The build on a one-minute single-boss fight spends its points 19/31/1. It takes Arms deep enough for
Improved Tactical Mastery,
Deep Wounds and
Impale, goes down Fury to
Bloodthirst, and puts its last points into
Improved Bloodrage in Protection.
30305213002-35053005102010501-1 · Alliance (Human) plays Tuned 19/31/1: +1 Enrage, −1 Booming VoiceEach fight and faction has its own searched build. They differ by a point or two, so the reasons below hold for all of them.
Why these talents
Flurry is the build's most valuable talent, worth 12.6 % of your damage. After any melee crit your next three swings are 25 % faster, and with this much crit it stays up 79.9 % of the fight. Faster swings mean more rage as well as more damage, because Forever pays rage per swing. Flurry needs
Death Wish, which now replaces Enrage as its requirement.
Bloodthirst hits for 45 % of your attack power plus 48 on a six-second cooldown, and the talent is worth 9.0 %. It no longer heals. Its rotation line is worth more than the talent, 16.9 %, because the
Whirlwind and
Hamstring lines only fire while Bloodthirst is on cooldown. Take Bloodthirst out and they stop too.
Dual Wield Specialization gives the off hand 25 % more damage and 50 % more rage at 5/5. It is worth 6.0 %. The off-hand hit chance it used to carry has moved to a new talent,
Furious Precision, which adds 10 % hit to off-hand attacks and is worth 3.9 %.
Cruelty is a flat 5 % crit, worth 3.7 %. Crit feeds Flurry, Deep Wounds and your rage, so it counts for more on a Fury Warrior than its tooltip suggests.
Deep Wounds and
Impale are the reason to go this deep into Arms. Every crit, from either hand or any ability, starts or tops up a bleed for 60 % of your main hand's average damage over 12 seconds. Impale makes your abilities crit for 2.2 times their damage. Together they are worth 1.8 % and 4.1 %.
Improved Tactical Mastery lets you keep 25 rage instead of 10 when you change stance. That is what makes the
Overpower dance work, and it is worth 2.3 %.
Death Wish is your burst: 20 % more Physical damage for 30 seconds, at the cost of taking 5 % more damage. It is worth 10.1 % on its own, and you need it for Flurry anyway.
Improved Execute (2.1 %) and
Improved Overpower (1.3 %) round out the build. Execute costs 10 rage instead of 15, which leaves more for the damage it converts.
Flexible points
The last points in the build are worth almost nothing in a boss fight, so spend them on whatever helps your raid.
- Booming Voice and Enrage. The 31st Fury point goes to either. Booming Voice is worth 0.1 % here, because it only makes
Battle Shout cheaper.
Enrage needs you to take damage. In our single-boss fights the boss hits the tank, so the only damage you take is your own Goblin Sapper Charge. If your raid takes area damage, Enrage gives more than it does here. - Improved Rend. Three points to reach Deep Wounds. You never cast Rend, so they do nothing else.
- Improved Bloodrage. Five more rage from each
Bloodrage, worth 0.2 %. - Piercing Howl, Lingering Rage and Improved Intercept do nothing on a boss. Take them only for trash or for getting to the boss.
What each talent is worth
Each value is the build run again without that talent, on the same simulated fights. A talent's value is what its points add, so the values don't add up to your damage. The "last point" column shows what dropping a single point costs, which is the number to look at when you are deciding where a spare point goes.
On every fight
The builds for other fights move only the cheap points. The three-boss builds take a point out of
Improved Heroic Strike, because Cleave replaces Heroic Strike there, and put a second point into Improved Bloodrage. The table lists each fight's build against the one on this fight.