Hey Blizzard,
I’ve been thinking about some of the issues you’re having with how spammy and APM-heavy Protection Warrior is. I also want to voice some annoyance with talents that feel like they should not be seperate, as well as some issues with single target damage profile outside of execute range (namely how bad it feels.
I’ll split this post into 2 sections: one for Suggested Changes TL;DR and one with the explanations for those who care enough to see the reasoning.
Suggested Changes (TL;DR)
- Revenge: Swing in a wide arc, dealing (65.2% of Attack power) Physical damage to all enemies in front of you. Deals reduced damage beyond 5 targets. Your successful dodges and parries have a chance to make your next Revenge cost no Rage. Deals 100% additional damage when hitting a single target.
- Challenging Shout: Removed; replaced by Disrupting Shout in the spec tree
- Violent Outburst: Every 250 rage you spend triggers a Violent Outburst, causing your next Shield Slam or Thunder Clap to deal 200% increased damage, generate 50% more Rage and grant Ignore Pain. This can also be consumed by Demolish to deal 100% additional damage, generate 20 Rage and grant Ignore Pain
- Avenging Clap (new talent): Consuming Revenge! also casts Thunder clap at 100% effectiveness. This can consume Thunder Blast and other modifiers.
- Last Stand: Cooldown reduced to 2 minutes (from 3 minutes)
- Bolster: Last Stand
cooldown is reduced by 60 sec, and itgrants you the Shield Block effect for its duration. In addition, Shield Wall also grants you Last Stand for its duration
- Bloodborne (reworked): Reapplying a bleed effect now causes the affected enemies to also be dealt 6 seconds of the bleed damage (i.e. Deep Wounds and Rend) instantly. This effect is reduced by 75% when applied by Devastator.
- Battering Ram (reworked): Shield Slam critical strikes reduce the cooldown of Shield Charge by 6 seconds.
- Note: Not applied until after Season 2 of TWW due to tier set effect
Suggested Changes (with explanations!)
Click here to see the explanations for the suggested changes above
- Revenge: Swing in a wide arc, dealing (65.2% of Attack power) Physical damage to all enemies in front of you. Deals reduced damage beyond 5 targets. Your successful dodges and parries have a chance to make your next Revenge cost no Rage. Deals 100% additional damage when hitting a single target.
- Explanation: This change is simple: it currently feels terrible to press Revenge in single target, even when playing Colossus. I know you can technically use Slam instead, but it doesn’t do that much more damage (~36% more damage at 0 stacks of Colossal Might; ~32% less damage with 10 stacks of Colossal Might; both without Barbaric Training for equivalent rage cost). I would like for you to consider adding the same feature to Protection Warrior that you added for Guardian Druid’s Raze ability.
- Challenging Shout: Removed; replaced by Disrupting Shout in the spec tree
- Explanation: This talent node feels awful to pick up. Please don’t give me two seperate talents for this; Disrupting Shout is a 90 second cooldown AoE taunt with an AoE interrupt. By comparison, Leg Sweep is a 1 minute cooldown 3 second AoE stun that Monks don’t even have to talent into and Sigil of Silence is a 90 second cooldown ranged AoE 4 second silence (6 seconds w/ Evoker’s Oppressing Roar). We should not have to spend 2 spec tree point to acquire this talent.
- Violent Outburst: Every 250 rage you spend triggers a Violent Outburst, causing your next Shield Slam or Thunder Clap to deal 200% increased damage, generate 50% more Rage and grant Ignore Pain. This can also be consumed by Demolish to deal 100% additional damage, generate 20 Rage and grant Ignore Pain
- Explanation: This talent feels fantastic for Mountain Thane in both AoE and single target, as well as for Collosus in single target. However, it feels pretty bad for Collosus in AoE since your Thunder Claps don’t do much damage. Even with the 200% boost, it doesn’t beats out a single 10-Colossal Might stack Revenge 3+ target scenarios, which is spammable every GCD if you have the rage for it. I was initially thinking about having Revenge being able to consume it, but Revenge is usually cast to trigger the effect, so having it also consume it felt awkward. Instead, I think it should grant its effect to Demolish (at reduced effectiveness given the damage that ability does. This would provide fantastic AoE benefits for Colossus Prot as well as prioritize focusing on effective usage of that ability on the correct spell. I generally find that it is currently better spent on Shield Slam even in AoE for Colossus given the Rage generated by Shield Slam and the damage it does is comparable (with the benefit of being done to the main target rather than in AoE).
- Avenging Clap (new talent): Consuming Revenge! also casts Thunder clap at 100% effectiveness. This can consume Thunder Blast and other modifiers.
- Explanation: This talent is meant to fill the hole where Disrupting Shout is currently located, and exists because I’ve often been in a situation during Avatar as Mountain Thane where I have a free Revenge! proc that I can’t consume because I also have a Burst of Power proc as well as Thunder Blast charges to use. This would allow Mountain Thane a little more freedom to cast Revenge with Revenge! procs.
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Last Stand: Cooldown reduced to 2 minutes (from 3 minutes)
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Bolster: Last Stand
cooldown is reduced by 60 sec, and itgrants you the Shield Block effect for its duration. In addition, Shield Wall also grants you Last Stand for its duration- Explanation: Outside of the Shield Block, which isn’t all that useful with all the ways we have of extending our Shield Block effect, Bolster feels sort of dead. In addition, Last Stand feels really bad as a 3-minute cooldown that heals and increases max HP by 30%. By comparison, Guardian Druids (all druids actually) have Renewal, which heals for 30% max hp on a 90 second cooldown. I know that it doesn’t increase maximum HP as well, but it still feels bad that this talent has double the cooldown for a similar effect. I think it would be significantly better if you allowed this effect to proc during Shield Wall to give it more uptime. This could also give life to the Unerving Focus talent as well!
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Bloodborne (reworked): Reapplying a bleed effect now causes the affected enemies to also be dealt 6 seconds of the bleed damage (i.e. Deep Wounds and Rend) instantly. This effect is reduced by 75% when applied by Devastator.
- Explanation: The current iteration of Bloodborne, besides being a massive talent sink, is one of the most boring and uninspired talents in the entire tree for Protection Warrior. I think you have an obvious way to make this talent cool by making it do something with bleeds. For this, I drew inspiration from the Internal Combustion talent that Destro Locks have which does something very similar to this.
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Battering Ram (reworked): Shield Slam critical strikes reduce the cooldown of Shield Charge by 6 seconds.
- Explanation: In it’s current state, Battering Ram feels bad to play (like most +X% damage/crit/etc talents). The 11.1 Prot Warrior tier set, however, looks very interesting. Reducing the cooldown of Shield Charge provides both offensive and defensive benefits for Prot War in the form of more Shield Block uptime for free (with Champion’s Bulwark), more Revenge! procs and more Rage generation. I would like to see this tier set intergrated into the talent tree in some way after Season 2 of TWW is over (similar to what you did with Arcane Mages with their S1 tier set for TWW, which is now a talent). The 6-seconds per Shield Slam crit looks steep, but keep in mind the tier set also nearly guarantees crits for Shield Slam during the Jackpot! buff with a +75% crit chance buff to Shield slam for 12 seconds. If I take away that 75% crit chance and assume a reasonable 25% base crit chance for Shield Slam, then I should have the same total number of crits as that tier set in ~48 seconds, except that the tier set reduces the cooldown by 12 seconds instead of 6 seconds. Regardless of what number is chosen, I would like to see this tier set in the future because the CDR on Shield Slam is very good.