Fury Warrior DPS Spec, Builds, Talents, and Glyphs (WoW MoP 5.3)
In this article, we present you the viable talent and glyph choices for your Fury Warrior (WoW MoP 5.3). We detail what each of the talents and glyphs do and in which situations they should be taken.
The other articles of our Fury Warrior guide can be accessed from the table of contents on the right.
This guide has been reviewed and approved by Gondlemstyle, one of the best Fury Warriors in the world, who raids in Midwinter.
1. Talent Choices↑top
- Performance-enhancing
- Survival
- Crowd Control
- Movement
- Utility
- Situational
There is no longer such a thing as a default build. Most of the talents are
now viable. They can easily be changed, thanks to
Dust of Disappearance
(and
Tomes of the Clear Mind from level 86 to 90).
You will frequently find yourself changing talents and glyphs between
encounters, in order to adapt your play style to different mechanics.
Therefore, it is important to understand what each of your talents does and
how they affect your play style.
2. Tier 1 Talents↑top
Tier 1 talents offer you a choice between 3 improvements to your
Charge.
Juggernaut reduces the cooldown of
Charge by 8 seconds
(down to 12 seconds).
Double Time removes
Charge's cooldown, instead making it
operate on a charge system. You can have a maximum of two charges. Each charge
has a 20 second recharge time. Note that, in this system, Charge only generates
rage every 12 seconds, so you cannot use two Charges in a row to get a burst
of rage.
Warbringer causes
Charge to stun the target for 3
seconds, and to reudce the target's movement speed by 50% for 15 seconds.
Currently, your choice of talents in this tier will be based on the encounter mechanics, and you should adapt your talents accordingly.
Juggernaut is great if you can make use of the lowered cooldown to
handle certain encounter mechanics better.
Double Time is better if you need to
Charge more often
than every 12 seconds.
Warbringer will be the ideal choice when you need to stun adds,
although we do not see this as being used very often.
3. Tier 2 Talents↑top
Tier 2 talents offer a choice between 3 self-healing talents.
Enraged Regeneration instantly heals you for 5% of your maximum
health, and also heals you for another 5% of your maximum health over the
next 5 seconds. If used while enraged, the healing is doubled. It has a
1-minute cooldown.
Second Wind causes you to heal yourself passively for 3% of your
maximum health every second, while you are below 35% health.
Impending Victory is an improved version of
Victory Rush,
which it replaces. Impending Victory has a 30-second cooldown and costs 10
rage. It heals you for 15% of your maximum health, and does a bit of damage
to the target. After killing an enemy that yields experience or honor,
Impeding Victory acts just like Victory Rush: its cooldown is reset and it
heals for 20% of your maximum health.
Enraged Regeneration becomes more useful with higher gear levels,
as your enrage uptime increases, making it the default choice, although not by
much. If you are in need of a larger heal (20% of your maximum health, as
opposed to the 15% that Victory Rush provides), then Enraged Regeneration will
be better. Keep in mind, however, that its higher cooldown (1 minute, so twice
that of Impending Victory) will make it more likely that the ability is
unavailable when you desperately need a heal.
Impending Victory is also a good choice because of the fact that it
can be used precisely when needed, with a very small resource cost.
Finally,
Second Wind is nice if you are lingering below 35% health
for extended periods of time. Since we do not see this situation as happening
very often, we do not believe that Second Wind will be very beneficial.
4. Tier 3 Talents↑top
Tier 3 talents offer a choice between 3 crowd-control talents.
Staggering Shout causes all snared enemies within 20 yards to
become rooted for 5 seconds. It has a 40-second cooldown.
Piercing Howl snares all enemies within 15 yards, slowing them by
50% for 15 seconds. It has no cooldown.
Disrupting Shout interrupts all spellcasting within 10 yards, and
locks out interrupted players for 4 seconds. It has a 40-second cooldown.
Choosing one talent over another here will be based on the kiting method which you may have to employ in the encounter, or on the need to have an AoE interrupt.
5. Tier 4 Talents↑top
Tier 4 offers a choice between 3 important, damage-dealing abilities.
Bladestorm deals damage to all enemies within 8 yards for 6
seconds. While Bladestorm is active, you cannot perform any actions except for
using your shouts. You are, however, immune to disarms, and movement-impairing
and loss of control effects, and you continue to dodge, parry and block attacks.
Bladestorm can be stopped prematurely by being disarmed. It has a 1 minute and
30-second cooldown.
Shockwave deals damage to and stuns all enemies in a 10-yard cone
in front of you for 4 seconds. It has a 40-second cooldown, but if it hits 3
or more targets, the cooldown is reduced to 20 seconds.
Dragon Roar deals damage to all enemies within 8 yards, knocking
them back and stunning them for 3 seconds. It ignores armor and it is always
a critical strike. It has a 1-minute cooldown.
Dragon Roar is the best choice against a single target.
Bladestorm is ideal if there are groups of adds that enter the fight
at regular intervals (between 45 and 120 seconds apart).
Shockwave is ideal if there are adds that spawn more often than in
the case of Bladestorm.
Two more mentions are in order. Against a single target, Shockwave is a DPS increase, whereas Bladestorm is not. Also, Bladestorm scales well with weapon damage, making it stronger for Titan's Grip warriors.
6. Tier 5 Talents↑top
Tier 5 talents offer a choice between 3 abilities that help you protect raid members.
Mass Spell Reflection reflects the next spell cast on you and on all
party and raid members within 20 yards for 5 seconds. It has a 1-minute
cooldown and, unlike its single-target counter-part (
Spell Reflection),
it does not require that you have a shield equipped.
Safeguard is an improvement over
Intervene, which it
replaces. It allows you to intercept the next melee or ranged attack (not
spells) made against the targeted raid member (the attack is done to you
instead), and it reduces the damage they take by 20% for 6 seconds. In the
process of doing so, you charge the targeted raid member, also removing any
movement-impairing effects that may have been on you. Safeguard has a 30-second
cooldown.
Vigilance allows you to transfer 30% of the damage taken by the
targeted raid member to yourself, for 12 seconds. While Vigilance is active,
your
Taunt has no cooldown, and Taunt's cooldown is reset when Vigilance
is cast. Vigilance has a 2-minute cooldown.
While the choice here depends heavily on what the encounter mechanics
are,
Safeguard is your default choice in most situations. The reason is
that Safeguard is very good for providing a mild damage reduction to a non-tank
during times of raid damage, making it much more useful than the other two
choices.
Mass Spell Reflection is useful in the event that there are important
spells that can be reflected. Since most boss abilities can not be reflected
(and those that can be generally do not pose problems), this talent will not be
used very much.
Vigilance is useful if one or both of its benefits can come in
handy to you. Do note that you must keep your own survivability in mind when
you cast Vigilance on someone to reduce the damage they take (since the damage
is transfered to you).
7. Tier 6 Talents↑top
Tier 6 talents provide you with a choice between 3 powerful, gameplay-altering abilities.
Avatar is a DPS cooldown that increases your damage done by 20% for
24 seconds. It also removes movement-impairing effects when activated. It has
a 3-minute cooldown.
Bloodbath is a DPS cooldown that causes all your special attacks
to place a bleed on the target, equal to 30% of the damage of the respective
special attack. The ability lasts for 12 seconds, and the bleed lasts for 6
seconds. Each new special ability cast while Bloodbath is active will refresh
the bleed duration, and update its damage. Bloodbath has a 1-minute
cooldown.
Storm Bolt is a 3-second single-target stun, that also deals a
moderate amount of damage to the target. If the target cannot be stunned
(as is the case with raid bosses), the damage it deals is much increased. It
has a 30-second cooldown.
As a Fury Warrior, the best choice in this tier is
Bloodbath, in
nearly every conceivable situation. The only time you should ever consider an
alternative is if you must fight many adds that spawn constantly and live for
very short amounts of time, in which case
Avatar is preferable.
Storm Bolt should never be taken.
8. Major Glyphs↑top
As a Fury Warrior, Major Glyphs do not provide you with any reliable and straightforward DPS increases. There are a number of glyphs that may increase your DPS in some situations.
Glyph of Death From Above reduces the cooldown of your
Heroic Leap
by 15 seconds. If you have a chance to make use of Heroic
Leap more often than its standard cooldown allows for, then this glyph
is a solid option. That said, this glyph should pretty much always be
taken.
Glyph of Unending Rage increases your rage pool by 20, giving you a
maximum rage amount of 120. This glyph will probably be beneficial in every
possible scenario, making it much easier for you to manage your rage.
Additionally, it allows you to pool up rage (even if only slightly), which you
can then use in a time of need.
Glyph of Recklessness increases the duration of
Recklessness by 50%, but reduces the benefit of the spell by 12% (that
is to say, Recklessness will provide you with 18% increased critical strike
chance, instead of 30%). The glyph is not a DPS increase on its own. However,
in some situations, it can prove beneficial, for example when you want to
benefit from increased DPS for a longer period of time.
Glyph of Rude Interruption causes your successful
Pummel interrupts to increase your damage by 6% for 20 seconds.
If you are part of your raid's interrupt rotation, or if you can otherwise
interrupt mobs during the encounter, this glyph will be excellent.
Glyph of Bull Rush increases the amount of rage generated by your
Charge by 15.
There are also other Major Glyphs that improve your utility, survivability or AoE damage potential.
Glyph of Colossus Smash causes
Colossus Smash to apply
a stack of
Sunder Armor to the target.
Glyph of Bloodthirst increases the healing you receive from
Bloodthirst by 100%. This sounds impressive, but in reality this
healing is still low.
Glyph of Enraged Speed increases your movement speed by 20% while
you are enraged.
Glyph of Whirlwind increases the radius of
Whirlwind by
4 yards. It is useful in fights where your enemies are spread out.
9. Minor Glyphs↑top
Minor Glyphs do not provide you with any DPS increase. Many of them offer cosmetic improvements that you will probably want to check out. Two glyphs, however, are worth mentioning.
Glyph of Bloody Healing increases the amount of healing you receive
from bandages by 20%, while you have
Deep Wounds (passively applied as
part of your normal rotation) up on at least one target. Since bandages are
seldom used, its benefit will probably be very minor.
Glyph of Intimidating Shout changes your
Intimidating Shout
to no longer cause the enemies to run around in fear. Instead, they will simply
stand still for the duration of the fear. This is very useful when you wish
to avoid the feared mobs aggroing other packs.
10. Changelog↑top
- 20 May 2013: Patch 5.3 update.
- Updated the
Enraged Regeneration and
Second Wind descriptions
to account for the changes. - Added mention that
Vigilance also resets the cooldown of
Taunt.
- Updated the
- 07 May 2013: Removed
Glyph of Raging Wind, since it is no longer
a DPS increase to use it. - 25 Apr. 2013: Updated the
Glyph of Recklessness explanation,
following the undocumented change this glyph received in Patch 5.2 - 23 Apr. 2013: Made several updates.
- Made a mention that
Enraged Regeneration should be the default Tier 2
talent choice (by a small margin). - Reworded and improved the Tier 4, 5 and 6 talent sections to accurately reflect the best ways to choose between these talents.
- Added mention that
Glyph of Raging Wind provides a small single-target
DPS increase for Titan's Grip Warriors.
- Made a mention that
- 04 Mar. 2013: Patch 5.2 update.
- Changed cooldown of
Shockwave to 40 seconds. - Added immunity to disarms granted by
Bladestorm. - Changed the amount of rage granted by
Second Wind from 20 to 15. - Added slowing effect of
Warbringer. - Removed the damage increase granted by
Glyph of Death From Above. - Changed rage cost of
Enraged Regeneration from 60 to 30. - Changed the amount of health granted by
Impending Victory from
10% to 15%.
- Changed cooldown of
