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6-17-2008 @ 2:49PM
I mostly play 2v2 with a druid (if you armory me, you'll see that our rating is lousy, but I like to think that's because our gear is terrible... I suspect we'll start doing better when S4 hits, as we both have a lot of honor and arena points saved up). Anyway, with those "credentials" in mind, here are my thoughts on this build:I can't think of a good situation to use heroic strike, hence 5/5 deflection seems the only reasonable choice to me. The problem with heroic strike is that it's a "next swing" ability which means that (1) you have to wait for it and (2) it "robs" you of the rage you would have generated on your next white swing (since only white swings generate rage). Hence, even with the talents, the actual cost is probably closer to 25-30 rage depending on what you're fighting. If you've got rage to burn, slam is a much better option (though it's very situational, and takes practice to use well).I know you're going for only 31 in arms to maximize hybridization, but I'm really not convinced that flurry is worth the loss of 3/3 imp hamstring (*invaluable* in 2v2) and second wind. Second wind is such a tremendous help against "control" type comps (especially those that include a frost mage), I'm not sure I could give it up for what essentially amounts to extra rage generation from flurry (as flurry increases the frequency of your white hits, what it really does for you is increase rage generation).I think your picks in Fury (other than flurry, which I'm not sold on, given the alternatives in the arms tree) are good. Though I will point out that Commanding Presence can take 5 points, and not 3 as you list. Blood craze is definitely the right pick here, as it essentially amounts to a little HoT that's constantly on you, whereas the bonus from CP is actually rather small.Finally, I also think Tactical Mastery is the right call here (some people like to run hybrid builds with no TM and more points in flurry), but the flexibility that TM grants is, I think, worth the loss of flurry. Don't think of TM in terms of rage saved; think of it in terms of what it allows you to do: You can change to defensive and *instantly* disarm, or change to battle/defensive and *instantly* spell reflect. That latter ability alone is worth the 3 points in TM for me.There's a reason that 35/23/3 is the "cookie cutter" arena build (at least for 2s)...
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