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Basic thought was:
-> Keeping rage below 60 (or 50 without the glyph) = one-handed size & SMF passive active; higher single-target damage, Single-target abilities cost less rage and deal slightly more damage.
-> Keeping rage above 60 (or 50 " ) = Two-handed size & TG passive active; higher AoE/Spread damage, AoE Abilities cost less Rage and deal slightly more damage.
-> (Maybe) Add a Heroic Strike esque ability that helps with rage management (both ways! Something that helps you set up a turn to the AoE capabilities or back down to the Single-target capabilities of your Weapon)
-> Headlong Rush and thus Haste get a bit more importance, as you'd now have to keep a clearer look on it, to make sure you aren't having too many GCDs that cause you to burn rage too quickly during AoE or auto-attack too fast with the one-handers, thus generating too much rage to stay in the below-60 bracket.
We're Warriors, so I think this would be something that literally makes our underwhelming-looking weapon special in it's own way, while keeping true to the Artifact's Lore.
Edit: I just realized, this might also put more sense into the 120 Rage glyph, as it would effectively help or cockblock your management, based on how well you manage your rage, thus adding some cons to an otherwise "meta"-esque glyph, depending on personal playstyle. Which might as well end up creating at least minor differences between warriors.
Edit²: Also just realized, it might help more to get rid of things like proccs.
In my oppinion we're WAY to proccy. I don't really feel like Rage-management is a big thing anymore. Unless BS cockblocks the "rotation", we're good with one or two non-procc Wild Strikes, depending on RPS/Income-frequency.
I just think, we need to get away from the "proccy" to something "stable". Make Bloodthirst still trigger Enrage, to complement Mastery, but increase it's output to something more.. "stable", akin to the other two buttons. Have 2 Raging Blow stacks available at all times, recharging over a short amount of time, like Charge does with Double Time. Get rid of Bloodsurge and keep Wild Strike in as a normal attack with decent output and reduce it's rage cost appropiate to the 50/60 rage windows for each triggered passive. Vice-versa, give Whirlwind back it's high damage output and 2 stacks as well. The AoE equivalent to Raging Blow. Bring back Cleave as a frontal-cone AoE akin in cost and output to Wild Strike, with the cone also adding some positioning-awareness to the mix. But of course, those will do less damage, single-target by base and due to the rage-mechanic, to keep it from making one side of the coin better for both situations, as the other.
And instead of Heroic Strike, let's add in an ability that helps trigger the two states. A flexible free-of-cost ability, let's call it "Rampage"; maybe channeled, doesn't interrupt on movement, that does high, pure single-target Damage to your current target below 60/50 rage, but generates rage per second in return and high, pure AoE-damage above the 60/50 threshold, but THEN costs rage per second in return and becomes a frontal-cone attack that finishes with a 360° Burst-hit at the end of it, akin to a stronger Whirlwind.
Edit: You could even add haste into this, more haste = more hits during the channel = more effective damage output from Rampage, to keep it in the mix and add in another factor when thinking about your haste sweetspot.
So the trick would rather be, setting your Rage-bar up before either of the two damage-types becomes important in a fight, so you gain the most out of your Rampage-phase. Of course this is very subjective and weaving Talents in, like Bladestorm or even Anger Management might be tricky...(?)
... BUT: It would add some depth and flexibility to Fury, while getting rid of this dispicable RNG/Crit reliability. Fights with both Cleave and Single-Target become more interesting, as you'd have to manage and literally "juggle" your rage from full to zero and back, while pure AoE or pure Single-target fights stay relatively focused, with you just trying not to go over or below the threshold, in order to keep up focused pressure on either of both types of damage.
Artifacts and the current thoughts on how to obtain and level them, put a challenge on this whole "multi-specc" / "Arms-cleave/Fury-ST" thing. It's time-consuming, so adding versatility and meaning to speccs is important, to keep this from going down the "Gratz, you wanna be competitive? Level TWO Artifacts and get relics for them" route.
Arms was always seen as the go-to PvP Specc. Make it that.
Fury was the iconic PvE Specc, right? Make it a bit more versatile. It doesn't need to become OP, but with cross-speccing being challenged by Artifacts, use the Artifact to add a new mechanic, that makes both Cleave and Single-Target pressure possible. But the player needs to manage and play around his rage. With his rage. In order to keep being productive and in the fight.
And nooow... I feel like I wasted time on something that will:
1) - Most likely not be or make it into the Game.
2) - Will be criticized to death here.
Well.. let me know what you guys think.
The entire point is: Bring back Rage as MORE then just a boring "resource". Turn it into a mechanic, instead of trying to turn our rotation/priority list into a big, fucked-up mechanic.