So pre patch is on ptr right away how is everyone feeling about fury at the moment?
Its different. If you don't like different, then you're gonna hate your life. With good gear, max level at 110, and a maxed out Artifact at 110 it isn't bad. Survivability may/may not be an issue, but we'll see. Warriors are in a competitive spot DPS wise with AOE and ST. They can flop between talents to focus on either. Some argue the rotation is shitty, some argue its clunky, and there's math that Raging Blow won't even be pressed during an optimal rotation. If Raging Blow does end up being stripped out of the rotation, then Blizzard will handle that, I'm positive. I still think it needs some tweaks but its playable. Veterans to Fury may wanna sit down and breathe deep; newcomers to the spec will think its pretty cool I think. I await to be blasted by the negative haters though. So, hate away...
#SargerasIsComingToSaveUs
My major complaint with Fury is that there's just way too much shit going on to be comfortable. You'll call me crazy, "no way more interaction is bad!", and I know a lot of mechanics sounds exciting at first, but throwing too much at players is just as bad as too little.
Fury has eight separate maintenance buffs, procs, and mechanical effects to track, many of which can occur simultaneously:
- Enrage
- Berserking
- Odyn's Champion
- Juggernaut
- Frenzy
- Sense Death
- Sudden Death (legendary)
- Wrecking Ball
- Massacre
And this isn't including standard coolodowns, abilities which occur without altering the rotation, or short-term effects which are naturally consumed (Meat Cleaver, BT crit stack, Bloodthirst legendary, Reck/Dragon Roar).
Compare this to Arms which has five:
- Colossus Smash debuff
- Tactician (CS/MS resets)
- Sudden Death (legendary)
- Overpower
- Rend
Making it much easier to manage. It's kind of indicative of recent design to be honest - in WoD they made one agonizingly slow spec (Arms) and one painfully fast one (Gladiator), both well outside the games normal APM range, rather than tuning them both within comfortable limits.
Of course, I'm sure someone out there likes this and will defend it all day, just like I'm sure someone in WoD liked the fact that pre-T18 Arms didn't have a single proc or dynamic mechanic whatsoever and some masochistic mother fucker enjoyed the feeling of their fingers bleeding while playing Gladiator; ultimately though, it's a deviation from the standard, which is more likely to be uncomfortable for the majority than not.
Is this a bad thing? Up to each individual, but in my experience the target is for enough mechanics to be engaging, but not so many that it requires absolute attention. Unfortunately, Fury falls on the wrong side.
Last edited by Archimtiros; 2016-06-15 at 01:41 AM.
So our 3rd relic slot is still gated behind the Court of Stars dungeon which can now only be accessed on Mythic difficulty. I expect this will be changed but I wonder to what.
This has kind of been the theme with Fury ever since they started fucking with it.
Fun at entry level, where the players are more casual and do not worry much for absolute min/maxing. Once you start actually trying to min/max and finding the best way to get the most out of your spec, Fury just falls apart.
It's just infuriating tbh.
That's just a good enough point for me to go Arms in Legion. On beta I already liked it, although I like Fury pace, but like you said, there's just too much too keep track off and from an optimal point of view, you'll want to align as much as possible with cooldowns, making your rotation very very depending on micromanagement and to some extend, RNG..
Keeping track of fury maintenence buffs and pros will be a weak aura nightmare for me lol. Feel like I will go crazy trying to min max
More or less why I'm favoring Arms (balance permitting). It's a lot of fun to play Fury, but throughout a 4 hour raid, multiple days a week, it can just as easily become mind-numbing.
I still like Fury better aesthetically though; the Arms artifact just looks bland to me.
Could be a fun challenge or a headache when nothing wants to line up correctly. I enjoy it on beta but sometimes it feels like I'm kind of losing control if that makes sense lol. I'm hoping arms is close to fury because idk how well I'll be able to raid lead and play fury to maximum efficiency. Arms set bonuses look pretty good. Although 1.5 seconds extra on enrage is probably verrrry helpful
Agree completely; I honestly want to play Fury just because of it (the orange coloration in particular looks great), but I won't do so if I have the choice.
It's not that I hate the Arms artifact, it's just uninspired. It's a 2-handed sword... that's it. It's no bigger than other weapons, it has no real unique qualities or effects like the Apocalypse sword (runes, flies, etc) or Ashbringer (flames, etc). The Blade of the Champion skin, imo, looks far too similar to the base and Vengeance skin, like some outcast Throne of Thunder weapons. I like Wrath's Edge, Flamereaper is good, and Arcaninte Bladebreaker is ok, but they all suffer from the same basic issue - there's no "legendary" quality which identifies them as artifacts rather than simply another 2-weapon skin.
With the exception of Wrath's Edge, it's just too easy for me to see these weapons wielded by any other 2-handed weapon user, and I believe that's a failure. All of the Ashbringer skins are easily identifiable, Maw of the Damned's skins are all obviously evil-demonic inspired, Apocalypse's are all skulls, shadow, fel and flies.... but Strom'kar just feels generic.