Ciderhelm’s warrior reference
Hilbert: This is a great guide written by a US warrior called Ciderhelm. I am in absolute awe at the amount of work he has put into this, writing concise and correct info about the class.
0. Fortifications — A Warrior Reference Guide | 02/11/2007 10:46:36 AM UTC
The following posts are being reserved for a much-needed update to the Endgame Tanking Reference. This update should act as a better Reference guide for basic information and equations and will include information more helpful to all Warriors rather than just raid tanks.
Editing this Reference should take the course of several days, as additions generally must be added in linear fashion to limit the amount of editing. Much of the information will be kept as-is or revised from the 2nd edition, which can be found here:
http://forums.worldofwarcraft.com/thread.html?topicId=12732617
Added:
Quick-Reference Information
0.1 Answers to Oft-asked Questions
0.2 Rating Conversions
0.3 Defense & Armor
0.4 Avoidance & Shield Block
0.4.1 Dodge
0.4.2 Parry
0.4.3 Chance to be Missed
0.4.4 Shield Block
0.5 Threat & Threat Values
0.5.1 Threat
0.5.2 Taunt
0.5.3 Threat from Stances, Talents, Buffs, and Classes
0.5.4 Damage as Threat
0.5.5 Critical Strikes & Effective Abilities
0.6 Talent & Skill Information
0.6.1 Skills
0.6.2 Arms
0.6.3 Fury
0.6.4 Protection
0.7 Shield Slam — How it Scales
0.8 Numbers, Math, and Evidence
0.9 Important Links
Keybinds and Macros
1.1 Keybinds
1.1.1 Why Are Keybinds Important To The Warrior?
1.1.2 Movement Keybindings — Common Examples
1.1.3 Easy Access to Independent Cooldowns and Core Abilities
1.1.4 Universal and Similar Keybinds Across Stances
1.1.5 Do Your Own Thing; and, Some Mouse Clicking is Fine
News: The next major section of this guide is on Keybinds and Macros. Since this section is not complete, I am unable to post any of the remaining sections, as I do not know how much space this section will occupy. However, beyond that and more detail on dealing with 5-man content, much of the rest of the guide is very similar to the 2nd edition, which can be found by following the above posted link.
[ Post edited by Ciderhelm ]
0.1 Answers to Oft-asked Questions
1. Shield Block still removes Crushing Blows from the combat table.
2. 490 Defense is the Defense “goal” to remove critical strikes from the combat table. Creatures cannot critically strike players with special abilities. Past 490, Defense still gives increases to Block, Dodge, Parry, and Chance to be Missed.
3. Shield Mastery affects Shield Slam. So does One-Handed Specialization. (0.7)
4. Dodge and Parry are not the same. (0.4)
5. Shield Slam is the highest-threat Warrior ability on the Global Cooldown. Revenge follows behind, and can cost as little as 2 rage. Sunder Armor and Devastate follow immediately behind this. Order your ability usage accordingly.
6. Spell Reflect will reflect or negate most single-target spells. It will reflect the single target aspect of some spell volleys, such as Shadowbolt Volley. It will not reflect most pure AOE skills, such as Frost Nova.
7. The daze effect from Piercing Howl does not increase damage from Heroic Strike.
8. All modifiers that affect threat increases are additive — meaning, Defiance and Defensive Stance produce a full 45% increase in threat. All modifiers that decrease threat are multiplicative.
9. Weapon Speed Normalization affects the Attack Power portion of your damage. It does not affect the normal damage range of your weapon; they are independent. A slower weapon will hit harder with instant attacks based on weapon damage than a faster weapon. Daggers are Normalized at a much faster speed than any other One-Handed Weapon, and are inefficient for use with Devastate.
10. Proc-Per-Minute enchants such as Crusader benefit greatly from slower weapons and will proc more often on average when using instant attacks. Per-Hit abilities and enchants, such as Heroic Strike or +Weapon Damage, benefit greatly from faster weapons.
0.2 Rating & Conversions
Defensive Defense Rating _______ 2.4 to 1 Dodge ________________ 18.9 to 1 Parry ________________ 31.5 to 1 Block ________________ 7.9 to 1 Resilience ___________ 39.4 to 1 Offensive Weapon Skill _________ 3.9 to 1 Hit __________________ 15.8 to 1 Critical Strike ______ 22.1 to 1 Haste ________________ 10.5 to 1
[ Post edited by Ciderhelm ]
0.3 Defense & Armor
1 Defense Skill Dodge __________________ 0.04% Parry __________________ 0.04% Block __________________ 0.04% Chance to be Missed ____ 0.04% Chance to be Crit ______ -0.04%
Defense does not calculate added Defensive bonuses against same-level mobs until it reaches the baseline of your character. The baseline Defense can be found by multiplying 5 * Character Level; in the case of a level 70 Warrior, this is 350 Defense.
For Defense to effectively remove Critical Strikes from the combat table on higher-level creatures, you need to reach the 5% reduction according to the baseline of that creature. Creatures have a 5% chance to Critical Strike, so you would need to reach the Defense required for a level 73 player to reduce Critical Strikes by 5%. Since 125 Defense is equal to 5% Critical Strike reduction, you would add to the level 73 baseline of 365 — your goal, then, is 490 Defense. Most “Skull” Elites are effectively level 73 creatures.
Crushing Blows (150% Damage normal attacks) are calculated with Defense in relation to the level of mob you are fighting. Crushing Blows can only occur from creatures 3 levels higher than you or greater; the chance to receive a Crushing Blow cannot be reduced below 15%. Defense beyond your baseline does not affect Crushing Blows.
Armor
Armor
Mitigation (70) = -----------------
Armor + 10557.5
Armor
Mitigation (73) = -----------------
Armor + 11960
Mitigation represents the actual Damage Reduction you receive from Armor. The 70 and 73 represent the levels of your opponent.
Examples of Damage Reduction against level 70 creatures:
AC Mitigation 5,000 _______________ 32.14% 10,000 ______________ 48.64% 12,000 ______________ 53.20% 13,000 ______________ 55.18% 14,000 ______________ 57.01% 15,000 ______________ 58.69% 16,000 ______________ 60.25% 17,000 ______________ 61.69% 20,000 ______________ 65.45% 25,000 ______________ 70.31%
Note that there are significant Diminishing Returns on Mitigation; as you gain each new point of Armor, each point provides a smaller net benefit in terms of mitigation.
However, in the words of Satrina, “Mitigation is subject to diminishing returns, but Armor is not.” What this means is, Armor provides a linear increase to lifespan, if not mitigation.
To better understand this, use the following examples Satrina used:
Q u o t e:
1) I have 3000 armour and 5000 hitpoints. Against a level 60 opponent that deals 200 damage per second I will live for 38.64 seconds Now I will add 1000 armour, giving me 4000 armour. Against a level 60 opponent that deals 200 damage per second I will live for 43.18 seconds Adding 1000 armour increased my time to live by 4.54 seconds.2) I have 6000 armour and 5000 hitpoints. Against a level 60 opponent that deals 200 damage per second I will live for 52.27 seconds Now I will add 1000 armour, giving me 7000 armour. Against a level 60 opponent that deals 200 damage per second I will live for 56.82 seconds Adding 1000 armour increased my time to live by 4.55 seconds.
3) I have 10000 armour and 5000 hitpoints. Against a level 60 opponent that deals 200 damage per second I will live for 70.45 seconds Now I will add 1000 armour, giving me 11000 armour. Against a level 60 opponent that deals 200 damage per second I will live for 75.00 seconds Adding 1000 armour increased my time to live by 4.55 seconds.
More detailed information can be found here:
http://evilempireguild.org/guides/diminishmath.php
[ Post edited by Ciderhelm ]
0.4 Avoidance & Shield Block
Avoidance can occur in nearly all situations, including while mounted or while using a Ranged weapon. Avoidance is one of the most helpful attributes of a tank and accounts for a significant reduction in necessary healing.
0.4.1 Dodge
Dodge represents 100% avoidance of a frontal attack. Players can Dodge most Physical attacks, including many Cleaves and Whirlwinds. Most Elemental-based Melee attacks can be Dodged. A player cannot Dodge a Critical Strike or Crushing Blow under normal circumstances.
Creatures are capable of Dodging attacks from any direction.
Dodge is the most effective itemization in terms of reducing Crushing Blows. This is because Dodge can stack relatively high with Itemization points. When using the Shield Block ability, an attack that would not otherwise be a Crushing Blow can be Dodged, allowing the charges of Shield Block to stay active on creatures that would may have attacked too quickly and used the Shield Block charges before the cooldown was available again.
0.4.2 Parry
Parry represents 100% avoidance of a frontal attack. Players can Parry most Physical attacks. Most Elemental-based Melee attacks can be Parried. A player cannot Parry a Critical Strike or Crushing Blow under normal circumstances.
Parry represents an offensive avoidance and costs considerably more in terms of itemization. When a player Parries, their next normal melee swing becomes a counter-attack sped up by as much as 50%.
Parry is most beneficial when using slower weapon.
0.4.3 Chance to be Missed
Being Missed represents 100% avoidance of an omni-directional attack. Being missed can occur by any Physical attack and most Elemental-based Melee attacks. Reducing a creature or player’s Chance to Hit will increase the chance of being Missed.
Chance to be Missed only comes from Defense. This attribute is not shown on your character pane.
0.4.4 Shield Block
Shield Block represents a reduction in damage from a frontal attack. Shield Blocks are effective against all Physical attacks, including Ranged. Shield Blocks are usually ineffective against Elemental-based Melee attacks.
Shield Blocks cannot occur while mounted. Shield Blocks cannot occur while drinking a potion.
The use of the Shield Block ability can boost Avoidance and Shield Block well above 100% on the combat table. When this occurs, Shield Block takes priority over Crushing Blows and Critical Strikes. As a result, an attack blocked with the Shield Block ability can never be a Crushing Blow.
Players can Block a Critical Strike from special abilities. This means that special attacks from Players can be Blocked. Creatures are incapable of landing a Critical Strike with a special ability, however, and Defense effectively removes Critical Strikes from environmental content.
[ Post edited by Ciderhelm ]
0.4 Avoidance & Shield Block
Avoidance can occur in nearly all situations, including while mounted or while using a Ranged weapon. Avoidance is one of the most helpful attributes of a tank and accounts for a significant reduction in necessary healing.
0.4.1 Dodge
Dodge represents 100% avoidance of a frontal attack. Players can Dodge most Physical attacks, including many Cleaves and Whirlwinds. Most Elemental-based Melee attacks can be Dodged. A player cannot Dodge a Critical Strike or Crushing Blow under normal circumstances.
Creatures are capable of Dodging attacks from any direction.
Dodge is the most effective itemization in terms of reducing Crushing Blows. This is because Dodge can stack relatively high with Itemization points. When using the Shield Block ability, an attack that would not otherwise be a Crushing Blow can be Dodged, allowing the charges of Shield Block to stay active on creatures that would may have attacked too quickly and used the Shield Block charges before the cooldown was available again.
0.4.2 Parry
Parry represents 100% avoidance of a frontal attack. Players can Parry most Physical attacks. Most Elemental-based Melee attacks can be Parried. A player cannot Parry a Critical Strike or Crushing Blow under normal circumstances.
Parry represents an offensive avoidance and costs considerably more in terms of itemization. When a player Parries, their next normal melee swing becomes a counter-attack sped up by as much as 50%.
Parry is most beneficial when using slower weapon.
0.4.3 Chance to be Missed
Being Missed represents 100% avoidance of an omni-directional attack. Being missed can occur by any Physical attack and most Elemental-based Melee attacks. Reducing a creature or player’s Chance to Hit will increase the chance of being Missed.
Chance to be Missed only comes from Defense. This attribute is not shown on your character pane.
0.4.4 Shield Block
Shield Block represents a reduction in damage from a frontal attack. Shield Blocks are effective against all Physical attacks, including Ranged. Shield Blocks are usually ineffective against Elemental-based Melee attacks.
Shield Blocks cannot occur while mounted. Shield Blocks cannot occur while drinking a potion.
The use of the Shield Block ability can boost Avoidance and Shield Block well above 100% on the combat table. When this occurs, Shield Block takes priority over Crushing Blows and Critical Strikes. As a result, an attack blocked with the Shield Block ability can never be a Crushing Blow.
Players can Block a Critical Strike from special abilities. This means that special attacks from Players can be Blocked. Creatures are incapable of landing a Critical Strike with a special ability, however, and Defense effectively removes Critical Strikes from environmental content.
[ Post edited by Ciderhelm ]
0.6 Talent & Skill Information
The following includes information, math and correlations between talents.
0.6.1 Skills
Spell Reflect will reflect or negate most single-target spells. It will reflect the single target aspect of some spell volleys, such as Shadowbolt Volley. It will not reflect most pure AOE skills, such as Frost Nova.
Commanding Shout and Battle Shout cannot be stacked by a single Warrior. Having two Warriors in a group will maximize that group’s efficiency in a raid setting.
0.6.2 Arms
Improved Heroic Strike represents a 20% increase in Rage efficiency. This stacks with Focused Rage for a 40% increase in Rage efficiency.
Iron Will is additive to the Orc Racial and will allow 40% Stun Resist.
Improved Thunderclap represents a 20% decrease in Attack Speed. This equates to a 20% reduction in normal attack damage, but does not affect special abilities.
Weapon Mastery represents Disarm Immunity against most mobs. It increases your overall chance to resist Disarm by 100%; this is to clarify the talent for some who believe this doubles the base chance.
0.6.3 Fury
Booming Voice does not increase threat values for the affected Shouts.
Cruelty does not represent a 5% increase in overall threat. However, it can net a larger bonus than 5% damage for Warriors who spec into Impale or Flurry.
Dual-Wield Specialization does not increase Shield Slam damage.
Improved Slam is useful for PVP, where a 0.5 second cast is usually enough to hit a mobile target. However, Slam is still on a 1.5 sec Global Cooldown and this talent will have little effect on stationary PVE targets.
Improved Intercept greatly increases the chance that you will Intercept in the wrong direction, confusing your enemies. (Don’t take this one too seriously)
Improved Berserker Rage instantly creates as much rage as Anger Management over the course of 30 seconds.
0.6.4 Protection
Improved Bloodrage will generate enough rage on pulling to land a Shield Slam immediately.
Tactical Mastery will allow you to Intercept and Pummel when changing stances. Since Intercept stun works on most creatures, this is only effective on interruptible raid mobs.
Anticipation represents a 0.8% increase Block, Dodge, Parry, Chance to be Missed and a 0.8% reduction in Critical Hits. This is a cumulative 4%.
Toughness will allow you to live 10% longer while tanking. Percentage increases in Armor have a curved relation to Damage Reduction; they have a linear relation to life expectancy.
Improved Shield Block allows your Shield Block ability to last through the duration of the cooldown. It also is critical in reducing the number of Crushing Blows while raid tanking.
Defiance is not multiplicative with the normal Defensive Stance threat modifier; it is additive. Defiance and Defensive Stance will produce a 45% increase in threat.
Improved Sunder Armor represents a 20% increase in Rage efficiency. This stacks with Focused Rage for a 40% increase in Rage efficiency.
Shield Mastery increases Shield Block Value, which increases Shield Slam damage.
One-Handed Specialization increases Shield Slam damage by 10%.
Shield Slam can dispel magic shields on some classes. If the shield is dispelled, the Shield Slam deals full damage to the target, as if the shield had been inactive when the player was struck.
Focused Rage has a major impact on most abilities. With Focused Rage and Improved Heroic and Improved Sunder, Revenge will cost 2 Rage, Heroic Strike and Sunder Armor will cost 9 Rage.
Devastate is more threat than Sunder Armor when dealing 201 damage. It is more Rage efficient than Sunder Armor when dealing 274 damage. The innate threat of Devastate does not increase. Devastate is Normalized, meaning it faster weapons are not heavily penalized; however, Daggers provide the poorest performance.
[ Post edited by Ciderhelm ]
0.7 Shield Slam — How it Scales
Shield Slam provides the largest scaling available to the Protection Warrior. It is affected by all increases in damage, including One-Handed Specialization, Enrage, Deathwish, and Impale.
The basic equation is:
(BD + (SBV *1.3)) * 1.1
Where BD is Base Damage and SBV is Shield Block Value.
1.3 Represents Shield Mastery 30% Damage Increase
1.1 Represents One-Handed Specialization 10% Damage Increase
The following represents math to maximize Shield Slam damage to it’s potential with talents:
(BD + (SBV * 1.3)) * 1.1 * 1.2 * 1.25 * 2 = Enrage/Deathwish Critical Strike Value
(BD + (SBV *1.3)) * 1.1 * 2.2 = Impale Critical Strike Value
(BD + (SBV *1.3)) * 1.1 * 2 = Normal Critical Strike
1.2 Represents Deathwish 20% Damage Increase
1.25 Represents Enrage 25% Damage Increase
2 Represents Normal Critical Strike Multiplier
2.2 Represents Critical Strike Multiplier modified by Impale
For example, an average Rank 6 Shield Slam will deal 430 Base Damage. Let’s assume 750 Shield Block Value. With enrage, this would look something like:
(430 + (750 * 1.3) * 1.1 * 1.2 * 1.25 * 2
(430 + 975) * 1.1 * 1.2 * 1.25 * 2
1405 * 1.1 * 1.2 * 1.25 * 2 = 4636 Shield Slam Crit (Enrage/Deathwish)
1405 * 1.1 * 2.2 = 3400 Shield Slam Crit (Impale)
1405 * 1.1 * 2 = 3091 Normal Shield Slam Crit
[ Post edited by Ciderhelm ]
0.9 Important Links and References
Evil Empire Guide (Satrina)
http://evilempireguild.org/guides/
Threat and Warrior Tanking Guide (Lavina, WoW-Europe)
http://forums.wow-europe.com/thread.html?topicId=94319875&sid=1&pageNo=1
WowWiki Threat Values (Kenco)
http://www.wowwiki.com/Formulas:Aggro
WowWiki Formula Listing
http://www.wowwiki.com/Formulas
[ Post edited by Ciderhelm ]
1. Keybinds and Macros
The following section is a reference and explanation for different and more efficient
ways of controlling your character. First and foremost, I would like to thank Jedroth for pulling together the best compilations of macros I have seen. You can find his thread here:
http://forums.worldofwarcraft.com/thread.html?topicId=55820235&sid=1
1.1 Keybinds
Keybinds are any action your character is capable of that is bound to to a specific button on your keyboard, mouse, or other input device. The most basic controls such as movement are Keybinds — arrow keys, for instance.
1.1.1 Why Are Keybinds Important To The Warrior?
The Warrior is an instinctive creature. What she lacks in 33 Intellect, she makes up for by hitting the right target ridiculously hard, or with particular animosity. She is ready to command and control many situations, be it holding a line or destroying the same.
At least, this is how the Warrior class is designed. Whether you are able to control one of the most twitchy classes in World of Warcraft and maximize your potential is dependent on how quickly you can react. Believe me when I say that reaction time comes with practice.
It also comes with your physical ability to control your character through your keyboard and mouse. Here is an example of a complex pull in Heroic Shattered Halls and how I personally handle it:
Pack A has a Legionnaire, which will deal moderate damage and call in three additional low-damage Brawlers through the duration of the fight; it has a Savage, which will deal heavy direct damage to it's target; there are two Reavers, which will deal moderate damage as well as do an occasional Knockback and Cleave; there are also two casters, an Acolyte and a Darkcaster, which do not need to be tanked and can be killed first. When pulling, I use my ranged weapon on the Legionnaire. He will move a pace ahead of the rest of the pack; as soon as the Savage comes into range, I will shoot him as well, then immediately turnaround and run around a corner to force all of the mobs to converge on me via Line of Sight.
One of the finer points of controlling many situations involving movement or Line of Sight involves being able to turn on a dime — if you simply use your right or left arrow keys while clicking a shoot button, you will be unable to assure your own safety in this kind of pull. Snap-turning requires a mouse exclusively, so you want a Ranged attack to be able to be queued up with a Keybinding, especially if it is very fast such as many Throwing Weapons.
I have built no Threat on either of the Reavers and have built very little Threat on the Savage and Legionnaire. I will be hit very hard, very quickly and if my Healers don't react, I will die -- this means I need established Threat before I receive too much healing. I Shield Slam the first Reaver, change targets, Heroic Strike, change targets, Revenge, change targets, Heroic Strike, change targets, Taunt, switch to Battle Stance, Thunderclap, switch to Defensive Stance,...
Follow the above list carefully. Shield Slam, Revenge, and Thunderclap are on the Global Cooldown of 1.5 seconds; Heroic Strike is connected to your Weapon Speed and does not affect any other ability cooldown; Taunt is on an independent cooldown; stance changing is on an 1-second independent cooldown.
It is possible to complete the entire first just under 5 seconds, but it necessitates the use of Keybindings to give yourself enough flexibility to control your character and your targets with the Mouse (or through Tab-targetting). Since every situation is different, you can’t simply line up the buttons you are going to use and be ready to mouse-click them in the right order — especially since Heroic Strike needs to be queued up between and while other abilities are being used.
In all but the most mundane work, establishing effective Keybindings will make you able to react and respond more effectively than trying to frantically click buttons. Fortunately, the learning process is very quick.
1.1.2 Movement Keybindings — Common Examples
Standard Q W E A S D F
This represents your Standard movement setup, where Q and E represent strafing side to side, and WASD are similar to your Arrow Keys. This is a default of the game. The “F” key in this scenario is most often bound to a very important ability that is not in constant use but needs easy access — in my case, I use “F” for Execute and “Shift+F” for The Decapitator item use.
Non-Standard Ergonomic W E R T S D F G
This is a very solid movement setup for a Microsoft ergonomic keyboard. It works effectively for many players on normal keyboards as well. W and R represent strafing, whereas ESDF represent standard movement. With this setup, the easiest-access keys are T and G, so we use those for special abilities. Q and A work effectively for uncommon use abilities, though if you use the 1-6 keys for basic abilities these are not as accessible as T and G.
If you are using a 5-button laser mouse or any similar mouse, it is common to rebind the strafe keys to the far left and right mouse buttons. This allows for more key availability.
1.1.3 Easy Access to Independent Cooldowns and Core Abilities
This is one of the more important concepts in setting up effective Keybindings for your Warrior. You have several core abilities which you will use in nearly all situations. For tanking, the six most commonly used abilities are Taunt, Shield Block, Shield Slam, Sunder Armor, Revenge, and Heroic Strike.
Notice that Taunt, Shield Block, and Heroic Strike are completely independent of each other, as well as being independent of the Big 3 (Shield Slam, Sunder, Revenge).
Though some players have some very complex setups, I will illustrate how to apply these the default method — your Number keys. I use 1, 2, 3, 4, 5, 6, for easy access above my movement keys.
Here is an example of Defensive Stance for me while tanking:
1 - Taunt 2 - Shield Block 3 - Shield Slam 4 - Sunder Armor 5 - Revenge 6 - Heroic Strike
Finger positioning is critical. My Taunt and Shield Block are controlled by my ring finger; my Shield Slam, Sunder, and Revenge (all on the same Global Cooldown) are controlled by my middle finger, and my spammable Heroic Strike is controlled by my index finger.
Note that the Shield Slam, my most important ability, is directly above my Forward movement key. This is where my hand naturally rests.
1.1.4 Universal and Similar Keybinds Across Stances
This is very specific to moves which involve stance dancing and, in many cases, macros. Often, you want similar abilities to be in the exact same place across all of your stances, to maximize speed and minimize mistakes.
Here are some examples of my own hotbars:
Player-Verse-Environment 1 - Taunt (Defensive Stance) 1 - Mocking Blow* (Battle Stance) 3 - Shield Slam (Battle/Defensive/Berserker Stance)
*This is specifically so if I see my Taunt is resisted, I can immediately switch stances to Battle Stance and use Mocking Blow immediately. Having easy access to this means I am 100% sure I can effectively get the Mocking Blow off immediately, without accidentally spamming the wrong key in the wrong stance.
Player-Verse-Player 1 - Shield Bash (Battle/Defensive Stance) 1 - Pummel (Berserker Stance) 2 - Charge/Intercept Macro (Battle/Defensive/Berserker Stance) 3 - Shield Slam (Battle/Defensive/Berserker Stance) 6 - Piercing Howl** (Battle/Defensive/Berserker Stance)
**Note that Piercing Howl could be replaced with Hamstring/Shield Bash depending on stance and use.
1.1.5 Do Your Own Thing; and, Some Mouse Clicking is Fine
I simply do not believe you can be the most effective player of the Warrior class by limiting yourself to the use of your mouse alone. However, I also believe that players have many different preferences and all I can give is an example.
If you wish to experiment with your own Keybindings, please keep in mind that you have to develop a “muscle memory,” or, your brain has to get used to doing the unfamiliar. The keyboard itself is inherently an extension of your brain, just as a hammer or wrench might be, so you will learn it — it just takes a day or so to get used to it.
Also, I do not entirely use Keybindings. Battle/Commanding Shout, Last Stand, Healthstones, Shield Wall, etc., are exclusively clicked for me. Depending on my hotbar setup, I may use my mouse to click some abilities on the Global Cooldown for the sake of ease. Don’t feel bad if you don’t Keybind everything!
[ Post edited by Ciderhelm ]