The Care and Feeding of Warriors: Cultivating single-minded fury

I tend to fill whatever role our raid needs, from raid leading to tanking to DPSing. As a result, I don't tend to be able to get very comfortable in any one role right now at this point in the expansion's early life cycle. In part, this is why I spent the last four columns talking about tanking -- because frankly, I can tank in my sleep in a high wind on a greased pole in the middle of a rhino stampede. DPSing as a warrior has always taken more work for me. One of the reasons is that I tend towards fairly heterodox ideas when it comes to warrior DPS, and the other reason is because in the back of my head, that tanking voice is always screaming at me to watch my threat.
Seriously, that guy will not shut up about threat. He's always in there, yelling at me every time I start to get comfortable as DPS. It has taken me the past several months to simply get to a place as a DPS warrior where I feel comfortable and able to get in there and cut loose and trust the tanks to keep aggro. That's their job. My job is to kill things.
In the last two weeks, I've been experimenting with both Titan's Grip and Single-Minded Fury builds. The TG build has the benefit of better weapons (we see 2H weapon drops like demented candy), but on the whole, they do fairly comparable DPS. Since some folks on Twitter asked for my take on the viability of SMF; here's the short answer, followed by hundreds of words of me going on and on about it.
SMF is viable. In some cases, it even pulls ahead on DPS. You should use whichever talent most fits your gear options and playstyle.
And now for the hundreds of words.
Whither the single-mindedness of thine fury?
The first caveat I really want to stress about SMF is that it is far, far easier to accumulate stats with two big two-handed weapons. They just have more of whatever they have -- more strength, more hit, exp, crit or mastery. The damage buff of SMF and its using both weapons to calculate Slam damage does compensate for this to some degree, but it's much, much easier to cap out on expertise or hit with TG than with SMF. (Well, okay, you're not going to cap out on hit unless you get very lucky. But its much easier to hit the 10% and 16% targets people debate constantly for current hit target thresholds with TG.)
The second caveat to raiding or running heroic instances as a SMF warrior is do not settle for agility weapons unless they are sincerely better than your available strength options. In one case (the Claws of Torment), there's a significant set bonus for wearing these agility claws alongside their strength-based counterparts, the Claws of Agony. And I'd still be tempted to use a strength-based weapon like the Soul Blade or Lava Spine instead of the Claws of Torment.
For an SMF build, I would at least get my hit up to 10%, cap expertise at 26, and then shift my focus on crit and mastery. After 4.1, the hideous mauling the fury mastery starting level takes may make you want to shift your hit back up to 16% or higher if possible, or you may stay at 10% and put more emphasis on crit. Either way, I tend toward emphasizing Incite over Deep Wounds in my SMF builds since the average damage of a SMF weapon is less than that of a TG weapon, but otherwise, the specs don't differ greatly. This is the SMF build I usually make use of. As you can tell, with SMF weapons hitting more often for less damage, I feel strongly about keeping as much mobility as possible with SMF.
For SMF, I tend to weight Bloodsurge Slam slightly behind Bloodthirst and ahead of Raging Blow, entirely due to Slam's hitting with both weapons.

What I really like about an SMF build is it feels a lot less streaky than TG and much less bursty than arms PvE. For myself, it feels harder to gear for -- but not prohibitively so -- and the fact that on average, most weapons I'd use for SMF (strength-based one- and off-handers) tend to all clock in around 2.6 speed means they all hit about the same and generally make rage generation a lot smoother than on TG fury. We've all been standing around after having to move out of a fire trail or dodging sound bombs or what have you, waiting for rage to build back up so we can make some decent attacks. With two 3.6 speed weapons, that can seem like an eternity. If you hit an HS because everything else was on cooldown and then you get a sudden Bloodsurge or Raging Blow proc, it's a lot easier to get the rage back with SMF than with TG.
SMF doesn't have the AoE damage output of TG, though. Not even close. While it's exceedingly competitive (even superior to TG in some cases) when properly geared for on single target, your Cleave/WW combo is always going to hit harder with two two-handed weapons. On big trash pulls in Bastion, I never feel as happy doing the Heroic Leap/WW/Cleave combo when I'm specced SMF.
At least with SMF, it can be easier to gear up. There are several strength-based weapons in heroics that will get you up to 346 blue speed; you can buy an off-hand for a trivial amount of JPs, you can get one from Tol Barad, and there are several candidates in raids (one of the best, the Soul Blade mentioned above, dropping from Bastion trash, and another good alternative on Magmaw, the Lava Spine). There are fewer options in heroics for two-handed weapons. You can't get one for JPs, the Tol Barad one is significantly more expensive than the one-handed option, and the only two-handed weapon for warriors before Cho'gall/Nefarian is the one off of Magmaw.
I can usually hit about 18-22k DPS in a usual 10-man with either spec, and I'm nowhere near the top of my raid (pretty comfortably in third most nights) nor geared as well as the best fury warriors. TG provides me with more DPS entirely because I have two epics and make my caps without having to sacrifice my Fury of Angerforge to do it. The difference is about 1k DPS, depending on the fights, and frankly, I'm willing to accept that as an issue of my own skill and preference (I love TG, we all know I do) combined with gear issues.
The final tally
I honestly think the SMF/TG debate comes down to a quantum finish. I'm sure you could run sims and eventually come out with a decision between the two, but in the end, your own play, your available gear, and your preferences will affect the results in actual use the way observing a quantum event can change the outcome. Blizzard has, much to my personal surprise, managed to more or less balance SMF with TG to the point that it is personal preference and availability of supporting gear that should make your choice here.
I like TG for a lot of reasons. I like its solid AoE damage, I like how it looks, and I like the feeling of swinging big two-handers around. But SMF, outside of these very subjective issues, is absolutely raid-viable. You can use it, and it will perform so closely when used correctly that you're not at all hurting your raid to use it. I doubt they'll even notice the difference, so long as you're a competent SMF player.
Filed under: Warrior, (Warrior) The Care and Feeding of Warriors, Cataclysm






Reader Comments (Page 1 of 2)
Sleutel Apr 16th 2011 8:17PM
IMO and IME so far, SMF and TG are close enough currently that which spec you should take as a Fury Warrior should be based on your gear, most probably your weapons. Because SMF prioritizes a Bloodsurge Slam over Raging Blow, I find that the rotation requires a bit more attention (TG is easier for me because you can manually trigger RB with Berserker Rage, whereas Bloodsurge just comes when it wants to).
thebitterfig Apr 17th 2011 12:35PM
It's like the old rogue rule: spec your weapons.
I'll add a line to it: spec your raid. Consider: if you have a ret paladin, an unholy DK, and a DK tank, go SMF without question. Less competition for the 1h weapons, but also you won't be taking the 2h weapons other players can use. Maximizing available loot drops is a raid dps increase. Once everyone's into gearing offspec from drops, or you just get a glut of 2h weapon drops, do whatever you want, but before then, it's almost surely going to be worth it to diversify for drops.
razion Apr 16th 2011 8:18PM
This goes out to everyone who has that tanking voice in their head.
The tanking voice is your friend, so please don't make it a habit of stifling his voice entirely. It is the mark of a truly good dps to know when and how to hold back their damage--just throttling between full and no damage as if it were the only two options on a huge, heavy lever is entirely chaotic (if not bipolar). And chaos, by nature breeds more chaos.
It's great that you can extend that trust to your tanks, that they will always have your back given all circumstances, however trust is a dual-system, and has to be earned on both sides. What would a tank think of a dps whose behavior is so unpredictably sporadic? Probably something close to a loose cannon--he wouldn't know what to do with you. Can he trust you stop now, or three minutes from now?
As dps, your primary job is to do damage--and you can't do that while dead, no matter how much you trust your tanks or how good/experienced they are. Some times mistakes happen--human error comes in the way, and you have to be able to stop yourself when you need to so that you can stick around for the long haul. Doing 20k dps is great--but entirely worthless if you only stay alive for a minute or two.
Zuhd Apr 16th 2011 9:23PM
I think the mark of a good tank is knowing how to manage cool downs to help their healers as much as possible, whereas the mark of a great tank is being able to help their dps out by pulling amazing threat at the same time.
It is possible for tanks to keep up with us, there just aren't a large enough number of capable people.
Sleutel Apr 17th 2011 12:02AM
@Zuhd:
I honestly can't tell if you're a good DPS running with bad tanks, or just a bad DPS.
There is no tank in the world right now that can keep up with an equivalently geared DPS unloading on a boss in the first seconds of a fight, before Vengeance starts stacking. Similarly, there are some specs right now that are capable of putting out a lot more threat than a tank over the course of a fight--and they also have tools to drop that threat. (For the most part: Warriors are an exception, but we can usually find a friendly Paladin to help us out there.)
So. If you're peeling off a tank at the beginning of a pull, or if you're not using your threat-dropping abilities partway through a fight because you don't want to spare a GCD, then the problem is you. If not... Honestly, with Vengeance, threat shouldn't be an issue for any tank. If the problem isn't you, then you're just running with some really bad players.
Trickshots Apr 17th 2011 12:34AM
I am one of our guild's main tanks, with all four classes of tanks rockin raid gear and rubbing regularly. I also dps when I can.... Lately, one of my main dps teammates said something very interesting, disconcerting, challenging...and correct. He was instructing me vis-a-vis my threat control as dps with these words: "As a dps, your job is to ride the tank. You want to be at 109% threat for the whole fight. Then you know you're maxing out". This philosophy was an eye-opener for me! My tanking instincts shouted "eeek!" while simultaneously being pleased that our instructor was tuned into the threat equation. The notion of that level of tight tolerance made me realize how razor-thin the line is between losing control and killing that dps-timer boss. It definately turned my pressure up a little, but it also let me know one thing for sure; my eye is not the only one tracking Omen. Nor should it be. Such is life in a competitive raid. Thought I'd share that. :)
Trickshots Apr 17th 2011 12:43AM
Hahahahaaaa!!!! "rubbing" !!! lmao. Ahem...*running, of course. Hehehehe....
Stabaa Apr 17th 2011 6:56AM
Chaotic damage bi-polar? Seems bi-winning to me...
Sam Apr 16th 2011 8:31PM
And then, after you read all this, go spec Arms because the damage is competitive and the rotation is way more fun.
Harvoc Apr 16th 2011 9:16PM
Yea, State of DPS puts Arms just a couple hundred dps behind SMF and SMF is about 1K behind TG if the article's info is correct. So yea, Arms is entirely viable.
Stilhelm Apr 16th 2011 9:29PM
Arms AoE dmg can be pretty good too, with blood and thunder and bladestorm, and sweeping strikes.
Merch Apr 16th 2011 10:30PM
Spot on Sam. I was trying to pug BH the other day as arms, and a fellow warrior whispered me to tell me that "Arms was bad for PVE. Go fury". I couldn't believe another warrior was so uninformed. Even after my reply of "13k DPS isnt enough for BH", he still insisted Arms was all about PVP, and was no good for PVE. I played fury for all of wrath and i never liked it. To the point where i just didnt play my warrior for large amounts of time. Ive never liked the rotation, and there is no cooler move the Bladestorm.
Arms is an incredibly fun spec to play.
Matthew Rossi Apr 16th 2011 11:03PM
Not everyone likes arms. I'm glad the DPS is starting to shape up (I wrote about it enough times during the wrath years) but all things being equal, I personally prefer arms for PvP. It's too bursty for my liking in PvE. That's just a personal preference, not any sort of set in stone, this is the right way pronouncement.
razion Apr 16th 2011 8:58PM
I think the reason dps warriors suffer so badly with aggro compared to most dps is partially due to them not having any ability that reduces a portion of or wipes away their aggro slate entirely. Most dps have abilities such as Soulshatter, Feign Death, Cower, Feint, Fade or Hands to use without too harmfully disrupting their rotation.
MusedMoose Apr 16th 2011 9:54PM
Thanks for the writeup, Mr. Rossi. I just logged off from getting a new fury warrior to level 10, and I haven't decided whether to go SMF or TG when I hit 69. ...oh, who am I kidding, I totally want to swing around two enormous weapons. But it's always good to know I've got options. ^_^
Question for discussion, though: is there a reason that TG can't be used with staffs? I only ask because I spent several levels with my new warrior using a staff for her weapon - its DPS was equal to the other two-hander in a low-level quest's rewards, so I gave it a shot. The animation for staff-fighting on the night elves is awesome compared to using other 2H weapons. I now love the idea of my warrior charging into battle wielding two giant staves and spinning them around to beat the absolute hell out of everything within reach.
Granted, I know that staffs with warrior-friendly stats are few and far between; I usually see them on the AH for only a few gold. ^_^ I'm just curious about why staffs later in the game seem to be relegated to stat sticks for spellcasters, hunters, and druids.
GrandOldDuke Apr 17th 2011 1:21AM
Probably simply because there's no equivalent one-handed animation to use when it's equipped in one hand. The weapons you can use with TG (axes, maces and swords) all come in one- and two-handed varieties, whereas those you can't (staves and polearms) are always two-handed.
But on that note, when I was levelling my warrior, I had a green staff 'of the Bear' for a while, and I thought it was awesome as well. I would really love to see a viable strength staff for Arms warriors and DKs to use (I don't know DKs, they probably can't actually use staves). Just for a bit of wacky variety.
Minstrel Apr 16th 2011 11:39PM
My guess is that staves and polearms aren't allowed because they'd require completely different animations. The other two handers can essentially use the one hand version's animation, just one in each hand. But staves and polearms would require a completely different "fighting style" to use two at once.
thebitterfig Apr 17th 2011 12:38PM
The other thing worth remembering for TG/SMF while leveling is weapon availability. From 69 onward to Cataclysm, 1h Strength weapons are very uncommon, but there are loads of 2h Swords/Axes/Maces from quest rewards and dungeon drops throughout Northrend.
Kaphik Apr 16th 2011 10:01PM
Aren't those tanking shoulders in the screenshots...?
Matthew Rossi Apr 16th 2011 11:01PM
Yes, they are reforged tanking shoulders. They provide more mastery and comparable crit to what I already had, and I'm fine on hit. They're a DPS increase over my blues, since I cannot get DPS shoulders to drop in a raid to save my life.