5.3 Fury PVE Warrior Guide

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5.3 Fury PVE Warrior Guide

Post by Heyro on Mon 02 Sep 2013, 8:56 pm

5.3 Fury PVE Warrior Guide


So after rusty had made his guide In mid – late beta a lot of things have changed to how the Fury Warrior functions. We know a lot more about the class now than we did back then, mechanics have been refined, tested more extensively and the knowledge base has increased and because of this the Fury guide needed to be updated.

This is still WIP so if you find anything wrong please let me know or if you feel anything is missing or explained poorly, any help would be appreciated.
Things that need to be added:
Crit caps (which will include hit roll table)

TG VS SMF

The answer lies in the type of fight that you are doing or what the item level of the weapons you have. SMF is mildly superior with purely single target, whereas TG has 10-15 percent stronger cleave/aoe. If you have higher item level two hander then go with them and vice versa. TG also has the added benefit of extra survivability due to the extra Stamina. SMF also relies on a good execute phase (high up-time sub 20%) which might be hard to come by and most heroic fights have some sort of adds or requires burst above 20%, for this reason if you are pushing heroic content TG is favoured (but not mandatory).


Stat Priority


Hit>Exp>Strength >= Crit> mastery >> haste > Hit (over cap)

(This is just a general over view to get the best and accurate stat weight use a simulator)


Hit
will reduce your chance to miss the boss with your special attacks and white swings, white swings have a higher hit cap when dual wielding and to be capped will require 26.5% hit.

Exp 
will stop your attacks from being dodged from behind and any expertise over the cap will reduce your chance to be parried from the front of the boss.

these two stats are required to stop your attacks from being avoided by the boss, even though these two stats have the highest priority they do become a priority when thinking about gemming, most of your Exp and hit will come from passive on you gear and reforging. To cap these stats you will need a rating of 7.5% or 2550 of the stat or 2210 with a weapon racial.
To gain 1% Hit or Exp you need 340 rating

Strength 
Is the highest DPS gain per stat, each point of strength gives 2 attack power. Attack power increase the damage of AP based abilities such as Deep wounds, Heroic leap, Dragon Roar and Execute. Attack power also contributes to weapon damage, when calculating for ability damage for every 14 attack power you will gain 3.3 weapon damage as TG and 2.4 weapon damage as SMF. Even though you get more out of AP from TG in terms of damage, SMF has a higher percentage gain from AP I.E. SMF gains more weapon damage through AP than TG.

Crit
Following very closely behind Strength, Crit is out second best dps stat, it serves more than one function in our DPS. Crit’s base function across all classes is to give the chance to double the damage of the move. The Meta applies a 3% Crit damage effect, this gets multiplied by the Crit multiplier  but will still equate to an effective gain of 3%. The second function for Crit is to make our BT and CS Crit giving us Enrage and Raging Blow’s, Raging Blows are the core part of our rotation, the lower the Crit chance is the more unlikely we are able to pull off the best CS combo and that’s why its recommended to have a high Crit chance when playing fury. To gain 1% Crit you will need to get 600 Crit rating, also note the when attack a boss level target your Crit will be 2.4% lower due to the fact the Crit diminishes in value as the targets level is higher (also known as crit depression).

Mastery
Third inline mastery increases our Physical damage while enraged, it does not buff enrage itself but adds a secondary invisible buff I.E. 10% from enrage + the invisible mastery bonus, which means it’s multiplicative when it’s being used to calculate damage. We have a base mastery of 11.20% and we gain 1% mastery every ~428 rating.

Haste
One of the lower DPS stats we have, recently buffed in 5.2 with a passive 50% bonus to all haste that comes off gear (this mean no benefit from lust), Haste increases our attack speed by diving the attack speed on our weapon with haste, the formula is as follows:   Increasing our attack speed benefits us by giving us extra rage; it also affects the ‘Real Proc Per Minute’ mechanic, RPPM’s formula is as follows:  There is an additional part to the formula that increases its Proc chance once it goes over its average ICD but it is irrelevant when concerning haste. Since haste is inputted as a percentage value, every 1% haste you gain will boosts the proc rate by 1%. So if you had a 1% Proc chance with 0% haste increasing your haste to 20% you will have a 1.2% proc chance and because of this no RPPM trink/item/enchant benefits more from haste than the others. You will need 283 Haste rating per 1% haste.


Enchants



Gems
Since Crit is relatively high compared to strength in terms of DPS gain and the fact that secondary stats on gem are doubled we rarely gem anything other than flat crit and the socket bonus has to be fairly high.

Red 
Inscribed Vermilion Onyx if the bonus is above 55 strength or above 60 crit, you can also use the Crafty Vermilion Onyx if you can afford the experts.

Blue
Piercing Wild Jade if the bonus is above 60 strength/crit, If you are reforging into hit to reach a cap the threshold for gemming will be less.

Yellow
Smooth Sun's Radiance

Meta 
Reverberating Primal Diamond or Capacitive Primal Diamond


Professions
The best professions for a fury Warrior are; Blacksmithing and Engineering. Blacksmithing gives you an additional two sockets which will allow you to gain an extra 640 crit, which is the highest stat gain out of any profession. Engineering will give you 1920 strength for 10 seconds once every minute, this will equal out to 320 strength, the same stat bonus as all the other professions (but skinning). But due to the ability to stack it up with trinkets/BB/DR it makes it a better choice. Skinning is the third best profession as the 480 crit bonus outweighs the 320 strength bonus of other professions.

Talents

This is a quick selection of talents, there are multiple chosen because they are either equally good or in the case of t60 ones AoE and the other is single target. For more info read below.

Tier One
This tier of talents is based around movement by modifying your charge; the choice of this tier will most likely be double time.  Juggernaut is only better than double time when you have to constantly charge every 12-15 seconds, which is very rare. Double time will allow you to charge twice and cover a greater distance in a short amount of time.


Juggernaut reduces the cooldown of your charge by 8 seconds making charge a 12 second CD.


Warbringer is fairly useless in PvE as it doesn’t increase your movement but instead slows and stuns the target.


Double Time allows you to charge twice, and will recharge one charge at a time, meaning if you use one charge it will take 20 seconds to get back to two charges and if you use two charges it will take you 40 second to get back to two charges. If you charge twice within 12 seconds of each other you will not gain rage from the second charge.




Tier Two
This tier is focused around healing, for this tier Impending victory and Enraged regeneration are the two main choices, Impeding victory will do the most healing but requires a GCD and is used as a filler in your rotation while Enrage regeneration is more on demand healing.


Enraged Regeneration is burst heal that can be used to save yourself after taking a large hit, Enrage Regeneration will heal a total of 20% (10% instant 10% HoT) every one minute while enraged or 10% if used otherwise (5% instant 5% HoT) (this was changed to eliminate the  30 rage cost).


Second Wind has the most healing output if you are in a situation where you find yourself below 35% often and because of that it is also one of the weakest in the tier and shouldn’t be used unless it’s on a fight like chimaeron.


Impending victory allows you to use a 3/4th victory rush every 30 seconds, it has a higher total healing output than Enraged regeneration, It also does damage to the target.



Tier Three
This Tier is all about control, this one also has no clear winner and is all dependent on the boss you are on.


Staggering should roots all targets that have been snared, this talent isn’t the best choice for PvE as most adds cannot be rooted and if they can be its more than likely this talent will do more harm them good as rooted targets will swap targets if the tank is out of range.


Piercing Howl will snare all targets in 15 yards at the cost of 10 rage, if you need to slow a pack of adds then use this talent.


Disrupting shout is an AoE interrupt on a 40 second cooldown; this talent is the best option out of the three (on a general fight) if there isn’t a need for Piercing Howl.

Tier Four 
This is the First tier that is dedicated to damage and focuses around AoE abilities, for this tier pick blade storm for AoE, shockwave if adds need to be stunned or Dragon Roar for single target.


Blade storm is a channeled  AoE whirlwind and it inhibits the use of other abilities except for shouts, It does the most damage out of the whole tier but since it takes 6 seconds to complete the move its not used unless there are a lot of adds frequently (Windlord and Tortos).


Shockwave is Second in the tier and is the weakest and with the recent nerf it’s even worse, its only function would be to stun a group of adds and it’s very situational. If you don’t manage to hit at least three targets with Shockwave then the cool down will be 40 seconds.


Dragon Roar is the best choice for this tier when concerning single target, Dragons Roar will always Crit (Added benefit from Skull Banner) and is one of the highest damaging abilities a warriors has. In an AoE situation Dragon Roar suffers from diminishing returns, so the damage per target diminishes as the amount of targets increase and at 10 targets and above the damage stays the same and gets divided between the targets. This is why it’s not used for large AoE packs.

Tier Five
This tier is the defensive tier; this one is up to you and is entirely situational/personal preference.


Mass Spell Reflect will reflect all spells incoming to your raid, the problem with this that almost all bosses will not be affected by this and most adds will also not be affected by it, making this talent a poor choice for PvE.


Safeguard Replaces your intervene but add a 20% damage reduction to the target and removes all roots on you, this talent is good for mobility but can’t really be used on anyone who is  a tank (you will die).


Vigilance transfers 30% of all damage taken by the target to you, Be careful when using this as it may kill you instead of help someone else.


Tier Six
This tier is all about cool downs, the best for this tier is Bloodbath and the other talents do not compare to it in both single target and AoE.


Blood Bath is the Best talent in this Tier; it adds a 30% Bleed on the target based on the damage you deal to the target and it’s a rolling bleed (will be explained later in the guide) so the priority which you use abilities does not matter. Being on a one minute cool down it can stack up with DR, Synapse Springs and other trinkets.  


Avatar is a 20% damage increase for 24 seconds, while it would seem that this would be a good talent due to how our rotation works 14 seconds of this buff gets unused (6 seconds of the 1st CS and 4 seconds of the 2nd CS), because of this avatar would mainly be used for large packs of AoE but even then Blood Bath would line up better with Bladestorm.


Storm Bolt is a hard hitting move on a 30 second cool down and as TG it can hit as hard as an Execute but it takes up a global cool down inside your CS. Because Storm Bolt takes up a global cool down its inferior to Blood Bath as the 30% bleed on three Raging Blows is greater than two Raging Blows and Storm Bolt.

Glyphs



Damage
The glyphs below are the ones that directly affect the amount of damage you will do in both single and multi-target situations.




Not as good as it used to be but it is still one of the better glyphs, reducing the CD of heroic leap down 15 seconds from 45 to 30 seconds. This glyph increases mobility as well as damage and is very potent when encountering AoE situations.


The only must have glyph, increasing the rage cap from 100 to 120 allows you to pool more rage for your CS combo’s and gives you more breathing room when dealing with rage gains and managing your rage.


Raging Wind Whirl Wind will do more damage than a Wild Strike as TG but can only be used after a raging blow. As for SMF this glyph only becomes usable when you face an AoE or cleave encounter.


This glyph has been a topic of popular discussion, This is the only glyph we have that is a DPS decrease. The case for using it before was to not waste the crit when concerning BT crit rate. The glyph takes away a portion of the crit and gives you an added duration, this added duration mostly goes to waste as it will only buff our Suboptimal zone in our DPS rotation (outside of CS).


Increases the rage from your charge by 15 rage from 20 to 35 rage, the affect only adds an addition rage to a charge meaning that a double time charge that occurs before 12 seconds after the first charge will not receive the benefit.


This glyph will be you’re number one choice if the group you’re in doesn’t have someone who actively sunders the target.


This glyph is a hefty DPS increase if you are able to interrupt your target frequently, but unfortunately there isn’t many fights where this glyph can be used to its full potential.


Utility
I’ve only included two glyphs in this section under utility as I feel these are the only glyphs can be used in a general sense, the other glyphs are either completely useless or are too niche to discus (but will if there is a demand).


The glyph of Bloodthirst increase the healing done by your Bloodthirst by 100% from 1% to 2%, this will equal out to .5% health per second gain.


Enraged speed increases your run speed by 20% while you’re enraged, since we have a high uptime on enrage (75-90%) this glyph can prove useful and can increase your dps on a movement fights.





All minor glyphs are optional, but you should probably go with blazing speed, it’s cool.


Rotation
Our rotation is split into three different phases; Opening/Burst, Normal and execute. Burst is the opener rotation and also the rotation you will use every minute. The normal rotation is what you will use every other time and the execute rotation is kind of self-explanatory. To excel at a Fury Warrior requires a lot of planning ahead and timing of CD, trinkets (to line them up with the CS combo) and how long till execute phase when concerning Recklessness.
Outside of CS is when we pool rage for the next CS, if you don’t meet any of the filler requirements you should just wait till the next BT.

The rage threshold for the fillers is up to you, if you are good at managing your rage then 70-80 will be fine, if you aren’t so great at managing rage then 50 will be a safe number and give you time to react to rage gains. I would also recommend using a lower rage threshold for TG as the rage gains are sporadic.

These rotations are the Core Basis of the rotations, Things such as Tier bonuses and Trinkets will slightly modify how the rotation plays out.
Main Rotation
The main rotation is the bread and butter of our rotation, you will use when you have CS up and the target is above 20% health, it revolves around using 3 Raging Blows inside of a CS and using as many heroics strikes as possible while the CS debuff is up.

Opener Rotation



Normal Rotation 


The same as above, without the CDs and the delay in setting up the CS combo.

Main fillers



The reason why you use the raging blow after the CS combo is because the duration of the Raging Blow isn’t long enough to reach the next CS and it will also benefit from buff that are still up. If you are TG use a Whirl Wind instead of a Wild Strike if you have the Raging Wind buff.

Execute Rotation




Execute without Recklessness/ CDs





Execute Filler Priority




You never want to use a non-Bloodsurge Wild Strike during execute phase, if you find yourself in the situation where you have enough rage to constantly execute DO NOT Completly skip BT, while you might think that it would be a gain to skip it the loss of the enrage from BT will net a greater loss due to low enrage uptime, delaying BT by one GCD can help reduce the over cap rage as well as providing the most DPE as DPR is irrelevant in this situation.during a period like this it is safe to heroic strike frequently.

AoE Rotation




Dealing with Raging blows and BloodSurge


Whenever you get two Raging Blow stacks and a BloodSurge at the same time or you get a Bloodsurge during your CS combo you will want to use one charge of Raging Blow and two charge of Bloodsurges and have a 0.5 delay on your next Bloodthirst. Don’t worry about clipping your Bloodsurge as the possibility of clipping a Raging Blow would be worse.


Berserker rage
Originally it was thought that using Berserker rage to fill in the times where you weren’t enraged was the best use, but this is not completely( for a majority of players). The proper use for berserker rage is to fill in the gaps where you don’t have a third raging blow in your CS combo, the only time you will need to use it for anything other than this is when your CS doesn’t crit when you’re in execute phase as the enrage from the BT won’t last for the entire 4 executes. When you reach the 3 RB crit cap BZR is usable as a way to fill in the spots where you aren't enraged.

Macros
Here are some macros that improve the quality of life for a warrior.

DR  + Bloodbath
#showtooltip
/cast Bloodbath
/use 10
/cast Dragon Roar

T60 macro
#showtooltip
/cast Dragon Roar
/cast Shockwave
/cast Bladestorm
/run local G=GetSpellInfo SetMacroSpell("T60", G"Bladestorm" or G"Shockwave" or "Dragon Roar")

NOTE: name of this macro HAS to be "t60" or it will not work

BB macro with engineering
#showtooltip Bloodbath
/cast Bloodbath
/use 10

Pummel Macro
#showtooltip Pummel
/cast [@focus, harm, exists][@target] Pummel

Swifty Macro (CD macro)
#showtooltip Recklessness
/cast Recklessness
/use 13
/use 14
/cast avatar
/cast Blood Fury

How stuff works/FAQ
**More of an addendum to the guide explaining how some mechanics work and will be a part of a FAQ, most will be warrior based but RPPM was a popular topic of discussion. I’ll also add some of these in the main part just don’t know where yet**

Bleeds
A rolling bleed is where the damage over time left on the current bleed is added to the new bleed and the timer resets, for example if you have a bleed that bleeds for 30K over 10 seconds every second. 5 seconds into the buff you refresh it with another 30k bleed, A rolling bleed will take the damage left on the previous bleed and add it to the new one, The damage left on the bleed would be 15k, this will be added to the new bleed and that will tick for 45k over 10 seconds. This is why it doesn’t matter I which order you use abilities inside of a Blood Bath.
Deep wounds is a rolling bleed but instead of damage it rolls time, unlike a typical rolling bleed Deep wounds won’t add the damage from the old bleed, but instead add the time it will take for the bleed to tick again and add that onto the new Bleed, for example you have deep wound on the target and its 2.5 seconds till the next tick, when you apply deep wounds again instead of being a 15 debuff it will now be a 17.5 second debuff. This was done so you can never clip your deep wounds.

Colossus
Colossus smash makes all of the warrior’s attacks ignore the opponent’s armor for 6.5 seconds, with the Debuff recently being buffed to 6.5 seconds (it use to have a delay before it applied making it last just as long) it allows you to use four GCD’s inside the debuff. The ability to put 4 GCDs into a CS shapes our rotation greatly, we do 6.5 seconds of damage every 20 seconds and the rest of the time we are white swinging, using free moves or preventing rage cap.

But what is 100% armor reduction in terms or raw DPS gain?  Well, The formula for armor reduction is as follows  the armor for a level 93 mob is 24835 but with sunders its 21854.8, this means the damage reduction from armor for a mob is 32.08%, which means you will gain 32.08% damage increase while CS is up, this plays into the Heroic Strike VS Wild Strike.

Heroic Strike VS Wild Strike
The reason why you should never use Wild Strike unless you are about to rage cap is because heroic strike does more damage inside a CS than Wild Strike outside of a CS.

Using the gear I have currently I will show the difference between a HS inside of a CS VS a Wild Strike outside of a CS. The formula to calculate the damage of abilities is:

In the formula I’ll be ignoring any modifier that benefits both abilities (just makes it simpler).


While the numbers seem small they are proportionately the same to live, as I stated before this was done without modifiers that benefits both spells and this is also done without buff so the numbers will seem closer together then what they are. But as you can see a heroic strike does a large amount of damage inside a CS compared to Wild Strike Outside of a CS.


RPPM
Stands for ‘Real Proc Per Minute’ and is the replacement for the old PPM or proc per minute system, Instead of having the proc chance based of weapon speed (favored slower weapons) it is now based off the time since you had the last proc and haste. this was in an effort to make Procs more random and to make classes have an average proc rate no matter how fast they were attacking or the amount of targets, but this has not been successful and hurts the warrior class in terms of the benefit we gain from these trinkets as we stack everything into burst and losing the ability to predict Procs affects this greatly.


Windsong/Dancing steel VS Dancing steel x2
So the theory behind this was that the Crit proc Windsong was better than having another dancing steel and the other two stats from Windsong were “a cherry on the top”, but unfortunately this isn’t true. With the new functionality of RPPM each RPPM can proc off of any move, regardless of which hand it’s on I.E. an off-hand move (wild strike) can proc a Main hand enchant and Each enchant has its own separate ID (so an off hand wont override a Main hand proc), which means there isn’t anything inhibiting the use of a doubled up enchant. So if the crit from Windsong was better than a second Dancing Steel, you would roll double Windsong instead. When the first iteration of RPPM came out this was the right way to go (each weapon enchant shared the same buff), Windsong is no longer an optimal enchant for a DPS warrior. The only reason to use it is if one cannot afford Dancing Steel, at the cost of sacrificing DPS.


RAGE
Whether you’re TG or SMF you will gain ~5 rage per second (assuming you don’t miss), the rage you get per swing is based off the attack speed of the weapon. The main hand will gain a RPS (rage per second) of ~3.5 knowing this means we can calculate the amount of rage you will gain per swing depending on the speed of the weapon  which means for SMF you will gain 9 rage per swing and TG will you gain ~12.6 rage per swing . For the off hand you will gain Half of the rage as you would for the main hand (1.75 RPS), TG off hand swing will give you ~6.3 rage and SMF off hand swing will give you ~4.55 rage. The decimal proportion of the calculation is banked, so when you swing for 4.55 rage you will only see 4 rage, but the next off hand swing you will gain 5 rage.

Weapon syncing for 4 flurry
Normally when you auto attack the off hand swing will be offset by half of its swings speed I.E. a 2.6 speed weapon *will be offset by 1.3 seconds, This is a mechanic to prevent weapon syncing. You can gain an added benefit (very minor) from flurry when both weapons are synced together as you can have 4 swings consume 3 charges of flurry. This is done because the first swing with two weapons will consume two charges of flurry and the next swing will benefit from flurry while only consuming the one charge left on the flurry. Syncing weapons is usually done by starting combat with one weapon equipped then equipping the other weapon and suffering the global cool down penalty.


Berserker Stance
Berserker stance gives you 1 rage per 1% health lost, this affect does not go through absorbs or any mitigation. You want to switch into berserker stance when you are taking heavy damage that is equal to or greater than 2.5% of your health per second. While there aren’t many fights like elegon where you take a constant high amount of damage, berserker stance is still useful when take high amounts of burst damage E.g. Ji-kuns quills, High burst damage will also be a time where raid cds will be used and could make switching into berserker stance a DPS loss, You will hate spirit shell.  


Item Upgrades
This one is pretty simple, you want to upgrade the items that will give you the most benefit and with the upcoming changes to item upgrade you won’t need to hold onto valor and only upgrade BiS items as the cost has been reduced by 1/3rd . The general guide lines for upgrading items as a warrior are Weapons > Trinkets > Chest/legs > Helm > Gloves/Belt > Shoulders > boots > the rest.

Alternative rotations
The Rotations that were put in the top part of the guide are meant for a general basis for our rotation, Trinkets and other situations can cause our opener  to chage.

Alternative rotation 1

This rotation maximizes every CD we have, but is harder to pull off and requires good timing. It has the benefit of not changing when we have feather. If you have higher latency you can easily push the DR outside of synapse/skull banner causing this rotation to be less than the core rotation. Please note there’s a BT cycle missing from this one.

Feather Rotation
Since the most powerful part of the feather is at its end we modify our rotation putting our dragon roar at the end instead of the start and you want to have your CDs up for the last half of the feather proc. Using the basic opener, putting DR at the end and pushing the one minute CDS to the CS will cause you to clip reck with DR.



Extending BT cycles in high/infinite rage scenarios

When we go into a high rage or infinite rage period due to our berserker stance, we change the rotation to make the most benefit out of the extra rage. This can be achieved by using moves that have a higher DPE (damage per execute) rather than the normal DPR (damage per rage).  In the normal rotation the Rage threshold for wild strike will become lower and in infinite rage scenario’s you will want to wild strike as your main filler and dumping rage into heroic strike if needed, the HS threshold for this will be around the same as the threshold of WS in your normal rotation.
For execute phase and AoE (not cleave) phases we can extend the time between BT as we don’t need as many raging blows/ none at all, as well as using the highest DPE.


(doubling up on time lines to save trees)

Since enrage has a delay on when it’s applied It can last for 4 globals after the BT/CS crit. This means we can Extend the BT cycle to 4 Globals.  At 7.5 second the BT didn’t crit so there is only two globals between the BTs. This can be modified to three globals between BT if your rage income isn’t high enough to support 4 but is still high enough that you would cap doing two.
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