It is not the new season, so I am a bit early. Yet, I want my final post to be one about Odyn’s Fury. In a hope that it will come through at the very end.
TLDR; I am getting silenced from participating new posts/threads on this forum. So try not to party too hard
May your ‘warrior needs hero’, ‘warrior is undertuned’ and ‘warriors are bad’ threads go uncontested, but do remember - I am still out there in the void screaming at you - “No… warrior got this and that! Warrior is not that bad! Warrior CAN get into 21 keys! what are you on about?”
Now to the topic:
Odyn’s Fury has been a contested talent node and ability. Some want it to be THE choice. Some want it to be a choice. Others want it removed. It are all good arguments, yet from my hill and soapbox - Odyn’s Fury should be an option to take for a DPS increase in m+ at least. The current situation of Odyn’s Fury being a 5-20k flat overall DPS loss is a bit too much to bear.
What is the problem with OF, some of you might ask Well, simply, it does not hit hard enough and it is extremely target capped. The bleed only got one total value, and above 8 targets the ability does basically nothing. So, as a DPS ability it fails to fill a real niche.
Now, what niche does OF have now if any? 12 sec burst. Nothing more, nothing less. OF is a tool to bring if your fight is either a 1.5min repeating fight with 12 burst windows. Or if the fight is a 12 sec burst window. Once it falls outside of that range, the other options are a lot better to take.
It got a niche - so it is good, right? Sadly, not if you want to partake in m+ and 99.9% of raid settings. The DPS loss overall and on ST will keep your team hamstrung on potential. You can do builds where you bring OF and skip only OS, you will be able to reduce the DPS loss. Yet it is still there and it is a choice of “do I want to use this button at the cost of my allies?” That is not a fun choice to make. Either you have ‘fun’ or your friends gets punished. I personaly dislike making my friends suffer, when I could not. So… yeah.
The reason OF is so inefficient as a button is mainly two parts. The lack of synergy and its synergy.
OF does not have synergy with the Holy Trinity; that is Ravager, Anger Management and Onslaught. The most efficient and, I argue, the most fun Fury Warrior play-style. Odyn’s Fury takes up one of those 3 trinity spots and as such, becomes a stick in the wheels of the whole gameplan. You remove a round wheel and put in a square. The ride becomes doable, but it is very bumpy and requires a lot more effort. You can forget about trying to go uphill.
OF does have it’s synergy with avatar, if talented. It does ruin the holy trinity synergy even more though, so that is not really an option for overall DPS. Yet it is an option for the 1.5min burst window. This is the major issue with OF as I see it. This talent alone forces Odyn’s Fury to be low on power - as you can get a “double cast” of it. It can’t hit hard, because that would actually become broken. So, I do beg that the devs working on warrior look at this and hopefully remove this interaction. OF as a button must be allowed to fly free - be its own thing. Or it will be dragged down by this ball of iron on a chain, to the very bottom of the DPS sea.
Should OF be ST or MT, both?
It will be really hard for OF to even compete with Onslaught. Yet, one could argue that is because OS got synergy as part of the trinity. OS great fast rage gain, low CD, big damage, chance for reck. OF is low rage gain, medium CD and low damage. Odyn’s Fury lack the punch to compete. If Odyn’s Fury does not at least do the same damage as 3 impacts of Onslaught, then OS is the right choice. Now, in a world where OF can not be doubled on the 1.5min burst, you could at least bring OF close to the same damage value in that same time frame. Not just being dead on ST and at best, meh, on MT.
OF and OS are both target capped, OF got a higher unlimited damage potential. Yet OS is just better.
If you pull 20 targets, OF will hit 8 targets at full value, then reduced at the following 12. The OF bleed equals 1 bonus target.
OS hits 5 targets, 4 of those at 55% value. Yet you do hit OS 3 times in that time frame. So, OS is a total of 3 hits, and 12 stronger split hits. The difference is not as big as you would think. Now then you include the damage gain of a 60% rampage per OS cast (from tenderise), then you gain basically two free rampages worth of split damage. Rampage deals just a bit more than OF. So another “2” hits with “8” split hits. That gives OS a total of 5 hits, hitting for more than OF, with 20 split hits, hitting for more than OF. Lets ignore the reck proc chance, to grant those bonuses.
Keep in mind, the fewer targets - the worse OF gets and fast. OS tops out at 5 targets, and is always good. OF needs 20 targets to “pretend” that it competes as an option. In M+, OS is the right choice. OF is trolling your team.
My point here, with this napkin math that is very oversimplified is that: OS is more value on MT and ST. OF only wins in before the 2nd OS hit in the timeframe. On the 3rd hit of OS, OF is negative value. This should be evened out, so OF at least brings the same value as OS on 5-8 target AoE in the 45 sec timeframe. On ST OS would likely remain the clear winner anyhow, with just tenderise value, if not rageflow. So, OF doing some bigger numbers would do nothing more than make us OF enjoyers - the two of us out here happy and content. Let us play without a bad concience!
It was a honour ladies and gentlemen. Please push for Odyn’s Fury to get buffed, even when I am gone. If for no other reason - than more options equals more fun!
Never listen to anyone that tells you to not Zug Zug.
Always go full ZugZug