+30% (+16% reduction to damage when blocked)
+5% dodge (+3% more when calls up)
+6% incoming healing
+1142 armor (317 shield of chosen + 505 empowering strike + 320 crest of the abyss)
10% damage reduction (improved call to entrench)
Healing: 30% of retaliation/disarming damage + 100% weapon damage on block + soul sickness (with contagion spreader) + touch of life (5 mins)
GREATLY improved miss chance to warrior: 40% with blood fever, battlefield distraction, untenable position up.
Not a lot of point target threat. Largest point finisher is dire blow with 140% weapon + 416 damage @ 3 points. Though, there is shield throw and sergeants orders 6 out of every 8 seconds if needed along with all the threat from blocking + balance of power + counter blow + dots.
Single target pulling: shield charge>shield toss then aggressive block>empowering strike>pin target>dire blow... dots and beat to death.
AOE target pulling: Lights decree>shield charge>sweeping strike>locked down and if you still dont have everything pop judgement/cracking skulls
I like this build because when clearing big trash pulls, the buff from locked down/untenable position is GREAT! 30% miss chance for 6 seconds cuts that initial damage spike nearly in half and by 6 seconds there is usually a mob or two dead and you can have all your block boosters and dots up, ticking and returning health which softens the barrage and makes healers happy! Since ive switched to this i get told at least once a run "wow you dont take crap for damage!" by super impressed clerics.