Alright, I'd actually like to see the actual math behind that then. Because, just using an arbitrary high number, say, a 2 minute execute phase, then sure. It's going to hit like a mack truck at the end. But, 20 secs? 30 secs? A minute? There's some time in there where it wouldn't be higher. 10 Executes, none of them under enraged are not going to do more damage then the normal rotation. And because you aren't going to be enraged, your rage gen is going to be so low, you're not going to be executing as much as just going through your normal rotation not enraged. That's as of NOW. Yeah, w/ the 4 piece, and honestly in this scenario the 2p would be just as important to get BT to crit. The extra length of rage is helpful, and BT is going to crit more on its own. But I would love to see the timing breakpoints here.
You forget two key factors which matter a great deal to this rotation.
- First, Rage generation isn't as much of a concern when you hit Battle Cry and instantly go to 100 rage. Keep in mind Convergences knocks Battle Cry down to a ~30s CD, which makes it easy to fit at least two into an Execute phase. In the shortest of fights, you don't even need Convergence, since you'll only get a single Battle Cry in anyway and it's likely to cover most of the phase. This is different from Massacre, wherein you need a consistent Enrage to maintain rage levels so you don't starve yourself either before going into Battle Cry or after coming out.
- Second, you forget about Juggernaut. The idea behind this rotation is to build up stacks, hit Reck to enable Frothing and Enrage, thereby boosting the damage of those stacks even further, and then start dumping rage again. Even outside of Battle Cry, the direct damage and 15% Execute damage boost from 3 Executes is greater than the direct damage of Rampage and Rampages bonus damage on your other abilities; for roughly the same rage cost. Unlike Colossus Smash, Enrage is only typically a 30-40% damage boost, and while this may sound better than the 15% damage bonus delineated above, those other abilities it's buffing are significantly weaker than Execute. That logic holds true even if you extend it to 100 Rage/4 Executes to take advantage of Frothing Berserker on top of Enrage.
Now that's out of the way, aside from the fact that it's a pretty unrealistic comparison; 10 un-Enraged Executes will absolutely
do more damage than 10 un-Enraged, non-Execute, GCDs in the normal rotation; even before counting Juggernaut stacks. You vastly underestimate the direct damage disparity between Fury abilities if you don't believe this. To give you a visual example with minimal Juggernaut stacks in play:
Execute's average of course gets higher with more Juggernaut stacks, whereas the other abilities remain static; Odyn's Fury has a prohibitively long cooldown, and Raging Blow can only be used every 3rd GCD. While auto-attacks contribute a lot of damage over time, if you're only looking at the Execute phase, it's a significantly smaller percentage of damage. TLDR: Execute wins.
Here's another visual example of the impact of the Execute phase:
You don't even need numbers; you can immediately see the impact Execute has on performance. This was actually a 15 GCD Execute phase, rather than 10, but it used a total of 10 Executes over the course so I think it's close enough to your hypothetical to still be valid.
Lastly, I'm really not in the habit of "showing my work" to assuage other people's disbelief. That may sound haughty, but there are couple hundred thousand Warriors in the world, an average of ten thousand in Discord every day, a few thousand tweeting at me, and at least a couple thousand on these forums; this response alone has taken me over an hour, so you understand why I don't really feel compelled to indulge every naysayer. Ultimately, anyone who disagrees has access to all the tools I do, so if they don't believe me, they're quite welcome to go figure it out for themselves. That said, there has been repeated disbelief over this rotation; so I'll indulge:
Here's a series of 100s (1m40s) simulations
"Frothing Execute" is my suggested rotation, seen above; the rest are self explanatory.
"Now" is this week, with current gearing. Nighthold is with 4p, Draught, and Convergence.
The same simulations at 200s (3m20s)
And again at 300s (5m)
It's worth mentioning that the gap gets smaller in Nighthold, largely due to the 4p bonus and Convergence increasing Reck and Enrage uptime, but there's still a noticeable drop in exchange for what is actually a more difficult rotation, and the trend continues as fight lengths increase.
The only possible case you could make for not using Execute is in Mythic+, although that's a completely different dynamic given the frequency of combat, propensity for adds, and frankly I'm not really interested in min/maxing what is largely trivial content. In raids, 100s is about the shortest encounter you're ever likely to face, and that'll only happen on total farm content that we aren't likely to see in Nighthold for awhile. Even the shortest progression fights (Guarm) are at least
300s; so I'd call all this fairly conclusive.