User
Pass
2FA
 
 

[EN] Fury Warrior PvE Guide

 
This forum is locked: you cannot post, reply to, or edit topics.   This topic is locked: you cannot edit posts or make replies.    Freakz Forum Index -> Trash Bin -> Trash
Author Message31350
saturnfever

[Papa Bless]



Status: Offline
(since 21-12-2020 21:31)
Joined: 24 Feb 2016
Posts: 2909, Topics: 406
Location: Romania

Reputation: 1292.7
Votes: 171

 
Post Posted: 03-10-2017, 19:45:29 | Translate post to: ... (Click for more languages)

Fury Warrior 7.1.5 PvE DPS Guide





1. Introduction
2. General Overview
3. Stats Priority
4. Talents
5. Enchants, gems, relics, consumables
6. Artifact traits
7. Best in slot gear
8. Rotation
9. Tips and Suggestions





1. Introduction

Hello, fellow members of the Freakz community! There has been a lot of discussion about which classes are best on Legion. Which is the best damage dealer, which is the best healer, which is the best tank? So, I decided to answer a few of these questions, especially the ones related to the Fury Warrior, which is a damage dealing specialization. The aim of this thread is to be a guide for newly joined players, that just started playing Legion on our server, but also for the more experienced players, as there are always new things that we can learn about a particular class. And last but not least, the aim of this thread or guide is to help the person that is reading this to make a decision of whether or not a Fury Warrior is for them, and they would consider trying it, based on what they read here.

I've always followed certain "personalities" on youtube or other platforms. People that have managed to gather a large following in the World of Warcraft community, by playing a Fury Warrior, or just simply a Warrior. Whenever a new patch came out in WoW, and I wondered how the warrior fitted in, in that patch, these were the personalities that I looked up to. To see what's new, how the warrior feels or just to simply get a dose of motivation or inspiration from them. Dealing high amounts of damage, surviving against the odds, doing cool stuff. That's what I hope that you get from this. I'm hoping that it won't be just a lame guide, with just information copied and pasted from other sites, but something original, that you enjoy reading, and something that will actually make you want to play a warrior.

Note* This guide will be aimed more towards Raids and Mythic+ damage dealing and tips, not so much PvP orientated.

Lastly, before getting into it, I'd like to say that I have played a Warrior on Freakz since almost the beginning of Mists of Pandaria. Not just that, but it's the only thing I play. I'm passionate about the class, about the idea behind it, about how well it deals with certain situations. I never got tired of it, and I'm proud of my warrior. #warrior4life

That being said, let's get to it!



2. General Overview

Should I play a Warrior? Is it easy, but not to easy to play? Is the rotation enjoyable? Is there room for adaptation and talent/trinket changes, or is everything plain?
You will find that the answer to all these questions is "Yes".
Everything about the Fury Warrior is awesome. With the start of Legion, all classes mostly have received a huge revamp where the spells and abilities are concerned. Now, it's more straight-forward. There are less abilities to be used and your action bar might seem very empty, compared to other expansions, where you had a lot of different spells that you had to use on a regular basis. Now, we have fewer abilities, but everything synergizes better, and the everything has its' purpose.
There is room for interpretation and you can play around with different talents or items. Nothing is set in stone as some people would have you believe.
And another funny or interesting Fury Warrior fact is that all its' abilities are prone to fighting, going in the battle head first, smashing faces, no matter the odds. The Fury Warrior is Furious! He's ready to fight at any time, it doesn't matter if he's surrounded by 10 other people (haters I might add, since duuuh, how can you not love a warrior), he will smash everything, even if he dies in the end, it will be an honorable death. And blizzard finally understood that and gave us cool ability names, to show what we are all about. Everything is about smashing, raging, fury, fighting, as the ability names show us: Furious Slash, Raging Blow, Rampage, Bloodbath, Odyn's Fury, Enraged Regeneration, Heroic Leap, Battle Cry, Death Wish, War Machine, Endless Rage, Furious Charge, Carnage, Frothing Berserker, Frenzy, Inner Rage, Reckless Abandon, Massacre, Rage Machine, Barbarian, Thirst for Battle, Battle Trance, Slaughterhouse and again Endless Rage (you might think that It's a mistake that I've written it 2 times. Think again. That's how enraged we are as warriors, that we have 2 different abilities with the same name). How awesome is that!

Now, out of all those "barbaric" abilities, there are a few that are more useful for use, that we will use in our DPS rotation, and those are the following:
1. Bloodthirst - our main rage generator in a fight. An ability that should be used on cooldown almost with no exception.
2. Raging Blow - our main damage dealing ability for single target fights.
3. Rampage - The center of our damage dealing rotation. Everything revolves around it and reaching enough rage to use it.
4. Odyn's Fury - A nice burst of damage, both single target and AoE.
5. Battle Cry - Our burst ability. Short cooldown, short window of opportunity, high burst damage.
6. Whirlwind - Not that useful by itself, but in combination with Rampage, it's the combo that keeps you at the top of the damage dealing charts in an AoE fight.
7. Execute - It's been such a long time that execute was actually worth it. Previously, certain circumstances had to be met in order for this ability to be used, otherwise it would be an actual decrease in damage. In Legion, with the help of the Juggernaut artifact trait, which increases damage dealt by execute by 5% each time that you use it, stacking to 99 maximum stacks, which means that the more the fight goes on while the target is under 20% health, the more your damage will continue to grow. More about Execute in the rotation explanation.
8. Furious Slash - a rotation filler, for when all our other abilities are on cooldown. This ability will be useful with the tier set bonus from Nighthold, which doubles its' effect. From 15% to 30% bonus critical chance to Bloodthirst.

The key words for Fury Warrior are: Battle Cry, Enrage, Trinkets. Everything is based around being Enraged at all times, or as much as possible and using Battle Cry as soon as possible. Being enraged is the primary focus, because it increases attack speed by 100% and it also increases damage dealt by a certain percent via Mastery. How to stay enraged at all times? Get to 100 rage as soon as possibile (if you picked the Frothing Berserker talent which is best for Best in Slot gear) by gaining rage from Melee attacks, Bloodthirst, Raging Blow and use Rampage (which will automatically make you enraged). Until you get to best in slot gear, that will basically be the only way to get enraged, by using Rampage, and if you are lucky to get Bloodthirst Critical Strikes, but don't count on those too much. The Nighthold tier set bonus increases your enrage duration by 1,5 seconds and doubling the critical chance bonus from your Furious Slash, which will make it possible to become enraged even more often, from the Bloodthirst critical strikes, enhancing your DPS capabilities by a significant value. Managing to get particular trinkets that are best for Fury Warriors will also enhance your DPS by a lot. Most notably, the combination of Draught of Souls and Convergence of Fates which will put you atop the damage charts.

Of course there are more abilities in your Warrior arsenal, but these are the Fury Warrior's major abilities, which you will have to learn to master. More, on each of them, later in the guide.



3. Stats Priority

Here are the stats that you need the most and why:
1. Haste (Until you are able to get armor tier set from the Nighthold raid, which increased the duration of our enrage ability by 1,5 seconds. After that, mastery will become better than haste slightly). Haste is the most important stat, because it lowers your melee swing speed, it lowers your global cooldown (meaning that you can use abilities faster after you have used the previous one), it lowers the cooldown of your Bloodthirst and Raging Blow abilities, that are also rage-generating abilities. The whole purpose of Haste and why it's at the top of your stats choices, is because your melee attack speed basically benefits more from haste, due to the 100% increased attack speed from Enrage. Say you have 2,8 seconds on a melee swing. Enrage will cause you to have a melee swing time of 1,4 seconds. That is why haste is so important, because you benefit a lot from it. After a certain point, haste is not the most important, but mastery is. Everything will start to be lowered by 0.01 seconds to Global Cooldown, Ability cooldowns (Bloodthirst and Raging Blow) and melee attack speed. A change of 0,01 will be marginal, and it will not matter than much. Here is where mastery comes into play.
2. Mastery. As a general rule, you want items with haste and mastery on them, doesn't really matter which one will be higher, as long as you have both of these on the items. They are complimentary one to another. It's not worth it to sacrifice a large chunk of mastery, just to get an item with better haste values. For example, if you just started gearing up, and you obtain an item with Haste+Critical Strike, and you previously had one with Mastery+Haste, it might be worth to put the one with more haste on, as you definitely need to hit a certain value of haste for your damage to be at normal values. But as you progress, and you start getting better items, you will not want to sacrifice an item that has more mastery than haste, for an item that has haste+critical strike, or haste+versatility. Haste and mastery are friends with each other and these are by far your best stats. If you have more mastery than haste on your items, don't worry, as long as you have both of them as your primary 2 stats, and they are close to each other as values.
3. Versatility - way, way behind of the 2 primary stats (Haste and Mastery). It gives you a very small permanent increase in damage dealt, and an increase in healing done, which Fury Warriors, as a damage dealing class, do not need, and the damage reduction is marginal, to say the least. Some may argue that it's better to have a permanent damage increase, which doesn't require the Warrior to be enraged in order to benefit from it, as mastery does. Mastery increases our damage by a certain percent, but only when we are enraged. So it's the damage increase at all the times (Versatility) vs damage increase while we are enraged (Mastery). The first thing that has to be said about this debate is that Versatility and Mastery values count differently. What I mean is, for example: 1663 Versatilty = 3,5% damage increase at all times. 1705 Mastery (close value) = 5,97% Damage increase only during Enrage. So basically, you are getting more value per point of stats if you are using Mastery. The 2nd reason behind this is that you want to be Enraged at all times, that's why Mastery matters and not Versatility. Because being enraged is the main thing behind the damage rotation. If you are not enraged, you will already be losing a lot of DPS, and you don't want that. Theoretically, you can think of versatility as a back-up stat sort of. "I am not enraged now, but no worries, I have versatility to boost my damage while not enraged". That is not the way to think about it. Being enraged is way more important, because it increases your attack speed by a lot and it also increases your damage dealt, therefore, there is not contest between Mastery and Versatility. You want Mastery, not Versatility. Yes, even if you are not enraged for a second, and you do not benefit at all from Mastery in that moment, Mastery is still a lot better overall. Again, if you are just starting to gear up, and you find an item with haste+versatility, don't be afraid to use it. It's better than nothing.
4. Strength - This stat increases the damage you deal by all abilities, but it does not increase your damage as much as mastery or versatility, so Strength will not be at the top of your concerns. You don't have to worry about it, either way, because only trinkets have Strength. That's the only area where you will have to think which item is best for you.
5. Critical Strike - Pretty useless. Fury Warriors rely on being Enraged, having a very fast attack speed, and benefiting from Mastery. The only use it has is that if you critical hit with Bloodthirst, you will become enraged, but it's just not worth it. Your DPS is much better by stacking Haste and Mastery.



4. Talents

There are certain talents that are a must in some tiers, but in others you can choose what you feel more comfortable with.
Here are the talents that I suggest you should be using for both single target and AoE DPS.

Level 15:
1. Endless Rage - It's the only way to go for both single target and AoE fights. The rage gained from this talent is not that huge as it would sound, but it definitely adds up to the total. Usually you get 5 rage from your main hand, and 3 rage from your offhand, without this talent, for a total of 8 rage each time you hit. With this talent, you will get 10,2 rage each time you hit with both weapons, and yes decimals do work on Freakz, you can count on that. The rage will add up over time, making it the go-to talent in this tier.
2. Fresh Meat - Not worth it at all. The only scenario where this could be viable is if a boss fight requires you to fight the boss only until it reaches a certain threshold. For example Odyn in the Halls of Valor dungeon, where you need to fight him until he reaches 80% health. But you will not be able to benefit that much from this talent for the rest of the dungeon, so this talent is not worth it.
3. War Machine - Good in theory, bad in practice. If you could manage to keep this buff up at all times, yes, it would be very powerfull. But realistically speaking, let's think of a scenario in which you will have this up at all times. Maybe low level mythic+ dungeons, where you can easily kill trash mobs and move to the other packs. Or a raid fight in which there adds constantly being spawned, and you can manage to get this proc off of those mobs. But adds need to spawn quite frequently in order for this talent to be good. Honestly, the raid scenario is the only scenario where I could credit it for being useful. Mythic+ is a big part of Legion and there is a lot of AoE damage to be done there. Let's think of higher level mythics, let's say 8-9+, where the mobs start having more HP and you can't kill them fast enough. Let's say you kill a mob in a M+ dungeon, and you get the buff. But guess what. All the other mobs in that mob pack, that you just killed, died at about the same time, meaning that you benefited a few seconds from the buff, and then the buff will go away until you reach the next trash pack. You can try to single out one mob out of that trash pack, and kill it way before the others fall, but that would be a bad strategy. It would be bad for the group, it would be time wasted, just so you can giggle a little at the sight that you gain 30% extra haste and hit faster than a rogue with Bloodlust. It is not worth it. This talent has nothing to do with AoE situations. It has to do with tagging and chaining kills. It's good when you can chain kills and kill mobs in short duration from one another. This however, could prove to be a very powerful talent in BGs, if you have a premade group, and can easily kill players, jumping from one to another. You will be exactly what this talent says, a War Machine. Doing a Mythic 10+, 11+ or more, where all the NPCs have more HP and take a long time to kill, you will definitely not be a War Machine, but a Slow Machine. Therefore, the only scenarios were I see it viable is in the ones mentioned above. In a very limited set of circumstances.

Level 30:
1. Storm Bolt - Has no use in PvE. Only useful for PVP.
2. Double Time - Best choice for Raids, where you need to move a lot and close the distances fast between you and things that you need to kill.
3. Shockwave - Best choice for Mythic dungeons. The AoE stun is fantastic, not necessarily for the duration, as it has been nerfed, and it only lasts 3 seconds, but for the interrupt ability. Meaning that this can be used as an AoE interrupt ability when you pull large packs of trash and they all start casting at once. Especially if you do not have a Blood Elf in your party that can do that with their Racial ability. But even if you do, it's a very good AoE disable and you will have it up for every trash pack, sometimes even twice per same trash pack. However, if you feel that your group has enough AoE stuns, and your Shockwave would not be that useful, go with Double Time. You will probably not use charge that much anyway in Mythic+, but it's better to have, rather than an useless Shockwave, which doesn't even stun the mobs if the diminishing returns has reached its' limit, and the NPCs can no longer be stunned. This depends on your group composition and the dungeon that you are about to do. As far as Generating Rage from Charge, that's not the main reason why you would want to use it, although the rage gained is nice. The reason is because you want to close the distance quickly between you and the target. If you know it will be a dungeon where you have to run a lot, and have a lot of catching up to do, as the tank runs ahead and leaves you behind, this can be viable. For places where you don't need to close distances, and everything is crammed into small places, it might not be so useful.

Level 45:
1. Outburst - Basically useless. You can go with this talent only in a scenario where you find yourself getting feared a lot by the mobs or bosses, or in PVP. Other than that, the Enrage effect is not worth it.
2. Wrecking Ball - Not worth it, even when it is an AoE fight, and you fight a lot of mobs. The only scenario where this is good if if you manage to get the Legendary Waist, which makes you hit with Whirlwind twice, if you have hit more than 3 targets. This item combined with that talent makes AoE fights a joke for any warrior, and very pleasing to play.
3. Avatar - For single target fights and for AoE fights it's the best way to go. A 20% damage increase to all your abilities is perfect. It has a 90 seconds cooldown, but realistically speaking, it will have only about 60-70 seconds cooldown, because of your Odyn's Champion artifact trait (depending on luck). That means you will have a 20% damage increase for 20 seconds, with 60 seconds cooldown. 1/3 of the time you will have that damage increase, so It's definitely the best choice. The only reason why you would want to think about another talent choice here would be the one stated above. If you are lucky enough to get the legendary waist, you can go for Wrecking Ball. But even then, that talent's damage on single target fights in Mythic+ is questionable, and Avatar might still be better overall, in both single target and AoE.

Level 60:
1. Bounding Stride - Best choice for Raid fights where you need mobility, where everything is chaotic and you need to jump around all the time. This, along side the level 15 talent, Double Time, will pretty much ensure that you will be all the times in the places that you want to be and hit what you want to be hitting. As far as Mythic+ goes, it's still a good talent, but honestly speaking, there is not that much room in Dungeons, or so much running to do, that you need a lower cooldown on this or the running speed increase. The casual 45 seconds should be enough in case you need to lose agrro from a mob, and run away from it, or, if you get behind and want to close the distance with your group.
2. Warpaint (wowhead link) - This talent means that you will take 5% less damage when you are enraged. That means that if if you take 1,2 million damage, this talent will make you take only 1,15 million damage. So basically, at every 1,2 million damage, it stops 50.000 damage, so to say. Or If you prefer round numbers, at every 24 million damage that you take, this will prevent 1 million damage. I don't think it's that good. If it was at least a 10% damage taken decrease, it might be viable. If you think that this might save you in a situation, go for it, but I doubt it will do anything.
3. Furious Charge - My personal choice in M+, and even in raids. This, unlike Warpaint might actual prevent you from dying, as it is a self heal, which heals you for quite a large percentage of your health each time you charge. When you use bloodthirst after using charge with this talent, you will be healed for 18% of your total health, which, at the end of the day will heal you more than the damage stopped by Warpaint. This talent combined with the Double Time talent from level 15, is even stronger, because now you have 2 charges of Charge, thus double the amount of healing, if you really need it.


Level 75:
1. Massacre - not worth it. Only viable in fights such as the Wrath Of Azshara, in the Eye of Azshara dungeon, where the boss starts off with 20% health, and you can immediately start using Execute. However, as you've seen above, Critical Strike is not something that Fury Warriors will have a lot of, so even getting this talent to proc will be hard, because of the very low Critical Chance that you will have.
2. Carnage - The way to go when you are still gearing up, and you do not posses the required tools (items) to become enraged as soon as you would like. Having a lower rage cost for Rampage will ensure that you will be Enraged most of the time.
3. Frothing Berserker - The best talent out of all these 3. When you have the required items to get this 15% buff at all times, this will be a huge DPS increase for your warrior. The ideal situations is to reach 100 rage as soon as possible, spend it by using Rampage, then within 6 seconds get to 100 rage again. If you can master that, your dps will be very good.

Level 90:
1. Inner Rage - Best talent choice for single target DPS.
2. Bloodbath - Best talent choice for AoE fights. Some will argue that Inner Rage is still better in AoE, but this is false. You want Bloodbath in Mythic Dungeons, and it's not that far behind Inner Rage on single target. Bloodbath does not share a global cooldown with the other abilities, whereas Inner Rage does. You will be able to use Whirlwind and Rampages in an AoE environment, without having to worry that you wasted a precious global cooldown on an ability that you didn't want to, as in the case of Inner Rage. Bloodbath gives you 40% increase in damage dealt by all your attacks, for 10 seconds, and has a standard 30 seconds cooldown, which again, can be lowered to 20-25 seconds, if you are lucky enough to proc Odyn's Champion and lower your cooldown, but most likely you will be able to do so. All your whirlwinds, all your rampages, all the AoE damage that you deal will do 40% more damage, which is insane. I would choose an ability that increases my damage by 40% for 40-45% percent of the time (10 seconds out of 20-25 seconds cooldown) any day, over a single target ability that uses up my global cooldown, and where I could be using Whirlwinds and other AoE abilities, I am forced to use a single target one.
3. Frenzy (wowhead link) - Not worth it. Might be viable in some way with the Nighthold Tier set, where Furious Slash gives you double the critical chance bonus, but even then it's questionable. Definitely not worth in AoE situations and I don't think it's better than Inner Rage, even with the tier set bonus.

Level 100:
1. Bladestorm - Useless in all scenarions. Its' cooldown is too long, and during bladestorm you can't attack, in order to build up rage, which means that, even if you choose it, it's kind of an all in ability. Using it has to make up for the time lost when you are spinning, and can't use your abilities, which it does not.
2. Dragon Roar - Not worth it. It would be another global cooldown that you have to use, and compared to what the other talent gives, it's not worth it.
3. Reckless Abandon - The best talent by far out of these 3, in all scenarios, both Raids and Mythic dungeons, and probably is the best choice for PvP aswell.
It synergizes perfectly with the level 75 talent, Frothing Berserker, by giving you instantly 100 rage. And it also increases the duration of your Battle cry by 2 seconds, which is very nice. Those 2 extra seconds of 100% critical strike mean that you can get 1 extra Bloodthrist, that will give you an additional free proc of Enrage, which makes it so that you can transition out of Battle Cry in a nice manner, and still continuing your constant dps, without any breaks or large falls in dps.



5. Enchants, gems, relics, consumables

Enchants:
1. Cloak - Binding of Strength (+200 strength)
2. Rings - Binding of Haste on each of them (+200 haste)
3. Neck - Mark of the Claw (a proc that gives you 1000 haste and critical strike for 6 seconds). Mark of the Hidden Satyr might prove better when it gets fixed. It is currently not working. (Check for fixes and try it out to see if it's better, but the procs should be kind of the same for each of these)

Gems:
- Quick Dawnlight +150 haste gems are the best way to go.

Relics:
There are different ways to go about this. Going with Wrath and Fury is slightly better for single target DPS BUT take note, only in the case that you do not have the Convergence of Fates trinket. But it falls heavily behind Unrivaled Strength in AoE fights. 15% bonus damage to all your abilities for 7 seconds on a 50 second cooldown (but realistically much less cooldown even half of that with Convergence of Fates trinket and Odyn's Champion procs), is way better than a 15% damage increase only to a single ability.
That's why I suggest going for all 3 relics that benefit your Unrivaled Strength. If you cannot find 3 relics of this kind, go for 2 that benefit Unrivaled Strength and 1 that benefits Wrath and Fury.
Here are some relics examples:
1. Exothermic Core
2. Roiling Fog
3. Soulsap Shackles
Generally, as in the case of stats prioritization, you will also want to have relics that are actually beneficial to you, and not some random +7% Wild Slashes damage, which would be useless. However, if you get a relic that is 30-35 ilvls more than what you have, you can equip it, since the melee damage and stats increase that it will offer to your Artifact weapon is better. When you equip a relic, the artifact weapon's ilvl also goes up, therefore you have the melee damage increase and the stats increase.

Food: Azshari Salad +375 haste
Flask: Flask of the Countless Armies +1300 strength
Potion: Potion of Prolonged Power +2500 increase to all stats for 1 minute. This is currently the best potion, until Potion of the Old War will be fixed, then this will be the best one for your DPS.



6. Artifact traits

I remember the WoTLK days, where there were talents calculators and discussions on top of discussions about what talents are needed in order to maximize your DPS. Hybrid talent choices, between all 3 specs, and little room to experiment with a different talent.
Artifact Traits in Legion nullifies that issue. It does not matter what traits you get, and to some extent it doesn't matter which one you get first. The bottom line is that you will eventually get all of them, with not that much effort. But, if you think that you will get a trait once every week, and don't want to spend a long time playing with the wrong trait, here is the order in which you must choose them:
1. Thirst for Battle (wowhead link)
2. Unstoppable (wowhead link)
3. Unrivaled Strength (wowhead link)
4. Raging Berserker (wowhead link)
5. Focus in Chaos (wowhead link)
6. Wrath and Fury (wowhead link)
7. Odyn's Champion
8. Helya's Wrath (wowhead link)
9. Battle Scars (wowhead link)
10. Rage of the Valarjar (wowhead link)
11. Deathdealer (wowhead link)
12. Juggernaut (wowhead link)
13. Uncontrolled Rage (wowhead link)
14. Sense Death (wowhead link)
15. Bloodcraze (wowhead link)
16. Wild Slashes (wowhead link)
17. Titanic Power (wowhead link) - until you reach the maximum trait level.
The reason why I don't choose Juggernaut sooner is because it's not viable, while you still have a low trait level. Getting 10 seconds less on your Battle cry, which is your main burst ability is more important at that stage, than getting a trait that won't benefit you that much. Not to mention that, with your previously picked up trait, Odyn's Champion, your Battle Cry will have an even lower cooldown than that. The last 2 traits Wild Slashes and Bloodcraze don't matter than much in which order you select them. One makes you a little more survivable and the other one increases your DPS by about 0,1%.



7. Gearing up and Best in slot Gear
With the introduction of Legendary items in Legion, and how they enhance your character by a significant amount, legendary items are obviously a huge part of how well you character will perform. Regarding this, let's say you have 1 legendary item, but the bonus effects that it gives you is useless as far as damage dealing is concerned. You get Ayala's Stone Heart. Its' stats do not benefit you that much. You want haste + mastery, not critical strike, but your previous items were of similar item level, and their stats were better. Which do I choose? An item with better item level, but bad stats for a Fury Warrior, and a useless extra ability, or an item with a bit lower ilvl, but with the exact stats that I need? This is the big dilemma of Legion and its' Legendary drops.

Another big dilemma is choosing between items that are lower in ilvl, but give you the stats that you need, and an item higher in item level but with stats that you don't need. Generally, it's better to equip the item that gives you the stats that you need (haste and mastery), but if the other item is with 30+ item levels above, you might consider using it.
If an item is of item level 840 and has haste and mastery, and another item that has 870 item level has critical strike and versatility, I will definitely NOT equip that item. If the item has 870 ilvl and has haste and versatility/critical strike, then I might consider equipping it. If I have the same item of 840 ilvl, and I have an item of 880, with haste and versatility/critical strike, I will definitely equip it. If that 880 ilvl item has critical strike and versatility, I have to think whether or not it's worth it to equip it. That's how messed up the gearing system is in Legion and that's how important your main stats are. It's not who has the highest ilvl that matters anymore, but who has the most appropriate items for their class.
Another thing that contributes to this issue, of not knowing what item is better for you, is due to the fact that the ilvl difference between raids tiers is not that big. Between Emerald Nightmare gear (880) and Trials of Valor gear (890-895) and Nighthold (900-910) and mind you that 910 ilvl are only some items from Nighthold, that drop from the last boss, so the difference is even less; there is a 30 ilvls difference between 3 different raids, which are gradually more difficult. Let's think about Mists of Pandaria gear, for examples. You had the first tier of raids, which capped at 510 ilvl (after upgrading it), and the last tier of items, which capped at 588 ilvl. That's a 78 ilvl difference between 3 tiers of difficulty. Now, even when the next raid tier comes out, you have to think if the item from the new raid is truly an upgrade, or the item from the previous raid is still better, because of the stats that it offers.
All that being said, here is the list of Best in Slot items for Fury Warriors, with also explaining some of the Legendary items (note that these items are not set in stone, they are just an example of items that balance haste and mastery and are pretty close to optimal stats, and the lower ilvl on some of the items is because wowhead shows only the basic item, not the one with upgrades, that you should be going for. It's the same item, but you need to select the upgrades, in order to see the proper ilvl 910+ of the item):

Single target dps:
1. Head - Ceann-Ar Charger
2. Neck - Cursed Beartooth Necklace
3. Shoulders - Shoulderplates of the Obsidian Aspect
4. Back - Kazzalax, Fujieda's Fury
5. Chest - Chestplate of the Obsidian Aspect
6. Wrist - Dragonbone Wristclamps
7. Hands - Gauntlets of the Obsidian Aspect
8. Waist - Krakenbone Waistplate
9. Legs - Legplates of the Obsidian Aspect
10. Feet - Sabatons of Unchanging Fate
11. Ring 1 - Dreadful Cyclopean Signet
12. Ring 2 - Ring of the Scoured Clan
13. Trinket 1 - Draught Of Souls
14. Trinket 2 - Convergence of Fates

AoE dps:
The only things that we will change are the legendary item(s) and the trinkets, thus we have:
1. Head - Ceann-Ar Charger - Still best for aoe fights, unless you do Mythic+ and pull a huge amount of mobs, more than 10-15 for each pull then you might want to consider changing this legendary with a better one for AoE, since you can only equip 2 legendaries at a time. In that Case, You might want another head, such as Warhelm of the Obsidian Aspect, or any item with simillar stats.
2. Waist - Naj'entus's Vertebrae
3. Back - Cloak of Temporal Recalibration, or any item with simillar stats (haste and mastery)
4. Trinket - these are very situational for AoE DPS. Some are better when there are less mobs around, some are better only when there are a lot of NPCs stacked.
Some of the trinkets that you can use for AoE DPS are: Kil'Jaeden's Burning Wish (for a large amount of NPCs), Spontaneous Appendages, Terrorbound Nexus, Toe Knee's Promise, Windscar Whetstone.

Regarding the Best in slot items, I have several notes to make:
1. You can switch between items in Mythic dungeons, before you pull a boss. You can switch out the AoE items, and put in the items that benefit your single target DPS more, especially if those items that you equip for single target DPS have passive abilities and will benefit you instantly, such as Ceann-Ar Charger or Kazzalax, Fujieda's Fury.
2. Do not worry to much about getting BiS items, since the item system is based on chance and not on skill. You can farm for a long time, and not get your warforged or titanforged item, while another player gets it from the first try. Additionally, if you find this items system very frustrating and you must have your Best in Slot items no matter what, you can definitely visit our WoW-Shop, which contains all kinds of items, even better than the ones I listed above. And I'm not saying it as a meme, but some people really want the best gear possible, and it's impossible to acquire it ingame, unless each patch lasts 1 year or so, which it won't.
Freakz Shop
3. You are probably thiking why is this trinket so important (Draught of Souls). It's because it deals 17%-22% of the warrior's total damage on a single target. This depends on how often you are able to align your Draught of Souls with your Battle Cry. That's why having Convergence of Souls is also important, in combination with this trinket, because that way you will be able to align Battle Cry and Draught of Souls more often.

Legendary items
I will not get into describing each of the legendary items, but rather just point out which are the best and why, in order, from most important to least important.
1. Ceann-Ar Charger - you gain 8 rage each time you enrage. That means that your Rampages will costs effectively 92 rage instead of 100, and if you are lucky enough to get critical hits with your Bloodthirst, even better since you will get an additional 8 rage. It's the item that increases your dps the most, because you will be able to enrage faster, thus more damage.
2. Kazzalax, Fujieda's Fury - Basically, this gives you 4% versatility, almost. 4% damage increase and 4% healing received. You will have 4 stacks up at all times, that will not be an issue. You might think that this is not that great for a second best legendary, but it is. It's not that it's that awesome, but there are no other legendaries that benefit you more in single target dps.
3. Naj'entus's Vertebrae - Very good for doing damage in AoE situations, and even better when combined with the Wrecking Ball Talent. A must have for Mythic+ dungeons, when you are pulling a lot of mobs.
4. Kil'Jaeden's Burning Wish - Not great, but decent for doing damage in AoE. The more mobs there are, the better. Take note that damage that is written in the tooltip of this trinket is exactly what you get. It is not affected by your mastery, by Battle Cry, by Frothing Berserker, or any other kind of damage increase. It's just a flat damage at all times. Say for example you want to do a Legacy raid like Black Temple, and you know that all your abilities hit for 10 times the normal damage, or even more, and you use this trinket, it will still do 600k damage, and not a single point of damage more. That's the way that Blizzard designed it. I think it's a pretty bad design, but it's still better than nothing. If you have no other Legendary, you can equip this, as it's passive stats are good, and until you find better trinkets and legendaries, this will do.

These are the 4 legendaries that are actually an increase to your DPS. The rest of them, I will explain briefly, but they do not provide a dps increase from their passive abilities, and they can be used only for their high stats that they offer. From bad to worst these are the legendaries that you don't want:
- Timeless Stratagem, Aggramar's Stride, Mannoroth's Bloodletting Manacles, Prydaz, Xavaric's Magnum Opus - Good for the stats that they offer (haste and mastery), but useless for the abilities that they offer. You can switch these legendaries in, instead of the ones that you actually need for DPS, when you need to catch up to your party members, as they offer a lot of mobility. The last 2 legendaries mentioned out of the 4 are good for survivability. The wrist offers a lot of healing. When you use Rampage, you basically heal for 8,5% of your total hp. And the neck offers an absorption equal to 25% of your total hp. As I've said, good for the stats, but they are not going to help you deal damage.
- Ayala's Stone Heart & Sephuz's Secret - the worst legendaries that you can have, both because of partially useless stats and because of useless effects that they offer. Ayala gives you an execute proc that you wont be able to use, or will not be interested in using, because, remember, execute is only valuable when you are able to keep spamming it and increasing the Juggernaut stacks. The only place where this item could show some value is in Eye of Azshara, at the last boss, since he starts with 20% health, and you can use execute immediately. Sephuz's Secret is also not that great. It has no use in Raids and in Mythic+ it would be semi-valuable if you could at least have 100% uptime of the 30% haste that it offers, meaning that you could activate it as soon as the 30 second restriction passes, but you will not be able to do that. At most, you will be able to proc it once every minute, or even more, which isn't good at all. As a Fury Warrior, what can you do with 10 seconds of 30% extra haste? Get in a few extra melee hits, maybe 1 more Rampage than usual, but that's it basically. Overall, not a worthy legendary, but as every single one of them, it's still better than nothing.



8. Rotation

As a general rule, as a fury warrior, you want to pop your bursts and offensive cooldowns as soon as they come up, no matter what. The only exceptions are if you are in a Raid, and you know the boss that you are fighting is about to transition into the next phase, and you have to wait a little bit until it does its' thing, or if you are in a Mythic+ dungeon and you are just about to finish a mob pack, then it's not worth it to use your bursts.

As mentioned previously, there are certain abilities and items that will increase your damage substantially. Those abilities are: Rage of the Valarjar and Odyn's Champion. Odyn's Champion especially is the main ability that will decide your entire rotation. The more this procs, the more damage you will deal, because your cooldown for Avatar, bloodbath, Battle Cry will lower by 1 second for each offensive ability you use. So, depending on how much haste you have, each time this ability procs, you will be able to lower the remaining cooldown of your abilities by 4-5 seconds each time. Your main goal is to get to Battle Cry as soon as possible again.

There is no set rotation, but there are priorities, so here is the priority for single target dps:
1. Pop all your offensive cooldowns. Battle Cry, Avatar, Blood Fury (if a orc)
Spoiler:

2. Rampage (wowhead link) (you are at 100 rage already from the Reckless Abandon talent which enables you to use it from the start when popping your burst)
Note: if you have the Draught of Souls and Convergence of Fates trinkets, your rotation will change, according to the remaining cooldown on your Draught of Souls. You will first pop Battle Cry, then immediatelly use Rampage to become enraged, then the trinket, then continue with the below mentionned rotation. If your Battle Cry is about to finish its' cooldown, but you still have some cooldown on Draught of Souls (10-15 seconds more), it's better to wait for those of those cooldowns and use them together. Battle cry always first, and the trinket second.
3. Odyn's Fury (wowhead link) - you will use this ability each time only after using the 1st Rampage after Battle Cry.
4. Raging Blow (wowhead link)
5. Bloodthirst (wowhead link)
6. Raging Blow (wowhead link) (and keep using it whenever it comes off cooldown as a priority)
7. Bloodthirst (wowhead link) (whenver you can, and Raging Blow is on cooldown)
8. Frenzy (wowhead link) (whenever both bloodthirst and raging blow are on cooldown)
9. Repeat steps 4-8 until you reach 100 rage and you have gained the 15% damage increase from Frothing Berserker, and immediately use Rampage.
10. Repeat steps 4-9 until the cooldown on your Battle Cry finishes and immediately use it as it comes off cooldown (unless you have Draught of Souls trinket and it is about to finish its' remaining cooldown soon). The only reason why you would want to hold off on using Battle Cry immediately is if you are about 90-95 rage, and you need just one more Bloodthirst or Raging Blow in order to reach 100 rage. In that case, wait the extra second to get 100 rage, use Rampage, and pop Battle Cry right in the next moment after using the Rampage. That way you will have 2 consecutive Rampages that benefit from 100% critical strike, rather than just one.
11. For the Execute phase, don't worry too much about the Frothing Berserker talent. Your main concern will be to stay enraged while keeping your Juggernaut (wowhead link) stacks. If you can get Frothing Berserker, even better, but you will only manage to get it when you use Battle Cry, or if you are lucky with your Bloodthirst Crits.

Example of a single target rotation at Best in Slot(ish) gear:

Note that in this video the Convergeance of Fates trinket is not working, therefore you can't see the full potential of the trinket. However, there are some beneficial bugs that the warrior is experiencing that might make his DPS be higher than it actually should be. This is just a sample of the rotation, nothing else.


The rotation for an AoE fight is the following:
1. Use Whirlwind (wowhead link) once so you gain the Meat Cleaver (wowhead link) buff from it.
2. Pop all your cooldowns as before (With Bloodbath included this time)
3. Use Rampage (wowhead link)
4. Odyn's Fury (wowhead link) (the same as before, used it after the first Rampage after using Battle Cry)
5. Whirlwind (wowhead link)
6. Bloodthirst (wowhead link)
7. Whirlwind (wowhead link)
7. Rampage (wowhead link) again (only if you get to 100 rage, if you are playing with the Frothing Berserker talent. If you do not get to 100 rage, do not use Rampage just yet, but keep cycling with Bloodthirst + Whirlwind until you reach 100 range, then use Rampage. If you're playing the Carnage talent, you can use Rampage as soon as you have enough rage for it)
8. Bloodthirst (wowhead link)
9. Whirlwind (wowhead link)
10. Repeat doing this (bloodthirst, whirlwind, bloodthirst, whirlwind, rampage, bloodthirst, whirlwind, etc) until your burst comes again
11. Use Bloodbath whenever it comes off cooldown.
12. Use your bursts whenever they come off cooldown again.
13. In AoE fights you will not care about Execute phase, but continue using the rotation mentioned above.
14. Additionally, use your aoe trinkets such as Kil'jaeden's Burning Wish as soon as they come off cooldown.



9. Final Tips and Suggestions

Fury Warrior is very fun to play. The rotation is interesting, and always changes according to how much rage you are able to gain, the damage will always be at the top 3 of a raid, and whereas the Mythic+ dungeons are concerned, depending on the composition on the dungeon, you will most likely be 1st in damage, or 2nd in the worst case scenario (especially if you are doing a skittish key, and you will get aggro a lot, you will most likely die, leaving room for the other dps-ers to catch-up to you or surpass you).
Other abilities that you should take note of, even though they do not increase your dps directly are: Pummel, Enraged Regeneration, Intimidating Shout, Shockwave, Berserker's Rage, Heroic Throw, Taunt, Commanding Shout.
You should use pummel always on mobs that cast in Mythic dungeons, as soon as your cooldown comes off, and try to coordinate with your other party members to make sure that you are not interrupting the same mob.
Enraged Regeneration (wowhead link) is your personal defensive cooldown which reduces damage that you take by 30% and your bloodthirst will heal you for an additional 20% of your total health while this is active, and it can be used while stunned. Although it seems like a long cooldown, and maybe you do not want to waste it until the absolute perfect time, and maybe you want to benefit from the secondary bonus that it offers (more healing from bloodthirst), don't worry about it too much. Use it as soon as youu see that your health is falling below hp, and you know that damage will continue to come. Its' cooldown is 2 minutes, but remember our friend, Odyn's Champion, which will lower its' cooldown by a lot, so realistically it will have 90 seconds cooldown, maybe even less. Do not be afraid to use it, it will come online before the next trash pack in the case of Mythic+ or before the next big damage dealing ability in a raid.
Intimidating shout (wowhead link) is very good when you are fighting packs of trash in a Mythic+ dungeon, and they all start casting at the same time. It will interrupt up to 6 npcs from casting, so your group doesn't get wiped, especially in places such as Black Rook Hold, where there are a lot of caster mobs that can't be interrupted via Pummel.
Shockwave (wowhead link) is good, based on the same principle mentioned above for Intimidating Shout.
Berserker's Rage (wowhead link) won't be used that often in a PvE environment, but just remember you have it, and you can use it when certain NPCs fear you, or even before, since it makes you immune to fear effects. The best example I can give is the first boss in Maw of Souls. When he casts his fear ability, you can just stand next to him, pop Berserker's Rage (wowhead link), and continue to dps him without worries.
Heroic Throw (wowhead link) and Taunt (wowhead link) are good when wanting to help a tank in a Mythic+, when he did not manage to pull all adds, and you see that one is still left on the side. Use one of these abilities to make that npc stack with the rest of them, so you have no problems at the end with missing mobs for your 100% progression.
Commanding shout (wowhead link) should be used whenever you see that your group is taking large amounts of damage. This gives them a boost in health, and has roughly a 2 minute cooldown. Again, do not be afraid to use it when you see that a member you or your group is at risk of dying. Better to be safe than sorry.

Regarding what races you should choose for a Fury Warrior. It's really up to you, if you enjoy the lore behind each race, go for what you like. If you care more about what is more beneficial for DPS, go for an orc as a horde player, or a human as an alliance player, as those 2 have the best racials for a Fury Warrior.

If you are a beginner to WoW and to making macros and key bindings, it's time to start using them, as they help out a lot, and it's not that complicated to do. Macros can be found all over the internet, whit specialized sites on this topic, but luckily, regarding your dps rotation there is only macro that you will need and that is the burst one, that includes Battle Cry and Avatar basically. In order to set your key bindings (to be able to cast your abilities faster by pressing buttons, not by clicking them with your mouse in the action bar), you just simply need to go to the ingame menu -> key bindings -> MultiActionBar, and here you can select which keys you want to bind to which place on the action bar. For example, you can bind keys such as: `, G, H, F, Z, X, Y, T, Q, E, C, V, and many other keys that are not really doing anything, and have more use being bound to an ability than the default blizzard hotkey. Play around with them, get comfortable, and don't be afraid to experiment.

That covers all that I wanted to say in this guide, and hopefully I've made you want to play a warrior, because I've offered you the logical explanations needed for each small detail, and not just telling you to do something because I said so. Take my suggestions into account, if you wish; the ones that you don't agree with, ignore them, and at the end of the day, I hope you are left with something positive after reading this, and you will want to smash some face in WoW, as a Fury Warrior.

Have fun and enjoy playing a Fury Warrior!



6 0
  
Back to top
View user's profile Send private message

  Topic locked


Topic is closed, you cannot post any messages in it anymore

Locked by hangryforwar, 30 August 2018 09:33



 
This forum is locked: you cannot post, reply to, or edit topics.   This topic is locked: you cannot edit posts or make replies.    Freakz Forum Index -> Trash Bin -> Trash  


The time now is 19-04-2024, 07:22:12
Copyright info

Based on phpBB ro/com
B

 
 
 







I forgot my password


This message appears only once, so
like us now until it's too late ! :D
x