So, some of you may or may not have read the fury warrior guide I made for WotLK. For those of you that did, I intend to be a lot more in depth, and a lot less awful this time around.
For those of you who did not read my WotLK fury warrior guide, the basic premise is that this guide is intended for fury warriors looking to succeed in a PvE raiding environment. My goal is to provide as much accurate information as possible in a succinct manner. That being said there is a lot to cover so either read this guide in chunks, or find yourself a large block of time to read this and make sure you understand it.
Table of Contents
- The Video Guide
- Talent Selection
- Glyphs
- Itemization
- Rotation
- Macros
- UI
- Other Useful Stuff
Suggested spec:
http://www.wowhead.com/talent#LG0cZcrrcszkMfdZb
Titans Grip vs Single Minded Fury
Currently TG has been putting out higher DPS parses, though there hasn’t been a ton of parses available for SMF, and regardless of which talent you go with, it’s not going to make or break your DPS. when I get some more time I intend to do extensive testing of SMF to see how it compares to TG. As for right now though I would just say try and go TG, but if you have better 1 handed weapons, go SMF.
3/3 Deep Wounds vs 3/3 Incite
Get 3/3 deep wounds. Even though crit values are pretty low right now the math is suggesting that the third point in deep wounds is more or less blowing the third point of incite out of the water. If you are really interested in the math, see the math section at the end of this guide.
Simply put: get 3 points in Deep wounds, and 2 Points in incite.
About the Recommended filler talents, and why I chose them:
Please note that just because a talent isn’t “recommended” does not mean it’s bad; there are sound arguments that can be made for all of the non-required talents.
Rude Interruption
On any fight that requires interrupting, having rude interruption is pretty much amazing, it’s fairly self explanatory.
Piercing Howl
Any time there are kite-able adds that can be slowed this ability is incredibly useful, there aren’t a lot of fights that would get a lot of use out of this ability currently, but I have no doubt in my mind that there will be encounters where this ability will shine.
Heroic Fury
Any time there is a lot of movement involved (meaning pretty much every fight) heroic fury can substantially increase your uptime on a target, and thereby increase your DPS.
Meat Cleaver
Any time you are going to be able to use cleave you want this talent, simply put.
Incite
This could probably be considered a required talent, but if I absolutely needed to drop a DPS talent to get some other situational talents, this would be my first choice.
Field Dressing
Pretty self explanatory, it helps you not die.
Blitz
Can be useful for getting an extra rage boost at the very start of an encounterPrime glyphs:
Basically no variance for what you can viably pick:
Bloodthirst
Raging Blow
Slam
These are the only 3 prime glyphs that affect abilities we use.
Major glyphs:
Lots of solid options, go with your personal preference (* denotes what I personally use)
*Cleaving
Any time there are more than two targets within close proximity this glyph is awesome (unless you are supposed to CC those mobs obviously).
*Colossus Smash
Any time you have to sustain a sunder stack you want this glyph.
*Deathwish
It saves healer mana, which can then be used to help your raid not wipe. Get this.
Heroic Throw
If you Have to do sunders your self, get this glyph so you can use it at the start of combat.
Victory Rush
saves healer mana, though on most fights it's not going to be as useful as glyph of Deathwish.
Minor Glyphs:
Again, lots of solid options (* denotes what I personally use)
Battle
Honestly you probably aren't going to need this because you will more than likely be using battle shout on cooldown for rage, so really this doesn't change anything for you unless you don't need the rage but need to sustain the buff, or if you expect to die before the end of the fight (which shouldn't happen).
*Berserker Rage
GET THIS. getting a rage boost that's off the GCD is awesome, and you can use it to build a rage bar out of combat.
*Bloody Healing
it helps you not die, and saves a bit of healer mana.
*Furious sundering
if you have to sunder, get this.
Command
Same as glyph of battle.
Stat Priorities
Hit(till 8%) > Expertise(till 26) > Strength >[ Hit> Haste](until Rage generation is adequate) > Crit > Mastery > Hit> Haste
please note that the only reason why hit/haste is located where it is, is due to the increase in rage generation it provides. once you feel comfortable with how much rage you are generating, then you should begin itemizing for other stats.
What gems should I use?
You should use what ever gems are going to activate your meta gem, then for the rest of your sockets use what ever gems result in the largest DPS increase.
But that didn't answer the question
I know. What stats result in the largest DPS increase varries greatly depending on what your stats currently are, so I can't make a blanket statement about what gems are going to be the best for you, beyond saying that they are probably in the list below:
Meta Gems:
Chaotic Shadowspirit Diamond
Red Gems:
Bold Chimera's Eye (Jewelcrafter only)
Precise Chimera's Eye (Jewelcrafter only)
Bold Inferno Ruby
Precise Inferno Ruby
Blue Gems:
Rigid Chimera's Eye (Jewelecrafter only)
Rigid Ocean Sapphire
Yellow Gems:
Smooth Chimera's Eye (Jewelecrafter only)
Fractured Chimera's Eye (Jewelecrafter only)
Quick Chimera's Eye (Jewelecrafter only)
Smooth Amberjewel
Fractured Amberjewel
Quick Amberjewel
Orange Gems:
Skillful Ember Topaz
Fierce Ember Topaz
Inscribed Ember Topaz
Keen Ember Topaz
Purple Gems:
Accurate Demonseye
Etched Demonseye
Sovereign Demonseye
Green Gems:
Sensei's Dream Emerald
Piercing Dream Emerald
Lightning Dream Emerald
What enchants should I get?
Head:
Arcanum of The Wildhammer (Alliance)
Arcanum of the Dragonmaw (Horde)
Shoulders:
Greater Inscription of Jagged Stone
Cloak:
Greater Critical Strike
Chest:
Peerless Stats
Bracers:
Greater Speed
OR
Greater Critical Strike
Gloves:
Mighty Strength
Belt:
Ebonsteel Belt Buckle
Legs:
Dragonscale Leg Armor
Boots:
Lavawalker (run speed enchants are always the best)
Main Hand:
Landslide
Off Hand:
LandslideNote:
BT = Bloodthirst
RB = Raging Blow
CS = Colossus Smash
HS = Heroic Strike
GCD= Global Cooldown (1.5 seconds)
Slam = Implies using a Bloodsuge proc (Read: an Instant Slam, as opposed to casting slam)
CS > RB > BT > Slam > HS
On an exact time-line:
0.0-Colossus Smash
1.5-Bloodthirst
3.0-Raging Blow
4.5-Bloodthirst
6.0-Slam
7.5-Bloodthirst
9.0-Raging Blow
10.5-Bloodthirst
12.0-Slam
13.5-Bloodthirst
15.0-Raging Blow
16.5-Bloodthirst
18.0-Slam
19.5-Bloodthirst
21.0-go to 0.0 (Colossus Smash)
If you don't think you can remember that whole timescale, just remember:
Use CS on cooldown
BT-RB-BT-Slam
Sub 20%
Use Colossus Smash on cooldown and spam Execute. Also hit Berserker Rage on cooldown for extra rage. Easy peasy.
Commonly asked questions about the rotation
What should I do if I am not enraged, and therefore can't use Raging Blow?
if BT is on cooldown, and you can't use RB, use a bloodsurge proc if you have one. if you don't, then either do nothing, or use that GCD for debuff management on your target or something.
If RB>BT, why are we using a Bloodthirst over a Raging Blow immediately after using CS?
By using Bloodthirst first, it allows you to ensure that you fill the GCD table for the 3 GCD's immediately following a CS, and by doing this the net damage gain is greater than the damage lost due to pushing back the use of Raging Blow.
What about Heroic Strike?
HS should be used when ever you get a battle trance proc, and when ever you have excess rage.
How will I know when I have "excess rage"?
Unfortunately the correct is basically "after spending a ton of time practicing you will be able to have a good feel for how much rage you are generating, and then be able to know when the best time to use HS is."
However, as a generalized blanket statement, if you have more than 60 rage, that is the time to use Heroic Strike. Shouldn’t we use slam every time we get a Bloodsuge proc instead of using procs after every second BT? Nope.
Why?
When you delay the use of the 2nd BT, you get a rotation that looks like this:
0.0 BT
1.5 RB
3.0 Slam
4.5 BT (-1/2 BT)
6.0 Slam
7.5 RB (BT comes off CD)
9.0 BT(-1/2 BT)
Etc.
By delaying the 2nd BT, you actually end up losing a full BT every time this happens, and because the potential gain is only 1 extra slam, which hits for less that BT, it is a DPS loss to delay the use of the 2nd BT.
Please keep in mind that the above statement is assuming that you have the rage to use the second BT, if you do not have the rage to do it, but you have a Bloodsurge proc; then by all means use that proc, because some damage is better than no damage.
Heroic Strike
Why?
Heroic Strike has the lowest damage per rage of any of our abilities, even though it's damage is really high. Because it's rage cost is so inefficient, it makes using HS on Battle Trance procs the most efficient use of that proc. Also because the fact that
Heroic Strike is off the GCD, it means that you can use a Battle Trance on a HS, and use the rage that you saved for a RB.
If Heroic Strike happens to be on cooldown when you get your Battle Trance proc, use it on a Raging Blow.
Please note that Battle Trance currently has the following bugs associated with it:
Currently there are a lot of inherent problems with Inner Rage that I personally think make it way more of a hassle than it's worth .
The biggest problem is that right now our rage generation is nowhere near high enough to viably use Inner rage for its entire 15 second duration. What I mean by this is that when you use it, you burn through your rage, but then you are left with ~10 seconds left on the buff. If you leave the buff on you lose DPS because of the fact that you are going to be rage starved the rest of the time. This means that the only decent option is to make a cancelaura macro to remove it, which becomes a big hassle to try and manage that on top of managing your rage in general, and doing your rotation.
One possibly viable option is to macro inner rage in to slam, and macro /canelaura Inner Rage in to heroic strike. I have not personally tested this so I cannot attest to how viable it is or how much of a difference it makes.
My personal opinion is that I would either like to have the buff fall off once you get below 30 rage again, or make the duration less (make it last ~5 seconds).Retaliation
#showtooltip Retaliation
/cast [stance:3] Battle Stance; [nostance:3] Berserker Stance
/cast [stance:1] Retaliation
Intervene
#showtooltip intervene
/cast [nostance:2] Defensive Stance; [help] Intervene; [target=targettarget, help] Intervene
Shield Wall
#showtooltip Shield Wall
/stopattack
/cast [stance:2] Shield Wall; Defensive Stance
/stopmacro [equipped:Shields]
/equip INSERT SHIELDS NAME HERE
/attack
Intercept/Heroic Fury
#showtooltip
/castsequence reset=1 Intercept, Heroic Fury, Heroic Fury, Heroic Fury
Slam
#showtooltip Slam
/cast slam
/stopcasting
UI
I'm not really going to rehash what was said in the video, but what I will do is give you links to some addons that will do the things that were mentioned in the video
Rage tracking/unit frames:
Pitbull4
IceHUD
Shadowed unit frames
Proc tracking/Enrage tracking:
Power Auras
SBF (satrina buff frame)
Elkano's Buff Bars
Cooldown Tracking:
OmniCC
Cooldown Count
CoolLine Cooldowns
The math/advanced stuff section
So yeah, if you are afraid of lots of math or complex jargon filled statements, I suggest you hit the "page down" button a few times
you might want to download my incredibly unorganized spreadsheet, pretty much all of the math is done in there and you can play around with things.
enrage uptime:
(1-deathwish uptime)*(1-(1-enrage proc chance)^(hit's per enrage duration))
(1-(30/144))*(1-(1-.09)^x)
incite math
Deriving my equation from THIS POST
please note that the equation is only calculating the crit GAIN, if you want the actual HS crit value just add a +x
1pt:
((1-x)*(x+(1*0.05))*((1/3)+(1*0.05)))/((1+(((x+(1*0.05))*(1/3)))))
2pts:
((1-x)*(x+(2*0.05))*((2/3)+(2*0.05)))/((1+(((x+(2*0.05))*(2/3)))))
3pts:
((1-x)*(x+(3*0.05))*((3/3)+(3*0.05)))/((1+(((x+(3*0.05))*(3/3)))))
in case you are interested, here's the graph of the above equations:
1pt maximum
x=0.4357
2pt maximum
x=0.3748
3pt maximum
x=0.3168
you can use these values to determine the DPS gain from incite,meaning we can use these equations to evaluate whether the 3rd point in incite or deep wounds will be the best.
Deep wounds:
determine the damage of each MH and OH stack of deep wounds for both 2/3 and 3/3
determine mainhand stack crits/sec, then OH stack crits/sec
multiply MH crits/sec by the MH stack damage, and OH crits/sec by OH stack damage.
for the 2/3 deep wounds crits/sec calculation make sure you are using values from the 3/3 incite equation, and for the 3/3 deep wounds calculation make sure you are using values from the 2/3 incite equation.
a brief summary of the results:
getting the 3rd point in deep wounds results in a gain of about ~180 DPS. assuming about 85% HSF, the third point in incite only results in a 158 DPS increase. In fact the only time 3/3 incite is resulting in a larger gain than 3/3 deep wounds is at 100% HSF, and the gain is a whopping 2 DPS.