Fury Warrior DPS Guide (WoW MoP 5.4)

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Fury Warrior DPS Guide (WoW MoP 5.4)

Post by RdxetDreril on Sat 14 Sep 2013, 7:55 pm


General Information
On this page, we present the viable talent and glyph choices for Fury Warriors in World of Warcraft MoP 5.4. We detail what each of the talents and glyphs do and in which situations they should be taken.
The other pages of our Fury Warrior guide can be accessed from the table of contents on the right.
About Our Reviewer
This guide has been reviewed and approved byGondlemstyle, one of the best Fury Warriors in the world, who raids in Midwinter.
1. Talent Choices


Level Choices

15 Juggernaut Double Time Warbringer
30 Enraged Regeneration Second Wind Impending Victory
45 Staggering Shout Piercing Howl Disrupting Shout
60 Bladestorm Shockwave Dragon Roar
75 Mass Spell Reflection Safeguard Vigilance
90 Avatar Bloodbath Storm Bolt

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  • Performance-enhancing

  • Survival

  • Crowd Control

  • Movement

  • Utility

  • Situational



There is no longer such a thing as a default build. Most of the talents are now viable. They can easily be changed, thanks to  Dust of Disappearance (and  Tomes of the Clear Mind from level 86 to 90). You will frequently find yourself changing talents and glyphs between encounters, in order to adapt your play style to different mechanics. Therefore, it is important to understand what each of your talents does and how they affect your play style.

2. Tier 1 Talents
Tier 1 talents offer you a choice between 3 improvements to your  Charge.



  •  Juggernaut reduces the cooldown of  Charge by 8 seconds (down to 12 seconds).

  •  Double Time removes  Charge's cooldown, instead making it operate on a charge system. You can have a maximum of two charges. Each charge has a 20 second recharge time. Note that, in this system, Charge only generates rage every 12 seconds, so you cannot use two Charges in a row to get a burst of rage.

  •  Warbringer causes  Charge to root the target for 4 seconds, and to reduce the target's movement speed by 50% for 8 seconds.


Currently, your choice of talents in this tier will be based on the encounter mechanics, and you should adapt your talents accordingly.
 Juggernaut is great if you can make use of the lowered cooldown to handle certain encounter mechanics better.
 Double Time is better if you need to  Charge more often than every 12 seconds.
 Warbringer will be the ideal choice when you need to root adds, although we do not see this as being used very often.
3. Tier 2 Talents
Tier 2 talents offer a choice between 3 self-healing talents.



  •  Enraged Regeneration instantly heals you for 10% of your maximum health, and also heals you for another 10% of your maximum health over the next 5 seconds. If used while enraged, the healing is doubled. It has a 1-minute cooldown.

  •  Second Wind causes you to heal yourself passively for 3% of your maximum health every second, while you are below 35% health.

  •  Impending Victory is an improved version of  Victory Rush, which it replaces. Impending Victory has a 30-second cooldown and costs 10 rage. It heals you for 20% of your maximum health, and does a bit of damage to the target. After killing an enemy that yields experience or honor, Impeding Victory acts just like Victory Rush, its cooldown being reset.


 Enraged Regeneration becomes more useful with higher gear levels, as your enrage uptime increases. Even though it heals for the same amount as  Impending Victory, its higher cooldown (1 minute, so twice that of Impending Victory) will make it more likely that the ability is unavailable when you desperately need a heal.
 Impending Victory is also a good choice because of the fact that it can be used precisely when needed, with a very small resource cost.
Finally,  Second Wind is nice if you are lingering below 35% health for extended periods of time. Since we do not see this situation as happening very often, we do not believe that Second Wind is very beneficial.
4. Tier 3 Talents
Tier 3 talents offer a choice between 3 crowd-control talents.



  •  Staggering Shout causes all snared enemies within 20 yards to become rooted for 5 seconds. It has a 40-second cooldown.

  •  Piercing Howl snares all enemies within 15 yards, slowing them by 50% for 15 seconds. It has no cooldown.

  •  Disrupting Shout interrupts all spellcasting within 10 yards, and locks out interrupted players for 4 seconds. It has a 40-second cooldown.


Choosing one talent over another here will be based on the kiting method which you may have to employ in the encounter, or on the need to have an AoE interrupt.
5. Tier 4 Talents
Tier 4 offers a choice between 3 important, damage-dealing abilitie


  •  Bladestorm deals damage to all enemies within 8 yards for 6 seconds. While Bladestorm is active, you cannot perform any actions except for using your shouts. You are, however, immune to disarms, and movement-impairing and loss of control effects, and you continue to dodge, parry and block attacks. It has a 1-minute cooldown.

  •  Shockwave deals damage to and stuns all enemies in a 10-yard cone in front of you for 4 seconds. It has a 40-second cooldown, but if it hits 3 or more targets, the cooldown is reduced to 20 seconds.

  •  Dragon Roar deals damage to all enemies within 8 yards, knocking them back and stunning them for 3 seconds. It ignores armor and it is always a critical strike. It has a 1-minute cooldown.


 Bladestorm is currently the best talent in this tier, whereas  Dragon Roar and  Shockwave will only be useful in very limited situations.
6. Tier 5 Talents
Tier 5 talents offer a choice between 3 abilities that help you protect raid members


  •  Mass Spell Reflection reflects the next spell cast on you and on all party and raid members within 20 yards for 5 seconds. It has a 1-minute cooldown and, unlike its single-target counter-part ( Spell Reflection), it does not require that you have a shield equipped.

  •  Safeguard is an improvement over  Intervene, which it replaces. It allows you to intercept the next melee or ranged attack (not spells) made against the targeted raid member (the attack is done to you instead), and it reduces the damage they take by 20% for 6 seconds. In the process of doing so, you charge the targeted raid member, also removing any movement-impairing effects that may have been on you. Safeguard has a 30-second cooldown.

  •  Vigilance reduces the damage taken by the target by 30% for 12 seconds. While Vigilance is active, your  Taunt has no cooldown, and Taunt's cooldown is reset when Vigilance is cast. Vigilance has a 2-minute cooldown.


While the choice here depends heavily on what the encounter mechanics are,  Vigilance is the best choice in most situations.  Safeguard is also quite good, but beware of the fact that it causes you to intercept the next attack made against the target (you take the damage from the attack), which may not always be desirable.
 Mass Spell Reflection is useful in the event that there are important spells that can be reflected. Since most boss abilities can not be reflected (and those that can be generally do not pose problems), this talent will not be used very much.
7. Tier 6 Talents
Tier 6 talents provide you with a choice between 3 powerful, gameplay-altering abilities


  •  Avatar is a DPS cooldown that increases your damage done by 20% for 24 seconds. It also removes movement-impairing effects when activated. It has a 3-minute cooldown.

  •  Bloodbath is a DPS cooldown that causes all your special attacks to place a bleed on the target, equal to 30% of the damage of the respective special attack. The ability lasts for 12 seconds, and the bleed lasts for 6 seconds. Each new special ability cast while Bloodbath is active will refresh the bleed duration, and update its damage. Bloodbath has a 1-minute cooldown.

  •  Storm Bolt is a 4-second single-target stun, that also deals a moderate amount of damage to the target. If the target cannot be stunned (as is the case with raid bosses), the damage it deals is much increased. It has a 30-second cooldown.


As a Fury Warrior, the best choice in this tier is  Storm Bolt.
 Bloodbath and  Avatar are currently not worth taking over Storm Bolt.
8. Major Glyphs
As a Fury Warrior, Major Glyphs do not provide you with any reliable and straightforward DPS increases. There are a number of glyphs that may increase your DPS in some situations


  •  Glyph of Death From Above reduces the cooldown of your  Heroic Leap by 15 seconds. If you have a chance to make use of Heroic Leap more often than its standard cooldown allows for, then this glyph is a solid option. That said, this glyph should pretty much always be taken.

  •  Glyph of Unending Rage increases your rage pool by 20, giving you a maximum rage amount of 120. This glyph will probably be beneficial in every possible scenario, making it much easier for you to manage your rage. Additionally, it allows you to pool up rage (even if only slightly), which you can then use in a time of need.

  •  Glyph of Recklessness increases the duration of  Recklessness by 50%, but reduces the benefit of the spell by 12% (that is to say, Recklessness will provide you with 18% increased critical strike chance, instead of 30%). The glyph is not a DPS increase on its own. However, in some situations, it can prove beneficial, for example when you want to benefit from increased DPS for a longer period of time.

  •  Glyph of Rude Interruption causes your successful  Pummel interrupts to increase your damage by 6% for 20 seconds. If you are part of your raid's interrupt rotation, or if you can otherwise interrupt mobs during the encounter, this glyph will be excellent.

  •  Glyph of Bull Rush increases the amount of rage generated by your  Charge by 15.


There are also other Major Glyphs that improve your utility, survivability or AoE damage potential.



9. Minor Glyphs
Minor Glyphs do not provide you with any DPS increase. Many of them offer cosmetic improvements that you will probably want to check out. Two glyphs, however, are worth mentioning


  •  Glyph of Bloody Healing increases the amount of healing you receive from bandages by 20%, while you have  Deep Wounds (passively applied as part of your normal rotation) up on at least one target. Since bandages are seldom used, its benefit will probably be very minor.

  •  Glyph of Intimidating Shout changes your  Intimidating Shout to no longer cause the enemies to run around in fear. Instead, they will simply stand still for the duration of the fear. This is very useful when you wish to avoid the feared mobs aggroing other packs.


10. Changelog



[*]03 Aug. 2013: Updated the description of  Bladestorm to no longer mention that the Warrior can be disarmed during it.

[*]20 May 2013: Patch 5.3 update.




[*]07 May 2013: Removed  Glyph of Raging Wind, since it is no longer a DPS increase to use it.

[*]25 Apr. 2013: Updated the  Glyph of Recklessness explanation, following the undocumented change this glyph received in Patch 5.2

[*]23 Apr. 2013: Made several updates.




  • Made a mention that  Enraged Regeneration should be the default Tier 2 talent choice (by a small margin).

  • Reworded and improved the Tier 4, 5 and 6 talent sections to accurately reflect the best ways to choose between these talents.

  • Added mention that  Glyph of Raging Wind provides a small single-target DPS increase for Titan's Grip Warriors.


04 Mar. 2013: Patch 5.2 update.


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