I have been testing Shield Warrior Priest this weekend in scenarios, with the intention of checking whether the specialization can actually perform when played with a very optimized setup.
I am not talking about a test with mediocre gear or an improvised build. The character is using a very strong setup:
- 49.4% base block, plus an additional 10% from ability.
- Around 900 Strength, plus 146 additional Strength from ability.
- BiS gear: 5 pieces of Offensive Sovereign + 3 pieces of Victorious.
- 3 event block rings with talismans, giving +15% block in total.
- 10k HP plus WP Wounds buff
- 1% of incoming critical rate.
I used two data sets:
- My own scenarios as Shield WP, after removing scenarios with no real activity and one line without valid healer ranking.
- Global data from all T4 scenarios played during the same period.
The global T4 data for the period includes:
- 1,637 T4 scenarios with healers.
- 9,473 T4 healer participations.
- 23,025 T4 DPS participations.
Healing performance
My average numbers as Shield WP were:
- Average healing per scenario: 120.4k
- Average healing per minute: 11.9k/min
- Average healing to others: 83.9k
- Average healing to others per minute: 8.3k/min
- Average healing per scenario: 136.9k
- Average healing per minute: 13.9k/min
- Average healing to others: 122.3k
- Average healing to others per minute: 12.4k/min
- Total healing: 87.9% of the average T4 healer.
- Healing per minute: 85.6% of the average T4 healer.
- Healing to others: 68.6% of the average T4 healer.
- Healing to others per minute: 67.1% of the average T4 healer.
In my own scenarios, compared to the other healers in the same matches, the result is also negative:
- My average healing per minute: 11.9k
- Average healing per minute of the other healers: 15.2k
- Difference: -3.3k healing per minute
- My average total healing: 120.4k
- Average total healing of the other healers: 151.9k
- Difference: -31.5k healing per scenario
In healer rankings, the result is also poor:
- Top 1 in total healing: 4 out of 47 scenarios, 8.5%.
Total protection may look good if viewed in isolation:
- My average total protection: 43.3k
- Global average total protection of T4 healers: 29.4k
- Result: 147.5% of the global average
My separated protection numbers are:
- Average self-protection: 34.7k
- Average protection to others: 8.6k
- Average protection received: 49.6k
- Average self-protection: 10.6k
- Average protection to others: 18.8k
- Average protection received: 11.1k
- Self-protection: 327.0% of the global average.
- Protection to others: 46.0% of the global average.
- Protection received: 446.1% of the global average.
Therefore, Shield WP may look better than it really is if total protection is the only metric being considered. But when useful group protection is analyzed, the result is quite poor.
In my own scenarios, compared to the other healers in the same matches:
- My average protection to others: 8.6k
- Average protection to others of the other healers: 18.1k
- Difference: -9.5k
Protection received is also extremely high:
- My average protection received: 49.6k
- Global average protection received of T4 healers: 11.1k
- Average protection received of healers in my scenarios: 10.4k
Therefore, not only does it provide less healing and less useful protection to others, but it also needs many more defensive resources from the group in order to stay in the frontline.
In practice, this has a very clear consequence in pug scenarios. Many tanks are forced to guard me instead of guarding the DPS in my party. That makes it harder for the DPS to do their job properly, because they cannot reliably have guard available.
This is especially problematic because many pug compositions have only 1 tank per party, 4-5 DPS and 1-2 healers. In that context, having the tank almost permanently tied to the Shield WP is counterproductive for the team.
One of the supposed strengths of Shield WP should be its autonomy and its ability to act as a frontline healer/support. However, the data shows the opposite: a large part of its defensive value stays on itself, it protects the group poorly, and it also requires much more external protection than other healers.
Survivability
The survivability result is also not especially good:
- My average deaths: 1.55
- Global average deaths of T4 healers: 0.94
- Average deaths of healers in my own scenarios: 0.98
So even with almost 60% effective block, 3500 armor, BiS gear and very strong event items/talismans, I still die significantly more than the average healer.
Offensive comparison using kill damage
Regarding offensive comparison:
- My average kill damage: 8.1k
- Average kill damage of T4 healers: 0.84k
- Average kill damage of T4 DPS: 24.6k
Against DPS, the result is quite low:
- My average kill damage: 8.1k
- Average kill damage of T4 DPS: 24.6k
- Result: 32.9% of an average T4 DPS
- My kill damage per minute: 0.77k/min
- Kill damage per minute of T4 DPS: 2.52k/min
- Result: 30.5% of an average T4 DPS
- My average deathblows: 0.62
- Average deathblows of T4 DPS: 2.37
- Result: 26.1% of an average T4 DPS
The additional kill damage exists, but it does not seem enough to compensate for:
- Less total healing.
- Much less useful healing to others.
- Much less protection to teammates.
- More deaths.
- Much more protection received.
- Frequent consumption of guard that would usually be more useful on DPS.
I also compared winrate.
In my 47 valid scenarios:
- Wins: 23
- Losses: 24
- Winrate: 48.9%
- Order wins: 793
- Order T4 scenarios without me: 1,634
- Order winrate without me: 48.5%
This means that my scenarios do not seem to be especially biased by an abnormally bad Order winrate. Order won practically the same with me as without me during the period. Therefore, these numbers cannot simply be explained by saying that I was playing much worse matches than average.
At the same time, there is also no sign that a BiS Shield WP build brings any noticeable winrate improvement. With the level of investment the spec requires, I would expect it to provide at least a clear advantage as frontline support. The data does not show that.
Gear and set comparison
I also think it is important to evaluate this from a gear perspective.
I am using a BiS or practically BiS setup for this spec, with Offensive Sovereign, Victorious, special event rings, special talismans, and a massive investment into block and Strength.
However, my performance is not comparable to a BiS healer.
My character is currently using:
- Offensive Sovereign x5
- Victorious x3
- Block rings (+5% each) x3
- Healing per minute: 11.8k/min
- Healing to others per minute: 8.2k/min
- Average protection: 41.1k
- Average protection to others: 8.1k
- Average protection received: 47.1k
- Average deaths: 1.56
- Winrate: 50.0%
In healing to others per minute, the result is even worse: around the 22nd percentile. In other words, around 78% of comparable healers provide more useful healing to other players.
This is especially relevant because I am not playing with an entry-level set. I am using an endgame, very specific, heavily optimized setup for this spec.
If we group other healers by detected sets, the comparison looks like this. The groups are not exclusive, because the same player can wear pieces from several sets, but they are useful to observe general performance trends.
Code: Select all
| Detected set group | Healers | Heal/min | Heal to others/min | Protection | Prot. to others | Prot. received | Avg deaths |
| ------------------ | ------- | -------- | ------------------ | ---------- | --------------- | -------------- | ---------- |
| Sovereign Main | 255 | 16.0k | 14.5k | 31.6k | 21.0k | 11.4k | 0.72 |
| Triumphant | 164 | 16.1k | 14.6k | 32.7k | 22.4k | 11.3k | 0.63 |
| Warlord | 22 | 14.3k | 12.7k | 41.0k | 26.8k | 14.1k | 0.98 |
| Vanquisher | 80 | 12.9k | 11.5k | 30.6k | 20.5k | 9.6k | 1.26 |
| Sentinel | 80 | 13.4k | 11.9k | 25.0k | 16.6k | 12.5k | 1.21 |
| Conqueror | 32 | 11.0k | 9.5k | 26.2k | 15.4k | 9.4k | 1.60 |
| Sovereign Off | 21 | 12.1k | 10.2k | 32.6k | 19.5k | 19.1k | 1.31 |
| Victorious | 33 | 13.4k | 11.5k | 35.7k | 22.1k | 16.8k | 0.98 |
| My BiS Shield WP | 1 | 11.8k | 8.2k | 41.1k | 8.1k | 47.1k | 1.56 |
| These numbers do not mean that gear alone explains all performance. Class, build, group, player skill and match context all matter. But the trend is worrying.
In healing per minute, my Shield WP with Offensive Sovereign + Victorious is closer to Conqueror-level values than to Sovereign Main, Triumphant or even Vanquisher/Sentinel values.
In healing to others per minute, which is one of the most important metrics for a healer/support, the situation is even worse. My value is 8.2k/min, below even the Conqueror average of 9.5k/min.
In average total protection, the number looks high: 41.1k. But again, this is misleading, because it does not translate into group protection.
My average protection to others is only 8.1k, while every compared set group is much higher:
- Sovereign Main: 21.0k
- Triumphant: 22.4k
- Warlord: 26.8k
- Vanquisher: 20.5k
- Sentinel: 16.6k
- Conqueror: 15.4k
- Sovereign Off: 19.5k
- Victorious: 22.1k
Protection received is probably the most problematic number in this table.
- My average protection received: 47.1k
- Sovereign Main: 11.4k
- Triumphant: 11.3k
- Warlord: 14.1k
- Vanquisher: 9.6k
- Sentinel: 12.5k
- Conqueror: 9.4k
- Sovereign Off: 19.1k
- Victorious: 16.8k
In average deaths, my value also looks closer to lower sets than to higher ones:
- My Shield WP: 1.56 deaths per scenario
- Conqueror: 1.60
- Vanquisher: 1.26
- Sentinel: 1.21
- Sovereign Main: 0.72
- Triumphant: 0.63
- Victorious: 0.98
That is the main scaling problem. The spec requires a massive investment, but the effective performance does not correspond to that investment.
Conclusion
The problem is not that Shield WP does not heal like a backline healer. That would be normal. The problem is that the tradeoff does not seem fair.
Shield WP:
- Has to play in melee.
- Has less safety than a backline healer.
- Depends on staying constantly in melee. There is no easy retreat option.
- Requires a huge gear investment.
- Requires high block, high Strength and defensive stats.
- Can barely invest into healing crit or melee crit.
- Loses a lot of useful group healing.
- Protects teammates less than other healers.
- Receives much more external protection than other healers.
- Can force the tank to guard the WP instead of the DPS.
- Dies more than other healers.
- And its additional kill damage remains far from real DPS performance.
If a build with almost 60% effective block, around 900 Strength, BiS gear, special event items and special talismans still produces:
- Less healing than other healers.
- Much less useful healing to others.
- Less protection to teammates.
- More deaths.
- Almost 4.5 times more protection received.
- Only around one third of the kill damage of a DPS.
- Healing performance similar to much lower set levels.
- Protection to teammates below even lower set groups.
- And a winrate practically identical to the Order average without me.
The issue seems structural.
Possible areas to review
I think at least these points should be reviewed:
- Adjust the ratio between damage done and healing generated, so that each hit provides more real healing.
- Reduce the weight of casted healing in the total performance of the spec and increase the real weight of lifetaps, so healing debuffs do not affect survivability so heavily.
- Increase the number of enemies hit by Sigmar’s Will to 2-3, or reduce its RF cost to 40-50. Another possible option would be increasing its healing radius to 25 feet, like Martyr's Blessing, and limiting the number of healed targets to 12-18, obviously with a significant RF cost reduction.
- Divine Strike should heal 6 allies near the defensive target, not only provide a single-target heal.
- Divine Assault should have a larger healing multiplier for shield builds. Its healing is so low, and it also consumes RF, that it is simply not used.
- Review whether the spec should require so much external protection to function as a frontline healer.
- Review the opportunity cost of consuming guard in pug compositions.
The numbers show that it does not heal enough, does not bring meaningful damage, and does not survive well enough, making it a burden for the side that has it in the team.
Right now, even in an almost ideal gear situation, most of the defensive value stays on the WP itself and not on its teammates. As a general rule, it heals less than other healers, although it can heal a lot in specific moments with Sigmar's Will, protects the group less, dies more, needs much more external protection, and the additional kill damage does not compensate for that loss of support performance.
And that makes the specialization not worth it.



