Utolsó módosítás programmer, ekkor: 2014.06.27.
In this article, we list your Fury Warrior (WoW 4.3) core abilities and how they should
be used together (rotation). We also explain when to use your various
cooldowns. Then, we go deeper and present all the subtleties that playing
a Fury Warrior will face you with.
The other articles of our Fury Warrior guide can be accessed
from the table of contents on the left.
1. Basic Single Target Rotation↑top
Your single target rotation is very simple. The first thing to remember is
that you want to use
Bloodthirst each time it is available. It has a 3
second cooldown, so this means that every other global cooldown should be a
Bloodthirst.
For every global cooldown that is not used by
Bloodthirst, use the
following priority list:
Colossus Smash
Raging Blow
- Use
Berserker Rage to enrage yourself if you are not
under the effects of any enrages.
Slam
- Only use it when it is instant cast (from a
Bloodsurge proc).
Battle Shout or
Commanding Shout
- This will provide you with rage, so do not use them if you already have
a full rage pool.
For
Single-Minded Fury Warriors,
Slam, which does more damage,
has a higher priority than
Raging Blow.
Furthermore,
Heroic Strike (which is off the global cooldown) should
be used when you have a large amount of rage (70+) or whenever you have a
Battle Trance proc.
2. Basic Multiple Target Rotation↑top
The AoE rotation depends on how many adds you are facing and how good your
rage generation is.
If you are facing two enemies you should replace
Heroic Strike
with
Cleave, but maintain the normal rotation.
If you are facing three enemies you should resort to only using
Cleave and
Bloodthirst.
If you are facing four or more enemies, you should try to incorporate
Whirlwind in your rotation together with
Cleave. This may not be
possible due to rage limitations, and as such you should simply see which of
the two abilities deals more damage.
3. Cooldown Usage↑top
You have two main DPS cooldowns:
Death Wish and
Recklessness. These two abilities should be used as often
as possible. Do not hesitate to cast them both at the same time for
increased effects. You can (and should) also combine them with buffs, procs,
and potions.
Using
Death Wish and
Recklessness optimally is covered
in a subsequent section.
You have two additional cooldowns, the use of which is rather
situational:
4. Stance↑top
Fury is played exclusively in
Berserker Stance. The only reason why
you will ever want to switch stance is for casting
Shattering Throw (which
requires
Battle Stance), once or twice per fight.
5. Mastering Your Fury Warrior↑top
The guidelines given above will enable you to play your Fury Warrior
with good results. If you want to push things further and master your
character, then we advise you to continue reading.
5.1. Rage Generation
Warriors use a resource called Rage (Feral Druid tanks are the only other
class in the game to use it). For you to properly master your Warrior, you
must understand how Rage works.
The Rage bar has a maximum capacity of 100, and is empty by default. Rage
decays at a rate of 1 per second when out of combat. In combat, Rage does not
decay.
Rage is generated through three sources: dealing damage (only white
attacks), taking damage (all sources, except for fall damage) and through the
use of certain talents and abilities.
Dealing damage generates rage, depending on your base weapon
speed. Rage is only generated from white attacks, so not from special
abilities (yellow attacks). The formula for this is simple: 6.5 * the base
weapon speed.
The other factors which affect offensive rage generation are attack speed
and chance to hit (only up to the point where you are guaranteed to hit, so 8%
chance to hit). This is because the more you attack, the more times you will
generate rage. For more details on white (normal) and yellow (special)
attacks, and how they are influenced by Hit and Expertise Rating, you can
check our guide on the mechanics of melee attacks.
Rage is also generated through a variety of talents and
abilities, as we will see in this article.
Finally, taking damage generates rage. The amount of rage generated
depends on your health pool and the amount of damage you take. If your healers
are able to cope with it, it is possible to purposefully take extra damage in
order to generate extra rage (such as standing in something harmful). Note,
however, that you should be extremely careful while doing this, and that more
often than not it is better to do less DPS than to put a strain on your
healers.
5.2. Important Abilities and Mechanics
Fury Warriors have a vast number of abilities which can be useful to
raids, including various buffs and debuffs which they can apply. Here, we
will only discuss those abilities which play a part in your DPS priority.
Bloodthirst: this is your most important ability. It deals damage
to the target and also provides you with a tiny amount of (mostly useless)
self-healing.
Raging Blow: this ability deals heavy damage, with both weapons. It
has a 6 second cooldown, and it can only be used while you are enraged
(either from
Death Wish, from
Berserker Rage, or from a proc caused
by
Enrage).
Colossus Smash: deals a moderate amount of damage and debuffs the
target for the next 6 seconds, causing it to take greatly increased
damage from all your other abilities.
Slam: your
Bloodthirst hits have a chance to make this ability
instant cast and free of rage cost. It should only be used when this proc
occurs, and only when
Bloodthirst is unavailable.
Heroic Strike: a high rage cost ability, the only real benefit of
which is that it allows you to dump rage.
Execute: a hard hitting ability, available only when the
target is under 20% health. Also stacks the
Executioner self-buff on
you.
Cleave: an alternative to Heroic Strike which hits 2 enemies (3 with
the glyph).
Whirlwind: deals small amount of damage to each enemy within 8 yards
of the Warrior. Useful against large groups of enemies.
In addition to these damaging abilities, Fury Warriors should also make use
of the following cooldowns:
Death Wish: increases your damage done by 20% for 30 seconds.
Recklessness: increases your critical strike chance by 50% for 12
seconds, but also increases your damage taken by 20%.
Inner Rage: reduces the cooldown of your
Heroic Strike and
Cleave by 50% for 15 seconds.
In the sections below, we will detail each of your important mechanics
and ability interactions.
5.2.1. Battle Trance
Battle Trance grants your
Bloodthirsts a 15% chance to cause
your next ability that costs more than 5 rage be free of cost. Naturally, it
is ideal to use this proc on an ability which costs a lot of rage.
You should have a means to track this proc (through an add-on such as
Power Auras) and you should aim to use this proc on a
Heroic Strike, as
this is your most expensive ability.
5.2.2. Execute and Executioner
When your target's health drops below 20%, your
Execute ability
becomes usable. The damage dealt by this ability varies, in part, based on
how much rage you have when you cast it. Execute has a base cost of 10 rage,
but if you have additional rage when you use it, up to a total of 20
additional rage, this extra rage will be consumed, and your Execute will
deal more damage depending on how much rage you had.
In addition to its damage, Execute also stacks
Executioner on
you, granting you up to 25% increased attack speed.
5.2.3. Slam and Bloodsurge
Your
Bloodsurge talent grants your
Bloodthirsts a chance to
make your next
Slam, cast within 10 seconds, be instant cast (normally,
Slam has a 1.5 second cast time), free of rage cost and deal increased
damage.
You should never, under any circumstances, use Slam when it is not instant
cast. To ensure that you never cast accidental Slams, you should use the
macro that we advise in our Addons and
Macros page for Fury Warriors.
You should have a means of tracking when this proc is active, through an
add-on such as Power Auras.
5.2.4. Raging Blow and Enrage Effects
Warriors have the following talents and abilities which cause them to
become "enraged":
- All specialisations can become enraged by using
Berserker Rage;
- Arms Warriors gain an enrage effect from their
Wrecking Crew
talent;
- Fury Warriors gain an enrage effect from their
Enrage
talent as well as from using
Death Wish;
- Protection Warriors gain an enrage effect from their
Bastion of Defense talent.
Being enraged is a requirement for two Warrior abilities:
Raging Blow
and
Enraged Regeneration. Enrages which originate from talents have a
variable (but not too great) uptime.
In the case of Fury Warriors, where Raging Blow is an important ability,
Berserker Rage plays an important part. You should be prepared to use
this ability in order to allow Raging Blow if you are not enraged.
5.3. Single Target Rotation Subtleties
This section gives a few subtleties and optimisations for the rotation
that we presented at the beginning of the article.
5.3.1. Heroic Strike and Battle Trance
Using
Battle Trance procs on
Heroic Strike is ideal and should
not be a problem, as this ability is off the global cooldown. If, however, you have just
used Heroic Strike when a proc occurs, you should use it on either
Colossus Smash or
Raging Blow rather than waiting for Heroic Strike
to come off cooldown.
5.3.2. Heroic Strike and Incite
If you benefit from an
Incite proc (making your next
Heroic Strike
a guaranteed critical strike), Heroic Strike goes up in priority, over
Slam (Titan's Grip) /
Raging Blow (Single-Minded Fury), provided that you can
use it during a
Colossus Smash.
5.3.3. Shall I Use Execute?
When the target is below 20% health,
Execute becomes
available. For Fury Warriors,
Execute is not useful damage-wise, but
should be used to reach and maintain 5 stacks of
Executioner. As
such, you should stack Executioner to 5 immediately (ignoring your normal
rotation) and then use Execute once every 9 seconds in order to refresh the
buff. Outside of this, you should maintain the above rotation.
5.3.4. Free Global Cooldowns
It is inevitable that sometimes you will have "free" global cooldowns
(when nothing is available). During this time you can simply remain idle
or apply/refresh
Sunder Armor, if you are assigned to this task.
5.4. More on Death Wish and Recklessness
5.4.1. Death Wish
Death Wish has an effective cooldown of 2 minutes and 24 seconds
(thanks to
Intensify Rage), and you should aim to use it as many times as
possible during an encounter. It lasts for 30 seconds, and you should try to
make sure that nothing will impede you from DPSing for that duration (such as the
boss going immune due to fight mechanics or you having to perform a non-DPS
task).
It is advised to stack this cooldown together with any other procs or
buffs you can get, such as
Recklessness, potion, trinket procs and
Heroism/
Bloodlust/
Time Warp. Only do so, however, it if does
not mean that you will get fewer uses of Death Wish in the fight.
5.4.2. Recklessness
Recklessness should be used as many times as possible during
an encounter (this will most often be twice).
Keep in mind that Recklessness increases the damage you take by 20%, so
do not use it during a time when you are taking heavy damage if you risk
dying.