Hmm, that's interesting. He fills in some of the blanks between the Blue posts I've read.
I guess at this point I can only say from intuition / speculation that there'll definitely still be a spot in every 25-man for a Protection warrior.
Or you could bring a Fury + Arms Warr, let the Warlocks supply the Demo shout + Thunder Clap and /laugh at what a joke Prot warriors have becomes.
The bottom line is, unless they make Prot Warrs the BEST tanks, no one will ever use them. Wrath isn't even out and we already go out of our way to find reasons not to use Prot Warrs because they have the lowest threat gen. If healers can swing it, theres no reason to use Warriors unless the encounter has a mechanic that requires spell reflect. Warriors have no unique quality to them right now in WoW other than mitigation and the only time that helps is if your healers suck or you're under geared for an encounter.
Prot warriors are quickly becoming the only tank without a niche, and as we all know, jack of all trades, master of none has no place in an MMO game where raiding (the Prot warrior's only true home) requires min/maxing at high levels.
To be perfectly honest, I don't like the direction they're dragging WoW in respect to tanking. In other MMOs the optimal tank was clear cut and obvious so people rolled those classes for that intended purpose. Even if there were multiple classes/jobs that did effectively the same thing, they were never interchangeable. In WoW the tanking demographic is all over the fucking place.
If Blizzard stays on their "everyone can tank!" stupidity, everyone will use Paladin because it's another free blessing you simply throw away by using any other tanking class.
Right guys, I have decided to roll a warrior and level it up to 70. I'm bored of shaman and mage and am not really that keen on death knight.
The clincher, Female gnome warrior or other? has to be alliance however.
What do you suggest, I feel gnomes are hilarious however.
PvP-wise? I'd say gnomes are one of the better alliance races, they're a bit harder to mouse-target than other races, and they actually have a snare break in Escape Artist.
For PvE, I'd go with Draenei for the hit aura. However, Gnomes do look hilarious when tanking raid bosses (and Gnome Fury Warriors will likely look just as hilarious in WotLK when they can dual-wield 2-handers with Titan's Grip), so you can't fully count them out.
cute gnome female with bright pink or green hair and some sort of cute name like Fuzzy or Poobear or Winkles so people feel bad when killing you but laugh when you kill them.
cute gnome female with bright pink or green hair and some sort of cute name like Fuzzy or Poobear or Winkles so people feel bad when killing you but laugh when you kill them.
Gnome for fun and escape artist rocks in pvp, Human if you want to min/max PvE because the sword/mace expertise bonus is huge, oh and perception charging rogues is fun, too.
Not to mention that they look like the incredible hulk minus the green. I guess this is fine for a warrior type, but man do I cringe when I see a male human caster.
Arms / Overpower I can't recall if I mentioned this, but one thing that comes up a lot is letting Arms get better use out of Overpower in PvE. No promises, but I wouldn't at all be surprised to see something like this.
STR and AGI, right? That works. Don't forget to throw some stam in for good measure. And once you hit Outland, of the Soldier is good stuff. Of the Beast isn't bad, either.
Warriors suck at times so you'll want to have enough life to take on 2 mobs at least because you're melee and will undoubtedly get adds all the time and eating between each pull blows.
If you have run many of the Northrend dungeons, you'll see that there aren't many of the Shattered Halls style 6-7 mob pulls. And if we add those, they need to be non-elite or otherwise weak enough that they can be AE'd or zerged down without the expectation that the tank has to hold them all for a long time.
Players sometimes ask for Thunder Clap (or fill in your favorite ability) to affect more targets, and in Thunder Clap's case, that is probably a good thing. But really what we'd like to see is these abilities hold the number of targets they are supposed to hold effectively. It's unfortunately typical that when a tank is tanking say 3 targets that the first one dies quickly, the second one is tanked effectively, but somewhere near the end of the fight, the third one breaks free. If Thunder Clap affects 5 or 6 targets, those targets need to be effectively tanked by Thunder Clap (and the rest of the warrior's rotation).
Likewise, we don't want to reduce the cooldown of Thunder Clap to zero. That means a warrior could just that ability to tank and no other. We'd rather see a Thunder Clap, followed by Cleaves, Mortal Strikes, Shield Slams and whatever else, and then another Thunder Clap. To make that work however, the threat of Thunder Clap needs to be high enough to survive the cooldown and I don't think that is happening enough now.
Oh I didn't realize that, I knew that MS gets a decent threat buff from Stance Mastery, but it had slipped from my memory that shield slam was becoming a trained skill.
I went to the Wowhead talent calculator to look at Shield Slams replacement talent. I kind of like it.
Are you surprised? Deep Arms has always been horrible, and it looks like they will be continuing the trend. Why they didn't swap Heroic Leap with Bladestorm, and get rid of Imp MS entirely is beyond me. There is so much potential for the Arms tree.
Oh well, hopefully the big revamp we have coming will address some of this.
So, as far as raiding goes, I don't care what the 51 point talent in the Fury tree ends up being, because I'm 100% unwilling to lose Sweeping Strikes. In fact, I don't know why the fuck they put that back in the damn Arms tree. My current Wrath Spec is looking like this right now.
I'm curious if having 3/3 Deep Wounds will be better than having 5/5 Imp 2h Spec. Before, deep wounds was a requirement because of how valuable Impale was, but now... I don't know. Though with DW 2h weapons, it may very well outdamage 5/5 2h Spec.
EDIT: Drop some points in Deflection for Bloodletting. Sounds like Bloodbath and Rend (well, maybe just Bloodbath) might be a nice little AoE ability.
The tooltip for rend reads as follows:
Wounds the target causing them to bleed for 300 damage plus an additional [0.3 * ((MWB + mwb) / 2 + AP / 14 * MWS)] (based on weapon damage) over 15 sec. If the target becomes Enraged, Rend causes four times the normal damage.
For those of you who don't visit mmochampion regularly.
Warrior (Skills List / Talent Calc. (8781))
1) Heroic leap and Bladestorm are very awkward to use, especially in PVP, nigh unusable right now. Are there plans to make these stronger, or at least more user friendly? Totally. We like the basic talents, so the rest is just getting the tuning right and fixing all the bugs. Heroic Leap will probably be trickier just because it has to handle physics and obstructions. (Source)
2) Titan's Grip is mathematically pretty terrible right now and severely devalues attack power for a fury warrior using it. It does almost universally less DPS than a one handed weapon fury build. The design is for Titan's Grip to be a dps increase. It's easy to make it too much of an increase, and we may be being too cautious with the numbers at the moment. But when we talk about Lich King, we are assuming most Fury warriors are using two-handers. It's not supposed to be hard decision. (Source)
3) Most talents beyond Tier 3 in arms are staggeringly bad for PVE right now, with the exception of blood frenzy. Is this intended to balance blood frenzy? Will we see any improvements here? Do you intend to go the route of feral with arms and build multiple effects onto talents to give them PVP/PVE usefulness the way feral gets DPS/tanking talents? Given plenty of time, we would love to sprinkle PvP, PvE and tanking talents all throughout the trees. There are definitely some lame talents at the moment (some old, some new), and we are going to try to get to them all. Blood Frenzy itself is going to be on the back-burner until we resolve how we're going to handle raid stacking. It isn't the intention that Arms gets to raid and Fury goes home.
4) The changes to windfury and sword specialization have destroyed the slam rotation for arms in terms of DPS viability. Arms warriors simply don't have the rage for a full rotation without them, even specing to endless rage and anger management. We're in a very similar state now to ret paladins live, enough or close to enough skills to provide powerful damage output but hamstrung by resource limitations, are there any plans to fix that? Judgments of the wise was a brilliant fix, any chance we could see something similar in arms to improve PVE DPS? Slam is intended to be an attractive button. I think it just needs a little attention now that the extra attacks are under control now. (Source)
5) Fury's top end talents ignore PVE DPS almost entirely in their current form, TG while cool is a spec for burst over sustained damage and has the same rage issues that arms does only more severe with reduced attack speed and increased miss chance. Heroic leap does very little damage and the stun effect is not useful in dungeon or raid settings so its almost exclusively a PVP talent (its targeting issues not withstanding). Bloodsurge and Furious Resolve are workable but the other new talents don't add a lot to fury and quite honestly you'll likely see fury raiders as 16/47/8 or something similar, keeping their exact old build plus bloodsurge or furious resolve, taking advantage of the better impale/deep wounds placements and grabbing improved bloodrage, tactical mastery, and Incite out of prot. Is that intended? Do the devs thing fury was in a good spot in TBC? Do they think we need a step up? or a step down? There were certainly Fury warriors doing fine dps in BC, but that might have been in spite of and not because of the tree. I don't think anyone here would disagree with your analysis. We're working on the talents. The feedback from the warrior community, while occasionally (and sometimes understandably) bitter, has been helpful. (Source)
I think a 20% down to 0% haste penalty for TG will make it a stellar talent at high end gear with better returns coming from one handers until a fair bit of hit rating and haste are acquired to smooth out the rage, 21/50/0 seems like a good raid build with that change, maxing out TG and picking up impale/deep wounds and 2 hander spec out of arms. It's still a little odd that 1 talent point gets you the dual-wielding and the others just improve it, but maybe that's workable. We'll know soon enough. We love the idea of the talent though. It is one of those that gets noticed a lot by someone just coming to LK. (Source)
6) you've mentioned balancing blood frenzy in arms against the personal DPS of fury. Have you considered adding a buff of similar magnitude to deep fury? Something like 3% crit or haste added to battle shout, or similar? Such that you could equalize the personal DPS potential of the two trees without making arms warriors clearly superior in raids. Yes. We wanted to make Arms as attractive as Fury for raids, but we probably tipped the scales too far. We're currently discussing whether it's okay for any class or spec to bring no real synergy to a group other than mad dps. But granting buffs to traditional high dps classes might also mean their dps needs to come down a little in proportion to everyone else. (Source)
7) Can we add prot's passive expertise talent back on incite to help out DPS warriors even more by letting them pick up some expertise for a minor prot splash? (sorry, I have to bring up the expertise in every thread, it being gone really bothers me) We weren't trying to screw anyone out of Expertise by removing Defiance. It was intended to just be a buff. We'll see if we can work Expertise back in somewhere. (Source)
0.3 * ((MWB + mwb) / 2 + AP / 14 * MWS just means 30% unnormalized average weapon damage. Unless MWS refers to normalized values like 3.3 for two handers and 2.4 for one handers.
TBC's rend is 5% unnormalized weapon damage plus the base rend damage over 21 seconds. In other words, the new rend scales over 8 times faster than the old rend.
0.3 * ((MWB + mwb) / 2 + AP / 14 * MWS just means 30% unnormalized average weapon damage. Unless MWS refers to normalized values like 3.3 for two handers and 2.4 for one handers.
TBC's rend is 5% unnormalized weapon damage plus the base rend damage over 21 seconds. In other words, the new rend scales over 8 times faster than the old rend.
And 2/2 Bloodletting increases the damage by 30%, and 4x more damage to an enraged target.
0.3 * ((MWB + mwb) / 2 + AP / 14 * MWS just means 30% unnormalized average weapon damage. Unless MWS refers to normalized values like 3.3 for two handers and 2.4 for one handers.
TBC's rend is 5% unnormalized weapon damage plus the base rend damage over 21 seconds. In other words, the new rend scales over 8 times faster than the old rend.
And 2/2 Bloodletting increases the damage by 30%, and 4x more damage to an enraged target.
Yeah, it's still technically crummy, but it's now about ~800 damage instead of the hilarious ~200. So you don't have to feel embarrased about using it now.
The Wolfman on
"The sausage of Green Earth explodes with flavor like the cannon of culinary delight."
0.3 * ((MWB + mwb) / 2 + AP / 14 * MWS just means 30% unnormalized average weapon damage. Unless MWS refers to normalized values like 3.3 for two handers and 2.4 for one handers.
TBC's rend is 5% unnormalized weapon damage plus the base rend damage over 21 seconds. In other words, the new rend scales over 8 times faster than the old rend.
And 2/2 Bloodletting increases the damage by 30%, and 4x more damage to an enraged target.
Yeah, it's still technically crummy, but it's now about ~800 damage instead of the hilarious ~200. So you don't have to feel embarrased about using it now.
Well, I doubt rend will be part of any normal rotation, but Bloodbath will be fantastic for tanking, and it will be wondrous for Multimob pulls as Fury.
0.3 * ((MWB + mwb) / 2 + AP / 14 * MWS just means 30% unnormalized average weapon damage. Unless MWS refers to normalized values like 3.3 for two handers and 2.4 for one handers.
TBC's rend is 5% unnormalized weapon damage plus the base rend damage over 21 seconds. In other words, the new rend scales over 8 times faster than the old rend.
And 2/2 Bloodletting increases the damage by 30%, and 4x more damage to an enraged target.
Yeah, it's still technically crummy, but it's now about ~800 damage instead of the hilarious ~200. So you don't have to feel embarrased about using it now.
Well, I doubt rend will be part of any normal rotation, but Bloodbath will be fantastic for tanking, and it will be wondrous for Multimob pulls as Fury.
Wish I could tell you anything about it, because it still hasn't been implemented yet.
The Wolfman on
"The sausage of Green Earth explodes with flavor like the cannon of culinary delight."
0
kaleeditySometimes science is more art than scienceRegistered Userregular
* Enrage (Fury) now increases damage done by 3/6/9/12/15%, limitation on number of attacks removed.
* Improved Charge (Arms) now generates 5/10 rage.
* Improved Sunder Armor (Protection) renamed Puncture.
* Mace Specialization (Arms) no longer stuns enemies, and now generates 10 rage.
* Shield Wall now reduces all damage taken by 60% for 12 seconds, cooldown reduced to 5 minutes.
* Thunder Clap damage increased, cooldown increased.
Thunderclap cooldown increased from 4 sec to 6 sec.
Shield block cooldown increased from 30 sec to 60 sec.
Wrecking Crew (new tier 10 arms talent) - Your melee critical hits have a 20/40/60/80/100 chance to Enrage you, increasing all damage caused by 3/6/9/12/15% for 12 sec.
Improved MS - buffed to 2/4/6/8/10% more dmg per rank, and 6/12/18/24/30% chance for enraged assault to reset cooldown of MS
Unrelenting Assault - buffed from 1/2 sec off overpower/revenge cooldowns to 2/4
Justified Killing (new arms talent) - 3/6 rage after parrying an attack (2 ranks)
Furious Attacks (replaced furious resolve in fury) - Your normal melee attacks have a 50/100% chance to reduce all healing done to the target by 25% for 8 sec. This can stack up to 2 times. (2 ranks)
Improved zerker rage - buffed from 5/10 rage to 10/20 rage
Deathwish - is now flagged as an "enrage" (can be tranq'd and eaten by Enraged Assault)
Titan's Grip - only 1 rank. all speed penalties removed.[
Unending Fury (new tier10 fury talent) - reduces ragecost by 1/2/3/4/5 on ww/cleave/bt, and gives Enraged Assault 6/12/18/24/30% chance to refresh Bloodthirst.
Intensify Rage - changed to reduce cooldown on Bloodrage, Berserker Rage, Recklessness and Deathwish by 33% (rank3)
Taste for Blood (new arms talent) - Whenever your Rend ability causes damage, you have a 10/20/30% chance of allowing the use of your Overpower ability
Bladestorm - gets 1 more tick (6.0 sec duration vs old 4.5)
Blood Frenzy - nerfed to 1/2% dmg vs old 2/4% dmg.
edit again: also rampage reworked (automatic bonus=lotp on crit), titan's grip now 51 point talent, heroic leap 3 tiers lower, the shitty 5 points for 5% health and 5% str became a better 2/2 for 4% health+str two tiers higher
Hahaha, yeah, I was just going to post that. Fury gets Leader of the Pack in Rampage which I assume doesn't stack with the Druid version ala the new Raid buff system they're working on.
Posts
Or you could bring a Fury + Arms Warr, let the Warlocks supply the Demo shout + Thunder Clap and /laugh at what a joke Prot warriors have becomes.
The bottom line is, unless they make Prot Warrs the BEST tanks, no one will ever use them. Wrath isn't even out and we already go out of our way to find reasons not to use Prot Warrs because they have the lowest threat gen. If healers can swing it, theres no reason to use Warriors unless the encounter has a mechanic that requires spell reflect. Warriors have no unique quality to them right now in WoW other than mitigation and the only time that helps is if your healers suck or you're under geared for an encounter.
Prot warriors are quickly becoming the only tank without a niche, and as we all know, jack of all trades, master of none has no place in an MMO game where raiding (the Prot warrior's only true home) requires min/maxing at high levels.
DKs/Mages/Warlocks = Magic tanks
Druids = Threat tanks
Paladin = AE tanks
Warriors = ???
To be perfectly honest, I don't like the direction they're dragging WoW in respect to tanking. In other MMOs the optimal tank was clear cut and obvious so people rolled those classes for that intended purpose. Even if there were multiple classes/jobs that did effectively the same thing, they were never interchangeable. In WoW the tanking demographic is all over the fucking place.
Warriors = Raids
Druids = 5 mans, high threat encounters, multi-target tanking
Paladin = AOE tanking
If Blizzard stays on their "everyone can tank!" stupidity, everyone will use Paladin because it's another free blessing you simply throw away by using any other tanking class.
The clincher, Female gnome warrior or other? has to be alliance however.
What do you suggest, I feel gnomes are hilarious however.
PvP-wise? I'd say gnomes are one of the better alliance races, they're a bit harder to mouse-target than other races, and they actually have a snare break in Escape Artist.
For PvE, I'd go with Draenei for the hit aura. However, Gnomes do look hilarious when tanking raid bosses (and Gnome Fury Warriors will likely look just as hilarious in WotLK when they can dual-wield 2-handers with Titan's Grip), so you can't fully count them out.
B.net: Kusanku
Pretty sure you got those two backwards.
B.net: Kusanku
Gnomercy
roffle
The answer is always human.
Fixed that for you.
Warriors suck at times so you'll want to have enough life to take on 2 mobs at least because you're melee and will undoubtedly get adds all the time and eating between each pull blows.
B.net: Kusanku
I think he meant or. =/
But, as they tell it, the plan is for warriors of all specs to be effective tanks. For 5-mans, anyway.
EDIT: Oh duurrrr, nevermind. Shield Slam is baseline, now.
I went to the Wowhead talent calculator to look at Shield Slams replacement talent. I kind of like it.
Are you surprised? Deep Arms has always been horrible, and it looks like they will be continuing the trend. Why they didn't swap Heroic Leap with Bladestorm, and get rid of Imp MS entirely is beyond me. There is so much potential for the Arms tree.
Oh well, hopefully the big revamp we have coming will address some of this.
I'm curious if having 3/3 Deep Wounds will be better than having 5/5 Imp 2h Spec. Before, deep wounds was a requirement because of how valuable Impale was, but now... I don't know. Though with DW 2h weapons, it may very well outdamage 5/5 2h Spec.
EDIT: Drop some points in Deflection for Bloodletting. Sounds like Bloodbath and Rend (well, maybe just Bloodbath) might be a nice little AoE ability.
The tooltip for rend reads as follows:
Wounds the target causing them to bleed for 300 damage plus an additional [0.3 * ((MWB + mwb) / 2 + AP / 14 * MWS)] (based on weapon damage) over 15 sec. If the target becomes Enraged, Rend causes four times the normal damage.
What's MWB?
Warrior (Skills List / Talent Calc. (8781))
1) Heroic leap and Bladestorm are very awkward to use, especially in PVP, nigh unusable right now. Are there plans to make these stronger, or at least more user friendly?
Totally. We like the basic talents, so the rest is just getting the tuning right and fixing all the bugs. Heroic Leap will probably be trickier just because it has to handle physics and obstructions. (Source)
2) Titan's Grip is mathematically pretty terrible right now and severely devalues attack power for a fury warrior using it. It does almost universally less DPS than a one handed weapon fury build.
The design is for Titan's Grip to be a dps increase. It's easy to make it too much of an increase, and we may be being too cautious with the numbers at the moment. But when we talk about Lich King, we are assuming most Fury warriors are using two-handers. It's not supposed to be hard decision. (Source)
3) Most talents beyond Tier 3 in arms are staggeringly bad for PVE right now, with the exception of blood frenzy. Is this intended to balance blood frenzy? Will we see any improvements here? Do you intend to go the route of feral with arms and build multiple effects onto talents to give them PVP/PVE usefulness the way feral gets DPS/tanking talents?
Given plenty of time, we would love to sprinkle PvP, PvE and tanking talents all throughout the trees. There are definitely some lame talents at the moment (some old, some new), and we are going to try to get to them all. Blood Frenzy itself is going to be on the back-burner until we resolve how we're going to handle raid stacking. It isn't the intention that Arms gets to raid and Fury goes home.
4) The changes to windfury and sword specialization have destroyed the slam rotation for arms in terms of DPS viability. Arms warriors simply don't have the rage for a full rotation without them, even specing to endless rage and anger management. We're in a very similar state now to ret paladins live, enough or close to enough skills to provide powerful damage output but hamstrung by resource limitations, are there any plans to fix that? Judgments of the wise was a brilliant fix, any chance we could see something similar in arms to improve PVE DPS?
Slam is intended to be an attractive button. I think it just needs a little attention now that the extra attacks are under control now. (Source)
5) Fury's top end talents ignore PVE DPS almost entirely in their current form, TG while cool is a spec for burst over sustained damage and has the same rage issues that arms does only more severe with reduced attack speed and increased miss chance. Heroic leap does very little damage and the stun effect is not useful in dungeon or raid settings so its almost exclusively a PVP talent (its targeting issues not withstanding). Bloodsurge and Furious Resolve are workable but the other new talents don't add a lot to fury and quite honestly you'll likely see fury raiders as 16/47/8 or something similar, keeping their exact old build plus bloodsurge or furious resolve, taking advantage of the better impale/deep wounds placements and grabbing improved bloodrage, tactical mastery, and Incite out of prot. Is that intended? Do the devs thing fury was in a good spot in TBC? Do they think we need a step up? or a step down?
There were certainly Fury warriors doing fine dps in BC, but that might have been in spite of and not because of the tree. I don't think anyone here would disagree with your analysis. We're working on the talents. The feedback from the warrior community, while occasionally (and sometimes understandably) bitter, has been helpful. (Source)
I think a 20% down to 0% haste penalty for TG will make it a stellar talent at high end gear with better returns coming from one handers until a fair bit of hit rating and haste are acquired to smooth out the rage, 21/50/0 seems like a good raid build with that change, maxing out TG and picking up impale/deep wounds and 2 hander spec out of arms.
It's still a little odd that 1 talent point gets you the dual-wielding and the others just improve it, but maybe that's workable. We'll know soon enough. We love the idea of the talent though. It is one of those that gets noticed a lot by someone just coming to LK. (Source)
6) you've mentioned balancing blood frenzy in arms against the personal DPS of fury. Have you considered adding a buff of similar magnitude to deep fury? Something like 3% crit or haste added to battle shout, or similar? Such that you could equalize the personal DPS potential of the two trees without making arms warriors clearly superior in raids.
Yes. We wanted to make Arms as attractive as Fury for raids, but we probably tipped the scales too far. We're currently discussing whether it's okay for any class or spec to bring no real synergy to a group other than mad dps. But granting buffs to traditional high dps classes might also mean their dps needs to come down a little in proportion to everyone else. (Source)
7) Can we add prot's passive expertise talent back on incite to help out DPS warriors even more by letting them pick up some expertise for a minor prot splash? (sorry, I have to bring up the expertise in every thread, it being gone really bothers me)
We weren't trying to screw anyone out of Expertise by removing Defiance. It was intended to just be a buff. We'll see if we can work Expertise back in somewhere. (Source)
MWB is max weapon damage
mwb is min weapon damage
0.3 * ((MWB + mwb) / 2 + AP / 14 * MWS just means 30% unnormalized average weapon damage. Unless MWS refers to normalized values like 3.3 for two handers and 2.4 for one handers.
TBC's rend is 5% unnormalized weapon damage plus the base rend damage over 21 seconds. In other words, the new rend scales over 8 times faster than the old rend.
And 2/2 Bloodletting increases the damage by 30%, and 4x more damage to an enraged target.
Yeah, it's still technically crummy, but it's now about ~800 damage instead of the hilarious ~200. So you don't have to feel embarrased about using it now.
Well, I doubt rend will be part of any normal rotation, but Bloodbath will be fantastic for tanking, and it will be wondrous for Multimob pulls as Fury.
(I'm guessing it does help it, just not enough to make it worth the rage/gcd)
I'm sure it does.
Wish I could tell you anything about it, because it still hasn't been implemented yet.
yawn
edit: good god how can these people not notice things like the new placement of improved slam
updated calculator at http://talent.mmo-champion.com/?warrior now up
edit again: also rampage reworked (automatic bonus=lotp on crit), titan's grip now 51 point talent, heroic leap 3 tiers lower, the shitty 5 points for 5% health and 5% str became a better 2/2 for 4% health+str two tiers higher
Hahaha, yeah, I was just going to post that. Fury gets Leader of the Pack in Rampage which I assume doesn't stack with the Druid version ala the new Raid buff system they're working on.
Enrage unlinked from Flurry, HOOAH!
edit again: I wonder what Enraged Assault is?
hooray for wowhead