So everything will end up like this:
Chain Slash: Basic attack skill; 1 one skill point to unlock other attack skills. Fast, weak, cheap damage, good choice if you have higher skill crit% than physic crit%
Vital Stab: it used to be VITAL to strategies against meele players, preventing SIN and SR restealth combo and WL ZERK fear+Recover Sit combo. With only 4 points you could get like 30 secs DoT and full points gave like 1 minute.
Now that it was nerfed to miserable 16 seconds at level 10 this skill fell beyond useless as you are practically open to series of barrage attacks. I dont recomend this skill but if you really have trouble against PKs take it to level 6 so DoT time becomes longer than Cooldown time
Dire Hit: one skill point to unlock onslaught
Onslaught: 10 skill points if you wanna try solo grinding prot. If not, dont even put a single point
Will of Fighting: 1 skill point, soccer kick filler
Quick Attack: it used to be an invaluable skill when prot skills were all single target; it was WAY better to turn attack speed 1.0 your weapon with average physcal crit% instead of wasting mp on single skills, but now that onslaught and low blow are AoE this is skill is not a must to rise since you will be using Skills much more rather than your normal blow.
Consider to rise it if you are a RAID tank since it will give ya higher chances to activate you weapon enchant skill.
Dont forget you char has already default -0.1 for wearing gloves.
Physical Blessing: 1 skill point, soccer kick filler
Survival Instinct: one point to unlock stone of skin, the reason to rise this is skill is not the fact it cannot be erased, (thats why you have soccer kick filllers) but to rise long range defense which is not that easy to get through armor and skills. worthy to rise if you are a RAID tank cause taking short range defense as far as posible produces a visible damage change, according to some sources, since Bosses blow hit for much more points (3000-6000 damage).
Skin of Stone: 1 point soccer kick filler, worthy to rise for same reasons as survival instinct
Taunt: 1 skill point to unlock taunt cry, rise to level 10 if RAID and lose aggroo easily
Taunt Cry: great skill worthy to rise level 10 for several reasons: 19 meters destealth, pull avenger mob during GvG battlefield, pull mobs strongest battlefields, pull Domi Pets, usefull for grind, solo and Tanking.
Just keep in mind this is a horrible PvP skill cause Sins and SRs aware its range and therefore keep away, but a great GvG battlefield skill since you can catch them out of guard cause the more the people the more difficult to keep track on all and may be unaware of your position, or you just can keep taunting at a flag during battlefields to stop unexpected captures
Shield Strike: if RAID tank not worthy a single point, if PvP and PvE solo grind is usefull, can be rised to achive the 3 secs duration or top 10 to get the 93% success rate.
Low Blow: worthy to rise to level 10 for several reasons: highest skill damage out of all making it usefull for PvP, rise aggroo making it usefull for grinding parties and RAID tank, max 6 targets making it usefull for solo PvE grinding
Restrain Reseccion: Not that great as a PvP skill, some classes like tempest even have two slows to affect you, but as GvG battlefield skill is very usefull to clear annoying attacks like lithyfing and lightining restrain but definetly a horrible nerfed skill; It must be rised to level 5-6 to give it a decent cooldown time and preferably to level 9-10 to give it a decent success chance. I still cannot understand why is only PvP skill, is not overpowered by any means.
Restoration: Nerf hurts this skill a lot; 1 point was more than enough on this skill since it only heals yourself but now that its duration is skill point dependant, is up to you to rise this skill to level 10 to increase its lenght and therefore the healing or keep it level 1 just like auxiliar recover.
Sacred Hand: a bit nerfed because of cooldown is not that great anymore, still a great skill, usually worthy to take to level 10 on all escenarios except RAID tanking, because its supossed rads are covering your butt with their healings so you can focus on defense and shield skills.
Lesser Party Heal: Handsdown, awesome, similar to sacred hand recommendation, keep in mind prots mana pool is low so you will suffer a terrible mp draining which is worse now with the MP recover nerf
Shield Mastery: this rise your raw block rate so this is skill is a level 10 must in RAID tanks since you will often recieve 4000-6000 hp hits from bosses so is crucial to stop as much damage as you can. not very usefull in PvP and battlefield since shield doesnt block skills. level 1 to unlock shield of aegis
Shield of Aegis: similar to shield mastery and one the most useless buffs to cast on your teammates. rise it for RAID only. 1 skill point to unlock shield fortress.
Shield Fortress: Awesome skill in PvE and RAIDS since you need to block as much damage as you can. Rather useless skill in PvP battlefield, cannot stop magic attacks, doesnt affect long range attacks, and even meles like Sins and Zerks wil try to hit you with skills rather than normal attacks.
Spiritual intensification: take it to current top level 9, always keep it on top to prevent soccer kick. no further discussion about this wonderfull skill except for the fact it buffs 24 targets.
Why the heck do you want to buff 24 targets like you were the only damm prot around or like it had a long cooldown?
Broken Morale: Doesnt work on Bosses so it doesnt deserves a single point if RAID tanking; good on solo PvE and moderate useful in GvG battlefield weakining mele attackers. Still dunno if this skill can keep Sins unstealthed...
Edited by Kanuak, 07 July 2012 - 08:39 PM.