General Information
On this page, we present the viable talent and glyph choices forFury Warriors in World of Warcraft MoP 5.4. We detail what each of the talents andglyphs do and in which situations they should be taken.
The other pages of our Fury Warrior guide can be accessedfrom the table of contents on the right.
1. Talent Choices↑top
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- Performance-enhancing
- Survival
- Crowd Control
- Movement
- Utility
- Situational
There is no longer such a thing as a default build. Most of the talents arenow viable. They can easily be changed, thanks to Dust of Disappearance(and Tomes of the Clear Mind from level 86 to 90).You will frequently find yourself changing talents and glyphs betweenencounters, in order to adapt your play style to different mechanics.Therefore, it is important to understand what each of your talents does andhow they affect your play style.
2. Tier 1 Talents↑top
Tier 1 talents offer you a choice between 3 improvements to your Charge.
- Juggernaut reduces the cooldown of Charge by 8 seconds(down to 12 seconds).
- Double Time removes Charge's cooldown, instead making itoperate on a charge system. You can have a maximum of two charges. Each chargehas a 20 second recharge time. Note that, in this system, Charge only generatesrage every 12 seconds, so you cannot use two Charges in a row to get a burstof rage.
- Warbringer causes Charge to root the target for 4seconds, and to reduce the target's movement speed by 50% for 8 seconds.
Currently, your choice of talents in this tier will be based on theencounter mechanics, and you should adapt your talents accordingly.
Juggernaut is great if you can make use of the lowered cooldown tohandle certain encounter mechanics better.
Double Time is better if you need to Charge more oftenthan every 12 seconds.
Warbringer will be the ideal choice when you need to root adds,although we do not see this as being used very often.
3. Tier 2 Talents↑top
Tier 2 talents offer a choice between 3 self-healing talents.
- Enraged Regeneration instantly heals you for 10% of your maximumhealth, and also heals you for another 10% of your maximum health over thenext 5 seconds. If used while enraged, the healing is doubled. It has a1-minute cooldown.
- Second Wind causes you to heal yourself passively for 3% of yourmaximum health every second, while you are below 35% health.
- Impending Victory is an improved version of Victory Rush,which it replaces. Impending Victory has a 30-second cooldown and costs 10rage. It heals you for 20% of your maximum health, and does a bit of damageto the target. After killing an enemy that yields experience or honor,Impeding Victory acts just like Victory Rush, its cooldown being reset.
Enraged Regeneration becomes more useful with higher gear levels,as your enrage uptime increases. Even though it heals for the same amountas Impending Victory (if not enraged), its higher cooldown (1 minute, sotwice that of Impending Victory) will make it more likely that the ability isunavailable when you desperately need a heal.
Impending Victory is also a good choice because of the fact that itcan be used precisely when needed, with a very small resource cost. Note that,since Impending Victory also does damage, it may find a place as a filler inyour rotation, especially at lower gear levels.
Finally, Second Wind is nice if you are lingering below 35% healthfor extended periods of time. Since we do not see this situation as happeningvery often, we do not believe that Second Wind is very beneficial.
4. Tier 3 Talents↑top
Tier 3 talents offer a choice between 3 crowd-control talents.
- Staggering Shout causes all snared enemies within 20 yards tobecome rooted for 5 seconds. It has a 40-second cooldown.
- Piercing Howl snares all enemies within 15 yards, slowing them by50% for 15 seconds. It has no cooldown.
- Disrupting Shout interrupts all spellcasting within 10 yards, andlocks out interrupted players for 4 seconds. It has a 40-second cooldown.
Choosing one talent over another here will be based on the kiting methodwhich you may have to employ in the encounter, or on the need to have an AoEinterrupt.
5. Tier 4 Talents↑top
Tier 4 offers a choice between 3 important, damage-dealing abilities.
- Bladestorm deals damage to all enemies within 8 yards for 6seconds. While Bladestorm is active, you cannot perform any actions except forusing your shouts. You are, however, immune to disarms, and movement-impairingand loss of control effects, and you continue to dodge, parry and block attacks.It has a 1-minute cooldown.
- Shockwave deals damage to and stuns all enemies in a 10-yard conein front of you for 4 seconds. It has a 40-second cooldown, but if it hits 3or more targets, the cooldown is reduced to 20 seconds.
- Dragon Roar deals damage to all enemies within 8 yards, knockingthem back and knocking them down for 0.50 seconds. It ignores armor and it isalways a critical strike. It has a 1-minute cooldown. Unlike most other AoEattacks, the damage of Dragon Roar drops sharply as more targets are hit by it,so for single target situations, it is desirable to only hit your main targetwith it.
Bladestorm is the best talent choice in all situations, bothsingle and multiple target, for Titan's Grip Warriors. This section provides more details onthe matter. Dragon Roar is best for Single-Minded Fury Warriors.
Shockwave is currently behind both of these talents.
6. Tier 5 Talents↑top
Tier 5 talents offer a choice between 3 abilities that help you protectraid members.
- Mass Spell Reflection reflects the next spell cast on you and on allparty and raid members within 20 yards for 5 seconds. It has a 1-minutecooldown and, unlike its single-target counter-part ( Spell Reflection),it does not require that you have a shield equipped.
- Safeguard is an improvement over Intervene, which itreplaces. It allows you to intercept the next melee or ranged attack (notspells) made against the targeted raid member (the attack is done to youinstead), and it reduces the damage they take by 20% for 6 seconds. In theprocess of doing so, you charge the targeted raid member, also removing anymovement-impairing effects that may have been on you. Safeguard has a 30-secondcooldown.
- Vigilance reduces the damage taken by the target by 30% for 12seconds. While Vigilance is active, your Taunt has no cooldown, andTaunt's cooldown is reset when Vigilance is cast. Vigilance has a 2-minutecooldown.
While the choice here depends heavily on what the encounter mechanicsare, Vigilance is the best choice in most situations. Safeguard isalso quite good, but beware of the fact that it causes you to intercept thenext attack made against the target (you take the damage from the attack),which may not always be desirable.
Mass Spell Reflection is useful in the event that there are importantspells that can be reflected. Since most boss abilities can not be reflected(and those that can be generally do not pose problems), this talent will not beused very much.
7. Tier 6 Talents↑top
Tier 6 talents provide you with a choice between 3 powerful,gameplay-altering abilities.
- Avatar is a DPS cooldown that increases your damage done by 20% for24 seconds. It also removes roots and snares when activated. It hasa 3-minute cooldown.
- Bloodbath is a DPS cooldown that causes all your special attacksto place a bleed on the target, equal to 30% of the damage of the respectivespecial attack. The ability lasts for 12 seconds, and the bleed lasts for 6seconds. Each new special ability cast while Bloodbath is active will refreshthe bleed duration, and update its damage. Bloodbath has a 1-minutecooldown.
- Storm Bolt is a 4-second single-target stun, that also deals amoderate amount of damage to the target. If the target cannot be stunned(as is the case with raid bosses), the damage it deals is much increased. Ithas a 30-second cooldown.
One thing to note between Storm Bolt and Bloodbath is that StormBolt will only hit for 125% damage (as opposed to 500%) if it hits a targetthat is stunnable, such as most of the adds are in raid encounters. If playingFury on such an encounter, switching to Bloodbath would likely be a more viableoption, as it will remove the danger of wasting a Storm Bolt by hitting astunnable target.
For Titan's Grip Warriors, Storm Bolt is always the best choice inthis tier, by a sizeable margin. For Single-Minded Fury Warriors,Bloodbath is normally the best talent for single target, as well as formultiple target situations. Storm Bolt can pull ahead if the Single-MindedFury Warrior has a cooldown reduction trinket, as this allows for Storm Boltto be used within each Colossus Smash window.
8. Major Glyphs↑top
As a Fury Warrior, Major Glyphs do not always provide you with any reliableand straightforward DPS increases. However, there are two glyphs that aremandatory, as they are a direct DPS increase in every situation and areapplicable to every fight you will come across.
- Glyph of Death From Above reduces the cooldown of your Heroic Leapby 15 seconds. If you have a chance to make use of HeroicLeap more often than its standard cooldown allows for, then this glyphis a solid option. That said, this glyph should pretty much always betaken.
- Glyph of Unending Rage increases your rage pool by 20, giving you amaximum rage amount of 120. This glyph will probably be beneficial in everypossible scenario, making it much easier for you to manage your rage.Additionally, it allows you to pool up rage (even if only slightly), which youcan then use in a time of need.
There are also other Major Glyphs that improve your utility, survivabilityor AoE damage potential.
9. Minor Glyphs↑top
Minor Glyphs do not provide you with any DPS increase. Many of them offercosmetic improvements that you will probably want to check out. Two glyphs,however, are worth mentioning.
- Glyph of Bloody Healing increases the amount of healing you receivefrom bandages by 20%, while you have Deep Wounds (passively applied aspart of your normal rotation) up on at least one target. Since bandages areseldom used, its benefit will probably be very minor.
- Glyph of Intimidating Shout changes your Intimidating Shoutto no longer cause the enemies to run around in fear. Instead, they will simplystand still for the duration of the fear. This is very useful when you wishto avoid the feared mobs aggroing other packs.
- Glyph of the Subtle Defender removes the threat generation bonus from Defensive Stance, which can be quite useful if you want to benefit fromthe damage reduction bonus of this stance (during moments of very heavyraid-wide damage, for example) without worrying about your threat.
10. Changelog↑top
- 01 Mar. 2014: Added a mention of Bladestorm being the bestsingle target talent for Titan's Grip Warriors.
- 28 Nov. 2013: Added a mention that Impending Victory may havesome uses as a filler ability in the rotation.
- 29 Oct. 2013: Updated Dragon Roar and Avatar descriptions,and also improved the discussion for Tier 6 talents.
- 25 Oct. 2013: Added Glyph of Raging Wind.
- 13 Oct. 2013: Made several updates following Jalopy's review of theguide.
- 12 Sep. 2013: Patch 5.4 update.
- 03 Aug. 2013: Updated the description of Bladestorm to nolonger mention that the Warrior can be disarmed during it.
- 20 May 2013: Patch 5.3 update.
- 07 May 2013: Removed Glyph of Raging Wind, since it is no longera DPS increase to use it.
- 25 Apr. 2013: Updated the Glyph of Recklessness explanation,following the undocumented change this glyph received in Patch 5.2
- 23 Apr. 2013: Made several updates.
- Made a mention that Enraged Regeneration should be the default Tier 2talent choice (by a small margin).
- Reworded and improved the Tier 4, 5 and 6 talent sections to accuratelyreflect the best ways to choose between these talents.
- Added mention that Glyph of Raging Wind provides a small single-targetDPS increase for Titan's Grip Warriors.
- 04 Mar. 2013: Patch 5.2 update.