Fury Warrior Overview & Changes - WoW Forever Guide
Fury Warrior in WoW Forever gets off-hand hit and rage from Dual Wield Specialization, and Raging Blows adds the off-hand to Whirlwind. Bloodthirst now grants movement speed, helping you follow an enemy 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
At rank 1, Dual Wield Specialization gives 5% off-hand damage, 20% off-hand rage generation and 2% off-hand hit. That hit does not improve your main hand 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.
- Rage capacity is not rage income
Boundless Rage gives you more room to bank rage. It helps when the bar would otherwise overflow, but it does not fix a low-rage opening or generate rage while you chase.
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. Forever's Dual Wield Specialization improves the off-hand in three ways at rank 1: 5% more damage, 20% more rage generation and 2% more hit chance. Classic's first rank only increased off-hand damage.
The hit bonus helps off-hand attacks connect, the rage bonus brings in more rage from that hand, and the damage bonus raises its output. Do not add those percentages into one damage multiplier or assume the rage bonus also helps your main hand. A streak of misses can still interrupt your spending, so watch the rage you actually have instead of counting on a proc or swing that has not landed yet.
Precision covers more: at rank 1, it adds 1% hit to all abilities and attacks. When you weigh a hit item against a damage piece, keep the extra off-hand hit separate from the hit that supports your other attacks. An off-hand talent does not make a missed Bloodthirst or Taunt less costly.
Raging Blows makes Whirlwind also strike with your off-hand weapon and reduces Cleave's rage cost by two. This gives off-hand weapon damage another use beyond auto-attacks. When choosing a dungeon upgrade, look at both equipped weapons instead of pouring all your gold and loot effort into the main hand.
Bloodthirst damage, movement and healing
Bloodthirst costs 30 rage, has a six-second cooldown and deals damage equal to 35% of your AP plus 30. It also grants 10% movement speed for ten seconds. Classic Bloodthirst dealt 45% of AP and attached healing to the next successful melee attacks. The lower coefficient changes how this attack scales with AP; it is not a measure of the whole spec's damage.
Stay close enough to follow the target when it moves, using the speed buff to stay on it rather than waiting until a big gap opens. A knockback or distant target switch can still require Intercept or help from your group. Do not chase a target through dangerous ground just because the movement buff is running.
With Blood Craze, dealing Bloodthirst damage triggers health regeneration. At rank 1, it restores 1% of total health over six seconds. Taking a critical strike or losing more than 20% of your maximum health to a single attack also triggers it. That last trigger is a single attack over the threshold, not several small hits added together.
That heal is gradual, so it will not immediately repair a large hit. Keep attacking when it is safe to benefit from the damage trigger, but pop a defensive or step out to recover when the next hit threatens to kill you. Taking extra damage to activate the other triggers only runs up a larger healing bill.
Banking rage and choosing extra spends
Keep enough rage for an approaching Bloodthirst and for Whirlwind when it can hit the targets you need. Add Heroic Strike or Cleave when you have room to spend beyond those attacks. If you are repeatedly empty when the next Bloodthirst comes up, cut those extra spends before deciding your off-hand needs still more hit.
Boundless Rage increases maximum rage by ten at rank 1. Use that space before a burst window or a target switch, when you would otherwise waste incoming rage at the cap. If you rarely come near the cap, that extra capacity is worth less than a talent that brings in more rage or cuts a cost you pay often.
Unbridled Wrath can generate extra rage when you deal melee damage with a weapon. At rank 1, the chance is 12%, awarding one rage per proc, or two with a two-handed weapon. Those are chances at extra rage, not a guaranteed payment for your next attack. Improved Execute instead cuts Execute's cost, which matters when you need repeated finishing attempts.
Execute becomes available at 20% target health or below and converts extra rage into damage. Against an enemy that will survive the cast, watch what is left in the bar before promising an interrupt or another 30-rage attack. Against a target about to die, holding a large bank for an ability you will never get to use can waste damage. Finish the assigned enemy without forgetting an imminent add pickup or control job.
Flurry and Enrage triggers
Flurry activates after a melee critical strike and increases melee attack speed for your next three swings. At rank 1, the speed increase is 5%. Melee crit increases the triggering hit's damage and speeds the following swings. A bleed crit does not activate Flurry.
Enrage can activate after any damaging attack against you. At rank 1, it has a 30% chance to grant 2% increased Physical damage for 12 seconds. Classic Enrage required you to take a critical strike. Take the proc when damage reaches you in normal play, but stay out of avoidable boss attacks and leave the aggro on the tank.
Enrage is a prerequisite for Flurry. Include those required points when you compare Flurry with earlier utility or rage talents.
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
18 talentsProtection
18 talentsSpend your 51 points, try different paths and share your build in the talent calculator.
Build your talentsRead all talent descriptions
Arms
-
Improved Heroic Strike Maximum rank 3
-
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
-
Deflection Maximum rank 5
-
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
-
Improved Rend Maximum rank 3
-
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
-
Improved Charge Maximum rank 2
-
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
-
Improved Tactical Mastery Maximum rank 5
-
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
-
Improved Overpower Maximum rank 2
-
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
-
Anger Management Maximum rank 1
-
Rank 1
Generates 1 Rage every 3 sec while in combat, and reduces Rage loss while out of combat by 30%.Passive
-
Deep Wounds Maximum rank 3
-
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
-
Spearing Strike Maximum rank 1
-
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
-
Two-Handed Weapon Specialization Maximum rank 3
-
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
-
Impale Maximum rank 2
-
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
-
Bloodthrill Maximum rank 5
-
Rank 1
Your melee attacks against targets afflicted by your Rend have a 2% chance to activate your Overpower ability for 1 attack on your current target. Lasts 6 sec.Rank 2
Your melee attacks against targets afflicted by your Rend have a 4% chance to activate your Overpower ability for 1 attack on your current target. Lasts 6 sec.Rank 3
Your melee attacks against targets afflicted by your Rend have a 6% chance to activate your Overpower ability for 1 attack on your current target. Lasts 6 sec.Rank 4
Your melee attacks against targets afflicted by your Rend have a 8% chance to activate your Overpower ability for 1 attack on your current target. Lasts 6 sec.Rank 5
Your melee attacks against targets afflicted by your Rend have a 10% chance to activate your Overpower ability for 1 attack on your current target. Lasts 6 sec.Passive
-
Sweeping Strikes Maximum rank 1
-
Rank 1
Your next 5 melee attacks strike an additional nearby opponent.30 Rage | Instant | 30 sec cooldown | Requires Battle Stance
-
Weaponmaster Maximum rank 5
-
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
-
Improved Slam Maximum rank 2
-
Rank 1
Reduces the global cooldown and cast time of your Slam ability by 0.25 sec. In addition, Slam no longer interrupts your melee swing time.Rank 2
Reduces the global cooldown and cast time of your Slam ability by 0.50 sec. In addition, Slam no longer interrupts your melee swing time.Passive
-
Improved Hamstring Maximum rank 3
-
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
-
Mortal Strike Maximum rank 1
-
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
-
Booming Voice Maximum rank 5
-
Rank 1
Increases the radius of your Battle Shout and Demoralizing Shout abilities by 10%.Rank 2
Increases the radius of your Battle Shout and Demoralizing Shout abilities by 20%.Rank 3
Increases the radius of your Battle Shout and Demoralizing Shout abilities by 30%.Rank 4
Increases the radius of your Battle Shout and Demoralizing Shout abilities by 40%.Rank 5
Increases the radius of your Battle Shout and Demoralizing Shout abilities by 50%.Passive
-
Cruelty Maximum rank 5
-
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
-
Iron Will Maximum rank 5
-
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
-
Unbridled Wrath Maximum rank 5
-
Rank 1
Gives you a 12% chance to generate 1 additional Rage when you deal melee damage with a weapon. This effect is increased to 2 Rage for two-handed weapons.Rank 2
Gives you a 24% chance to generate 1 additional Rage when you deal melee damage with a weapon. This effect is increased to 2 Rage for two-handed weapons.Rank 3
Gives you a 36% chance to generate 1 additional Rage when you deal melee damage with a weapon. This effect is increased to 2 Rage for two-handed weapons.Rank 4
Gives you a 48% chance to generate 1 additional Rage when you deal melee damage with a weapon. This effect is increased to 2 Rage for two-handed weapons.Rank 5
Gives you a 60% chance to generate 1 additional Rage when you deal melee damage with a weapon. This effect is increased to 2 Rage for two-handed weapons.Passive
-
Improved Cleave Maximum rank 3
-
Rank 1
Reduces the Rage cost of your Cleave ability by 1.Rank 2
Reduces the Rage cost of your Cleave ability by 2.Rank 3
Reduces the Rage cost of your Cleave ability by 3.Passive
-
Piercing Howl Maximum rank 1
-
Rank 1
Causes all nearby enemies to be Dazed, reducing movement speed by 50% for 6 sec.10 Rage | Instant
-
Blood Craze Maximum rank 3
-
Rank 1
Regenerates 1% of your total Health over 6 sec after being the victim of a critical strike, dealing damage with Bloodthirst, 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, dealing damage with Bloodthirst, 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, dealing damage with Bloodthirst, or suffering more than 20% of your maximum Health from a single attack.Passive
-
Boundless Rage Maximum rank 3
-
Rank 1
Increases your maximum Rage by 10.Rank 2
Increases your maximum Rage by 20.Rank 3
Increases your maximum Rage by 30.Passive
-
Dual Wield Specialization Maximum rank 5
-
Rank 1
Increases your off-hand weapon damage by 5%, off-hand Rage generation by 20%, and chance to hit with off-hand attacks by 2%.Rank 2
Increases your off-hand weapon damage by 10%, off-hand Rage generation by 40%, and chance to hit with off-hand attacks by 4%.Rank 3
Increases your off-hand weapon damage by 15%, off-hand Rage generation by 60%, and chance to hit with off-hand attacks by 6%.Rank 4
Increases your off-hand weapon damage by 20%, off-hand Rage generation by 80%, and chance to hit with off-hand attacks by 8%.Rank 5
Increases your off-hand weapon damage by 25%, off-hand Rage generation by 100%, and chance to hit with off-hand attacks by 10%.Passive
-
Raging Blows Maximum rank 1
-
Rank 1
Causes your Whirlwind to also strike with your off-hand weapon, and reduces the Rage cost of your Cleave ability by 2.Passive
-
Enrage Maximum rank 5
-
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
-
Improved Execute Maximum rank 2
-
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
-
Precision Maximum rank 3
-
Rank 1
Improves your chance to hit by 1%.Rank 2
Improves your chance to hit by 2%.Rank 3
Improves your chance to hit by 3%.Passive
-
Death Wish Maximum rank 1
-
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
-
Improved Intercept Maximum rank 2
-
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
-
Improved Berserker Rage Maximum rank 2
-
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
-
Flurry Maximum rank 5
-
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
-
Bloodthirst Maximum rank 1
-
Rank 1
Instantly attack the target causing damage equal to 35% 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
-
Shield Specialization Maximum rank 5
-
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
-
Anticipation Maximum rank 5
-
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
-
Improved Bloodrage Maximum rank 2
-
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
-
Toughness Maximum rank 5
-
Rank 1
Increases your Armor value from items by 2%.Rank 2
Increases your Armor value from items by 4%.Rank 3
Increases your Armor value from items by 6%.Rank 4
Increases your Armor value from items by 8%.Rank 5
Increases your Armor value from items by 10%.Passive
-
Improved Thunder Clap Maximum rank 3
-
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
-
Last Stand Maximum rank 1
-
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
-
Master of Defense Maximum rank 2
-
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
-
Improved Revenge Maximum rank 3
-
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
-
Defiance Maximum rank 3
-
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
-
Improved Sunder Armor Maximum rank 3
-
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
-
Improved Disarm Maximum rank 3
-
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
-
Vanguard Maximum rank 1
-
Rank 1
Your Charge ability is now usable while in Defensive Stance.Passive
-
Improved Shield Wall Maximum rank 2
-
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 min.Passive
-
Concussion Blow Maximum rank 1
-
Rank 1
Stuns the target for 5 sec.10 Rage | Melee Range | Instant | 45 sec cooldown
-
Improved Shield Bash Maximum rank 2
-
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
-
Bastion Maximum rank 5
-
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
-
Focused Rage Maximum rank 3
-
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
-
Shield Slam Maximum rank 1
-
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
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.
Deep Fury, control and spare points
Bloodthirst requires Death Wish and at least 31 points in Fury. 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 if you want Slam and the weapon-family bonuses to be your main tools.
Inside Fury, spend utility points on the job you expect to do. Piercing Howl costs ten rage and slows nearby enemies by 50% for six seconds. It helps when several enemies are moving toward a healer, whereas Improved Intercept helps repeated gap closing by reducing Intercept's cooldown by five seconds at rank 1 or ten at rank 2.
Improved Berserker Rage supplies five rage and a 50% chance to remove movement-impairing effects at rank 1. At rank 2, it supplies ten rage and the removal chance becomes 100%. If roots or slows repeatedly prevent contact, that second rank changes whether you can rely on the removal. Spending the cooldown early for rage can leave it unavailable when you need to move.
Early Arms offers Improved Heroic Strike for a cheaper extra spend, Deflection for parry and Improved Tactical Mastery for stance retention. These compete with further Fury ranks. Choose the cheaper attack when rage spent on Heroic Strike is the problem; choose retention when repeated stance changes are discarding rage. The parent's removed-talent list explains moved and consolidated Classic talents.
Dungeon cleave and target changes
Let the tank gather the pack before using Whirlwind. Raging Blows adds an off-hand strike, but it does not select safe targets for you. Keep controlled enemies outside your area damage and focus the kill target while the tank establishes threat on the rest.
Use Cleave when its second target should also take damage. Raging Blows lowers its cost by two rage, and Improved Cleave reduces the cost further, by one at rank 1. Cheaper cleaves let you spend more often, but they do not make every swing worth rage when Bloodthirst is about to come up.
When an enemy runs toward the healer, Piercing Howl can slow it while the tank recovers. Follow the tank's pickup rather than chasing the add into a fresh pack. If your assignment is an interrupt, save the rage and position to land it even when the rest of the group is cleaving. See the Warrior group-play overview for shared support duties.
Both weapons, hit and melee crit
Compare both weapons' damage and supporting stats when choosing an upgrade. Whirlwind also hits with your off-hand through Raging Blows, while Bloodthirst scales with AP rather than either weapon's damage range. A higher-damage off-hand improves a different part of your output than an AP-heavy armor piece does. Neither comparison can be settled by Bloodthirst's coefficient alone.
Count Dual Wield Specialization's off-hand hit separately from Precision and item hit. Shared hit on gear also supports Taunt, but the off-hand-only talent does not. Keep main-hand attacks, off-hand attacks and Taunt reliability separate instead of treating one hit percentage as a universal cap.
Crit supports melee damage and Flurry. Cruelty specifically increases melee crit, even though item crit is shared across attack types. Strength and AP still contribute to physical damage; SP on a caster weapon does not compensate for a weak melee weapon.
Weapon skill retains its Classic function, including its role in glancing-blow damage, but skill items supply less of it. Recheck matching weapon families and the whole set when replacing either weapon. Racial weapon bonuses now grant crit rather than the old skill bonus: see Warrior gearing and race choices before carrying over a Classic gear list.
Fury Warrior questions
Does Dual Wield Specialization improve main-hand hit?
No. Its hit bonus is explicitly for off-hand attacks. Precision and general item hit have broader coverage, so evaluate them separately when main-hand attacks or Taunt are missing.
Is Raging Blows a new active attack?
No. Raging Blows changes Whirlwind to strike with the off-hand and lowers Cleave's rage cost. You continue pressing Whirlwind and Cleave; the talent does not add a separate Raging Blow button or let you dual wield two-handed weapons.
Does Boundless Rage help when I start a fight empty?
It raises your maximum rage, not your starting rage or generation rate. Boundless Rage is valuable when you would otherwise reach the cap; it does not pay for your opening Bloodthirst.
Can Blood Craze trigger without an enemy hitting me?
Yes. Dealing damage with Bloodthirst is one of Blood Craze's triggers. Its other triggers are taking a critical strike or taking more than 20% of maximum health from one attack. At rank 1, the heal restores 1% of total health over six seconds.
Does Bloodthirst's lower AP coefficient mean Fury loses the same percentage of DPS?
No. Bloodthirst now deals 35% of AP plus 30, compared with Classic's 45% of AP, but that is one attack. Off-hand damage, rage, Whirlwind and time spent in melee also affect total output. The coefficient alone cannot rank the spec or determine its gear.