Fury Warrior Overview & Changes - WoW Forever Guide
Fury Warrior in WoW Forever gets off-hand damage from Dual Wield Specialization and off-hand hit from Furious Precision. Whirlwind strikes with both weapons baseline, while Raging Blows discounts Cleave and Whirlwind. Bloodthirst grants movement speed after you reach melee range.
Fury Warrior overview
Fury pays off when both weapons keep swinging and you bank enough rage for your main attacks. Build around the off-hand as a damage source and rage generator, then use Death Wish when you can spend its duration attacking. Short gaps are fine; repeated time away from the target cuts off the swings that pay for your next attacks.
On this page
The biggest changes from Classic
- Off-hand hit has a narrow scope
Furious Precision adds 4/7/10% off-hand hit. Dual Wield Specialization separately increases off-hand damage by 5/10/15/20/25% and rage generation by 10/20/30/40/50%. Neither improves main-hand hit or Taunt.
- Bloodthirst helps after you connect
Bloodthirst deals damage based on AP and grants 10% movement speed for ten seconds. You still need to reach melee range before using it; the buff is not a ranged gap closer.
- Keep rage between pulls
Lingering Rage delays out-of-combat rage decay by 2/4/6/8/10 seconds. It preserves an existing bank rather than increasing capacity or generating rage from an empty bar.
Fury Warrior
Melee DPS
Dual-wield Fury combines weapon swings, Bloodthirst and a Whirlwind that also hits with the off-hand. Spend spare rage on extra attacks without starving your next main ability, and mind the tank's threat and the kill target before turning surplus rage into cleave.
Build your talentsWhat the off-hand contributes
Off-hand swings already dealt damage and generated rage in Classic. Dual Wield Specialization increases their damage by 5/10/15/20/25% and rage generation by 10/20/30/40/50%. Furious Precision separately grants 4/7/10% off-hand hit. A streak of misses still interrupts resource income, so watch the rage you have rather than counting on an attack that has not landed.
General item hit has broader coverage than Furious Precision. Keep main-hand attacks, off-hand attacks and Taunt reliability separate; the talent does not fix a missed Bloodthirst or Taunt. The old general Precision talent is no longer available.
Whirlwind strikes with both weapons without a talent. Raging Blows now reduces both Cleave and Whirlwind costs by three rage. Off-hand weapon damage therefore matters beyond auto-attacks even before you buy Raging Blows. Compare both weapons when choosing upgrades.
Outgoing rage is normalized by weapon speed, not damage dealt. Harder hits improve damage without repeating Classic's damage-to-rage feedback loop. Critical basic attacks generate 100% more rage; queued Heroic Strike no longer increases off-hand hit chance.
Bloodthirst damage, movement and healing
Bloodthirst costs 30 rage and has a six-second cooldown. Its AP coefficient is now 45%, increased from 35% in the earlier beta, and it grants 10% movement speed for ten seconds. Classic Bloodthirst also used 45% AP, but attached healing to subsequent successful melee attacks. That coefficient alone cannot rank the whole spec.
Use the speed buff to follow a moving target rather than waiting for a gap to open. A knockback or distant switch may still need Intercept or group help. Do not chase through dangerous ground just because the buff is running.
Blood Craze no longer triggers from Bloodthirst. Its incoming-critical-strike and single-hit-over-20%-maximum-health triggers remain; at rank 1 it restores 1% total health over six seconds. Several smaller hits do not satisfy the single-hit condition.
Gore Drinker is the new follow-up-attack recovery talent. Your Enrage, Berserker Rage, Bloodrage, Death Wish and Bloodthirst cause your next three melee attacks to restore 0.5/1% maximum health. It requires Enrage, and does not make Bloodthirst itself a direct heal. Stay in melee only when safe rather than taking avoidable damage to enable recovery.
Victory Rush remains a separate baseline tool at level 20: a non-trivial kill opens a 20-second window for a melee attack healing 10% maximum health, subject to a 30-second cooldown.
Banking rage and choosing extra spends
Reserve rage for Bloodthirst and Whirlwind before adding Heroic Strike or Cleave. If you are repeatedly empty when Bloodthirst returns, cut the extra spending before assuming you need another off-hand upgrade.
Lingering Rage is in row 2 and delays the start of out-of-combat decay by 2/4/6/8/10 seconds. It helps carry existing rage to the next safe pull, not increase capacity. Boundless Rage has been removed.
Unbridled Wrath can generate extra rage from melee weapon damage, but no longer gives a double award to two-handed weapons. Improved Execute reduces Execute's cost. In Execute range, remember that spending extra rage on damage can leave you short for an interrupt if the target survives.
October 1's later tuning raises critical basic-attack rage to 100% extra, superseding the earlier 75% announcement. Blizzard's October 8 notes report incoming-rage fixes for health scaling, critical/crushing multipliers and absorbs. Incoming rage ignores armor and absorbs, with a level-dependent 20–40% armor balancing assumption rather than the earlier fixed 50%. More Stamina should not reduce rage, and Power Word: Shield should not cost it.
Flurry, Enrage and recovery routes
Flurry activates after a melee critical strike and increases melee attack speed for the next three swings, by 5% at rank 1. A bleed crit does not activate it. Death Wish, not Enrage, is now its prerequisite.
Enrage can activate after any damaging attack against you. At rank 1 it has a 30% chance to grant 2% Physical damage for 12 seconds; Classic required an incoming critical strike. It now leads to row-6 Gore Drinker rather than gating Flurry. This separates the haste route from the recovery route, so budget points for the job you want rather than copying the old prerequisite chain.
Warrior talent trees
Hover, focus or tap a talent to read its effects. Each badge shows the talent's maximum rank; this is the full tree, not a suggested build.
Arms
17 talentsFury
17 talentsProtection
18 talentsSpend your 51 points, try different paths and share your build in the talent calculator.
Build your talentsRead all talent descriptions
Arms
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Improved Heroic Strike Maximum rank 3
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Rank 1
Reduces the cost of your Heroic Strike ability by 1 Rage.Rank 2
Reduces the cost of your Heroic Strike ability by 2 Rage.Rank 3
Reduces the cost of your Heroic Strike ability by 3 Rage.Passive
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Deflection Maximum rank 5
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Rank 1
Increases your Parry chance by 1%.Rank 2
Increases your Parry chance by 2%.Rank 3
Increases your Parry chance by 3%.Rank 4
Increases your Parry chance by 4%.Rank 5
Increases your Parry chance by 5%.Passive
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Improved Rend Maximum rank 3
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Rank 1
Increases the Bleed damage done by your Rend ability by 12%.Rank 2
Increases the Bleed damage done by your Rend ability by 23%.Rank 3
Increases the Bleed damage done by your Rend ability by 35%.Passive
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Improved Charge Maximum rank 2
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Rank 1
Increases the Rage generated by your Charge ability by 3.Rank 2
Increases the Rage generated by your Charge ability by 6.Passive
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Improved Tactical Mastery Maximum rank 5
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Rank 1
Tactical Mastery lets you retain up to an additional 3 Rage when you change stances.Rank 2
Tactical Mastery lets you retain up to an additional 6 Rage when you change stances.Rank 3
Tactical Mastery lets you retain up to an additional 9 Rage when you change stances.Rank 4
Tactical Mastery lets you retain up to an additional 12 Rage when you change stances.Rank 5
Tactical Mastery lets you retain up to an additional 15 Rage when you change stances.Passive
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Improved Overpower Maximum rank 2
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Rank 1
Increases the critical strike chance of your Overpower ability by 25%.Rank 2
Increases the critical strike chance of your Overpower ability by 50%.Passive
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Anger Management Maximum rank 1
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Rank 1
Generates 1 Rage every 3 sec while in combat, and reduces Rage loss while out of combat by 30%.Passive
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Deep Wounds Maximum rank 3
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Rank 1
Your critical strikes cause your opponent to Bleed, dealing 20% of your melee weapon's average damage over 12 sec.Rank 2
Your critical strikes cause your opponent to Bleed, dealing 40% of your melee weapon's average damage over 12 sec.Rank 3
Your critical strikes cause your opponent to Bleed, dealing 60% of your melee weapon's average damage over 12 sec.Passive
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Spearing Strike Maximum rank 1
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Rank 1
A brutal attack that deals 40% weapon damage. Deals an additional 80% weapon damage against Giants, Dragonkin, and mounted targets. Mounted targets are dismounted.15 Rage | Melee Range | Instant | 20 sec cooldown | Requires Battle Stance
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Two-Handed Weapon Specialization Maximum rank 3
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Rank 1
Increases the damage you deal with two-handed melee weapons by 1%.Rank 2
Increases the damage you deal with two-handed melee weapons by 2%.Rank 3
Increases the damage you deal with two-handed melee weapons by 3%.Passive
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Impale Maximum rank 2
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Rank 1
Increases the critical strike damage bonus of your abilities by 10%.Rank 2
Increases the critical strike damage bonus of your abilities by 20%.Passive
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Bloodthrill Maximum rank 5
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Rank 1
Your Main Hand melee attacks against enemies afflicted by your Rend have a 4% chance to allow the use of your Overpower ability on the target. Lasts 6 sec.Rank 2
Your Main Hand melee attacks against enemies afflicted by your Rend have a 8% chance to allow the use of your Overpower ability on the target. Lasts 6 sec.Rank 3
Your Main Hand melee attacks against enemies afflicted by your Rend have a 12% chance to allow the use of your Overpower ability on the target. Lasts 6 sec.Rank 4
Your Main Hand melee attacks against enemies afflicted by your Rend have a 16% chance to allow the use of your Overpower ability on the target. Lasts 6 sec.Rank 5
Your Main Hand melee attacks against enemies afflicted by your Rend have a 20% chance to allow the use of your Overpower ability on the target. Lasts 6 sec.Passive
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Sweeping Strikes Maximum rank 1
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Rank 1
Your next 5 melee attacks strike an additional nearby opponent.30 Rage | Instant | 30 sec cooldown | Requires Battle Stance
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Weaponmaster Maximum rank 5
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Rank 1
Gives your melee weapon attacks a benefit depending on the weapon. Axe/Polearm: Increases your critical strike chance by 1%. Mace/Staff: Your attacks ignore 3% of your target's armor. Sword: Your successful melee attacks have a 1% chance to trigger an extra attack on the target.Rank 2
Gives your melee weapon attacks a benefit depending on the weapon. Axe/Polearm: Increases your critical strike chance by 2%. Mace/Staff: Your attacks ignore 6% of your target's armor. Sword: Your successful melee attacks have a 2% chance to trigger an extra attack on the target.Rank 3
Gives your melee weapon attacks a benefit depending on the weapon. Axe/Polearm: Increases your critical strike chance by 3%. Mace/Staff: Your attacks ignore 9% of your target's armor. Sword: Your successful melee attacks have a 3% chance to trigger an extra attack on the target.Rank 4
Gives your melee weapon attacks a benefit depending on the weapon. Axe/Polearm: Increases your critical strike chance by 4%. Mace/Staff: Your attacks ignore 12% of your target's armor. Sword: Your successful melee attacks have a 4% chance to trigger an extra attack on the target.Rank 5
Gives your melee weapon attacks a benefit depending on the weapon. Axe/Polearm: Increases your critical strike chance by 5%. Mace/Staff: Your attacks ignore 15% of your target's armor. Sword: Your successful melee attacks have a 5% chance to trigger an extra attack on the target.Passive
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Improved Slam Maximum rank 2
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Rank 1
Reduces the global cooldown and cast time of your Slam ability by 0.25 sec. In addition, Slam no longer interrupts or delays your melee swing and Slam's cooldown is reduced by 1.5 sec.Rank 2
Reduces the global cooldown and cast time of your Slam ability by 0.50 sec. In addition, Slam no longer interrupts or delays your melee swing and Slam's cooldown is reduced by 3 sec.Passive
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Improved Hamstring Maximum rank 3
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Rank 1
Gives your Hamstring ability a 5% chance to immobilize the target for 5 sec.Rank 2
Gives your Hamstring ability a 10% chance to immobilize the target for 5 sec.Rank 3
Gives your Hamstring ability a 15% chance to immobilize the target for 5 sec.Passive
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Mortal Strike Maximum rank 1
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Rank 1
A vicious strike that deals weapon damage plus 85 and wounds the target, reducing the effectiveness of any healing by 50% for 10 sec.30 Rage | Melee Range | Instant | 6 sec cooldown
Fury
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Booming Voice Maximum rank 5
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Rank 1
Increases the area of effect of your Shouts by 10% and reduces their Rage cost by 5%.Rank 2
Increases the area of effect of your Shouts by 20% and reduces their Rage cost by 10%.Rank 3
Increases the area of effect of your Shouts by 30% and reduces their Rage cost by 15%.Rank 4
Increases the area of effect of your Shouts by 40% and reduces their Rage cost by 20%.Rank 5
Increases the area of effect of your Shouts by 50% and reduces their Rage cost by 25%.Passive
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Cruelty Maximum rank 5
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Rank 1
Improves your chance to get a critical strike with melee attacks by 1%.Rank 2
Improves your chance to get a critical strike with melee attacks by 2%.Rank 3
Improves your chance to get a critical strike with melee attacks by 3%.Rank 4
Improves your chance to get a critical strike with melee attacks by 4%.Rank 5
Improves your chance to get a critical strike with melee attacks by 5%.Passive
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Lingering Rage Maximum rank 5
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Rank 1
Increases the time before your Rage begins to decay after leaving combat by 2 sec.Rank 2
Increases the time before your Rage begins to decay after leaving combat by 4 sec.Rank 3
Increases the time before your Rage begins to decay after leaving combat by 6 sec.Rank 4
Increases the time before your Rage begins to decay after leaving combat by 8 sec.Rank 5
Increases the time before your Rage begins to decay after leaving combat by 10 sec.Passive
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Unbridled Wrath Maximum rank 5
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Rank 1
Gives you a 12% chance to generate 1 additional Rage when you deal melee damage with a weapon.Rank 2
Gives you a 24% chance to generate 1 additional Rage when you deal melee damage with a weapon.Rank 3
Gives you a 36% chance to generate 1 additional Rage when you deal melee damage with a weapon.Rank 4
Gives you a 48% chance to generate 1 additional Rage when you deal melee damage with a weapon.Rank 5
Gives you a 60% chance to generate 1 additional Rage when you deal melee damage with a weapon.Passive
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Furious Precision Maximum rank 3
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Rank 1
Increases your chance to hit with off-hand attacks by 4%.Rank 2
Increases your chance to hit with off-hand attacks by 7%.Rank 3
Increases your chance to hit with off-hand attacks by 10%.Passive
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Piercing Howl Maximum rank 1
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Rank 1
Causes all enemies within 10 yds to be Dazed, reducing movement speed by 50% for 6 sec.10 Rage | Instant
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Blood Craze Maximum rank 3
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Rank 1
Regenerates 1% of your total Health over 6 sec after being the victim of a critical strike or suffering more than 20% of your maximum Health from a single attack.Rank 2
Regenerates 2% of your total Health over 6 sec after being the victim of a critical strike or suffering more than 20% of your maximum Health from a single attack.Rank 3
Regenerates 3% of your total Health over 6 sec after being the victim of a critical strike or suffering more than 20% of your maximum Health from a single attack.Passive
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Dual Wield Specialization Maximum rank 5
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Rank 1
Increases the damage done by your off-hand weapon by 5% and the Rage generated by your off-hand attacks by 10%.Rank 2
Increases the damage done by your off-hand weapon by 10% and the Rage generated by your off-hand attacks by 20%.Rank 3
Increases the damage done by your off-hand weapon by 15% and the Rage generated by your off-hand attacks by 30%.Rank 4
Increases the damage done by your off-hand weapon by 20% and the Rage generated by your off-hand attacks by 40%.Rank 5
Increases the damage done by your off-hand weapon by 25% and the Rage generated by your off-hand attacks by 50%.Passive
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Raging Blows Maximum rank 1
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Rank 1
Reduces the Rage cost of your Cleave and Whirlwind abilities by 3.Passive
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Enrage Maximum rank 5
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Rank 1
Gives you a 30% chance to deal 2% increased Physical damage for 12 sec after being the victim of any damaging attack.Rank 2
Gives you a 30% chance to deal 4% increased Physical damage for 12 sec after being the victim of any damaging attack.Rank 3
Gives you a 30% chance to deal 6% increased Physical damage for 12 sec after being the victim of any damaging attack.Rank 4
Gives you a 30% chance to deal 8% increased Physical damage for 12 sec after being the victim of any damaging attack.Rank 5
Gives you a 30% chance to deal 10% increased Physical damage for 12 sec after being the victim of any damaging attack.Passive
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Improved Execute Maximum rank 2
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Rank 1
Reduces the Rage cost of your Execute ability by 3.Rank 2
Reduces the Rage cost of your Execute ability by 5.Passive
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Improved Berserker Rage Maximum rank 2
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Rank 1
Your Berserker Rage ability will instantly generate 5 Rage and has a 50% chance to remove all movement impairing effects when activated.Rank 2
Your Berserker Rage ability will instantly generate 10 Rage and has a 100% chance to remove all movement impairing effects when activated.Passive
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Death Wish Maximum rank 1
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Rank 1
When activated, increases your Physical damage done by 20% and makes you immune to Fear effects, but increases all damage you take by 5%. Lasts 30 sec.10 Rage | Instant | 3 min cooldown
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Improved Intercept Maximum rank 2
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Rank 1
Reduces the cooldown of your Intercept ability by 5 sec.Rank 2
Reduces the cooldown of your Intercept ability by 10 sec.Passive
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Flurry Maximum rank 5
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Rank 1
Increases your melee attack speed by 5% for your next 3 swings after dealing a melee critical strike.Rank 2
Increases your melee attack speed by 10% for your next 3 swings after dealing a melee critical strike.Rank 3
Increases your melee attack speed by 15% for your next 3 swings after dealing a melee critical strike.Rank 4
Increases your melee attack speed by 20% for your next 3 swings after dealing a melee critical strike.Rank 5
Increases your melee attack speed by 25% for your next 3 swings after dealing a melee critical strike.Passive
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Gore Drinker Maximum rank 2
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Rank 1
Your Enrage, Berserker Rage, Bloodrage, Death Wish, and Bloodthirst abilities cause your next 3 melee attacks to restore 0.5% of your maximum Health.Rank 2
Your Enrage, Berserker Rage, Bloodrage, Death Wish, and Bloodthirst abilities cause your next 3 melee attacks to restore 1.0% of your maximum Health.Passive
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Bloodthirst Maximum rank 1
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Rank 1
Instantly attack the target causing damage equal to 45% of your Attack Power plus 30 and increasing your movement speed by 10% for 10 sec.30 Rage | Melee Range | Instant | 6 sec cooldown
Protection
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Improved Bloodrage Maximum rank 2
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Rank 1
Increases all the Rage generated by your Bloodrage ability by 25%.Rank 2
Increases all the Rage generated by your Bloodrage ability by 50%.Passive
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Shield Specialization Maximum rank 5
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Rank 1
Increases your chance to Block attacks with your shield by 1% and grants you a 20% chance to generate 5 Rage when you Block.Rank 2
Increases your chance to Block attacks with your shield by 2% and grants you a 40% chance to generate 5 Rage when you Block.Rank 3
Increases your chance to Block attacks with your shield by 3% and grants you a 60% chance to generate 5 Rage when you Block.Rank 4
Increases your chance to Block attacks with your shield by 4% and grants you a 80% chance to generate 5 Rage when you Block.Rank 5
Increases your chance to Block attacks with your shield by 5% and grants you a 100% chance to generate 5 Rage when you Block.Passive
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Iron Will Maximum rank 5
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Rank 1
Reduces the duration of Stun and Fear effects inflicted on you by 3%.Rank 2
Reduces the duration of Stun and Fear effects inflicted on you by 6%.Rank 3
Reduces the duration of Stun and Fear effects inflicted on you by 9%.Rank 4
Reduces the duration of Stun and Fear effects inflicted on you by 12%.Rank 5
Reduces the duration of Stun and Fear effects inflicted on you by 15%.Passive
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Anticipation Maximum rank 5
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Rank 1
Increases your Defense Skill by 4.Rank 2
Increases your Defense Skill by 8.Rank 3
Increases your Defense Skill by 12.Rank 4
Increases your Defense Skill by 16.Rank 5
Increases your Defense Skill by 20.Passive
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Improved Revenge Maximum rank 3
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Rank 1
Increases damage dealt by your Revenge ability by 20%.Rank 2
Increases damage dealt by your Revenge ability by 40%.Rank 3
Increases damage dealt by your Revenge ability by 60%.Passive
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Improved Thunder Clap Maximum rank 3
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Rank 1
Reduces the Rage cost of your Thunder Clap ability by 2.Rank 2
Reduces the Rage cost of your Thunder Clap ability by 4.Rank 3
Reduces the Rage cost of your Thunder Clap ability by 6.Passive
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Last Stand Maximum rank 1
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Rank 1
When activated, this ability temporarily grants you 30% of your maximum health for 20 sec. After the effect expires, the health is lost.Instant | 3 min cooldown
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Master of Defense Maximum rank 2
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Rank 1
Grants you a 50% chance to generate 5 Rage when you Dodge or Parry while a shield is equipped.Rank 2
Grants you a 100% chance to generate 5 Rage when you Dodge or Parry while a shield is equipped.Passive
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Improved Disarm Maximum rank 3
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Rank 1
Reduces the cooldown of your Disarm ability by 7 secs.Rank 2
Reduces the cooldown of your Disarm ability by 13 secs.Rank 3
Reduces the cooldown of your Disarm ability by 20 secs.Passive
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Defiance Maximum rank 3
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Rank 1
Increases all threat generated in Defensive stance by an additional 5% while a shield is equipped.Rank 2
Increases all threat generated in Defensive stance by an additional 10% while a shield is equipped.Rank 3
Increases all threat generated in Defensive stance by an additional 15% while a shield is equipped.Passive
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Improved Sunder Armor Maximum rank 3
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Rank 1
Reduces the Rage cost of your Sunder Armor ability by 1.Rank 2
Reduces the Rage cost of your Sunder Armor ability by 2.Rank 3
Reduces the Rage cost of your Sunder Armor ability by 3.Passive
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Vanguard Maximum rank 1
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Rank 1
Your Charge ability is now usable while in Defensive Stance.Passive
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Improved Shield Bash Maximum rank 2
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Rank 1
Gives your Shield Bash ability a 50% chance to Silence the target for 3 sec.Rank 2
Gives your Shield Bash ability a 100% chance to Silence the target for 3 sec.Passive
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Improved Shield Wall Maximum rank 2
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Rank 1
Reduces the cooldown of your Shield Wall ability by 5.5 min.Rank 2
Reduces the cooldown of your Shield Wall ability by 11.0 min.Passive
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Concussion Blow Maximum rank 1
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Rank 1
Stuns the target for 5 sec.10 Rage | Melee Range | Instant | 45 sec cooldown
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Focused Rage Maximum rank 3
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Rank 1
Reduces the Rage cost of your offensive abilities by 1.Rank 2
Reduces the Rage cost of your offensive abilities by 2.Rank 3
Reduces the Rage cost of your offensive abilities by 3.Passive
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Bastion Maximum rank 5
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Rank 1
Increases all damage you deal by 2% while a shield is equipped.Rank 2
Increases all damage you deal by 4% while a shield is equipped.Rank 3
Increases all damage you deal by 6% while a shield is equipped.Rank 4
Increases all damage you deal by 8% while a shield is equipped.Rank 5
Increases all damage you deal by 10% while a shield is equipped.Passive
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Shield Slam Maximum rank 1
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Rank 1
Slam the target with your shield, causing 421 to 439 damage, increased by your Block Value, and has a 50% chance of dispelling 1 magic effect on the target. Causes a very high amount of threat.20 Rage | Melee Range | Instant | 6 sec cooldown | Requires Shields
Death Wish timing and incoming damage
Death Wish grants 20% Physical damage and fear immunity for 30 seconds, costs ten rage and has a three-minute cooldown. It also increases all damage taken by 5%. Classic's version reduced armor and all resistances by 20% instead; do not plan its defensive cost around that old penalty.
Use it when the tank has control and you can attack through a good part of the next 30 seconds. If a boss is about to become untargetable or force the group away, wait for the next damage window rather than spend most of the buff running. If the enemy will die soon, use the remaining window instead of waiting for a full 30 seconds that will never happen.
Fear immunity can be a reason to line Death Wish up with a fear cast rather than only with your other damage bonuses. Check the incoming damage at the same time: preventing a fear is less valuable if the 5% damage-taken increase makes the following hit lethal. Communicate when you need healing, especially if you are the one holding the enemy right now.
On a longer fight, an early safe use can allow another use later. Do not hold it indefinitely for Execute range when doing so would give up an entire earlier damage window. Conversely, save it for a dangerous add phase if that damage is what your group needs to finish the encounter.
Recklessness, Retaliation and Shield Wall no longer share a cooldown. Recklessness remains a 30-minute commitment; Retaliation and untalented Shield Wall have 15-minute cooldowns. An offensive use no longer locks out Shield Wall, but you still need the right equipment and stance to use your defensive tools.
Deep Fury, control and spare points
Bloodthirst needs at least 31 points in Fury but no longer has a named prerequisite. That leaves at most 20 elsewhere in a 51-point build. Arms' Weaponmaster needs at least 21 points and Improved Slam at least 26, so neither fits alongside Bloodthirst. Use the Arms guide for that playstyle.
Piercing Howl costs ten rage and slows nearby enemies by 50% for six seconds. Improved Intercept reduces Intercept's cooldown by 5/10 seconds. Choose the tool for the control or gap-closing job you actually face.
Improved Berserker Rage moved to row 5. It gives 5/10 rage and a 50/100% chance to remove movement impairments; Berserker Rage itself is learned at level 30. Spending it early for rage can leave it unavailable for a root or slow. Booming Voice now increases shout area by 10/20/30/40/50% and reduces shout rage costs by 5/10/15/20/25%; longer shout duration is baseline.
Early Arms offers Improved Heroic Strike, Deflection and Improved Tactical Mastery. Those choices compete with further Fury utility. The parent's removed-talent list covers the Classic removals; Improved Cleave and Boundless Rage are no longer current Fury choices.
Dungeon cleave and target changes
Let the tank gather the pack before Whirlwind. It strikes with both weapons baseline, but does not select safe targets for you. Keep controlled enemies outside area damage and focus the kill target while the tank establishes threat.
Raging Blows lowers Cleave and Whirlwind costs by three rage. Improved Cleave has been removed. A cheaper attack still is not worth using on the wrong enemy or if it starves an approaching Bloodthirst.
Piercing Howl can slow an enemy running toward the healer while the tank recovers. Follow the pickup rather than chasing into a fresh pack, and save rage for an assigned interrupt. See the Warrior group-play overview for shared duties.
Both weapons, hit and melee crit
Compare both weapons' damage and stats. Whirlwind strikes with the off-hand baseline, while Bloodthirst scales with AP rather than weapon damage range. An off-hand upgrade and an AP-heavy armor piece improve different parts of output.
Count Furious Precision's off-hand hit separately from general item hit. Shared item hit also supports Taunt, but the off-hand talent does not. There is no single universal hit cap for every attack and Taunt.
Crit supports melee damage, critical-basic-attack rage and Flurry. Cruelty specifically adds melee crit even though item crit is shared. Strength and AP support physical damage; SP does not compensate for a weak melee weapon.
Weapon skill retains its Classic role, including glancing-blow damage, but skill items supply less of it. Check weapon families and your whole set when upgrading. Racial weapon bonuses grant crit rather than Classic skill: see Warrior gearing and race choices.
Fury Warrior questions
Does Dual Wield Specialization improve hit?
No. Furious Precision supplies 4/7/10% off-hand hit separately from Dual Wield Specialization. It does not improve main-hand hit or Taunt. General item hit has broader coverage.
Is Raging Blows a new active attack?
No. Raging Blows reduces Cleave and Whirlwind costs by three rage. Whirlwind strikes with both weapons baseline; the talent is not required for that strike and does not add a separate Raging Blow button.
Does Lingering Rage help when I start a fight empty?
No. Lingering Rage delays the start of out-of-combat rage decay by 2/4/6/8/10 seconds. It preserves an existing bank, not create one or raise maximum rage. Boundless Rage has been removed.
Does Bloodthirst still trigger Blood Craze?
No. Blood Craze now needs an incoming critical strike or a single attack exceeding 20% maximum health. Gore Drinker is the separate talent that lets Bloodthirst and its other named triggers make your next three melee attacks restore health.
Does Bloodthirst still have a lower AP coefficient than Classic?
No. Bloodthirst's coefficient was raised from 35% to 45% AP on October 1, matching Classic's coefficient. It still grants 10% movement speed for ten seconds rather than Classic's built-in follow-up-hit healing. The coefficient alone does not establish total Fury damage.