[6.0.3] Quick Gladiator Guide - I can still Heroic Strike!

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NOTE: Numbers and sims in this post were calculated using SimulationCraft 6.0.3 Release 16 (up to date as of December 9th, 2014)


Hello, and welcome to my short Gladiator guide. It is currently up to date for 6.0.3 to the best of my knowledge. If you notice anything that seems wrong or amiss, do not hesitate to let me know. I want to apologize to the people who I told my guide would be coming out quickly after the WoD release. I had way less time than anticipated due to personal reasons, but I'm glad I finally made this.


Table of contents:


0. Introduction

1. Talents and Glyphs

2. Rotation

3. Stats

4. Consumables

5. Closing notes



0. Introduction


Gladiator is a new way for warriors to DPS that has been introduced with Warlords of Draenor. It is a sub-part of the Protection spec, and as such, you will share many aspects, including parts or the rotation and gearing setup with Protection Warriors. Even though it shares a lot with Protection, Gladiator Warriors are also very reminiscent of the MIst of Pandaria's iteration of Fury Warriors, as the general idea behind the playstyle is the same: Save rage, spend it all during a short period of time.


Following down here will be a quick(-ish) guide for Gladiators, covering its strengths and weaknesses compared to the other Warrior specs and giving a bit of insight concerning the talent choices, rotation, stats and consumables. Keep in mind that this guide is written with Raiding in mind. Most of its content should still apply for all of PvE, but some things might not be 100% optimal for Dungeons, Challenge Modes, questing, or others.


0.1 Is Gladiator actually good?


Gladiator Warriors are currently decently competitive on both single target DPS and cleave fights. Sadly, as more and more targets are added, Gladiator starts to fall down. To better show the previous points, here are a couple simulations, comparing all 4 warrior DPS specs at T17 Heroic level.


Details of the sims for those who care about it:

1000 iterations

450s fight length, +/- 20%

All buffs

All debuffs

Low latency

Elite player skill


Now to the good part:


1 target:



2 targets cleave:




3 targets:



5 targets AoE:




As you can see, in single target, Gladiator does decent damage, but not enough to catch up to Fury. It's stronger on cleave, but not quite as good as Arms, and starts to fall down on pure AoE.


Remember that these simulations are modeling constant AoE. On burst AoE, Fury will surpass Arms, whereas constant AoE will slightly favor Arms and Gladiator, due to the fact that most of Glad's AoE comes from Deep Wounds, which takes time to get going.


0.2 Why should I not go Gladiator?


Despite Gladiator doing ok damage wise, there are a couple reasons why you might want to not go Glad. The first and foremost one, in my opinion, is the loss of Rallying Cry and Defensive Stance. Not having access to these abilities while raiding reduce by a ton your utility, and your survivability. You are getting Mocking Banner, of course, which you can turn into decent raid utility through Glyph of Mocking Banner, but it doesn't compare to the raidwide survivability gain of Rallying Cry. If this cooldown is needed for progression, or if you need more personal mitigation through Defensive Stance, you should consider not going Gladiator, if only for 1 fight.


Then, there is also the gear issue. While this is mostly irrelevant in Heroic Dungeons and LFR, you will run into the issue when running with groups not on personal loot that Gladiators share gear with tanks, as Bonus Armor is our best secondary stat. You can still do decent DPS without bonus armor on your gear, but the difference will be noticeable, as BA is worth about 30-40% more damage per point than your other secondary stats.


0.3 The verdict


Gladiator isn't currently the top damage spec for Warriors, but it offers a very enjoyable playstyle. If you don't enjoy Arms' and Fury's "rotation", if the loot sharing with tanks isn't an issue and if you don't mind the lack of raid utility, then Glad is the way to go. It is worth rementioning that Gladiator is a very solid and competitive choice on cleave fights like Brackenspore and Twin Ogrons, and the gap between Fury and the other specs is smaller at lower item levels.


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1. Talents and Glyphs


1.1 Tier 1


ability_warrior_bullrush.jpgJuggernautinv_misc_horn_04.jpgDouble Timeability_warrior_warbringer.jpgWarbringer


Your choice is hasn't changed from MoP or any of the other specs. It is completely up to you and what you currently need. Juggernaut offers lots of constant mobility, Double Time gives you a lot of burst, and Warbringer adds a bit of utility, though its usefulness in raids is probably inferior to the other 2 choices.


A thing to note here is that Charge doesn't give rage if used twice in a row on the same target, therefore on most raid fights, your choice should be made with mobility in mind over rage generation.


1.2 Tier 2


ability_warrior_focusedrage.jpgEnraged Regenerationability_hunter_harass.jpgSecond Windspell_impending_victory.jpgImpending Victory


The healing tier of our talents also hasn't changed much since 5.4. Second Wind now gives Leech, which means you need to keep attacking your target in order to receive the healing from it, and is therefore quite weak. Enraged Regeneration is a decent emergency cooldown, especially since it does not require you to be enraged anymore. Finally, Impending Victory provides a nice heal on a quick cooldown, however, considering you are already GCD locked as Gladiator, using it might prove to be tricky.


Overall, all 3 talents have their own nice, but for raiding I would recommend Enraged Regeneration.


1.3 Tier 3


inv_shield_32.jpgHeavy Repercussionsability_warrior_improveddisciplines.jpgSudden Deathability_warrior_bloodbath.jpgUnyielding Strikes


All of the tier 3 talents are viable, to an extend, for Gladiators. However, there are some things to take in consideration:


First of all, Execute does not interact with Shield Charge, and therefore, Sudden Death isn't as attractive when it pops during Shield Charge's window. On top of it, you rarely want to use Execute over any of your other spells since Shield Slam hits just as hard and gives rage, and Devastate can reset Shield Slam's cooldown.


Unyielding Strikes can be really awkward to get used to, especially since there's no visual cue on your interface to let you know when it reaches max stacks. It gets increased value over the other two on multiple target fights because of Glyph of Cleave.


Finally, Heavy Repercussions is the "set and forget" choice. Very simple to use, and gives OK results. Enough with the rambling however, and on with the numbers: I did 2 sims, one at pre-raid gear level and one at heroic gear level, to see how the T17 4pc (Increases Heroic Srike's damage by 20% while Shield Charge is active) would tip the balance between Unyielding Strikes and Heavy Repercussions. Both sims were only done on single target, for reasons explained below the results.


Pre-raid gear:



Heroic gear (T17 4pc):



As you can see, one talent really takes the lead. Sudden Death is always lagging behind for reasons stated above, and Heavy Repercussions is around its level. Unyielding Strikes seems to be the clear winner for single target encounters, no matter the gear level.


Heavy Repercussions and Sudden Death are still decent choices, however, if you are unable to manage Unyielding Strikes stacks and the slightly more awkward rotation they create. I would however strongly recommend you get used to Unyielding Strikes, since it is even more ahead of the other two on Cleave and AoE fights.


It is worth noting that the more movement there is to the fight, the better Heavy Repercussions gets, since the short duration of the Unyielding Strikes buff will often drop during movement. However, it will rarely, if ever, catch up to Unyielding Strikes.


However, because Glyph of Cleave is mandatory on multiple targets and Unyielding Strikes is the only talent affecting Heroic Strike, and because US is already the top talent for single target, it goes without saying that on cleave and AoE fights, US is the only viable choice.


TL;DR: Unyielding Strikes is best, in almost every situation.


1.4 Tier 4


warrior_talent_icon_stormbolt.jpgStorm Boltability_warrior_shockwave.jpgShockwaveability_warrior_dragonroar.jpgDragon Roar


Storm Bolt is the only sub-par choice in this tier, because its damage scales of your weapon damage, and Gladiators are using a 1 hander. In a vacuum, Dragon Roar is a better choice than Shockwave, but their damage is pretty close, so you shouldn't feel bad for taking Shockwave if you need the stun utility.


1.5 Tier 5


ability_warrior_shieldbreak.jpgMass Spell Reflectionability_warrior_safeguard.jpgSafeguardability_warrior_vigilance.jpgVigilance


The choices in this tier are the same as they were through MoP. Mass Spell Reflection is weaker than it used to since it now replaces your personal spell reflect. As in MoP, it is only ever going to be used in select and rare situations (à la Heroic Lei Shen). Safegard is a decent choice, but one I personally don't recomment. A 20% damage reduction on a 30 seconds CD is big, but you can rarely, if ever, use it on your tanks without getting yourself in danger, and it uses one of your mobility tools. Vigilance is as good as it ever was. The removed cooldown on taunt is probably never going to be used as a DPS, but having a mimic-Hand of Sacrifice as a Warrior is never a bad thing.


1.6 Tier 6




As it has been since the current talent system was introduced, Avatar is lackluster in most PvE situation. Gladiators don't have any native cooldowns to stack Avatar with, and therefore its value diminishes even more than it does for Arms or Fury. It can still be decent when you need burst exactly every 3 minutes.


Bloodbath is, as usual, a solid single target choice, and also a very good choice for cleave and AoE.


Bladestorm is slightly less good for Gladiators than it is for Arms or Fury Warrior for the same reason Storm Bolt is: it scales off weapon damage. It is still the best choice for AoE burst, and becomes better than Bloodbath on constant AoE at 5 targets.


1.7 Tier 7


warrior_talent_icon_angermanagement.jpgAnger Managementwarrior_talent_icon_ravager.jpgRavagerspell_warrior_gladiatorstance.jpgGladiator's Resolve


I hope you chose Gladiator's Resolve, otherwise all you've been reading so far has been for nothing.


1.8 Major Glyphs


Down here will follow a short description of what glyph are currently the most useful. Most of them are totally up to you, except Glyph of Cleave, which is 100% required.


Best glyph choices:

ability_warrior_cleave.jpgGlyph of Cleave: Mandatory if at any point in the encounter, 2 targets will be cleaveable.

ability_warrior_intensifyrage.jpgGlyph of Unending Rage: Allows for more room for breathing in your rage management.



Situational glyph choices:

inv_shield_05.jpgGlyph of Shield Slam: Having an offensive dispell in your rotation can be useful on some select encounters. It is a very solid glyph choice if nothing better is needed.

ability_warrior_commandingshout.jpgGlyph of Rude Interruption: Solid choice if you need to interrupt anything during a fight.

spell_nature_thunderclap.jpgGlyph of Resonating Power: Since Thunder Clap is usually only used to apply Deep Wounds, this glyph equates to a ~2% DPS increase on AoE fights.

warrior_talent_icon_thunderstruck.jpgGlyph of Wind and Thunder: Useful if the AoE targets are not stacking.



Because I haven't covered a glyph here doesn't mean it is not useful. Most glyphs have their utlity, and to keep this to a somewhat reasonable length I preferred to only cover the glyph I personally use the most.


1.9 Minor Glyphs


Minor glyphs are completely up to you. There is simple a point I wanted to bring up with Glyph of the Blazing Trail however: It currently interacts in a weird way with Shield Charge, and may sometime lock your game up for a second or two, especially if you use it after a flight path, since Shield Charge will draw the trail from the last position where you used it to your current position. For instance, the first Shield Charge I cast while doing my dailies in Nagrand usually locks my game for ~1 second before drawing a Blazing Trail going all the way back to my Garrison. 


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2. Rotation


The Gladiator rotation will remind some, in a way, of how Fury used to play during MoP. The general intend of the rotation is the following: Generate rage through Shield Slam and Revenge, and spend it all during Shield Charge for massive damage. Gladiator has the advantage over the old Fury that rage income is extremely predictable, and therefore rage capping is rarely, if ever, and issue.


2.1 Single Target


Your single target priority is as follows:


1. Shield Charge (if at 2 charges OR if Shield Slam is about to come off cooldown)

2. Shield Slam

3. Heroic Strike (if Shield Charge is active) [HS is not on the GCD and therefore can be used at the same time as your other abilities]

4. Revenge

5. Devastate

6. Execute (See below for details)

7. Heroic Strike (if above 100 rage)


Cooldowns and other notes:


You should never delay Shield Slam for any reason. However, you can, and should, delay Shield Charge to use it right before Shield Slam (as you as doing so won't cap charges).


You can delay Shield Charge for a couple seconds in order to stack it with Bloodbath as long as you won't cap charges.


Bloobath should be used on cooldown. Make sure you have at least 70 rage before using it.


Berserker Rage should be used whenever Shield Slam doesn't crit to increase your enrage uptime. Save it if Bloodbath is going to be available in less than 30 seconds however, since it is going to be best used there.


Heroic Strike rage threshold to use outside of Shield Charge can be lowered if you find yourself capping rage too often or if you are not using Glyph of Unending Rage (obviously).


Ultimatum (Free Heroic Strike procs given by Shield Slam crits) should be used as fast as possible. 




Using Execute as Gladiator can be tricky but is worth it under certain circumstances. It should be noted that the DPS difference between executing or not is only around a couple hundred DPS.


Most of the time, Devastate is a better choice because it doesn't cost rage (which can then be spent on more Heroic Strikes during Shield Charge) and it has a chance to reset Shield Slam's cooldown (for even more rage and damage).


Despite all that, it is still a DPS increase to use Execute over Devastate when you have above 60 rage. However, there is a way to do even better:


If you add as a condition to only use Execute when Shield Slam as less than ~2 seconds remaining on its cooldown, you are only going to cast Execute when Devastate wouldn't have reset Shield Slam's CD anyway. By doing that, you are getting the best of both world.


TL;DR: Using Execute over Devastate if you have 60+ rage is a VERY SMALL DPS gain. If you're feeling fancy, only use execute if at 60+ rage and Shield Slam's CD is less than 2 seconds for a slightly bigger DPS gain.


Unyielding Strikes:


Using this talent changes slightly the way you use Heroic Strike. First of all, your rage threshold to use HS outside of Shield Charge needs to be much lower, as it is much easier to cap rage using this talent. I personally use 50 as mine. Also, you need to track the duration and stacks of the buff, since you can (and should) spam Heroic Strike when the buff has 5 or 6 stacks.


2.2 AoE


The AoE rotation from Gladiator doesn't change much, since their only AoE attack outside of talents is Thunder Clap. Revenge Goes up in priority because of its cleave, but the rest stays more or less the same.


Here is what Gladiator's AoE rotation looks like:


1. Shield Charge (if at 2 charges OR if Shield Slam is about to come off cooldown)

2. Heroic Strike (Same conditions as single target)

3. Revenge

4. Shield Slam

5. Dragon Roar (if Bloobath is up)

6. Thunder Clap (if Deep Wounds isn't applied or about to fall AND there are 4 or more enemies)

7. Devastate




Thunder Clap is worth using on cooldown if there are 6 or more enemies up.

Cycling through targets with Devastate to apply Deep Wounds is better than Thunder Clap is there is less than 4 targets.


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3. Stats


Stats for Gladiators are pretty straightforward. As usual, if you're in doubt concerning stat weights, you should import your character in SimulationCraft and test for yourself, as the exact value of each stat is related to your current gear.


In general, your stat priority will be as follows:


Strength > Bonus Armor > Haste (to 330 rating) > Crit > Haste >= Multistrike > Versatility >= Mastery


Strength, giving 1 Attack Power per point, is by far your best stat.


Bonus Armor very closely follows Strength, since it also gives 1 AP per point. It is only available on Necks, Cloaks, Rings and Trinkets and will be very coveted by tanks.


Crit increases all your damage through its usual effect, but also synergizes with your rotation because of Enrage.


Haste increases your damage by reducing the GCD and the cooldown of Shield Slam, allowing you to in turn generate more rage. There are Haste breakpoints existing for Gladiator warriors, when the GCD is reduced enough to allow 1 more ability to be used inside of Shield Charge. Most of these expcept the first one (at 330 haste rating) are not worth gearing for.


Multistrike increases your damage only through its normal effect. It also offers (negligible, but still worth mentioning) utility through Blood Craze.


Versatility increases all your damage by a flat percentage. It also offers half of that as damage reduction. It is a decent stat, but not as good as the previous ones.


Mastery, our attuned stat, is limping behind as Gladiator's worst stat. It offers a percent based increase of you attack power, and will therefore become more valuable as you get more AP, but in the first raiding tier of WoD, you'll want to avoid it as much as possible.


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4. Consumables


Only enchants, gems, flasks and potions are worth talking about, since Feasts will always give you your highest stat, no matter what.


Enchants and gems:


There is little hesitation to be had: Go for crit, unless you aren't at the 330 Haste breakpoint yet (in which case go for Haste until you reach it).


The best weapon enchant for Gladiators is Mark of the Thunderlord. (HOWEVER, Mark of the Shattered Hand is as good, or even better, at lower gear levels. I would suggest simming yourself to see when Thunderlord catches up. Current estimates show that it will be at around Mythic gear level).




Draenic Strength Flask or Greater Draenic Strength Flask




Draenic Armor Potion (Remember that Armor gives 1 Attack Power per point, and that the Strength potions only give 1000 points. Therefore, this potion is 50% better than a Strength one for Gladiators)


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5. Closing notes


First of all, I would like to remind you all that this guide is correct only to the best of my knowledge. If you see something you think is wrong, unclear or out of date, let me know and I will update it.


If there is anything you would like me to add to the guide, once again let me know and I will do my best to add it.


Finally, I would like to thank @CollisionTD for his ever awesome work on keeping the Warrior module on SimCraft updated, and @Cyclonus_WOW for his Gladiator blog, and both of them (and a couple others) for doing some of the math I never have the time to do.


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Thank you for this guide, especially the part about US/HR, cuz it was very unclear on some other guides which is the better choice.

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The only thing I take issue with is not explicitly stating that you can pair Heroic Strike with Shield Slam, Revenge, and Devastate, even though most Warriors probably already know that from experience. Also Unrelenting Strikes is sorta meh in my opinion for high movement fights, regardless of having the best mobility in the game. 5 seconds feels a lot shorter than it is. Sure you still see benefit from it but I've found that with Heavy Repercussions, if you make smart use of shield charging and rage pooling/management, you can get far more benefit on high movement encounters. That's what I've noticed, at least.


Other than that it's down to typos and what have you.


Also jeez Cyclonus posted a blog about execute like 12 hours after mine with the same name. And here I was thinking I was clever...

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Thank you for this guide, especially the part about US/HR, cuz it was very unclear on some other guides which is the better choice.


They're really close to each other, and as Somn said just below you, there are situations where HR becomes slightly better. In essence, they are close enough that you shouldn't feel bad by taking the one you feel the most comfortable playing with, with the caveat that US gains *a lot* of value on cleave and AoE fights.


The only thing I take issue with is not explicitly stating that you can pair Heroic Strike with Shield Slam, Revenge, and Devastate, even though most Warriors probably already know that from experience. Also Unrelenting Strikes is sorta meh in my opinion for high movement fights, regardless of having the best mobility in the game. 5 seconds feels a lot shorter than it is. Sure you still see benefit from it but I've found that with Heavy Repercussions, if you make smart use of shield charging and rage pooling/management, you can get far more benefit on high movement encounters. That's what I've noticed, at least.


Other than that it's down to typos and what have you.


I added a mention of HS being off the GCD. Didn't come to my mind since I've been playing with it as Fury all of MoP.


You are right about US being meh on movement fights, however, from the testing and sims I have done, HR only takes the lead on pure single target fights with movement. As I said to Skyren though, as soon as you get into cleave situations US becomes much better, and HR and US are close enough on single target that, either choice is valid, depending on which one you prefer. I added a comment about it in the talent section, however.


Concerning the typos, I'll try to correct them as I see them, but English being my 2nd language and all, I make no promises I can get them all.

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The 20% nerf to Shield Slam and Revenge will probably push US slightly more ahead. I'll have to wait until the hotfixes are coded in SimCraft to check for sure since I'm not good enough with it yet to override spell data.


It's also going to bring Glad more in line with Arms & Fury.

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The nerf isn't a huge deal. It's only made it a little more interesting in your execute phase as it makes using execute more attractive. Overall Gladiators are still more than viable. It's a matter of the player. Did we get a nerf? Sure. Will that stop you from topping the meters? Nope.

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I'm not saying here whether the nerf was right or wrong. Yes, Gladiators were really high, but then again so are Feral Druids, WW Monks and MM Hunters, and non of these classes got hit as hard as us. On top of that, I feel merging the Glad and Prot nerf is unwarranted. Nerfing Gladiator Stance or Shield Charge would have been a better idea, in my opinion.


(Going slightly off topic here, I really liked how Blizzard said the hotfixes were "Likely to be after Normal raids open. Need that raid data." only to make them happen right the following day)

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I feel merging the Glad and Prot nerf is unwarranted.


Exactly my point. True Prot probably needed a nerf, but a heavy-handed 20% to both of our heaviest-hitting abilities? It's excessive, over-the-top, and totally a reaction to Gladiator.

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UPDATED WITH 11/25 NERF (-20% Damage to Shield Slam and Revenge)


Not much as changed. Glad is still top on single target, though by a slightly smaller margin. Arms now beats Glad on 2 & 3 target cleave. Unyielding Strikes is now pretty much the only viable talent for T3.


I also added a small paragraph about Shield Slam and Shield Charge interaction.


Let me know if I've left any mistakes or inconsistencies in the guide.

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I guess they nerfed because we were too imba. This nerf is probably going to be just a test, as the initial Gladiator Stance was up until now. If they notice after this that Gladiator falls too much behind then they will probably buff us slightly. It will probably be a couple of weeks until we'll earliest see some change depending on how we fare generally after this nerf.

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Glad is fine. Look at the numbers in the post if you don't believe me. Everyone (myself included) was overreacting when they saw the numbers on the hotfix.

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330 haste is the rationg (whatever number shows when you mouse over the %). At 890 you're more than fine :)


I updated the guide to remove the ambiguity

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It's hard to say for sure, since bonus Armor is *really* good for Gladiator. Whenever you see "1 bonus armor" you could just read it as "1 Strength", and even though Versatility isn't our best stat, something with bonus armor on top of it could still be better.


I'll try to make a trinket ranking with at least all the raid ones this weekend (no promises though), but as you noted in your edit, in your case my guess would be that the bonds of fury are best.


As usual, still: When in doubt, Sim yourself with both setups and see what comes out ahead.

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I noticed (after the 20% nerf to slam and revenge) that Gladiator stance does not, at least with the numbers shown on the UI, increase the damage of Shield slam at all. Was it always that way? Is this intended? Slamming something with a shield seems like a physical ability to me. 

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Great guide it was really useful to me

One thing that You can add is a note for people who can't handle unyelding strikes(like myself) is to macro it with shield slam and devastate, you can't control your rage this way but I noticed that it worked pretty well for me and increased my dps significantly.

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I would argue against doing that, as learning proper rage management is crucial for understanding the spec. If you can't handle US, I'd rather suggest you take Heavy Repercussions, even though it's slightly sub-optimal.

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From what I remember Mantid Elixir gives actual Armor, and not the Bonus Armor stat. If I'm right, they wouldn't be worth much, but if I'm wrong they could be very good. I can't check right now because I'm in class, but the easiest way for you to see is to pop one and see if it increases your Attack Power by 256.


I'll try to test if I have time before raid when I get home later.

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      Special thanks to @ExorionAether for the help with talents and Heroes I missed, forgot or did not include originally for other reasons.
      Alarak (suggested build) Lightning Surge provides a powerful sustain, which becomes even stronger with the talent Sustaining Power (1) and Lightning Barrage (16), with the latter allowing Alarak to cast two Lightning Surges in succession, thus doubling its effects.  Cassia (suggested build) Ring of the Leech (4) provides passive self-healing to Cassia when dealing damage to any opponents inflicted with Blind. Any talent that increases Cassia's damage in general will increase the healing gained from this talent. Plate of the Whale (4) provides extra passive life regeneration, as well increasing her maximum health once completed. Falstad (suggested build) Has access to the Hammer Gains (4) talent, meaning that any additional talents or buffs that increase his Attack Speed and Basic Attack Damage will increase this talent's performance. Fenix (suggested build) Fenix is an exception to this list, because while he doesn't feature any talents that replenish his life, his passive Shields from Shield Capacitor pretty much adds an extra layer of sustain. To avoid confusion, I will not be listing similar talents for non-Support Heroes that have access to shielding (Johanna, Zarya, etc.) Rapid Recharge (13) and Auxiliary Shields (13) can both be counted as a form of improved sustain, as they aid in replenishing his Shields Unconquered Spirit grants him a massive boost of shields. Gul'dan (suggested build) Has excellent self-sustain with Drain Life, which is part of his core gameplay interacting with his ability to sap his life to restore mana through Life Tap. Has access to talents such as Consume Soul (4) Healthstone (16) which provides extra self-sustain aside from Drain Life. The Drain Life can be picked to increase its performance, but they often have compete with better talents, so I wouldn't recommend them. However they can work really well in a non-Support composition that features a solid frontline. Illidan (suggested physical build; suggested ability build) Betrayer's Thirst provides mindless sustain, as you just have hit stuff to get heals. Has access to talents like Thirsting Blade (7) and Hunter's Onslaught (7) which further improves his self-healing. Talents that increase the damage of Illidan's Ability Damage will increase the healing from Hunter's Onslaught, such as Marked for Death (16) Any talents or buffs that increase his Attack Speed and/or his Basic Attack Damage will improve the performance of Betrayer's Thirst, such as Unending Hatred (1). Kael'thas (suggested build) Fel Infusion (1) heals Kael'thas when activating Verdant Spheres. Not much healing, but hey, it's something! Kel'Thuzad (suggested build) Phylactery of Kel'Thuzad (4) provides passive heal to all his Ability Damage once it's completed. Not much, but it helps. Kerrigan (suggested build) Siphoning Impact (1) rewards precise Ravage kills with heals. Assimilation Mastery (7) provides extra passive health regeneration. Li-Ming (suggested build) Dominance (4) heals Li-Ming whenever a nearby enemy Hero is killed, meaning Li-Ming doesn't have to necessarily land the killing blow to enjoy the self-healing. Lunara (suggested build) Siphoning Toxin (4) provides healing as long the enemy has a stack of Nature's Toxin. Malthael (suggested build) Fantastic self-sustain through Soul Rip as long enemies are affected by Reaper's Mark (which is not hard to do since his Basic Attacks cleave to inflict opponents with this debuff) Soul Collector (13) further improve its healing. Angel of Death (20) provides a powerful healing effect to Last Rites. Mephisto (suggested build) Hateful Mending (4) causes a percentage of Skull Missile's damage to heal Mephisto. This synergizes with Unyielding Power (1), Malicious Intent (1), Abhorred Skull (13) and Lightning Reaction (16). Spite (4) increases the effects of Regeneration Globes. Orphea (suggested build) Overflowing Chaos, her trait, heals Orphea through Basic Attacks based on the stacks of Chaos she acquires whenever damaging enemy Heroes with Basic Attacks. Ancestral Strength (1) increases Chaos generation against opponents under crowd control effects. Invasive Miasma (13) deals area damage and grants Chaos per enemy Hero hit. Dead Magic (16) causes Chaos-infused Basic Attacks to ignore armor, therefore increasing its healing potential. Ravenous Hunger (7) is a repeatable quest (no cap) that increases Chomp's damage in addition to healing Orphea. This synergizes with Lurking Terror (16), which grants Dread a free cast of Chomp. Determination (13) causes Shadow Waltz's dash to grant Orphea Spell Armor, which while active increases her physical damage, therefore also increasing her healing from Overflowing Chaos. Abyssal Symbiosis (13) causes Chomp to grant maximum stacks of Overflowing Chaos whenever it hits enemy heroes. Bond of Anguish (16) causes half of the damage from Shadow Waltz to heal Orphea. Eldritch Conduit (20) increases Orphea's Spell Power per Chaos consumed, which in turn increases the healing from both Ravenous Hunger and Bond of Anguish Ragnaros (suggested build) Empower Sulfuras is a powerful area heal as long you hit as many enemies as possible. This becomes even stronger by taking related talents, such as Sulfuras Hungers (1) and Cauterize Wounds (13). Catching Fire (4) provides extra passive life regeneration. Submerge (20) puts Ragnaros in stasis and heals him. Raynor (suggested build) Adrenaline Rush provides Raynor with a reliable self-sustain, specially since its cooldown is lowered when Raynor hits anything with basic attacks. This effect can be further improved by Give Me More! (16).  Fight or Flight (4) and Fuel The Rush (7) both decrease the cooldown of Adrenaline Rush, therefore allowing Raynor to use it more often. Behemoth Armor increases Raynor's maximum health by a flat amount, and is further increased each time he hits enemies with his trait, Give 'Em Some Pepper, therefore further improving his sustain. Paint Them Red (16) causes Penetrating Round to heal for the same damage dealt when it hits Heroes. Has access to the Sustaining Rounds (4) talent, meaning that any additional talents or buffs that increase his Attack Speed will increase this talent's performance when hitting with his trait, Give 'Em Some Pepper. The Butcher (suggested build) Butcher's Brand provides a fantastic self-sustain, as long you can hit the Basic Attacks, and its healing becomes stronger the more meat he has. In addition, talents that further increase his Basic Attack and Attack Speed, such as Brutal Strike (13), Blood Frenzy (16), Enraged (16) and Nexus Blades (20), will result in a stronger / faster health-per-hit to branded enemies. Victuals (7) provides a passive heal which is great in maps focused on waveclear, such as Tomb of the Spider Queen. It should be noted that it doesn't work with summoned minions or special minions such as the Zerg Wave from Braxis Holdout. Thrall (suggested build) Frostwolf Resilience provides a strong self-sustain as long Thrall hits opponents with abilities. Just don't spam because Thrall is one of those Heroes that goes mana hungry very very fast. Talents that improve his generation of Frostwolf Resilience stacks include Feral Resilience (4), Grace Of Air (13), Tempest Fury (16) and Wind Rush (20). Frostwolf's Grace (13) provides an extra healing cooldown. Rolling Thunder (1) provides additional sustain by allowing Thrall to heal through Basic Attacks after using Chain Lightning. Ancestral Wrath (7) is a bit of a complex talent as you have to keep track of your Frostwolf Resilience stacks, but provide an instant targeted damage which heals, which is great. Tracer (suggested build) Is That a Health Pack?! (4) increases the healing from Regeneration Globes and Healing Fountains. Has access to the Leeching Rounds (13) talent, meaning that any additional talents or buffs that increase her Attack Speed and Basic Attack Damage will increase this talent's performance. Total Recall (20) essentially heals Tracer as it "undoes" the damage she took when using Recall. This effect can be further improved by Slipstream (20). Tychus (suggested build) Has access to the That's the Stuff! (13) talent, meaning that any additional talents or buffs that increase his Attack Speed will increase this talent's performance, such as In the Rhythm (4). Valla (suggested physical build; suggested ability build) Has access to the Tempered by Discipline (13) talent, meaning that any additional talents or buffs that increase her Attack Speed and Basic Attack Damage will increase this talent's performance. The downside is that she needs to be at maximum stacks of Hatred to gain this effect. Siphoning Arrow (13) provides a life-leech effect to Hungering Arrow. Zeratul (suggested physical build; suggested ability build) Has access to the Mending Strikes (13) talent, meaning that any additional talents or buffs that increase his Attack Speed and Basic Attack Damage will increase this talent's performance. Shadow Mending (20) heals Zeratul when he deals ability damage. Any additional talents or buffs that increase his Ability Damage will improve this talent's performance. Zul'jin (suggested physical build; suggested ability build) Regeneration restore health, but any damage will interrupt it, unless you pick Forest Medicine (20). Troll's Blood (4) further improve its healing. Amani Resilience and Buzzsaw, both level 20 talents, provides healing effects to Taz'dingo! and Guillotine, respectively.  
      Anub'arak (suggested build; suggested scarab build) Regeneration Master (1) provides extra passive life regeneration, as well increased health once completed. Decent life-leech with Locust Swarm, with Hive Master (20) providing a passive life-leech effect. Leeching Scarabs (7) provides self-healing as long his Scarabs deal damage. There is an entire build dedicated to that talent, but it's pretty shitty now (used to be very OP before his rework). Arthas (suggested physical build; suggested ability build) Death Coil can be used on Arthas to heal himself. Immortal Coil (7) and Embrace Death further increase its self-healing performance. Army of the Dead provides a reliable self-heal by sacrificing Ghouls, which becomes further stronger with Legion of Northrend (20). Rune Tap provides a passive life-leech, which can become quite strong when combined with Icy Talons (4). Anti-Magic Shell (20) heals Arthas for a small ammount of the damage absorbed. Blaze (suggested build) Oil Spill + Flame Stream provides with one of the strongest self-sustains in the game. Grill and Kill (7) further increase its effects by extending the duration once completed. Heat Treatment (16) is surprisingly strong, specially since it Pyromania provides armor, and the heals are gained when hitting any type of enemy (including minions). Chen (suggested build) Freshest Ingredients (1) provides passive extra life regeneration. Brewmaster's Balance (7) provides passive extra life regeneration as long Chen has 50 Brew or more. Stormstout Secret Recipe provides passive life-leech whenever Chen deals damage with his Basic Abilities. Cho (suggested build; suggested Gall build) Consuming Blaze provides a fantastic self-sustain, with two related talents at level 1 that provide strong effects, being Consuming Fire and Fuel for the Flame. Surging Dash (16) heals Cho'gall as long Surging Fist is being channelled. Dehaka (suggested build) Absurdly strong self-sustain through Essence Collection and Adaptation. Tissue Regeneration (1) provides more essence, which translates in more healing. It also adds passive extra life regeneration. One-Who-Collects (4) and Hero Stalker (4) both provide additional means of getting essence, therefore allowing Dehaka to self-sustain himself faster. Essence Claws (20) provides additional essence as long Dehaka Basic Attacks Heroes. Buffs that increases his Attack Speed further improve his essence gathering. Change Is Survival (20) further boosts the healing from Adaptation. Diablo (suggested physical build; suggested ability build) Diablo by default has a powerful self-sustain as his health progressively increases as he gathers souls for Black Soulstone. After his rework, Diablo has gained a very strong self-sustain, with Fire Stomp now being a skillshot and healing per enemy hit, with more healing when the flames come back at Diablo. Souls to the Flame (4) increases the healing effect, while Hellfire (13) increases spellpower per enemy hit (which translates in more healing). Eternal Flames (7) reset the cooldown of Fire Stomp whenever Diablo stuns a Hero with Shadow Charge (meaning hitting the enemy against a wall) or Overpower. Life Leech (4) provides passive healing as long Diablo Basic Attacks an enemy Hero. This can be further improved through Cruelty (13), which increases his attack speed, translating in more heal-per-hit. Feast on Fear (1) heals Diablo whenever he stuns opponents with Shadow Charge or Overpower. This effect stacks. Domination (16) resets the cooldown of Shadow Charge whenever Diablo uses Overpower, thus triggering Feast on Fear an additional time if Diablo hits the opponent against a wall. Overpowering Nightmare grants 2 additional charges of Overpower, meaning more triggers of Feast on Fear. Devil's Due (1) provides Diablo with one of the strongest self-healings in the game. Since Regeneration Globes become neutral after 3 seconds and can be claimed by either team, this essentially doubles his self-sustain (including mana regeneration). Lord of Terror siphons the life of nearby Heroes, which can heal Diablo for a lot if he is surrounded by enemies. ETC (suggested physical build; suggested ability build) Guitar Solo is a reliable self-sustain ability on low cooldown. Can be further improved by Guitar Hero (1) and Prog Rock (1). Hammer-on (7) has good synergy with Guitar Hero. Garrosh (suggested build) Bloodthirst provides Garrosh with a very strong self-sustain, specially when combined with his natural resilience from Armor Up. In For the Kill (4) provides Garrosh with lots of sustain in the laning phase and while killing minions because of the resets and mana refund. This can be further improved by Bloodcraze (13).  Johanna (suggested build) Laws of Hope provides an Active Ability that can save Johanna from some nasty situations. Holy Renewal can heal for quite a lot if Johanna manages to hit 3 Heroes or more. Leoric (suggested physical build; suggested ability build) Very strong self-healing through Drain Hope, specially against opponents with low movement options. This healing can be further improved through Willing Vessel (7). March of the Black King heals Leoric per Hero hit. Ossein Renewal (1) provides an Active Ability similarly to Johanna Laws of Hope, but on a higher cooldown (however this can recharge faster by picking Regeneration Globes). Consume Vitality (1) heals Leoric whenever he hits Heroes with Skeletal Swing. Fealty Unto Death (1) passively heals Leoric whenever minions die nearby him (either friendly or enemy). Spectral Leech (20) provides passive healing as long Leoric Basic Attacks an enemy Hero. This can be further improved by Mithril Mace (16), specially once completed. Mal'ganis (suggested build) Passive healing from Vampiric Touch, his trait, which grants Mal'ganis one of the best self-sustains in the entire game. Vampiric Aura (1) provides further bonus healing, as well granting nearby allies with life-leech as well. Time to Feed (1) provides an extra layer of bonus healing whenever Mal'ganis deals damage to enemy Heroes. Fueled by Torment (4) causes Mal'ganis to be healed after taking damage while Necrotic Embrace is active, and also increases the effects of Vampiric Touch. Black Claws (7) causes Mal'ganis to get extra healing from his next Basic Attack after hitting an enemy Hero with Fel Claws. Will of Tichondrius (7) causes Fel Claws (Third Strike) to heal percentage damage based on the enemy's maximum health. Carrion Swarm (10) renders Mal'ganis invulnerable, while damaging opponents and healing him. Dark Conversion (10) swaps Mal'ganis and the enemy target health percentage. Frenzied Assault (16) increases Mal'ganis attack speed whenever he Basic Attack an enemy with higher health percentage, which increases the effectiveness of Vampiric Touch. Blind as a Bat (16) temporarily removes the cooldown from Fel Claws, which increases the effectiveness of Vampiric Touch. Vanquish the Weak (20) causes Fel Claws and Basic Attacks to slow enemy Heroes, while increasing the effects of Vampiric Touch against slowed Heroes. Muradin (suggested build) Very powerful out of combat healing thanks to Second Wind. This can be further improved through Third Wind (1) and Stoneform (16), with the later allowing Muradin to activate his trait to gain healing effects in-battle. Avatar, in a sense, can be considered a healing ability as it increases Muradin maximum health for a limited time. Healing Static (13) provides a healing effect to Thunder Clap as long it hits Heroes. Rexxar (suggested build) Hungry Bear (4) provides life-leech to Misha. Hunter-Gatherer (4) provides extra passive life regeneration to Rexxar. Animal Husbandry (4) essentially allows Rexxar and Misha to reach infinite health points as long Rexxar remains alive. Spirit Bond (20) provides Bestial Wrath with a life-leeching effect where Misha's Basic Attacks heals Rexxar. Sonya (suggested physical build; suggested ability build)  Very strong self-sustain through Whirlwind. This can be further improved by Life Funnel (7) and Wrath of the Berserker (as more damage equals to more healing). Has access to the War Paint (1) talent, meaning that any additional talents or buffs that increase her Attack Speed and Basic Attack Damage will increase this talent's performance. Battle Rage (7) provides an Active Ability that heals Sonya. Stitches (suggested build) Devour is a very powerful self-sustain ability. Can be improved by Chew Your Food (1). Hungry for More increases Stitches' maximum health, therefore increasing the healing from Devour. Amplified Healing (4) increases all healing Stitches recieves, with includes Devour. Savor the Flavor (4) permanently increases Stitches health regeneration when he uses Devour on enemy Heroes. Restorative Fumes (4) causes Vile Gas to heal Stitches. Cannibalize (20) provides passive healing as long Stitches Basic Attacks an enemy Hero. This effect becomes even stronger with Hungry for More, as more health equals to more healing. Tyrael (suggested build) Ardent Restoration (1) provides Tyrael with passive healing as long he deals any form of damage to enemy Heroes. Divine Vigor (4) allows Tyrael's Basic Attacks to heal him after he hits enemies with Smite. It synergises well with Purge Evil (7), Smite the Wicked (16) and Seal of El'Druin (20), as they all improve Tyrael's Basic Attacks, therefore increasing the healing gained. Varian (suggested Protection build; suggested Arms build; suggested Fury build) Lion's Fang naturally heals Varian whenever he hits any opponent (including minions). Can be further improved by Lionheart (7). Second Wind (7) and Victory Rush (7) both provide passive healing as long Varian Basic Attacks anything, with the latter healing for a huge amount, but having a cooldown. Second Wind is improved by High King's Quest (1) and all of Varian's passive effects of his Heroic Abilities. Glory to the Alliance (20) causes banners to increase all healing effects, which includes all the aforementioned talents and abilities above that provide Varian with self-healing. Yrel Vindication deals damage and heals Yrel in return. Light of Karabor (1) increases Vindication radius, as well bonus healing per enemy Hero hit. Ardent Defender heals Yrel for half of the damage absorbed. Word of Glory (20) causes Ardent Defender to heal all nearby allies for the damage Yrel absorbed. Maraad's Insight (1) causes Yrel's next Basic Attack to heal whenever she uses a Basic Ability. Gift of the Naaru (4) causes Divine Purpose to heal an ally nearby Yrel.  
      Abathur (suggested build) Abathur is an exception to this list as he cannot self heal with his related talents below, since he cannot use Symbiote on himself. Regenerative Microbes (1) causes the Symbiote's Carapace to heal the host. Soma Transference (13) causes the Symbiote's Spike Burst to heal the host when hitting enemy Heroes. Azmodan (suggested build) Cydaea's Kiss (13) causes All Shall Burn to heal if it channels completely. Can be further improved by Sin's Grasp (16), as it increases its range and reduces the cooldown if fully channeled.. Gazlowe (suggested build) Goblin Repairs (1) provides extra passive life regeneration. Medivh (suggested build) Force of Will heals damage absorbed. This can be further improved by Circle of Protection (13) or Reabsorption (13). Raven's Intellect (1) provides extra passive life regeneration. Murky (suggested build) Rejuvenating Bubble (13) heals Murky whenever he uses Safety Bubble. This can be further improved by Big Tuna Kahuna as more health equals to more healing. Fish Tank (13) heals Murky whenever he deals damage with Basic Attacks and Basic Abilities. Nazeebo (suggested build) Hexed Crawlers (4) causes Corpse Spiders to heal Nazeebo. Blood Ritual (4) heal Nazeebo whenever he gains stacks of Voodoo Ritual. Both talents above scale progressively as Nazeebo gains more stacks of Voodoo Ritual. Sgt. Hammer (suggested build) Has access to the Regenerative Bio-Steel (4) talent, meaning that any additional talents or buffs that increase her Attack Speed and Basic Attack Damage will increase this talent's performance while in Siege Mode. Sylvanas (suggested build) Life Drain (13) causes Shadow Dagger to heal Sylvanas each time it spreads to an enemy. The Lost Vikings (suggested build) Has access to the Pain Don't Hurt (4) talent, meaning that any additional talents or buffs that increase Baleog Attack Speed and Basic Attack Damage will increase this talent's performance. Erik the Swift heals Erik as long he is moving. Play Again! fully heals the Vikings. Xul (suggested physical build; suggested Skeleton build) Harvest Vitality (7) causes Cursed Strikes to heal Xul whener it hits enemy Heroes. This can be further improved through Grim Scythe (4) and Rapid Harvest (13) or Executioner (13). Trag'Oul's Essence (7) causes Skeleton Warriors to heal Xul whenever they deal damage. Andariel's Visage (20) causes Poison Nova to heal Xul for half the damage dealt. Zagara (suggested build) Nydus Network heals Zagara as long she is inside it. Hydralisk Transfusion (13) heals Zagara as long Hunter Killer deals damage to enemy Heroes. This talent does NOT benefit from Corrosive Saliva (16) bonus damage or the bouncing attacks from Mutalisk (16).  
      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: a Support labelled as a Specialist. With a very versatile kit, he can provide damage, mobility, vision, crowd-control and most importantly, damage immunity and healing. ANY team without a Support 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.  
      Disclaimer: every team here will feature Medivh, as he is essentially a Support. Adding him almost feels like cheating, but everyone knows that Medivh Cheats!!!
      Stitches, Sonya, Kel'Thuzad, Kael'thas, Medivh. Garrosh, Stitches, The Butcher, Kel'Thuzad, Medivh. ETC, Blaze, Fenix, Kel'Thuzad, Medivh. Johanna, Cassia, Raynor, Fenix, Medivh. Johanna, Blaze, Sgt. Hammer, Li-Ming, Medivh.
    • By Chumani
      Inevitable Destiny   (H)Corrupted Destiny guild Skywall/Drak'thul US realm😎 Hi Raiders! Chu here from CD... We are recruiting raiders currently and max level members for mythic + key runs. We are running TWO raid teams currently... 
      1st team is 8/8H, 1/8M Uldir
      Raid times - 545-8 pst (845-11 est) Sun/Mon/Thurs 
      2nd team is 8/8N, 5/8H
      Raid times - 530-8 pst (830-11est) Friday/Monday
      IMMEDIATE opening for geared resto Sham on 1st team.
      We are one of Skywall's oldest standing guilds and one of Skywalls most active guilds currently. Adult 18+ only. We have a well maintained FB page and Discord server. Mythic keys run constantly. Super fun and friendly guild! Some of us have been here since Vanilla... come and find out what it feels like to join not just a guild but a family!! Come...... Get..... CORRUPTED!!!