Fury Abilities

Fury is prone to procs and randomness, which can make it an engaging and fun spec to play. When played well, fury is extremely competitive and generally scales very well with gear, which also means that starting out with low gear, you will struggle to keep up. You might consider Arms as you are leveling and even gearing at max level. Here is an overview of the tools at your disposal.

Core Abilities:

Colossus Smash (CS): Having good CS uptime is important for Fury dps. This ability allows all your hits for the next 6 seconds to bypass your enemy’s armor and provides us with a great deal of burst damage. It should be used whenever possible as long as Bloodthirst is not available. CS has a 20 sec CD.

Bloodthirst (BT): Your main damage dealing attack; it has a 4.5 second CD, and double your usual chance to be a critical strike.

Raging Blow (RB): Deals damage with both weapons, but is only activated by Enrage (caused by BT or CS critical strikes) and Berserker Rage. Since 5.0, Raging Blow can have up to 2 stacks, to allow you to time your useage for maximum burst. This has implications for usage with Colossus Smash. You can also glyph raging blow to increase Whirlwind damage, and the Meat Cleaver passive lets your Raging Blow hit an extra target for each time you use WW for a maximum of 3 extra targets.

Wild Strike: Deal off-hand weapon based damage. Wild Strike is a rage dump for Fury, except when procced by Bloodsurge which reduces the rage cost to 0, and reduces the global CD to 1 second, making it possible to fit in all 3 attacks between bloodthirsts. This is still a relatively low priority ability.

Heroic Strike (HS): Rage dump ability. To maximize dps, you will want to pool rage for your 6 second Colossus Smash window to fit as many HS (up to 4) into those 6 seconds as you can, without sacrificing your other higher priority abilities.

Execute: Only becomes available when your target has 20% or less health. This ability makes warriors great to finish off bosses in what is usually the most urgent part of boss fights, when you need as much extra damage as you can squeeze out. During the execute phase, you will no longer use Heroic Strike as a rage dump.

Dragon Roar (DR): The preferred single target tier 5 talent. Dragon Roar ignores armor and will always be a critical strike, so you do not want to waste CS uptime, or Recklessness uptime if you can avoid it, when using DR. You should, however, align it with bloodbath, skull banner, trinkets, and/or potions whenever possible. The 60 second cooldown nicely lines up with bloodbath.

Secondary Abilities:

Whirlwind (WW): Moderate AoE damage which should be used when it will hit 4 or more targets. Interacts with Raging Blow through Meat Cleaver, which effectively lets Raging Blow cleave additional targets, and makes for very strong sustained AoE damage.

Heroic Leap: Allows us even more mobility, as well as a free source of damage. HL has saved my hide many times. You can use a glyph to reduce the cooldown.

Cleave: Shares a cooldown with HS. There is never really a use for Cleave anymore. Even with two targets, you’ll spend your rage on WW for Meat Cleaver procs and still HS during CS uptime.


Bloodbath (BB): the preferred tier 6 talent for sustained dps. Bloodbath will line up with every Dragon Roar and every third Colossus Smash for great synergy and burst.

Skull Banner: The increased critical strike damage is great for synergy with Dragon Roar and Recklessness. Most effective when coordinated with other warriors in your group.

Recklessness: Increases crit chance of special attacks by 30% for 12 seconds. Great for CS burst and with as low as 20% crit chance guarantees that BT will crit and grant RB stacks.

Berserker Rage: Causes you to become enrages, granting 10 rage and a stack of RB. Use to ensure that you have as many RB stacks as you need during CS uptime.

Defensive Abilities / Raid Utility: Yes, we have it now :)

Demoralizing Banner: Reduces the damage of all enemies within range by 10%. It’s not much, but it does help against bursty special abilities, and it will last 15 seconds.

Rallying Cry: A raid wide last stand, which will let your raid live just a little bit extra to allow healers to top off. Rallying Cry is best suited for periods of short or burst raid damage, but once the buff wears off health pools will drop, so be smart about when you use it. (Use it for the last 10 seconds of Megaera’s Rampage, not the first 10).

Safeguard: Don’t use this on a tank unless you want to die. You likely will. Safeguard can nevetheless help a fellow raid member take less damage from a spell or raid wide abilitiy, and is generally preferred for that reason. Vigilance is also a possibility, but might necessitate using a defensive CD to survive the damage you’ll take.

Die by the Sword: Excellent for picking up a boss and tanking while a battle rez goes out on your dead tank, or as a defensive CD to supplement Demo Banner.

TG vs. SMF

The difference between the specs is marginal, and the playstyle is exactly the same with the one exception that your last resort rage dump (if you are about to cap and HS is still unavaialble) is Whirlwind if you have the Raging Blow glyph that increases the damage of your next WW by 10%). For TG, WW with the glyph does slightly more damage than WS.

TG, because of harder hitting RBs does have an advantage in multiple target fights, whereas SMF has the advantage in single target fights, especially because of the extra damage during the execute phase. Generally speaking, the itemlevel of your weapons will dictate which will be better.


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