This week's beta build caught the Fury Warrior changes mid-flight, and is an incomplete picture of the overall changes. Work is still underway – the spec is currently being iterated on. To give some more information on the overall direction of the spec, here are some points we are looking to address:
- More tightly adjust/control Enrage uptime and Rage income (both of which heavily impact pacing, flow, and the feel of the spec) throughout the expansion, rather than letting both scale up dramatically as gearing happens.
- Reduce the amount of stacking damage bonuses on the spec that are available simultaneously, which reduces the desire/need to stack multiple at once, which now feels much worse to do now that virtually all of them are on the global cooldown.
- Figure out Entaille furieuse's place on the spec.
Getting mad and being better and stronger is definitely still the fantasy of Fury, and Enrage is staying as the spec's core base mechanic and Mastery. However, Enrage is changing a bit into 25% Haste (still being adjusted) and 10% Movement speed. It's currently 100% melee attack speed on live, and was 50% melee attack speed previously on Beta. Haste is something that's much more felt in terms of pacing (button presses, cooldowns compressing) compared to auto attack speed, which mostly gets covered up by ability animations anyways.
The 20% increased damage taken during Enrage is being removed. Along with this, the 15% passive increased maximum health the spec had is also going away – this was largely added to counteract the increased damage drawback that Enrage had. Now, Fury will simply have the bonus of ~8% more health than other non-tanks in the same gear level, due to being able to dual-wield a pair of 2-handed weapons.
In terms of Enrage uptime, our current thought is we'd like to try targeting Enrage uptime to around ~60%, and not growing wildly throughout the expansion as gear improves. I think there exists a sweet spot for Enrage uptime where it's not up so often that it's taken for granted and you don't have to think at all about playing around it, but also not so rare that it feels bad.
Because Enrage uptime is a function of Enrage duration and Rage generation (which is directly proportional to the time in between Saccager
s), Enrage duration going up means uptime can get too high, which means time in between Saccager
s can get too high, which then feels bad. Currently, Enrage duration is back to 4 sec, but Rage generation has increased significantly
since this round of Fury changes, so the spec should feel much faster now and the uptime on Enrage shouldn't feel low.Coup déchaînéCoup déchaîné
now Generates 12 Rage, has 2 charges, 7.5 sec recharge (reduced by Haste), has a 20% chance to instantly reset its own cooldown, and no longer requires being Enraged to be usable. It's more similar to the Rage intérieure
version than the live baseline version, where it has no cooldown but requires Enrage to be usable. Coup déchaîné
is doing a lot of things for the spec here:
Entaille furieuseEntaille furieuse
- Coup déchaîné was changed to fit together into Saccager and Sanguinaire, both of which we thought were good and didn't need any notable changes.
- Being usable only while Enraged, meant you very frequently pushed it multiple times in a row for 5 Rage each time, which didn't feel super engaging.
- Having 2 charges baseline felt better, as a version with either a 6 or 7.5 sec cooldown but no charges meant it collided with Sanguinaire's cooldown very frequently, which did not feel good. Additionally, charges on Coup déchaîné is sort of the only actual resource you manage on the spec, since Rage is technically a resource but only spent on Saccager and nothing else.
- Having a 20% chance to reset itself is the random proc on the baseline spec that adds an amount of unpredictability to the rotation.
didn't really found its place on the spec. it's a no-cooldown free filler that didn't feel great to press, largely as a direct result of being the lowest priority/impact ability by design. The version of Entaille furieuse
you're seeing this week is a first iteration, where we tried giving it more tie-ins to your core rotation/mechanics: Generates 3 Rage, has 10% chance to trigger Enrage.En train de jouer
this version some more internally, we thought the button felt better, but still didn't feel great to press. Additionally, it overlaps some with Tourbillon
, which is also a baseline no-cooldown free filler. So we're going to try removing Entaille furieuse
baseline and making Whirlwind the baseline filler in single-target. Tourbillon
has the benefit of having better audio/visual feedback, and generally feeling better to press. It also just fits the fantasy of a whirling blademaster/berserker pretty well. It will generate 3 Rage + 1 additional per target hit, up to a maximum of 8 Rage (this is intended to also speed up the AOE rotation). Entaille furieuse
is being merged together with Frénésie
(talent) and becoming a talent in that slot, without the new experimental 10% chance to trigger Enrage mechanic.Whirlwind's Meat Cleaver effectTourbillon
will now cause your next 2 single-target attacks to gain the effect of striking up to 4 additional targets for 40% damage. With the changes to Coup déchaîné
, it made sense to add Raging Blow to this effect, but at that point the only thing not included was Exécution
and Entaille furieuse
, so we've added them too.ExécutionExécution
being a Rage spender caused it replace Saccager
entirely during execute range (against enemies below 20% health). We are trying a version of Exécution
where it has a short 6-sec cooldown, and generates 20 Rage instead of spending it, so that it adds to your rotation and helps fuel your Rampages, rather than replacing one of your core buttons. In the current design of the spec, it feels more correct for Rampage to remain the almighty and only Rage spender, and Execute to be a more support role (rather than the spammed Rage spender), even if it deals similar damage to Rampage on paper (because Exécution
is available less frequently and Rampage Enrages you).Témérité
With Enrage no longer coming from Sanguinaire
critical strikes and instead coming from Sanguinaire
at a consistent 30% rate, the spec no longer has a core critical strike mechanic, and it made less sense to have 100% critical strike chance as Fury's baseline cooldown. Thinking about it more, 100% critical strike chance would make more sense as Arm's cooldown, because that spec is slower-paced and more about setting up for fewer, larger hits. Fury is currently much more about flurries of many smaller hits, speed/haste, and Rage generation. To that end, Fury's cooldown turning into double Rage generation from all sources (and some critical strike chance for flavor) made more sense, both in terms of feel, theme, and gameplay.
As a side note, one of the upsides of Fury's resource model is that it can support a huge amount of burst/temporarily increased resource income in a way that feels great (something many other specs can't do as well), because Saccager
spends 85% of the Rage bar – we're consciously leaning into this more with the Témérité
As always, thanks for all of the feedback.