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Fury Warrior DPS (3.3.3)

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Fury Warrior DPS (3.3.3)

Post  Ozmademos on Sat May 08, 2010 7:44 pm

This post is intended to help those not familiar with alot of the Fury Warrior mechanics to get a simple overview

18/51/0 is the spec

Here's the link:
Just cut and paste it. It leaves a few points open for you to choose something extra...
***Note: The Link has Glyphs Already in there for You***

This is a filler talent just to get farther down the Arms tree. Feel free to swap around these points into other stuff if you want.

Improved Rend
Because Rend is only usable in Battle Stance (whereas you'll more likely be using Berserking Stance), this might not be the best option. You could 'stance-dance' it though and apply a rend, but at a significant loss of Rage.

Tactical Mastery
This is a popular choice among Fury warriors, but again, it's more a filler talent set.

Unbridled Wrath
If you're having alot of Rage issues, then it's probably your gear. This talent isnt recommended, because warriors will typically either have way too little Rage or way too much. See also, Blizz's post on Rage normalization. It's more a filler talent, and more warriors go for the raid utility of other top-tier Fury talents; Booming Voice, Piercing Howl, or Commanding Presence typically.

Hit is really important. (See the Stats section below)

Commanding Presence
More for Raid utility. Generally, a filler talent. It makes your Attack Power Buff stronger if you dont tend to run with a ret Pally with Improved Blessing of Might.

Slam is on the fence with Fury Warriors in popularity. If you find it's very useful, then get this talent. If it's not a significant source of damage, then go for something else.


Hit: you'll need 8%, or 263 hit rating, 7% if you're a Draenei. This is the 'soft cap'. This makes it so that your 'yellow' hits dont miss. However, since Rage is (in some ways) built by means of how much damage you deal, and you still will be dealing a large amount of 'white' damage, the 'hard cap' would be 11% (10% for Draenei) or 361 hit. The 'hard cap' means neither your 'white' hits nor your 'yellow' hits will ever miss.

Expertise: you'll need 6.5% to cap it, or 214 expertise rating (note, though, that being a human or dwarf and using certain weapons can help you get capped faster). On your character screen, this will also appear as 26/26 (Mainhand/Offhand)

Strength: give you all your Attack Power. it's the next most important stat after you're hit capped.

Crit: this triggers a few of your more important abilities, it is only slightly less useful but almost equal to expertise.

Armor Pen: getting Armor Pen is more useful to get than Crit. Mathematically speaking, it's benefit goes up faster than Crit as you stack it.

Haste: least important stat for you.

Attack Power: you'll get it from strength

Agility: better than haste, but not as good as Strength, Expertise, Crit, or Armor Pen.

Armor: wear plate. You want plate for its armor value; it contributes to your attack power through the Armored to the Teeth talent. =)


You want 2x 2-handers.
If your weapons are of two different item levels:
Main-Hand: Whichever 2-hander deals more Weapon Damage (to modify your weapon-based attacks)

If your weapons are of the same item levels:
Off-hand: Whichever 2-hander is faster (to generate more white hits)


Meta: Relentless (+21 Agil and +3% crit dmg)
Red: Bold (+20 Str) or Fractured (+20 ArPen)
Yellow: Inscribed (+10 Str and +10 Crit), use this only in yellow spaces if the socket bonus nets more Str or Attack Power, otherwise use all Red
Blue: Nightmare Tear (obviously you can only get just one, so put it in a good slot!)

Priority (not a rotation)

For Targets above 20% health:

1 ) Bloodthirst
2 ) Whirlwind
3 ) Slam (only if you got the Bloodsurge talent, and it became instant cast)
4 ) Heroic Strike
For Targets below 20% health:
1 ) Execute
2 ) Heroic Strike

Last edited by Ozmademos on Sun May 09, 2010 6:26 pm; edited 7 times in total

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