All we need now are 2h shields. Wearing one counts as having a 1h wep equipped. Small dinky sword? Who needs it. I'll just carry this wall around.
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Tri-wielding. We have faces for a reason.
Fun fact: This is considered a main hand instant attack. It uses the weapon skill of your main hand weapon. If you throw in a weapon that you have very low skill with (a dagger for instance) and attack a high level mob your shield slams will fail to land most of the time. Also, I bet this makes things that increase weapon skill such as Mallet of the Tides help your shield bashes!
Additional note: I have had "chance on hit" on my main-hand proc off of this.
Tooltip
Slams the target with your shield, causing Physical damage.
Devastate, Thunder Clap, Revenge, and Execute have a 30% chance to reset the cooldown of Shield Slam.
Generates s3 Rage.
Spell facts
Datamined from the current retail build. Numbers that scale with level or stats are shown at their base value.
More Warrior spells
Related
Community notes from Wowhead · 117 comments
Top 3 shown above · 50 more hereThe comments below were written by Wowhead users. They are community notes, not TheWoWDB comments. See them in context on Wowhead.
WTB Tauren Totem Pole? First thing I thought of when you said 2h shield...
How bout dual wielding shields? =D
Don't forget about putting one in the cloak slot. We already wear them on our back out of combat, why not wear one on your back in combat too? 51 point talent in the prot tree: You can now equip shields in the main hand and cloak slot. Shield slam damage increased by 200% and rage cost decreased by 5. Heroic Strike becomes Heroic Slam.
Patch 2.3 sets this ability to a 100% chance to dispel magic effects.
For all the guys thinking of being a PvP Prot here is the damage that Shield Slam will deal for Warriors who have the following talents.
And one factor that is not a talent that will come in is Defensive Stance. While the current damage reduction is 10% in the upcoming 3.1 patch it will be reduced to 5% only.Shield Block Is something that can boost the damage of this ability greatly. You can look at this ability as "Make my next 2-3 ( Depending if Sword and Board procs) Shield Slams deal massive damage"
Another thing to note is that Critical Block will not help this ability. This talent does not give a buff of any type, it simply gives your blocks a chance to "Crit" and block double the amount for that single attack only.
Another thing that will help greatly is Glyph of Blocking.NOTE: I will not link these again and will do the rest of the comment using the abbrevations
SS= Shield Slam, IDS = Improved Defence Stance, SM = Shield Mastery, GO = Gag Order, O-H WS = One-handed Weapon Spec (O instead of 1 to avoid too much numbers) GOB = Glyph of Blocking, DS = Defensive Stance, and SB = Shield Block
and etc. I will also be using a SBV of 1000. About average for a person with some tanking gear. If that isn't normal, too bad, I like the nice, round number.
- Normal Damage. (No chance for first SS to proc the Glyph or Imp Def Stance to be active.)
(1000 [Average SS base Damage] + [1000 SBV x 1.3 SM = 1300]) x 0.9 DS x 1.1 GO x 1.1 O-H WS = roughly 2500 Damage
- Damage with Improved Defensive Stance procced
(1000 SS + [1000 SBV x 1.3 SM = 1300]) x 0.9 DS x 1.1 GO x 1.1 O-H WS x 1.1 IDS = roughly 2750 Damage
- Damage with GOB active
(1000 SS + [1000 SBV x 1.1 GOB x 1.3 SM = 1430]) x 0.9 DS x 1.1 GO x 1.1 O-H WS = roughly 2650
- Damage with SB active
(1000 SS + [1000 SBV x 1.3 SM x 2 SB = 2600]) x 0.9 DS x 1.1 GO x 1.1 O-H WS = roughly 3900 DamageYou can roll all these factors together to get this Grand Daddy formula
- Damage with SB, GOB, and IDS procced
(1000 SS + [1000 SBV x 1.1 GOB x 1.3 SM x 2 SB = 2860]) x 0.9 DS x 1.1 GO x 1.1 O-H WS x 1.1 IDS = roughly 4600 DamageBut this base damage is all on normal hits, what matters is the Shield Slam Crits that will come hard and often thanks to things like Critical Block's SS Modifier
- The Grand-Daddy Crit Formula with the Impale talent
4600 x 2.2 = 10120 damageAnd this is a basic number, there is many who have a Block Values of 1400+ and achieve crits of 13000 and higher.
From these reports, I have crunched the numbers and found that either WoW SS calculates the additives to SBV twice
(Once for base SBV and again for SS damage) or WoW stats do not count additives to SBV on the character window. But my guess is the first one. And according to how SS is phrased, seems the best choice and makes some sense.But if this is true, then the formulas above must be redone with all additives done to the base SBV once then the higher number is to be put back in to be affected by the same modifiers again.
This theory must be tested by someone with a bit more time on their hands than me to be confirmed, but given this following formula, it seems to add up.
- SBV Base = 1400 x 1.1 GOB x 1.3 SM = 2002
(1000 SS + [2002 SBV x 1.1 GOB x 1.3 SM x 2 SB = 5725]) x 0.9 DS x 1.1 GO x 1.1 O-H WS x 1.1 IDS x 2.2 Crit = 17710 roughlyThe only issue I got with this formula is that SB isn't calculated twice, two explanations to this thing.
1: I am missing something in the original formula that adds to the damage.
2: Blizz knows this and the Devs only made it to be added in once.If the latter is true, then we can be looking at a nice boost coming the next patch.
- (1000 SS + [2002 SBV x 1.1 GOB x 1.3 SM x 2 SB = 5725]) x 0.95 DS x 1.1 GO x 1.1 O-H WS x 1.1 IDS x 2.2 Crit = 18705 roughly
Are you sure it isn't? (BD + (BV * SM)) * 1H = SS Damage Why wouldn't 1H modify the base damage as well? Edit: (Credit to Morow) The original post which defined these terms was purged. They are: BD is base damage, BV is block value, SM is Shield Mastery (Protection Talent), 1H is One-Handed Weapon Specialization (Protection Talent) and SS is, of course, shield slam.
1 Block Value = 1 Extra Damage. Damage is further increased by percental damage increases (including One-handed Weapon Specialization) and Shield Mastery.
Please, for the love of God, stop using this without knowing the effects of doing such. Warriors are constantly spamming this during the Ozruk event and dispelling the reflect that is needed, thus wiping groups. (Then usually %^&*!ing about dieing).
Thankfully its still useable while Disarmed :)
Damage is modified by block value. But how much block value equals for example 10 extra damage with shield slam? Also, does the talent "shield mastery" add extra damage as well? And are there any other attributes that adds damage? Please let me know by listing the damage-adding sources below.
Does this apply the damage before or after removing the effect? I believe the hunter's new arcane shot will remove a priest's PW:S and then apply the damage.
Like arcane shot, this dispels first then does the damage.
Before anyone else comments on 4.2, the bonus threat on Shield Slam was removed in 4.0.6, and the change in 4.2 is simply a tooltip update. You can test it in game, hitting a mob with Shield Slam will deal no bonus threat. If you hit for 1000 damage with no Defensive Stance, you gain 1000 threat, if you hit for 1000 with Defensive Stance, you'll gain 3000 threat (1000 + 200%).
Block Value adds one extra damage to Shield Slam per Block Value. Source: http://www.wowwiki.com/Shield_Slam
BD is base damage, BV is block value, SM is Shield Mastery (Protection Talent), and SS is, of course, shield slam.
In wotlk, this is no longer a talent and all warriors can train it.
PvP warriors could dispel magic effects with it such as blessing of freedom or innervate.
Recent 3.2 PTR patch notes:
Shield Slam: The benefit from additional block value this ability gains is now subject to diminishing returns. Diminishing returns occur once block value exceeds 30 times the player's level and caps the maximum damage benefit from shield block value at 34.5 times the player's level.
At 80, until you get 2400 BV this has no effect, hard cap at 2760. I think this is mainly to smooth out the burst from Shield Block+Shield Slam with BV changes in 3.2, a recently reverted change had Shield Block not giving a bonus to Shield Slam anymore.. but yeah, luckily they changed it back :)
Whats the AP coefficient on shield slam?
Melee base damage is not the same as shield slam base damage. Each rank of shield slam has a defined base damage range which is not modified by attack power, or weapon damage for that matter. The correct formula for Shield Slams would indeed be (BD + (BV * SM)) * 1H = SS Damage as was posted by Nanometer
This is correct, I was wrong.
I can confirm that while disarmed your shield skills, both slam and bash, become based on your uarmed skill. While tanking the ethereal mobs in the later part of Karazhan I noticed when I was disarmed my shield slam and bash rarely hit. To combat this I simply began using a fist weapon in my dps gear and soon my disarmed shield abilities began hitting and even critting
No, Shield Slam cannot dispell Blessing of Protection, Divine Shield, or any other physical damage immunities.
Whether your Shield Slam lands or not depends on the skill of the weapon you're using in the other hand. So, for example, if you're skilling up a new type of 1H, you'll miss a lot of Shield Slams.
Five bucks says the AP scaling on this gets nerfed HARD. 100% is way too much.
EDIT: And it did. I think it's like 60-70% now, or something around there.
The damage output on this is amazing at lower levels. I solo mobs in Prot by 2 shotting them with one of these followed by an Execute.
The math is wrong for MS, since MS is normalized. The weapon speed doesn't matter when it comes to AP scaling. http://www.wowwiki.com/Normalization the normalized weapon damage for instant attacks is: normalized_damage = base_weapon_damage + (X * Attack Power / 14) where X is: * 1.7 for daggers * 2.4 for other one-handed weapons * 3.3 for two-handed weapons * 2.8 for ranged weapons
Ghostcrawler has said that they're going to nerf Shield Slam (and buff Devastate), so that prot warrior damage isn't all loaded into a single ability. EDIT: And it seems like they did just that in the most recent PTR build.
The most overpowered attack in lower levels. Playing as a non prot warrior in low level battlegrounds will cause frustration, as you will get practically one shotted by this attack. Hopefully Blizzard tweaks the damage soon.
Do not fear, this ability's ability to one-shot at lower levels is being nerfed. They are reducing the AP scaling down to 50%, from 120% for characters below level 85.
This should make the ability no longer OP, as the reason why it was OP was because it scaled with AP which was amazing at low levels before you got a decent weapon somewhere around 85.
Here's the new formula, for those who want a headache:
AP * (gte(Level, 85) * (0.75) + 0.75) + 13,670 ] to [ AP * (gte(Level, 85) * (0.75) + 0.75) + 14,371
This is the old formula:
11,216 + 120% of AP
Yes, unlike many warrior skills, it does not require a melee weapon to be equipped. I strongly suspect, however, that it will use your unarmed skill if you use it while disarmed. I can't test this beacuse my unarmed and primary weapon skills are maxed out. I only noticed the original effect when I tried on a dagger for fun.
Amen to all that, brother! There is absolutely no shortage of tanks in the community. Our guild actually has more than enough tanks. The real problem is that the "community" isn't exactly a community. It is a big group of people, with soooooooooooooo many rude, immature, and downright impudent jerks all over the place, all with a false--and huge--sense of superiority, overpoweredness, and "imba-ness". Also lots of so-called elites who put "numbers" before skills. Call them numbers, stats, whatever. Call it gear, proper, whatever. Skill will always come before numbers, always, each and every t
All i see here is a bunch of people butthurt about protret and still stuck with the Wotlk pvp mindset. No, 20k crit won't be that much. It just won't be, trust me. People now are running around with 30k-40k health, it will probably double or maybe (gasp) even triple in the last season. EDIT: Even better, the next season ain't even begun and i see people running around with 100k health
You probably have the "Use beginner tooltips" thing enabled. You can disable it under Interface ---> Help
No-No-No, it's not that non-prot warriors are the reason for the 'shortage'. In fact, the 'shortage' only exists in your typical PUG, and it's because of how dumb and frustrating they can be for your average tank. Not even the best of tanks can make a very bad PUG group successful. No warrior like to have some dumb DPS'er try to tell him how to tank even though that DPS'er often knows even less about tanking than the warrior himself. And it's really annoying trying to get the DPS to manage their targets, even if you spam a macro telling them what to do with their marked targets. With comp
Macro for maximising TPS from this move #showtooltip Shield Slam /cast [harm] Shield Block /use [harm] {insert BV 'on use' item} /cast Shield Slam This will make sure your TPS (and DPS) is maximised, allowing all available cooldowns are used every time possible. Some people may say Shield Block is a mini shield wall - to this I say: Shield Wall has a 5 minute cooldown, if you need a shield wall more than once every 5 minutes something is wrong or maybe you are somewhere too hard to handle... don't worry we have ALL been there, it merely depends how many of us can remember that we were.
When soloing the likes of High Priest Venoxis in Zul'Gurub, you can and should Shield Slam off his Renew (do this while he's casting Holy Fire so he can't parry it). Keep that in mind for dispelling heal over time effects.
Zund, that post was made during the beta while it was only one charge, etc.
No, Shield Slam cannot dispell Blessing of Protection, Divine Shield, or any other physical damage immunities.but Shattering Throw can. Because of this, I fight Healadins in battle stance seeing as they don't hit me enough to proc Revenge and my two main issues with fighting one are. 1: They can bubble and heal back to full 2: I can bring them down, but can't finish them off. So access to Execute helps.
I'm trying to look at this from a PvP warriors PoV. Shield Slam can dispel magic buffs, these include;
-DK(Horn of Winter)
-Paladin(BoSanct,BoW,BoM,BoK,RF,BoF,Holy Shield,Redoubt,Divine Sacrifice,Divine Illumination,Beacon of Light,Sacred Shield,Divine Plea,FoL)
-Priest(PW:Fort,PW:shield,Spirit)
-Warlocks(Soul Link,Fel Armor,Demon Armor)
-Mages(Arcane Brilliance,Arcane Intellect,Dalaran Brilliance,Dalaran Intellect,Frost Armor,Ice Armor,Mana Shield)
-Druids(Innervate,Barkskin,Gift of the Wild,Mark of the Wild,Lifebloom,Regrowth,Rejuvenation,Wild Growth,Nature's Grasp)
-Shaman(Bloodlust,Heroism,Water Shield,Earth Shield,Ghost Wolf,Elemental Focus,Elemental Mastery,Riptide)Please correct me if I am wrong, or add stuff I forgot. Thanks in advance. :)
The Strike ability is simply a placeholder ability that warriors will not use after level 10, at which point they will recieve Mortal Strike, Bloodthrist or Shield Slam depending on which tree they choose to spec into. All of these specializations will trigger the cooldown of strike and with the same cooldown length of the specialization used (3,4.5 or 6 seconds).
As of 5.3, Shield Slam is still overpowered in lower level PvP brackets. At the 60-64 bracket I hot hit for 6.5k with a shield slam (8k total HP). I think it's the worst in the 20s and 30s though.
WoD edit: Working tickle button at ALL levels.
With the stat changes and the removal of base damage, this ability deals next to no damage in lowlvl, as it only inherits 36% of your AP, which you wont have much of while leveling.
Start with one of these, and queue up a Heroic Strike and lay down a sunder-armor or Revenge if it's up, and you'll be good to go until your rage gets back up.
Thanks man you rock :)
Mortal strike is normalized to 3.3 with a two-hander. Yes it's still more benifitial to use a slow weapon becouse base damage is higher but when calculating the bonus damage from AP to total damage it's speed is always 3.3 with a two-handed weapon. This information is in the link supplied by accelas.
1) There are no more crushing blows. This means that warriors without 490 defense won't get their asses completely handed to them by boss mobs.
Those are two completely separate tanking issues. Please know your facts before you confuse the already easily confused public.
490 Defense means you are uncrittable to a level 73 mob. You can still get crushed. Being crushed means you have enough avoidance and block to push crushing blows off the table(something around 105% or so).
The defense number will also change at level 80 obviously, since our base defense will be 400 at that point.But yes, the str to block ratio change will help a lot. It will also mean tanking in DPS gear or DPSing in tank gear won't be as horribly bad as it is right now.
Im having troubles with the formula for the base damage of the Shield slam:
Lets say you get 34.5 times your level as block value2760 + 1040 from shield slam (well it gets diminishing returns so im not sure if its 2760)
3800 Damage oK?
Now you get
-5% defense stance
+10% gag
+10% 1Hand
+10% enrage
+10% T7So the formula should go down to:
3800 x 0.95 x 1.1 x 1.1 x 1.1 x 1.1 = Damage
3610 without any buff
3971 with 1 buff
4368.1 with 2 buffs
4804.91 with 3 buffs
5285,401 with the 4 buffsSo the max damage you can get from a shield slam is 5285.401
Well the issue is this -> i did a 5200 slam without T7 damage bust when the maths say that 4800 is the limit
it was on a 80 mob in icecrown
No it didnt have the disarm debuff for 10% extra damageIm doing something wrong here?
actually, may as well some corrections/additions first, this should go without saying, but all classes, if they have dispel resistance, it can obviously prevent the shield slam dispel from happening, and its all random, does pick certain buffs over another so classes that get lots of buffs or stacks of them like a priest's Focus Will it will just pick at random and try to dispel, and with stacked abilities now, it will only dispel one, not the whole stack DKs, last time i checked, they don't have any dispellable magic effects (though they have some offensive ones like mark of blood)
when attacking i.e. a priest with only PW: shield on (just being theoretically, they all have at least fortitude, but nevertheless) with this skill, does it first take off one buff and then do damage or shall I first be hitting the bubble and then dispelling it?