PVP) Fury Warrior Guide & Spec (4.0.6)
PVP) Fury Warrior Guide & Spec (4.0.6)
PVP) Fury Warrior Guide & Spec (4.0.6)
6)
Introduction
This Warrior Fury PvP guide will tell you all you need to know to start PvPing with your
Warrior. This guide is for both beginners and more advanced Warriors, but most of the
information is . I'll try to make it as unbiased as possible, as Fury PvP is quite new for most
people and there are lots of variations for it out there.
Fury Warriors had for a long time (WoTLK) been considered as a PvE DPS class-spec only,
but that all changed with the release of Cataclysm. In the 4.0.6 patch of the game, Fury
Warriors are more than viable for PvPing, even out-matching Arms Warriors in certain
encounters.
Fury Warriors lack the stuns of Arm Warriors, but to balance that out, we have amazing burst
damage and self-healing abilities, which is exactly why Fury Warriors can be very rewarding
and fun to play (Fury Warriors should have the advantage over Arms Warriors in 1v1).
This guide was made with (especially) Molten-WoW 4.0.6 realms in mind (Warsong (Pure
PvP)), but the same tips go for pretty much every existing World of Warcraft 4.0.6 server.
Content:
I. General Abilitiess
II. Spec/Talentss
III. Glyphss
IV. Stats and Stat Prioritiess
V. Macross
VI. Tips and Trickss
I. General Abilitiess
This guide will not include basic information on abilities, as anyone that has reached level
cap should have learned those already (if you have an instant level 85 character, you should
consult a basic guide first). However, I will attempt to point out some useful PvP tips, that
new players might not even consider or know about.
● Charge - This should be your primary opener, as long as you can get it off (it is
unusable while in combat). It allows you to close the gap and gain a little bit of rage.
In 1v1 duels with other Warriors, getting the Charge opener could very well be the
victory deciding factor. It requires you to be in Battle Stance.
● Intercept - This ability is what sets Fury apart from Arms; you can Intercept while
Charge is on cooldown. This is a great way to close the gap after the first wave of
CC. Try to keep this for the crucial moments, as once you are in combat you can no
longer use Charge, and Heroic Leap has quite a long cooldown.
● Rend - While this ability forces you to swap back to Battle Stance/Defensive
Stance, it is extremely useful for (for example) keeping rogues from Vanishing (or a
Mage from going Invisible), as well as preventing bandaging. When using this ability
against a rogue it is important to keep the duration of the debuff above 5 seconds (or
1/3 of the duration) as their Vanish duration can last up to 5 seconds.
● Taunt - This ability can be used to force player owned pets to focus you unless
commanded to do otherwise by their masters. This can be surprisingly useful.
● Shattering Throw - Most players know this as the Paladin bubble breaker, however,
it can also be used to break other immunities such as a Mage's Ice Block. Extremely
useful and should be saved for the right times.
● Intimidating Shout - In addition to its defensive value, you can also use it as an
offensive ability, interrupting your enemy from escaping and allowing you to get a
burst combo on them.
● Berserker Rage - In addition to Fear and Sap, the incapacitation effects that this
removes are a Rogue's Gouge, a Paladin's Repentance. This ability also allows you
to use Raging Blow and Enraged Regeneration on demand rather than waiting for
Enrage to proc. It is debatable wether or not to use this against teams with fear, but
against non-fear teams this should definitely be a part of your normal dps rotation to
fill in the gaps when Enrage has not proc'd.
● Unholy Frenzy - This Death Knight ability is affected by Fury mastery and you
can get a lot more use out of it. If you partner with a DK, be sure to let them
know to cast this on you and to time it with your other cooldowns for a
massive damage spike.
II. Spec/Talentss
This spec is a general all-in-all good spec for most situations (from ranked arenas). Below, I
will explain the reasons you should take/leave certain talents, and also describe a few
variations.
● Battle Trance - While this ability is a decent rage saver the points are better spent
towards increasing your damage. When considering this talent vs. Booming Voice I
like to remind people that this talent requires you to be on target to get the full effect.
In PvP you will spend a lot of your time off target. Because of this I much prefer the
“on demand” rage generation of Booming Voice.
● Rude Interruption - 5% damage doesn’t seem like much but with the amount of
interrupting required in PvP you will find it pretty easy to keep almost 100% up time of
this ability vs. healers and other casters, and more damage is always better.
● Executioner - Most players should count themselves extremely lucky if they are
able to survive even one Execute. The likelihood that you will get any use out of this
talent in PvP is very slim.
● Meat Cleaver - This is a close range AoE talent. It is extremely rare that multiple
enemies will be close enough and remain close enough for any length of time to take
advantage of this talent. You should not be using Cleave or Whirlwind on single
targets.
● Titan's Grip vs V Single-Minded Fury - The great debate:
1. Titan's Grip is going to grant you more burst damage when you use your Death
Wish and Recklessness as well as just bigger hits from Raging Blow. TG is also
going to grant you more stats. This is especially useful in PvP where some of those
stats are survival stats. TG is generally the most preferred talent choice and for good
reason.
2. Single-Minded Fury should theoretically grant you slightly more damage overall.
However this is heavily dependent on 100% up time on your target which you will not
see in PvP. This means that depending on how much time you actually spend on the
target TG may very well grant you more overall damage. SMF does have the
advantage against classes that can dispel enrage effects since it relies less on
Raging Blow for it’s damage, making it a good choice versus Druids/Rogues/Hunters
that can all dispel enrage.
[The most prepared option would be to take both talents and swap weapons based on your
opponent and the situation. However, before you undertake such an option, understand that
your currency would be better spent on buying better pieces of gear, rather than buying a
second weapon set. It is really only advised if you can pick up some PvE one handers of
sufficient ilvl.]
● Drums of War - As of the most recent patch this talent is not much more than a rage
saver and not a very good one at that. It doesn’t affect Piercing Howl, which will be
your most used rage costing shout.
● Grip Tactical Mastery - This is actually a fairly nice talent and players should feel
encouraged to take one or two points in it if they find themselves wanting the extra
rage when they stance dance.
● Deep Wounds - This is the most standard talent choice for the last three points. The
bleed is nice and extra damage is always good. The bleed effect also offers other
advantages like preventing bandaging and stealthing.
● Incite - This ability is still performing decently enough and I've seen numbers
showing it still out performing Deep Wounds, rage permitting, but with the changes to
Recklessness it is much less useful during the burst phase, and is generally not
taken by most players.
III. Glyphss
● Prime Glyphs:
1. Glyph of Bloodthrist - Mandatory
2. Glyph of Raging Blow - Mandatory
3. Glyph of Slam - Mandatory
● Major Glyphs:
1. Glyph of Piercing Howl - Mandatory
2. Glyph of Intercept - Mandatory
3. Glyph of Death Wish - Optional, but very nice and the most common choice.
4. Glyph of Long Charge - Optional. Useful for opening on casters at range before
you get forced into combat.
5. Glyph of Shield Wall - Optional. You are not going to be throwing shield wall
around a lot anyway so when you do throw it, the extra reduction is nice.
6. Glyph of Victory Rush - Optional. Very useful in Battle Grounds where you can
chain killing blows to keep your health up.
7. Glyph of Thunder Clap - Optional, but not recommended b/c of very limited
use. Now that Thunderclap, or Whirlwind are the only ways for Wars to break
stealth the extra range can be helpful against rogues and druids
● Minor Glyphs:
1. Glyph of Bloody Healing - Mandatory
2. Glyph of Berserker Rage - Mandatory
3. Glyph of Demoralizing Shout - Optional, most common
4. Glyph of Enduring Victory - Optional, more useful in Battle Grounds.
Opinions vary heavily here, but it largely boils down to two styles.
More overall damage. This one is often better for longer fights where you have to try to
out-damage your opponents:
More burst damage. This one is better for shorter fights (or when you attempt to kill
someone before their team can save them). It is also better for solo fights as it gives you
more self-healing.
I am going to do my best to describe what the main stats you should look at are, so that you
can pick for yourself.
● Hit Rating:
You need to achieve this one's soft cap (5%) or get as close to it as soon as possible.
Achieving the soft cap will guarantee that you won't miss with your abilities (you can still miss
with auto-attacks). You can also experiment with higher hit percentages if you feel like your
current rage regeneration is not enough (around 8% is good for this purpose).
● Strength:
This increases your damage with all abilities and white swings (auto attacks). This is
useful for (especially) longer fights.
● Mastery:
This enhances your enraged related abilities, meaning that it greatly increases your burst
damage when you use your two damaging cooldowns and it increases the healing
you get from Enraged Regeneration. Choosing between mastery and strength is
equivalent to choosing between more overall damage or more burst damage. Depending on
the length of fight and the type of opponent, one will be better than the other.
● Crit Rating:
This increases your chance to get a critical hit. More of it is never a bad thing. Over a
long fight it averages out to be a flat damage increase, but it is not as good as strength in
that regard. Sacrificing other stats for crit will essentially make your damage less predictable
and more spiky. If you are focusing on a burst build having more of this stat can help you get
that lucky crit streak and kill an opponent before they can react.
● Expertise Rating:
Reduces the chance you will be blocked or parried. The usefulness of this stat is heavily
dependent on the situation and the opponent. Stunned opponents, disarmed opponents with
no offhand weapon/shield, feared/hexed/and otherwise not in control of their character
opponents, and opponents you attack from behind can not block or parry. Tank spec’d
opponents, and certain talents of certain classes mean they will block or parry much more
often than a typical opponent. There seems to be a divergence among high rated players.
Some go after expertise, some have as little as possible.
● Resilience:
This is your best and primary survival stat. It reduces the amount of damage you take
from players. Again priorities and the amount of Resilience appear to vary widely. You
should get the amount that you feel comfortable with.
Gear:
No specific stat priority is going to be right for every person or every encounter and you
should pick yours based on your team mates and what you are going to be doing. Hopefully
understanding what each stat offers will help you towards picking your correct path.
Because everyone's stat priority can be different, and because gear is mostly centrally
located, I decided to leave out a list of specific gear/gems/enchants. PvP gear can be
attained at your local PvP vendors in Stormwind or Orgrimmar.
I suggest you use your local neighborhood Wowhead and www.wow-gem.com to track
down the enchants and gems you desire for your particular build. Don't forget that you can
now reforge your gear to change some stats as well. Landslide x2 is your best weapon
enchant. Hurricane x2 is a much cheaper alternative that will also increase your rage
generation and proc chances.
V. Macross
All in one Charge/Intercept Stance Swap Macro:
#showtooltip
/cast [stance:1, nocombat] Charge; [stance:1, combat] Berserker Stance;
/cast [stance:3, nocombat] Battle Stance; [stance:3, combat] Intercept;
Slam Macro - You should replace your slam button with this. All it does is to not allow you to
cast Slam unless Bloodsurge has proc'd, so you don't accidentally lock yourself in a long
Slam cast.
#showtooltip
/stopcasting
/cast Slam
/stopcasting
/startattack
Double Stun
This tip is mostly useful for arenas. The more experience Warriors are probably already
familiar with this trick, but most newer ones seem to have a tendency to get tunnel vision on
a single target. You should save your Heroic Fury and Intercept for when your target is
close to death, then Intercept the healer>Heroic Fury>Intercept your target for effectively
locking both players down for four seconds.
This can be also used on the healer (should he/she be your main target).