Bisnic said:
Not sure if feral druids are as complex as before. Enhancement shamans and protection warriors are some of the specs that ask you to push a lot of buttons too.
prot warriors are also pretty easy, there are a wide array of buttons you can press, but you don't really need to press them all to play well enough to matter.
ignoring longer survival/dps cooldowns since their use varies based on the situation and every class has those to manage:
for single target, keep thunderclap debuff and demo shout debuff up, keep 3 stacks of sunder armor up, use shield slam on cd, if you are decently geared and have a 378+ weapon then ignore revenge and just spam devastate, otherwise use revenge whenever you can. also spam heroic strike you have enough rage (typically >50, though this depends on the situation) you can optionally keep rend up if there is a 30% bleed debuff, though the dps increase is fairly minor (make sure not to refresh it with thunderclap, b/c you will miss out on an extra tick of rend)
->seems like a fair number of buttons, but realistically with the nerfs to threat management all you really need to use is shield slam, devastate and heroic strike unless you are pushing some difficult/progression fight where your dps/mitigation matters.
for multiple targets: start with rend and use thunderclap to spread to all enemies. use revenge, thunderclap, shockwave and cleave as often as you can and keep demo shout up.
so roughly 4 buttons that you would be using at a time based on whether you are doing single or mutli target. honestly speaking, with how much threat prot wars can generate, you can play sub-optimally priority wise and just focus on following encounter mechanics and no-one will come close to grabbing threat from you (unless you're in some crazy top100 guild.) my crappy 361 geared prot warrior (353 weapon,) can generate enough threat to just auto-attack/tc/demo for the last 1/3 of an encounter still be fine on threat against most FL geared dps. which, imho, makes them a lot easier to play than other classes that have to worry about playing their rotation optimally AND dealing with encounter mechanics.