In preparation for the updates to our guides for Mists of Pandaria, we are releasing articles such as this one, explaining what has changed for a particular class and spec, and what the new rotation is likely to be.
Keep in mind that this is still a work in progress (both from Blizzard's side and from our own) and that this article assumes you are at least somewhat familiar with the Cataclysm version of the Fury Warrior rotation and playstyle (such as from reading our guide).
We will first list the most important changes to the Fury Warrior Cataclysm abilities, and then we will proceed to explaining the (likely to be) optimal rotation. Keep in mind that we do not document every single change or new ability, only those that impact the rotation.
New Abilities:
Wild Strike, a damaging ability that becomes part of your rotation.
Skull Banner, a raid cooldown that increases critical damage by 20% for 10 seconds.
Avatar (20% damage increase and 30% increased rage generation for 20 seconds). This ability is provided by a talent, the alternative to which are
Bloodbath or
Storm Bolt, both of which seem to be inferior to Avatar at the moment.
Dragon Roar. This ability is provided by a talent, the alternative to which is
Bladestorm. Currently, Dragon Roar seems to be a bigger DPS gain.
- Stances no longer offer damage bonuses.
Battle Stance offers increased rage generation from attacks, while
Berserker Stance offers increased rage generation from damage taken. Abilities are no longer restricted by stances. Stance dancing is dead (unless you have the chance to make the most of fight mechanics, when you can switch to Berserker Stance when you are about to take raid damage for a longer period of time).
Berserker Rage now increases the physical damage that you deal by 10% for 6 seconds, instead of increasing the amount of rage you gain from taking damage.
Deep Wounds is now automatically applied each time you use
Bloodthirst.
Bloodsurge has been completely changed. It now grants your
Bloodthirst hits a 20% chance to cause your next 3
Wild Strikes to have their global cooldown reduced by 1 second and cost 20 less rage.
Bloodthirst now generates 10 rage instead of costing rage.
Colossus Smash no longer costs rage.
Raging Blow no longer has a cooldown. Its use is still enabled by you becoming enraged. Each time you become enraged, you gain a charge of Raging Blow. You can have a maximum of 2 charges.
Meat Cleaver has been redesigned. Using
Whirlwind now causes
Raging Blow to hit an additional nearby target. This effect stacks up to 3 times. The effect lasts 10 seconds or until you use Raging Blow. Note that even if Whirlwind hits multiple targets, it will only add a single stack.
Deadly Calm now reduces the rage cost of the next 3 Heroic Strikes or Cleaves by 10.
Recklessness no longer increases damage taken.
Slam no longer exists (it is only available to Arms Warriors).
Rend no longer exists.
Inner Rage no longer exists.
Single Target Rotation:
- Use
Bloodthirst, unless you are full on rage (in which case, use it as soon as you have spent some rage). - Use
Colossus Smash just as you used to in Cataclysm. Make sure that you have enough rage to cast many abilities during the 6 second duration of the debuff Colossus Smash applies, and that these abilities are available. Try to use it on cooldown, to maximise its uptime, but delay it for a few seconds if you need to pool a bit more rage first. - Use
Wild Strike when you have charges of the
Bloodsurge proc. - Use
Raging Blow whenever it is available. Enrage yourself first through
Berserker Rage if needed. - Use
Wild Strike to dump rage. - Use
Heroic Strike to dump additional rage, if needed. - Use
Execute when the target is below 20% health. - Use
Dragon Roar on cooldown. Ideally, you should position yourself such that Dragon Roar hits as many enemies as possible.
You also have the following cooldowns:
Deadly Calm, which should be used on cooldown, provided you are not at maximum rage.
Avatar, which should be used as many times as possible in the fight. Make sure to use it when you can maximise its effect (boss is taking increased damage, you have a potion active, Heroism/Bloodlust is active etc.).
Skull Banner, which is more a raid cooldown than a personal cooldown. You should use this as many times as possible during the fight, ideally at the same time that you are using Avatar. Keep in mind when it benefits the raid most. For example, don't use it when an encounter mechanic incapacitates all of your ranged DPS, even if you are able to use Avatar during that time.
Recklessness, which should be used as many times as possible during the encounter. Make sure to always use it while Avatar is active.
Shattering Throw, which should be used as many times as possible during the fight, at moments when your raid members can attack uninterrupted.
Against 2 enemies, simply use your single target rotation.
Against 3 or 4 enemies, use
Against 5 or more enemies, simply spam
We look forward to hearing your thoughts on this matter!
Talents
Tier 1 talents offer a choice between 3 talents that affect yourTier 2 talents offer a choice between 3 self-healing talents:
We believe that
Tier 3 talents offer a choice between 3 crowd-control talents: None of these talents will be particularly useful in PvE. Choosing one over the others will be based on the kiting method which you will have to employ in the encounter.
Tier 4 talents offer a choice between 3 important, gameplay-altering abilities: In terms of pure DPS (and therefore threat) output,
Occassionally, you may choose
Tier 5 talents offer a choice between 3 abilities that help you protect raid members:
The choice between these 3 talents will depend on what you need most in the encounter.
Tier 6 talents offer a choice between 3 powerful damage-increasing cooldowns:
We believe that the choice of talents will depend on what the encounter requires. If you are simply looking to do more DPS, then Avatar is the right choice. If, however, you wish to control various adds better, then you should choose Storm Bolt.
Glyphs
There are several Major Glyphs that are worth considering.
Glyph of Unending Rage increases your maximum rage pool by 20. We believe this glyph will be an important element in helping you better manage your rage.
Glyph of Recklessness increases the duration of
Recklessness by 50%, but reduces its benefit by 20%. This could be a DPS gain when you need to benefit from Recklessness over a longer period of time. When fight mechanics are not peculiar, however, the glyph will make no difference.
Glyph of Rude Interruption increases your damage done by 6% for for 20 seconds after succesfully interrupting a spell cast with
Pummel. This glyph will prove useful on encounters where you are able to interrupt spell casts.
Glyph of Death From Above reduces the cooldown of
Heroic Leap by 15 seconds, and increases its damage by 100%. This glyph could be useful on fights where mobility is a very important factor, or any fights where you can use Heroic Leap for its damage component.
Glyph of Bloody Healing increases the healing you receive from bandages by 20%, while
Deep Wounds is active. The effect of this glyph is going to be minor at best, but since it is a theoretical benefit, we chose to list it.
Glyph of Intimidating Shout causes the targets of your
Intimidating Shout to cower in fear (standing in place) rather than to run around. This is useful especially in dungeons, when you wish to use crowd-control on the mobs without having them run into other trash packs.

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