Post by Ayanaa on Jun 7, 2015 8:01:20 GMT -6
Hey Guys,
since i only mentioned the "Tanks" in this Section yet, ive decide to create a little guide for our fury dps Warriors. I think the core raiders that are fury warriors in our Raid dont need much help at all, but maybe we got ppl here that are new to WoW or new to fury Warrior and can use this informations. If you dont want to read all of this i always marked the headline or important things red!
Since fury warrior is a Damage role in raid and you want to be succesful there are 3 points you should keep in mind.
1. You need to stay alive
2. maximize your dmg output
3. always try to make things easier for other classes in raid.
With this being said we take a look at the races you may choose if you havent done it yet and want to play a fury warrior.
Dwarf:
- Stoneform makes you immune to poisons, bleed effects and diseases while increasing your armor by 10% for 8 seconds.
- Frost resistance increased by 10
- Find treasure (treasure chests show up on your minimap)
- Gun specialization (+5 gun skill)
Stoneform is by far the best on the racial list for dwarves. Especially in later content, the ability to remove poisons in particular, is really really powerful. Removing diseases has its uses as well.
However, there are no fights where this is a requirement to stay alive. There is no game changing fight where it would considerably increase your dps.
Actually, taking damage from poisons or diseases can be a blessing of sorts because it will provide you with additional rage.
Really powerful if you tank a lot. But adds nothing to fury.
Do note that this is also an insane racial for pvp against rogues as well.
Frost resistance is nice for Naxxramas raid, might let you wear an extra piece of proper equipment but again it’s situational and it would have more uses on a tank.
Find treasure is nice if you’re leveling but pretty much junk. Note that cannot track herbs or minarals at the same time as tracking treasure.
Gun specialization is complete and utter junk, because ranged attacks cannot glance. It does give a negligible little bit of hit, but you are a fury warrior. If you’re gonna tank in a raid and that 200 damage from the bow hit actually matters, your raid has already humped up.
Gnome:
- Escape artist removes any immobilization or movement speed reduction effect on a 1min cd, 0.5sec cast timer.
- Engineering specialization increases your engineering skill by 15.
- Expansive Mind increases your base intelligence by 5%
Arcane resistance increased by 10
Escape artist is probably the best pvp racial on alliance. But in a raid setting it doesn’t actually have any applications where it would make a gnome preferable over another race.
Engineering specialization is nice. If you’re going to pvp at all you want to be an engineer. But it’s mostly just a gold saver.
Expansive Mind
Not completely useless, because it will let you skill up weaponskill faster. But 5% of 30 int is not going to change much. Not to mention it loses all value after you hit 300/300 skill.
Arcane resistance
The only fight where you might benefit from this is Shazzrah, but it’s definitely not a game changer since you shouldn’t need resistance gear to kill him.
Night elf:
- Shadowmeld allows you to gain stealth but any movement or action will remove it.
- Dodge chance increased
- Wisp form while dead
- Nature resistance increased by 10
Dodge is nice in terms of survivability, however u should always aim not to get hit by anything
Wisp form
Is really nice if you mess up priorities one and two very often.
Nature resistance
Nice for AQ40 raid in a way that it will allow you to wear an additional dps item over Nature Resistance one on "resistance" type of fights but its situational and mostly a tank thing.
Human:
- Percption dramatically increases stealth detection for 20 seconds.
- The Human Spirit increases your spirit by 5%
- Diplomacy increases reputation gains by 10%
- Sword specialization increases 1h and 2h sword skill by 5
- Mace specialization increases 1h and 2h mace skill by 5
Perception
Nice for pvp, doesn’t have an application in raids.
Spirit
This racial trait is completely useless for a warrior.
Diplomacy
This trait will increase all of your reputation gains, in a certain way it will help you obtain rewards 25% faster then other races.
Weapon skill with swords and maces.
This is a huge and the best racial by far beecause it adds 15% more damage on your glancing hits Which will occur 40% of the time. It will be explained in more detail below.
In my opinion you may choose to be a human if you play Alliance cause of the huge dmg addition for maces and swords. As horde i would recommend being a Orc, but no need to go in detail for it.
Once you have chosen desired race and you have finished leveling to 60, there are some very important things that you need to know. Based on following data you will understand which stats are important for you. This will make your gear choices easier because you will know which items will bring you most dps.
First of all the Atributes
Attributes are the basic building blocks for a character's combat ability. The five primary attributes are strength, agility, stamina, intellect, and spirit. These five attributes along with armor appear on the character sheet under "Base Stats". These are often referred to as simply stats.
A number of secondary attributes affect specific areas of combat more directly, and are often influenced in some way by a primary attribute. Secondary attributes include critical strike rate, damage absorption, attack power, spell power, and many others.
All characters inherently have some amount of each attribute that increases with level depending mainly on class. For example, a mage will have more base intellect than a rogue, who will have more base agility. Increasing these attributes is mainly done with equipment, as well as temporary effects such as buffs, elixirs, scrolls, auras, and many other means.
Nearly all combat mechanics rely in some way on one or more character attributes. Increasing the appropriate attribute will increase damage done, reduce damage taken, increase healing done, affect a character's mana or health, or other benefits. Understanding how these attributes work is important for effective combat.
Strength (often abbreviated STR) has the following effects:
Increases attack power with melee weapons, warriors gain 2 melee attack power per point of strength.
Strength does not improve the chance to block but it increases the amount of damage that can be blocked with a shield.
Agility (often abbreviated AGI) has the following effects:
Increases attack power with ranged weapons, warriors gain 1 ranged attack power for each point of agility.
Increases chance to score a critical hit with a weapon. On retail WoW servers you would gain 1% critical chance increased for each 20 points of agility. However here on Feenix - Emerald Dream the number is slightly lower and it's closer to 19.2.
Increases chance to dodge attacks. For every 20 points in agility you will gain 1% chance to dodge.
Attack Power
Attack power (AP) increases your base DPS by 1 for every 14 attack power. For example, an AP of 28 will give you 2 DPS.
To convert DPS into average damage per swing:
Quote
(Weapon DPS + AP/14) * Weapon Speed.
If dual wielding, an off-hand weapon will also receive DPS from AP with the normal damage penalty. Disregarding dual wield specialization talents, the offhand damage is then:
Quote
[(Weapon DPS + AP/14) * Weapon Speed]/2.
Bonuses from attack power are added to a character's DPS before attack speed bonuses come into effect. So, a character with a weapon with 10 base DPS, 2.0 attack speed, and 140 AP will have a total of 20 DPS (10 base + 140/14 from AP). If a 10% increase to attack speed is gained, DPS will increase to 22 (10% of 20 is 2) as opposed to only getting one from the base DPS, at 11, and then adding 10 from the attack power to 21.
Now we move on to the Attack Table
Miss
Dodge
Parry
Glancing Blow*
Block
Critical hit
Crushing Blow*
Ordinary hit
Every melee attack (except for yellow-damage special attacks dealt by players, as described in the next section) has a chance to miss, to be dodged, to be parried, to be blocked, to be a glancing blow, to be a critical, and to be a crushing blow. Anything left over is an ordinary hit.
The chances listed in your general spellbook tab (for you to Dodge, Parry, or Block) are absolute percentages. If you have a listed dodge chance of 4.5%, then on average 4.5% of all melee attacks made against you by a mob of equal level will be dodged, not merely 4.5% of those melee attacks that didn't miss you.
Some melee attacks have a 0% chance for some of these attack results; e.g., an auto-attack made by a player has a 0% chance of being a crushing blow, an attack made by a mob has a 0% chance of being a glancing blow, an attack made against a player without a shield has a 0% chance of being blocked, etc..
For a mob and white-damage melee attacks, there is no such thing as a blocked crushing blow, a parried crit, a missed glancing blow, etc.. All of these possible attack results are mutually exclusive.
If the total chances of all the entries above the bottom of the table reach or exceed 100%, the attack cannot be an ordinary hit.
If the total combined chance of a miss, dodge, parry, or block is 100% or higher, not only can the attack not be an ordinary hit, the attack also cannot be a crit or a crushing blow.
Every melee or ranged attack is decided based on a single server-generated random number (a single "die roll" made internally on the server), checked against a server-side internal table for the attack.
There are many different "weapon skills", one for each type of weapon in the game, Daggers, Swords, 2-h Swords, Wands etc. There are also items/talents/racials that increase this beyond the capacity for your level, and these are among the most important things for a fury warrior.
Every character can naturally have 5 maximum weapon skill for each level, and is calculated by 5*(level)+(talents/racials/item-bonuses). A lvl 60 warrior without any talents/racials/items that increase weapon skill can have a maximum of 300/300 skill with his weapons. A player has to level up each weapon's skill individually and if a new weapon is learned he will have to level it up from 1-300.
What does weapon skill actually do? A glancing blow is a normal white hit against a monster of higher level than yourself that can not crit and deals reduced damage. You will always have 40% chance to land a glancing blow against a boss, and these hits will only deal 70% of a normal hits damage. What extra weapon skill does is reduce the amount of damage lost by glancing blows. Without going into too much detail, you want to have 310 weapon skill in order to make your glancing blows deal full damage. There is no concrete information what 1 point of weapon skill does, but in order to make it easier to calculate things later on.. we simplyfy things and say 1 weapon skill increases the percentage amount of the damage done by glancing blows by 3.
Example (completly theoretical, only thing proven is that 10 weapon skill will make your glancing blows deal full damage against bosses.): A glancing blow with 300 weapon skill against a raid boss will only deal 70% damage. A glancing blow with 301 weapon skill against a raid boss will deal 73% damage.
Weapon skill does however not only reduce the damage reduction from glancing blows (eventho its the main reason), it also gives you a small amount of hit and crit and lowered chance to miss or get dodged or to be parried.
Effects of Weapon Skill
For each point that your weapon skill exceeds your opponent's defense, you gain the following:
Your chance to miss decreases by 0.04%.
Your chance to score a critical hit increases by 0.04%.
Your opponent's chance to block your attack decreases by 0.04%.
Your opponent's chance to parry your attack decreases by 0.04%.
Your opponent's chance to dodge your attack decreases by 0.04%.
When you hit a monster or a boss the game will go thru a small procedure to decide what your swing will be... will it miss? will it crit? will it be a dodge or perhaps a glancing blow? The easiest way to explain this is by imagining yourself a prioritized list like this:
1) Miss
2) Dodge
3) Parry
4) Glancing blow
5) Block
6) Critical hit
7) Normal hit
What this means is that if places 1-6 total up to 100%, "Normal hit" will be knocked off the table and never occur.
Important to know is that a boss has a base dodge chance of 6.5% and can only parry/block attacks that are made from their front, but since a warrior should never be attacking a dungeon/raid monster/boss from the front, we will see their parry/block chance as 0%.
Your base chance to miss is 27% when dualwielding against a boss.
Another good thing to know is that when you as a player gain +hit you do not exactly increase your hit chance, instead you reduce the chance to miss.
The total amount in the hit table can not be higher than 100%.
Your chance to hit is what is left over to reach 100% after adding all the other things. Lets say your chance to get a miss+dodge+glancing blow+crit = 80%, then you have 20% to get a normal hit.
- Hit refers to physical damage that occurs as a result of an attack made with melee or ranged weapons. The base chance to miss with maximum weapon skill against an opponent of equal level is 5% for two handed and 24% for dual wield.
Calculating your Hit Table
The standard white hit table for a naked lvl 60 warrior looks like this:
Miss: 27%
Dodge: 6.5%
Parry: 0%
Glancing blow: 40%
Block: 0%
Critical hit: ~10%
Normal hit: 16.5%
This means that if you make 100 attacks against a boss, you will deal 0% damage 34 times, 200% damage 10 times, 100% damage 16 times and 70% damage 40 times.
Now lets say you find a lot of gear that gives crit but no hit and end up having 35% crit, your white hit table would then look like this:
Miss: 27%
Dodge: 6.5%
Parry: 0%
Glancing blow: 40%
Block: 0%
Critical hit: 26.5%
Normal hit: 0%
Note that you have 35% crit but only 26,5% of your strikes will be critical strikes, this is because you are over the thing people like to call "crit cap". Its quite a nice name, but unlike the hit cap it is not a fixed value. The "crit cap" is the same as the % of swings that will not be glancing/dodged/missed.
Lets keep going with this example and say that you find gear that does not reduce your chance to crit and gives you +6% hit, your white hit table would look like this:
Miss: 21%
Dodge: 6.5%
Parry: 0%
Glancing blow: 40%
Block: 0%
Critical hit: 32.5%
Normal hit: 0%
As explained earlier, the +6% hit will not increase the chance to get a normal hit... but rather reduce the chance to get a miss.
There are two big difference between a "white hit table" and a "yellow hit table" and that is that yellow hits can not be glancing blows and the standard chance to miss is only 8%.
The "hit cap" is the amount of +hit you need in order to make sure none of your attacks will miss. There are two different hit caps
The first hit cap is the most important one, it is commonly known as "yellow hit cap". This hit cap is the amount of +hit needed to never miss with special abilities which damage is shown with yellow text on your screen. You will need +8% hit to always hit with your special abilities against a raid boss. This hit cap is alot more important than the next one because missing with your abilities such as bloodthirst heroic strike, cleave or whirlwind is a huge waste of rage and global cooldowns, and also this one is alot easier to achieve.
The second hit cap is the "white damage hit cap". This is the amount of +hit need to never miss a normal melee swing. You will need +27% hit to always hit a raid boss, as you might notice 27 is alot higher than 8 and this is the reason why its not as important as the first one, since you would have to give up alot of other stats in order to reach 27% hit, and there is nowhere near enough +hit on gear early on at lvl 60 to reach this cap.
Critical strike and how to calculate crit cap and why is it important?
Critical strike (often abbreviated as "crit") refers to 100% bonus physical damage (twice your normal damage) that occurs as a result of an attack made with melee or ranged weapons. The chance to critical strike can be viewed by opening your spellbook and moving your mouse over the "attack" ability shown there. It is increased by agility where u increase your critical strike chance by 1% for every ~19.2 points (ED values as mentioned above)
Crit cap for your auto attacks (white damage) is a variable that changes based on the following formula:
Quote
100% - 27% miss - 8% dodge - 40% glance + your hit%
Crit cap for your yellow attacks :
Quote
100% - 8% miss - 8% dodge + your hit%
(note that yellow attacks cannot glance and that you cant push off dodge with hit rating)
Now to elaborate why is crit cap important, well its quite simple actually, there is no point of having more crit then crit cap because we already established that the total amount in the hit table can not be higher than 100%.
Finally i will show you the pretty much best Items for every slot before you go raid (Bis-gear)!
Pre-raiding BiS (best in slot) gear list:
Helm: Lionheart Helm (Blacksmithing)
-Enchant: Lesser Arcanum of Voracity (strength)
Neck: Amulet of the Darkmoon (Quest: 1200 Tickets - Amulet of the Darkmoon)
Shoulders: Truestrike Shoulders (Upper Blackrock Spire: Pyroguard Emberseer)
Back: Cape of The Black Baron (Undead Stratholme: Baron Rivendare)
-Enchant: Lesser Agility +3
Chest: Savage Gladiator Chain (Blackrock Depths: Arena Event - Gorosh the Dervish)
-Enchant: Greater Stats +4
Wrist: Forest Stalker's Bracers Warsong Gulch Exalted
enchant: Superior Strength +9
Gloves: Edgemaster's Handguards Random world drop (45-50lvl mobs)
enchant: Greater Strength (+7)
Waist: Brigam Girdle (Upper Blackrock Spire: General Drakkisath)
Legs: Titanic Leggings (Blacksmithing)
-Enchant: Lesser Arcanum of Voracity (strength)
Feet: Bloodmail Boots (Scholomance: Bosses)
-Enchant: Minor Speed Increase
Ring 1: Don Julio's band (Alterac Valley: Exalted rep reward)
Ring 2: Painweaver Band (Upper Blackrock Spire: General Drakkisath)
Trinket 1: Hand of Justice (Blackrock Depths: Emperor Dagran Thaurissan)
Trinket 2: Blackhand's Breadth (Quest: Alliance – General Drakkisath's Demise, Horde – For The Horde!)
Ranged: There are a few options for this and i dont think its worth the enchant before you do raids and get a better ranged like Crossbow of imminent doom Aq20 Ossi.
- enchant : Biznicks 247x128 Accurascope
Main Hand: Ironfoe (Blackrock Depths: Emperor Dagran Thaurissan)
- enchant: Crusader, 15 Agi
Off Hand: Felstriker (Upper Blackrock Spire: Warchief Rend Blackhand)
- enchant: Crusader, 15 Agi
Alternative Weapon Combo:
Main Hand: Dal'Rend's Sacred Charge (Upper Blackrock Spire: Warchief Rend Blackhand)
- enchant: Crusader,. 15 Agi
Off Hand: Dal'Rend's Tribal Guardian (Upper Blackrock Spire: Warchief Rend Blackhand)
- enchant: Crusader, 15 Agi
Now when you have gathered all your pre-raiding BiS and you are ready to enter raids, important thing is to be prepared for it, meaning reading up on tactics, having adequate boss mods and threat meter addons, having the correct spec, bringing all the necessary consumables, having a proper positioning and timing your cooldowns while doing your dps rotation without getting aggro.
For the spec i personally like 17/34/0 this is also what most of the fury play.
db.vanillagaming.org/?talent#LbhxkhbZVV0VgxoVo
You may switch the one point of Anger Management and put it in 2/2 improved Overpower, but i like holding the rage in between mob fights for a higher dmg output because you dont need to gain rage again on every mob you kill. Also its useless in boss fights so you can choose here. The other points should explain themselves.
The DPS abilities priorities (values from highest to lowest):
- Execute You should mash that button when ever you see execute highlighted or available on your bars.
- Bloodthirst You should use this ability on every cooldown.
- Whirlwind You should use this ability on every cooldown.
- Heroic strike This ability is queued as your next melee swing, you should use it if your bloodthirst and whirlwind are on cooldown.
(For example if you have 25 rage and your bloodthirst/whirlwind is ready you shouldn't queue heroic strike until you use your bloodthirst/whirlwind)
- Overpower A situational ability that's only usable if your target dodges for a short amount of time (5 second period). However overpower can't be dodged, blocked or parried. It can miss but if you have yellow hit cap (which you should definitely have) it will never happen. Also overpower has 50% more chance to crit when talented, which is extremely useful to keep up your Flurry up.
Essentially you should never overpower if you have above 45 rage, but in some rare occasions you will have your bloodthirst and whirlwind on cooldown (for more then 3 seconds) and you will be over 45 rage, at that point you should actually use overpower because its pretty much free damage.
The consumables list:
There are 3 type of consumables:
1) Pre pull offensive buffs:
- Elixir of the Mongoose
- Elixir of Giants
- Elixir of Brute Force
- Smoked Desert Dumplings
- Winterfall Firewater
- Juju Power
- Juju Might
- Scroll of Agility IV
- Scroll of Strength IV
- R.O.I.D.S
- Ground Scorpok Assay
- Elemental Sharpening Stone
(Note: These are must for offhand, while horde because of windfury totem doesn't have anything applied on their main hand, if there is no shaman in the group naturally you should apply it to your main hand as well)
2) Pre pull defensive buffs:
- Rumsey Rum Black Label
- Gordok Green Grog
- Elixir of Fortitude
- Flask of the Titans
- Lung Juice Cocktail
- Windblossom Berries
- Scroll of Stamina IV
Situational defensive buffs where you use protection from certain magic school:
- Greater Arcane Protection Potion
- Greater Fire Protection Potion
- Greater Frost Protection Potion
- Greater Nature Protection Potion
- Greater Shadow Protection Potion
3) Consumables that you use during the boss encounter:
- Major Healing Potion If situation requires you should definitely use it, dead player does 0 dps.
- Heavy Runecloth Bandage Situational based, should be used if you are low on hit points and there is no active damage over time abilitiy on you.
- Mighty Rage Potion Should always be used combined with Death Wish for maximizing the dps.
- Juju Flurry Should always be used with Death Wish For maximizing the dps or on cooldown (on longer fights).
- Whipper Root Tuber Situatonal, should be used when low on hit points.
Cooldown usage:
The most important cooldown that fury warrior posses is already mentioned Death Wish, its our most powerful reliable cooldown. Why do i say reliable? Well its because its on a relatively short cooldown of 3 minutes and u can use it on every boss.
If the boss that u are fighting takes longer then 3mins50 seconds, u should use it 15 to 20 seconds into the fight and then u will have it ready for the "execute phase" when u deal most damage. However Death Wish has its name for a reason, while giving you fear immunity which is really important on bosses that do fear, it also reduces your armor and resistances by 20% which can sometimes be deadly to you if u are not careful with how you use it.
The biggest dps cooldown that warrior has is Recklessness. This mighty 30min cooldown will cause critical hits with most attacks and will be immune to Fear effects for the next 15 sec, but all damage taken is increased by 20% which combined with Death Wish can be extremely dangerous.
Term "Going all out!" means that you are using all of your cooldowns and dealing immense amount of damage, this is where you see the big numbers!
Alright, there are few more things to look at when it comes to cooldown usage. Since we use crusader enchant on both weapons, ideally for you to use your Death Wish if you get a double proc because that would maximize the effectiveness. Don't be shy to use your cooldowns on trash packs but make sure that u have them ready by the time you reach the boss.
List of addons that i feel are absolutely necessary to use:
- KTM Threat Meter (Shows your and other players threat in your raid during the boss encounter)
- Elk Buff Bar (A customizable scaling bars that helps u keep track of your buffs/procs/debuffs)
- Natur Enemy Cast Bar (Shows which ability your target is casting)
- Supermacro (Allows usage of advanced macros)
- Move Anything (Allows you to move literally anything on your screen, making your screen clean so you can see the important things that are happening around you)
- CT_RABossMods (Addon that shows warnings and timers for boss abilities)
- CT_RaidAssist (Allows you to see main tank targets, main assist targets)
- WeaponQuickSwap (Synergy with supermacro that allows you to swap weapons and stances simultaneously)
Ok, If you have any questions or maybe sth pointed out i am wrong with you can always write it below the guide so i can maybe change it. Its always nice to get some input from others. I hope its helpful for ppl that are new and not familiar with fury warriors or maybe some good old furys can learn sth new.
Ayanaa
since i only mentioned the "Tanks" in this Section yet, ive decide to create a little guide for our fury dps Warriors. I think the core raiders that are fury warriors in our Raid dont need much help at all, but maybe we got ppl here that are new to WoW or new to fury Warrior and can use this informations. If you dont want to read all of this i always marked the headline or important things red!
Since fury warrior is a Damage role in raid and you want to be succesful there are 3 points you should keep in mind.
1. You need to stay alive
2. maximize your dmg output
3. always try to make things easier for other classes in raid.
With this being said we take a look at the races you may choose if you havent done it yet and want to play a fury warrior.
Dwarf:
- Stoneform makes you immune to poisons, bleed effects and diseases while increasing your armor by 10% for 8 seconds.
- Frost resistance increased by 10
- Find treasure (treasure chests show up on your minimap)
- Gun specialization (+5 gun skill)
Stoneform is by far the best on the racial list for dwarves. Especially in later content, the ability to remove poisons in particular, is really really powerful. Removing diseases has its uses as well.
However, there are no fights where this is a requirement to stay alive. There is no game changing fight where it would considerably increase your dps.
Actually, taking damage from poisons or diseases can be a blessing of sorts because it will provide you with additional rage.
Really powerful if you tank a lot. But adds nothing to fury.
Do note that this is also an insane racial for pvp against rogues as well.
Frost resistance is nice for Naxxramas raid, might let you wear an extra piece of proper equipment but again it’s situational and it would have more uses on a tank.
Find treasure is nice if you’re leveling but pretty much junk. Note that cannot track herbs or minarals at the same time as tracking treasure.
Gun specialization is complete and utter junk, because ranged attacks cannot glance. It does give a negligible little bit of hit, but you are a fury warrior. If you’re gonna tank in a raid and that 200 damage from the bow hit actually matters, your raid has already humped up.
Gnome:
- Escape artist removes any immobilization or movement speed reduction effect on a 1min cd, 0.5sec cast timer.
- Engineering specialization increases your engineering skill by 15.
- Expansive Mind increases your base intelligence by 5%
Arcane resistance increased by 10
Escape artist is probably the best pvp racial on alliance. But in a raid setting it doesn’t actually have any applications where it would make a gnome preferable over another race.
Engineering specialization is nice. If you’re going to pvp at all you want to be an engineer. But it’s mostly just a gold saver.
Expansive Mind
Not completely useless, because it will let you skill up weaponskill faster. But 5% of 30 int is not going to change much. Not to mention it loses all value after you hit 300/300 skill.
Arcane resistance
The only fight where you might benefit from this is Shazzrah, but it’s definitely not a game changer since you shouldn’t need resistance gear to kill him.
Night elf:
- Shadowmeld allows you to gain stealth but any movement or action will remove it.
- Dodge chance increased
- Wisp form while dead
- Nature resistance increased by 10
Dodge is nice in terms of survivability, however u should always aim not to get hit by anything
Wisp form
Is really nice if you mess up priorities one and two very often.
Nature resistance
Nice for AQ40 raid in a way that it will allow you to wear an additional dps item over Nature Resistance one on "resistance" type of fights but its situational and mostly a tank thing.
Human:
- Percption dramatically increases stealth detection for 20 seconds.
- The Human Spirit increases your spirit by 5%
- Diplomacy increases reputation gains by 10%
- Sword specialization increases 1h and 2h sword skill by 5
- Mace specialization increases 1h and 2h mace skill by 5
Perception
Nice for pvp, doesn’t have an application in raids.
Spirit
This racial trait is completely useless for a warrior.
Diplomacy
This trait will increase all of your reputation gains, in a certain way it will help you obtain rewards 25% faster then other races.
Weapon skill with swords and maces.
This is a huge and the best racial by far beecause it adds 15% more damage on your glancing hits Which will occur 40% of the time. It will be explained in more detail below.
In my opinion you may choose to be a human if you play Alliance cause of the huge dmg addition for maces and swords. As horde i would recommend being a Orc, but no need to go in detail for it.
Once you have chosen desired race and you have finished leveling to 60, there are some very important things that you need to know. Based on following data you will understand which stats are important for you. This will make your gear choices easier because you will know which items will bring you most dps.
First of all the Atributes
Attributes are the basic building blocks for a character's combat ability. The five primary attributes are strength, agility, stamina, intellect, and spirit. These five attributes along with armor appear on the character sheet under "Base Stats". These are often referred to as simply stats.
A number of secondary attributes affect specific areas of combat more directly, and are often influenced in some way by a primary attribute. Secondary attributes include critical strike rate, damage absorption, attack power, spell power, and many others.
All characters inherently have some amount of each attribute that increases with level depending mainly on class. For example, a mage will have more base intellect than a rogue, who will have more base agility. Increasing these attributes is mainly done with equipment, as well as temporary effects such as buffs, elixirs, scrolls, auras, and many other means.
Nearly all combat mechanics rely in some way on one or more character attributes. Increasing the appropriate attribute will increase damage done, reduce damage taken, increase healing done, affect a character's mana or health, or other benefits. Understanding how these attributes work is important for effective combat.
Strength (often abbreviated STR) has the following effects:
Increases attack power with melee weapons, warriors gain 2 melee attack power per point of strength.
Strength does not improve the chance to block but it increases the amount of damage that can be blocked with a shield.
Agility (often abbreviated AGI) has the following effects:
Increases attack power with ranged weapons, warriors gain 1 ranged attack power for each point of agility.
Increases chance to score a critical hit with a weapon. On retail WoW servers you would gain 1% critical chance increased for each 20 points of agility. However here on Feenix - Emerald Dream the number is slightly lower and it's closer to 19.2.
Increases chance to dodge attacks. For every 20 points in agility you will gain 1% chance to dodge.
Attack Power
Attack power (AP) increases your base DPS by 1 for every 14 attack power. For example, an AP of 28 will give you 2 DPS.
To convert DPS into average damage per swing:
Quote
(Weapon DPS + AP/14) * Weapon Speed.
If dual wielding, an off-hand weapon will also receive DPS from AP with the normal damage penalty. Disregarding dual wield specialization talents, the offhand damage is then:
Quote
[(Weapon DPS + AP/14) * Weapon Speed]/2.
Bonuses from attack power are added to a character's DPS before attack speed bonuses come into effect. So, a character with a weapon with 10 base DPS, 2.0 attack speed, and 140 AP will have a total of 20 DPS (10 base + 140/14 from AP). If a 10% increase to attack speed is gained, DPS will increase to 22 (10% of 20 is 2) as opposed to only getting one from the base DPS, at 11, and then adding 10 from the attack power to 21.
Now we move on to the Attack Table
Miss
Dodge
Parry
Glancing Blow*
Block
Critical hit
Crushing Blow*
Ordinary hit
Every melee attack (except for yellow-damage special attacks dealt by players, as described in the next section) has a chance to miss, to be dodged, to be parried, to be blocked, to be a glancing blow, to be a critical, and to be a crushing blow. Anything left over is an ordinary hit.
The chances listed in your general spellbook tab (for you to Dodge, Parry, or Block) are absolute percentages. If you have a listed dodge chance of 4.5%, then on average 4.5% of all melee attacks made against you by a mob of equal level will be dodged, not merely 4.5% of those melee attacks that didn't miss you.
Some melee attacks have a 0% chance for some of these attack results; e.g., an auto-attack made by a player has a 0% chance of being a crushing blow, an attack made by a mob has a 0% chance of being a glancing blow, an attack made against a player without a shield has a 0% chance of being blocked, etc..
For a mob and white-damage melee attacks, there is no such thing as a blocked crushing blow, a parried crit, a missed glancing blow, etc.. All of these possible attack results are mutually exclusive.
If the total chances of all the entries above the bottom of the table reach or exceed 100%, the attack cannot be an ordinary hit.
If the total combined chance of a miss, dodge, parry, or block is 100% or higher, not only can the attack not be an ordinary hit, the attack also cannot be a crit or a crushing blow.
Every melee or ranged attack is decided based on a single server-generated random number (a single "die roll" made internally on the server), checked against a server-side internal table for the attack.
There are many different "weapon skills", one for each type of weapon in the game, Daggers, Swords, 2-h Swords, Wands etc. There are also items/talents/racials that increase this beyond the capacity for your level, and these are among the most important things for a fury warrior.
Every character can naturally have 5 maximum weapon skill for each level, and is calculated by 5*(level)+(talents/racials/item-bonuses). A lvl 60 warrior without any talents/racials/items that increase weapon skill can have a maximum of 300/300 skill with his weapons. A player has to level up each weapon's skill individually and if a new weapon is learned he will have to level it up from 1-300.
What does weapon skill actually do? A glancing blow is a normal white hit against a monster of higher level than yourself that can not crit and deals reduced damage. You will always have 40% chance to land a glancing blow against a boss, and these hits will only deal 70% of a normal hits damage. What extra weapon skill does is reduce the amount of damage lost by glancing blows. Without going into too much detail, you want to have 310 weapon skill in order to make your glancing blows deal full damage. There is no concrete information what 1 point of weapon skill does, but in order to make it easier to calculate things later on.. we simplyfy things and say 1 weapon skill increases the percentage amount of the damage done by glancing blows by 3.
Example (completly theoretical, only thing proven is that 10 weapon skill will make your glancing blows deal full damage against bosses.): A glancing blow with 300 weapon skill against a raid boss will only deal 70% damage. A glancing blow with 301 weapon skill against a raid boss will deal 73% damage.
Weapon skill does however not only reduce the damage reduction from glancing blows (eventho its the main reason), it also gives you a small amount of hit and crit and lowered chance to miss or get dodged or to be parried.
Effects of Weapon Skill
For each point that your weapon skill exceeds your opponent's defense, you gain the following:
Your chance to miss decreases by 0.04%.
Your chance to score a critical hit increases by 0.04%.
Your opponent's chance to block your attack decreases by 0.04%.
Your opponent's chance to parry your attack decreases by 0.04%.
Your opponent's chance to dodge your attack decreases by 0.04%.
When you hit a monster or a boss the game will go thru a small procedure to decide what your swing will be... will it miss? will it crit? will it be a dodge or perhaps a glancing blow? The easiest way to explain this is by imagining yourself a prioritized list like this:
1) Miss
2) Dodge
3) Parry
4) Glancing blow
5) Block
6) Critical hit
7) Normal hit
What this means is that if places 1-6 total up to 100%, "Normal hit" will be knocked off the table and never occur.
Important to know is that a boss has a base dodge chance of 6.5% and can only parry/block attacks that are made from their front, but since a warrior should never be attacking a dungeon/raid monster/boss from the front, we will see their parry/block chance as 0%.
Your base chance to miss is 27% when dualwielding against a boss.
Another good thing to know is that when you as a player gain +hit you do not exactly increase your hit chance, instead you reduce the chance to miss.
The total amount in the hit table can not be higher than 100%.
Your chance to hit is what is left over to reach 100% after adding all the other things. Lets say your chance to get a miss+dodge+glancing blow+crit = 80%, then you have 20% to get a normal hit.
- Hit refers to physical damage that occurs as a result of an attack made with melee or ranged weapons. The base chance to miss with maximum weapon skill against an opponent of equal level is 5% for two handed and 24% for dual wield.
Calculating your Hit Table
The standard white hit table for a naked lvl 60 warrior looks like this:
Miss: 27%
Dodge: 6.5%
Parry: 0%
Glancing blow: 40%
Block: 0%
Critical hit: ~10%
Normal hit: 16.5%
This means that if you make 100 attacks against a boss, you will deal 0% damage 34 times, 200% damage 10 times, 100% damage 16 times and 70% damage 40 times.
Now lets say you find a lot of gear that gives crit but no hit and end up having 35% crit, your white hit table would then look like this:
Miss: 27%
Dodge: 6.5%
Parry: 0%
Glancing blow: 40%
Block: 0%
Critical hit: 26.5%
Normal hit: 0%
Note that you have 35% crit but only 26,5% of your strikes will be critical strikes, this is because you are over the thing people like to call "crit cap". Its quite a nice name, but unlike the hit cap it is not a fixed value. The "crit cap" is the same as the % of swings that will not be glancing/dodged/missed.
Lets keep going with this example and say that you find gear that does not reduce your chance to crit and gives you +6% hit, your white hit table would look like this:
Miss: 21%
Dodge: 6.5%
Parry: 0%
Glancing blow: 40%
Block: 0%
Critical hit: 32.5%
Normal hit: 0%
As explained earlier, the +6% hit will not increase the chance to get a normal hit... but rather reduce the chance to get a miss.
There are two big difference between a "white hit table" and a "yellow hit table" and that is that yellow hits can not be glancing blows and the standard chance to miss is only 8%.
The "hit cap" is the amount of +hit you need in order to make sure none of your attacks will miss. There are two different hit caps
The first hit cap is the most important one, it is commonly known as "yellow hit cap". This hit cap is the amount of +hit needed to never miss with special abilities which damage is shown with yellow text on your screen. You will need +8% hit to always hit with your special abilities against a raid boss. This hit cap is alot more important than the next one because missing with your abilities such as bloodthirst heroic strike, cleave or whirlwind is a huge waste of rage and global cooldowns, and also this one is alot easier to achieve.
The second hit cap is the "white damage hit cap". This is the amount of +hit need to never miss a normal melee swing. You will need +27% hit to always hit a raid boss, as you might notice 27 is alot higher than 8 and this is the reason why its not as important as the first one, since you would have to give up alot of other stats in order to reach 27% hit, and there is nowhere near enough +hit on gear early on at lvl 60 to reach this cap.
Critical strike and how to calculate crit cap and why is it important?
Critical strike (often abbreviated as "crit") refers to 100% bonus physical damage (twice your normal damage) that occurs as a result of an attack made with melee or ranged weapons. The chance to critical strike can be viewed by opening your spellbook and moving your mouse over the "attack" ability shown there. It is increased by agility where u increase your critical strike chance by 1% for every ~19.2 points (ED values as mentioned above)
Crit cap for your auto attacks (white damage) is a variable that changes based on the following formula:
Quote
100% - 27% miss - 8% dodge - 40% glance + your hit%
Crit cap for your yellow attacks :
Quote
100% - 8% miss - 8% dodge + your hit%
(note that yellow attacks cannot glance and that you cant push off dodge with hit rating)
Now to elaborate why is crit cap important, well its quite simple actually, there is no point of having more crit then crit cap because we already established that the total amount in the hit table can not be higher than 100%.
Finally i will show you the pretty much best Items for every slot before you go raid (Bis-gear)!
Pre-raiding BiS (best in slot) gear list:
Helm: Lionheart Helm (Blacksmithing)
-Enchant: Lesser Arcanum of Voracity (strength)
Neck: Amulet of the Darkmoon (Quest: 1200 Tickets - Amulet of the Darkmoon)
Shoulders: Truestrike Shoulders (Upper Blackrock Spire: Pyroguard Emberseer)
Back: Cape of The Black Baron (Undead Stratholme: Baron Rivendare)
-Enchant: Lesser Agility +3
Chest: Savage Gladiator Chain (Blackrock Depths: Arena Event - Gorosh the Dervish)
-Enchant: Greater Stats +4
Wrist: Forest Stalker's Bracers Warsong Gulch Exalted
enchant: Superior Strength +9
Gloves: Edgemaster's Handguards Random world drop (45-50lvl mobs)
enchant: Greater Strength (+7)
Waist: Brigam Girdle (Upper Blackrock Spire: General Drakkisath)
Legs: Titanic Leggings (Blacksmithing)
-Enchant: Lesser Arcanum of Voracity (strength)
Feet: Bloodmail Boots (Scholomance: Bosses)
-Enchant: Minor Speed Increase
Ring 1: Don Julio's band (Alterac Valley: Exalted rep reward)
Ring 2: Painweaver Band (Upper Blackrock Spire: General Drakkisath)
Trinket 1: Hand of Justice (Blackrock Depths: Emperor Dagran Thaurissan)
Trinket 2: Blackhand's Breadth (Quest: Alliance – General Drakkisath's Demise, Horde – For The Horde!)
Ranged: There are a few options for this and i dont think its worth the enchant before you do raids and get a better ranged like Crossbow of imminent doom Aq20 Ossi.
- enchant : Biznicks 247x128 Accurascope
Main Hand: Ironfoe (Blackrock Depths: Emperor Dagran Thaurissan)
- enchant: Crusader, 15 Agi
Off Hand: Felstriker (Upper Blackrock Spire: Warchief Rend Blackhand)
- enchant: Crusader, 15 Agi
Alternative Weapon Combo:
Main Hand: Dal'Rend's Sacred Charge (Upper Blackrock Spire: Warchief Rend Blackhand)
- enchant: Crusader,. 15 Agi
Off Hand: Dal'Rend's Tribal Guardian (Upper Blackrock Spire: Warchief Rend Blackhand)
- enchant: Crusader, 15 Agi
Now when you have gathered all your pre-raiding BiS and you are ready to enter raids, important thing is to be prepared for it, meaning reading up on tactics, having adequate boss mods and threat meter addons, having the correct spec, bringing all the necessary consumables, having a proper positioning and timing your cooldowns while doing your dps rotation without getting aggro.
For the spec i personally like 17/34/0 this is also what most of the fury play.
db.vanillagaming.org/?talent#LbhxkhbZVV0VgxoVo
You may switch the one point of Anger Management and put it in 2/2 improved Overpower, but i like holding the rage in between mob fights for a higher dmg output because you dont need to gain rage again on every mob you kill. Also its useless in boss fights so you can choose here. The other points should explain themselves.
The DPS abilities priorities (values from highest to lowest):
- Execute You should mash that button when ever you see execute highlighted or available on your bars.
- Bloodthirst You should use this ability on every cooldown.
- Whirlwind You should use this ability on every cooldown.
- Heroic strike This ability is queued as your next melee swing, you should use it if your bloodthirst and whirlwind are on cooldown.
(For example if you have 25 rage and your bloodthirst/whirlwind is ready you shouldn't queue heroic strike until you use your bloodthirst/whirlwind)
- Overpower A situational ability that's only usable if your target dodges for a short amount of time (5 second period). However overpower can't be dodged, blocked or parried. It can miss but if you have yellow hit cap (which you should definitely have) it will never happen. Also overpower has 50% more chance to crit when talented, which is extremely useful to keep up your Flurry up.
Essentially you should never overpower if you have above 45 rage, but in some rare occasions you will have your bloodthirst and whirlwind on cooldown (for more then 3 seconds) and you will be over 45 rage, at that point you should actually use overpower because its pretty much free damage.
The consumables list:
There are 3 type of consumables:
1) Pre pull offensive buffs:
- Elixir of the Mongoose
- Elixir of Giants
- Elixir of Brute Force
- Smoked Desert Dumplings
- Winterfall Firewater
- Juju Power
- Juju Might
- Scroll of Agility IV
- Scroll of Strength IV
- R.O.I.D.S
- Ground Scorpok Assay
- Elemental Sharpening Stone
(Note: These are must for offhand, while horde because of windfury totem doesn't have anything applied on their main hand, if there is no shaman in the group naturally you should apply it to your main hand as well)
2) Pre pull defensive buffs:
- Rumsey Rum Black Label
- Gordok Green Grog
- Elixir of Fortitude
- Flask of the Titans
- Lung Juice Cocktail
- Windblossom Berries
- Scroll of Stamina IV
Situational defensive buffs where you use protection from certain magic school:
- Greater Arcane Protection Potion
- Greater Fire Protection Potion
- Greater Frost Protection Potion
- Greater Nature Protection Potion
- Greater Shadow Protection Potion
3) Consumables that you use during the boss encounter:
- Major Healing Potion If situation requires you should definitely use it, dead player does 0 dps.
- Heavy Runecloth Bandage Situational based, should be used if you are low on hit points and there is no active damage over time abilitiy on you.
- Mighty Rage Potion Should always be used combined with Death Wish for maximizing the dps.
- Juju Flurry Should always be used with Death Wish For maximizing the dps or on cooldown (on longer fights).
- Whipper Root Tuber Situatonal, should be used when low on hit points.
Cooldown usage:
The most important cooldown that fury warrior posses is already mentioned Death Wish, its our most powerful reliable cooldown. Why do i say reliable? Well its because its on a relatively short cooldown of 3 minutes and u can use it on every boss.
If the boss that u are fighting takes longer then 3mins50 seconds, u should use it 15 to 20 seconds into the fight and then u will have it ready for the "execute phase" when u deal most damage. However Death Wish has its name for a reason, while giving you fear immunity which is really important on bosses that do fear, it also reduces your armor and resistances by 20% which can sometimes be deadly to you if u are not careful with how you use it.
The biggest dps cooldown that warrior has is Recklessness. This mighty 30min cooldown will cause critical hits with most attacks and will be immune to Fear effects for the next 15 sec, but all damage taken is increased by 20% which combined with Death Wish can be extremely dangerous.
Term "Going all out!" means that you are using all of your cooldowns and dealing immense amount of damage, this is where you see the big numbers!
Alright, there are few more things to look at when it comes to cooldown usage. Since we use crusader enchant on both weapons, ideally for you to use your Death Wish if you get a double proc because that would maximize the effectiveness. Don't be shy to use your cooldowns on trash packs but make sure that u have them ready by the time you reach the boss.
List of addons that i feel are absolutely necessary to use:
- KTM Threat Meter (Shows your and other players threat in your raid during the boss encounter)
- Elk Buff Bar (A customizable scaling bars that helps u keep track of your buffs/procs/debuffs)
- Natur Enemy Cast Bar (Shows which ability your target is casting)
- Supermacro (Allows usage of advanced macros)
- Move Anything (Allows you to move literally anything on your screen, making your screen clean so you can see the important things that are happening around you)
- CT_RABossMods (Addon that shows warnings and timers for boss abilities)
- CT_RaidAssist (Allows you to see main tank targets, main assist targets)
- WeaponQuickSwap (Synergy with supermacro that allows you to swap weapons and stances simultaneously)
Ok, If you have any questions or maybe sth pointed out i am wrong with you can always write it below the guide so i can maybe change it. Its always nice to get some input from others. I hope its helpful for ppl that are new and not familiar with fury warriors or maybe some good old furys can learn sth new.
Ayanaa