As a raging vessel of pure wrath, Fury warriors dive into battle to hack their enemies apart in a frenzy of destruction. It doesn’t matter if their foe is a lumbering giant or a vicious, slavering horde, a Fury warrior has the means to take the fight to whatever enemy dares confront them. With powerful single-target offense and equally potent multi-target attacks, Fury warriors are a force to be reckoned with.
Bloodthirst: The bread and butter ability for Fury, Bloodthirst attacks for moderate damage and generates 8 rage. On a short cooldown, Bloodthirst has a 30% chance to trigger the all-important Enrage effect and heals for 5% of the warrior’s health. The latter adds some extra survivability and can be effective in mitigating sustained damage.
Raging Blow: A savage attack that causes heavy damage, generates 12 rage and has a 20% to reset its own cooldown. With 2 charges as standard, a barrage of damage can ensue if the cooldown reset triggers.
Whirlwind: Unlike Arms, the Fury version of Whirlwind occupies the role of both area effect damage and filler; it damages all surrounding enemies when used and for Fury, also spreads the damage of the next 2 single target abilities to up 4 additional targets. In view of this, using Whirlwind is a must when faced with groups of enemies.
Rampage: Fury’s most devastating ability, Rampage hammers the target with 4 brutal strikes causing heavy damage and always triggers Enrage. Rampage has the distinction of being the only Fury ability that costs rage and is one of the main foci for the Fury rotation; building rage as quickly as possible in order to unleash the maximum amount of Rampages.
Execute: A heavy damage ability useable on ailing enemies. Fury’s Execute differs from the Arms version in that is on a 6 second cooldown and generates rage rather than using it. Instead of launching into a frenzy of Executes like Arms, Fury adds a powerful ability as an enemy nears death that helps build up to another Rampage.
Enrage: The core mechanic for Fury warriors is Enrage which activates through Rampage and Bloodthirst. When triggered, it instantly increases Haste by 25%, movement speed by 10% and boosts damage based on the warrior’s current percentage of mastery. Lasting only a few seconds, warriors need to make the most of how Enrage accelerates attacks and cooldowns and aim to trigger Enrage as often as they can.
Recklessness: An active ability on a 1.5 minute cooldown, Recklessness causes the warrior to go berserk, increasing Critical Strike chance by 20% and doubling rage generation whilst it is in effect. This is Fury’s single burst ability that enables faster rage generation, more Rampages and greater incidences of Enrage.
Enraged Regeneration: The sole defensive ability for Fury warriors, Enraged Regeneration reduces damage received by 30% and the healing from Bloodthirst is increased by 20% for 8 seconds. In practice this allows time for 2 uses of Bloodthirst so equates to around a 50% heal with a third Bloodthirst possible if Enrage is active and the warrior’s Haste is high enough. The catch here is you have to be able to hit something to get the healing, so careful and considered usage is advised, particularly in PvP.
Mastery: Unshackled Fury: The mastery effect for Fury Warriors is Unshackled Fury which increases the damage done by the Fury warrior when Enrage is active. As a baked-in element to an existing mechanic, not much thought needs to be given to Unshackled Fury in combat.
Tier 1 – War Machine / Endless Rage / Fresh Meat
The main thrust of Tier 1 is rage generation. Instead of a single stand-out option, all three options on Tier 1 can be effectively employed in different situations depending on the needs of the warrior
With its passive 10% rage generation increase and kill-dependent movement speed boost, War Machine speeds up levelling and world content considerably. It also provides a useful and sustainable buff for mob-heavy dungeons and frenetic battlegrounds as you don’t have to land the killing blow to activate the buff.
An old artefact trait from Legion, Endless Rage generates 6 rage whenever Enrage activates. On paper it appears to be a little underwhelming but don’t overlook its potential; more rage means more frequent uses of Rampage and as Rampage always triggers the Enrage effect, this talent will also increase Enrage uptime. As a result of these effects, Endless Rage is an effective choice for a lot of content, particularly single-target boss fights.
Fresh Meat is a passive ability that increases the chance of Enrage to trigger from Bloodthirst by 15% and makes it’s heal 20% more effective (increasing it from 5% to 6% of health) The benefits of this talent are easier Enrage management and a slight enhancement to survivability. This makes the talent useful when questing and is a solid choice for other content.
Tier 2 – Double Time / Impending Victory / Storm Bolt
Utility is the name of the game for Tier 2, offering mobility, more frequent healing and a middling stun as its choice. Tier 2 also has the dubious honour of being one of the most disliked parts of the Warrior talent tree, namely the forced choice between talents that may players believe should be baseline abilities.
Double Time has tremendous applicability in all content. The double usage of Charge and reduction in its cooldown allows greater uptime and pressure on targets. Whether you are fighting mobs, bosses or other players, Double Time is always useful.
Impending Victory is a formerly Protection-only talent that essentially makes Victory Rush an active ability and puts it on a 30 second cooldown. As Fury already has self-healing through Bloodthirst and Enraged Regeneration, Impending Victory is an odd inclusion to the tier. It’s difficult to justify taking this talent over the other choices because periods of heavy damage can be mitigated effectively with the tools Fury already has. Perhaps it has uses in unique scenarios (not that I can think of any) but overall, it falls behind Double Time and Storm Bolt in terms of effectiveness.
The last choice on Tier 2 is Storm Bolt, the only stun available to Fury. As stuns go, it’s distinctly average. It is ranged which helps enormously when chasing down targets, but with only a 4 second duration it pales in comparison to more powerful ranged stuns like Hand of Justice, Strangulate and Between the Eyes. That being said, it’s an almost mandatory choice for PvP due to the utility of a stun and is great for easing pressure in dungeons by locking down single targets.
Tier 3 – Inner Rage / Sudden Death / Furious Slash
This tier offers a mix of talents designed to enhance damage output. Similar to Tier 1, all of the choices on Tier 3 have their strengths so the choice is largely one of personal preference.
Inner Rage boosts the damage of Raging Blow by 20% and reduces its cooldown by a second. As a passive enhancement to one of Fury’s core abilities, Inner Rage is a solid pick that is applicable to all content. The rage income, damage and Haste boost granted by the other talents choices on the tier can out-perform Inner Rage. However, it remains a consistent, undemanding choice compared to the unpredictability of Sudden Death and the micro-management of Furious Slash.
Sudden Death is a passive effect that grants a chance for Execute to become useable regardless of the enemy’s health. As this free Execute is treated as if 40 rage were present, it is guaranteed to hit hard and adds a new facet to the Fury rotation. There are a couple of drawbacks to this talent though, the most obvious being its unpredictability; its random trigger chance is not something you can rely on to consistently increase damage output.
The second sticking point is that unlike the Arms version, situations may arise where using it isn’t a priority. Examples of this are when rage is high or Rampage is available, using a Sudden Death Execute in these scenarios could lead to rage-capping or unnecessary downtime on Enrage.
Previously a baseline ability, Furious Slash has been reworked into a talent that adds another attack to Fury’s arsenal. Although it deals low damage, Furious Slash increases Haste by 2% for 6 seconds, stacking up to 3 times. As Fury thrives on Haste, this talent can have a positive impact on rage generation and damage output. It also adds a level of complexity to Fury’s attack rotation which is either a good or bad thing depending on personal preference.
Tier 4 – Furious Charge / Bounding Stride / Warpaint
The options on Tier 4 affect survivability and mobility, offering ways of recovering health, mitigating damage and moving around the battlefield faster.
Furious Charge increases healing from Bloodthirst by 250% on the first Bloodthirst after Charge is used. Looking at the numbers, this turns a normal self-heal of 5% of health into 17.5% which is quite substantial. The downside is the talent’s dependence on Charge. To fully benefit, a warrior will need to break combat, create space and then rush back in, something not always feasible or desirable in the heat of battle.
Bounding Stride lowers the cooldown of Heroic Leap and provides a short burst of speed after using it. The ability to traverse distances at greater speed is beneficial in the majority of content. In particular, Bounding Stride proves valuable in dungeons and raids that require positional shifts and rapid responses to new threats which often feature.
A revamped version of an older talent, Warpaint reduces damage received by 10% whilst Enrage is active. It’s hard to think any downsides to this eminently practical talent. Whether in PvE or PvP, Fury warriors should strive to keep Enrage up as often as possible and through taking this talent, they can gain a passive damage reduction as an extra inducement to do so. Compared to Furious Charge and Bounding Stride, Warpaint is a strong, uncomplicated choice in this tier.
Tier 5 – Carnage / Massacre / Frothing Berserker
The thrust of Tier 5 is pure damage, offering ways of boosting two of the big beasts in Fury’s rotation: Rampage and Execute.
Carnage reduces the rage cost of Rampage by 10 and increases its damage by 15%. The talent enhances Fury’s strongest ability but by reducing its rage cost, it creates the conditions for it to be used more frequently. This is something that has unquestionable merit in PvE and PvP alike and makes Carnage a serious contender in this tier.
Massacre offers an increase to the Execute threshold from 20% to 35%. This talent is appealing in a number of ways; the wider availability of Execute ensures a more powerful closing phase to boss fights and it adds significant pressure to opponents in PvP. The increase in Execute usage also allows for a greater rage income, leading to more uses of Rampage and uptime on Enrage.
The functionality of Fury’s Execute is the only real snag. Unlike Arms warriors who can use Execute with relative impunity, the cooldown on Fury’s version prohibits sustained use of Execute, diminishing the talent’s effectiveness.
Frothing Berserker, with its imagery of a foaming-mouthed, bulging-eyed frenzy, increases the rage cost of Rampage to 95 but increases damage done by 10% and Haste by 5% for 6 seconds when used. As a base damage increase and boost to Haste, this talent has the potential to create windows of heavy damage, particularly if rage can be generated quickly. Used in conjunction with Recklessness and the Reckless Abandon talent, it allows the warrior to unleash a chain of devastating Rampages.
Tier 6 – Meat Cleaver / Dragon Roar / Bladestorm
This tier concerns damage and offers a passive effect and two active abilities. The main focus here is increasing damage and the accretion of rage.
Affecting Whirlwind, Meat Cleaver grants Fury’s filler and area effect ability a modest rage income and a 10% chance to trigger Enrage. This talent seems to be tailor-made for multi-target combat where the added benefits to Whirlwind are at their most useful.
Beyond this, Meat Cleaver’s viability lessens somewhat. In single-target fights, the rage income becomes negligible as one target simply doesn’t generate it in any meaningful quantity. Similarly, Whirlwind’s sporadic use against single-targets makes the Enrage trigger inefficient and difficult to reliably activate.
Dragon Roar is an area effect ability that deals heavy damage and reduces the movement speed of those affected by 50% for 6 seconds. As an instant cast and on a 35 second cooldown, Dragon Roar offers strong damage at regular intervals that is equally effective against single targets as it is against groups. Although it can be overlooked in favour of Bladestorm, Dragon Roar is a formidable choice whatever the content may demand.
The legendary Bladestorm, most revered of area effect abilities, functions exactly the same as the Arms version. The only deviation is its shorter duration (4 seconds whereas Arms is 6) and adjusted damage to account for Fury’s dual weapon wielding. Bladestorm inflicts heavy damage to all targets within 8 yards, grants immunity to crowd control abilities and generates 20 rage.
It is the go-to choice for area effect burst damage and is best deployed when Enrage triggers. The increased Haste from Enrage compresses Bladestorm’s duration, allowing it to inflict its damage in a shorter time. Effective in the majority of content, it is notably powerful against packs of enemies and has great shock value in PvP.
Tier 7 – Reckless Abandon / Anger Management / Siegebreaker
The final tier for Fury warriors offers a new ability and specific modifications to others. Both Anger Management and Reckless Abandon can be considered general purpose choices whilst Siegebreaker occupies a direct damage role.
Reckless Abandon causes the warrior to go into a frenzy, causing Recklessness to generate 100 rage and last 4 seconds longer. This talent augments Fury’s primary burst window and effectively allows a manual activation of Enrage by making Rampage instantly available. The only downside to Reckless Abandon is that it is tied to the long cooldown of Recklessness, accentuating spikes in damage over sustained output. This is a minor quibble though as the talent is still competitive whenever and wherever it’s used.
Anger Management reduces the cooldown on Recklessness by 1 sec per 20 rage spent. This talent increases overall rage generation by reducing the time between uses Recklessness. It also increases damage output as the increased frequency of Recklessness uses generates more rage, leading to more Rampages and more uptime for Enrage. Although the other talents on this tier might be more attractive for PvP, in PvE content Anger Management is a reliable choice, especially in the long combats encountered in raids.
Siegebreaker introduces a new ability and mechanic to Fury’s rotation. Hitting for moderate damage, it increases damage done to the target by 15% for 10 seconds. On a relatively short 30 second cooldown, Siegebreaker can be used regularly to add potency to the warrior’s blows. It also benefits from the multi-target impact granted by Whirlwind, the debuff intensifying the output of Dragon Roar and Bladestorm against multiple enemies.
Fury warriors are adept at charging into battle and hacking enemies apart in a trance of explosive rage. With an attack style that emphasises furious strikes and eruptions of incendiary might, the modus operandi for Fury warriors is to hit hard and hit fast.
The cyclic nature of Fury’s attacks creates a predictable structure that is simple to follow and satisfying to execute. This allows Fury warriors to time their raging zeniths for maximum effectiveness, sustaining themselves throughout with their burning bloodlust.
With a fast, frenetic style based on building up to a berserk state, Fury is enormous fun to play. Its intense playstyle may feel chaotic, but when it is mastered, the rush of the rampage is endlessly fulfilling.