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Gladiator Warrior 6.2

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Guest David

Really great compilationexcept that you listed 2h weapons insted of 1h and shields.

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Really great compilationexcept that you listed 2h weapons insted of 1h and shields.

Thank you. The gearing page can do with some fixes and improvements indeed, we're going to work on that right now.

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Guest mashi69

several times throughout the guild, it mentions rage through autoattacks, but glad stance does not give rage via auto attacks. 

 

also, why is 10% haste listed as a priority? that would make shield slam have a 5.4 sec cast time, which doesnt line up with either a 1.5 sec GCD or a 1 sec GCD (not sure which glad has).

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Don't know whether this is too detailed or not, but with regard to ability_warrior_shieldguard.jpgShield Charge:, I think that this is the optimal rotation, assuming enough haste for 5 GCDs within ability_warrior_shieldguard.jpgShield Charge:

1: ability_warrior_shieldguard.jpgShield Charge + inv_shield_05.jpgShield Slam

2: inv_sword_11.jpgDevastate

3: If ability_warrior_stalwartprotector.jpgUltimatum, inv_shield_05.jpgShield Slam, Else ability_warrior_revenge.jpgRevenge

4: inv_sword_11.jpgDevastate

5: If ability_warrior_stalwartprotector.jpgUltimatum, inv_shield_05.jpgShield Slam, Else ability_warrior_revenge.jpgRevenge/inv_sword_11.jpgDevastate depending on 3

*: Spam ability_rogue_ambush.jpgHeroic Strike throughout.

This way, there is a possibility of fitting 3x inv_shield_05.jpgShield Slam within ability_warrior_shieldguard.jpgShield Charge, assuming ability_warrior_stalwartprotector.jpgUltimatum procs twice. If it procs once, you still have room for ability_warrior_revenge.jpgRevenge. If it doesn't proc at all, you would result with the usual 2xinv_shield_05.jpgShield Slam + ability_warrior_revenge.jpgRevenge+ 2xinv_sword_11.jpgDevastate

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Guest Viala

You didnt add Glyph of Heroic Strike to the Glyph Section which I think is an excellent Glyph for Gladiator Warriors and should be mentioned as mandatory when fighting against two or more targets!

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I personally think the Glyph section is lacking "Glyph of Cleave which in my opinion is mandatory when fighting two or more targets, correct me if I'm wrong.

 

/Edit: Maybe doublepost since I first wrote this as a guest

/edit2: It already got added but I changed the name of the glyph to the right one since its glyph of cleave not glyph of heroic strike..

Edited by emala

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Guest Kido

I made a macro linking shield slam, revenge and dragon roar to heroic strike, seeing as that can be used off gcd, i alternate those and Sheild slam with devastate, and if enough rage do HS at Same time as each devaste as well. Seen to be getting higher dps than my fury spec on TG as wel as SMF, while smf is supposed to be better than gladiator at this point.

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Guest Sunhooves

Why don't you list Knight's Badge for a trinket for Gladiator? Doesn't the bonus armor work well with glad stance and it still has the same crit proc that the skull of war has. Am I mistaken here?

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for trinkets Knight's badge vs Skull of War ... Whats your opinion?

Evergaze arcane trinket is also good for glad

Edited by Darksteel

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Guest Kharengar

Hey, nice guide overall but there's a few things that need to be changed... 

Here's a list off the top of my head:

 

Talents are on point, you need to mention Glyph of Cleave though, it's a major dps increase on a lot of fights in highmaul and pretty much mandatory when you consider the alternatives. 

 

On the rotation part, maybe mention that you want to save dragon roar for when you have 4-5 stacks of US and only devastate available (makes it so you spend more time at high stacks.) 

 

Haste doesn't increase your rage regen based on attack speed, it increases it because if lowers the CD of your rage regenerating abilities. 

 

Savage Feast will increase your mastery, it's not a very good choice when it comes to food buffs.

 

You probably want to mention that macroing Heroic Strike into abilities is a convenient way to reduce the required APM of US. I use two sets of Devastate/Revenge/Shield Slam, one with HS macroed and one without. Other useful/almost required macros would be mouseover Intervene and Vigilance.

 

The gearing is pretty much all wrong, there's no mention of Bonus Armor gear and the stat priority is not accurate. Very misleading ATM.

 

 

 

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Guest Clive

Why bother with unending rage? You should never be at 100 rage. Constantly spam Heroic strike during your rotation and pray to the RNG gods for Sword and Board procs for more rage for more HS for more DPS.

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several times throughout the guild, it mentions rage through autoattacks, but glad stance does not give rage via auto attacks. 

 

also, why is 10% haste listed as a priority? that would make shield slam have a 5.4 sec cast time, which doesnt line up with either a 1.5 sec GCD or a 1 sec GCD (not sure which glad has).

Thank you for pointing out the issue with Rage generation. It's been fixed now. Regarding the Haste breakpoint, it turns out that it's actually so much lower than 10% that you will always have it with raid buffs, so it's not worth mentioning. The stat priority has also been updated.

 

Don't know whether this is too detailed or not, but with regard to ability_warrior_shieldguard.jpgShield Charge:, I think that this is the optimal rotation, assuming enough haste for 5 GCDs within ability_warrior_shieldguard.jpgShield Charge:

1: ability_warrior_shieldguard.jpgShield Charge + inv_shield_05.jpgShield Slam

2: inv_sword_11.jpgDevastate

3: If ability_warrior_stalwartprotector.jpgUltimatum, inv_shield_05.jpgShield Slam, Else ability_warrior_revenge.jpgRevenge

4: inv_sword_11.jpgDevastate

5: If ability_warrior_stalwartprotector.jpgUltimatum, inv_shield_05.jpgShield Slam, Else ability_warrior_revenge.jpgRevenge/inv_sword_11.jpgDevastate depending on 3

*: Spam ability_rogue_ambush.jpgHeroic Strike throughout.

This way, there is a possibility of fitting 3x inv_shield_05.jpgShield Slam within ability_warrior_shieldguard.jpgShield Charge, assuming ability_warrior_stalwartprotector.jpgUltimatum procs twice. If it procs once, you still have room for ability_warrior_revenge.jpgRevenge. If it doesn't proc at all, you would result with the usual 2xinv_shield_05.jpgShield Slam + ability_warrior_revenge.jpgRevenge+ 2xinv_sword_11.jpgDevastate

That's not bad, but after discussing the issue with Jalopy we agreed that the way the rotation is listed in the guide is essentially the same as you're putting forth, so we're going to leave it as it is. Although, I'm sure your post might help people looking for a different perspective.

 

You didnt add Glyph of Heroic Strike to the Glyph Section which I think is an excellent Glyph for Gladiator Warriors and should be mentioned as mandatory when fighting against two or more targets!

I personally think the Glyph section is lacking "Glyph of Heroic Strike" which in my opinion is mandatory when fighting two or more targets, correct me if I'm wrong.

 

/Edit: Maybe doublepost since I first wrote this as a guest

Thank you, Glyph of Cleave has been added.

 

I made a macro linking shield slam, revenge and dragon roar to heroic strike, seeing as that can be used off gcd, i alternate those and Sheild slam with devastate, and if enough rage do HS at Same time as each devaste as well. Seen to be getting higher dps than my fury spec on TG as wel as SMF, while smf is supposed to be better than gladiator at this point.

Having a macro for Heroic Strike will lead to sub-par play, so while it can certainly make things more comfortable to play with, it won't lead to DPS that is as high as it could be if you managed your abilities optimally yourself.

 

Why don't you list Knight's Badge for a trinket for Gladiator? Doesn't the bonus armor work well with glad stance and it still has the same crit proc that the skull of war has. Am I mistaken here?

for trinkets Knight's badge vs Skull of War ... Whats your opinion?

Evergaze arcane trinket is also good for glad

Evergaze arcane also good for glad

The trinket list can do with some improvements, that's next on the list for us.

 

 

 

Hey, nice guide overall but there's a few things that need to be changed... 

Here's a list off the top of my head:

 

Talents are on point, you need to mention Glyph of Cleave though, it's a major dps increase on a lot of fights in highmaul and pretty much mandatory when you consider the alternatives. 

 

On the rotation part, maybe mention that you want to save dragon roar for when you have 4-5 stacks of US and only devastate available (makes it so you spend more time at high stacks.) 

 

Haste doesn't increase your rage regen based on attack speed, it increases it because if lowers the CD of your rage regenerating abilities. 

 

Savage Feast will increase your mastery, it's not a very good choice when it comes to food buffs.

 

You probably want to mention that macroing Heroic Strike into abilities is a convenient way to reduce the required APM of US. I use two sets of Devastate/Revenge/Shield Slam, one with HS macroed and one without. Other useful/almost required macros would be mouseover Intervene and Vigilance.

 

The gearing is pretty much all wrong, there's no mention of Bonus Armor gear and the stat priority is not accurate. Very misleading ATM.

Glyph of Heroic Strike added. The Dragon Roar for 4-5 stacks of US is viable, but it's so niche that I don't think it's really worth including in the guide.

Haste/autoattacks fixed as mentioned above.

 

Savage Feast increases your highest secondary stat, which should be Critical Strike. It shouldn't increase your Mastery.

 

As mentioned above, macroing Heroic Strike into other things will not lead to optimal play.

 

Finally, as mentioned, we're going to work some more on this trinket part.

 

Thank you very much for your post, though. We really appreciate it.

 

 

 

Why bother with unending rage? You should never be at 100 rage. Constantly spam Heroic strike during your rotation and pray to the RNG gods for Sword and Board procs for more rage for more HS for more DPS.

All the other glyph choices you have are situational, and you'll really never need to drop Unending Rage to make room for something else. And while you might think that with impeccable Rage management you won't ever need to have more than 100 Rage, that's really not the case in practice. The extra tolerance that Unending Rage gives you is extremely useful, especially if you're using Unyielding Strikes (which you should be).

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Guest Lunariel

I am also finding that for multiple target pulls (generally anything 3+) substituting thunderclap on cool down for HS is netting me a higher dps/damage done than using HS alone. This amount goes up at a ridiculous rate the more mobs that are present and within 8 yards (pretty much anything in melee range of the tank). Most posts I see that mention thunderclap only make note of its deep wounds but fail to mention that TC also does 1+84% of AP (according to the tooltip) to everything in 8 yards. I know my AP is low since I haven't been able to flesh out the bonus armor, but even I am running at 4100 AP. 84% of that is 3465 base damage. I've watch recount for damage done during 5 mans and have seen significant jumps in my damage every time TC goes off.

 

I'm not a numbers guru, but I am just wondering how closely people have looked at the impact of TC's initial damage instead of just its bleed damage. Maybe someone good at checking logs and numbers might take a look at it some time.....?

 

 

Lunariel - Doomhammer

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You had updated trinkets but no mention about Knight's Badge ... I think its better then skull of war for glad war

 

Since it provides more AP and has the same Proc as Skull of War I also think it is the better choice. I was also thinking about enchanting Mark of the Blackrock on a secondary Weapon and switch to it if you drop below 50%  because its a massive AP increase if it procs.

Edited by emala

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Guest Tyvoli

Nice guide!  One question, tho - you mention for Gladiator that it is basically as good at generating DPS as Arms, but below Fury.  In the Arms section, however, you contradict this, and say that Arms does less DPS than Fury (at least at high levels).  So, which of these is actually the best choice for maxing DPS?

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I am also finding that for multiple target pulls (generally anything 3+) substituting thunderclap on cool down for HS is netting me a higher dps/damage done than using HS alone. This amount goes up at a ridiculous rate the more mobs that are present and within 8 yards (pretty much anything in melee range of the tank). Most posts I see that mention thunderclap only make note of its deep wounds but fail to mention that TC also does 1+84% of AP (according to the tooltip) to everything in 8 yards. I know my AP is low since I haven't been able to flesh out the bonus armor, but even I am running at 4100 AP. 84% of that is 3465 base damage. I've watch recount for damage done during 5 mans and have seen significant jumps in my damage every time TC goes off.

 

I'm not a numbers guru, but I am just wondering how closely people have looked at the impact of TC's initial damage instead of just its bleed damage. Maybe someone good at checking logs and numbers might take a look at it some time.....?

 

 

Lunariel - Doomhammer

I have checked if using Thunder Clap with and without Resonating Power glyph (+50% damage, +50% cooldown) is worth it for gladiators against single target.

 

Here are results for my gear (dungeon blues, mostly).

I set simcraft to you use Thunder Clap instead of Devastate only when I have 4+ stacks of Unyielding Power. 

Against pure single target it seems to be a DPS loss, but it's probably a DPS increase against 2+ targets. 

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Guest Alek

I still want to know why the heck these guides all say that "Juggernaut is the best rage generation". Juggernaut and Double Time both allow you to generate rage every 12 seconds. They are the same rage generation. And Double Time also lets you use it back to back in a pinch. Juggernaut should never be taken over Double Time.

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I still want to know why the heck these guides all say that "Juggernaut is the best rage generation". Juggernaut and Double Time both allow you to generate rage every 12 seconds. They are the same rage generation. And Double Time also lets you use it back to back in a pinch. Juggernaut should never be taken over Double Time.

Double time allows you to use 2 charges in 40 seconds. 

Juggernaut allows you to use 1 charge ever 12 seconds, or 3 charges every 36 seconds.

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Guest Tyruz

Double time allows you to use 2 charges in 40 seconds. 

Juggernaut allows you to use 1 charge ever 12 seconds, or 3 charges every 36 seconds.

 

Actually Double time would allow you to use your charges 4 times in 40 seconds, if you use it on a 10 seconds interval. As you when you would use the second charge, the first one will only have a 10 seconds cooldown left.

 

Even when used back to back, it will only take 20 sec to get the first charge back, which makes it possible to get 3 charges in a little over 20 seconds. At which you would get the forth charge at possible the 42th second.

 

As for Juggernaut is will require 48 seconds to get 4 charges.

 

Which would put Double time ahead of Juggernaut any time, in my opinion.

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Guest Lit

Double Time:

 

"You can use Charge twice in a row, but it can only grant Rage once every 12 sec. Each use has a 20 sec recharge time."

 

If you spam charge through double time, you are getting less rage than through Juggernaut, however, lets say you held off and only charged every 12 seconds with Double Time.  You can match Juggernaut for the initial 3 charges, but eventually Double Time caps out at 1 charge every 20 seconds, where as Juggernaut can go every 12 all day long.

 

(opening combat)

00 Seconds (Charge 1): Juggernaut/Double Time (20 sec CD starts on DT)

12 Seconds (Charge 2): Juggernaut/Double Time (8 left on first, 20 sec CD DOES NOT start on second DT)

20 Seconds: 1 Charge available for Double Time (20 sec CD starts on next DT charge)

24 Seconds (Charge 3): Juggernaut/Double Time (16 seconds left on first, 20 sec CD DOES NOT start on second DT)

36 Seconds: Juggernaut (4 seconds left on DT Charge)

40 Seconds: Double Time (From this point forward DT can only charge every 20 seconds unless you store charges)

 

Juggernaut on CD generates more rage in the long haul than double time ever will.

 

All that being said, charging the same target twice in PVE does not currently generate any additional rage, but charging a different target will. This is true for both Double Time and Juggernaut.

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      Druid Balance Moonfire damage and periodic damage reduced by 10%. Sunfire damage and periodic damage reduced by 10%. High Noon (Azerite Trait) damage increased by 11%. Power of the Moon (Azerite Trait) damage increased by 11%. Mage Frost Ice Lance damage increased by 20%. Developers’ note: Ice Lance damage hasn’t kept up with Icicles scaling, making builds that ignore Ice Lance possible. The intent of this change is to give Frost Mages a better incentive to use Ice Lance within their rotation, as a DPS net gain. Monk Brewmaster Stamina bonus reduced to 30% (was 35%). Stagger percentage reduced to 90% of Agility (was 105%). High Tolerance now increases the effectiveness of Stagger by 5% (was 8%). Developers’ notes: Brewmaster’s extremely high effective health against Physical damage meant that they are rarely in danger against spike damage that threatens other tanks. This should still be a strength of Brewmaster, but not by such a wide margin. Fixed a bug causing Gift of the Ox orbs to spawn too often for players with high amounts of Stamina. Mistweaver Rising Mist healing increased 30%, and now extends Heal-over-time effects by 3 seconds (was 2 seconds). [Coming in a future PTR build] Developers’ note: This talent is currently overshadowed on its row, and we want to make sure it’s competitive enough to make its unique playstyle a viable option. Life Cocoon now absorbs for 55% of the caster’s maximum health (was 1100% of the caster’s spellpower). [Coming in a future PTR build] Developers’ note: This ability had gotten weaker compared to player health pools since the start of the expansion, and this will help it better maintain its value. Windwalker Rising Sun Kick damage increased by 25%. Blackout Kick damage increased by 10%. Developers’ note: These changes are intended to help Windwalkers perform better in single-target fights. Paladin Holy Glimmer of Light (Azerite Trait) may now be applied to a maximum of 8 targets. Developers’ notes: Over the past year, builds centered around this trait have steadily pulled ahead of all other Holy Paladin playstyles, and to some extent all other healers in high-end content. This change is meant to preserve the gameplay of the trait, but limit the ability to increase its value drastically by stacking every possible bonus that reduces Holy Shock cooldown. Priest Discipline Atonement healing reduced to 50% (was 55%). Mastery: Grace effectiveness increased by 12%. Developers’ notes: Discipline’s ability to contribute both damage and healing is slightly too high for what one character can bring to a group composition. At the same time, we’re making their Mastery stat slightly more attractive. Schism now increases damage done from Priest spells and abilities only. Developers’ notes: This is intended to be consistent with other class cooldowns. Shadow Auspicious Spirits damage bonus reduced to 25% (was 50%). Fixed a bug causing Spiteful Apparitions (Azerite Trait) to be increased by 75% if you do not have Auspicious Spirits talented. Developers’ notes: The multiplicative interaction between Auspicious Spirits, Spiteful Apparitions, and Chorus of Insanity has specifically been a big part of Shadow’s damage scaling somewhat out of control at high target counts. Chorus of Insanity critical strike bonus reduced by 25%. Shadow Word: Pain damage reduced by 8%. Vampiric Touch damage reduced by 8%. Warlock Affliction Deathbolt now deals 20% of the total remaining damage of the Warlock’s damage over time effects on the target (was 30%). Drain Soul damage increased by 50%. Nightfall now increases the damage of Shadow Bolt by 50% (was 25%), and now activates 33% more often. Developers’ notes: One of the key concepts about Affliction Warlock is spreading damage over time spells on a number of different targets. While Deathbolt keys off these types of spells, it provides more-than-expected burst damage and outperforms the other two talents in every situation. In addition to reducing Deathbolt’s effectiveness, we’re improving the other two options to give more options to Affliction Warlocks. Essences
      Worldvein Resonance Major rank 1, when used, now additionally causes you to gain +50% bonus to stats from Lifeblood Shards for 10 seconds. Vision of Perfection Proc rate increased by 12%. Unbound Force Major rank 1 damage increased by 40%. Minor rank 1 duration increased to 4 seconds (was 3 seconds). Minor rank 3 increase of duration increased to 2 seconds (was 1 second). Purification Protocol Major rank 1 damage increased by 15%. Major rank 2 now has the potential work on targets that are part of raid and dungeon encounters. Vitality Conduit We’ve rebuilt the way this Essences works, and it should be visually more impactful, as you will now see healing on your targets. As always, changes like these are a work in progress. We are likely to make further adjustments for testing throughout the PTR.
      Thank you very much for your testing and feedback!
    • By Stan
      Patch 8.3 comes with a new Essence which allows you to borrow the currently slotted Essence of your target, even if it's not available to your current role. It doesn't work with passive Essences and requires coordination to ensure the cooldown incurred doesn’t interfere with whatever you're doing next.
      The Essence can be obtained from Ny'alotha, the Waking City. Blizzard explained how the targeting works and shared more information about the Essence. The Formless Void is a general Essence, meaning it's available to all specializations. Tanks, for instance, will be able to borrow Healer Essences, and so on.
      The Formless Void
      Rank 1
      Major Power: Replica of Knowledge - Replicate the energy in your target's Heart of Azeroth, gaining access to rank 1 of their currently slotted Major Essence for the next 15 sec. The Formless Void will go on cooldown for 50% longer than the base cooldown of the Essence you replicated. Does not work on passive Essences. Minor Power: Symbiotic Presence - Each time any ally within 40 yds uses an Azerite Essence, gain 89 pri for 20 sec. Unique: Corruption reduced by 10. Rank 2
      Major Power: Replica of Knowledge - Replica of Knowledge can now copy up to rank 2 of your target's current Major Essence, and the increased cooldown is lowered by 10%. Minor Power: Symbiotic Presence - pri bonus increased by 25%. Rank 3
      Major Power: Replica of Knowledge - Replica of Knowledge can now copy up to rank 3 of your target's current Major Essence, and the increased cooldown is lowered by 10%. Minor Power: Symbiotic Presence - When an ally within 40 yds uses an Azerite Essence, you and that ally gain 0 Haste for 20 sec. Check out our Patch 8.3 Content Hub to learn more about Visions of N'Zoth.
      Blizzard (Source)
      So, I guess the question is, what type of scenarios might unfold that would be appropriate for this essence?
      What would you consider the use case for it, and how will you react when its obviously either too strong or too weak for that use case?
      The Formless Void mostly exists for the purposes of flexibility, which is why all roles can use it. It requires a lot of planning, it requires you to coordinate and know who you plan on borrowing what Essence from, and for what situation, and make sure that the cooldown incurred doesn’t interfere with whatever the next situation you have to manage is.
      As a note, you can also borrow something from a player of the enemy faction. The targeting is very unrestricted other than the obvious - it has to be a player, they need to have an Essence currently slotted that is valid to copy (fully passives Major Essences are ineligible).
      Does the “Formless Void” essence require the correct role to copy an essence. For example, could you copy the tank Azshara raid essence as a dps to gain access to a defensive cooldown for a particularly nasty damage taken check, or could you copy a dps essence as a tank or a healer in order to push a particularly challenging dps check.
      You can borrow any eligible Essence, even if it is not normally available to your current role. For example, a Protection Paladin player can borrow a healer specific thing such as the new Spirit of Preservation, or a DPS specific thing such as Essence of the Focusing Iris.
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