Fury Warrior Need Old Skills ( WOD ERA)

Some passive features and skills that are needed in my opinion are:

Passive:

1-) Crazed Berserker (WOD) : You are a master of dual-wield combat, able to equip one-handed and two-handed weapons in both hands.

You deal 30% additional damage when wielding only one-handed weapons.

Your off-hand weapon damage is increased by 25% with two-handed weapons and by 50% with one-handed weapons.

2-) Blood Craze (Cataclysm) : After taking any damage, you have a 10% chance to regenerate 6% of your total Health over 5 sec.

3-) Death and Glory (Legion) : Odyn’s Fury is empowered by either Odyn or Helya. Odyn empowers Odyn’s Fury with (300% of Attack power) Fire damage and generates 20 Rage. Helya empowers Odyn’s Fury with (300% of Attack power) Shadow damage which heals you for 100% of the damage it deals.

4-) Fan of Longswords (Shadowlands Torghast) Rampage has a 33% chance to cast Whirlwind.

SKILLS:

1-) Wild Strike (Wod Version) : (45 Rage) A quick strike with your off-hand weapon that deals 375% Physical damage and reduces the effectiveness of healing on the target for 10 sec. Bloodthirst has a 20% chance of granting 2 charges of Wild Strike that cost no Rage.

2-) Raging Blow (Mop Version) : A mighty blow that deals 210% weapon damage from both melee weapons.

Becoming Enraged enables one use of Raging Blow.

Limit 2 charges.

3-) Bloodbath (Legion Version , dot damage) : For 10 sec, your melee attacks and abilities cause the target to bleed for 40% additional damage over 6 sec.

4-) Siegebreaker: Break the enemy’s defenses, dealing [ 120% of Attack Power ] Physical damage, and increasing your damage done to the target by 15% for 12 sec.

SUMMARY :

What fury warrior needs are some old habits. It is not a skill like Rampage that can do small 4 attacks and can do a maximum of 50k attacks. For a main capability, this is very inadequate and tedious in terms of rotation. These types of features can bore players.Looking at the old abilities, Fury Warrior is more fun and satisfying to play. I can’t feel I’m playing Warrior while playing Fury Warrior right now. I turned away from Fury Warrior because of his Rampage ability. The Wod era was very fun and satisfying in terms of skill.
Please either delete the Rampage skill or change the feature. A useless ability that is pretty slow and does 4 small attacks.

Wild Strike was a meme, people cheered when it was removed.

In my opinion, “Wild Stirke” (WOD era version) was more useful than the current “Rampage” skill, which we use to spend Rage and hope to do high damage. One of the best aspects of those times was that the damage of the “Raging Blow” skill was high. These issues I mentioned only apply to ‘‘PVP’’. For the pve part, they could do this. Rampage and Wild Strike can be on the same square of talent, and players can choose one of these 2 features, depending on preference. Wod era Wild Strike GCD 0.75% was causing these players to prefer the “mastery” stat over the “haste” stat. If there was a “Wild Strike” right now, maybe the players could have followed different paths in terms of gameplay and stats. This would be the extra novelty that the game offers us. In short, I want to say that Wild Strike would cause us to prefer “mastery”, while Rampage would cause us to prefer “haste”. This would offer many different types of rotations. In addition, the “Raging Blow” skill could be presented in 2 different ways. Just like in the “Legion” era. “Rotation” would be very different if Raging Blow was presented as both its current state and its state in the “MOP” era. I think it should have been inspired by the “old” talents.

Some of skills you mentioned were originally arms skills.

I want my siegebreaker back too 


Or even Focused Rage, or the real Executioner’s Precision.

The topics I’m talking about are purely the real skills of “Fury Warrior”. When you look at the past, you can understand who these talents belong to. In fact, “Fury Warrior” always had high damage abilities (Wod era Wild Strike, Raging Blow and Execute). Even without “BUFF” (applicable to PVP), these abilities could still deal high damage (you can check out the arena videos from the WOD era, personally my rating was 2.6 when playing Fury Warrior at that time). Even during the Mist Of Pandaria era, “Rage Warrior”'s main skill, “Raging Blow”, was more satisfying than the current raging blow and rampage abilities. In my opinion, “Rampage” and “Wild Strike” skills should be in the same frame and players should choose according to preference. Both skills should direct players to different stats. In addition, the “Raging Blow” feature should be handled in 2 ways, the first one should be presented in its current state, and the second should be presented as in the “Mist of pandaria” period or “WOD” period, which offers different rotation and high damage. In addition, the ability “Siegebreaker” should come and this should be presented in two forms, the first form is again the “WOD” period (in the form of damage and kick), and the second form is the “damage” and “buff” we mentioned. In summary; I don’t understand why “Fury Warrior” is being treated as a “stepchild” when he can bring so much variety. Finally ; “Rework” should be brought to the Rampage skill and Execute must be “Buffed”.

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Why give warriors old skills, when we can have new skills for 2023?

Which ability of Warrior is new? I’ve been playing “Fury Warrior” since the wow classic. Fury Warrior’s new abilities are introduced with each expansion by changing existing abilities, only a few abilities are new. For example ; Spear of Bastion. What other talent can you call new? Also, what does this have to do with 2023? You wrote to write without understanding the subject. The issues I’m talking about are abilities that are ‘needed’ (especially for PVP) and offer new rotations. Maybe these can be updated again, but it’s definitely better than the current situation. Fury Warrior seriously needs REWORK. For this, new updates should be made taking into account their past capabilities. Remember when the skill “Execute” was the actual “deadly/deadly” hit? Can you accept your current “Execute” skill as the last/deadly hit? Current ‘Execute’ damage is ‘60k-80k’
 This is unacceptable. Fury Warrior skill tree should be completely changed. There are at least 3-5 useless abilities in the Fury Warrior skill tree and they must be replaced. For example ; Abilities like SMF, Frenzied Flurry, Enrage, Thunder Clap , Titanic Throw, Blood and Thunder / Crackling Thunder
 These aren’t novelties, my friend, they’re “teasing people’s minds”.

I mean it’s better to just let them invent new abilities than introducing stuff from the past that got replaced. Would rather see completely new abilities than certain old ones

Did you just call enrage a useless talent? I do agree that TC is pointless, as only arms/prot got synergy with it - yet, I can’t see how it will fit in with Fury’s fast paced gamestyle in any meaningfull way. Should it be reworked, so it can be used as Fury? Don’t know about that. I don’t want more buttons in that rotation.

Execute is still one of the heavy hitter abilities in the Fury Warrior kit and is a builder to boot. So it actually big damage. Now, I get where you come from, especially if you look back to legion, yet that design is dead and blizz have said as much. It will not come back. If you want execute to be deadly, it can not be a builder, it would have to be a spender. It doesn’t work with how the Dev want the class to work.

They even removed/killed the options to be a more CD-burst spec, so what we got is what it will be. Forever more.

In short, we don’t need new ‘old’ abilites, before we get the ‘new’ new abilities to be viable picks in themselves. A Rampage alternative doesn’t seem to have any point, as it is simply a max-rage dump ability. At our pace, you could not have a spender that consumed less without it being silly efficent per global. At that point it would no longer be balanced at all

I didn’t say “Enrage” was unnecessary, I said it was ridiculous that it was in the skill tree. Passively, he should already be in “Fury Warrior”. It’s ridiculous to put a must-have talent in the talent tree. I think the same as you on some issues, but we think differently in general. The ability that is only used to drain “Rage” (Rampage) and has damage that never satisfies doesn’t seem to be of much use. The Wild Strike ability (WOD era version) had both burst rage and high damage, as well as passively “reduces the effectiveness of healing”. Think of it this way, the ability to consume two “Rage” used for different purposes, one offers high damage (as well as aiming at different stats) while the other offers fast and 4 attacks. The two abilities have different purposes in consuming “Rage”, one will keep you busy while the other offers you satisfying damage. This can even cause players to change different abilities to “main” attributes. In short, renovating the old doesn’t make it bad, it makes it more useful.

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We already do have statweigth diff in what build you chose. CB is crit/mast, Trinity is Haste/mast, Annhi is haste/crit and so on.

Rampage got a mortalstrike effect in PvP, tho bugged - it is there. If you just want bigger hits, go CB build. If you want more burst go OF. If you want a faster spec, trinity is the way.

So not sure what you are asking for other than you want rampage gone, for an ability that is less rps:rcps efficient.

Now if you want Wildstrikes to do more damage per rage than rampage, it got to cost more rage per damage to balance it out. So Ramp would be 80:1 and WS would be 65:1.1. It just sounds super scuffed. As Fury do not have GCDs to spare to use a rage spender twice in a row, without overcaping hard. Remember you can already rampage twice in a row quite often and still overcap.

It sounds like this old way of doing things just doesn’t fit into what Fury now is.

Agree. It sucks that execute is primarily a better rage builder

I don’t think you understand me. Are you “Blizzard’s paid employee” ? I was stunned by your irrelevant answers. You don’t understand anything, I just have to write at length to explain it to you but I’m afraid it will make me repeat over and over. Maybe we can talk again when you understand.

The only thing i like about your post is the idea of having rampage cast whirlwind, but not on a 33% chance, rather on a 100% chance

Aside that, how can you make a suggestion about rampage but then say they should basically remove rampage? Which is an awful idea by the way.

He want an option to Rampage, as far as I understand it.

Basically, he want rampage and rampage light. Rampage is old Rampage, rampage light is a 2 parter or something.

Basically, you can either do rampage, that enrages you and dumps your rage. Or you use wildstrike that does more damage per ragepoint, but you got to spend a GCD CD extra to dump the rage.

I am not sure what he is going for, but it doesn’t seem to work with what already is. As rage-gains are through the roof. If Wildstrike dumps rage more efficent than Rampage, it will be the go-to. If it doesn’t, it will be useless.

I’m not saying “RAMPAGE” should be removed, on the contrary, I want it to have two options. Anyone who wishes can use “Rampage”, anyone who wishes can use “Wild Strike”. I also want them updated to offer different gameplay styles. I just want to add the “Wild Strike” skill as a second option as it offers different turns without relying on the “Rampage” skill to consume “Rage”. For players who prefer Rampage, the Wild Strike skill will be turned off and will not be able to use it, I want it to be preferred vice versa. I want these choices to open different doors for us and offer different gameplay styles, that’s all.

What would Wild Strikes do in comparison and how will it create a new playstyle option. Because in WoW either A or B ragedump is more efficient it will always be the one used. The other is basically dead. Or they add ontop of eachother where you will do Rampage when WS is on CD, or you use Rampage to Enrage WS. Basically you get a spender on top of the spender, that is all RNG based on how much value you will get from it in the basic rotation, and powerspiking our burst potential during rageoverflow CD usage.

If you want us to use Rampage into Wild Strikes to dump rageoverflow on half a bar, it gets even messier.

Now let us say:
Wild Strikes does 350% (7.7RV) AP total damage per use and costs 45 rage.
Rampage does 250% (4.3RV) AP total damage per use, costs 80.

So, wildstrikes would do 700% AP value in two globals in a vacuum.
Rampage would do 250(+104.3)+(150+124.3) 490% AP value.
Wildstrikes would be 210% more power in that space. Or ~50% stronger. If you want Wildstrikes on a charge system, where you are getting them based on procs - it is either too slow and you just sit there with rage overflow - or you get too many and you will basically do WS, WS, WS, WS, WS, WS in Annhi build.

Perhaps, your goal is to make OF build even stronger in its burst? I have no idea, but that is one thing WS would do. You basically buff OF burst window by 40-50%, if not more - if you can do more than two WS in that 6 sec window.

Basically, I struggle to see where you want to slot it in into Fury Warrior that currently only got one spender and the spec is balanced around it.

Hope you start to see how it causes so many clunky interactions and problems within the spec. Basically, if WS is so powerful that Rampage is not efficient in comparison - you will kill rampage as an ability. If WS is less powerful than Rampage, it is then just a filler choice ability (like SMF basically). You would have implemented a talent node that is even more niche than Odyn’s Fury in PvE and a another must pick for PvP. Or, you created another dead choice, like Thunderclap.

Nothing is really added - it is just moved talents into a new set meta. I fail how to see pressing a spender twice in a row with an autocast macro (so not to lose time on the half GCD window WS had), is more fun than pressing once.

I think rampage should just be slowed down a tiny bit and it should feel more “impactful” to press one rampage. I’d like to “feel” the multiple hits it does somehow. A more clear sound could do the trick though. With slow I mean that I don’t like situations, where we need to press 2 rampages in a row rly fast, because it feels almost unpredictable sometimes. Execute as a rage builder also seems counter-intuitive.

I think Fury was best in WOTLK but honestly it was really good in Shadowlands too, the basic design and gameplay worked well. What they did in Dragonflight was make it super bloated and even more cooldown centric, it sucks.

WOD Fury wasn’t good either though, Wild Strike was awful and the design concept behind the Legion Fury (which is what it currently works on) was solid (rampage to give more enrage consistency). To make Fury fun they need to cut the fat and feed the damage back into the base rotation and have 1-2 major cooldowns tops, not a whole shopping list of layers.

The whole problem with it in recent expansions has been the bloat in terms of cooldowns and damage multipliers, and them not knowing how to tune it.

I loved the ‘Wild Strike’ skill in the Wod era. Especially in terms of PVP. I think alternative abilities should be offered instead of “Rampage” and you will either use “Rampage” skill or I mean “Wild Strike” skill depending on preference. In addition, these preferences should affect you in terms of stats so that they can offer different rotations. I think this could be very fun. For example, the skill “Heroic Strike” could have been updated and presented differently. I don’t know, Fury Warrior could have offered a very innovative Spec, lots of alternative gameplay. It could be better than what it is now.