Damien

Gladiator Warrior 6.2

40 posts in this topic

This thread is for comments about our Gladiator Warrior guide.

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

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).

Share this post


Link to post
Share on other sites

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

Share this post


Link to post
Share on other sites

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!

Share this post


Link to post
Share on other sites

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

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

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?

Share this post


Link to post
Share on other sites

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

Evergaze arcane trinket is also good for glad

Edited by Darksteel

Share this post


Link to post
Share on other sites

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.

 

 

 

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

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).

Share this post


Link to post
Share on other sites

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

Share this post


Link to post
Share on other sites

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

Share this post


Link to post
Share on other sites

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?

Share this post


Link to post
Share on other sites

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. 

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Stan
      It's time to celebrate World of Warcraft's 14 anniversary! Log in between now and November 30 to receive the WoW's 14th Anniversary achievement and a cache that contains 200 Timewarped Badges, a token that  increases your experience and reputation gains by 14% for 1 hour, and more.  
      Players can earn additional Timewarped Badges by answering trivia questions by talking to Historian Llore and Historian Ju'pa.
      Players level 60 and above can defeat Lord Kazzak, Azuregos, and one of the Dragons of Nightmare bosses each day to collect loot that only dropped back then and 50 Timewarped Badges.
      Here's a full list of items that can be obtained from the event:
      Loot
      Amberseal Keeper Acid Inscribed Greaves Acid Inscribed Pauldrons Ancient Corroded Leggings Belt of the Dark Bog Boots of Fright Boots of the Endless Moor Black Bark Wristbands Blacklight Bracer Blazefury Medallion Circlet of Restless Dreams Cold Snap Crystal Adorned Crown Dark Heart Pants Deviate Growth Cap Doomhide Gauntlets Dragonbone Wristguards Dragonheart Necklace Dragonspur Wraps Drape of Benediction Emerald Dragonfang Empyrean Demolisher Eskhandar's Pelt Fang of the Mystics Fel Infused Leggings Flayed Doomguard Belt Gauntlets of the Shining Light Gloves of Delusional Power Green Dragonskin Cloak Hammer of Bestial Fury Hibernation Crystal Infernal Headcage Jade Inlaid Vestments Leggings of the Demented Mind Malignant Footguards Mana-Frosted Pauldrons Mendicant's Slippers Mindtear Band Nightmare Blade Polished Ironwood Crossbow Ring of Ancient Arcana Ring of Entropy Ring of the Unliving Unmelting Ice Girdle Unnatural Leather Spaulders Sapphire-Encrusted Tunic Snowblind Shoes Staff of Rampant Growth Strangely Glyphed Legplates Trance Stone Typhoon Blizzard (Source)
      Celebrate 14 years of World of Warcraft with us! Log in between now and November 30 to earn the WoW's 14th Anniversary, then check your mail for a special Anniversary Gift Package.
      Inside the package you’ll find 200 Timewarped Badges, a Celebration Package item to increase experience and reputation gains by 14% for 1 hour, and a “Letter from the Timewalkers,” which will start a new quest leading you to either Orgrimmar or Stormwind.
      In addition, questgivers Historian Llore and Historian Ju’pa will have two daily quests that give players a chance to earn additional Timewarped Badges either by answering World of Warcraft trivia or by defeating some familiar foes. Collectors will also have a chance to pick up a few pieces of classic loot from defeating them.
      Players level 1–59 who didn’t get to complete last year’s letter from the Timewalker’s quest will still be able to receive and complete it.
      CLASSIC BOSSES TO CELEBRATE
      It’s been 14 years since gates opened into Azeroth and the heroes of the Horde and Alliance began their journey of discovery and adventure. To celebrate this momentous occasion, some familiar foes have returned to Azeroth—with some slightly updated abilities. Players level 60 and above can take on Lord Kazzak, Azuregos, and one of the four Dragons of Nightmare each day for some loot and 50 Timewarped Badges.
      NEW VENDOR ITEM
      In addition to all the many great items available for purchase, you’ll be able to use your badges to acquire a new item this year.
      New Toy! Overtuned Corgi Goggles: Change how you see the world around you when you use this new toy. While active, friendly NPCs will appear to be such good boys and girls all year round. THANK YOU!
      Thank you to everyone who’s been a part of this adventure so far. You represent the best aspects of the Horde and the Alliance, and you inspire and motivate us every day. We’re looking forward to sharing many, many more adventures with you in the years to come.
    • By Starym
      We have two major nerfs coming in on the PvE side of things, one from raiding and one from Mythic+. First off there's the massive nerf to Mythrax' Oblivion Spheres having them prioritize ranged targets, making the encounter much easier on all difficulties:
      Then the bigger of the two changes, the  Explosive affix in Mythic+ got it's HP cut in half and had it's trigger removed from crowd controlled mobs as well:
      That's a pretty big change to   Explosive, especially considering it's been around for so long, so it's interesting it's only now gotten some attention, presumably because of the higher and higher M+ levels players are getting to and the HP adjustments on them.
    • By Starym
      The official WoW forums are getting a makeover, following suit with the Overwatch, HotS and BlizzCon ones! After an 8 hour maintenance tomorrow we'll be getting improved functionality including real time thread updates, the return of the Blizz tracker, infinite scroll for the threads, a new advanced search option, as well as new notification options and more!
      Forum Upgrades (source)
      As some of you may know, over the last several months we've been implementing new forums for a few of our titles, including Overwatch and Heroes of the Storm, as well as BlizzCon. These new forums allow you to more easily navigate current topics, encourage more constructive discussions, and reward positive contributions to the community.
      We are now ready for World of Warcraft to transition to these new forums. This Thursday, November 15, the current World of Warcraft forums will be going into maintenance starting at 8 AM Pacific. We estimate this process should take approximately 8 hours.
      Note: We will be migrating over any active threads from the last two weeks to allow ongoing community discussions to continue as seamlessly as possible. Once maintenance is complete, the old forums will remain available in read-only mode for the foreseeable future, so you’ll be able to easily reference back to anything that wasn’t automatically transferred to the new forums.
      Here’s a few of the new features we’re excited about:
      Tracking and Updates
      • The Blizz Tracker has returned to help you quickly find official posts
      • You can now easily find threads that you’ve previously viewed
      • Better text formatting
      • Threads now update in real time without needing to refresh
      • Threads now infinitely scroll – no more navigating page by page
      • The forums will also remember what you’ve read and where you left off!
      Sorting and Search
      • A new “Advanced Search” feature will make looking for older posts easier
      • You can now sort posts by “Top” or “Latest” with configurable timeframes.
      Notifications
      • You can now enable notifications for when you are tagged in posts and replies
      Flagging
      • The “report post” feature has been upgraded to a flagging system with multiple options
      In another blue post today, we've found out when exactly the new ring of Azerite powers will arrive in 8.1, and it's pretty much as expected: it's coming with the PvP Season start/raid opening in January.
      5th Azerite Ring Release Date (source)
      The fifth ring of Azerite Traits is definitely coming in Tides of Vengeance. You’ll see it on new gear when Season 2 begins, on the same day the Battle of Dazar’alor Raid opens in January. At that time, the item levels of rewards from dungeons, PvP, emissaries, Warfronts, and everything else that drops Azerite gear will go up, and all of the new Azerite gear from those endgame sources will have a fifth ring of Azerite Traits.
      In the next few weeks, we’ll advance the state of the PTR to test Season 2. You’ll then see the new ring on rewards, the new Mythic Keystone affix, and other content that’s coming with Season 2.
    • By Starym
      War Mode has been improved recently, with a hotfix that will force a more even ratio of both factions present in each shard. While it's unclear when "some time ago" was exactly, this should help with the faction imbalance players have been encountering. It won't, however, be an instant nor absolute fix for the issue, as it still takes some time for the shard to balance itself out. There will also be more improvements coming with 8.1, including better rewards for the underrepresented faction in the shard.
      War Mode Faction Balance (source)
      Some time ago we made a hotfix to War Mode which enforces all War Mode shards that have both Alliance and Horde in them to have a stricter, more even ratio. We’ve been monitoring the results and so far we’ve noticed a significant improvement in “fair and balanced” shards. So much so that it’s safe to say that if you are Alliance, and you see Horde in the outdoor world in War Mode, you are a relatively even horde to alliance ratio shard. There are some rare exceptions, such as when a raid of 40 players enter a zone. It may take a bit for the “shard manager” to compensate and balance the shard.

      We do have some plans in store in Tides of Vengeance (Patch 8.1) to entice the underrepresented faction with greater rewards to increase participation and create more active Horde/Allianced mixed War Mode shards. The intent of those rewards is not to give the underrepresented faction some “compensation” for being outnumbered in a War Mode shard (since that really can’t happen anymore).

      We're also looking forward to what you all think about the Incursions in War Mode for 8.1, since it brings Horde and Alliance to the same location which should create some pretty fun skirmishes.
    • By Starym
      It's time for more battles as raid testing returns this weekend (and Thursday)! Both factions get to check the bosses out, as well as the opposing faction's bosses using the new flashback mechanic. We're getting both Heroic and Mythic tested this time around, with the first wing of LFR opening on Friday and staying open throughout the weekend.
      November 15 - 19 (source)
      On Thursday, November 15th and Friday, November 16th we will be conducting raid tests of the Battle of Dazar'alor. After testing has ended up Friday, we will open the first wing of Raid Finder.
      BOTH FACTIONS:
      Testing is open for both factions. However, for some bosses, raid members will temporarily re-live events as the opposite faction using a story flashback.
      Thursday, November 15th
      Stormwall Blockade - Heroic Battle of Dazar'alor
      13:00 PST (16:00 EST, 22:00 CET)
      Jaina - Heroic Battle of Dazar'alor
      14:00 PST (17:00 EST, 23:00 CET)
      Friday, November 16th
      Opulence - Mythic Battle of Dazar'alor
      13:00 PST (16:00 EST, 22:00 CET)
      King Rastakhan - Mythic Battle of Dazar'alor
      14:00 PST (17:00 EST, 23:00 CET)
      Siege of Dazar'alor/Defense of Dazar'alor Raid Finder
      16:00 PST (19:00 EST, 1:00 CET)
      As always, this testing schedule is very fluid and subject to the realities of a test environment. We might have to change the time of a testing session, change the bosses being tested, or cancel a test entirely, due to bugs, server hardware issues, etc. Keep an eye on this forum for the latest information, and thank you in advance for testing and providing feedback.
      Q: How do I get into the raid zone?
      A: In Zuldazar, Boralus, Dalaran, Orgrimmar, or Stormwind, you may speak to Nexus-Lord Donjon Rade III in order to teleport into the raid zone while it is open for testing. (The option to teleport into a zone will not be available when the zone is not open for testing.)
      Q: What character should I use to test the raid?
      A: Whichever you prefer. We will be scaling players' effective level to 120 for raid testing, and their item level to an appropriate threshold for the encounter(s) being tested.
      Q: How long does testing last?
      A: The primary purpose of testing is to give us the information we need to balance the encounters, evaluate how mechanics are playing out in practice, and identify bugs. Once we're satisfied that we've received that information for a given boss, we'll be shutting down testing. Usually this takes anywhere from 45 minutes to 2 hours, but there are no guarantees.