I’ve been kicking this idea around for a while now and decided to try making a spec for it. With the increased damage and scaling of abilities based on attack power, along with the increase in block value based on Strength (and corresponding increase in Shield Slam damage that brings), and in addition to the hybrid damage-increasing abilities in Prot (lots of increases to Shield Slam damage in there), and finally, looking at the mobility and…er, protection…the spec can offer, I think I might try this out in the arena.
Also, I know this has come up in at least two other places (for instance, Megs has an old one up), but I could not find the other place I’d read about this idea. Basically, my idea is not exactly original or anything :P
This spec here, 0/5/56. Allow me to discuss this with myself for a moment. Or, rather, a good long moment.
First, just nabbing the +5% crit chance from Fury. I’m spending lots in prot, here. Still need to do some damage, after all. I’m thinking of spending 3 in Armed to the Teeth for more AP and only putting 2 in Malice (/EDIT: what class am I playing again?) Cruelty, but the differences would be minor.
My big concern with not picking up talents deeper in Fury or Prot is rage starvation. Step 1, then, is get Improved Bloodrage. Can’t hurt. Improved Thunderclap will be a nice damper on melee damage taken by me or my shaman partner, and is one of the abilities now scaling with attack power. Probably not by much, but it will.
Fill up Incite, though I predict the abilities listed will not really get used that often, especially considering the possibility of rage starvation. For a more defensive approach, you could fill up Anticipation instead. I put three points in this talent and two in Shield Specialization.
Last Stand will come in handy as a PvP ability for when you are being focused. I will explain the importance of Shield Mastery and its tie-ins to the new Shield Block as well as how this is all going to make Shield Slam uber later in the post. Toughness for less physical damage as well as increased mobility…as well as increasing the effectiveness of Armed to the Teeth, if I go that route.
Finally on this tier is Improved Revenge. Since I predict the shaman is still going to be eating most of the damage, Revenge will not activate all that often…or so one might think. I can think of two ways to get this to work quite handily, and these are reliant on Intervene and Vigilance. Through Intervene, attacks directed at me should have a decent chance to be blocked/dodged/parried (I will be keeping Shield Block up, again explaining that later). But Vigilance? This has to do with pets, and I’ll get to that later ;)
Tier 4! Improved Spell Reflect is a must I think, again to help reduce the incoming damage our team will receive. Puncture is a near-necessity, as I plan on using Devastate quite a bit (see the notes on Sword and Board, below). Improved Disarm, surprisingly, received a buff in that does it let you disarm more often, but increases the damage your target takes for the duration! Though with more classes (I think hunters and paladins got added to this list) receiving talents that reduce disarm duration, it’s not as awesome as it sounds. Not to say it’s not awesome at all, though :D
On Tier 5, I ignored Improved Disciplines, but with the cooldowns (and effectiveness) of the three listed abilities being reduced, it might be worthwhile to take. Concussion Blow has been buffed, with the cooldown reduced to 30 seconds and a hefty amount of damage (.75 x AP) added on. Gag Order (formerly Improved Shield Bash) now applies to some new ability called “Heroic Throw” as well (presumably a post-70, WotLK-only ability), and increases Shield Slam damage by 10% (woot). Of note is that Shield Bash is no longer on the GCD, allowing greater freedom in interrupting casters’ spells.
Tier 6 is just One-Handed Weapon Specialization. A flat +10% physical damage output. Weee.
And now for Tier 7, wherein I unravel the mystery of Vigilance. First, it’s a buff on a friendly target that reduces all incoming damage by 3% (and transfers 10% of their threat to you blah blah). The awesome thing about it though? Every time that target takes damage, your Taunt ability is refreshed. Huh? Awesome, I say? Yep. I believe that with this talent, I can pretty much freely taunt pets off of my partner. Especially with the increased range it was given. Ideally, this will let me use Revenge (and consequently, stun people) more often.
Right, so, in addition to that we have Improved Defensive Stance which will decrease all spell damage taken by 6% while in Defensive Stance. I’d prefer to be in that stance if I’m facing magic-damage heavy teams anyway. In addition, when I dodge, block, or parry an attack I become Enraged, dealing 10% more damage for 12 seconds. See Vigilance and Intervene, mentioned earlier. Lastly, Focused Rage will help combat rage starvation by making almost everything cheaper.
Next tier down is 8, which includes Vitality for increased Strength (more attack power and block value), Stamina (more health), and 6 expertise for increased damage output. Also on this tier is Safeguard, which will reduce the damage taken by my intervene target (ie, my shaman partner) by 30% for 6 seconds. Very handy.
Moving right along, we get to the ninth tier. The two one-point talents on this tier are pretty important to the concept here, so allow me to devulge some details. Devastate is the easier one to explain, so it goes first…at a cost of 9 rage (after Puncture and Focused Rage), it’s a decent bit of spammable damage that also acts as a damage enabler by applying the Sunder Armor effect. However, it will also act as a catalyst for the Sword and Board talent on the next tree (getting there).
Warbringer. All kinds of awesome. I could just leave it at that, really. But I’ll talk about it anyway. First, it immediately frees you from snares just by using any of your Charge-y abilities. That’s pretty much win. Second, it lets you use Charge in any stance. That seals the deal. Charge gives you a bunch of rage and moves you to your target. Weee. A free spell interrupt, distance-closer, mobility enabler, and rage generation ability all in one. Don’t leave home without it.
And finally, almost lackluster compared to the previous two talents, is Critical Block. This one basically lets you block double the amount you normally would, which is nice for tanking but not so important to this build’s purpose. The important part is the +15% crit chance added to Shield Slam, basically ruining the reduction offered by resilience.
Almost done, we come to the tenth tier, which has yet another awesome talent (though they really could have done better with the name): Sword and Board. This one gives you a +15% chance to crit with Devastate, which is pretty much win in and of itself. However, it also gives Devastate and Revenge a 30% chance to refresh the cooldown on Shield Slam and make cost no rage. Wow. Talk about burst damage.
We interrupt this discussion to…well, talk about burst damage. So. In pvp gear, you won’t exactly be getting any additional Shield Block beyond what your existing shield already offers, except from Strength, which offers 1 BV per 2 Str. I believe that Shield Slam takes its base damage (something like 900 or so at level 70) and adds your Block Value onto that to give you its final damage output. At 550 Str (225 BV), that turns a 143 BV shield (my Shield of Impenetrable Darkness) into a 367 BV shield. After adding on 30% from Improved Shield Block, and then 100% if Shield Block is active (yes, it adds to Shield Slam damage), as well as 20% extra from Gag Order and One-Handed Weapon Specialization, taking on perhaps a 10% extra from the Enrage effect in Improved Defensive Stance, that’s 1800 (/EDIT: did the math wrong) 2200 and change base damage with a 50%+ chance to crit (with 15% extra from critical block). And it can have no rage cost and have its (6-second) cooldown reset just by using Devastate or Revenge. Oh my goodness?
Finally, Shockwave for (.75 x AP) damage and another stun, and then I threw one point in Damage Shield because I didn’t know what else to do with it.
I think it’s just crazy enough to work.
On the
Aside from what I’ve read
This last week in the arena was interesting. Three of the games I participated in for 5v5 featured the team I was on against a team that had 4 of one class and 1 of another.