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Fury Warrior Class Guide

Written by: Vacken of <Peachy Keen> of US-Stormreaver


Main Mechanic Changes

Rage: Rage got changed for MoP, where now instead of every ability costing varying rage amounts and relying on white attacks to generate it, you have some abilities generating it, some costing nothing, and some costing flat 30 rage, along with the white attack generation.

 

Stances: also reworked, stances now dont provide flat damage bonuses, but modify your rage gen (switching stances doesnt consume rage anymore and have an independent 3 sec CD):

Battle Stance: Increases your rage generation from white attacks by 100%

Berserker Stance: increases your rage gen from white attacks by 50% and converts damage taken into additional rage, at a ratio of 1 rage for every 1% of your health in damage taken.

Enrage: like in Cataclysm, fury is driven by the enrage buff, but now instead of being a random chance of proccing from attacks, it will now only proc from critical strikes with Bloodthirst and Colossus Smash, provide a 10% damage bonus, and generate 10 rage instantly. 6 sec Duration.

Heroic Strike (HS) and Cleave: Still the same rage-dump abilities as in Cataclysm, they now have a shared 1.5 sec CD instead of 3 sec, and they are off the normal global cooldown (GCD), should be used to get rid of excess rage. Cleave hits the main target plus additional 2 nearby enemies. 30 rage cost.


FURY CORE ABILITIES

Dual wield

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Fury is the only warrior spec that can wield two weapons at the same time. Grants 10% extra auto attack damage and 25% extra offhand damage.


Titans Grip (TG)

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Allows fury warriors to dual wield two-handed weapons with no penalty.

Single-Minded Fury (SMF):

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Whenever the warrior dual wields one-handed weapons, all damage done is increased by 35% and offhand damage receives an additional 35% increase. Equipping two one-handed weapons triggers a 30 sec period where the damage bonuses will not be active, to discourage weapon swapping mid-combat.


Bloodthirst (BT)

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It lost some of its damage in the transition, but it became 10 times more important to keep on cooldown, as now instead of costing rage, it generates it every time it hits, making it the primary rage generator for fury. Plus, it has its own critical strike chance, equal to double of your normal percentage, and can proc the Bloodsurge proc. 4.5 Sec CD, 10 rage generated.


Colossus Smash (CS)

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Introduced in Cataclysm, CS keeps its same self in MoP, providing a 6 second window where every attack you do ignores armor completely, making it a good idea to pool some rage to unleash it on those 6 seconds. 20 sec CD, no rage cost.


Wild Strike (WS)

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New ability for MoP, this skill replaces slam for fury, its an offhand attack that applies a  healing debuff and its the specs' main filler ability. It costs a good chunk of rage, but can be modified with the Bloodsurge proc from BT, allowing the use of WS 3 times in very quick succession at a greatly reduced rage cost. no CD, 30 rage cost (10 during Bloodsurge).


Mastery: Unshackled Fury

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): Fury's mastery increases the damage bonus you get while Enrage is active by an additional percentage per mastery. (16% baseline mastery bonus)


Raging Blow (RB)

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Completely changed in functionality from Cataclysm, now instead of being available during an enrage with a 6 sec CD, every time you enrage this ability will become available to use at any moment within the next 12 sec with no CD. If unused, becoming enraged again during those 12 seconds will grant RB a second charge, allowing it to be used twice in a row. It can only hold 2 charges so you should always have only 1 charge before hitting either BT or CS, even if that implies delaying said abilities, to not lose potential RB stacks. 10 rage cost.



Whirlwind (WW)

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Relatively unchanged, it damages all enemies around you with both weapons with no cooldown. It's not unique to fury, but what is its that whenever you WW, you gain a stack of the Meat Cleaver buff, which increases the number of targets that your RB will hit by 1, stacking up to 3 times to make RB hit up to 4 targets at once. no CD, 30 rage cost.



Secondary Abilities/Cooldowns

Berserker Rage (BR)

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Mostly unchanged from Cataclysm, providing immunity to fear and incapacitate, no longer generates extra rage from damage taken, but now it procs the Enrage buff on activation, making it a minor DPS cooldown. Should be used to keep yourself enraged in case BT or CS doesn’t crit. 30 sec CD, 6 sec Duration.


Battle/Commanding Shout

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Our group buff spells, they provide your group with either 10% increased attack power with Battle Shout, or 10% increased stamina with Commanding, and generating rage on demand when used. 1 minute shared CD, 20 rage generated.

Charge

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Good old charge, it’s one of the spells that differentiate us from other classes, allowing us to quickly move to the enemy targets location. Modified by talents. 20 sec CD, 20 rage generated.


Die by the Sword (DbtS)

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Formerly a fury talent, it now it became a base ability for arms and fury, providing 20% damage reduction and 100% chance to parry melee attacks during its duration. 2 min CD, no cost, 8 sec Duration.


Recklessness

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Same spell from Cataclysm, providing your special attacks an additional 50% chance to crit for its duration, now no longer increases damage taken, making it completely safe to use. This is best used during the Execute phase if you can only use it once. 5 min CD, no cost, 12 sec Duration.


Execute (Exe)

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Its back to its former self of being the most powerful attack warriors have available, easily doing 3 times more damage than any other base warrior ability. It becomes a priority spell at 20% of the boss' health, where it becomes available to use. no CD, 30 rage cost.


Heroic Leap (HL)

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Providing more mobility, this ability allows us to quickly jump to a manually-targeted location, doing some damage upon landing. 45 sec CD, no cost.

Intervene

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Even more mobility, you can use this ability on a group member to quickly move to their location, and blocking the next melee hit done to that person (dangerous to use on tanks). Combined with charge and HL, warriors can cover immense distances almost instantly. 30 sec CD, no cost.


Shattering Throw

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Works similarly but now will stack 10% haste per heal as well.  Some talents will also enhance you while guardian is out making this a more powerful cooldown than it currently is.


Banners

New to MoP, we get banner abilities at lvl 87 that provide group-wide benefits for the duration. They all have a 3 min CD but it’s not shared, and can be targeted for intervene:

Mocking Banner

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places a banner that taunts every enemy around it to attack you for 30 sec. needless to say, unless you tank, don’t do it :)


Demoralizing Banner

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Places a banner that makes every enemy 30 yards around it to deal 10% less damage with all attacks and abilities for 15 sec, making it useful as a minor raid cooldown.


Skull Banner

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Places a banner for 10 sec that increases the critical strike damage of group members 30 yards around it by 20%, making it ideal to use during high damage periods but the effect radius is somewhat small so make sure you warn your group.

Rotation

Fury follows a pretty simple list of priorities:


In a timeline, your rotation would look like this...
 

                                                      BloodThirst   >   something   >   something   >   BloodThirst   >    something   >    something   >  BloodThirst...
                                                         (0.0 sec)               (1.5 sec)             (3.0 sec)              (4.5 sec)                (6.0 sec)              (7.5 sec)             (9.0. sec)
1.  BT must be kept on cooldown at all times, except if it will clip a RB stack. 

2.  CS after BT and on cooldown after, without delaying BT.

After that, it depends on procs:

Bloodsurge provides you with 3 consecutive 10 rage-cost WS that trigger a 1 sec GCD. Normally, after a BT, youre allowed to fit 2 normal GCD abilities before the next BT is available, in that same period you can fit all 3 Bloodsurge WS, but nothing else.

RB is your 2nd hardest hitting basic attack, and should be used whenever possible, specially during a CS debuff.

There will be times where both these procs will be up at the same time after hitting BT, in this case, RB followed by any attack that its not a Bloodsurge WS will always out-damage Bloodsurge, these attacks include (in order from highest hitting to lowest, Talented abilities elaborated later):

-Storm Bolt (if Talented)

-RB (either from the 2nd stack or forcefully procced from Berserker Rage)

-Dragon Roar (if Talented)

-Shockwave (if Talented)

-WW (ONLY valid for TG and only if using the glyph of Raging Wind)

-Impending Victory (if Talented)

In case you have no attack to follow RB with, use the full bloodsurge WS charges and save RB for later.

3.  Use non-bloodsurge WS when nothing else is available.

4.  If you have no rage to do an attack during a given GCD, use a shout ability.

5.  Use HS whenever you are above 70 rage or whenever you are at risk of rage capping at any given point.


Talents

In MoP, a huge talent overhaul happened, where now you get 1 talent point every 15 levels and every talent point you spend it on one of three choices that will affect how you play your class. Every "tier" of talents has some sort to theme to it, these being:

15

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Juggernaut

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Double Time

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Warbringer

JUGGERNAUT: useful to charge more often. pick it up for more consistency

DOUBLE TIME: there may be cases where doing 2 charges in a row will be beneficial to cross a large area, or to quickly stun 2 targets, but it is situational

WARBRINGER: if a stronger charge stun is needed at some point, choose this

30

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Enraged Regeneration

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Second Wind

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Impending Victory

ENRAGED REGENERATION: useful for periods of sporadic healing on command with a light DPS penalty (as long as its done while enraged, without enrage the DPS cost its huge)

SECOND WIND: if there's a fight that requires you to be at low health for long periods of time, this talent really shines, even more so that it's passive and also gives some rage back. but such cases are rare and if youre under 35% health for long periods of time otherwise, you will die.

IMPENDING VICTORY: it gives you a GCD filler that hits as hard as BT for low rage moments, and an on demand heal, but the DPS cost its a little higher than enraged regeneration due to the rage cost and the fact that it needs 2 GCDs to match its healing.

45

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Staggering Shout

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Piercing Howl

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Disrupting Shout

STAGGERING SHOUT: depending on the group composition this talent may or may not be useful, as it requires previously snared enemies.

PIERCING HOWL: good for kiting but comes with a DPS cost due to GCD and rage spent.

DISRUPTING SHOUT: good to have an extra kick around if a certain encounter needs it.

60

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Bladestorm

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Dragon Roar

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Shockwave

BLADESTORM: if the aoe period lasts longer than 6 sec. this is the best AoE talent here, but the lenghty CD makes it so it will not be available again if more burst AoE is needed soon after.

DRAGON ROAR: for short AoE periods, and its also a great filler spell for your single target rotation and has awesome synergy with the Bloodbath talent, but has severe diminishing returns on a large number of clumped mobs.

SHOCKWAVE: good if you need a filler spell thats available more often, and lines up great with CS, also useful for prolonged aoe periods.

75

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Mass Spell Reflection

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Safeguard

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Vigilance

MASS SPELL REFLECTION: if there are reflectable spells on the encounter, this talent can be really good.

SAFEGUARD: it’s a 30 sec CD mini defensive buff to any group member.  Can be useful as a tank CD but the hit transfer is dangerous. Better used on other group members that need to soak damage, etc.

VIGILANCE: like the paladin spell hand of sacrifice, can be used as a tank cooldown more safely, but has a way longer cooldown than Safeguard and only a 10% more mitigation amount.

90

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Avatar

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Bloodbath

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Stormbolt

AVATAR: with the rage gen increase, this talent is the best thing we can use if a fight relies heavily on the Execute phase, due to the synergy between more rage intake = more executes, but besides that, the long cooldown limits its use elsewhere if it is to be saved for the last 20%.

BLOODBATH: This is a more reliable version of Avatar, just that it does its damage over time and has less burst, but has a shorter CD and with proper ability management, the resulting bleed can be monstrous.

STORMBOLT: the 2nd hardest hitting spell we have available after Execute, especially if done during CS (which it should be). Great talent if  you want more buttons to press and the fight doesn’t rely on burn phases.

Stat Priorities and Reforging


HIT AND EXPERTISE: they both cap at 7.5% or 2550 rating each. These caps should be met before proceeding

CRITICAL STRIKE: Crit is still king after all these years, and after the gem changes in MoP, where secondary stats have double the amount that primaries have in gems, we gem straight crit where we can, because crit fuels the whole fury play style, now more than ever. 

STRENGTH: Still awesome, but we don’t gem straight for it anymore, we just take what comes naturally with gear or socket bonuses, this will change the closer we get to 50% crit chance raid buffed.

 MASTERY: the closer we get to 50% raid buffed crit, the better mastery becomes as it will be in effect almost 100% of the time.

 HIT: its good if it comes as a bonus. Dont pursue it after the 7.5% softcap

 HASTE: Don't ever take extra haste.

Hit=Expertise > Crit >
Strength > Mastery > Extra Hit > Haste

Gems


Red

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Blue

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Yellow

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Enchants


Helm

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Shoulders

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Back

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Chest

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Wrist

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Gloves

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Pants

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Boots

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Weapon

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Offhand

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