Thursday, August 5, 2010

Thoughts on rotation for Cataclysm Fury Warriors (as of beta build 12694)

So, I noticed some subtle changes to the fury rotation recently, and I wasn't going to invest a lot of time into trying to guess the rotation for Clysm, but since the Bloodsurge design is getting a bit of a nip/tuck, I'm starting to wonder about it.

Looking at the single target rotation, we have essentially two abilities we're likely to use.  Bloodthirst and Raging Blow.  Now, Bloodthirst has a 3 second cooldown and no obvious limitations on its use, so that's going to be the capstone of our rotation.  Since there is the 1.5 second gcd, that means no matter what else we do, BT will be every other hit (unless something comes up that makes more sense to hit instead).  Raging Blow has a 6 second cooldown, so it's going to occupy space between alternating Bloodthirsts (assuming you can keep enraged "pretty much" all the time).

So, here is our rotation:


BT -> RB -> BT -> ____ -> BT -> RB -> BT -> ____ ... etc.

The blanks signify the "gaps" in our rotation that we would be filling with things like Slam if bloodsurge were procced, Sunders, Shouts, etc.

They've said that HS will be off the gcd, which means you can hit it anytime within this rotation you like provided you have the rage for it, so that will not be considered here.

In addition, since they've changed the Bloodsurge design to have a 30% chance to proc off each "hit" from either Bloodthirst or Raging Blow (HS is not included as of this build, and you also have to consider that the effect is only available once per 6 seconds), this works out to a preliminary chance of having a Slam proc (in the first 4.5 second rotation) of about 67%, and eventually it averages out to about 41% chance each subsequent open space.  So this means that our Clysm rotation will essentially only have about 3 open spots in our rotation every 22.5 seconds.  Some things won't affect us, as I believe that pummel is staying off the gcd as will be HS (under current designs), but this still leaves all the sunders/shouts/etc.

On the one hand, this should be fine.  Each warrior will have at MOST 2 shouts they need to use (but one costs rage, and probably would only be used if the tank didn't talent for it) and sunders.  So, on average, that will basically give us exactly the opportunity that we're wanting to have, with one open spot every 22.5 seconds for, I dunno, something fun?

Of course, the variation in this rotation will be availability.  Raging Blow is only available to use if you are enraged.  Slam is only useful if Bloodsurge has procced, otherwise casting Slam is like nailing your toes to a stop sign so the raid can play tetherball with your head -- it's a huge headache.

I think what I'm most afraid of is that this rotation is SO set in stone.  There really is no wiggle room at all.  Our current rotation is mostly like this, but because of the 4 second, 8 second cooldowns which don't "quite" mix with the gcd's, we end up with a lot more spots where things could go, but they're more costly.  For example, our rotation now starts with a BT -> WW -> 1 second spacer -> BT
That 1 second spacer "could" be used for an emergency sunder or a procced slam, but it will also delay the next BT by 0.5 seconds, which makes you have to pause to consider whether having the extra attack etc. in that second is worth losing the 0.5 seconds from the extra gcd, especially since right after your gcd from that next BT, you're looking at a 2.5 second free space which is easily one extra ability, plus another awkward 1 second space.

Now, BRILLIANTLY, Blizzard placed the 0.5 second gcd reduction on slam as an additional proc from the T10 set, which makes slam actually fit nicely into those awkward pauses... a la:

BT -> WW -> Slam -> BT -> Slam -> (Some other Ability) -> and so forth.

But since that only procs 20% of the time that Slam is instant, the remaining pockmarked mess looks the same:

BT -> WW -> awkward 1 second pause -> BT -> Slam -> awkward 1 second pause -> and so forth.

The catch is though, those two awkward 1 second pauses there actually give us some room to fire extra stuff, or do nothing, or whatever is called for, but possibly at a slight loss to us.  If Victory Rush is procced, we can throw those in and take the 0.5 second hit.  If sunders are about to fall off.... If shouts are wearing out.... etc.

I think I like that we're going to be having a nice tight rotation, but if it's this tight, it may make some of the other utility we used to provide seem kind of sketchy.  If we can't be enraged (at least nearly)100% of the time, it will make our rotations very difficult to keep up with, what with hovering over the Raging Blow button and watching, and having nothing else to press really if it doesn't light up.

Of course, I'm assuming that just like the post they made about ret paladins recently they're trying to make our white damage "significant" so that haste remains "more attractive for us" and perhaps that will make all this theory crafting about yellow strike rotations null and void, but that's a separate rant for another time.

For now, that's what it looks like we have to work with, and we'll have to wait and see how things go.

Incidentally, because I haven't said anything about it here yet, notice that our rotation is pretty tight, and the cost is right at 66.15 rage per 4.5 second rotation, which works out to 14.7 rage per second.  Dual Wielding, with 0 haste, that will require your main hand weapon to generate 9.8 rage per second and your off hand weapon to generate 4.9 rage per second (well, minus any "additional rage sources").  This makes it seem as though a standard white melee hit with a 3.5 second timer should yield about 34.3 rage, or with a 2.0 second swing timer about 19.6 rage.

And I know that the new Battle Trance talent is very handy, but bear in mind that you're looking at 1 proc of that per 20 Bloodthirst strikes, so figure that means one free swing every 60 seconds, reducing our rage per second needs to 14.36 rage per second.  Not exactly a huge change, but that's what it does.

I figure if they're going to make this rage normalization work at all, it will have to be balanced around having "some" haste, but it can't be a significant amount since we'll already have to be stacking hit rating out the wazoo to make up for the hit penalty from dual wielding, especially if white damage is meant to be "significant" in Clysm.

Anyway, those are my thoughts on a rotation come Clysm.  We'll have to keep our eyes peeled and find out what else the future has in store for us.

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