Ability Rotation
WW / Slam / Bloodthirst / Slam (all while spamming Heroic Strike)
Don't use slam unless you get the proc for it with bloodsurge. If it does, you can swap to battle stance quickly and throw a rend on the target. With the tier 7 4-piece set bonus, this will give you more chances to proc the 5-rage reduction. Other than this, rend is not typically useful.
If you are consistantly under 30 rage, then use heroic strike more sparingly.
Spec
Typical fury spec: http://www.wowarmory.com/talent-calc.xml?c...000000000000000
Macros
- Shield Swap - Switches whatever is in your off hand, with the first-slot item of your third bag (presumably your weapon/shield)
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/script PickupInventoryItem(GetInventorySlotInfo("SecondaryHandSlot")) PickupContainerItem(3,1)
Note: To change which bag slot, change the numbers in the "PickupContainerItem(3,1)" part. The first number (3) is the bag number, and the second number (1) is the slot number within that bag.
- Shield Slam - Spam this to equip shield and shield slam
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#showtooltip Shield Slam(Rank 8)
/equip INSERT NAME OF YOUR SHIELD
/use Shield Slam(Rank 8)
/equip INSERT NAME OF YOUR SHIELD
/use Shield Slam(Rank 8)
Note: In order to re-equip your weapon, you'll need to use the above macro
- Saveself - Spam this to get shield wall up as fast as possible
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/equip INSERT SHIELD NAME
/cast Defensive Stance
/cast Shield Wall
/cast Defensive Stance
/cast Shield Wall
Note: In order to re-equip your weapon, you'll need to use the above macro
You could combine the "Shield Swap" script into the others, but then you won't be able to spam them, which is what I tend to do when I'm using them.
Hit Rating
- Special attacks have a natural miss chance of 9%.
- Dual wield white attacks have a natural miss chance of 24%
- 198 hit rating = 6% hit chance
- 297 hit rating = 9% hit chance
- 792 hit rating = 24% hit chance
Having white hits never miss might sound good, but the cost you'll undertake getting there, will ultimately cripple you. You can get by with 200 hit rating, with 3/3 precision.
Even though regular swings may take up a large percentage of your damage, hit rating over 200 isn't really necessary, because it will only help your white damage and will not affect anything else. Meanwhile, crit and AP will help both yellow and white damage.
Note: While Titan's Grip previously caused hit chance reductions, it doesn't any more
Stats (approximate)
- 32 AP (16 strength) = 10 damage and 17 bloodthirst/heroic throw damage
- 45 crit rating = 1% crit chance
- 61 agility = 1% crit chance
- 33 hit rating = 1% hit chance
- 32 expertise rating = 1% reduced mitigation
- 16 armour pen. rating = 1% reduced armour
- 1 AP = 0.3125 weapon damage and 0.53125 bloodthirst / heroic throw damage
- 1 crit rating = 0.02222% crit chance
- 1 agility = 0.01639% crit chance
- 1 hit rating = 0.0303% hit chance
- 1 expertise rating = 0.03125% reduced mitigation
- 1 armour pen. rating = .065% reduced armour
Stat Priority (top priority to low)
- Hit Rating (until you've reached 200)
- Crit
- Strength
- Attack Power
- Expertise Rating (until you've reached 160)
- Armour Pen.
- Agility
Gems
With 9 open gem slots (average for me) here are a few options and their effects:
All strength (144 strength; 158 with Blessing of Kings)
- 90 weapon damage (98 with Kings)
- 153 bloodthirst/heroic throw damage (168 with Kings)
- 43 deep wounds damage; 7.2 damage per tick (47 / 7.8 with Kings)
All crit (144 crit rating)
- 3.2% crit chance
- 7.93% increased flurry and deep wounds bleed time (does not include overlap)
All armour penetration (144 armour pen. rating)
- 9.35% armour reduction
- 2.46% damage increase - varies slightly according to the target's armour (by slightly, I mean less then 0.1%)
My personal preference is all crit. Don't gem hit, if you aren't at ~200 hit rating, you need better gear choices, not gems. I never had a problem keeping a good amount of hit rating.

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