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It is my vision on build Yrel for quick matches and non-high (diamond/ml/gml) league.
Wanna show it, because I disagree with guide, what is presented here. Guide https://www.icy-veins.com/heroes/yrel-build-guide maybe good, but it designed not for casual players.
Following this guide, you'll pretty good brusher-tank (Yrel have 2679 HP right now on level 1, only 8 characters in game have more HP), with super-mobility and good damage after 16 lvl. Our specialisation - defend objectives on map. Noone in this game now can't do it better, then Yrel.
My prefer talent build is: 2, 2, 3, 2, 1, 3, 4.
Another form: Dauntless, Gift of the Naaru, Divine Steed, Sacred Ground, Aldor Peacekeeper, Holy Wrath, Seraphim.
Also, if you have a good tank, and all what you team need is damage, or if we on bad map to us (see below) : 1, 3, 2, 1, 2, 3, 1/4.
Another form: Light of Karabor, Hand of Freedom, Holy Avenger, Ardent Defender, Repentance, Holy Wrath, Word of Glory/Seraphim.
Our playstyle: do a simple brusher work, before get level 4, or start ivent on map. After level 4, try be near our teammates, for get maximum profit from Gift of the Naaru, but without fanatism ?. After level 7, you can soak exp from 2 lines with Divine Steed, try get more exp to team (again, without fanatism, on largest maps like warhead juction it will be dumb). When your team get ultimates, start playing more aggresively.
Mid game: defend targets, defend teams, kill everything what moving (and what doesn't moving - move it and kill! ?) with help some assassin in your team. Help to push and get camps. After level 16, when you pick Holy Wrath, you may get camp solo, and it will be fast (before 16 lvl, you also can do it, but it will too long - waste of time and mana).
Late game: PUSH PUSH PUSH PUSH PUSH PUSH! You have all things to win. Just win teamfight (be prepared), get camps and go to core. Not in our plans play in deep late (but we can!), then just finish game.
More about talents:
In first tier (1 lvl), Dauntless give 50% kinetic armor for 2.5 sec - is too many to be skiped, any autoattack assassin will be hate you, but if opponents haven't autoattack assassin, pick Light of Karabor for synergy with 13'th level talent (Aldor Peacekeeper) and still have good sustain. Maraad's Insight deal smallest profit in late game, and most games will be long, because we're in game ?.
Second tier (4 lvl), Gift of the Naaru give to you free (!) healing to teammate on 7 sec cooldown (!!!), what can help to survive low-hp teammate, and he can escape, but if you trust in your healer, you can pick Hand of Freedom. Aegis of Light just doesn't work - we initiate fights, or follow opponent, or run away. No useful case to team.
Third tier (7 lvl) - all talents can be used, but I prefer Divine Steed, because it is + mobility (fast soak exp on 2 lines, complete it and go to objective on map, for example), +1 option to escape, +1 option to following low-hp opponent to kill him (especially after 16lvl). If you not like it, or wanna deal more damage, you can pick Holy Avenger for combo like a D+E+Full-E. Righteous Momentum, truthly, can be picked only in full-party, when your team need more ground control. I don't see any other cases for it, but talent still can be picked.
Ultimate (10 lvl) - always Sacred Ground, exeptly maps, where you absolutely doesn't need defend objective, or if you already have good tank with zoning option. 45 sec cd is so small, what sometimes it can be ready when your Sacred Ground still active. ?
Ardent Defender we can pick, when we have a good tank, who know what he need to do. Usually, you get it before level 10. It's best save ability in game, also 120 sec cd is not so long, but we do less profit to team then what we can do with Sacred Ground.
Fifth tier (13 lvl) - all talents are teoritly playable, but I prefer Aldor Peacekeeper, because it's good combo: instant Divine Purpose + Vindication, you got heal and kinetic shield, heal teammate, and you can tank 'cuz -25% damage for all sources near you, and under Sacred Ground you will be unbreakable, especially if you chosen Light of Karabor in tier 1. Repentance you can pick when Holy Avenger already picked in third tier - more control is more control. ? Also wanna clarify, what Velen's Chosen minorly upgrade damage, and have less profit then Aldor Peacekeeper and Repentance.
Sixth tier (16 lvl) - always Holy Wrath, because it greatly increase our damage. From this moment, you will be a great threat to opponents, and they'll try to kill you, switching damage in you first, but they can't kill you ? (R+D+Q). Templar's Verdict, theoretically, can be use in well-played team to increase team damage and target kills, but for ultimate benefit of this talent, I repeat, we need at least 2 teammate with good fast switch in priority target for fast kill.
Seventh tier (20 lvl) - depends of talent in fourth tier (Ultimate). If Ardent Defender picked - upgrade it (Word of Glory), exept if you have good aoe healer (like a morales/alextraza/brightwing/etc.). If Sacred Ground - pick Seraphim. Active ability, every 10 seconds (!) deal 2 sec unstoppable - it's always full charged basic ability, what cannot be interrupted for blinding/stun/sleep/etc., also it's another option to escape.
Upgrading Sacred Ground with Hallowed Ground - useless, because if you used it - stay here to death, but give time to escape to your teammates, in other cases you win teamfight ever, becuase on level 20 and higher, most teamfights end with death 3-5 ppl in team.
Bubble Hearth - garbadge, if you wanna win. Ultimate escape, but if you find yourself in a situation, where you want to press this ability, your team will lose teamfight, and then - that game.
Leaving your team in the minority is not the way of true light protectors!
Our stronger maps: Braxis Holdout, Cursed Hollow, Infernal Shrines, Sky Temple, Warhead Junction, Volskaya Foundry.
Our weaker maps: Tomb of the Spider Queen, Battlefield of Eternity, Blackheart's Bay (?).
Our nightmare: Johanna, Garrosh, Malthael, Rexxar.
Avoid downtime Divine Purpose! If you're not in fight, heal yourself instantly with Divine Purpose + Vindication, it cost no mana, and also you help to your healer (especially with Gift of the Naaru). If you pick Holy Avenger, start full-prepared Avenging Wrath without Divine Purpose, for combining it after first use. You start fight, and keep your damage strong full time in duel. It is good idea to use full-prepared Avenging Wrath in backline opponent team to help your assassins kill prefer target with Divine Purpose + Righteous Hammer, or separate and destract them healer. When you use Avenging Wrath just deal damage, don't wait full charge - it spell have a fixed damage, and charging in this situation is waste of time and damage from autoattack. Will be glad to any responce!
Thanks for reading!
See you in Nexus!
[H][Stormreaver]<Skunkworks> 10/11M, Tues/Thurs 10PM-2AM EST 7PM to 11PM PST - NEED RANGE DPS - All Exceptional PlayersBy Casdon
[US] Stormreaver — Skunkworks
Tuesdays & Thursdays: 7:00 P.M. to 11:00 P.M. (pst) || 9-1 (cst) || 10-2 (est)
3/3M Trial of Valor
7/7M Emerald Nightmare
Skunkworks is a guild for players who can not or do not want to commit to the time-intensive raid schedules of traditional "hardcore" guilds.
However, we still maintain a high caliber player environment and make an efficient use of our raiding time.
We raid Tuesdays and Thursdays from 7:00 - 11:00 PST, just 8 hours a week and never more.
We are very protective of our guild environment and selective in recruitment. We are looking for solid players mechanically as well as intellectually.
We all get paid to deal with idiots, why should we pay to spend our leisure time with them as well?
Skunkworks has been around for multiple expansions and has historically always been at the top of the 2-night raiding guild scene.
Past Raiding Achievements
#US 199 Mythic KJ #US 186 Mythic Archimonde #131 US Heroic Garrosh #68 US Heroic Ra-den #77 US Heroic Lei Shen #86 US Heroic Sha of Fear #106 US Heroic Madness of Deathwing #99 US Heroic Ragnaros #147 US Sinestra #91 US Heroic The Twilight Destroyer (Halion) #71 US Heroic Fall of the Lich King #247 US Tribute to Insanity #160 US Alone in the Darkness Current Guild Needs
Amazing Range DPS ---Exceptional Candidates always considered regardless of recruiting needs.
How to Apply
Apply with Google Forms
All applications are kept private.
Please include at least the following.
Prominent links to relevant armory pages ]A guild history with reasons for departure
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Aerivore (Recruitment Officers)
Real ID: Aerivore#1581
Real ID: Sov#1192
Hey dear fury friends,
i always used Azshari Salad, as my buff food for the tempo buff. Now as mastery pulls ahead of haste in the stat weights, i asked myself whether i should just use the Nightborne Delicacy Platter for a flat mastery buff, while maintaining around ~27% Haste.
I read the guide from Archimtiros, and i think both buff foods are fine, but do u switch your buff food at a certain point? Or is it depending on the encounter (single target vs. multiple targets)?
Beside all the builds, rotations and bis legendaries, what are the ideal stat percentages according to their importance haste>mastery>everything else? Other than valarjar berserkers, what are the other bis leggys for single target and mythic plus dungeons?
I recently went Guardian from Resto. Theoretically I know my rotation, cd, etc. I'm running Antorus HC, i got the curve and i think to hold with not many problems every boss but seeing my logs my performance is always low.
I don't know where I make my mistakes but I think to have these issues:
My damage taken is always minor than other tanks; My damage dealt... same (I build my bear full defense but my dps seems to be too low); Sometimes i have threat problem (especially with paladins or warrior); I should selfheal more but i don't see the need when I am full: i prefer to stack ironfur. What can i do to improve?
If you wanna see my armor, look here.
I don't aim to shine, but, at least, be on a average rank :p
Thank you all