- Intercept is gone. Fury warriors, like all warriors now, can use Charge in combat and generate rage from charging.
- Stance penalties are gone. While some tank-specific abilities only generate their threat in Defensive Stance, for the most part, you can use any warrior ability in any stance.
- Death Wish and Retaliation are both gone. At level 90, you’ll have a choice of three abilities that serve as a kind of DPS cooldown to replace Death Wish, and instead of Retaliation, arms and fury warriors get Die by the Sword, a new survivability cooldown that increases parry chance by 100% and damage taken by 20%. It’s effectively Warrior Evasion.
- Stances have been reworked, you will be spending the majority of your time in Battle Stance, as it allows for higher rage generation from auto-attack damage. You’ll only switch to Berserker Stance when you’re expecting to take significant unavoidable damage.
- We don’t use Slam anymore. Instead, the new ability Wild Strike replaces it. You can hit Wild Strike during your regular rotation to keep the Mortal Wounds debuff up on a target, but you’ll primarily want to use it when
- Enrage has been reworked. Every time you hit a Bloodthirst or Colossus Smash critical hit or use the ability Berserker Rage, you’ll enter an Enrage, gaining 10 rage and increasing physical damage done by 10% for 6 seconds. The fury mastery Unshackled Fury increases physical damage done in an enraged state as well. While it won’t be possible to be constantly enraged, you’re going to want to keep it up as much as possible.
- The new War Banner ability Skull Banner is a mini DPS cooldown. While it’s duration is pretty short for the length of its cooldown, 10 seconds of higher critical strike damage is 10 seconds of higher damage. If there’s not going to be a burn phase, use it on cooldown.
Strength: Strength is king. Period. Don’t even think about picking up an agility weapon, you’re gonna have a bad time.
Critical strike rating: You want this. The more your Bloodthirsts and Colossus Smashes critically hit, the more often you enter an enrage and gain 10 rage and 10% physical damage for 6 seconds.
Hit and expertise: Ensure you have both hit and expertise to 7.5% and then start looking elsewhere for stats. Every point of hit up to 27% will still contribute to DPS, but it’s going to be nigh impossible to get anywhere near that cap for quite some time.
Haste: Haste is actually significantly better in Mists of Pandaria than it is on live. Still, it pales compared to crit.
Mastery: Mastery is another stat that’s starting to look pretty solid for fury warriors. While I still take crit for fury thanks to how enrage is entered, getting more damage out of every one of those enrages means that mastery might just move to the #2 position after the 7.5% hit and expertise caps are reached.
The choice here is between Juggernaut and Warbringer. It’s nice to be able to charge every 12 seconds but when you think about it you don’t really need to charge that many times. For this reason I recommend Warbringer for the added CC. It’s also very handy in PvP.
All three of these are decent healing options. Enraged Regeneration has the advantage over Impending Victory in that you don’t need something to hit in order to activate it, but Impending Victory has a shorter cooldown, does more healing if you can get it off twice in succession (if you kill something) and damages as well. Then of course there Second Wind, where you don’t need to bother with pressing buttons or cooldowns or anything.
I take Piercing Howl on this tier, as it’s good for both PvP and PvE. The other options are both viable of course; you can’t really go wrong with CC.
Oooh, this is a hard choice. You can’t really go wrong with any of these. If I was forced to choose I would say that Bladestorm is the better option in terms of pure DPS.
Choose Vigilance or Safeguard here. Neither ability needs a shield, and Safeguard will clear snares and roots while also reducing the damage of your intervene target by 20% for 6 seconds.
Once again we have three very viable options. Storm Bolt is actually very good against most bosses, since they can’t be stunned and therefore take the extra 300% damage, and you can use it every 30 seconds.
Bloodbath you can pop every minute, making it an excellent replacement for Death Wish if you’re looking for a relatively fast cooldown you can almost use rotationally.
Avatar, despite its longer 3-minute cooldown, gives you an extra 20% damage and increased rage gen as well as immunity to roots and snares. I prefer Bloodbath personally, as it synergises with my AoE Bladestorm.
The fury rotation in Mists is based around Bloodthirst and enrages/procs. You will be hitting Bloodthirst every single time it is up, every 4.5 seconds, unless Colossus Smash is off cooldown, in which case you would hit Colossus Smash and then Bloodthirst.
In-between Bloodthirsts you’ll be using Raging Blow (when you are enraged) and Wild Strike (when Bloodsurge procs, discounting its rage cost significantly). If you end up with a ton of rage you need to bleed off, you’ll use Heroic Strike and Wild Strike without Bloodsurge.
You’ll be using Berserker Rage and Battle Shout on cooldown, since each will generate rage for you and Berserker Rage will put you in an enraged state, increasing damage by at least 10%.