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Team Spotlight: SHEEESH



As the Raider.IO Tyrannical Push Week Event rages on, we are joined by our talented Featured Streamers of the week: Andy (Cptrogers), Thaner, Ramfam, Speed (Childintime), and Wildi of Team SHEEESH. Last week, the SHEEESH crew took down a +30 Necrotic Wake, securing the record for the World First +30 key to be completed in Shadowlands.



Today, we chat with the members of SHEEESH to learn about their backgrounds as bleeding-edge key pushers, gain further insights on their World First +30 Necrotic Wake, and discover their future plans for Mythic+, such as competing in The MDI Great Push of Season 2.



Table of Contents






“Preparation is extremely important, especially for live keys. You may only get the chance to play some dungeons once or twice a week, so whenever you try to time a key, it has to be spot on.” —Wildi



Q-1: Let’s start with a quick introduction. Can you please tell us a little more about yourselves both inside and outside of WoW?

Andy: Hi, my name’s Andreas. I am from the UK and my main spec is Brewmaster Monk. Outside of WoW, I love anything related to dogs and tea. I also watch a lot of TV and read quite a bit. I like to get completely lost in something that I forget what is happening in my own life.



Thaner: Hey there! My name is Dom, I am 26, and I am from Poland. I am a Shaman main and have been playing WoW since Vanilla. I mained Elemental Shaman for a very long time, but in Season 4 of BFA, I decided to swap to healing full time because it was so engaging and challenging in the Mythic+ environment. I’ve been pushing high keys since then. Outside of WoW, I love going to concerts and spending quality time with my friends/family.

Ramfam: My name is Adrian, and I'm 23 years old from Sweden. I started playing WoW in MoP very casually, and had breaks on and off throughout WoD and Legion. In Legion, I was playing Windwalker Monk, and that's when I really got hooked on the game because of Mythic+. In BFA, I made my first Rogue, and that has mostly been my main for Mythic+ ever since. I’ve also played a bit of Demon Hunter and Hunter, but I always find myself coming back to the Rogue. Outlaw is my favorite Rogue spec and always will be, mostly because of Roll the Bones and it being a very fast-paced playstyle that keeps your hands busy. I have been pushing high keys since BFA Season 2 for the most part. Outside of WoW, I like mountain biking and cooking — I’m well known in the Mythic+ community for taking long food breaks.

Speed: Hey, im V and I come from Bosnia. I’ve played WoW since Legion and I’ve been in love with Mythic+ ever since, as it fulfills my lifelong competitive drive. I mostly play Windwalker Monk and Rogue but I also enjoy multiclassing, so I play many other classes and specs. Before WoW, I had some semi-pro experience playing Dota 2 and Counterstrike 1.6. I played in a few official Dota 2 tournaments versus the best EU teams at those times (Navi, Alliance, Virtus Pro, etc.). Outside gaming, I'm a big sports fan — everything from NBA to NFL to MMA. On top of that, I would say I am a huge movie fanatic and occasional meme enjoyer.

Wildi: My Name is Tom or Wildi and I live in Germany. I’ve been maining Mage since The Eternal Palace. I originally started playing Mage so that I could do RMP (Rogue/Mage/Priest) in arena PVP with my friends, but somehow I got more into PvE again. I don't leave my house and I just game every day. I’ve played WoW since TBC and completely skipped Legion. I got more interested in Mythic+ when some people from a guild that I joined introduced me to it and explained how it worked. I grinded a lot and ended up where I am now. I don't enjoy the game as much as I once did, but competing (especially with friends) still gives me motivation to continue improving as a player as much as I can.



“Our general team approach to high keys is a now-famous motto: Play safe, big IO.” —Speed



Q-2: What was your strategy towards securing the World First +30 key of Shadowlands? For example, how did you manage your time and the keystones you received when the week began? Did the launch of Patch 9.1.5 contribute any value towards landing the world record, or were the weekly affixes a bigger factor?

Speed: Our general team approach to high keys is a now-famous motto: “Play safe, big IO,” in reference Raider.IO score (shoutout to team Incarnation and our boy Hippo). Pushing keys this season compared to last one has become a lot more efficient with the key rerolling system. Because of this, we usually do easier dungeons from the pool of keys we have in order to gain the next level of keys that we miss, or we simply just reroll our keys. This season, our “easy” dungeon has been The Necrotic Wake (NW), so we have spent most of our time rerolling our keys to different dungeons by playing NW repeatedly. This has allowed us to become really good at executing this technically heavy dungeon.

Ramfam: I think we started the week with most keys on +28 and just tried every dungeon to get used to the affixes and how to deal with them along with possible route changes. Patch 9.1.5 made some of our specs a bit better on very big pulls due to certain abilities getting uncapped. For Sub Rogue in particular, the change wasn’t that big because, even on big pulls, you will just be using Eviscerate at times to funnel AoE to single-target damage on specific priority targets.

Fortified/Raging was a very hard affix combination to deal with due to Rogue being the only class that can soothe the Enrages in our comp. Shiv is on a 24 sec cooldown, which makes it very unforgiving if you happen to miss a soothe or use it on an incorrect target. Because of this, Raging makes the whole group (and especially the tank) take a lot more damage than usual, which forces you to kite a bit more frequently. This can result in less DPS output for the group (mostly Mage though). Explosive was a fine affix to deal with for our team, as Thaner is able to handle most of them along with Speed (and even gains DPS on lower target count pulls). Explosive paired with the Bolstering Anima Power is a nice damage gain because you’re able to accrue Bolstering stacks during pulls.

Andy: The World First +30 would’ve happened this week regardless of the 9.1.5 changes. Those changes mostly impact bigger pulls; there are a few big pulls in Necrotic Wake, but not really that many. The bigger influence was having the Explosive affix that increases the DPS of our Windwalker Monk through increased Mark of the Crane stacks on smaller pulls and Frost Shard gem procs for our Mage from damaging Explosives. In terms of how we timed the +30 Necrotic Wake, it mostly came down to “practice makes perfect”. This was the first +30 NW that we have attempted, but we had ironed out certain things that could go wrong and fixed a few minor details in a +29 NW that we completed before we started the +30.

Wildi: I think the +30 NW was already time-able for us before Patch 9.1.5. It was more about rolling the actual key in our bags. Patch 9.1.5. definitely made the process of getting the 30 NW easier. The key itself wasn't much of a problem since we knew what to do and had the right preparation to execute it. As you were able to see this week, we were even able to do NW +30 on Tyrannical. The biggest challenge with this dungeon is simply the RNG of getting the key itself.

Thaner: We didn't really know how good of a week Raging/Explosive was going to be until we played a few dungeons. In Patch 9.1.5, most of our team got buffed in some way, which definitely helped. After realising that our timers are way better in comparison to the last Fortified push week, we knew that our best shot of getting a +30 NW was by timing a +29 Plaguefall. Luckily, we got it on the first try, hence my happiness in the clip below. Then, we also timed the +30 NW on our first try.





Q-3: Let’s talk a little bit about your winning World First +30 Necrotic Wake. Can you please talk about what each of you did specifically to set up the success of this keystone?

Wildi: I mainly went for full AoE damage while our Rogue went straight up single-target/priority damage. I didn't have to change much for this key and just played my average build. Most of the magic in keys like this is done by my Tank and Healer.

Andy: For my own spec, no. I run very similar things in every key as Prot Paladin. The routing of this dungeon has mostly been the same since we have attempted many high NW keys as a group. The biggest changes we made were regarding the Kyrian weapons, such as not using a spear on the second boss since we already have so much damage for the waves of adds, and we have a lot of funnel damage for the boss as well. This allowed us to save more weapons for the last boss in order to create a script to make him more consistent. The other big change we made to the route that is especially crucial is to only ever play 1 Corpse Collector at a time in The Necropolis. This mob targets random players and does an insane amount of damage on Fortified, so only needing to control/deal with one at a time is a must in a very high Fortified NW.

Thaner: NW is the dungeon we’ve played the most this season, so we’d had plenty of practice before that key. Our route is really fast and very consistent both on bosses and packs thanks to our comp and dungeon weapons assignment. We didn't have to change anything from our previous runs, which allowed us to do a smooth key that was clutch at times, but that's just the nature of Fortified keys with a Prot Pally tank. In terms of specifics, we definitely focused on survivability gear/conduit/talents. For example, as a Resto Shaman, I played the Spirit Wolf talent and the Ocular trinket with extra avoidance to survive the frontals on the first boss, etc.

Ramfam: I think that the biggest contribution of Team SHEEESH’s success in NW is that we had a solid plan for the Kyrian weapons in the dungeon. Not using a Spear on the 2nd boss enabled us to use one on the last boss with all cooldowns on pull, along with Lust for significant burst damage. My specific job for this key on Fortified Raging was just to soothe high-priority mobs such as Kyrian Stitchwerks or Goregrind, which do a lot of tank damage, or Collectors that Throw Flesh on random targets. Having only one soothe in our group for Raging is tricky. If the group has a lot of AoE damage output, this can cause multiple mobs to enrage at the same time. Also, some mobs live long enough to re-enrage. In these cases, we would have to use either Hammer of Justice from Andy or my Kidney/Cheap Shot to stop Throw Flesh from going through. Thaner and Speed were dealing with most of the Explosive orbs to ensure that Wildi and I could do efficient damage while taking care of other jobs too such as controlling mobs etc.

Speed: Although my teammates have covered the majority of this topic, I would just like to add that, while we knew it didn’t require extreme speed to time the +30 NW, (as evidenced by our previous +29 NW), we knew that we could do it as long as nothing major went wrong. Therefore, most of my thought process went into saving offensive cooldowns for important upcoming packs that could make or break the pull instead of using them off-cooldown, which technically would have provided maximum overall damage output for the run. In hindsight, I could have done things better or made different decisions, but I am proud of how it worked out in the moment regardless.





“Our comp is really well rounded. Windwalker and Mage deal heavy AoE damage, while Sub Rogue can focus on full priority damage if needed. Prot Pally and Resto Shaman also bring a lot of control and kicks that other classes don’t have.” —Ramfam



Q-4: Your group composition seems to have been particularly well-suited for the Necrotic Wake on high keystone levels. How long have you been running your current comp? What elements of your classes/specs do you feel synergize best together and why?

Ramfam: I only recently joined this team after their previous Rogue Vihoo couldn't play as much anymore. Our comp is really well rounded. Windwalker and Mage deal heavy AoE damage, while Sub Rogue can focus on full priority damage if needed. Prot Pally and Resto Shaman also bring a lot of control and kicks that other classes don’t have. This enables us to do pulls that involve numerous casters. Prot Pally also brings a substantial amount of group off-healing, which can help a lot on bosses and even trash.

Andy: The thought process has always been playing around funnel damage to kill big HP mobs fast and efficiently. For example, we don't try to overkill the adds on the second boss in NW for Rogue’s funnel with Shuriken Storm + Eviscerate and keeping Frost Mage’s Icy Veins up so that he can spam a lot of Ice Lances into his main target. This is the thought process around most pulls with Sub Rouge and Frost Mage in order to get the most value on their niche damage profile. Nothing is more satisfying than playing a Halls of Atonement and watching the Shards of Halkias die faster than the smaller mobs around it.

Thaner: Our DPS comp is the standard comp this season, which is focused on small/medium sized pulls with the ability to funnell priority damage into a high HP target through Sub Rogue/Frost Mage. What makes our comp interesting is the tank/healer combo. At the start, our team was a bit skeptical. They saw Prot Pally as a squishy tank and Shaman as a worse version of Holy Paladin but I assured them that it would suit our routes/comp after testing it a lot at the start of this season with my good friend Eltharien (shout out to him)! Infinite kicks, infinite healing throughput, all types of dispels, pally utility, plenty of stuns, slows, and most importantly, we always have damage thanks to short offensive cooldowns like Bonedust Brew, Vesper Totem, Flagellation, Divine Toll etc. Combine all of these things and you get a God comp.

Wildi: I think this is our 3rd or 4th Push Week with this group composition. It is definitely really good for NW. It provides priority target damage, while also having BIG AoE damage. Our Healer + Tank setup provides a lot of interrupts and survivability, which makes the key very consistent. Andy can also play with a bit more off-healing by not playing a slow, which is where the Frost Mage comes in handy since I will slow everything. The comp is just really strong damage-wise while also bringing a lot of survivability.

Speed: Even as a Rogue player myself, I can say that Rogue and Mage have been way too good for way too long in high keys. For a cutting-edge comp, they bring so much to a group in terms of their utility kits and damage profiles. Adding to that, the funnel-damage aspect of both Rogue and Mage just further amplifies their value. Remember boys and girls: It's still important to do single/priority target damage in Mythic+. It's not all about AoE.



“The faster you can create a good method of doing something that works and is consistent, the more successful you will be as a result.” —Andy



Q-5: We know that your team is extremely prepared and organized, as you recently shared with us that you script your runs in an elaborate Google Sheet with interrupt assignments, cooldowns, and make extensive use of focus macros. How important is this level of preparation in the bleeding-edge keys you guys do?

Andy: The Defensive cooldown Google Sheet that Thaner made is pretty much mandatory at this point when you get to this level of Mythic+. You cannot “yolo” cooldowns at this level because you will make something inconsistent and much harder than it needs to be. By not investing the time required to script an encounter, this often holds your group's own potential back. Anyone who raids will know just how important it is to create good scripts for yourself on progress, and the same concept can be said for high keys. The faster you can create a good method of doing something that works and is consistent, the more successful you will be as a result. Some things are so absurdly hard, such as Klotos from Spires of Ascension on +29 or the last boss of Plaguefall on a +29 Tyrannical, that we need to script defensives to make these encounters possible. I have my own notebook that I use to script very hard tank fights, such as Hakkar in De Other Side, and the last boss of Halls of Atonement, as it's important to come prepared and create a good pattern that makes you much easier to heal.

Speed: Thorough preparation is crucial since it allows us to quickly adapt to any issues that arise mid-key. For example, in our World First +30 NW, I suddenly had to kite very dangerous mobs when Andy went down to a missed Explosive orb. What made this play special is that I had to kite leaping enraged mobs without committing any defensive cooldowns, as these cooldowns were required for me to survive Rotspew on the next pull. Similarly, Thaner could not use his Earth Ele to save me since he also had to hold it for the following pack.



Wildi: Preparation is extremely important, especially for live keys. You may only get the chance to play some dungeons once or twice a week, so whenever you try to time a key, it has to be spot on. With good planning, it also avoids people randomly using big cooldowns that could maybe overlap with other stuff. I definitely think it is really important if you want to be competitive, but our level of preparation is definitely too much for a pug group.

Ramfam: Knowing which mark (or even just a mob in general) that you are supposed to kick/control etc. makes it a lot easier because you can already set a focus target before the pull begins. This removes some of the unnecessary comms (less talking for shotcallers). I have heard of a lot of people using mouseover macros for kicks/stuns etc., but the problem with that for higher-end keys is that, if you mess up your assignment, it can easily result in a 1-shot on someone. Therefore, you don’t want to rely on mouseover for important tasks because you can easily miss mouseover on your mob due to random knocks or mobs jumping etc. This is why focus macros are essential for keys because it ensures that you can never miss your kick unless you set an incorrect focus or you are standing just out of range.

Thaner: A big part of our consistency comes from preparations. Before this season, we used to call a lot of things on the fly depending on the situation, but with our current comp, we simply have too many defensive cooldowns, interrupts, and stops. Figuring out stuff was a little bit overwhelming at the start since we had to assign so many things, and that's where the spreadsheets helped a lot. Thanks to all that prep, we are a very coordinated team at the moment. I would definitely advise all teams to do something similar, as it builds consistency and team synergy really quickly. There is nothing worse than depleting a key due to a missed kick!



“What I like about live keys is that there are no infinite chances to test things. The best team is the one that is the quickest to adapt to seasonal changes and invest a significant amount of time into pushing.” —Thaner



Q-6: What do you like most about pushing keys on live servers vs. competing in the MDI? Do you prepare any differently for the MDI than you do for live keys?

Wildi: The biggest thing I like about live keys compared to tournaments is that I always feel the small rewards along the way. Whether I’m timing a new great key or a new highest keystone overall, it feels like a nice accomplishment. While on the Tournament Realm, it’s just practice practice practice and then it can either work out, or you won't meet your expectations and are disappointed. The small victories definitely help me stay motivated.

Andy: There's a lot more satisfaction in timing a live key that you don't get infinite chances to do rather than spamming something over and over until you get it down, such as many pulls in the MDI. It makes timing a lot of high keys much more satisfying, especially if it's a key that is hard to get, such as +30 NW.

Thaner: What I like about live keys is that there are no infinite chances to test things. The best team is the one that is the quickest to adapt to seasonal changes and invest a significant amount of time into pushing. MDI is different. It's more about repeating things nonstop and building consistency when the Tournament Realm opens. Both formats are great but I personally prefer high keys. It simply feels better to time +30 than a quick +22.



“After the last Great Push, we have made great improvements in our team’s mentality, and continue to do so. We’ve also learned to take breaks, which is really important.” —Speed



Q-7: Are you planning on competing in the next Great Push and/or other future MDI tournaments? If so, will you be making any adjustments (or improvements) towards your approach compared to past Mythic+ tournaments that you’ve competed in?

Andy: I felt very satisfied with our practice for the last Great Push tournament and I wouldn't change anything regarding how we approached the competition. I think we just got insanely unlucky with Hippo’s disconnect on the last boss of +27 Plaguefall, and then with Echo being allowed to get away with the Plagueborer controversy. The MDI was a little different since, when we played the competition, we lost Speed and Hippo, and it felt like a new team. We had very little synergy and lots of things were inconsistent. I don't think I'll ever do MDI again unless those sorts of things are resolved before we start the competition.

Thaner: Definitely — especially The Great Push. Pushing live keys feels good to a certain extent. You just want more at some point, so participating in a tournament allows you to test yourself further! We’ve grown a lot as a team since the last tournament, so I am really excited for the next one!

Speed: We will be participating in another Great Push tournament this season and I'm very excited to play with the BOYS! Personally, I competed in the first 3 MDI’s (2 in Legion and one in BFA). I don't see myself playing in another MDI, partially because of some previously bad experiences with it, and partially because it is happening shortly after the new patch/tier comes out. When Patch 9.2 launches, I’ll be spending most of my time enjoying the process of gearing most of my characters. That process becomes redundant once you get spoiled by Tournament Realm access because you’re able to obtain every item in the game at the highest level. After the last Great Push, we have made great improvements in our team’s mentality, and continue to do so. We’ve also learned to take breaks, which is really important.

Wildi: We are definitely competing in the upcoming Great Push and I hope the biggest improvement we make is to win the tournament this time.



Q-8: What are some of your favorite or most ridiculous moments pushing keys together this season? Please provide a clip!

Ramfam: The most ridiculous moment was probably when Wildi tried to combat res me on the last boss after me dying on purpose downstairs, and the Engineering res backfired. He probably only survived because he's a Mage, and that could have easily ended in a disaster and key depletion.



Thaner: Imagine facing a +29 Sanguine Depths and just having fun with homies (watch your ears though!)



Andy: This was our recent +30 Tyrannical NW that we oneshot. We just went in there and boom with a 7-minute last boss.



Speed: We MIGHT sometimes do things for the memes.





Q-9: How do you like Tormented compared to Prideful? If you could design a future seasonal affix, what would you make and why?

Thaner: I actually like both, but Tormented is the clear winner! What's great about the Tormented affix is that routing is way more open this season. On top of that, it feels good to have extra 12% haste as a healer, thanks to Pedestal of Utter Hubris. Prideful was just such a pain because you had to pull around 20% Pride spawns, which was so limiting and tilting sometimes.

If I had to design a seasonal affix, it would definitely be a hard HPS check with an insane reward — something like Prideful but less limiting percent-wise.

Wildi: I think Tormented is okay. It’s nothing too exciting, but it’s also not a completely terrible affix to play with like Beguiling was. I'm not very creative, so I don't really know what I would like, as long as there is no RNG fiesta in the end.

Ramfam: I like Tormented a lot more because it lets you be more flexible in terms of routing (not being bound to 20% pulls etc.). Also, when you were doing the highest keys during Prideful’s season, you were mostly just using invisibility potions to skip them because they were doing too much damage or were too much of a time loss most of the time. However, it seems the anima power Vial of Desperation from Oros Coldheart has been bugged forever and isn't working consistently…

Andy: Prideful made a lot of big pulls possible with the extra healing and damage buff, which made the game very fun in being able to accomplish these pulls. However, the fact that you could skip Pride with an invisibility potion always left a bad taste in my mouth. I saw this as a big oversight by Blizzard in the design of this affix, as you would ignore the affix in a lot of scenarios. Still, we found the optimal way of being able to heal Pride, if we had to play it for high keys where we needed the buff. We pulled out the Guardian Druid off-healing through Heart of the Wild + Restoration Affinity, and with an Elemental Shaman tanking Prides with Earth Ele. This was found to be an effective combo to heal Prides without costing Ashen Hallow, which meant you could use such an important ability in subsequent pulls.

Overall, I much prefer this seasonal affix, albeit it is a bit boring. It's not as flashy as Awakened was since you could do very cool skips with the portals. I feel like Pride had too many issues, and one of those was forcing you to play around 20% enemy forces. This left a lot of dungeons with little room to play certain things or change much about how you play a dungeon, which often made routes very rigid and bland. This season, everything feels so much more open and you have a lot more freedom to play certain dungeons how you want.

However, I think that a lot of my complaints with Seasonal affixes could be better attributed to the dungeons themselves, as I feel like a lot of dungeons are lacking choice — something that we had plenty of in previous expansions. For example, Spires of Ascension is a dungeon you can do very little with since the design of the Squad Leader mobs forces you to play a certain route. In fact, the most optimal routes are ones where you play as few of the Squad Leaders as possible. I think the best way to make Mythic+ more interesting is for every seasonal affix to force you to rethink how you play a key despite your experiences in those dungeons. I would also love to see Blizzard fix certain mobs to make different routes possible. An example of this would be in Theater of Pain where there is a mob called Rancid Gasbag. This mob is very hard to play, yet it only awards 8 count. If this mob were to give count equal to the difficulty required to play him, there would be potential alternate routing you could do. Furthermore, I think the same of Helion mobs in Spires, as well as some of the pulls before the first boss in Mists of Tirna Scithe.



Q-10: Do you have any final thoughts you’d like to share?

Speed: With imminent nerfs looming in Patch 9.2, I would like to shine some light on the state of Windwalker Monk. While this spec is extremely strong in Mythic+ right now, it is far from the spec that I fell in love with in Legion. It has taken a turn for the worse with the notorious Dance of Chi-Ji talent, which makes the spec into a full gambling slot machine and not the precise spec it once was. Hopefully, some kind of re-design is happening soon. Furthermore, Serenity has been a dead talent for far too long now; let's make it viable again, at least for some situations. Also, please please fix the Final Stand (bubble taunt) bug on Protection Paladin. It is rapidly becoming the culprit of the majority of my deaths in dungeons :(

Lastly, thank you for this amazing opportunity and your continuous work for our community. Shoutout to my mom, my sister, my teammates, and the boys from Innominatum.

Thaner: A big shout out to all my friends and fans for all support, love you guys!! Also, as mentioned before, big kudos to Eltharien! If it wasn't for our Prot Pally/Resto Shaman keys early this season, I would be playing a Holy Paladin like all other healers :D

Ramfam: Uncap Outlaw’s Blade Flurry please, Blizzard :3

Wildi: Hmmm…I'm not really good with this. Thanks to my mom for not kicking me out of the house. I would also like to say hello to my good friend Jarne so that I can show him this article and make him notice that I didn't forget him.

Andy: Fix tank talents please. The first row of Brewmaster talents are boring, RJW should be baseline, and the last talent row needs a major redesign. Either remove Blackout Combo or buff it and make Blackout Kick affected by haste again. This was a popular playstyle of Brewmaster in Legion that was quite successful in my opinion. I also think that Spitfire should be removed and replaced with a talent that has something to do with brew generation. My idea is a talent that makes Purifying Brew heal you for a small percentage of whatever you purify.

Prot Paladin talents should be changed. Bring back Last Defender and make Spellwarding baseline, since the talent row feels so toxic if you want spellwarding but then can't use unbreakable spirit. Moment of Glory should be removed, as it’s in a row with two talents that are very strong. Contending with First Avenger and Crusader’s Judgement is going to be very hard; perhaps it's possible that not every row should have only 3 options, and maybe some can have 4 options instead.

Also, looking at covenants, Prot Paladin is pretty unfun without Divine Toll. Perhaps you guys at Blizzard should delete Sanctified Wrath and make Divine Toll a talent on that row instead. Also, for the love of all that is sane and good in World of Warcraft, can you guys please fix Bubble Taunt? You have no idea how many mice and keyboards I've broken because that talent doesn't work when it's supposed to.

Buff Protection Warrior’s Ignore Pain since I believe it's too weak at the moment. Also, the talent system for Prot Warrior feels very lacklustre, and I'm not a big fan of the current talents versus the old BFA talents. On the contrary, I'm not a complete hater and still enjoy prot warrior a lot, especially with the Reprisal legendary, which I think is an awesome addition to their arsenal. I would very much like to see the talent row where Indomitable is reworked to be a lot more interactive, similar to BFA with Bolster on that row. The current talents on that row are awful to play with. Moreover, I feel that Last Stand as a defensive is too weak when you compare it to other tanks’ kits, such as Blood Death Knight.

Lastly, please fix Vengeance Demon Hunter. Make Fracture baseline so that VDHs will actually play talents like Feed the Demon and Soul Rending. Both of these talents are very cool and are almost never played because of Fracture. If Feed the Demon was viable to be played, it would fix VDH’s issue with Demon Spikes downtime. Also, tanks in general love playing high cooldown-reduction builds where we get defensives back quickly. It feels very rewarding and fun.



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About the Author


VitaminP (VP) is the Lead Editor & Assistant Producer of Raider.IO and has worked for the organization since the formation of the News Section in November 2018. Although VP is currently focused on pursuing her Masters of Business Administration, she specializes in tanking classes and has loved doing competitive Mythic+ on and off since early Legion.