Damien

Gladiator Warrior 6.2

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This thread is for comments about our Gladiator Warrior guide.

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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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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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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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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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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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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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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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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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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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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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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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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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      Breaking Dawn - Increases the healing done by Light of Dawn by 311 and its range to 40 yards. Grace of the Justicar - Judging a foe heals all allies within 8 yards of that enemy for 389. Inspiring Vanguard - Grand Crusader's chance is increased by 5% and it grants you 249 Strength for until cancelled. Relentless Inquisitor - Spending Holy Power grants you 31 haste for 10 sec per Holy Power spent, stacking up to 20 times. Second Sunrise - Light of Dawn has a 5% chance to cast a second time for no additional mana cost. Share the Burden - Reduces the damage you take from Blessing of Sacrifice by 10%. Soaring Shield - Avenger's Shield now strikes 4 enemies and grants 1,244 Mastery per enemy struck for until cancelled. Zealotry - Casting Crusader Strike increases the damage of your Crusader Strike by 124 for 20 sec, stacking up to 10 times. Priest
      Contemptuous Homily - Penance deals an additional 126 damage and extends your Shadow Word: Pain by 1 sec per bolt. Death Throes - Shadow Word: Pain deals an additional 160 damage. When an enemy dies while afflicted by your Shadow Word: Pain, you gain 5 Insanity. Enduring Luminescence - Power Word: Radiance restores 250 additional health, and applies Atonement for 70% of its normal duration. Lenience's Reward - Atonement reduces damage taken by 0.5%. Power of the Dark Side - Shadow Word: Pain has a chance to increase damage or healing done by your next Penance by 0%. Purge the Wicked has a chance to increase damage dealt by your next Penance by 0%. Sacred Flame - Holy Fire deals an additional 500 damage instantly, and restores 446 mana each time it deals damage. Tier 1 - Priest - Shadow - Voidform <DNT> -  When you leave Voidform, gain 207 critical strike for until cancelled for each stack of Voidform active when you exited. Word of Mending - Prayer of Mending heals for an additional 200 and reduces Holy Word: Sanctify's cooldown by 2 sec. Rogue
      Fan of Blades - Fan of Knives' radius is increased to 15 yds and damage is increased by 311 if it hits at least 3 targets. Paradise Lost - Take control of the dice of fate, granting yourself 622 Agility if Roll the Bones only provides you with one combat enhancement. The First Dance - Shadow Dance grants an additional 1,866 critical strike rating to the first Eviscerate, Shadowstrike, or Shuriken Storm used during it. Tier 1 - Rogue - Assassination - Garrote <DNT> - Garrote cast from Stealth generates 2 additional Combo Points and deals 1,866 additional damage. Tier 1 - Rogue - Outlaw - Between the Eyes <DNT> - Each combo point spent on Between the Eyes increases damage an additional 1,866 and grants a 2% chance to gain 1,866 Combo Points. Tier 1 - Rogue - Subtlety - Backstab <DNT> - Backstab deals an additional 249 damage and extends the duration of your Symbols of Death by 0.5 sec. Shaman
      Roiling Storm - Every 1 second, reduce the cost of your next Stormstrike by 2 Maelstrom and increase its damage by 31. This effect stacks up to 15 times. Rumbling Tremors - Your Earth Elemental spawns Tremors that deal 933 Physical damage every 2 seconds. Earth Elemental's auto attack damage is increased by 933. Spouting Spirits - Spirit Link Totem also heals all nearby allies for 2,488 1 second after it is dropped. Surging Tides - If the target of your Riptide is below 50% of their maximum health, Riptide causes them to absorb up to 2,332 damage, lasting until cancelled sec. Warlock
      Demonic Meteor - Hand of Gul'dan deals 778 additional damage and has a 5% chance per Soul Shard spent of refunding a Soul Shard. Rolling Havoc - Each time your spells duplicate to a Havoc target, gain 47 Intellect for 10 sec. This effect stacks. Sudden Agony - Agony deals up to an additional 564 damage and starts with 4 stacks. Tier 1 - Warlock - Affliction - Unstable Affliction <DNT> - Increases the damage of Unstable Affliction and causes it to reduce the cooldown of Summon Darkglare by 4 sec. Tier 1 - Warlock - Demonology - Call Dreadstalkers <DNT> - Call Dreadstalkers has a 15% chance to make your next non-instant Demonbolt deal 1,088 additional damage. Tier 1 - Warlock - Destruction - Chaos Bolt <DNT> - Chaos Bolt deals 389 additional damage and has a 25% chance to make your next Incinerate instant. Warrior
      Bloodsport - Ignore Pain prevents 350 additional damage, and grants you 127 Leech for 8 sec. Callous Reprisal - Revenge deals 140 additional damage and reduces the damage enemies deal to you by 0.5% for 8 sec, stacking up to 3 times. Crushing Assault - Your melee abilities have a chance to increase the damage of your next Slam by 1,000 and reduce its Rage cost by 20. Iron Fortress - Increases Block by 250, and blocking an attack deals 300 Physical damage to the attacker. Critical blocks deal double damage. Lord of War - Colossus Smash deals an additional 1,000 damage and generates 10 Rage. Simmering Rage - Rampage deals an additional 500 damage and generates 1 Rage per strike. Tier 1 - Warrior - Fury - Recklessness <DNT> - Auto attacks deal 81 additional damage and reduce the cooldown of Recklessness by 0.5 sec. Full List of Azerite Traits
      "Reveal hidden contents" for a full list of Azerite traits that have been added to the game so far throughout Alpha/Beta testing of Battle for Azeroth. Generic Azerite traits may be used for trinkets or leveling Azerite armor.
    • By Stan
      An overview of the latest changes implemented to the game in the latest Beta Build 26707.
      Welcome to the latest overview of talent updates added to the game in the latese Beta Build 26707. Following the most recent Class discussions, there are plenty of Balance Druid, Discipline Priest and Protection Paladin updates.
      We updated our Battle for Azeroth Class Changes to correspond with all changes listed below, and you can find more information about Battle for Azeroth by visiting our Expansion Hub. Our coverage of Beta Build 26707 includes new Azerite Traits, Battle Pet Updates, Dark Iron Dwarf & Mag'har Orc Unlock Requirements, BfA Pathfinder Update & Mythic Keystone Seasons.
      Druid
      Dev comments on the Balance Druid rework can be found here.
      Balance
      Eclipse - new baseline ability. Empowerments - new baseline ability. Twin Moons - new level 75 talent. Starlord is now a level 90 talent (down from 15) + changed functionality. Stellar Flare is now a level 90 talent (down from 75). Blessing of the Ancients (level 90 talent) removed. Stellar Drift is now a level 90 talent (up from 100). Nature's Balance is now a level 15 talent (up from 100) + changed functionality. Shooting Stars is now a level 100 talent (down from 90). New Moon is now a level 100 talent (down from 90). Level Talent 1 Talent 2 Talent 3 15 Nature's Balance Warrior of Elune Force of Nature 30 Tiger Dash Renewal Wild Charge 45 Feral Affinity Guardian Affinity Restoration Affinity 60 Mighty Bash Mass Entanglement Typhoon 75 Soul of the Forest Twin Moons *new* Incarnation: Chosen of Elune 90 Starlord Stellar Drift Stellar Flare 100 Shooting Stars Fury of Elune New Moon *new* Monk
      Windwalker
      Summon Black Ox Statue (level 60 talent) removed. Power Strikes (level 100 talent) removed. Good Karma - new level 60 talent. Spiritual Focus - new level 100 talent. Level Talent 1 Talent 2 Talent 3 15 Eye of the Tiger Chi Wave Chi Burst 30 Celerity Chi Torpedo Tiger's Lust 45 Ascension Fist of the White Tiger *new* Energizing Elixir 60 Tiger Tail Sweep *new*  Good Karma *new* Ring of Peace *new*
      75 Inner Strength *new* Diffuse Magic Dampen Harm *new* 90 Hit Combo Rushing Jade Wind *new* Invoke Xuen, the White Tiger 100 Spiritual Focus *new* Whirling Dragon Punch Serenity Paladin
      Protection
      Blizzard (Source)
      A few changes to Protection in an upcoming build. Mostly focused on smoothing out issues in the core rotation and active mitigation.
      Consecration no longer buffs Shield of the Righteous and Light of the Protector. Consecration cooldown 4.5s (from 9s) and duration 12s (from 9s), but you can only have one down at once Mastery: Divine Bulwark reduces all damage you take while in Consecration (instead of increasing Shield of the Righteous effectiveness) Avenger's Shield increases the effects (damage and armor) of your next Shield of the Righteous by 20%. Consecrated Hammer will be replaced with a new Level 15 talent. Listing all at once because they're all pieces of the same goals. First, Avenger's Shield is back to having some baseline defensive value, which pulls the rotation together by making you care about both hit and Hammer of the Righteous other than for pickups/damage.
      Second, Consecration is easier to work with. If you don't have to move, you have to replace it less often, and if you do have to move, you can replace it much more quickly. While standing in Consecration still has some value, your core buttons no longer rely on it, and the loss of mitigation from being outside it is much smaller than Legion. It also provides a small source of baseline magic mitigation.
      Finally, the gap between Shield of the Righteous uptime and downtime, in terms of mitigation, is less dramatic. The previous mastery made that gap get wider and wider as the expansion went on, leading to the problem of increasing moments of vulnerability when active mitigation was down. Shield of the Righteous will now have more consistent value across the expansion. The spec will be tuned expecting slightly lower Shield of the Righteous strength and uptime compared to Legion, which helps avoid the problem where there were windows of very poor mitigation compared to other tanks.
      Consecrated Hammer (level 15 talent) removed. Redoubt - new level 15 talent. Level Talent 1 Talent 2 Talent 3 15 Holy Shield Redoubt *new* Blessed Hammer 30 Crusader's Judgment First Avenger Bastion of Light 45 Fist of Justice Repentance Blinding Light 60 Retribution Aura Cavalier Blessing of Spellwarding 75 Final Stand Unbreakable Spirit *new* Hand of the Protector 90 Judgment of Light Consecrated Ground Aegis of Light 100 Last Defender Righteous Protector Seraphim Priest
      Discipline
      Here's a blue post clarifying the latest Discipline changes on Beta, outlining some future changes for the Priest specialization.
      Blizzard (Source)
      Quick clarifications (all still subject to ongoing change), since this build was in a slightly intermediate state. Sins isn't correctly working in this build. The buff appears, but isn't increasing damage or Atonement. Tuning is pretty preliminary, but for context on the 75 row, Contrition is likely too strong, because it skews the choice between the modes of Penance too much. Contrition's heal should be weaker than a Penance Atonement, so that it's still a choice about doing more group healing vs. focusing on one target. Also on the 75 row--we're currently planning to replace Orison with Shadow Covenant. Luminous Barrier is still intended to replace Power Word: Barrier, as before. Current plan is to buff Shadow Mend a bit, as mentioned yesterday. Less sure about Power Word: Shield after reviewing more. Shadow Mend was more strongly propped up by Grace. We're seeing all the feedback on relative balance of talents within a row, but I don't want to make any claims or promises on which talents might eventually land higher/lower. We just rearranged a lot, and whatever I say will probably be proven wrong once we give a more thorough look and heavier testing happens on beta. Grace (level 100 talent) removed and implemented as Mastery: Grace. Sins of the Many - new level 75 talent. Lenience is now a level 100 talent (down from 75). Level Talent 1 Talent 2 Talent 3 15 Castigation Twist of Fate Schism 30 Angelic Feather Body and Soul Masochism 45 Power Word: Solace Shield Discipline Mindbender 60 Psychic Voice Shining Force Dominant Mind 75 Sins of the Many *new* Orison *new* Contrition *new* 90 Purge the Wicked Divine Star Halo 100 Lenience *new* Luminous Barrier *new* Evangelism Warlock
      Affliction
      Shadow Embrace is now a level 90 talent (down from 15). Nightfall is now a level 15 talent (up from 90). Deathbolt is now a level 90 talent (down from 15). Drain Soul is now a level 15 talent (up from 90). Level Talent 1 Talent 2 Talent 3 15 Nightfall Drain Soul *new* Haunt 30 Writhe in Agony Absolute Corruption Siphon Life 45 Demon Skin Burning Rush Dark Pact 60 Sow the Seeds Phantom Singularity Vile Taint *new* 75 Darkfury *new* Mortal Coil Demonic Circle 90 Shadow Embrace *new* Deathbolt *new* Grimoire of Sacrifice 100 Soul Conduit Creeping Death *new* Dark Soul: Misery *new* Demonology
      Grimoire of Service (level 100 talent) removed. Grimoire: Felguard is a new level 100 talent. Level Talent 1 Talent 2 Talent 3 15 Dreadlash *new* Demonic Strength *new* Biliescourge Bombers *new* 30 Demonic Calling Power Siphon *new* Doom *new* 45 Demon Skin Burning Rush Dark Pact 60 From the Shadows *new* Soul Strike *new* Summon Vilefiend *new* 75 Darkfury *new* Mortal Coil Demonic Circle 90 Soul Conduit Inner Demons *new* Grimoire: Felguard *new* 100 Sacrificed Souls Demonic Consumption *new* Nether Portal *new* Destruction
      Warrior
      Fury
      More changes will be implemented for the Warrior specialization in a future Beta Build and you can find more details in the Fury discussion here.
      Wrecking Ball is now a level 100 talent (down from 45). Reckless Abandon is now a level 45 talent (up from 100). Level Talent 1 Talent 2 Talent 3 15 War Machine Endless Rage Fresh Meat 30 Double Time Impending Victory *new* Storm Bolt 45 Reckless Abandon Outburst Avatar 60 Furious Charge Bounding Stride Warpaint 75 Carnage Massacre Frothing Berserker 90 Inner Rage Frenzy Bloodbath 100 Wrecking Ball Dragon Roar Bladestorm Protection
      Dragon Roar is a new level 45 talent. Bolster (level 60 talent) removed. Bolster - new level 60 talent with a different functionality. Level Talent 1 Talent 2 Talent 3 15 Into the Fray Punish *new* Impending Victory 30 Crackling Thunder Bounding Stride Safeguard 45 Best Served Cold Unstoppable Force *new* Dragon Roar *new* 60 Indomitable Never Surrender *new* Bolster *new* 75 Menace *new* Rumbling Earth *new* Storm Bolt 90 Booming Voice Vengeance Devastator 100 Anger Management Heavy Repercussions Ravager Previous Talent Changes
      We're covering talent changes every Battle for Azeroth Alpha/Beta Build. Here's a history of our previews so far:
      Beta Build 26624 Talent Changes Beta Build 26567 Talent Changes Beta Build 26530 Talent Changes Alpha Build 26476 Talent Changes Alpha Build 26433 Talent Changes Alpha Build 26367 Talent Changes Alpha Build 26310 Talent Changes  Alpha Build 26287 Talent Changes Alpha Build 26231 Talent Changes Alpha Build 26175 Talent Changes Alpha Build 26131 Talent Changes Alpha Build 26095 Talent Changes Alpha Build 26032 Talent Changes Alpha Build 25976 Talent Changes