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What is your preferred favourite role when in a raid or a dungeon - and why?

Since The Burning Crusade I have played primarily as healer. It's a role I was kind of forced into with my guild at the time, and have loved it ever since. I'd certainly never consider having a dps main spec character nor tank. I have all 4 healing classes at max level and prefer disc priest out of them all... I kind of have 4 disc priests and may even role another some time Posted Image

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I put ranged because my main is a mage I started at the tail end of vanilla and have had her ever since.

I am seriously considering putting her on the shelf as my main for Mists and using my tank DK. The drastic difference in fight mechanics for melee and ranged is very interesting to me, let alone the difference between tank/DPS.

Also, plate armor looks cooler than cloth armor.

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Been a healer for 4 years now, I tried all the other roles, and I liked healing the most.

I also have one of each healer at max level, going to switch mains from my priest to monk in MoP.

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Been a healer for 4 years now, I tried all the other roles, and I liked healing the most.

I also have one of each healer at max level, going to switch mains from my priest to monk in MoP.

I would of never guessed based on your signature. As for myself has to be a tank, I have everything else but thoroughly love tanking.

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Ranged Dps... I've always raided on my hunter really & I much prefer it to other roles during raids, though I quite like tanking/healing if it is a less pressure situation like a 5 man...

I really do love the race on the dmg meters... Especially as we have 2 hunters in the guild it keeps me on my toes.

I also find that RL is easier from a ranged point of view, you can see what people are doing. Must say I liked using my mage when RL on rag (as we don't have one I would switch for this boss - much easier safer to take the traps) especially as arcane was op - you could just spam one button so it was rather simple to keep track of what was happening and what everyone was doing!

Was thinking about possibly tanking or healing in mists... but then again it would be difficult to hang up the hunter after so many years!

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A bit like Redcross the guild I was in at the time needed a healer and I had my priest and its been that way since the end of TBC. Thankfully with the account wide achievements I may leave the priest behind and play something else. I quite enjoy tanking but never really done any progression raiding as one. Sadly my guild atm has a excess of tanks so not sure what Im going to do!

I've always found dps boring, not sure why but I prefer roles that require that instant decision making that can save your group, popping the right tanking or healing cooldown can really make a difference.

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I would of never guessed based on your signature. As for myself has to be a tank, I have everything else but thoroughly love tanking.

Tanking is quite fun as well, but you only need 2 tanks in a 25-man raid so those spots are filled quite quickly. We have some great tanks in our guild so for now I'll stick to my current role. DPS isn't very compelling to me, it's mostly just smashing buttons while sticking to a rotation/priority list. When tanking or healing I feel like I'm doing something really important. It's a feeling I don't really get when 18 other people are doing the exact same thing. There's no thrill like 3-healing ultraxion heroic without paladins.

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My start in healing was a bit of non starter and was by accident really. I was raiding Karazhan with a guild I had joined as a shadow priest. I wasn't particularly very good and would have classed myself as a bit of a learner really. During my first run in Kara, a full set of cloth healing gear dropped that simply nobody wanted - so they gave the lot to me. It kind of sat in my bags for a while...one day I thought I'd give it a try on something simple. Turns out I was a worse healer than I was at dps! Healed Arcatraz heroic and it was a total wipe-fest. But I learned and learned some more and before long was pretty good at it. The rest is history :D

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now, see, i love our raid groups....... especially our old school raids...... MY job is VERY specific.......MY job is this: keep the healer entertained so that he doesnt fall asleep..... since the Tank is always so very good at his job, i look for new and inventive ways to try and die to keep our healer busy , all the while bantering in chat or vent about silly things my dogs may have done that day.......My nickname is "princess stands-in-fire".... deal is..... if i die, he has to stand naked, flagged, outside of orgimmar dancing and blowing kisses to guards till someone takes pitty on him and blows him kisses back. i LOVE being on an RP server hehehhehe

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Nyxxiana your posts are mental! Me likey. Personally I play the - let's watch the tank get as low as possible, then die and see if we can 4 man the dungeon. Much more entertaining!

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Nyxxiana your posts are mental! Me likey. Personally I play the - let's watch the tank get as low as possible, then die and see if we can 4 man the dungeon. Much more entertaining!

Doesn't work if your tank is a DK :D

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Been healing for whole Cataclysm but my first role was tank and it will always be my favourite, love having things under control by myself :))

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I love being a ranged DPS and it is the role I mostly perform. I occasionally play my shaman and my rogue on all specs, so I can update the guides I made for Icy Veins ;)

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I find ranged DPS to be the most relaxing and overall fun to play. It just feels like there's a lot of room for error (no offense to all the ranged DPS out there - except Damien) and a lot more opportunity to take it easy.

If I'm looking for a challenge, I prefer healing.

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One of the very few things I knew about WoW before starting playing, was that I knew from a friend about LFD que, and that healers were in really high demand (he was playing DPS). When choosing the class, I just thought "Priest sounds like this holy guy that should have the best healing spells available", so I just rolled a priest healer (Holy at first, Disc from 4.1 afterwards) and never looked back.

Lately, since MoP hit, our guild had quite an influx of healers, so I tried actually going DPS for raids. Still working on my shadow gear, but I have to say I like DPSing as well, but still, healing is the best.

Edited by MoacaBogdan
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even though my main is a shadowpriest which i love to death (even though it should still need some love from Blizz) i also have 2 healers a holy priest and a shammy. But i like them all tbh, so it stays with healer and ranged dps, i don't like to play in melee range. (That's why i think my pally healer will never reach 90 as i have no idea how to dps with it

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My Main is a Resto-Shaman. I played this role since Burning Crusade and love being a healer.

At the moment i do not raid and so take the time to twink a lot and habe a look at other classes. I really like my Prot-Pala. He is an undestructibel, beardy little fellow. Also Mage and Fury are fun, but in raids it's healing. If you clicked the wrong button, you can always blame the tank and say "man, what are you doing?" ;-)

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I still prefer DPS right now and love the abilities of my arms warrior. I started a warrior in vanilla and was tanking level 60 vanilla dungeons and then tanked through BC. Progressed through Kara and even started getting in to Zulaman but the guild started to fall apart. I loved doing the dungeons and raids as a tank at that time but doing ANYTHING else was a major pain. I still cringe at the thought of doing the netherwing grind as a prot warrior. Getting one or two of the flayers in the mines and then watching a hunter come through and take out 6 or 7 in the time it took me to take out the one or two I had.

Now I Play a warrior, dk, paladin, mage, and warlock. I still prefer having plate as sometimes I forget to stay out of range on the squishies, lol. They are all fun in their own way but EVERY one of them has a DPS spec, I have had people tell me I should roll my paladin as a tank/healer and I FLAT refuse. I have a pretty good heal set and a ret set, and if I forget to change to ret and take something on I have flashbacks to BC. And even now though I do have a tank set I don't tank very often with my warrior and nearly never with my DK. I just don't have the same grasp for it anymore. I am somewhat of a loner IRL and that transmits to the game as well. I have a level 19 guild and it's basically my wife and I in it. Her daughter and one of her daughters friends have characters in it but they are rarely online. I had a group I was going on DS raids with but since MoP they seem to no longer need me so I end up in LFR a lot or doing random heroics.

I picked melee DPS due to my warrior though, I remember doing DS and topping the DPS meters through the whole fight by fairly large margins. I was so quick on the changes that a time or two I ended up being killed due to the tentacle hammering me into the ground before the tank could even make it there. Heroic leap was and still is bound to a button on my mouse and charge is on a 12 second timer so often times my up time is 99%

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Hi there :)....I start my adventures with my hunter. Is really fun for leveling, but when i made my first tank i was excited :D. Back on Cata i was love to tank with my Druid or my Pala but in MoP i LOVE the way that my DK self-heal..... Recently i lvlup a Prist (Dis) and i can say that is my second favored spec after my DK tank :)

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Best role ever "Tankadin" I remember topping DPS meters as a Tank through Kara... All those Undead becoming dead again. That is what brought me to Tanking and have been so ever since. Even now in 5 man heroics I usually top the DPS meters as tank... and there has been a few times in our guild 10 man MSV runs I've been 3rd or 4th... The bigger the pull the better I am. I still love AOE tanking... I have never tried the DK... I may have to look into that.

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bullet_star_rated.png Healer (13 votes [36.11%])

 

 

Restoration shaman and discipline priest. Been playing them for several years now  swapping back and forth as "mains". :) I'm  a healer/healing  facilitator IRL and it's simply what I enjoy doing and what  I'm good at. Plus I  can lead from the  back so to speak.

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My favorite role by far is tank, I have tanked since I first started playing wow, which was in vanilla. I wasn't forced into the role, but at the time I just leveled both my rogue and warrior to 60. I wasn't getting much love on the rogue considering uh 80% of wow at that time seemed like rogues. So I geared up and went tank mode on my warrior, I have loved it every since then.

Now I have all tanks warrior, monk, death knight, druid, and paladin. even though I have all the tanking classes I will ALWAYS tank on my warrior first before any other class. Maybe because he was my first tank and one of my first max level characters.

Edited by Fox

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I've been a raid healer for a number of years now but my fondest memories of raiding was BC as a Rogue.  Maybe it's just absence thats making me say such nonsense.

Edited by Gwenymph

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      Frost Resistance Totem: Ideal for fights with high doses of frost damage. Fire Nova Totem: Usually for bursting down low HP adds on encounters. Searing Totem: Damage totems are costly since they don't grant threat. Magma Totem: Superb for AoE damage on high HP adds in encounters. Flametongue Totem: A weak enchant incomparable to other enchants. Air
      Grace of Air Totem: Optimally, put by a shaman w/Enhancing Totems. Nature Resistance Totem: To counteract nature damage, mainly ZG/AQ. Tranquil Air Totem: All raid party groups should have this, except yours. Grounding Totem: Sadly, this totem will rarely if ever used when tanking. Windwall Totem: Never used. I don't recommend purchasing this totem. Windfury Totem: Our Rockbiter enchant is better. But it may help others. Water
      Mana Spring Totem: Usually, put by a shaman w/Restorative Totems. Healing Stream Totem: Place if the before totem is put by a 2nd shaman. Poison Cleansing Totem: Good against a high poison output, ex: AQ/ZG. Fire Resistance Totem: Ideal versus high amounts of fire damage, ex MC. Disease Cleansing Totem: Unfortunately, it will rarely see the light of day. ____________________________________________________________________________________________________________________
      Talents
      Naturally, if you're only doing dungeons the road ahead is much easier and there's more freedom to move talent points. However, raid tanking follows strict guidelines to be effective. The last two talent setups assume you're in a serious guild who confidently clear raids.
      "The Basic"- 14/37/0

      The new player starter pack in 5mans. Pick if unsure of an upcoming boss fight or are still learning about dungeon shaman tanking. "The AoE" - 23/28/0

      For tanking many targets at a time in raids. It mainly uses Chain Lightning alongside Eye of the Storm for threat. Against +3 mobs, see: AoE Tanking. "The Advanced"- 21/30/0

      For Raid Tanking. The highest threat setup & for mobs resilient or immune to nature damage. Good gear and a solid knowledge of tanking is needed. ____________________________________________________________________________________________________________________
      Rotation
      First, on the list is a simple dungeon tank rotation and we’ll be presuming the boss fight is simple.
      Pre-pull: Cast Lightning Shield and assure all possible buffs are present and max duration. Next, place the appropriate totems. Lastly, if it hasn't been done get the addon: KTM Threat, it displays the threat of members. A scenario can turn ugly quick, so watch KTM often. At any moment, you need to be sure of the fitting Earth Shock rank to use. Pulling: Cast Lightning Bolt/Chain Lightning and Earth Shock. If all goes smoothly, Earth Shock again and turn the boss away from the group. If the boss suddenly targets someone or drops aggro, use rank7 Earth shock to aggro them. For future threat problems, see: Threat. Second is a complex rotation mainly for raid tanking, it has great results but requires good gear, buff, etc... Naturally, if you aren't able to perform every single action below don't get discouraged, its mostly to showcase the maximum potential possible.
      Pre-pull: Equip a spell damage gear set (ex: Gear Set +  Brilliant Wizard Oil), cast Rank7 Lightning Shield. Equip normal tanking gear, except the weapon & drink mana. Place Stoneclaw Totem & back up 25-30yrds. (It will later halt the boss for 0.5 seconds or the boss attack's it) Equip 3 pieces of Stormcaller's Garb Place Mana Spring Totem. Activate Oil of immolation. Cast Rank1 Lightning Bolt on Unconscious Dig Rat to proc the previous nature effect or try to get Flurry & Elemental Devastation instead, your choice. (a mage can polymorph the rat, until it triggers.) Pulling: Lightning Bolt, while it travels, equip a healing weapon (ex: Jin'do's Hexxer) As the bolt hits, cast R6 Lesser Healing Wave on a warlock who recently Life Tap. Equip a spell damage weapon (preferably staff). Cast R4 Chain Lightning. Equip all normal tanking gear. Immediately after cast R7 Earth Shock Activate Juju Flurry and Juju Escape, if the situation is ideal. Repeat the appropriate rank Earth Shock until boss is dead. Situational: If mana allows it, cast a suitable rank of Lightning Shield. If mana is foreseeably a problem, use Oil of immolation often. If mana is foreseeably an issue but threat isn't also cast R1 Frost Shock. Note: Versus nature immune bosses, to pull: use Magic Candle (equip spell damage weapon). After, follow the healing-threat tactic above & cast Lesser Healing Wave as much as possible until the boss is at melee range than Frost Shock. If more threat is needed: Flame Shock instead. MUST need Flame Buffet (don't bother otherwise) & similar debuffs. ____________________________________________________________________________________________________________________
      Buffs
      Prioritize obtaining Defensive buffs before acquiring Threat related buffs. Agility for example has the added byproduct of helping with defensive and threat measures. Generally, off-tanks or known as "OT", take less damage, therefore, it's not fully needed to aim for Defensive buffs. Also, some buffs are unobtainable due to certain patch restrictions or unable to stack with others. There is a max of 32 buffs: Talents, Set bonuses & Equip effects don't count. But Gear enchants count with exceptions: (Crusader enchant and enchants from the profession enchanting don't count.) Resistance enchants however need to be reconfirmed as they make it seem now like those should count. Let's move on and explore relevant buffs to our tanking duties. The following buffs are classified into sub-groups to better highlight their usefulness and showcase different options.
      Threat Increasing Buffs
      Rallying Cry of the Dragonslayer: Gnomish Shrink Ray: (can backfire increasing group's attack power) Fengus' Ferocity: From Dire Maul. Trueshot Aura: +50 Attack power. Battle Shout: (Improved by Battlegear of Wrath (3/3) tier set bonus) Juju Might: +40 Attack power. (from repeatable Winterspring quest) Sayge's Dark Fortune of Agility: +10% Agility. From Darkmoon Faire. Ground Scorpok Assay: +25 Agility. Elixir of the Mongoose: +25 Agility, +2% Melee Crit. Grace of Air Totem: +77 Agility (effect is increased through a shaman talent) Call of the Raptor: +12 Agility for 30min. (non-repeatable quest reward item) Grilled Squid: +10 Agility for 10min. (does not stack with other food buffs) Strength of Earth Totem: (effect is increased through a shaman talent) Atiesh, Greatstaff of the Guardian: (can't stack w/Moonkin Form) Slip'kik's Savvy: From Dire Maul. Moonkin Form: +3% Spell Crit. Headmaster's Charge: +20 Intellect. Arcane Intellect: +31 Intellect. Gnomish Battle Chicken: Upon attacking it might give party +5% Attack Speed for 4 min. Warchief's Blessing: Fist of Shahram (Blackblade of Shahram😞 +25% haste to party for 8sec. Juju Flurry: +3% Attack Speed for 20 sec. (Others can cast it on you) Swift Wind: (Only receivable upon finishing the Call of Air totem quest) Mana Spring Totem: +10 mana every 2 sec. (Only causes threat if you cast) Mageblood Potion: +12 mana per 5 sec. (regen effect doesn't cause threat) Innervate: Increases Mana regen by 400% for 20 sec. Oil of Immolation: 50 Fire dmg to target within 5yds every 3 sec for 15 sec. Lightning Shield: (Scales with spell damage) Static Barrier: From Electromagnetic Gigaflux Reactivator. Crystal Spire: (From a repeatable quest & anyone can cast it on you) Fire Shield: Deals 13 Fire dmg to melee attackers. Thorns: (Improved by Cenarion Raiment (3/3) tier set bonus ) Brilliant Wizard Oil: On a swappable weapon for the pulling of a mob. Blessed Wizard Oil: Ideal for Scholomance, Stratholme & Naxx. Flask of Supreme Power: (Can't stack w/Titans, so choose wisely.) Greater Arcane Elixir: +20 dmg dealt from spells & abilities. Traces of Silithyst: +5% damage to melee, range and spell damage dealt. Power Infusion: The target receives +20% spell damage & healing for 15 sec. Songflower Serenade: Boost melee, ranged, or spell to crit 5%, +15 all stats. Mark of the Chosen: 2% chance when hit of increasing all stats by 25. Spirit of Zandalar: +10% move speed, +15% all stats. Mark of the Wild: +384 armor, +12 all attributes,+27 all resistance. Elixir of Greater Firepower: Bolster fire damage by up to 40 for 30 min. Blessing of Blackfathom: +5 intellect & spirit. +15 frost damage. Elixir of Frost Power: Increases spell frost damage by up to 15 for 30 min. Dragonbreath Chili: (scales with spell damage and fire increasing buffs) Defensive-Buffs
       Sayge's Dark Fortune of Stamina: +10% Stamina (+10% Armor also exists)  Dirge's Kickin' Chimaerok Chops: (can't stack w/other food buffs)  Rumsey Rum Black Label: From Booty Bay.  Power Word: Fortitude: +54 Stamina.  Mol'dar's Moxie: +15% Stamina overall.  Spirit of Zanza: +50 Stamina, +50 spirit.  Blood Pact: +42 Stamina.  Flask of the Titans: +1200 Hp.  Elixir of Fortitude: +120 Hp.  Regrowth: From the (6/6) Dreamwalker Raiment tier set bonus.  The Lion Horn of Stormwind: (a friendly tank can activate it for you.)  Greater Stoneshield Potion: +2000 Armor for 2min.  Elixir of Superior Defense: +450 Armor.  Polished Armor: (AWAITING CONFIRMATION OF ITS EXISTENCE)  Crystal Ward: From repeatable quest in Un'Goro Crater. (allies can also cast on you)  Inspiration: Increases armor by 25% for 15 sec.  Power Word: Shield: Absorb 1105 dmg for 30 sec. While active...  Scarab Brooch: (Healers can trigger its effect on you before a fight)  Greater Heal Renew: From the (4/4) Vestments of Faith tier set bonus.  Bloodkelp Elixir of Dodging: +3% dodge for 30 min. (one time usable item)  Juju Escape: +5% Dodge for 10 sec.  Healing Stream Totem: Doesn't cause threat for you.  Greater Heal Renew: From (8/8) Vestments of Transcendence tier set.  Rejuvenation: Heal for 888 over 12 sec.  Regrowth: Heal for 1064 over 21 sec.  Renew: Heal for 970 damage over 15 sec.  Stoneskin Totem: Reduce melee damage taken by 30.  Dampen Magic: Useful for magical heavy fights.  Amplify Magic: Useful for physically heavy fights. Resistance Buffs
       Greater Fire Protection Potion: Absorbs fire damage.  Fire Resistance Totem: +60 fire resistance.  Frozen Rune: Absorbs 1500 to 2500 fire damage.  Juju Ember: +15 fire resistance for 10 min.  Greater Frost Protection Potion: Absorbs frost damage.  Frost Resistance Totem: +60 frost resistance.  Juju Chill: +15 frost resistance for 10 min.  Greater Nature Protection Potion: Absorbs nature damage.  Nature Resistance Totem: +60 nature resistance.  Greater Shadow Protection Potion: Absorbs shadow damage.  Crystal Basilisk Spine: +10 Shadow resistance & Frost for 1 min.  Gift of Arthas: +10 Shadow resistance for 30 min. Mind Control Buffs
      It is possible for an Alliance priest to use  Mind Control or someone with engineering to use the head slot item  Gnomish Mind Control Cap versus players on the Horde. For that duration the mind controlled Horde character is now considered an Alliance player. This allows the character to receive buffs from paladins. In the many guild raids I’ve taken part, we'd have 2-3 players on their paladins and priests stationed near the raid entrance for mind control buffing. It's also possible for a priest of any faction to Mind Control certain mobs, which can dish out buffs to all raid members.
      Greater Blessing of Sanctuary: (Will stack w/Stoneskin Totem) Greater Blessing of Wisdom: (Will stack w/Mana Spring Totem). Greater Blessing of Salvation: (can't stack w/Tranquil Air Totem). Greater Blessing of Might: (can't stack w/Strength of Earth Totem) Greater Blessing of Kings: +10% to all stats for 15 min. Improved Lay on Hands: Possible once it expires to go outside to get re-buffed then re-enter the instance & summoned back to allies. BONUS: You can get Fear Ward from dwarf priests and if survivability is secured Curse of Recklessness from horde warlocks. Mind Control Buffs from mobs
       Fury of Ragnaros: From Twilight Emissary in BRD.  Resist Arcane: From Scarlet Medic in Plaguelands.  Resist Fire: From Scarshield Spellbinder in BWL.  Bloodlust: From Gordok Mage-Lord in DM.  Bloodlust: From Hamhock in Stockades. Special Event Buffs:
      On an ending note for buffs, we can also get buffs from special events. An example, is The Midsummer Fire Festival an event celebrating the hottest season of the year. It lasts about two weeks (mid-late June to early July). The next ones are Love is in the Air, Lunar Festival, Wickerman Festival and Scourge Invasion. The following buffs are separated by their event.
      Thunder Bluff Gift Collection: +30 Intellect for 1 hour. Ironforge Gift Collection: +30 Intellect for 1 hour. Stormwind Gift Collection: +30 Intellect for 1 hour. Undercity Gift Collection: +30 Intellect for 1 hour. Orgrimmar Gift Collection: +30 Agility for 1 hour. Darnassus Gift Collection: +30 Agility for 1 hour. Fire Festival Fortitude: (stacks w/stamina buffs above) Midsummer Sausage: Bolsters damage from spells by up to 23. Fire-toasted Bun: +2% hit chance for 1 hr. Fire Festival Fury: +3% spell and melee crit for 1 hr. Elderberry Pie: +13 defense for 1 hr. Buttermilk Delight: +13 defense for 1 hr. Very Berry Cream: Bolsters damage from spells by up to 23. Dark Desire: +2% hit chance for 1 hr. Celebrate Good Times!: +10% to all stats for 30min. Elune's Blessing: All stats increased by 10% for 1hr. Wickerman Festival (October 18th - November 1st) Invocation of the Wickerman: +25% health & mana regen. +25% stamina. Scourge Invasion Soul Revival: +10% to all damage caused for 30 minutes. Debuffs
      There can be a total of 16 debuffs on a boss. Having as many debuffs on a raid boss is crucial. All debuffs on the list below benefit us in either Threat or Defensive aspects and assumed to be at their maximum rank and talent improvement. The following debuffs are placed into sub-groups to better highlight their utility and showcase different options.
      Curse of Recklessness: - 290 armor but bolsters melee attack power by 45. Expose Armor: (can't stack w/Sunder Armor but it reduce more armor). Sunder Armor: Reduces armor by 450. Can be applied up to 5 times. Annihilator: Reduces an enemy's armor by 200. Stacks up to 3 times. Faerie Fire: Reduces armor by 505 for 40 sec. Improved Shadow Bolt: Curse of Shadow: Reduces Shadow & Arcane resistances by 75... Shadow Weaving: Wail of the Banshee: (affected by spell hit, usually casted by healers.) Insect Swarm: Reduces target's chance to hit by 2%... Thunderfury, Blessed Blade: (can't stack w/Thunder Clap) Thunder Clap: (can't stack w/Thunderfury's slow effect) Improved Scorch: To increase Flame Shock's damage (niche scenario). Flame Buffet: To increase Flame Shock's damage (niche scenario). Curse of the Elements: -75 resistance to Fire & Frost and increase Fire... Winter's Chill: To increase Frost Shock's damage (niche scenario). Stormstrike: Next 2 sources of Nature damage dealt are increased by 20%. Gift of Arthas: If a target strikes you, they have a 30% chance... Nightfall: Spell damage taken by target increased by 15% for 5 sec. Demoralizing Shout: Reduce attack power of mobs by 140 for 30 sec. Curse of Weakness: (effect is increased through a warlock talent) Gear
      If unsure of guild or group performance, carry several focused gear sets: Stamina set, Dodge set & Armor set to cater to any possible encounter. Certain pieces of gear from PvP through Honor Ranking remains the best forever but demands a large amount of Honor grinding.
      Below is a Gear Spreadsheet to help with gear progression.
      - Gear Spreadsheet Link Below are BiS sets by Phase for defensive aspects, see above for threat gear.
      - PreRaid          AoE
      - Phase 1          AoE              Fire resist
      - Phase 2       (no PvP)              AoE
      - Phase 3       (no PvP)
      - Phase 4       (no PvP)           Nature Resist
      - Phase 5       (no PvP)           Nature Resist for Huhuran
      - Phase 6       (no PvP)           Nature Resist Enchants
      Similar to gear, enchants must be tailored against the specific boss you will be facing. Allies can also help us, by enchanting their own cloak with Formula: Enchant Cloak - Subtlety.
      Here is the Enchant Spreadsheet Link. Tank Comparison
      To showcase our max potential a full BiS geared and buffed shaman will be the closest in stats to approach a Druid tank. Let's look at the stats to see the differences. As a guideline, the Example Druid Tank below is BiS/buffed and able to clear most bosses with no issue. A shaman like other tanks tailors his gear versus the boss they're facing. Obviously, the Example Druid Tank can reach higher numbers and has a plethora of defensive spells, but the goal is to showcase the class with the closest similarity to a shaman in stats across the board that gets the job done in high-end raids.

      Druids have the luxury of having multiple categories covered and a broader safety net on top of having access to join Alliance for the added advantage of paladins spells, while shaman tanks are required to significantly maximize a specific category for a certain boss.done in high-end raids.
      Now, let's explores the threat generated by other classes to showcase where shaman tanks stand. Remember, threat depends on gear, boss, etc... But in general, the current standing of tanks that can do the most threat are:
      Feral Druid/Warrior. Paladin/Enh Shaman. Dem warlock. Priest tanks AoE Tanking
      Although I slightly talked about it in "Talents". Let me go into more detail here.
      Against 3 targets and/or dungeons, AoE tanking is about Chain Lightning proccing with Eye of the Storm as the main conduit to deal damage and preserve threat on 3 targets. Because it isn't possible to dodge, block, parry while casting, this method is suggested versus mobs dealing little to moderate damage. Against heavy hitting targets it's advisable to grab the weapon Hand of Edward the Odd and wait for its procs to cast. If you don't foresee a random mob being aggroed by someone, cast R1 Frost Shock to save mana and increase the proc chance of Elemental Devastation and Elemental Focus. This is all done while auto attacking a different target after every 4-5 melee hit. Items such as Skull Flame Shield, Force Reactive Disk, Oil of Immolation are beneficial. With a coordinated raid group, it's possible to heal designated players as they "stand in fire" in between boss melee swings. Another way for players to intentionally receive damage is for designated warlocks to use Life Tap alongside items, such as Demonic Rune or Goblin Sapper Charge. Equipping a weapon with bolstering healing attributes such as: Hammer of the Twisting Nether before healing a member wield yield more threat. Raid Composition
      Raid composition differs with each boss but is seen as a skill that evolves over time and reflects the playstyle of a guild or raid. The following composition is an example with minor exceptions differing from the norm. By no means is it perfect since compositions change along side: patches, gear, experience, etc... With the raid leader's permission offer your advice on an ideal comp catering to your needs without overstepping.

      In (Group 1): A fellow tank in your party can equip The Lion Horn of Stormwind, granted the trinket slot isn't needed for anything else. A bear can replace a prot warrior in the tank party, if the raid is comfortable enough with the idea and could probarbly use an emergency Innervate or Rebirth Also, only bring the bare minimum of tanks. This will open a spot for either: a lock with Blood Pact, or a hunter with Trueshot Aura. Rogues are favored over fury warrior, they Feint, Sprint, Evasion and Vanish to manage their threat/aggro. Feral cat druids can offer similar utilities as a bear and can Cower and Dash to manage their threat/aggro. Discipline priest with experience and ease of mind may occasionally throw a Power Infusion on a shaman tank during the pull phase. In (Group 6): The shaman is elemental since healing is not an issue and we are relying mostly on Tranquil Air Totem. In the situation, you are taking too much damage this spot can be replaced by a restoration shaman. In (Group 7): A mage could be replaced by a shadow weaving healing priest. In (Group 8): Mages gravitate to Fire Specialization after AQ but keeping a single mage as Frost with the talent Winter's Chill is advisable. A rogue can be replaced by a melee hunter on Nightfall duty. ____________________________________________________________________________________________________________________ Thanks for Reading! If you have any questions regarding shaman tanking, feel free to drop by the Twitch stream to chat.
    • By Valhalen
      In the Deckard Cain Meta Tier List made by @Oxygen, @MagikMurlok asked if someone could compile a list of Heroes that have strong self-sustain that can be viable in matches that features no Supports. I decided to help.
      I ended making a list of all non-Healer Heroes that have any form of self-healing. Took me around 6 hours to compile every single nook and cranny (with all the revisions and edits), so here it is! I hope this help. Any feedback is welcome.
      I've also included a suggested build for each character to use in the event that there is no Healer in the team, aimed at maximizing survivability.
      Special thanks to @ExorionAether for the help with talents and Heroes I missed, forgot or did not include originally for other reasons.
      Heroes are organized in alphabetical order. Press the "reveal hidden content" button to reveal the lists.
       
      MELEE ASSASSINS
      RANGED ASSASSINS
      BRUISERS
      TANKS
      SUPPORTS
      TOP 10 BEST PUBSTOMPERS WITHOUT HEALER
      Deathwing: since he cannot be targeted by buffs and heals from his allies, Deathwing dominates whatever match he is in. All his level 1 talents are aimed at self sustain, and he also has some few other defensive talents; while you'll be sacrificing damage for survivability, Deathwing will still pack a punch. Fenix: as long his Shield doesn't drop completely, he has one of the most powerful lane presences in the game, essentially having two healthbars. And if losing his Shields he can simply retreat and let them replenish again. Just be careful with hard engages, stuns and damage-over-time (as each tick will put Shield Capacitor on cooldown). Malthael: ridiculous sustain that allows him to 1v2 or even 1v3 under the right circumstances. Make sure to hit as many opponents as possible with Basic Attacks to maximize his sustain. Dehaka: incredibly sticky and slippery, with a global presence that allows him to engage and disengage at ease. His trait combined with Adaptation makes him really hard to kill. Blaze: powerful lane presence and one of the best self-sustains in the entire game. Diablo: his recent rework made him absurdly resilient, with a self-sustain that can surpass Blaze's under the right circumstances. Sonya: still one of the strongest solo laners in the game, with reliable self-sustain, great damage overall, and strong engage potential. The Butcher: with a high risk, high reward gameplay style, he can become unkillable, but requires a really strong frontline to keep him well protected, as well at least one backline Hero that can harass enemies at long range. Medivh: with a very versatile kit, he can provide damage, mobility, vision, crowd-control and most importantly, damage immunity and healing. ANY team without a Healer greatly benefits from Medivh. Thrall: very strong on really long matches, as his most powerful quest talents require a lot of farming. At the endgame he deal eye-watering damage while healing for huge chunks of health. Illidan: with his passive healing, he is a no-brainer. He can easily harass the backline and disengage, forcing the enemy team to waste cooldowns and allow the allied team to retaliate. THE TOP 5 BEST SELF-SUSTAIN TEAM COMBINATIONS
      Deathwing, Medivh, Stitches, Kel'Thuzad, Kael'thas. Deathwing, Medivh, Garrosh, The Butcher, Kel'Thuzad. Deathwing, Medivh, ETC, Fenix, Kel'Thuzad. Deathwing, Medivh, Johanna, Cassia, Fenix. Deathwing, Medivh, Johanna, Tassadar, Raynor.
    • By Chumani
      Inevitable Destiny   (H)Corrupted Destiny guild Skywall/Drak'thul US realm😎   Corrupted Destiny IS one of Skywall's oldest and largest standing guilds - very active with a large player base! We’ve always got something going on: mythic dungeons, normal runs for alts, Island Expeditions, Warfronts, Incursions, Transmog runs (aka 'Chu's Shopping Trips), Raiding, Brawler’s guild activities...  Even random activities like fishing at Darkmoon Faire while standing on water and wearing a fish head side by side!! All adult guild 18+ years old. 
       
      Raid-wise we are 9/9 N Dazar'alor and have members with 9/9 H experience. Our raid schedule currently is 5:30pm PST (8:30pm EST) to 9pm PST (11pm EST) Thursday and Monday. (Subject to change as we try to accommodate more members).
      We have an active FB page and Discord server that is up to date on ALL game info as it happens, and of course fun stuff... as it happens as well!
      As always, we are recruiting. Looking for raiders (healers preferred but all are welcome), casuals, in betweens, anyone who is looking for a guild! Do NOT be intimidated to ask to join us even though you are not level 120! Come and join us! We maintain a ZERO drama policy!!
      Come experience the reason a guild as old as CD continues to stand and stand strong year after year after year! Come...... and get.... CORRUPTED!!!
      Chu#12466 - Wanheda#11925
       
       

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