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Warrior fury Guid

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1.1: Introduction.
1.2: Stat-priority.
1.3: Enchants and consumables.
1.4: Talents.
1.5: Glyphs.
1.6: Rotation.
1.7: Macros
1.8: Boss-by-boss.

1.1: Introduction and F.A.Q.
Disclaimer: Some parts of this I might have shamelessly copied off of my own Arms guide, as its equally relevant for both specs. Good day again! As with Arms, there were no current up-to-date Fury guides on the forums, and so I've decided to quickly throw one together for all aspiring Fury Warriors. I'll keep it short and mostly straight to the point, with some in-depth explanations regarding certain talents.

So, where do I want to play Fury?
Fury is the warrior spec best suited for singletarget encounters, and encounters with frequent bursts of aoe well suited for Bladestorm. Good examples for this in BRF are Gruul, Oregorger and Blackhand for singletarget, and Beastlord, Thogar and Flamebender (mythic only!) for burst aoe.

But wouldn't you be able to Bladestorm on those fights as Arms?
You would, yes, but Fury Bladestorm is significantly stronger than its Arms counterpart. Fury not only attacks with both weapons, but has the added benefit of scaling with Mastery whereas Arms does not.

What about fights like the Iron Maidens?
While some might argue that the high singletarget is more valuable for the boats on this encounter in particular, the high sustained 2-3 target damage output of Arms is far better suited for these types of encounters. For next tier, however, assuming no significant changes are made, Fury will beat Arms even on these types of fights.

What makes Fury strong, and what are its weaknessess?
Fury's primary strength is its extreme burst potential coupled with the T17 4-set bonus, and its immense potential for burst aoe when Recklessness is coupled with Bladestorm. Fury Warriors will do a high amount of damage in the pull, then fall down to a mediocre amount of DPS while waiting for cooldowns to come back up.

Fury's biggest weakness is its reliance on crit, and the fact that a single ability not critting is tied to one of your primary stats, Mastery, being very strong or completely nullified, rage generation and one of your primary DPS abilities; Raging Blow. You can get very lucky as Fury, but you can get equally unlucky.

What about trinkets. Which trinkets should I be using?
The best trinket combo is Vial of Convulsive Shadows and Horn of Screaming Spirits. Vial of Convulsive Shadows can be substituted with Scabbard of Kyanos until you reach Heroic gear levels. Scabbard of Kyanos can still be a good trinket choice on Heroic gear levels if it specifically aligns with a burst period on an encounter, or if the fight duration would give you 3 Scabbard uses, aligned with cooldowns, while Vial would only give you 2 (~3 minutes 20-30 seconds]. In all other scenarios Vial will come out on top, and even in the best case scenarios for using Scabbard it will be close.


1.2: Stat-priority

Critical Strike and Mastery are your best stats. That being said, those are not the only stats you want. Stats have a tendency to remain static in value the more you get, while others increase. That means as you get to a certain point of these stats on your gear, other stats may become almost as good, equally good or even better.

Mastery increases your damage while Enraged by a flat, higher amount than the flat amount of damage gained from Multistrike or Versatility, and is thus a very powerful stat if you keep a high Enrage uptime.

Critical strike will increase your raw damage output, but is also necessary to activate your primary DPS ability, Raging Blow, and activate your Enrage so you benefit from Mastery.

Haste deserves a special mention here, as it's generally your third best stat. As Fury, Haste will increase your attackspeed, reduce your global cooldown, and via the new ability Headlong Rush, reduce the cooldown of your Bloodthirst. While Haste does not in traditional sense increase the damage of abilities like Bladestorm, it does so indirectly by allowing you to gain and spend more rage for a faster cooldown recovery via Anger Management. This is particularly valuable up to around 9-11% unbuffed Haste, then falls to a comfortable third priority.

For an itemlevel of 670-685, shamelessly stolen from a fellow Warrior in another forum, these are rough estimates of your statweights. These numbers are all raidbuffed.

Strength: 1.0
Crit Below 25%: 0.65
Crit Above 25%: 0.58
Mastery: 0.58-0.70~ (Depends on how much crit you have)
Haste below 11% - 0.65
Haste inbetween 11-18% - 0.58
Haste over 18%: 0.50
Multistrike: 0.55
Versatility: 0.42

It's very important to note that due to scaling and how stats interact with one another it's impossible to give an exact science behind which stats you should go for. If you really, really want to minmax your exact statweights I recommend you download and fiddle with simulationcraft. It's rather easy to learn the basics, which is all you need.

1.3: Enchants and consumables:

Enchants:
Cloak, Neck and Rings: Gift / Breath of Critical Strike
Weapon: Enchant Weapon - Mark of the Thunderlord

While Enchant Weapon - Mark of Bleeding Hollow might seem like a good choice, the Mark of the Thunderlord is generally a better choice because of higher uptime. This might change with future tiers as Mastery value is becoming progressively stronger as gear progresses.

Gems:
Greater Critical Strike Taladite

Flasks & potions:
Greater Draenic Strength Flask.
Draenic Strength Potion.

Food:
Pickled Eel.

1.4: Talents:

L15: Go with either Double Time or Juggernaut depending on preference. Double Time is the preferred choice for most raiders as the possibility to quickly charge between targets most often beats the reduced cooldown. Warbringer is completely useless for raiding.

L30: Your only real choice here is Enraged Regeneration. Impending Victory can be used, but it is on the GCD and will heal the same amount over the course of a fight, so ER is generally a better choice. Never use Second Wind in raids.

L45: Here your choice is between Sudden Death and Furious Strikes. Unquenchable Thirst may seem like a good choice but is tuned significantly lower than the two other talents and should be avoided. If you decide to stick with Furious Strikes you should always equip your highest DPS weapon in your offhand, then swap it to your mainhand when its time to Execute. You should never use Furious Strikes on an encounter where you'll spend rage with Whirlwind, and thus Sudden Death is the preferred choice for most.

L60: Dragon Roar if you can ever hit more than one target with it, Storm Bolt for singletarget. You can safely stick with Dragon Roar even for singletarget fights, as there is minimal difference. Shockwave can be useful if you are ever assigned to stun groups of adds, but other classes are generally better at it.

L75: Vigilance! Your tanks should be calling for it. I have yet to find a use for Safeguard or Mass Spell Reflect this tier.

L90: Avatar is the highest DPS choice if you are playing with Siegebreaker or Scabbard of Kyanos, but the difference small. If you play with Anger Management, Avatar and Bloodbath are about equal, although most prefer Avatar due to its easier usage. Bladestorm on any fight where you can consistently Bladestorm more than 1 target.

L100: Anger Management is both an interesting and annoying talent. It has the potential to be extremely good, but it can also be completely useless. If Anger Management gives you another set of cooldowns, or better aligns your cooldowns with specific burst phases on any given fight, it will be your best talent. If you used Anger Management and it didn't give you another set of cooldowns, however, you just wasted the ~5% overall damage you could've gotten from Siegebreaker. For referance, Anger Management reduces your cooldowns by roughly 25-30%, dependant on gear and other variables.

Here are rough timings I calculated for which fight durations you should use Anger Management and Siegebreaker on to get the maximum amount of Recklessnesses. This list gives you a rough estimate of when your Recklessness will come off cooldown, so you will also need to take into account the ~20 seconds you'd need to get full benefit of your cooldowns.

Siegebreaker: 0 minutes - 2 min 15 sec, 3 min - 4 min 30 sec, 6 min - 6 min 45 sec, 9 min 20 sec
Anger Management: 2 min 15 sec - 3 minutes, 4 min 30 sec - 6 min, 6 min 45 sec - 9 min.

Ravager can be used on fights where you need burst aoe or cleave damage, and Bladestorm already aligns with it. For sustained aoe, however, you're better off with Anger Management and Bladestorm.1.5: Glyphs:

Glyph of Unending Rage: This glyph is mandatory. Increases your maximum rage by 20 for a maximum of 120 rage.

Glyph of Wind and Thunder: This glyph is very, very good for fights where you have to hit multiple targets.

Glyph of Enraged Speed: Automatically learned. Increases your movement speed by 20% when Enraged. Very good for keeping up with a boss on high-movement encounters.

Glyph of Rude Interruption: Is there something interruptable on the encounter? If yes, use this glyph. If you're on Oregorger, tell your raid you want to take the first interrupt. If you're doing Blast Furnace, interrupt everything. Heck, interrupt Slag Elementals in the last phase just for the added DPS. The damagebonus is huge.

Glyph of Recklessness: Never use this. Ever. No, it does not interact with your 4-set, stop asking.


1.6: Rotation:

Important: This is a priority order, not a write-up of your actual rotation. For every ability you press you go through numbers 1 and onwards, then press the highest priority ability you have available.

Pre-execute:
1. Berserker Rage if enrage is down. If you have heroic or higher levels of gear, it can be a DPS increase to use Berserker Rage on cooldown if your previous Bloodthirst did not crit and you have 4 seconds or less left on your current Enrage.
2. Execute if Sudden Death proccs.
3. Wild Strike if at 100+ rage.
4. Raging Blow if at 2 stacks.
5. Bloodthirst if Enrage is down or if you're at 80 or less rage.
6. Ravager or Siegebreaker, if you chose any of these talents.
7. Storm Bolt or Dragon Roar.
8. Wild Strike, if you have a Bloodsurge proc.
9. Raging Blow.
10. Wild Strike.
11. Bloodthirst.

Opener:
Although arguably not as important as Execute, your opener is a part of the fight which heavily will influence your overall DPS on a fight. Nothing changes in terms of priority, but assuming you have the T17 setbonuses you will often experience greatly delaying Bloodthirst due to the high rage-gain from the 4-set, Bloodsurge, Sudden Death and Raging Blow proccs.

1. Prepot
2. Charge (If you are using Ravager, you want to put down your Ravager as you Charge in)
3. All cooldowns
4. Bloodthirst
5. Follow priority as listed above.

Execute:
Substitute non-Bloodsurged Wild Strikes for Execute. Raging Blow has a lower priority. Your main priority during cooldowns is to burn as much rage as you possibly can with Execute, which means you might want to not use your Raging Blow stacks. Raging Blow, however, does still have higher damage per rage than Execute, so you should use it if you don't have enough rage for Execute, or if you are conserving rage for cooldowns.

1. Berserker Rage if enrage is down.
2. Execute if Sudden Death proccs.
3. Execute if at 100+ rage.
4. Bloodthirst if Enrage is down or if you're at 90 or less rage.
6. Ravager or Siegebreaker, if you chose any of these talents.
7. Storm Bolt or Dragon Roar.
8. Execute
9. Wild Strike, if you have a Bloodsurge proc.
10. Raging Blow.
11. Bloodthirst.

2+ targets:
When you're on 2+ targets, substitute Wild Strikes for Whirlwind to build Meat Cleaver stacks appropriate to the amount of targets you're DPS'ing. If there are 2-3 targets Whirlwind once. If there are 4 or more targets Whirlwind twice.

1. Ravager
2. Bloodthirst if Enrage is down or rage is less than 80.
3. Bladestorm.
4. Execute if Sudden Death proccs or if there are only 2 targets and one can be Executed.
5. Whirlwind.
6. Raging Blow.
7. Dragon Roar
8. Wild Strike if Bloodsurge.
9. Bloodthirst

Cooldown- and trinket usage:
As a warrior you have two primary cooldowns; Recklessness and whichever L90 talent you chose. Your number one priority, always, is to have as many uses of these as possible. Most often that means use them on cooldown. However, it is important to note that you always want to have your cooldowns up for when the boss reaches Execute-range. I can't stress enough how important this is, as this is the biggest determining factor in whether you just tickle the boss or actually manage to make a dent.

That means if a fight lasts 6 minutes, you should not pop your second Recklessness on the 3-minute mark. You should, however, pop your 2-minute trinket with Bloodbath at the 2 or 3-minute marker, or with Avatar, and then save the third trinket use for Execute.

If the fight lasts 3 and a half minutes you want to save your second 2-minute trinket use for your second Recklessness and align it with Execute.

1.8 Boss-by-boss.

Gruul: Sudden Death/Furious Strikes, Storm Bolt, Avatar/Bloodbath, Siegebreaker/Anger Management.
Remember, evaluate your guilds rough killtimes to see whether or not you should use Anger Management.

Oregorger: Sudden Death/Furious Strikes, Storm Bolt, Avatar, Siegebreaker/Anger Management.
Be sure to use Glyph of Rude Interruption here. Ask your guild to be first on interrupts. If you pick Bloodbath on this fight, don't bother using it on crates, as Bloodbath will never get to tick its full duration. Avatar is generally a better choice because of this.

Blast Furnace: Sudden Death, Dragon Roar, Bladestorm, Anger Management.
Use Glyph of Rude Interruption, and interrupt Pyroclasm on the Foreman or Electrocution on Furnace Engineers in phase 1. Interrupt Firecallers and Slag Elementals in phase 2 and 3. Bladestorm on cooldown in phase 1 and between Primal Elementalists in phase 2 to clear adds. With Anger Management you should have Recklessness up for phase 1, two Elementalists in phase 2 and again on the boss in phase 3.

Hans'gar & Franzok: Sudden Death, Dragon Roar, Bladestorm / Avatar / Bloodbath, Anger Management / Ravager / Siegebreaker.
You can go either way regarding talents on this fight, but Bladestorm is generally the better choice. Only Bladestorm when both bosses are near you. Use Anger Management if your guild kills the boss in under 3 minutes, otherwise stick with Ravager or Siegebreaker.
Mythic only: If you are progressing this I suggest Arms for this fight.

Flamebender: Sudden Death, Dragon Roar, Bladestorm/Avatar, Ravager/Anger Management.
I usually go with Bladestorm on this fight. If you pop Bladestorm and Ravager instantly in the pull on Flamebender and Aknor they'll be back up for the first set of dogs. This is particularly effective on mythic difficulty, as there are 4 dogs, or if your guild tanks the ranged dog alongside the boss in melee range. Even if your guild doesn't tank the ranged dog in melee, however, it's a good option.

Kromog: Sudden Death, Dragon Roar, Bladestorm, Ravager.
You can Ravager in the pull and have it back up for the first hands, as they spawn just about 1 minute into the fight. Protip here is to put down the Ravager on hands far away from you, as your Bladestorm will typically annihilate everything around you and you'd end up breaking people free too early.
Mythic only: If your guild has no issues with Grasping Hands, you might want to consider Avatar for pillars. Pop Avatar in the pull, but save Recklessness and any on-use trinket you have for the first pillars. First pillars spawn roughly one and a half minutes into the fight, and the second pair comes up exactly 3 minutes later.

Beastlord: Sudden Death, Dragon Roar, Bladestorm, Ravager.
Alternate Bladestorm and Ravager on every 30-second add-wave, assuming heroic difficulty. You could try out Anger Management instead of Ravager for normal-mode, as adds there spawn every 40 seconds, but chances are you'd end up with 4-5 seconds left on your Bladestorm CD for the adds.
Mythic only: If you are progressing this I suggest Arms for this fight, as Arms Execute on priority targets is higher than that of Fury.

Operator Thogar: Sudden Death, Dragon Roar, Bladestorm, Ravager / Anger Management.
If you go with Ravager, preplace it on the tank and hope a friendly Death Knight grips everything on top of it. A good way of topping damage on adds on this boss, assuming you have the T17 4-set, is to pop Recklessness 5-6 seconds before the adds spawn, so you can Bladestorm at the peak of your 4-set buff with +10% critical hit damage and 100% crit.
Mythic only: If you go with Anger Management you can use Reck with Bladestorm on the first Man-at-Arms, again on the first and on the second split, and lastly to Execute the boss depending on your guilds DPS.

Iron Maidens: Sudden Death, Dragon Roar, Bladestorm, Anger Management.
Follow the 2+ target cleave rotation as listed.
Mythic only: If you are progressing this I highly recommend Arms for this fight.

Blackhand: Sudden Death/Furious Strikes, Storm Bolt, Bloodbath / Avatar, Anger Management / Siegebreaker.
Don't feel bad if you're low on damage on this fight, really. Try not going onto the balcony, contrary to popular opinion Warriors are not very good at it.

MAKROS!!!
Cooldown macro nr.1. Will pop your L90 talent.
#showtooltip
/cast [talent:6/1] Avatar; [talent:6/2] Bloodbath; [talent: 6/3] Bladestorm


Cooldown macro nr.2. Will pop your L90 talent, Recklessness, Orc racial and any use-trinket you have equipped.
#showtooltip Recklessness
/cast Recklessness
/cast Bloodbath
/use Blood Fury
/cast Avatar
/use 13
/use 14


Vigilance. Will Vigilance your friendly, focused target if you have one. Otherwise will Vigilance the target of your target, so hopefully the tank.
#showtooltip
/cast [@focus,exists,help] Vigilance; [@targettarget] Vigilance


Stance-dance! Will swap you to defensive stance if you're in battle stance and vice versa. I recommend keeping this on an easily accessible button to avoid those big damage spikes like a boss.
#showtooltip
/cast [stance:1] Defensive Stance; [stance:2] Battle Stance


Taunt. Will go defensive stance, taunt, and go back to battle stance.
#showtooltip Taunt
/cast [stance:1] Defensive Stance
/castsequence reset =3 [stance:2] Taunt, Battle Stance


Charge/Intervene. Will charge your target if hostile, and intervene your target if friendly.
#showtooltip Charge
/cast [harm] Charge; [help] Interveneworld-of-warcraft-wow-the-flag-the-lion-

 

 

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