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  1. #1
    Fluffy Kitten Aurora's Avatar
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    Fury guidelines and FAQ

    Note: Some minor changes made on stat priority for 4.3

    Contents


    1. Introduction
    2. Spec
      2.1 Titans Grip vs Single Minded Fury
    3. Glyphs
    4. Stats
    5. Gems
    6. Enchants
    7. Rotation
    8. Cooldowns
    9. Trinkets
    10. Weapons
    11. FAQs
    12. Links





    #1 Introduction

    This is a PvE Fury guide for 4.2 written by myself, Aurora. The aim of this guide is to provide everything a new or existing fury warrior needs to know to be raid ready in current content. No aspects of PvP or levelling are discussed. The guide intent is to cover the basics for setting up a fury warrior as well as many of the more commonly asked questions
    I will aim to keep this updated as appropriate so any and all constructive feedback for improving this guide is welcome. ^^

    #2 Spec

    Suggested Spec:



    Note: The two talents inside the red box are a situational decision and neither are recommended over the other unconditionally.

    Optional changes

    Titan's Grip <-> Single Minded Fury:
    These talents dictate your use of dual wielding two handed weapons (TG) and one handed weapons (SMF). Choose one of these. More on this is detailed in the "Titans Grip vs Single Minded Fury" section below.

    Heroic Fury -> Piercing Howl:
    Both are situational talents with a minor use in PvE. Heroic Fury is the better default choice as it may impact your damage uptime in a boss fight. Piercing Howl is a useful AoE slow on certain encounters depending on the slowing capacity of other members of your raid. (DK's Howling Blast and Hunter's Frost traps are typically better in most situations, Shaman's slowing totems are also an option.)

    2 points Booming Voice -> Fewer:
    This is purely in relation to the Tier 12 (2) set bonus. "Your Battle Shout and Commanding Shout abilities increase all physical damage you deal by 10% for 12 sec."
    2 talent points in Booming Voice decreases this bonus to 6 seconds, 1 point decreases it to 9 seconds. While lowering rage gained and increasing shout cooldowns; when used in conjunction with T12 2-set less points spent in Booming Voice is prefered by some given the larger damage bonus window.
    If you do not have the Tier 12 2-set bonus there is no reason not to spec 2 points into Booming Voice.


    #2.1 Titans Grip vs Single Minded Fury

    The implications of where your talent point is given between these two impacts on the following areas:

    • Type of weapons used.
    • Your stat priority.
    • Your ability priority in a rotation.
    • Flow of rage income.

    More specifically on these issues

    Weapons:
    The most obvious difference is the disparity between dual wielding two handed weapons and one handed weapons. The significance of this is the availability and quality of weapons will differ between weapon types, what tier you're currently in and what progress you expect to be able to achieve. In tier 11 for example SMF was often prefered over TG for the majority of raiders. This is because the strongest two handed weapons with passive crit in heroic mode were drops only off the most difficult bosses (Heroic Nefarian & Cho'gall) and thus difficult to obtain. Meanwhile SMF had easily available one handers with passive crit in the form of Lava Spines from Magmaw. In T12 the reverse is true, TG has the choice of the strongly itemised Sulfuras and two different heroic weapons which could both potentially drop from the easiest heroic boss. SMF only has the BoE obsidium cleavers which makes them desirable and potentially acquirable at 378 level however difficult to obtain a dual set of 391 versions due to the limited drops of crystallised firestones.
    Its worth considering these factors and planning in advance as one set of weapon types may be more easily acquired or better itemised than another.

    Stat Priority:
    Single Minded Fury benefits less from mastery and more from hit rating and haste. The only significant difference this makes to stat priority is the least desirable stat for both specs. TG prefers Mastery over haste whereas SMF prefers haste over Mastery.

    Ability Priority:
    Raging Blow is designed as a pincer weapon attack so naturally favours the weapon damage of two handers higher than one handers. To balance this the SMF causes Slam to hit with both hands and improve its damage. This changes the priority slightly where TG will favour Raging Blow over Slam and SMF will favour Slam over Raging Blow.

    Flow of Rage Income:
    TG provides slower chunks of large rage while SMF gives a smoother rotation of smaller more frequent rage packets. This is purely a matter of style and preference with neither being inherently better.

    Conclusion:
    TG and SMF are subsets of the same Fury spec and vary slightly in many ways however are not titanically different from one another. The spec differences are designed to remain balanced and to serve as a style choice to the player, by design there will never be a right/wrong or optimal spec to play. In reality the differences are slight and variations between available weapons and tier bonuses in any given tier will generally tip the scale one way or another. Its best considering your own personal situation and the style you prefer before making a decision.


    #3 Glyphs


    Prime:
    [Glyph of Bloodthirst], [Glyph of Raging Blow] , [Glyph of Slam]
    These are the only glyphs which affect standard fury abilities.

    Major:
    [Glyph of Cleaving], [Glyph of Colossus Smash], [Glyph of Death Wish],
    (other options) [Glyph of Heroic Throw], [Glyph of Victory Rush], [Glyph of Piercing Howl], [Glyph of Intercept].

    There are a number of situational major glyphs which usefulness will vary depending on your role in any given fight.

    Glyph of Cleaving [DAMAGE] is useful only on fights where more than 3 targets are present warranting the use of Cleave.

    Glyph of Colossus Smash [UTILITY] causes your colossus smash to refresh and apply a stack of sunder armor. This is an essential glyph if it is your job to maintain sunders on a target. A useful glyph nonetheless even if it isn't your job as it can refresh other peoples sunders.

    Glyph of Deathwish. [SURVIVAL] A survival glyph removing the damage increase penalty for using this cooldown. There is a LOT of burn phases in cata involving a significant ramp up of damage intake making this essential in a lot of situations if you wish to avoid an early death.

    Glyph of Heroic Throw [UTILITY] causes your heroic throw to apply a sunder stack. This is part of the optimal sunder applying means if that is your role in a raid. In that situation a heroic throw should be applied on a boss pull with glyphed heroic colossus smash applying additional stacks/refreshing.

    Glyph of Victory Rush [SURVIVAL] is a survival glyph causing more self healing. Fantastically useful in a questing cpacity and on some very specific boss fights where it is possible to proc Victory Rush on killing adds.

    Glyph of Piercing Howl [UTILITY] is useful only in situations you may be required to kite or slow adds in a large radius.

    Glyph of Intercept [UTILITY] is useful in the very situational occurence of needing stuns. One such examples is Sons of Flame on ragnaros where glyph of intercept combined with heroic fury can allow for two lengthy ranged stuns in quick succession.


    Minor:
    [Glyph of Berserker Rage], [Glyph of Bloody Healing] are both strongly advised. The last slot will remain mostly unused and isn't hugely important what you fill it with. My preference is [Glyph of Enduring Victory]

    Glyph of Berserker Rage [DAMAGE]. A must have minor glyph providing more rage on use of berserker rage.

    Glyph of Bloody Healing [SURVIVAL]. More healing with any additional effort is always nice.

    Glyph of Enduring Victory [SURVIVAL]. Provides a longer duration to use Victory Rush, very situational and will be mostly unused.

    Glyph of Battle, Glyph of Command [UTILITY]. Significantly less useful in cataclysm since due to rage benefit of shouts they will typically be reapplied before the effect expires.

    Glyph of Intimidating Shout [UTILITY]. Your AoE fear now causes targets to remain stationary. Very situational, useful in the context of Cho'gall for breaking worshipping with minimal disruption to the players affected.


    #4 Stats

    Caps

    Hit - 8%
    Expertise - 26


    Stat priority

    Titans Grip: Strength > Crit > Hit > Mastery > Haste
    Single Minded Fury: Strength > Crit > Hit > Haste > Mastery

    4.3 Changes

    It is believed that the T13 2-set bonus will impact our stat priority in favour of increased rage generation.

    (2) Set: Heroic Strike costs 10 less rage while Inner Rage is active.

    For now I will advise this new stat priority only be considered after acquiring the T13 2-set bonus in Titan's Grip.

    New Priority (with T13): Hit (to a certain value) > Crit > Haste > Mastery.

    The optimal value of hit before crit surpasses it isn't precisely known and varies based on encounter mechanics however 17-19% appears to be a popular value to aim for.

    Stat explanation:

    Strength:
    Our primary stat impacting all our physical damage. Where avoidable should not be sacrificed for other stats.

    Critical strike:
    A strong damage throughput stat while also impacting rage generation through added Flurry uptime.

    Hit Rating:
    Soft capped at 8% and hard capped at 27%. Beyond the soft cap hit only affects our ability to connect with auto-attack melee swings or "white hits". More swings connecting is greater damage output and importantly smoother rage generation with less rage income gaps caused by chaining misses.

    Mastery:
    Does quite a bit. Affects the damage output of Raging blow, the healing power of Enraged Regeneration, the rage income from Berserker Rage, the damage bonus to Enrage and the bonus damage gain from Death Wish.

    Haste:
    Faster melee swings for greater rage production and damage.

    Expertise:
    When capped at 26 it prevents attacks being dodged by bosses. Bosses can still parry if struck from the front however this should be avoidable in most situations. Expertise should not be taken beyond the 26 rating cap.
    In the case of racials impacting a difference between main hand and off hand expertise, it is generally considered acceptable to play with a 26/23 expertise setup. The vital part is expertise capping your main hand for preventing dodging of yellow hits, 23/26 would not be acceptable.

    #5 Gems

    Meta: [Reverberating Shadowspirit Diamond]
    Red: [Bold Inferno Ruby]
    Blue: [Etched Demonseye]
    Yellow: [Inscribed Ember Topaz]

    Match any strength socket bonus, gemming all bold inferno ruby otherwise.

    #6 Enchants

    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: [Major Strength]
    Gloves: [Mighty Strength]
    Belt: [Ebonsteel Belt Buckle]
    Legs: [Dragonscale Leg Armor]
    Boots: [Lavawalker]
    MH: [Landslide]
    OH: [Landslide]
    Ranged: None of worthwhile benefit.



    #7 Rotation

    Ability Priority order:

    Titans Grip: Bloodthirst > Colossus Smash > Raging Blow > Slam (on bloodsurge proc)
    Single Minded Fury: Bloodthirst > Colossus Smash > Slam (on bloodsurge proc) > Raging Blow

    Rotation Flow:

    Bloodthirst -> Colossus Smash -> Bloodthirst -> Raging Blow* -> Bloodthirst -> Free GCD -> Bloodthirst -> Raging Blow

    The flow is built around bloodthirst due to its short cooldown. Use colossus smash in between BTs, delaying raging blow if necessary. Free GCDs for TG can be filled with Slam if a bloodsurge proc is available. For SMF Slam should be prioritised over Raging Blow, delaying RB when necessary, never delaying CS however.

    Battle/Commanding Shout: Use on spare GCDs for rage and the damage bonus if using T12 2-set. With this 2 set it is still never worth delaying any of your other abilities for a shout.

    Rage Dump: Only use rage dumps to burn excess rage at points which will never allow a rage shortage to impact your regular rotation. Use heroic strike on single targets, cleave on multiple targets. Both Heroic Strike and Cleave are off the GCD so should never affect your primary rotation.

    Execute phase: Use execute to build 5 stacks of executioner, after which resume normal rotation only using execute to refresh the executioner stack. Execute is a more efficient rage dump to use over Heroic Strike when used on spare GCDs.


    AoE: For a large number of targets whirlwind on cooldown while maintaining a single target bloodthirst based rotation on a single target. Rage dump with Cleave.


    #8 Cooldowns

    Fury notable cooldowns worth using in PvE:

    [DAMAGE]

    Death Wish
    (2.4m*) - A flat out damage buff for 30 seconds. the actual value of this buff is affected by mastery. Consumes 10 rage and if un-glyphed will increase your damage taken.

    Recklessness (4m*) - Increases your chance to critically hit by 50% for 12 seconds. This also increases your damage taken during this period and in this case is unavoidable. For this reason be careful when using recklessness, its often best not saved for the dying moments of burn phases with high raid damage for survival reasons.

    Inner Rage (30s cd) - Halves the cooldown of Heroic Strike and Cleave for 15 seconds. This is a contentious cooldown among the community given that we very rarely have excessive rage to use this efficiently. Of minor use during particular periods of high rage such as during heroism/bloodlust or other periods of high rage income.

    In 4.3 the (2) set dps bonus allows the use of heroic strike during inner rage to cost 10 less rage.

    How to best line up damage cooldowns:
    Death wish can be considered our base cooldown, as it is a damage modifier it is best used in combination with other damage modifiers. These include trinket procs, trinket uses, recklessness, pots, heroism, points of boss vulnerability etc depending on the fight situation. Typically you will always want to be aiming to use recklessness after a colossus smash and during a period of death wish, similarly using your pot or trinket use.

    [SURVIVAL]

    Rallying Cry (3m) - A raidwide last stand increasing every raid members healthpool in the vicinity briefly. Can be used as a personal survival cooldown although is best saved for the raids benefit. Usually smart to discuss with your healers if they have a prefered moment (i.e. 2nd concussive stomp on rhyolith, 10% crackle on nefarian etc) and also coordinated with other warriors present. Otherwise use when the feel the raid is most in danger of dying to incoming high damage.

    Shield Wall (5m) - Your most powerful personal survival cooldown reducing all damage taken by 40% for 12 seconds, this can increase to 60% if glyphed. This comes at the cost of needing a shield equipped to use it so naturally will hurt your dps. Creating a macro for quick equipping and usage is a smart idea.
    As Fury warriors will typically have more health than the rest of the raid it should never be a use requirement for unavoidable damage. A practical use may be proxy tanking after a tank death, in conjunction with shield block and def stance a fury warrior may be healable to buy precious seconds for a tank battle ress before the boss chows through the raid.

    Enraged Regeneration (3m) - Our primary self-healing cooldown with a health gain ticking over 10 seconds. The benefit is affected by mastery. Can only be used while under the effect of an enrage and prevents any new enrage effects while active.

    [UTILITY]

    Berserker Rage (30s) - A very useful trigger for an enrage effect, invaluable for making Raging Blow available when it is otherwise not. When glyphed (which is absolutely should be) it provides free rage. Its use also gives immunity to Fear, Sap and Incapacitate. As it lasts 10 seconds this can be taken advantage of to be used before an incoming fear etc or used to cancel it during.

    Heroic Fury (30s) - Removes any immobilization effects and refreshes your intercept cooldown. The latter is the most practical use allowing for two intercepts in close succession where either a gap closer or a stun is required. Note that this is an optional ability which may be specced into.

    Shattering Throw (5m) - Reduces the armor on the target by 20% for 10 seconds. Because of the stance dancing requirement, the rage loss and the cast time using this is a significant personal dps loss. Whether this ability benefits your raid will depend on the quantity of physical dps (pets also benefit) there to avail of it.


    *assumes you are specced into Intensify Rage.


    #9 Trinkets

    Stat weights and usage are not identical so there is no right or wrong combination to use. Additionally encounter design can favour between proc and on-use trinkets. Its often a smart idea to carry any available in your bag and experiment based on the situation.
    In terms of structure we typically like our strongest stats Strength, Crit or capping stats hit and expertise present either passively or an undroppable stack. Strength procs are also very useful depending on internal cooldown as they can be lined up with Death Wish, pots and Recklessness to great effect. Crit procs are less desirable while mastery/haste procs should be avoided where possible.
    Strength use effects are also helpful as they can be manually triggered during periods of cooldown burst. Mastery uses can be potent when lined up before a Death Wish, haste uses remain of low benefit. Crit use effects suffer due to the conflict with recklessness and redundancy of popping both at the same time requiring a phasing instead. Where possible you want trinket effects which will compliment your other cooldowns.

    The below is a generally accepted priority list based on available trinkets in 4.2. Bear in mind placements will vary depending on your stats and usage of TG/SMF, this ranking list is intended as a guideline rather than gospel.

    [Vessel of Acceleration (H)] > [Apparatus of Khaz'Goroth (H)] > [Vessel of Acceleration] > [Heart of Rage (H)] > [Apparatus of Khaz'goroth] > [Heart of Rage] > [License to Slay] > [Essence of the Eternal Flame] > [Dwyer's Caber] > [Crushing Weight (H)] > [Fury of Angerforge] > [Impatience of Youth] > [Coren's Chilled Chromium Coaster] > [Crushing Weight] > [Darkmoon Card: Hurricane]

    #10 Weapons

    MHDPS (Main Hand Damage Per Second): The most important stat on a weapon and indeed the single highest weighted stat a fury warrior can have. You will almost always without exception want the highest weapon damage weapon you have in your main hand.

    OHDPS (Off Hand Damage Per Second): This is weighted at roughly half of MHDPS allowing more room for a lower weapon damaging weapon with strong itemisation replacing a higher damaging weakly itemised weapon. (Sulfuras normal over Heroic Skullstealer Greataxe is one such example)

    Weapon Speed
    : The slower the weapon the bigger the damage and crits, generally slower weapons are better although weapon speed is rarely a factor due to very little variance in speed amongst raid drops.

    Weapon Type: We can use any of Axes, Maces and Swords be it one handed or two handed depending on your spec. The only impact this selection can have depends on your racial ability. Some racials such as Humans for Swords/Maces gain an expertise bonus if those weapons are used.

    In 4.2 the commonly accepted value of weapons is listed as follows

    Titans Grip: (Main Hand)
    [Sulfuras, The Extinguished Hand (H)] > [Zoid's Firelit Greatsword (H)] > [Skullstealer Greataxe (H)] > [Sulfuras, The Extinguished Hand ] > [Zoid's Firelit Greatsword ] > [Skullstealer Greataxe ]

    Titans Grip: (Off Hand)
    [Sulfuras, The Extinguished Hand (H)] > [Zoid's Firelit Greatsword (H)] > [Sulfuras, The Extinguished Hand ] =* [Skullstealer Greataxe (H)] > [Zoid's Firelit Greatsword ] > [Reclaimed Ashkandi, Greatsword of the Brotherhood (H) ] > [Skullstealer Greataxe ]

    *The actual benefit between Sulfuras normal and Heroic skullstealer sims as close to equal. The optimal choice in this situation (purely as an offhand) will depend on if either impacts a racial for maces or axes. In which case the expertise benefit should be preferred. Otherwise neither is particularly better than the other.

    Single Minded: (MH)
    [Obsidium Cleaver (H) ] > [Mandible of Beth'tilac (H) ] > [Obsidium Cleaver ] > > [Mandible of Beth'tilac] > [Lava Spine (H)]

    Single Minded: (OH)
    [Obsidium Cleaver (H) ] > [Mandible of Beth'tilac (H) ] > [Obsidium Cleaver ] > [Lava Spine (H)] > [Mandible of Beth'tilac]

    In the case of one handers there are alternatives available in terms of sub-optimal tanking weapons and Agility based weapons. Neither are ideal yet both can be used as a placeholder until a suitably itemised weapon drops. [Mandible of Beth'tilac] , [Gatecrasher] and [Shatterskull Bonecrusher] can all be considered for this purpose.

    #11 FAQs

    Can [Gurthalak, Voice of the Deeps] Proc as an off-hand?

    There's been various tests of this and all seem to indicate it can proc frequently as an off-hand from bloodthirst.

    Which makes a better MH: [Gurthalak, Voice of the Deeps] or a higher ilevel version of [Experimental Specimen Slicer] or [Ataraxis, Cudgel of the Warmaster]?

    A 390 Gurth will sim better than a 397 version of either weapon (similarly a 403 gurth versus the 410 equivalents). The consequence of using Gurth is the sacrifice of reliable dps for a dependence on proc. Many advocate the use of of a 410 weapon in situations requiring reliable damage during a specific window, particularly tendon burst on Heroic spine.

    Is [Souldrinker] a legitimate option for SMF?

    The souldrinker is flagged as both for tanking and DPS under LFR difficulty so presumably it was blizzards intent this weapon be useful for all of Prot Warriors, Prot Paladins, Frost DK and SMF warriors as the proc both damages and heals the user.
    The proc itself isn't fantastic and certainly isn't on a comparable level to Gurthalak however is still a very strong option for SMF, being the best in slot from normal modes. The heroic Morchok weapon will likely surpass it.

    #12 Links

    - Sherea's 4.3 BiS List for Titan's Grip
    - Seramore's Guide on TG in 4.2 with more detailed sections on aspects such as macros and addons.
    - Smart places to use Rallying Cry
    Last edited by Aurora; 2012-02-09 at 05:51 PM.

  2. #2
    Bloodsail Admiral Frankminimia's Avatar
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    very nice guide, thanks

  3. #3
    Bloodsail Admiral Sinnermighty's Avatar
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    Death Wish is a 2.4 Min CD otherwise quite nice

    And like I suggested in Seramore's guide, should include a subsection into the rotation about Heroic Leap usage.

    Classic Herod: Sinnermighty - Blood Legion (Unretired)

  4. #4
    Deleted
    I've just reached level 85 on my warrior recently. I played Arms mainly while levelling, I was really wondering about Fury and how it works. It's like all my prayers have been answered! Thank you very much for this tremendous guide Aurora.

    ¬(o.o¬)

  5. #5
    Excellent guide. For the sake of making it more complete please allow me to make some additional notes/suggestions.

    1) I guess you could include the Elite PvP weapons in the choices for SMF as they're better than Mandible of Beth'Ilac and only JUST under heroic cleavers. Getting 2.2k rating these days seems easier than getting 2 firestones to drop lol. True story.

    2) Rude interruption is only worth having on Alysrazor in Firelands. And tbh even there the amount of use it has is quite marginal. I know there's not all that much to get instead but while progressing having some points in blood craze or perhaps even die by the sword (imagine tank death recoveries for example) are better to have than Rude Interruption which has no use at all.

    3) Another thing to mention in the TG - SMF comparison is that SMF is going to have a bigger uptime on enrage which means (especially since smf also prioritises slam over RB) that SMF has it a bit easier on the enrage management (berserker rage usage etc).

    4) Especially as TG (unless you have heroism up at that time) I disagree with blindly spamming execute 5 times once you reach execute range as you will repeatedly run out of rage during it which is a dps loss. You're better off using BT or RB if you feel that you won't have a white swing incoming before the next gcd. Obviously this is not the case during heavy raid damage and/or heroism uptime. Another thing is that execute should be "spammed" during colossus smash uptime if rage allows this (which it should at 5/5 buff)

    5)
    Battle/Commanding Shout: Use on spare GCDs for rage and the damage bonus if using T12 2-set. With this 2 set it is still never worth delaying any of your other abilities for a shout.
    I agree with this in all cases BUT a scenario where as TG you only have slam to press and this slam has more than 6 seconds still left on it's buff (thus just having procced it). The odds that you'll lose out a slam in this case translate into battle shout being a dps bonus over using the slam at that point, especially if you're quite high on rage and colossus smash is still far from being off CD.

    6) Your AOE/multiple target section is kind of lacking. You don't want to prioritise cleave over whirlwind in the range of 4-6 mobs. It's only at 7 or more mobs that whirlwind becomes more DPR than Cleave. Another part that's lacking is heroic leap, which can be used both for single target boosts or a heavy aoe burst. On 2 targets bloodthirst and raging blow beat Cleave but on 3 targets Cleave (especially when meat cleaver is up) is better than RB. You still want to use bloodthirst though for the battle trance and slam procs but all the remaining rage should go to cleave.

    I hope that helps out a bit. Cheers for making this guide, always helps out the community.

    /Reptile, author of the SMF guide on the official Battle.net forums (European version)

    EDIT: Another thing. Berserker rage can also be used to gain extra rage in predictable heavy incoming damage situations such as announced traps on Ragnaros as you will generate additional rage from damage taken during it's uptime.
    Last edited by Saevus.Reptile; 2011-10-09 at 12:49 AM.

  6. #6
    Fluffy Kitten Aurora's Avatar
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    Thanks for the feedback Reptile, all nice points.

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    High Overlord Haedess's Avatar
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    Quote Originally Posted by Aurora View Post
    Contents

    Titans Grip: (Off Hand)
    [Sulfuras, The Extinguished Hand (H)] > [Zoid's Firelit Greatsword (H)] > [Sulfuras, The Extinguished Hand ] =* [Skullstealer Greataxe (H)] > [Zoid's Firelit Greatsword ] > [Reclaimed Ashkandi, Greatsword of the Brotherhood ] > [Skullstealer Greataxe ]

    *The actual benefit between Sulfuras normal and Heroic skullstealer sims as close to equal. The optimal choice in this situation (purely as an offhand) will depend on if either impacts a racial for maces or axes. In which case the expertise benefit should be preferred. Otherwise neither is particularly better than the other.
    Please mark in the link that it's Ashkandi heroic we are talking about Almost killed myself for using Greataxe over Ashkandi normal version.

    And thank you for your guide! Some questions are now answered.
    trololol didn't read

  8. #8
    why hit only 8% I see the top warriors with 14-16%?

  9. #9
    With our 4 piece wouldn't Raging Blow have priority over Bloodthirst?

    britton he says the cap is 8%, but if you look at the stat weights it shows that hit is the third most valuable stat after crit.

  10. #10
    Bloodsail Admiral Sinnermighty's Avatar
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    Quote Originally Posted by SangerZonvolt View Post
    With our 4 piece wouldn't Raging Blow have priority over Bloodthirst?
    Quick answer no. Never ever miss a Bloodthirst cooldown.

    Classic Herod: Sinnermighty - Blood Legion (Unretired)

  11. #11
    Fluffy Kitten Aurora's Avatar
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    Quote Originally Posted by britton View Post
    why hit only 8% I see the top warriors with 14-16%?
    Hit to 8% is essential, beyond that hit fits into a stat priority which is mentioned. It's not advising you stop at 8%, its advising you soft cap before you consider other stats.

  12. #12
    Bloodsail Admiral Sinnermighty's Avatar
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    Classic Herod: Sinnermighty - Blood Legion (Unretired)

  13. #13
    I am Murloc! Seramore's Avatar
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    Yay! Nice start!

    Quote Originally Posted by Bigbazz
    MMO champion for example used to be the center of WoW theorycrafting

  14. #14
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    I can't find this anywhere.... what to do when you have low rage and nothing to fill a spare GCD with, i tend to smash HS which then just leaves me rage starved, should i do this? or should i just leave it empty and wait for BT to come back around?

  15. #15
    Fluffy Kitten Aurora's Avatar
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    In that situation it would be better to wait for BT rather than risk not having rage when BT is off cd, that would be a major disruption to your dps. Heroic strike is only for dumping excess rage to the extent that it won't disrupt your main rotation, if you don't have excess rage you shouldn't use it.

  16. #16
    I have been playing arms since vanilla but I'm giving fury a shot for the last few weeks of FL to test somthing out. anyway, I just have a question about hit (playing TG) is there a hit % where mastery becomes the prefered stat or should I be aiming for hit over mastery all the way to 27%?
    (I don't intend to reach that much it would be be obvious to stop at that point)

  17. #17
    Sorry but I'm new to fury (and to melee classes in general).
    Would I be right to say that the first stats we should get are hit to 8% and then expertise to 26 and from there do str>crit>hit>haste>mastery (SMF)
    ie: it would be wrong to favour crit over expertise if i only have 8 expertise, correct?
    Thanks

    EDIT: also does it matter which weapons go in which hands? I think slower weps are supposed to go MH but I'm not sure. sorry for the nooby questions. :s
    Last edited by blaqkmagick; 2011-11-23 at 03:09 AM.

  18. #18
    Fluffy Kitten Aurora's Avatar
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    Quote Originally Posted by blaqkmagick View Post
    Sorry but I'm new to fury (and to melee classes in general).
    Would I be right to say that the first stats we should get are hit to 8% and then expertise to 26 and from there do str>crit>hit>haste>mastery (SMF)
    ie: it would be wrong to favour crit over expertise if i only have 8 expertise, correct?
    Thanks

    EDIT: also does it matter which weapons go in which hands? I think slower weps are supposed to go MH but I'm not sure. sorry for the nooby questions. :s
    Yes you'll want to hit those caps first.

    For weapons above all else you'll want the weapon with the highest weapon damage in your main hand if there's a difference between the two. Otherwise slower weapon in your MH is preferential.

  19. #19
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  20. #20
    Fluffy Kitten Aurora's Avatar
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    I'm waiting for 4.3 to do a general overhaul of the tier specific sections. Was hoping there'd be more unanswered questions in the sticky by now to fill in the FAQ, but not so much so I'm a bit low on topics which would be good questions/answers to add.

    If you've any ideas, shoot. =p

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