Alex

Struggling as dps on single target pve (fury or arms)?

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Hello guys
I am new here and I wanted to ask what is the best spec for pve dps for warrior. I am strugling to do dmg on sigle target in heroics and cm dungeons as fury warr with 636 ilvl, when multiple mobs like 3+ Im doing great, I go with ravager and bladestorm and within seconds I go to the top on the dmg metter, but after that while these 2 are on cd I feel so useless, I am trying to do some aoe with whritwind, raging blow and dragon roar but its not going well, but that is not the real problem at all, it gets even worse when boss fight is coming, when I need to attack a signle target for a longer time, then Im not even in the top 3 dpsers on the current dmg metter. Once in cm, my dmg sucked so bad because mobs are killed 1 by 1, you know cc and stuff. I even think that I will do more dmg on sigle target as tank (most of the time as tank I am first at dps) isnt that weird to be first at dps as tank but not in the top 3 as dps in the same instance multiple times? same ilvl btw. I have read all the talents, rotations, glyphs and addons here on icy veins and Ive managed to improve my tanking skills but still nothing with the dps smile.png I am considering changing to arms spec, but I am afraid I will have the same problem. Am I doing something wrong or should try change to arms? Sorry for my bad english, its like my third language smile.png

 

Mortall - lvl 100 Warrior on Kazzak

Edited by Alex

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Right now Fury is at the bottom of all warrior DPS specs. It's unfortunate but true. Gladiator stance is at the top followed by Arms, SMF, and then TG bottoming out the list.

 

I didn't delve too deep into your rotation practices from what you've posted but I figured, in the least, I'd inform you of where you stand among the other specs.

 

I would definitely consider Gladiator Stance considering you're already used to the spec as a whole. While I prefer my Arms Spec, if the numbers stay as they are I will end up going Glad Stance in Mythic progression for single target fights. It's just the nature of the beast right now.

 

Best of luck.

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First of all you should play SMF. At actual encounters i do between 13k to 20k dps its depends on enemy mobility. Fury is not bad but as Sajakain said Glad is a liitle better, but i can't see that much improvement becouse in fury gear im doing like 21k - 22k on single target witch is 10% better than fury but i guess with tank gear(bonus armory) it will be much more improvement. And btw if you have low dps on single target its becouse you chose wrong talents. For single target you shall change:

Dragon Roar -> Storm Bold

Bladestorm -> Bloodbath

 

GL in testing.

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The difference between Storm Bolt and Dragon Roar is laughable. It's not what's going to make or break your damage. Want it or not, Warriors are not in a good spot right now. In the current tier, Fury (both SMF and TG) is at the very bottom of ALL DPS specs on single target.

 

It's sad to say, but you're probably better off with Gladiator and/or Arms (If you can stand the joke Blizzard calls a "rotation" for it) depending on the situation, though either way, none of the warrior specs are doing great on single target right now.

 

I don't want to sound too pessimistic, even though I know I do, since (hopefully) balance changes will come out soon with raids starting tonight, and either way great players will always do good no matter what spec they play.

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Had my first raid yesterday and my single target DPS is just very very very very bad. I have no idea what I'm doing wrong either (arms). I use Colossus Smash whenever I can, spam Mortal strike and Execute when it procs and just use all my cooldowns all the time. One thing I wasn't doing was pre-potting, does this really make such a big difference? To give you an example, on Kargath or Butcher I was doing 12k-14k DPS which was way below par.

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Hi guys,

what do you think about the DPS of the Prot warriors, during single target events, such as The Butcher?

 

We killed him yesterday and my DPS was very low, around 9k. The other tank, a Death Knight with roughly the same level of gear (around 635), was much higher, something like 12 or 13k.

Here is the log of the kill (my toon is Grakzul and the other tank is Slogor) http://www.worldoflogs.com/reports/nwv7knceu6ja2kez/analyze/dd/source/?s=2224&e=2469

 

I know I could do slightly better :

- I used the wrong talents (kept Bladestorm instead of Bloodbath), 

- I was playing safely, not throwing too much Heroic Strikes so that I could spare my Rage and cast SB on cooldown.

 

So maybe it can explain this lack of DPS, but I don't think that throwing more HS and using Storm Bolt or BloodBath would have brought me beyond 10K!

 

I definitely feel that something is wrong because I had to struggle to keep the agro during the tanking phase.

 

Any ideas?

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Hey, I'll take a look through your logs when I get back from class. I'm heading out soon.

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I haven't used World of Logs in probably close to a year, so this will be a bit rough. I would actualy highly recommend switching to warcraft logs for your combat logging needs. It provides quite a bit more information.

 

I don't have much of a baseline idea of typical play as of yet, so I'm going to use my own logs from the other night as a comparison. Here's the link to mine: https://www.warcraftlogs.com/reports/NkV4mZ8BqM3HvtKF#fight=5&type=damage-done&source=7

 

Looking at DPS, you did 8k to the 15k I did on the same fight. Your fight lasted 4:05 and mine lasted 3:16.

 

Looking at the "Buffs Cast" tab, I'm not seeing Unyielding Strikes or Sudden Death, were you using Heavy Repercussions? If so, I recommend switching that out for one of the other two talents. I see you have a 29.3% uptime on Shield Block, which isn't helping. I'd recommend pulling that up. You can get around a 50% uptime on Shield Block and you'll definitely want it on a fight like Butcher since you're always taking blockable damage - even when you're not actively tanking. For comparison, my uptime is listed as 48.81%. Due to the weakness of Shield Barrier, you'll always want to prioritize your block over your barrier as long as you are taking blockable damage. Looking at the "Healing By Spell" tab, I'm seeing only 1 Shield Barrier. You could stand to have a few more of those.

 

Going to your "Damage by Spell" tab, I see that you have 40 Shield Slams compared to my 33 Shield Slams. This difference can be accounted for by the time difference between our fights. You had enough time for 8 more Shield Slams (roughly) than I had, so we're right in line with our Shield Slam uses.

 

Looking at the next line, I'm seeing you had 51 Devastates where I had 57 in significantly less time. You had 24 Revenge uses to my 23. I may have had better procs, but I suspect you missed out on some opportunities to use Revenge. With you fight length, you had about 33 more GCDs than I did, but it seems like you let a significant number of them go. In total, I had 33 Shield Slams, 57 Devastates, 12 Executes, 4 Dragon Roars, 23 Revenges, and 6 Heroic Throws (one to pull and the rest during the knockback), which total up to 123 GCDs used out of a possible 130. You had 40 Shield Slams, 51 Devastates, 24 Revenges, 1 Impending Victory, 1 Execute, and 1 Bladestorm (4 GCDs), for a total of 121 GCDs out of a possible 163.

 

Looking at your Heroic Strikes, you had 13 uses with 3 Ultimatum procs. I had 12 uses, with 5 Ultimatum procs. The proc difference is partially luck, so it's really only for calculating rage waste.

 

Speaking of rage waste, it's time to calculate that. Warcraftlogs does that automatically, so you can see in the "Resources" tab that I had no rage wasted on this fight. To get yours, I will have to calculate it by looking at how much rage you spent on Execute, Heroic Strike, Impending Victory, Shield Block, and Shield Barrier. In order, you used 30+300+10+600+60=1000 rage total used. From world of logs, I can see that you generated 840 rage from Shield Slam, 420 from Revenge, 280 from Enrage procs, and 35 from Charge, for a total of 1575. Thus, you wasted 575 points of rage over the course of the fight. In other words, 36.5% of your total rage was not used for either defense or damage.

 

Conclusions:

 

Your poor damage output stems from three places: talent choices, rage waste, and lack of use of GCDs.

 

Thankfully, these are all pretty easy to fix. You know that you forgot to switch out Bladestorm, so that's no big deal. Make sure you're using Dragon Roar for single target and switch out Heavy Repercussions for Unyielding Strikes or Sudden Death. (However, if you get to the point where you're getting hit too hard to spend a small amount of rage on US or spare the GCD for SD, Heavy Repercussions would be a good choice. It's just less damage than your other options.)

 

For your GCDs, make sure you Charge back in after he knocks you back and make sure that if you can't use Revenge, Shield Slam, a procced Execute from Sudden Death, or Dragon Roar, that you're using Devastate on every GCD.

 

For your rage use, make sure you never cap your rage. Making sure you use every point of rage you have is the cornerstone of warrior tanking. Keep your Shield Block up as much as possible, but try to time it so that you have it up for Tenderizer. Don't hold onto the charge for more than a couple of GCDs, though. If you are about to cap your rage, use Heroic Strike! It's perfectly legitimate to use Heroic Strike to prevent yourself from capping your rage as long as you have Shield Block on CD and you either have a Shield Barrier up or the damage you are taking is manageable without it.

 

All in all, a few changes to the way you're doing things will give you a huge boost. Let me know if you'd like any further help, I'm always happy to.

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Estarriol,

thank you so much for your help.

 

To begin with, I'll definitely give a try to Warcraft logs. I've been using WoL for, what, 7 years (since TBC actually) and I never tried other tools, mostly because of my lazyness and because I feel comfortable with WoL, too. By the way, the Resources tab is awesome for the rage management. Is there a way to quickly have a look at the overall rage spent, too? Did not find.

 

I was indeed using Heavy Repercussion. I've started to play with Unyielding Strikes in Gladiator Stance, and I have to admit that this talent is extremely enjoyable. At first I did not want to use it because damage output was close to HR, but I feel it more fun to play. So I'll definitely switch to it in Defensive Stance.

 

My SB uptime is low, yes, I already noticed that yesterday. I know why: I did not set up my Power Auras addon correctly and played without it during the raid. It helps me a lot to track SB uptime. The same goes for Rage management. I think I can improve that very efficiently and quickly, just by setting up Power Auras again, so that's not a big deal.

 

Now about the GCD management. Thanks for pointing that out, because I had no idea of that when examining my logs. To be honest I am not surprised at the results, because during the offtank phase I felt that I did not get healed enough and I was asking for more heals on Mumble, which is certainly why I was distracted and let some GCD pass. The same goes for the knockbacks, I didn't use any Throws. For sure I can improve my damage output this way.

 

I see that you used more Devastate. I think I'm doing wrong with them, so I will try to use this ability more regularly. there is an issue in my rotation, because Devastate is to be used when SS / rev are off cooldown, and you pointed out that my revenge was not cast enough.Seems not logical, I have to think again about my rotation and read again the Icy veins guides!

 

I am a bit surprised seeing I wasted so much Rage. Again, I think it will be easier with a proper Power Aura showing me my Rage points. A better management of SB/SBar and more Heroic Strikes/Devastates should help me. As for SBar, I should have used it more frequently, considering the Butcher is dealing bleed damage.

 

Well, I think I need some more practice then. Thank you again for your analysis!

Edited by Grakzul
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Is there a way to quickly have a look at the overall rage spent, too? Did not find.

 

Yes, if you look at the Resources tab, you'll see three columns: Raw Gain, Wasted, and Gain. Raw Gain is what you actually generated, Wasted is how much of your Raw Gain you didn't use, and Gain is what you actually spent.

 

The damage output of US, HR, and SD are all pretty close, but US and SD tend to pull ahead a bit. US is especially nice in fights where you will be not actively taking damage, so you can use extra rage and dump it into US-buffed HS.

 

The case may be that I procced more Revenges than you did in that fight, leading to me having more (compared to the length of the fight). However, make sure you're using every Revenge that you can. Shield Slam is your highest priority, but Revenge is only slightly behind. Other than that, you should be using Devastate in every GCD that isn't used on something higher priority. Devastate is a filler, but that doesn't make it unimportant. It still can Enrage you and give you 10 rage.

 

Rage waste is definitely something that can creep up on you. I use protwarbar to track my current rage and I have the bar change colors at certain thresholds. Specifically, 30 rage (enough to Heroic Strike/Execute), 60 (enough for SBar/SBlk), 80 (risk of capping rage), and 90 (any rage gain will cause waste).

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Again, a big thank you for those tips. I've tried to improve my rotation and I managed to improve my DPS as well as my protection in regards to SB uptime. Well, that's what I guess because we had no logs for this raid. But according to Skada I was beyond 10-11k when fighting against Ko'ragh, a boss with many movements. So this must be an improvement.

 

I'll check for ProtRageBar asap, I've tried to make a Power Aura aura for my Rage but couldn't find a way to.

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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.  
      SPECIALISTS
      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).  
      TOP 10 BEST PUBSTOMPERS WITHOUT SUPPORT AID
      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.  
      THE TOP 5 BEST SELF-SUSTAIN TEAM COMBINATIONS
      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!!! 
      Chu#12466