The Care and Feeding of Warriors: Unleashing fury in the Dragon Soul

I love fury. I raided in vanilla WoW with a two-handed fury DPS spec and also tanked, because everyone who played a warrior tanked back then. I tanked with a fury spec that worked very well for threat generation, but I eventually switched to an arms/prot spec for the Mortal Strike debuff.
When Titan's Grip was announced for Wrath of the Lich King, everyone who knew me knew what my reaction would be. TG fury became my DPS spec of choice until I became a main tank for my Wrath guild, and it has stayed my favorite spec throughout the talent's existence. Even now that I raid as arms DPS, fury is technically my main spec and arms my secondary. I even applauded when Single-Minded Fury was announced for Cata because I knew a lot of fury warriors missed the one-handed weapon playstyle.
At present, this is all moot. Both SMF fury and TG fury lag well behind arms as a DPS spec. Neither can match either the AoE potential of a Blood and Thunder build or sustain the rage for a single-target fight, with the exception of Ultraxion. Fury suffers for a variety of reasons, which we'll go into as we discuss the spec. I don't currently have BiS SMF weapons, so my SMF sims/testing and runs produced artificially low results. It is my belief that fury warriors who prefer SMF to TG would be better off considering a No'Kaled despite the agility, as the proc on the weapon is superior for DPS than Souldrinker. I'm sure a lot of shaman hate me now. (Remember, the Raid Finder version of No'Kaled is unavailable to you warriors.)

There are some positives to a fury DPS build in Dragon Soul.
- Fury can be the more survivable option. With proper glyphing and talents, a fury warrior can increase his self-healing options, useful for fights like heroic Zon'ozz where there's a lot of raid damage going around. Since there's not a ton of AoE to be done in this fight and there's incoming damage to increase your rage generation, fury also has higher DPS than normal in these situations. Making healing easier while putting out respectable numbers is a good option to have.
- Fury is competitive on DPS check fights. The biggest DPS check in the instance is Ultraxion, and due to the high incoming raid damage, fury can usually ensure its proper rotation and put out competitive if not chart-topping DPS. The survivability from the above point should be kept in mind.
- Fury has more cooldowns for burn phase fights. Being able to use Reck, Death Wish, and a combination of two-piece T12 and T13 lined up at the proper time can give fury a surprisingly high burst potential. Doing 55k to 60k DPS on Yor'sahj is fun as arms, true, but it's mostly Bladestorm abuse. Fury can blow a globule up in a few swings with proper use of cooldowns, and that has value in tight situations.
Stat capping and the fury warrior's dilemma
Arms benefits more from Deep Wounds due to the Blood Frenzy talent, so the fix to the Deep Wounds bug had much less of an effect on them. Not only do Blood Frenzy, their access to Battle Trance, and Deadly Calm all combine to give arms a great deal of rage generation and the ability to ignore rage costs when necessary, arms also has the ability to spread bleeds around and therefore increase the physical and bleed damage taken by all those mobs. So not only will they be taking Rend ticks, but those Rend ticks will increase their bleed damage by 30%, which means that any critical hits dealt while Bladestorming, hitting Sweeping Strikes or Cleaving (while under the effect of Deadly Calm, those Cleaves will be entirely free) will do 30% more damage.
Then consider the fact that arms can entirely hit cap, meaning that no swing will be wasted. Any auto-attack made by an arms warrior is guaranteed to generate rage, which they can then turn around and convert into damage. It also means that arms can more readily concentrate on critical strike and mastery (which is a solid stat for them), as they'll almost hit cap just from gear and can even reforge most hit away comfortably.
Fury, meanwhile, can either accept capping for yellow attacks and take a very high miss chance of 16% (24% miss chance after Precision minus 8%), which will cost them the extra 40% auto-attack damage from Precision, and try and make it up with critical strike and a mastery that's better for TG than SMF (and even then, not that much better) -- or you can pursue a higher hit cap knowing you'll never hit the 24% you would need to cap auto-attacks. 16% is about as high as you can feasibly get, and even then, you'd be hurting yourself on all other stats to do it, at least before full heroic gear. This is exacerbated by the fact that weapons like Souldrinker and Gurthalak have no stats. If Gurth's proc chance in the off hand was as good as it is in the main, that wouldn't be an issue, as a 10% to 15% uptime on Gurth would produce more than enough DPS to compensate for the lost hit. At present, that's still undetermined.

My own dummy testing, heroics and raids all seem to be showing me a consistent proc rate whether or not I have Gurth OH or not. The rate can be extremely variable, of course; it can not proc at all in an entire Ultraxion, although that's rare, or it can have up to 83% uptime on the Tentacle of the Old Ones debuff over the course of a fight. But if it turns out that Gurth doesn't proc more often with two equipped, then the lost stats on the off-hand completely annihilate it for DW purposes. With hit impossible to cap, losing any stats means losing rage. Losing rage must be compensated for by the proc, or it's not worth it.
Fury's forced reliance on proc weapons that don't seem to proc at the same rate in both hands is another blow to the spec's ability to compete. A missed attack doesn't just cost you DPS (it does); it also costs you resources to use for DPS. Most other classes that miss just lose the DPS -- they don't also lose a chunk of resources, and it's that double cost to a miss that hinders fury. Back when Deep Wounds was bugged and we had a flat 5% increased damage while dual wielding, the cost was manageable. Now it is not.
Quite frankly, the fact that Bloodthirst gets half the benefit from the T13 four-piece set bonus as Mortal Strike isn't helping anyone, either. You're better off holding on to that T12 two-piece, frankly. Combined with T13 two-piece, you have a mini cooldown that buffs your damage dealt by 10% for 6 seconds and lets you throw three or four HSes after a Colossus Smash, if you have the rage for it. It's a lot better than hoping Bloodthirst might put CS on a target, when you know it probably won't (and even if it does, you'll have to be very fast to take advantage of it).
Fury could be restored to parity with a few simple changes. One would be to reduce the dual wield miss penalty to make it possible to miss less often. Missing a lot with two fast weapons or with high haste like an unholy DK is a lot less punitive, because they attack so much faster that a miss streak isn't nearly so crippling as it is for a fury warrior. Even an SMF warrior with two one-handed weapons is probably swinging at or around 2.3 or 2.4 seconds per at best, with haste being so otherwise lackluster for fury. A TG warrior swinging at 3.4 or even 3.55 just can't have two misses in a row; it's completely destructive to the priority system, and it can happen all too frequently. However, with Precision also offering 40% increased auto-attack damage, it might be preferable to leave fury's miss chance alone and instead borrow a strategy from arms.
The lack of an ability like Deadly Calm hampers fury's ability to line up attacks at the proper time to get the most benefit out of its cooldowns. Death Wish is going in this direction in MoP, flat-out increasing rage generation, and we may just have to hold our noses and wait for the expansion to see fury get back to where it competes with anyone.
The real issue for fury DPS in Dragon Soul is simply an inability to compete on the resource generation level. Arms has multiple ways to lower rage costs or generate free rage in addition to its other advantages, while fury's constant rage starvation is only exacerbated by reducing how much damage the attacks that manage to land can even do.
Filed under: Warrior, Analysis / Opinion, Raiding, (Warrior) The Care and Feeding of Warriors, Cataclysm






Reader Comments (Page 1 of 2)
Arrohon Jan 21st 2012 4:03PM
Back when Titan's Grip was first announced, Rossi guested on the WI show (wasn't a regular at that point) and randomly would say Titan's Grip like a little school girl. I've never heard him so happy lol
silveredchains Jan 21st 2012 4:10PM
Then there's the feel that fury slam proc was nerfed. Maybe it's just me, but it feels like I'm not getting the chance to slam nearly as often.
iantait Jan 21st 2012 9:28PM
It'a not just you. I've noticed a substantial drop in Bloodsurge procs. I've gone whole 5-man bosses without getting even one.
Arrohon Jan 21st 2012 10:59PM
Even when I did get them, I rarely used them at all. I usually had something better to hit. I could hit Bloodthirst, Raging Blow, and (often) Heroic Strike on CD/GCD. This meant that I almost always had something better to hit as Slam is fairly weak for TG. Granted, I'm a clicker (boo me) so my actions per minutes will be lower than most keybinders.
David.Blake Jan 22nd 2012 3:16AM
@Arrohon
Heroic Strike is not tied to the GCD, so it doesn't count as a GCD filler. Other than slam what other button is there to mash when raging blow and bloodthirst are on cooldown? Furthermore, low slam procs means that you aren't getting the full damage out of your Colossus Smash cooldowns. If what these guys are saying is true, it's a big deal.
Arrohon Jan 22nd 2012 10:13AM
"on CD/GCD" was applying towards the entire list. Yes, I wasn't hitting Slam, but that's because it's a priority system. If I have the rage, and an ability higher on the list is available, I use it instead. I never had the time to hit Slam procs because I was hitting higher priority abilities. I've no idea what's the norm, but I use two points in Booming Voice so I have a better shout to use more often (more rage, but less GCDs for attacks).
Armenius Jan 21st 2012 4:19PM
It feels so good to hear how much better arms is performing next to fury. Of course I hope we get rebalanced to have about the same damage capacity so all my fury friends can be merry, but it's nice to be on top for once.
EaterOfBirds Jan 22nd 2012 10:28AM
Agreed, they may have over nerfed, but its nice to see something other than full fury warrs at the top of the charts like in late wrath.
Brokshi Jan 21st 2012 4:20PM
This is probably just going to be shrugged off, but I feel it's necessary to say. SMF does not like mastery much. Getting it as far as I've seen at least, is just not viable. The only thing I've seen work on my warrior is stacking crit and hit. With my gear, which is not much, (http://us.battle.net/wow/en/character/earthen-ring/Brokshi/simple) I usually pull 22-28k per boss in raid finder. I don't know any averages or if that is high or low, but from what I've personally seen I do pretty well.
Fletcher Jan 21st 2012 4:46PM
I've been saying all expansion that Fury needs more hit. Removing or reducing the dual-wield hit penalty would be a godsend.
And isn't the situation exacerbated by the fact that Arms gets more benefit from Gurthalak due to Strikes of Opportunity (the Arms mastery)? Or does SoO not proc Gurthalak?
jamison.banks Jan 21st 2012 5:07PM
The pessimist in me worries that instead of seeing a Fury buff with MoP, we might see an Arms nerf. I'd consider that the worst of both worlds. On the optimistic side, I think Rossi is on to something with some BASIC changes that would be easy for Blizz to implement. Or modify some existing skills (or add news ones? pretty preeze?) to keep us from being so rage starved.
Fury has one of the sterotypically simplest priority/rotations in the game, adding a new rage generating skill would not be out of the realm of reason. I really think Blizz should modify an existing skill, just to keep it simple.
Meanwhile, I've replaced my 'need more rage' sound files with silent ones. I couldn't stand it anymore.
Thecynic Jan 21st 2012 5:44PM
I switched to Arms from Fury after my raid group had me go dps for several of the Dragon Soul fights and we just couldn't progress so I decided I needed to boost my numbers to help out. One thing I noticed is Last Stand for Arms. For one; it reduces the Rage Cost on Execute by 10, which adds to the Rage Conservation that Arms has going for it. The other is that it has a 6% chance on Melee swings to reset the CD for Colossus Smash, meaning Arms Warriors are completely bypassing armor on Mobs and Bosses by 100% much much more often than Fury because I see this thing proc a lot.
mord Jan 21st 2012 5:59PM
I have always preferred arms ever since I hit level 40 in vanilla, got my WW axe, and specced into mortal strike. I'm happy that its a viable raiding spec at the moment.
Questions:
Does the proc from souldrinker scale with temporary health buffs?
If you're running normal DS, is Ataraxis or Experimental Specimen Slicer a better OH weapon?
Natsumi Jan 21st 2012 9:27PM
Arms has been a viable Raiding spec since Molten Core, I should know, I raided as Arms in MC through Dragon Soul, only speccing Fury for ICC just to be able to SEE the content. I've been close to the top in my raids, if not THE top, in DPS as well as damage done, Boss fight or trash.
Unexplained Bacon Jan 21st 2012 6:45PM
Making my new dwarf warrior, now level 69, all but irrelevant. I so want to have a little bearded berserker wielding two 2h weapons, transmogged to a set of wrath-style armor. All spikes and horns. But he is being KILLED in 5 mans by mages and rogues and pretty much everyone else. Theres just not enough rage generated, nor AOE damage. Fights where I am not directly getting hit I struggle to keep my rage above zero.
I'm sure I will keep leveling him just because its a fun race/class/spec but I wont be switching him to my main any time soon.
/depressed
Pyromelter Jan 22nd 2012 3:47AM
Stick with questing, fury is awesome for that, but rage starvation has always been an issue leveling as TG. Take it from me tho, if you like hitting things with 2 2handers, just stick with it. It gets better as you level, and you keep that frenzied berserker playstyle.
Fletcher Jan 21st 2012 8:07PM
Another thought - how much of Arms' dominance is due directly to Gurthalak (and therefore won't be applicable in MOP)?
Arrohon Jan 21st 2012 8:39PM
Balance is never applicable to future expansions. Everyone has to relearn their class every time because it's always changing.
hbergamini Jan 21st 2012 9:10PM
I don't have Gurthalak yet. Instead I am using the Cataclysmic PvP Axe. I am doing around 33k-38k in raids with mostly raid finder gear and 378s. Arms damage is good, with or without Gurthalak.
Angus Jan 22nd 2012 11:11AM
My warrior is barely able to queue for LFR. (346 ilvel shoulders ftw!) I was 8th on Ultraxion. Above me: Rogue on last leg of Legendary quest, mostly T13(normal mode), 2 casters with pretty dragon staves, 2 Hunters in all LFR/badge/some Normal mode stuff, 1 Arms warrior with Gurth, a fire mage with one of the LFR DW weapons.
I was trouncing better geared melee easily. I am not that skilled yet (I was TG until a little while ago) and yet I am doing that well because Arms is just that good.