The Care and Feeding of Warriors: Rage in Cataclysm, part 2

Last week, we talked about rage as a DPS and tanking mechanic. This week, we're going to talk more about it as a mechanic, period. What are its defining characteristics?
- Rage is self-generated. There's no predictable rate of return, and even if you geared for rage generation, you're at the mercy of encounter design. (A fight that forces you to break off of your target for any reason is bad for rage generation.)
- Rage never inflates. An ability that costs you 15 rage to use when you learn it will forever cost you 15 rage unless a talent or ability discounts you in some way. Rage also never inflates in terms of how much you have. You will always have a maximum of 100 rage; there is no talent or ability that increases the size of your rage bar. It's 100 forever.
- You can generate rage via specific abilities when it is absolutely necessary. The most common are Battle or Commanding Shout, or perhaps Charge.
- With the exception of white attacks and some special cooldowns (Berserker Rage, Recklessness, Shield Wall, Retaliation, Rallying Cry), almost anything that doesn't generate rage costs rage.
- Damage taken also generates rage, but for most DPS warriors, it's not worth courting death by deliberately taking damage for rage. Tanks make heavy use of this aspect of rage generation, since they take damage anyway.
DPS warriors and scaling in Cataclysm
Other melee players use a system that combines their main resource (energy, mana, runes) with a secondary system (combo points, holy power, runic power) in order to allow them to have something to start with and something to build up/stack up. Even enhancement shaman have Maelstrom Weapon for this purpose.
This is not to argue that rage is necessarily inferior to those systems. In fact, one of its major pitfalls may be that as a melee DPS resource, it starts out weak and gains strength as the warrior does, so that a warrior in superior gear gains more from his resource despite the rage normalization changes that were meant to control warrior scaling. Normalized or not, one might argue, rage and its uniqueness always shows the upper limits to the resource management system.
Last week, I discussed how tanking does not require any sort of management of rage once one gets a few seconds into a pull. Rage-based tanking is weakest in the first 10 to 20 seconds of a fight and ramps up from there.
What interests me about the recent changes to warriors on the PTR is that these changes seem to argue that despite rage normalization's specific and often-touted goal of addressing rage scaling, nothing has changed. Warriors are still seeing damage nerfs at the end of the first tier of raiding exactly as they did in every previous, non-normalized expansion before Cataclysm. This implies that something is off with warrior scaling. And while there are some other culprits -- the precision change in patch 4.1, general damage inflation and stats on gear in newer content -- since we're looking at flat, across-the-board nerfs to both DPS warrior specs that are being made to general plus damage-percentage abilities, we have to ask ourselves why now, and why these abilities? Why nerf Two-Handed Weapon Specialization and Dual-Wield Specialization and why by such large percentages? I believe the culprit is rage.

Warriors no longer gain the flat increase in rage generation from increasing damage; a hit generates a fixed amount of rage, be it a hit or a crit. But a miss generates no rage, a dodge generates no rage, and the more often you swing, the more chance you have of landing a hit, meaning the more chance you have of generating rage.
In essence, rage still scales with gear. So what? you may ask. Well, here's the rub: No other melee resource scales with gear to the extent rage does. Just from playing an enhancement shaman/feral druid the past few weeks, I've seen that my shaman's mana is fairly stable. It goes down, and I can use Shamanistic Rage if it's too low. For the most part, I simply don't need to manage my mana.
Extend this to all non-rage melee DPS, and what you see is that they all feel more powerful and can use more of their abilities at lower levels of gear. As the warrior's gear improves, despite the changes to rage, he still scales better than other melee DPS. Classes that once easily out-DPSed the warrior now fall behind as he hits more, swings more, generates more rage, and uses that rage to deliver more damage. Add in mastery, which causes burst DPS to increase, and you get the same feedback loop as before, although it is admittedly less intense.
Arms therefore gets punished more for what its mastery brings to the table -- that second attack -- and not for scaling issues as much. If anything, arms is punished by a punitive global cooldown that keeps its rage issues in check compared to fury.
The outlook despite normalization
Don't mistake this as an argument against rage normalization. Also, don't mistake the focus on rage here to mean that I've ignored other factors. Warrior DPS in general is propped up by the specializations listed above -- by Precision in the case of fury warriors, and also by Whirlwind resetting to a 4-second cooldown if there are more than four targets for it to hit. All of these factors have led to making warrior DPS higher than necessary on trash pulls, but none of them really affect boss DPS very much, especially not the WW change. It's possible that the Precision change, made both to encourage fury to find hit more attractive and to compensate for lost DPS from the significant mastery nerf for Unshackled Fury, inadvertently also exposed the rage scaling issue of increasing hit.
Ultimately, as long as rage works in the ways listed at the start of this article, it's always going to scale differently than other resources. Rage normalization did a lot to make warriors actually pay attention to rage, but it didn't change rage into red mana or make us suddenly have a rune or holy power to keep in mind. Rage is still rage, and rage still scales better with gear.
Filed under: Warrior, (Warrior) The Care and Feeding of Warriors, Cataclysm






Reader Comments (Page 1 of 1)
Reiskeks Jun 11th 2011 8:46PM
Other melee resources do scale with gear. Energy, rune regeneration and to a lesser extent holy power generation via Crusader Strikes all scale with haste. Even enhancement shaman gain the maelstrom procs faster with more haste.
The problem is what do you use those extra resources for?
Arms is already gcd-capped and any extra rage gets used for heroic strikes which is not that much of a dps increase. Fury can use it a bit better but still.
Warriors are definitely not the best class at converting more resources into extra damage.
Cambro Jun 11th 2011 11:06PM
I'll argue that "regeneration" is not the same as "generation". In the case of every other DPS class, you start a fight with 100% mana/runic power/focus/energy. Warriors start with exactly zero. We have to hit or be hit to get rage, and haste can only marginally affect that by very slightly reducing our auto-attack. AFAIK, haste speeds up energy and focus regen. Other classes have ways of making more mana for themselves, and DKs...well I'd say their resource management is somewhere between warriors and everyone else. But for warriors, we only have a couple of ways to generate a little rage on cooldown, short of hit-or-be-hit.
Talelon Jun 12th 2011 4:10AM
@Cambro
The quick burst of rage provided by our buff shouts now, that extra 30 is nothing to be overlooked, I still miss bloodrage personally but I make do
I find that even at a 358 item level in my dps gear, that missing swings really hurt my dps from crappy rage gen than anything else. I think that it's kind of backwards that because we work off of a resource that's intended to be more abundant as our gear gets better, that we end up having to be scaled back as far as passive damage buffs are considered.
Arrohon Jun 11th 2011 9:16PM
Great article as always! If rage is really the culprit to our nerf then why is the nerf to weapon damage? It won't lessen our rage generation and we can use Inner Rage more often to really get a boost.
Anyway, my real question is about hit. What is a good hit% to aim for?
Kaphik Jun 11th 2011 9:35PM
For Arms it's always been 8%. Fury is a bit more tricky to figure out. I'm playing with somewhere between 8 and 11%, trying to figure out the best balance, but since I mainly tank I don't get enough time to experiment in raids.
Arrohon Jun 11th 2011 11:07PM
Sorry for not being clear. I meant for fury.
Talelon Jun 12th 2011 4:14AM
IMHO, if you can squeeze out extra hit while not completely ignoring other stats, it's always usually attractive.
According to EJ's warrior faq, after the yellow and expertise cap, crit and then hit are what you really want as far as secondary stats go, for both TG and SMF.
mrmojoz Jun 12th 2011 10:45AM
Fury isn't more tricky at all. After base exp/hit caps, strength and crit you stack as much hit as possible. There is no "balance" to aim for.
Sleutel Jun 12th 2011 11:08AM
For Fury:
SMF: Hit to 8%, Expertise to 26. Then your priority is either Str > Crit > Haste > Hit > Mastery or Str > Crit > Hit > Haste > Mastery. There's some debate right now as to which is better.
TG: Hit to 8%, Expertise to 26. Then your priority is Str > Crit > Hit ~= Mastery > Haste. Hit doesn't exactly equate to Mastery: which is better depends entirely on the state of your personal gear and will trade back and forth, so unfortunately there's no simple answer; you have to sim it out.
mrmojoz Jun 12th 2011 5:09PM
There was a debate between Haste and Mastery, not Haste and Hit. Hit is better than haste.
themightysven Jun 12th 2011 12:44AM
back when they announced the normalization I thought it looked inelegant, and that it wouldn't address the issue.
I would favor a system where rage is generated as a function of the Warriors Strength and Stamina. so that a dps warrior with x strength gains y rage for every x damage they deal (before absorbs and discounts like resilience) Similarly, a tank warrior with x stam gains z rage for every x damage they take.
a fully Heroic kitted Warrior would then have a rage income roughly in line with a fresh 85 or a 60.
So many systems (Mastery, Rage, Block) are having issues with scaling being too potent more and more fresh 85s of all classes are going to be barely able to function because the peeps in the current tier need to be hobbled. Elegance in game theory would solve many issues like this
Kaphik Jun 12th 2011 12:53AM
Kitty druids and warrior are the only class that deals purely physical damage, whereas every other dps class relies on a mixture of damage types, i.e. rogues with poison, death knights and diseases, shaman/hunter with nature, paladin with holy. Would it be more feasible to give bosses some more physical resistance instead of reducing warrior damage at the start of each tier?
Lemons Jun 12th 2011 4:17AM
If warriors were tuned to overcome some sort of extra armor on a bosses, what would happen when they meet a clothie in wsg? They'd tear right through him...well, more than they already do.
Zetsubou Jun 12th 2011 4:22AM
cats and warriors both deal bleed damage, tho maybe that's physical? im sure its based on physical modifiers, but i always assumed bleeds were different from physical strikes.
Dire Jun 12th 2011 5:00AM
Bleed counts as physical damage
Pyromelter Jun 12th 2011 5:17AM
Matt, I think you are "overthinking the room" here, so to speak. While arms did get a small nerf, it's Fury that continually needs the bigger nerfs to balance out how it scales. This has been the case for as long as I've been involved in the game - Titan's Grip is a complete and total nightmare to balance.
You've actually talked about this before, about how just the extra stats boost warriors, but you also have things like Raging Blow which scale with both weapons.
Historically, 2-handed dps classes have tended to scale with their weapons (and weapon dps of course). This wasn't just an issue with warriors, but ret pallies and unholy dk's were putting up monstrous numbers with Shadowmourne.
That problem is significantly amplified when you are using 2 2-handers. And then add raid buffs and Flurry on top of that, and you have 2 2-handers hitting less than every 2 seconds.
In any case, I think the current rage system works fine, and speaking as a continual titan's grip lover, I'll put up with nerfs for the continued ability to wield 2 2-handers.
Natsumi Jun 12th 2011 10:07AM
1) Fury had been around for years before Titan's Grip was introduced.
2) This article is about Rage, which he hasn't written in depth about in a LONG time.
3) You're talking about a class doing crazy Damage/DPS with a LEGENDARY, yeah, that's going to happen. Look at the numbers any class with a Legendary can put out vs the classes that can't use/don't have one. there's a huge difference. THAT'S WHY PEOPLE WANT LEGENDARIES!
4) Fury damage is higher to compensate fro all this missing that they do. Flurry does NOT make you miss less, it makes your next 3 swings faster (including off hand swings). TG is even worse off here because after about 11% hit (13% miss chance) TG doesn't get as big a DPS boost per point of hit as it does from Mastery or Crit (go back and read Rossi's Fury Article from a couple weeks ago, TCAFOW: A Tale of 2 Furies).
5) As you play a Mage not a Warrior, of course you'll put up with the nerfs, they don't affect you at all, other than to push you up the DPS ladder (or not as the case may be).
bazro.wow Jun 13th 2011 12:15PM
Hi,
Interesting articles on rage. I have read them with keen interest, since I have been trying to work out how to possibly get the most out of it. I have been doing some testing with the Fury TG and SMF specs and gearing for the past few weeks now. My avg ilvl has been 351 to 354 ( a mix of epic 359, 353 and heroic 346 gear).
I have found with both specs (TG and SMF at an avg ilvl of 354) that rage increasing = (22 or more Hit rating + 7.81% haste or more haste). From there if you get better gear to cap hit (at 27) and touch up haste that improves the rage mechanic.
I have note reached the 27 hit cap yet, but when I increase my hit rate above 22 hit along with increased haste that seems to improve my frequency for more rage.
Add Strength (for harder hits), Mastery (for more enrages) and Crit (for more bleeds, i.e. Deep Wounds) then that = better DPS.
zEagleEye` Jun 14th 2011 12:22PM
Very educational, as usual.
I have a request to make:
Can you revisit the various Warrior 101 articles with leveling in
mind?
All the leveling guides on WoWInsider are pre-cata (some pre-wrath).
As a relative newbie to the class I'd appreciate those updated since
they give a different perspective of the class.
Understanding the level 85 state is good once you are there, but for
new people (and I assume you want more people to play the class) these
updates would be very useful.
I have just finished leveling a Prot Warrior as Prot the whole way and
wondered about leveling a DPS Warrior all the way. I'm sure that
understanding the various abilities from the DPS point of view would
change my experience drastically.
Thanks in advance :)
Bazro Jun 16th 2011 3:19AM
Hi,
Very interesting and informative article. I have been struggling with the rage question and DPS for sometime now
I have also been doing lots of testing with the gear I get and configure for Fury's TG or SMF.
I've found that 22 (or more) Hit + 2.6 (or less) melee haste + 26 expertise = increased rage for fury.
Having sufficient hit with haste seems to been critical for increased rage generation in either TG or SMF.
With SMF I find it is easier once I start getting above 22 hit because the 1-handed weapons are already fast with 2.6. With TG, the slower 2-hand weapons make it harder until sufficient haste is stacked.
Once I acheived the above formula (for rage generation) and boosted it with mastery + strength + crit, my DPS increased.