Post by pak52b
... ok... I'm kind of sick constantly seeing requests for help by fury warriors saying that their DPS is lower than it should be, only to look at their armory and see that they haven't spent the time or money to get enchants or even to gem. Don't expect to perform like a killing machine if you're not going to put the time and gold (yes, it can be expensive) into maxing your char.
This is a pseudo-guide (PVE), designed for the people who can't interpret the other guides (or don't want to read them) and need to be told what to do. Experienced players should know enough to not need this, or know which bits need to be swapped in order to max their char.
And my disclaimer: I didn't do any number crunching, so if enchant a is better than enchant b when condition x is met (or whatever) won't be covered. I didn't even intend for this thing to get so big.
1. Caps / Stats
2. Enchants
3. Gems
4. Talents
5. Rotation / Importan Abilities
6. Consumables
1. Important stats and caps (I'm stealing some of this from Hashmel's post - hit him if its wrong ;-) )
Strength: your "Bread and Butter" stat. You can never have enough strength. Your other stats increase in worth the more strength you have.
Critical Strike: Also obtained by agility. There
IS a crit cap which can be raised by adding more hit. Usually, you don't need to worry about it (Check recount for the number of normal hits an ability does - that's how much crit you can still get before being "capped".)
Hit: Reduces your chance to miss. Simple - you need 8% hit for your specials to always hit; do not worry about being hard capped. How you get the 8% (Draenae buff, etc) is your thing, but you need it. More doesn't hurt, just don't gem / enchant for it.
Expertise: Reduces the chance of an attack's being dodged (and parried, but that isn't as important, as you ARE standing behind the boss, right?). You need 26 expertise - how you get it is your thing (racials gems, etc). Contrary to hit, expertise that is over the soft (dodge) cap won't help you much.
Armor Penetration (ArP): This stat causes a lot of confusion - if people should go all out ArP or not. ArP works like a "reverse armor", meaning it is more effective point for point the higher you get. That means, you want 100% if your gear allows it. If you don't have the gear to be hard capped passively, you can go for the soft cap if you have a trinket that has an ArP proc (GT, MR, NES). If you don't, dont gem or enchant for it. If it's on gear, it's fine.
Haste: Don't go out of the way for this. If it's on gear and it's an upgrade, take it.
2. EnchantsHere is how you
should enchant your gear, if you're going to replace a piece soon and don't want to spend the money, at least get the smaller version. Until you get the right stuff, don't complain about your damage.
Helm: Arcanum of TormentShoulders: Greater Inscription of the AxeChest: Powerful StatsCloak: Major AgilityBracers: Greater AssaultGloves: CrusherLegs: Icescale Leg ArmorBoots: Greater Assault or
IcewalkerWeapons: BerserkingNote: If you have a profession that gives you other, better enchants, use those instead....
3. GemsGems are great because they are flexible, and relatively cheap if you don't need emblems or have some spare honor...
Meta Gem: Relentless Earthsiege DiamondBlue Gem for the meta: Nightmare Tear This goes in the blue gem socket with the highest +STR bonus.
Yellow Gem for the meta: Inscribed AmetrineThe rest... Bold Cardinal Ruby or
Fractured Cardinal RubyFirst of all, if you're not hit / expertise capped, gem for it. If you're really close to the cap, you might want to tease the RNG gods (i.e. I wouldn't gem for expertise if i was at 24), but do at your own risk.
Yellow gems: it's up to you to decide when a socket bonus is worth gemming a yellow gem (Inscribed Ametrine).
Red Gems: If you can get the ArP "soft cap" and have an ArP proccing trinket, or can reach the "hard cap", gem
Fractured Cardinal Ruby until reaching that cap. If you can't, or have already reached the cap, gem
Bold Cardinal Ruby.
It is not worth gemming for ArP if you only can reach 35%! (any number below the cap) Reach a cap or don't gem for it! Note: If you're a jewelcrafter, use the JC gems (all three!)....
4. Talents and GlyphsThere are a few main talents you need, and a few that you can swap around depending on how your raid is set up, and what they need you as (yes, you might even need Improved Demoralizing Shout).
Without having Improved BoM,
this is "the safe way to go"
I personally like
my spec better...
If you plan on doing hard hitters, I would go with
thisAnd if you don't need to provide any buffs / debuffs (some people don't see the neccesity of spending 5/5 CP for CS which is still better than a lock's imp), and don't know what else to do, you can take
this. (Please do prepare to get some flak, as UBW is horrible... )
Regarding the right and wrong spec - there is none in my personal opinion. If you have the core talents, the rest is personal preference. (Anger Management, Heroic Fury, Piercing Howl, Improved Bloodrage, etc. are all just utility talents / perks. Take the ones you actually like and use. )
Glyph wise - there's not too much to choose from. I would go for
Major: Glyph of WhirlwindGlyph of Heroic StrikeGlyph of CleaveMinor: Glyph of BattleGlyph of CommandGlyph of Bloodrage5. Rotation / Important AbilitesWhirlwind - Bloodthirst... yes, those are your main abilites and build the core of your rotation.. But fear not, there's more:
Slam: ONLY use if its an instant (Bloodsurge proc), and only when you have a GCD free (it doesn't get in the way of WW or BT)
Heroic Strike: when you have excess rage (usually 50+, it depends on how quickly you gain rage, which only you can know). Important - this ability is "next melee", meaning it doesn't get in the way of your GCD skills. If you have the rage, spam it.
Cleave: Pretty much the same, except it hits multiple targets. Use it when fighting more than 1 mob, but be careful, you'll have to watch your rage more than HS.
Execute: Usable at 20% of a target's HP. Use it instead of HS / insta Slam as a rage dump. Keep up your normal rotation though.
That means that your rotation should look something like this: (Heroic Strike / Cleave - simultaniously with) Whirlwind - BT - Slam (when instant)
Death Wish: keep it on cooldown, its a really nice damage boost. If you know when Heroism / Bloodlust is going to be used, try and use it then as well for the synergy effect. Also helps if you time it with trinket procs, etc.
Recklessness: keep it on cooldown. (It's advisable to use WW as the last ability to maximize the proc)
Trinket Procs: keep them on CD; you can macro them to Death Wish, as they usually pretty much have the same CD.
Rule of thumb: try and get abilites to stack - use Death Wish with a Trinket AND take a Potion of Speed. The more the better - fury scales well with gear, and having things timed right = big numbers.
6. ConsumablesFlask: Mixture of Endless Rage Food: Whatever stat you are lacking... If you're capped on everything, go with
Dragonfin FiletPotions (yes! use them!): There are two potions to use, they are
Indestructable Potion (Thanks to ATT, this provides an attack power buff for two minutes) and
Potion of SpeedUse the Indestructable Potion during the pull (before entering combat!) and the PoS sometime during the fight with Deathwish and trinkets.
Post by hashmel
Would you-
I'd like to-
What the hell, I'm gonna do it.
●█████▄▄▄▄▄▄▄▄ <SHAZAAAAAM!>
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FURYHit Cap- The base hit cap before talents/racials is 262.32 rating
- Heroic Presence is worth 32.79 rating
- 1/2/3 Precision is worth 32.79 / 65.58 / 98.37 rating
Take the base rating and subtract any of the above values that apply then round up to the nearest whole number.More doesn't hurt as it still benefits white damage but it won't be as valuable as an equal amount of strength, ArP, or crit.
Expertise Cap- The base expertise cap before talents/racials is 213.135 rating
- Human Sword/Mace spec is worth 24.5925 rating
- Dwarf Mace and Orc Axe specs are worth 40.9875 rating
Take the base rating and subtract any of the above values that apply then round up to the nearest whole number. (As fury your mainhand expertise is what matters)
Armor Penetration Cap- The base cap for ArP is 1,399 rating
- Grim Toll is worth 612 rating
- Needle-Encrusted Scoprion is worth 678 rating
- Mjolnir's Runestone is worth 665 rating
Take the base rating and subtract any of the above values that apply then round up to the nearest whole number.
My general rule of thumb for gemming fury.- Relentless Earthseige Diamond for the meta
- Nightmare Tear in the most beneficial non-red, preferably blue socket bonus, usually the head, legs, or chest
- Yellows offering ~6 or more strength are to be matched with Etched (strength/hit) if below hit cap or Inscribed (strength/crit) if above hit cap; feel free to ignore the bonus if you can reach your respective ArP cap in doing so
- All reds, blues (not including the Nightmare Tear) and yellows offering less than ~6 strength are to be filled with Precise (expertise) if below expertise cap, Bold (strength), or Fractured (ArP) only if you can reach your respective ArP cap or fairly close by doing so
Spec18/53/0- Tier 1, after Improved Heroic Strike, and tier 2 talents in arms are fillers and as such can be moved based on preference
- Commanding Presence can be moved to Improved Demoralizing Shout if you're responsible for the AP debuff, can invest in Unbridled Wrath of you're responsible for neither
- The glyphs included are not up for discussion
Also...
READ THE STICKIES!I is dun being halpfulz =)