The Care and Feeding of Warriors: Single-Minded Fury redux

In my first draft, I started this article off with a detailed explanation of what my main problems with Single-Minded Fury are. I still want to talk about those. But first, I want to say this about the talent.
It's crazy-fun. I've been raiding, Raid Findering and 5-manning with it all week, and frankly I love how smooth the rage generation is. If you ever played fury back in The Burning Crusade or even vanilla, before TG was a gleam in a designer's eye, SMF will be familiar and yet different to you. What's changed? Well, you don't use Whirlwind as your second attack anymore; it's purely a trash ability now. Raging Blow and Bloodsurge instant-cast Slams give you more to do but take the concept of rotation and shake it up, meaning that you're watching for procs more than ever. Colossus Smash gives you a very-long-cooldown ability that you're always going to prioritize. But for all those changes, the talent is still you dual-wielding smaller, faster weapons.
If you were the fury warrior with the Vanir's Fists in late BC, you'll recognize what this talent does for fury. If you leveled a fury warrior in Cata, it's exactly how levels 1 through 68 went. It's a fairly simple concept to grasp. You're not the warrior crushing everything in his path with raw power, and you're not the one using discipline and weapon control to make precise strikes, either. No, you're the one with speed and relentless assault over finesse.
Days of fury lost
The positives of playing with the talent aren't limited to smooth rage generation, although that's one of the biggest. You're much less likely to ever find yourself in a situation where you'd love to hit Cleave or WW but you can't due to rage issues with SMF. Also, I very much like feeling like hitting an instant Slam isn't something I resent doing. Attacks shouldn't feel like they're consolation prizes or punishments because the real attack didn't proc.
However, yes, the talent does have issues. For starters, it's currently the lowest DPS spec a warrior can use, significantly underperforming TG fury, which is itself well below arms.
After a week with Single-Minded Fury, I have come to the conclusion that this is a talent hampered by itemization and, quite frankly, the current implementation of mastery for fury. SMF gets even less from mastery than Titan's Grip does, because while Titan's Grip warriors see mastery buffing the direct damage of their Raging Blow (which hits with both weapons, remember), SMF warriors get less out of the attack, because they're hitting with both one-handed weapons, while TG warriors are hitting with both two-handed weapons. Meanwhile, SMF warriors have much emphasis on Bloodsurge and Slam, because their instant Slams hit with both weapons, while TG warriors' do not. Slam isn't buffed by mastery directly the way Raging Blow is, because Raging Blow requires an enrage to even use it and, as such, is directly buffed by mastery.

The way things stand, this means that TG likes crit, then hit, but mastery is still attractive as a third option. As a TG warrior, since the hit cap for white attacks is so high, you can simply stack hit till you have 8% chance to hit and be done with it, since that's enough to ensure your specials will contact, then stack crit and mastery. I don't personally like this approach, but it does work. This works for TG because not only will mastery buff the damage of every attack you make while enraged, it will also buff Raging Blow directly, an attack that hits very hard for TG due to swinging two big two-handed weapons with more base damage. For SMF, however, the buffed enrages are the beginning and end of what mastery does for them because Raging Blow damage is less. Instant Slams are more attractive, prioritized over RB. But they don't get to double dip on the buff from mastery the way Raging Blow does.
You're still not going to be able to hit the hit cap, but with mastery so underwhelming, you pretty much might as well dump every spare bit of itemization that's not crit into hit.
The death of mastery
This all comes from the staggering nerf fury's mastery that took in patch 4.1, a nerf that was unwarranted and from which it never recovered, only compounded when patch 4.3 removed the 5% damage bonus from Dual Wield Specialization for both TG and SMF warriors (while at the same time also fixing a bugged Deep Wounds that buffed fury DPS). This is the nerf that pushed TG well below arms, which we could debate the necessity of until cows started knocking on our doors demanding to be allowed to return home. However, it's clear that even in patch 4.2, SMF was not lighting the DPS meters up. With mastery for fury so low, SMF getting less from master in the first place and repeated nerfs aimed at TG that also hit SMF, we're at a place now where going from TG to SMF with equivalent weapons costs you almost 4k DPS.
Part of that loss isn't even mastery's fault, or the ludicrously high hit cap, or SMF's lack of a compelling third stat after crit and hit. No, part of this problem falls straight on itemization's shoulders. The best one-handed weapon for SMF fury in normal Dragon Soul isn't Souldrinker, the one-handed weapon designed for strength classes. No, it's No'Kaled, the agility axe also dropped by Deathwing and clearly aimed at rogues and shaman (especially shaman, as rogues will most likely be using daggers, although some rogue specs like axes).
Why would we strength-users want an agility weapon when just last week, I went on and on about how agility gives us almost nothing? Well, for starters, work out what 1.5% of 150,000 health is. My math says it's 2,250. Compare that to No'Kaled's range between 7,654 and 11,481 damage on a proc. Yes, Souldrinker heals you, but that's not damage, now, is it? However, what's really disappointing about Souldrinker is all the stuff that proc can't or won't do.

Yes, that's correct: The weapon designed for warriors (and DKs, yes -- all strength-based DPSers who use one-handed weapons) cannot benefit from Enrage, Death Wish or even crit. The No'Kaled proc? It can crit, it does benefit from Death Wish and other Enrages, and that's on top of its doing more damage anyway. Souldrinker, while a solid proc for a tank, is terrible for DPS. SMF's best-in-slot weapon is an agility axe.
Wow, we really are just like in The Burning Crusade, fighting with rogues and shaman for drops.
Secondary stats and their lack
Of course, this is just two weapons off of one boss. Most players aren't even killing that boss. But at pretty much every level of gear, all things being equivalent, SMF underperforms TG or arms and by a reasonably significant margin. I have fights I can actually win as fury if I go TG over arms. Not many of them, but a few. There is no situation on any of my alts -- from my tauren raiding heroic DS to my worgen in Raid Finder gear to my draenei just getting geared in Hour of Twilight heroics to my level 70 alt -- where SMF can stand up to TG. Worse, with fury falling so far behind, no one's playing the spec to give it a thorough shakedown. And I really think a big part of the problem is that SMF just plain lacks that dial we were promised with mastery. There needs to be a more elegant way to balance the effect of mastery on fury in general and TG in particular than to just chop six points off of the start like 4.1 did.
It's indicative of the problems with balancing not just two DPS specs, but two subspecs based entirely on whether or not you take one of two competing 31 point talents. Yesterday's class role Dev Watercooler touched upon this difficulty. While the Souldrinker/No'Kaled situation isn't that important in of itself, it's an example of the strange artifacts that come from trying to design all these variant tanking and DPS specs and subspecs, keeping them all somewhat fresh and unique and yet having them all work within the same game (sometimes within the same class) and provide utility as well as their chosen role. SMF vs. TG has made the fury tree extremely complicated to design itemization that works for both, and in this tug of war, SMF has lost out more often than not.
It's a crying shame, because SMF is so much fun to play and can even put out solid, middle-of-the-road DPS. It's not the case that it's a minor DPS loss to use it, though. It's 2k to 4k, which is fairly substantial and needs to be fixed. Perhaps just letting SMF have the 5% Dual Wield buff back? We're unlikely to see any changes now, of course. And in Mists of Pandaria, both TG and SMF will be baseline to fury; no more spending talent points to get them. So we'll see if that improves the situation. For now, SMF is left sadly holding up the rear, the lowest melee DPS spec in the game.
Filed under: Warrior, Analysis / Opinion, (Warrior) The Care and Feeding of Warriors, Cataclysm






Reader Comments (Page 1 of 1)
Shrikesnest Feb 11th 2012 2:58PM
It always amazes me that Blizzard will go through so many elaborate gymnastics to balance the classes, and then puts a fraction of the care into itemization. It seems like every tier has at least one huge, glaring omission on the itemization front, usually more.
niko Feb 11th 2012 3:09PM
I was a Vanir's man back in late BC!! Such good memories - thanks for that. :)
Back then, however, no one wanted a Fury Warrior for much outside of raids - no CC to speak of.. I had a helluva time getting pugs to take me into MgT.
I don't much play my warrior anymore, but I have to say running with dual Sun Eaters just makes me want to drop my rogue for the awesomeness that you've put on display.
shatnerstorm2 Feb 11th 2012 3:18PM
I'm curious as to how the change in MoP to mastery will affect fury warriors. On the MoP talent calculator, it says that mastery simply increases your damage while enraged - nothing about abilities that require or cause you to be enraged. Assuming that change goes live, could that be the fix fury warriors need? That isn't a rhetorical question, by the way; I mainly tank on my warrior, with the occasional Raid Finder run as arms, so I'm not really up-to-date with fury theorycrafting anymore.
Talarian Feb 11th 2012 4:46PM
No! ...Kaled. Oh, wait, Yes! ...Kaled.
Ecca Feb 11th 2012 8:19PM
Holy crap, what are those swords in the 2nd screenshot? Do want for my up-and-coming Tauren Fury Warrior!
Maymer Feb 11th 2012 9:43PM
http://www.wowhead.com/item=29362
It's a really amazing look, and a lot of fun :) However, you MIGHT really like this sword as well
http://www.wowhead.com/item=28189
I must say, I was a big Wrath baby, for that's when I started raiding, and really love Wrath's armor. But BC to me has some of the coolest weapons yet
Ecca Feb 12th 2012 9:07PM
Ah, not the Sun Eater heh. The swords in the screenshot sandwiched between the 2 Sun Eater ones. Though the 2nd sword you linked has a similar look to the one I'm curious about.
tony12345 Feb 13th 2012 1:37PM
King's Defender
tony12345 Feb 13th 2012 1:38PM
King's Defender
Quasimofo Feb 11th 2012 9:55PM
Those swords are Sun Eater, drops from the last boss in heroic Mechanar. Got lucky and got it on the second attempt. I have one warrior who is arms and another who is fury, and honestly the rage issues I suffer as fury have just pissed me off to the point of abandoning them. Even if the rage generation is better as SMF, that much of a DPS loss is kind of unforgivable.
firemage1 Feb 12th 2012 3:50PM
That's a lot of QQing
Pyromelter Feb 12th 2012 1:10AM
"This all comes from the staggering nerf fury's mastery that took in patch 4.1, a nerf that was unwarranted and from which it never recovered"
Matt, love you to death, love fury, but this statement is incorrect. Fury warriors were absolutely demolishing dps on any fight that was any kind of melee friendly (granted, there weren't that many in t11, but still). They were also over-bursty in PvP.
While I believe the nerf was warranted, I would agree that the nerf went way too far. I remember when blizzard talked about mastery as the "dial" they would use to increase or decrease a spec's dps without upsetting balance to the rest of the game. IMO it's not much of a dial if you turn it all the way down, and then never touch it again.
The big failure in this case was simply a lack of effort on blizzard's part to actually even attempt to balance fury warriors. Pretty inexcusable, especially when you consider how many people enjoy the 2 2hander playstyle.
Luke Feb 12th 2012 9:28PM
"I remember when blizzard talked about mastery as the "dial" they would use to increase or decrease a spec's dps without upsetting balance to the rest of the game."
Did they actually say that? I don't recall this. I'm not saying it's not true I just don't remember them making that kind of statement, which is my only point. The first thing that went through my mind when I read that was, "That couldn't work."
I do recall Blizzard stating that their goal for Cataclysm was to make choices more interesting (I'm sure they've said this a lot over the years) and mastery was intended to be a part of that. It's an ongoing philosophy that they intend to extend into the new talent trees in MoP. (See the Forrest For The Talent Trees article on the main WoW site).
How could they use Mastery as a dial when they can't be sure that a player will choose to stack a particular stat? That is unless they start off their design with, "We'll just make mastery so op to begin with that everyone will use it." That conflicts with their design philosophy and I can't see how that could pass by them.
Big Shoe Feb 12th 2012 8:00AM
I've tried both TG and SMF, and recently Arms as a lark, and I must sadly say that TG still trumps SMF for warrior DPS. Granted, SMF has much smoother rage generation, which I really like. But at the end of the day, even with the band-aid of a 20% damage buff, the raw strength and secondary stats of dual one-handed weapons simply can't compare to those of dual two-handed weapons, and the scaling of the various coefficients only magnifies the gap between the two loadouts. That is the problem in a nutshell. SMF is a great idea hamstrung by poor design.
clundgren Feb 12th 2012 12:51PM
I think that Rossi puts his finger on the root of the problem, which is effectively balancing 2 sub-specs within a single spec. The closest they've ever come to that is with Gerald, and there the entire tree was built around two distinct functions. And even that Blizzard seems to be admitting a failure, since the two are being separated for MoP.
I'd hate to see SMF gone, but for balance purposes it might simply work better to make TG fury's defining trait and have first DKs be the single weapon dual wielders. They have the same problem as SMF, but in reverse. Of course, making mre balanced BiS weapons would help; it's absurd that an agility weapon is a warrior's bis at this stage of the game.
Killik Feb 12th 2012 3:12PM
Gerald is overpowered.
Luke Feb 12th 2012 9:38PM
They did this just fine with Discipline Priests and to a different extent Feral Druids. I know, I know... they're giving Druids a 4th talent tree in MoP, but the current design still works. As for Disco Priests, we can choose to go with atonement (ftw) or forgo it all together (wtf), both work but I'd argue atonement is way more fun. Just like I'd argue TG is more fun.
That's not to say SMF shouldn't be viable, and much closer in performance, but I'm not surprised it was over looked.
Minordps Feb 12th 2012 4:37PM
I've been away from the game for a while, what's the preferred rotation for TG nowadays? I seem to get some complaints for doing less than average dps while running dungeons