Fury Warrior DPS Spec, Builds, Talents, and Glyphs (MoP 5.4)

Fury Warrior Art Image
General Information

On this page, we present the viable talent and glyph choices for Fury Warriors in World of Warcraft MoP 5.4. We detail what each of the talents and glyphs do and in which situations they should be taken.

The other pages of our Fury Warrior guide can be accessed from the table of contents on the right.

About Our Reviewer

This guide has been reviewed and approved by Jalopy, one of the best Fury Warriors in the world, who raids in Duality. You can follow his stream on Twitch.

1. Talent Choices↑top

Level Choices
15 Juggernaut Double Time Warbringer
30 Enraged Regeneration Second Wind Impending Victory
45 Staggering Shout Piercing Howl Disrupting Shout
60 Bladestorm Shockwave Dragon Roar
75 Mass Spell Reflection Safeguard Vigilance
90 Avatar Bloodbath Storm Bolt
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  • 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 Icon Dust of Disappearance (and Tome of the Clear Mind Icon 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 Icon Charge.

  • Juggernaut Icon Juggernaut reduces the cooldown of Charge Icon Charge by 8 seconds (down to 12 seconds).
  • Double Time Icon Double Time removes Charge Icon 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 Icon Warbringer causes Charge Icon Charge to root the target for 4 seconds, and to reduce the target's movement speed by 50% for 8 seconds.

Currently, your choice of talents in this tier will be based on the encounter mechanics, and you should adapt your talents accordingly.

Juggernaut Icon Juggernaut is great if you can make use of the lowered cooldown to handle certain encounter mechanics better.

Double Time Icon Double Time is better if you need to Charge Icon Charge more often than every 12 seconds.

Warbringer Icon Warbringer will be the ideal choice when you need to root 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 Icon Enraged Regeneration instantly heals you for 10% of your maximum health, and also heals you for another 10% 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 Icon Second Wind causes you to heal yourself passively for 3% of your maximum health every second, while you are below 35% health.
  • Impending Victory Icon Impending Victory is an improved version of Victory Rush Icon Victory Rush, which it replaces. Impending Victory has a 30-second cooldown and costs 10 rage. It heals you for 20% 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 being reset.

Enraged Regeneration Icon Enraged Regeneration becomes more useful with higher gear levels, as your enrage uptime increases. Even though it heals for the same amount as Impending Victory Icon Impending Victory (if not enraged), 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 Icon 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. Note that, since Impending Victory also does damage, it may find a place as a filler in your rotation, especially at lower gear levels.

Finally, Second Wind Icon 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 is very beneficial.

4. Tier 3 Talents↑top

Tier 3 talents offer a choice between 3 crowd-control talents.

  • Staggering Shout Icon Staggering Shout causes all snared enemies within 20 yards to become rooted for 5 seconds. It has a 40-second cooldown.
  • Piercing Howl Icon Piercing Howl snares all enemies within 15 yards, slowing them by 50% for 15 seconds. It has no cooldown.
  • Disrupting Shout Icon 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 Icon 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. It has a 1-minute cooldown.
  • Shockwave Icon 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 Icon Dragon Roar deals damage to all enemies within 8 yards, knocking them back and knocking them down for 0.50 seconds. It ignores armor and it is always a critical strike. It has a 1-minute cooldown. Unlike most other AoE attacks, the damage of Dragon Roar drops sharply as more targets are hit by it, so for single target situations, it is desirable to only hit your main target with it.

Bladestorm Icon Bladestorm is the best talent choice in all situations, both single and multiple target, for Titan's Grip Icon Titan's Grip Warriors. This section provides more details on the matter. Dragon Roar Icon Dragon Roar is best for Single-Minded Fury Icon Single-Minded Fury Warriors.

Shockwave Icon Shockwave is currently behind both of these talents.

6. Tier 5 Talents↑top

Tier 5 talents offer a choice between 3 abilities that help you protect raid members.

  • Mass Spell Reflection Icon 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 Icon Spell Reflection), it does not require that you have a shield equipped.
  • Safeguard Icon Safeguard is an improvement over Intervene Icon 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 Icon Vigilance reduces the damage taken by the target by 30% for 12 seconds. While Vigilance is active, your Taunt Icon 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, Vigilance Icon Vigilance is the best choice in most situations. Safeguard Icon Safeguard is also quite good, but beware of the fact that it causes you to intercept the next attack made against the target (you take the damage from the attack), which may not always be desirable.

Mass Spell Reflection Icon 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.

7. Tier 6 Talents↑top

Tier 6 talents provide you with a choice between 3 powerful, gameplay-altering abilities.

  • Avatar Icon Avatar is a DPS cooldown that increases your damage done by 20% for 24 seconds. It also removes roots and snares when activated. It has a 3-minute cooldown.
  • Bloodbath Icon 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 Icon Storm Bolt is a 4-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.

One thing to note between Storm Bolt Icon Storm Bolt and Bloodbath Icon Bloodbath is that Storm Bolt will only hit for 125% damage (as opposed to 500%) if it hits a target that is stunnable, such as most of the adds are in raid encounters. If playing Fury on such an encounter, switching to Bloodbath would likely be a more viable option, as it will remove the danger of wasting a Storm Bolt by hitting a stunnable target.

For Titan's Grip Warriors, Storm Bolt is always the best choice in this tier, by a sizeable margin. For Single-Minded Fury Warriors, Bloodbath is normally the best talent for single target, as well as for multiple target situations. Storm Bolt can pull ahead if the Single-Minded Fury Warrior has a cooldown reduction trinket, as this allows for Storm Bolt to be used within each Colossus Smash Icon Colossus Smash window.

8. Major Glyphs↑top

As a Fury Warrior, Major Glyphs do not always provide you with any reliable and straightforward DPS increases. However, there are two glyphs that are mandatory, as they are a direct DPS increase in every situation and are applicable to every fight you will come across.

  • Glyph of Death From Above Icon Glyph of Death From Above reduces the cooldown of your Heroic Leap Icon 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 Icon 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.

There are also other Major Glyphs that improve your utility, survivability or AoE damage potential.

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 Icon Glyph of Bloody Healing increases the amount of healing you receive from bandages by 20%, while you have Deep Wounds Icon 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 Icon Glyph of Intimidating Shout changes your Intimidating Shout Icon 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.
  • Glyph of the Subtle Defender Icon Glyph of the Subtle Defender removes the threat generation bonus from Defensive Stance Icon Defensive Stance, which can be quite useful if you want to benefit from the damage reduction bonus of this stance (during moments of very heavy raid-wide damage, for example) without worrying about your threat.

10. Changelog↑top