This post is just to organize all of the benefits talents give and start to look at synergies and to see if I’m going to be global capped or if I’m sitting around for long periods of time (not likely with a fury build.) Its a lot to track in your head.
I’m looking to make a decent M+ build that keeps the amount of abilities to a minimum. Preferably with no more than 5 abilities that are used every 30 seconds or so.
Abilities
Recklessness: Last 18 seconds, Every Rampage reduces it CD by 4 seconds.
Amazing ability especially when paired with spear of Bastion.
Rampage: 10% chance to grant reckless, reduces Reckless CD by 4 seconds, 10% additional damage from every Raging Blow up to 50%.
This is the rage spender. I’d love to be able to put more points into buffing it but this is all we get.
Bloodthirst: Reduce cd by 1.5 seconds (Honed Reflexes,) 10% damage (Furious Blows,) 15% damage (Improved Bloodthirst,) 15% chance to cause enrage, Increases Crit of your next Bloodthirst by 10% up to 50% (Bloodcraze,) Criticals generate an additional 4 rage and put a leeching dot on the target, Deals 40% increased damage to targets below 35% health, Increases hast by 1% for 12 seconds up to 5%.
A huge investment into increasing Bloodthirst in every way. This is the highest priority rage generator. It does so much its almost unbelievable.
Raging Blow: 2 charges, 20% chance to reset its own CD, 10% damage, and causes rampage to do 10% additional damage up to 50%.
I wouldn’t mind putting more points into talents to increase this but I’m really talent point starved in the spec tree.
Whirlwind: 40% additional damage, hits an additional time for 50% damage, generates 3 - 8 Rage, and the next 4 attacks hit up to 4 targets for 45% additional damage.
I really like this as it means less whirlwind spam, unfortunately it works against itself by putting so many talents that increase damage for an ability your trying to use less often.
Thunderous Roar: Uncapped high damage with a knockdown, causes a bleed and generates a great deal of rage.
A quick and easy aoe ability that you hit at the beginning of each pull.
Spear of Bastion: High damage aoe that snares, increases critical damage by 25% and generates 25 rage.
Best paired with Reckless to take advantage of the 20% increased crit from that ability.
Execute: Usable on targets at 35% health and generates 20 rage.
*Personally I’d love to drop both these talents and pick up others but they are required to unlock the other parts of the trees.
Auto attack: 5% increased damage if in Berserkers stance, 25% more rage generation, No penelty to dual wielding during enrage, 15% chance to cleave an additional 3 targets.
Decent gains but nothing great. I’m not sure if 3% crit from battle stance is better than 5% auto attack damage from berserkers stance. I think its going to depend on stat ratings and if Sidearm gains the auto attack damage buff.
Pummel: Cooldown reduced by 3 sec, 5% additional damage to interrupted enemies every 30 seconds.
One of the most important abilities in M+. This makes it faster and gives even more incentive to use on CD.
Passives Stat Gains
- Two Handed Spec and Dual Wield Spec: 20% Damage.
- Cruel Strikes and Critical Thinking: 8% Crit
- Swift Strikes and Quick Thinking: 8% Haste
- Cadence of Fujieda: Up to 5% haste from Bloodthirst.
- Frenzy: Up to 8% Haste from ramapage.
- Improved Enrage: 30% Haste during Enrage.
- Recklessness: 20% increased Crit.
- Bloodcraze: Up to 50% Crit on Bloodthirst.
- Spear of Bastion: 25% increased Critical Damage.
I think a lot of this builds game play is going to be trying to stack and maintain as many of these as possible.
Defensives
Strengths: Periodic damage, low consistent damage, mitigating large periodic hits every 30 seconds, possibly surviving known one shot mechanics
Weaknesses: Consistent high damage.
- Endurance Training: 5% Stamina.
- Siphoning Strike: 5% Leech.
- Second Wind: Restore 6% health ever 1 second if you don’t take damage.
- Pain and Gain: Heal 4.5% every 10 seconds when you take damage.
- Bloodthirst: Heal 3% health every 3 seconds.
- Impending Victory: Heal for 40% of max health.
- Rallying Cry: 18.75% increased health to all party members.
- Defensive stance: On demand 20% reduced damage.
I’m really happy with this. I personally despise the fact that you had to spend rage to mitigate damage in SL, BFA was great for the amount of passive healing and this feels like a return to that. Also because so much of it is percentage based this is going to scale really well.
Alternative Builds
One handed weapons still give you 20% increased damage as well as 5% leech, addition chance for damage and a chance for auto attack crits to cause enrage. The trade off is you loose two points in your second tier spec tree. You would probably drop Meat Cleaver. Alternatively you could drop Titans Grip but that would lock you out of Frenzy and Slaughtering Strikes.
Onslaught looks like a ton of fun with higher Enrage uptimes and generates a huge amount of rage. It would definitely increase the apm of the spec. I’d probably drop Meat Cleaver to pick it up as looking at ability cd’s it seems I may have a lot of empty globals with the current build.
Drop Side Arm and Cadence of Fujieda to get Odyn’s Fury and Bloodborne for another once per pull ability and a more bleed damage orientated build.
Talent Tree changes
This section is just a couple of things I wish were changed in the tree.
Improved Enrage put in the spot of Improved Execute. With Bloodthirst causing enrage it makes sense and execute has nothing to do with the Bloodthirst side of the tree.
Move all of the Raging Blow abilities up to the first tier. Its a core ability and most builds should be able to get most if not all of the working parts.
Move the two execute abilities together.
Separate the Whirlwind abilities into one choice that increase the damage and rage with another choice that increases the amount of next single target abilities it cleaves. As they are now they work against themselves. Not sure where they would go though.