooldown resets are one part of the issue, as they occupy a large amount of the rotation and generate a significant amount of Rage. This leaves little room in the rotation to spend Rage on anything that uses the global cooldown, and coupled with most Protection major cooldowns generating a large amount of additional Rage, leads to using Ignore Pain frequently, even when it provides little or no mitigation value. To address this, we are reducing the frequency of Shield Slam cooldown resets and Rage generated by major cooldowns and in exchange, supplementing Rage generation from passive or rotational sources. It is our goal that this will make Protection easier to approach and play, while still leaving plenty of room for skillful and active play at higher levels.
- All ability damage increased by 26%.
- Developers' notes: We have noticed damage dealt by tanks has not been keeping pace with damage dealers, we are adjusting damage of all tank specs to bring them into a closer alignment with DPS specs.
- Shield Slam damage increased by 20%.
- Execute damage increased by 10%.
- Brace For Impact stacks up to 3 times (was 5), and grants 10% Shield Slam damage and shield block value by 5% (was 5% Shield Slam damage and 3% shield block value).
- Punish reduces damage the punished target deals to you by 3% (was 2%).
- Bloodsurge now causes damage from Deep Wounds to have a chance to generate 5 Rage.
- Instigate causes Devastator to generate 2 Rage (was 1).
- Chance to reset the cooldown of Shield Slam from Devastator and Strategist reduced to 25% (was 30%).
- Impenetrable Wall no longer increases Rage generated by Shield Slam.
- Booming Voice causes Demoralizing Shout to generate 20 Rage (was 30).
- Champion's Bulwark no longer increases the Rage generated by Shield Charge.
- Violent Outburst has been rebuilt to be easier to understand and track progress towards the next Outburst. Additional Rage generated from Violent Outburst reduced to 50% (was 100%).
- Shield Wall cooldown reduced to 3 minutes (was 3.5 minutes).
- Amount of damage ignored from each use of Ignore Pain increased by 30%.
- Ignore Pain's icon now displays the remaining absorb amount as a percentage of the maximum absorb amount.
- Barbaric Training no longer increases the Rage cost of Revenge.
- Frothing Berserker now has a chance to refund 50% of the Rage spent on Revenge (was 25%).
- Colossus
- Practiced Strikes increases Rage generated by Shield Slam by 3.
- Colossal Might is no longer applied by Execute.
- Developers' notes: Using your hard-hitting rotational ability regularly is core to the Colossus playstyle, and Execute applying Colossal Might pushed Colossus away from that during Execute phases.
- An issue causing Demolish's animation to not correctly play sometimes is now fixed.
- Mountain Thane
- Thunder Blast damage increased by 10%.
- Avatar of the Storm has a chance to grant 6 seconds of Avatar (was 4 seconds).
- Warrior
- Thunderous Roar now deals reduced damage beyond 5 targets (was 8).
- Champion's Spear icon has been updated.
- Warrior
- All talent trees have had many talents move locations or have had their pathing updated.
- Honed Reflexes has been redesigned – Cooldown of Die By the Sword, Enraged Regeneration, Shield Wall, Pummel, Intervene, Spell Reflection, and Storm Bolt reduced by 5%.
- Second Wind gains an additional effect – While you are below 35% health, restores 1.0% health every 1 second. The amount restored increases the closer you are to death (max 2%).
- Berserker Rage is now learned at level 12.
- Slam damage increased by 130%. Arms Slam damage bonus reduced to 50% (was 75%).
- Bladestorm damage increased by 70%.
- Ravager damage decreased by 10%.
- Sudden Death can now stack 2 times.
- Thunder Clap Rage cost reduced to 20 (was 30) and now applies Rend by default if it is known.
- Frothing Berserker now refunds 10% Rage for Arms and Fury, and 25% Rage for Protection.
- Shockwave no longer generates Rage on cast.
- Champion's Spear generates 10 Rage on cast (was 20).
- Thunderous Roar no longer generates Rage on cast.
- Thunderous Roar now deals reduced damage beyond 8 targets. The tooltip will reflect this change in a future update.
- Thunderous Words now causes Thunderous Roar’s Bleed effect to increase damage targets take from all the Warrior’s bleed effects, rather than passively increasing it all the time.
- Odyn's Fury now deals reduced damage beyond 8 targets. The tooltip will reflect this change in a future update.
- Uproar now reduces the cooldown of Thunderous Roar by 45 seconds (was 30 seconds).
- Champion’s Might now causes you to deal 25% increased critical strike damage to targets chained to your Spear.
- Piercing Challenge now increases all damage dealt by Champion’s Spear (was only initial damage).
- The visual for Shockwave will now properly match its radius, both with and without the Rumbling Earth talent. Impact visual has also been updated.
- The visual for Thunderous Roar has been adjusted.
- Fixed an issue that caused Rallying Cry to increase maximum health by 15% instead of the intended 10%.
- The following talents have been removed:
- Titanic Throw
- Sonic Boom
- Blood and Thunder
- Protection
- New Talent: Fight Through the Flames – Defensive Stance additionally reduces magic damage you take by 5%.
- Battle-Scarred Veteran has been updated – When a damage event reduces your health below 30%, the portion of that damage event that would apply to the last 30% of your health is also reduced by 80%.
- Dance of Death has been redesigned – When an enemy dies while affected by your Ravager, its duration is extended by 2 seconds. This effect can trigger a maximum of 3 times per use of Ravager.
- Whirlwind base Rage cost reduced to 20 (was 30).
- Whirlwind damage reduced by 33%.
- Execute damage increased by 15%.
- Rend base Rage cost reduced to 20 (was 30).
- Defensive Stance no longer reduces damage dealt by Protection Warriors.
- Immovable Object tooltip updated with detailed information. No functional changes.
- Improved Heroic Throw has been removed.
FAQ
A: You probably had downtime on your Shield Block which is required for Spell Block to work.
Credits
Written By: Wolfdisco, Meeres
Reviewed By: Sho