PvE Fury Warrior Guide (4.1)

 

Hello everybody! I am Txuzus, a Warrior with the specialization in Fury, for my taste, to do PvE is one of the best choices, since thanks to our plate armor, we have more survivability than other DPS classes and that, coupled with the fact that we have 2 2-handed weapons, they give us a really scary look, it turns us into real killing machines.

Basically, Fury Warriors are whirlwinds of destruction. Think of "The Incredible Hulk", with two huge swords or axes, yelling, "Raaaahhhhrrrrgggg!"

In this guide, I'll try to cover the ins and outs of how to be a good Fury Warrior for PvE, in Patch 4.1.

Choice of breeds

draenei

  • Heroic presence +1 to hit rating, for themselves. As a Fury Warrior, we need all the Hit Rating we can get, this 1% saves us a lot of points when it comes to raising Hit Rating.
  • Offering of the Naaru Self Healing - A small time cure that we can throw at ourselves or our companions. As Fury Warrior you will not think of anything more than to burst and hit the heads of others, even so, the cure is still there.

In years

  • Stone shape reduces damage by 10% and removes all effects of poisons, diseases, and bleeding. This comes in handy, since we have no other way to get rid of these kinds of effects.
  • Club Specialization It reduces the CAP of Expertise to 23, if we use maces.
  • Expeditionary, this ability is of no use to us.

Gnome

Human

  • The human spirit: Spirit? Warriors don't need spirit at all.
  • Diplomacy: Bonus when you gain reputation, it will save you time when it comes to raising your reputations.
  • Sword Specialization y Club Specialization It will allow you to save many points to reach the CAP of expertise if you use this type of weapon.
  • Every man for himself: It can be useful if you practice PvP, since it works like a trinket that removes all mobility loss effects.

Night elves

  • In general they are more attractive than other breeds.
  • Shadow Fusion: With this we can try to ambush the rogues… but I don't think it will work.
  • Hurry: With this you have 2% that the opponents miss their attacks. This is fine if you're going to be a tank, but for DPS we don't care a bit.
  • Wisp Spirit: Faster movement when you die. This is fine, but it is better not to die.

Worgen (Cataclysm only)

  • Fury: 1% of Critic is fine, if you like critics.
  • Dark escape: Allows us to sprint every 2 minutes.
  • Skinner: It would be better, if I allowed you to skin them alive ... but it won't let you.

Blood elves

  • Arcane Torrent: Can be used to interrupt spell casting, but little else.
  • And that's it ... that of things the outfits give us ...

Goblin

  • Rocket jump: It is a way to enter combat if you Load o Intercept They are on CD. The rest of the classes would use it to escape compromising situations, but not the Warriors, right?
  • Rocket barrage: It can be included in our rotations, but it does very little damage.
  • The time is gold: Increasing the speed of the attacks of a Whirlwind of Destruction like us, is really a nice improvement.
  • It's a matter of chemistry: I don't think you will become Alchemists, but this would improve your skill a bit.

Orco

  • Bloody rage: It increases our DPS quite a bit. We will definitely include it in our rotation as a damage boost CD.
  • Firmness. It's a good way to make life difficult for rogues.
  • Order Increases the damage dealt by your pet, but you ate your cat.
  • Ax Specialization It will allow you to save many points to reach the CAP of expertise if you use this type of weapon.

Tauren

  • War stomp: Ok for PvP but for PvE it's very situational. He stuns all opponents in an area for 2 seconds, which is what we need to spread his limbs across the field.
  • Robustness It increases our life, which is fine, but it does not give us anything when it comes to doing harm.

Troll

  • Rage: Increases the speed of our attacks, which means a considerable increase in damage.
  • Regeneration (Out of action). It increases health regeneration, but we may only notice it at very low levels.
  • Slaughter of beasts: It is very good when we are leveling up and it serves us sometimes in PvE battles. Unfortunately Gnomes and Worgen do not count as beasts.
  • Launch Specialization y Bow specialization: It will mean almost nothing to us, since our true potential is seen when we take out our weapons for real ... not these toys.
  • The voodoo march: Reduces the duration of all movement reduction effects by 15%, that's pretty good.

Not dead

  • Will of the Forsaken . The ability to remove the effects of Sleep, Fear and Curses is always welcome in PvP, but it has little use in PvE, although it does not hurt in specific situations.
  • Cannibalism: Cool without more. It's more useful in PvP, but eating the people you just killed has its charm.
  • Underwater breathing: It is especially useful when we have to do missions underwater, although it is also a situational ability.

Choice of Professions

On the other hand, the choice of professions will also result in an increase in our performance as DPS, although we have tried to equate all of them to be up to par, there are still better than others:

Gathering professions

We have Mining, Herbalism, Skinning: Consistency, Life blood y Master in anatomy. Mining only gives us an increase in Stamina, so we will not increase our damage with it. Herbalism gives us an increase in Haste, which can mean an increase in specific damage. Skinning gives us +80 Critical Hit Rating. Of these professions the most would be Skinning.

Manufacturing professions

We have 2 groups:

1. Alchemy, Ironworks., Jewelry, Leatherworking, Enchantment, Registration: respectively they will give us The science of mixing; Groove in gloves/Armband groove; 3 x Striking Chimera Eye; Dragonborn Print: Strength; 2 x Enchant Ring - Strength; Lion's Mane Inscription; all of them will give us a gain of 80 Strength either through objects or consumables.

2. Engineering, Tailoring: Synapse springs/High Power Discharge Gun o Sword guard embroidery; they will be two very interesting options for our class.

Conclusion, in the choice of professions a good option is to combine one of those from point number 1 of manufacturing with Engineering since one will give us a fixed gain of 80 Strength and another will give us a CD at our whim of 480 Strength for 10 seconds with a 1 minute cooldown, good for blast moments of damage (such as during Blood lust / Heroism).

Fury Warrior Talents

Making your Fury Warrior viable is having made the right decisions when choosing equipment, learning the correct rotations, and so on. One of those decisions is to build the talent pool properly.

The logical thing is to build the branch of talents that fully adapts to your way of playing, here what I am going to give you are some small guides and tips on how we can build our branch of talents.

For example…

  • If you do a lot of dungeons / raids with a decent tank, you will need fewer survival talents and you can focus on damage ones.
  • If you're leveling up, you need general survival talents and talents useful in general situations.
  • PvP requires a lot more survivability and crowd control.

Try the basic branch, use it and detect which part you like about it and which part you don't, so you can change it.

Fury in Cataclysm

Whereas the Weapons branch is for 2-handed weapons experts, with an emphasis on precision, Fury is a Berserker Machine of Destruction. Once you choose Fury, or any other branch of talents, you can only choose points from that branch until you reach 31 points, at that time you can choose talents from the other two branches, for example, Weapons.

By choosing a Talent Branch, you will automatically receive certain abilities, listed below, plus Mastery: Indomitable Fury y Plate Specialization, which you can learn from your coach.

  1. Thirst for blood: Attack your opponent causing great damage and heals us a bit. This is the main Fury ability.
  2. Dual Handle Specialization: Increases global damage by 10% and left hand damage by 25%.
  3. Precision: Increases the chance to hit with your attacks by 3% and increases the damage of your Auto Attack by 40%.
  4. Mastery: Indomitable Fury : Multiple skills trigger the buff Infuriate and our Mastery increases this benefit by 45%. More Mastery increases this percentage.

Core Talents Branch (8/31/2)

See at Wowhead

This version is for pure DPS, so Survival talents have not been chosen. The Tank is supposed to be doing its job, so we shouldn't take a lot of Damage or Threat.

Fury (31 Points)

  1. Battle trance - 3/3 - You Thirst for blood, death Punch y Shield Slam They have a 15% chance to make your next special attack cost more than 5. of anger do not consume anger.
  2. Cruelty - 2/2 - Increases the critical strike chance of Thirst for blood, death Punch y Shield Slam 10%.
  3. Verdugo - 2/2 - Your Execute has a 100% chance to improve your melee attack speed by 5% for 9 sec. This effect stacks up to 5 times.
  4. Booming voice - 2/2 - Reduces the cooldown of your Battle's scream y Cry of order 30 sec and causes these abilities to generate 10. of extra anger.
  5. Abrupt interruption - 2/2 - Successfully interrupt a spell with Spanking Increases your damage dealt by 5% for 30 sec.
  6. Alluvium - 3/3 - Increases your attack speed by 25% for your next 3 hits after landing a melee critical strike. This is one of the reasons I Critical> Haste for Fury Warriors.
  7. Desire of death - 1/1 - When activated you you rage, increasing your Physical damage by 20% but also increasing all damage taken by 5%. Lasts 30 seconds.
  8. Infuriate - 3/3 - Your melee hits have a 9% chance to enrage you, granting you a 10% bonus damage for 9 sec.
  9. Raging onslaught - 1/1 - A powerful lunge that deals 100% damage with both melee weapons. Can only be used while under the influence of Infuriate.
  10. Wildness - 1/1 - Increases the critical strike chance of all party or raid members within 5 yards by 100%. Also increases your critical strike chance by an additional 2%.
  11. Heroic fury - 1/1 - Remove all immobilizer effects and reset the cooldown of your Intercept. It is most useful in PvP but is also very useful in raids.
  12. Meat cleaver - 2/2 - Deal damage with Crack o Whirlwind increases the damage of Crack y Whirlwind for 10 s. This effect stacks up to 3 times.
  13. Intensify anger - 2/2 - Reduces the cooldown of Raging anger, Recklessness and Desire of death 20%.
  14. Surge of blood - 3/3 - Your strokes of Thirst for blood have a 30% chance to cause your next Onslaught instant, free, and deal 20% additional damage over 10 sec.
  15. Harasser - 2/2 - Reduces the cooldown of Intercept 10 sec. and you Heroic jump 20 sec
  16. Titan hilt - 1/1 - Allows you to equip axes, maces and two-handed swords in one hand.

Weapons (8 Points)

  1. Military school - 3/3 - Increase the damage of death Punch, Raging onslaught, Devastate, Victory attacky Onslaught.
  2. Battle bandage - 2/2 - Increases heals received by 6% and the effectiveness of your Self-Heal abilities by an additional 20%.
  3. Deep wounds - 3/3 - Your critical hits bleed the enemy for 48% of your average melee weapon damage over 6 seconds.

Protection (2 Points)

  1. Incite - 2/3 - Increases the critical strike chance of your Heroic strike 10%, and gives your critical hits Heroic strike 66% chance that your next Heroic strike also deal a critical hit. These guaranteed critics cannot reactivate the Incite effect.

Glyphs

primordial Gorgeous Minor
Glyph of Bloodlust - Increases the damage of Thirst for blood 10%. Glyph of Rajar - Increase the number of targets you hit by 1 Crack. Glyph of Battle - Increases 2 min. the duration and 50% the area of ​​effect of your ability Battle's scream.
Glyph of Raging Blow - Increases the critical effect chance of your Raging onslaught 5%. Glyph of Colossal Smash - Your Colossal smash resets the duration of stacks of Split armor on a target. Glyph of Raging Rage - The faculty Raging anger generates 5 p. of anger when using it.
Glyph of Slam - Increases the critical strike chance of Onslaught 5%.

Glyph of Split Armor - When you apply or restart Split armor, its effects also affect a second close target.

O

Glyph of Heroic Throw - Your Heroic throw applies an accumulation of Split armor.

Glyph of Bloody Healing - Increases the healing you receive with your Thirst for blood.

Rotation

As in the rest of the classes, the rotation will be based on a system of priorities.

Rotation with a single objective.  

  1. Colossal smash when not on cd.
  2. Raging onslaught when it is not on cd, if we are not enraged use Raging anger.
  3. Thirst for blood it will be our main attack.
  4. Onslaught every time I jump Surge of blood.
  5. Heroic strike if we have everything else on cd and we have more than 60 rage (if we are full of rage and we are receiving a lot of damage, a dot for example, activate Inner anger and take advantage of the talent of Incite).

Rotation with multiple objectives.  

  1.  Colossal smash when not on cd.
  2. Raging onslaught when it is not on cd, if we are not enraged use Raging anger.
  3. Thirst for blood it will be our main attack.
  4. Onslaught every time I jump Surge of blood.
  5. WhirlwindCrack, the talent of Meat cleaver It suits us well for areas, it increases the damage of the two attacks by 10% and stacks 3 times. Remember yes Whirlwind deals damage to 4 or more targets with the right weapon, its cooldown will be reduced by 6 seconds, so the more targets, the more times we can launch it.

In any situation, apart from the above priorities.  

  1. Use Battle's scream o Cry of order to earn anger whenever we need it.
  2. Use Demoralizing scream to help, especially healers.
  3. Spanking to cut, it will increase the damage by 5% thanks to the talent Abrupt interruption.
  4. Victory attack If it is activated after killing someone, even if we do not need life it is an extra attack that does decent damage.
  5. Bosses are usually immune to stun so neither Load ni Get involved They will help us to cut, use it to start combat, in case we change our objective and in case we move away from some area of ​​the Chief.
  6. Bosses and pulls are usually immune to Fear, if you don't have the Glyph of Intimidating Shout, don't use it, if the enemies go to another nearby pull we will have already bundled it brown.

Skills and Statistics

This section is dedicated to explaining the different statistics that we must apply, Hit Rating, Strength, Critical Hit, Mastery, etc.

Priorities (at level 85)

  1. Hit Index: At 8%, so that we don't miss any yellow blow we must reach 8% (including bonuses and modifiers). Thanks to the talent Precision, we already have 3% automatically
  2. Expertise: 26 to get the most. If we are over 26 it is not worth us at all
  3. Force
  4. Hit Index: Up to 27%, this is for our normal shots (the whites). This will provide us with a large increase in our damage.
  5. Critical hit
  6. Operational
  7. mastery

Tips

Reforge your items based on stat priorities, whenever possible. For example, Mastery is fine, but if we don't have 8% Hit Rating or 26 Expertise, it's better to reforge that item to boost these two stats, as they'll be better for us.

Do not take objects that give Agility. It adds less Attack Power than Force, it gives us a minimal Critical Hit contribution, but it is not worth it; It also gives us Dodge, but if we are DPS we won't have to dodge anything, and it no longer adds armor. We are never interested in this statistic.

We do not use Intellect or Spirit, so the objects with these statistics will not be of any use to us either. 

Armor Penetration no longer of any use in Cataclysm.

Hit Rating CAP: There is a bit of confusion around increasing Hit Rating. Having more Hit Rating is not making more Criticals. If you have more Hit Rating, you decrease the chance of missing with your normal (white) Hits and eliminate this possibility with the Hits of your abilities (yellow), which could translate into the more you hit, the more likely they are to occur. Critics.

White Strikes help us a lot with the damage, especially in especially long battles, and they are also the ones that allow us to generate Rage. Therefore, having more Hit Rating means a guaranteed Damage increase, given the high probability of missing Hits due to carrying 2 weapons.

In the past, other stats, like Critical Strike, gave us more damage than Strength, but with the arrival of Cataclysm, this is no longer the case. Each point of force gives us 2 points in Attack Power and in Cataclysm, Force values ​​scale much faster than Critical Hit.

Choice of Weapons

Slow weapons are the ones that do the most damage, skills require a slow weapon, so these will be our choice. Almost all of our abilities are based on the damage of the weapon, they do not do a fixed damage, so it is easier to increase our damage with a weapon that does more damage than with a faster weapon.

Most of our Special Hits are Instantaneous, so the speed of the weapon will not affect these abilities at all.

The statistics that we will look for in our weapons are those that we have said before:

Hit Rating up to 8%> Expertise up to 26> Strength> Hit Rating up to 27%> Critical Hit> Haste> Mastery

Enchantments

Basically, we must enchant to improve the statistics that are best for us, which are the ones we mentioned before.

Gems


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  1.   Jhonimmortal said

    Very good this guide, I congratulate the creator