Dead Men Walking

Forum Archive 2023 => Classy Questions => World of Warcraft - Dead Men Raiding => dMw Gaming => Gaming Archive => Melee DPS => Topic started by: Azunai on October 14, 2011, 03:05:47 PM

Title: Arms + Fury in Cata 4.2+
Post by: Azunai on October 14, 2011, 03:05:47 PM
EDIT: Just look at the MMO Champion guide. It's much clearer and contains actual true info xD

http://www.mmo-champion.com/threads/1022071-PvE-Guide-for-the-Arms-Warrior
http://www.mmo-champion.com/threads/993607-Fury-guidelines-and-FAQ
http://www.mmo-champion.com/threads/998157-The-quot-Fix-my-DPS-quot-Thread
Title: Arms + Fury in Cata 4.2+
Post by: Azunai on October 14, 2011, 03:50:11 PM
Fury

Oh noes! More wall of text? Fortunately, less so, as Fury follows a very similar structure to Arms, although its principles are quite different:

- Fury, unlike Arms, excells at Burst DPS, but doesn't provide as much sustained damage
- It relies on rage generation and procs, making it less predictable and reliable
- However it's a lot easier to manage in terms of priorities and rage use

Talent Spec (http://eu.battle.net/wow/en/tool/talent-calculator#Zc01!kab!YhhVVZdbST!j) - Some variation possible. You can drop the point in Piercing Howl anywhere in Fury really. None of the abilities are of much use in current PvE but you need the 1 point to advance down. You can also drop a point from Incite and put it in Deep Wounds instead.

The structure, as I said, is similar to Arms:

- You'll use Bloodthirst instead of MS, and Raging Blow instead of Overpower as your hard hitters. Essentially they are the same attacks, save for different (and in this case irrelevant) side effects.
- You'll still use HS to dump excess rage / fill cooldown time, and Slam only on proc basis
- You'll still use CS whenever it's up

The biggest differences however:

- Raging Blow is not on a fixed cooldown but is instead triggered by being Enraged (Berserker Rage or 9% chance on melee hits)
- You'll only use Slam when it procs (10% chance on Bloodthirst) - which makes it free and instant cast
- There's no proc for CS, so you'll only use it whenever it is off cooldown, which is every 20 seconds

This means that your priority system is a lot easier to manage, as we'll see shortly. However, there's another catch in fury, which is what weapons you use. Single Minded Fury (2x 1H) or Titan's Grip (2x 2H). There's really no better in this as it depends a lot on what gear you have available to you. Personally I firmly believe that two giant weapons are a sign of huge testicles, and likewise two onehanders show the opposite, but the choice is yours :norty:
Which one you choose makes for a different priority system though. There's no real opener to Fury, you just start hitting stuff. Let's have a look.


Titan's Grip

TG uses 2Hs, increasing the size of your testicles and looking badass. :flirty: As your 2Hs swing slower, rage generation is slower but higher per hit, making it more spiked. This causes the following priority system:

1) Colossus Smash whenever it's up
2) You'll be using Bloodthirst whenever it's up, waiting for RB or Slam to proc
3) When Raging Blow procs, you use it above all else
4) When Slam procs, you use it, unless Raging Blow procs too, in which case you use RB first.
5) As long as Raging Blow doesn't proc, you continue to use Bloodthirst, and Heroic Strike when your rage gets too high


Single Minded Fury

With SMF you'll be using 1Hs, which have a higher attack speed. This means you'll generate rage faster but in smaller amounts, making it more smooth. You'll also have more Raging Blow procs (as you'll hit more often). However, the SMF talent also means that Slam's damage comes from both weapons, bumping Slam's proc up in priority over Raging Blow. So your priority is:

1) Collossus Smash whenever it's up
2) You'll be using Bloodthirst whenever it's up, hoping for a melee hit to proc Enrage and thus Raging Blow
3) When Slam procs, you use it above all else
4) When Raging Blow procs, you use it, unless Slam procs too, in which case you use Slam first.
5) As long as Raging Blow doesn't proc, you continue to use Bloodthirst, and Heroic Strike when your rage gets too high

That is all there is to a basic Fury system really. If your rage generation is too low (due to low hit/exp/haste) you'll be doing a lot of waiting for procs, although with higher rage generation you may still have periods with little to do. As for HS, you'll want to place the threshold for when to use it a little higher. Your rage generation is less reliable due to a higher miss rate on white hits, and the reliance on Raging Blow proc for damage means you may suddenly find yourself needing a lot of rage in a short instant, after you just spent most of it on a substantially weaker HS.


Cooldowns
I use the same macro as Arms for my shorter CDs. Fury adds Deathwish, which increases dmg done by 20% on all attacks. This makes it useful during Heroism, unlike Recklessness. Talents also reduce the CD of it and Recklessness by 20% so you can use them more often. Enraged Regen and Rallying Cry are still the same.


Misc Skills

Battle Shout: Use this whenever it's up (every 30 seconds), as its rage generation is most welcome
Pummel: Use this whenever there's something to interrupt - not just when it's critical to do so. You'll get a 5% damage bonus for a whopping 30 seconds.
Execute: Sub 20% you'll be spamming this skill non-stop, only stopping to use CS when it's off cooldown. Imp Execute means you'll hit 25% faster after a couple of these, generating more rage faster for bigger damage, at which point it'll outdamage any of your other skills.

That's basically it! Enjoy! :byebye:
Title: Arms + Fury in Cata 4.2+
Post by: Lazy Badboy on February 01, 2012, 02:35:22 PM
http://armorylite.com/eu/aszune/Bolden

Specced as Fury (TG), obviously I want to spank out a crazy amount of dps.  Such is my aim, and, my problem.
'Hit' is proving too damn elusive for me, and, while I am currently seeking out much better gear, hopefully there may be some reforging or other tweaks I have missed - probably, definitely, massively unlikely though lol.

If anyone has the time to sneak a peek at the armory-lite link, I would really appreciate any feedback.

Cheers in advance =)

Lazy Badboy (Bolden, Shakenbake, Póstmortem)
Title: Arms + Fury in Cata 4.2+
Post by: TeaLeaf on February 01, 2012, 02:56:55 PM
I've just noticed that you don't have a DMR Member badge Lazy, so you've not been able to get access to the Members' Section.   That's now corrected and a badge has been awarded!
Title: Arms + Fury in Cata 4.2+
Post by: Azunai on February 01, 2012, 03:31:07 PM
The two basic caps that you're shooting for are 8% hit and 26 expertise.

As for expertise, don't go over 26. If you reached this by gemming, you can replace a gem. If you reached it via reforging you may not always have the option to remain at exactly 26, in which case just wait until you get something better and redistribute some reforging in order to get expertise back at 26.

Then the hit. 20% is waaaaaaaaaaaaaaaaay too much considering your gear. Consider how hit rating works for Fury:

Hit Rating:
Soft capped at 8% and hard capped at 27%. Beyond the soft cap hit only affects our ability to connect with auto-attack melee swings or "white hits". More swings connecting is greater damage output and importantly smoother rage generation with less rage income gaps caused by chaining misses.


Ergo: you only need 8% to make sure all your skills hit their target always. Anything beyond 8% will only affect your normal weapon swings, because Fury's hit penalty reduces your chance to hit with melee swings (non-skill ones) only. Obviously, more hit means you'll hit more often hence A) put out more damage and B) gain more rage. However, you will gain more overall damage by investing into crit.

Consider this profile: http://eu.battle.net/wow/en/character/illidan/razuka/simple

This dude is apparently the current #1 Fury Warrior in the EU in terms of DPS on the Madness of Deathwing fight. Obviously he has a lot better gear, but notice how he only has 15% hit, and 27% crit. I would advise you to try and hit a similar number.

Going into specifics for your gear, there are quite some changes you should consider:

1) Gems. Only gem for a socket bonus when it is +20 strength or higher. If it's anything else, ignore it and throw in a Bold Inferno Ruby (+40 strength). If it's +20 or more str, pick a +20 str/+20 exp gem if you need to cap exp, otherwise pick +20 str/+20 hit or crit. Always take one that also adds +20 str (so no +40 hit or crit or anything). You have a lot of sub-optimal gems, so I'd start there.

2) Enchants. You have a few crazy ones in there. Your helmet's one should be replaced with the Wildhammer Clan arcanum, that you can get at Revered. Stick their tabard on and get repping ;-). You have +50 hit on your bracers, replace with the +50 strength one. Your belt is missing a buckle for the extra gem slot. Your legs are missing the Leatherworking Leg enchant. Your feet could be Lavawalker, although 35 mastery is neglectible. If you want to stick with stam instead of mastery that's ok. An alternative is +50 hit but you'll lose run speed, which is very handy. Your weapons should both be Landslide.
I realise this'll be a bit of a gold sink, but it is most definetly where you will get the improvements from.

3) Reforges. This one is hard to tell. I'd say, do step 1 and 2, then clear all your reforges and see what hit and exp you are at. Then work up/down on a piece of paper so that you reach the caps: exp to 26 (~800 rating) and hit around 15% (~1450 rating). When you reach those, perform the actual reforges. Bit of a hassle but it'll save you gold. Use these guidelines:

- If an item has too much hit or exp, reforge these stats into crit.
- If the item already has crit, reforge to mastery (or haste if you ever decide to go 2x 1H).
- If the item has crit and mastery/haste, reforge the mastery/haste to hit.
- You don't have to reforge everything.

You may have to puzzle around in order to make it fit so that you have ~15% hit and exactly 26 expertise.

Reforging is also a bit of a tit because any new piece of gear with different secondary stats can mess it all up again. In my opinion reforging is a weird addition to the game. The basic idea was to make it so you could put some useless stats into something more useful, but it has become an obligatory thing that can be a very complex monster. Doesn't really fit into the whole dumbing things down principle that Blizzard have come to love so much imo ;-)
Title: Arms + Fury in Cata 4.2+
Post by: Lazy Badboy on February 02, 2012, 11:10:15 AM
Excellent, Tealeaf; thank you muchly.

Really appreciate the detailed analysis, Azunai, absolutely fantastic; never expected such help.

In dps spec I always shoot for the 8/26 caps, though usually tempted to add +hit after crit and before mastery to aid white damage as a DW.  Previously, I stacked the Bold Infernals, but the hit conundrum caused me to use hit gems.  This arose as my character pane still shows my chance to miss as about 4%, despite the 20% hit level; most infuriating lol.  Maybe time to drop Blizz a line and see if this is a glitch?  Oh, I can only apologise for my enchants (or lack of) as i have been a bit miserly =)  'Razuka's' build should be interesting study and I anticipate it will be a great help.  Your summing up of hit, gems and reforging is brilliant, and I am sure other readers of the post will greatly benefit.

Again, so impressed with the thoght and effort that went to such an informative and coherent reply.  Thank you.
Title: Arms + Fury in Cata 4.2+
Post by: Azunai on February 02, 2012, 11:35:18 AM
Most welcome :-)

That chance to miss is likely correct, but only affects white damage. All your skills will definetly hit, as you have at least 8% hit. And yeah again, it's ok to add hit as Fury since it adds to your overall damage and rage generation, just not as much as crit does. It's not bad to have extra hit, but the balance is off, so to speak :-)