Firstly howdy, I've recently switched to fury warrior main from feral druid as I've gotten fed up of lackluster performance and the lack of improvement in the foreseeable future as we are a viable "tank". But anyway:
Some thoughts and ideas from the last few pages of this thread.
Firstly on the idea of a 1h dual wield warrior from a couple of pages back. I toyed with the idea of a heavy arms build; something like
this with the basic idea of trying to max out the amount of damage you do with deep wounds. So using a heavy 2.6 speed weapon in the main hand and as fast as possible offhand. Whether it is worth using, the answer is probably no, is beyond the scope of this thread really (as its technically an arms or a hybrid spec).
To go on to other discussion points; The bloodsurge change feels lke a nerf but a minor one at most. Assuming the standard BT/WW/Slam (Heroic strike) priorities, slam procs can easily be lost being only the third priority. Combined with the random nature and a reliance on heroic strike to make up the proc rate difference this can hurt rage starved warriors. Unregardless it seemed to be minor at most with slam making up a similar percentage of my damage as previous to the patch (around 4%). Though won't argue with the numbers quoted here; it may well be a buff

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With regards to glyphing. My personal preferences are WW/HS/Cleave. I'm Also specced into improved cleave which makes the bonus target extra nice. Was topping the meters on 3 or 4 target trash packs peaking at 5k dps for a pack with deathwish up

. Its my personal feeling that I'm willing to take a minor boss dps hit (We've not had any trouble on a single boss for months now) for extra trash damage and additional instance damage; each to their own. Using this glyph arrangement seems to result in a loss of dps while using high-rage executes so keeping up standard rotation after the 20% mark seems to work out better.
With regards to slam! procs I'm using a facility built into parrot (an SCT clone) along with its other nice tricks it has a built in event alert attached to buff gains and the like, great SCT mod and I've found it very useful to monitor those procs.
To finish, a couple of questions:
I'm aware that the initial execute damage scales with attack power but is this the case for damage done by each point of additional rage (similar to the scaling on ferocious bite with extra energy)?
With my current setup I do between 15 and 20% deep wounds damage on any given fight, this is almost always less than melee and heroic strike/cleave; these two combined are always significantly larger than its value at the very least. The highest I've seen is on loatheb with 25% of damage done by deep wounds, I'm sure I saw GC quote numbers of 40%+ so my question is basically this: My gear isn't bad though I am currently stuck with 3.4 speed weapons, I've got a full epic set but could still get a few upgrades, does deep wounds start scaling up stupidly well at the final few pieces of gear?
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The real question is why was jawbone ever in his OH?
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Oh and to clarify this comment made above. The extra 0.1 dps on deaths bite (making it perhaps the reason why you put it in your main hand) is quickly countered by the slower speed of the jawbone. The slower speed results in larger deep wounds ticks (as it is 48% of your average main hand weapon hit). And funnily enough deaths bite with its quicker speed results in higher dps as an offhand than the jawbone, probably for a similar reason it hitting faster procs more of those delicious deep wounds ticks.