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Battle for Azeroth Fury Warrior Changes
来自 Anshlun
[Last Updated]:
2018/07/28
变更日志
补丁:8.0.1
目录
评分:
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In Battle for Azeroth, Fury Warriors have received many different changes, ranging from Talent changes to Gameplay and Rotational changes.
While there are many new abilities and spells, there are also returning ones, previously removed during pruning. On top of those spells, the legacy from Legion lives on with different
legendary effects and artifact traits
returning in BfA as talents, baked into the core spec, or are now
azerite traits
, the BfA version of artifact traits. Gameplay changes are also happening, as some abilities and spells that could be used together with others are now
added to the GCD
.
Some Legion systems got reworked, like Honor talents, now active while questing with
War Mode
turned on, which also grants bonuses, like 10% extra experience while leveling.
In this overview, we'll highlight all class abilities, as well as new, changed, or removed talents. Grey to green text indicate changes between
Legion
and the current version of
Battle for Azeroth
; more information can be found by going to the Changelog within the relevant spell page. Keep in mind that information is largely derived from the tooltips, so typographical errors may be intentional to match.
We reached out to the Skyhold community to give their thoughts and opinions on the changes and current state of Fury Warrior in the pre-patch, you can check the article here:
Community Opinion - State of Warriors
.
Some notable overall changes:
Arcane Torrent and Every Man for Himself changed
.
Two of the strongest racial effects have received changes in BfA, with
奥术洪流
receiving a new effect and added to the GCD and
生存意志
having its cooldown increased.
The majority of class cooldowns have been added to the GCD
.
Abilities that are in the Global Cooldown, or GCD, cannot be used at the same time, meaning you must wait for the default GCD, 1.5s reduced by haste, until you can use your next ability.
Before BfA, many abilities were called "off-GCD" as you could two or more of them at the same time, even in the same button macro. For BfA, Blizzard started to reduce to amount of abilities in this state.
All melee abilities now scale with both Attack Power and Weapon Damage
.
The actual ability damage formula for all non-casters has changed, and now all those abilities use both weapon damage and attack power, even abilities like
盾牌猛击
or
凛风冲击
.
This appears to be intended to create a better balance between classes, rather than some favoring weapons heavily (
战士
), while others hardly at all (
武僧
).
Bleed and Poison ticks now scale with Haste
.
Bleeds and poisons from
猎人
,
潜行者
, and
战士
were the only over time effects not affected by haste, which is being changed in Battle for Azeroth.
Battle for Azeroth has a huge stat and ilvl squish.
Battle for Azeroth implements the second stat squish for World of Warcraft, two expansions after the
Warlords of Draenor Squish
.
Unlike Warlords, Battle for Azeroth will also have an item level squish, changing the item level previously found on classic items as well.
See what changed in each specific build with our datamining blogs:
26970 Class Changes - July 2nd
26936 Class Changes - June 27th
26926 Class Changes - June 26th
26903 Class Changes - June 22nd
26871 Class Changes - June 19th
26812 Class Changes - June 12th
26788 Class Changes - June 9th
26734 Class Changes - May 31st
26707 Class Changes - May 24th
26624 Class Changes - May 15th
26567 Class Changes - May 8th
26522 Class Changes - April 30th
26476 Class Changes - Apr 20th
26433 Class Changes - Apr 13th
26367 Class Changes - Apr 3rd
26031 Class Changes - Mar 27th
26287 Class Changes - Mar 22nd
26231 Class Changes - Mar 14th
26175 Class Changes - Mar 6th
26131 Class Changes - Feb 27th
26095 Class Changes - Feb 22nd
26032 Class Changes - Feb 13th
26010 Class Changes - Feb 9th
25976 Class Changes - Feb 6th
25902 Class Changes - Jan 25th
Check out all Battle for Azeroth changes for every class and specialization!
All Class Changes
Death Knight Changes
Demon Hunter Changes
Druid Changes
Hunter Changes
Mage Changes
Monk Changes
Paladin Changes
Priest Changes
Rogue Changes
Shaman Changes
Warlock Changes
Warrior Changes
Changes in Battle for Azeroth
Fury Warriors have undergone numerous spell changes and an extensive talent overhaul. Although Fury has lost all of its artifact powers, including
奥丁之怒
, the rotation is largely unchanged and still revolves around spending rage on
暴怒
to trigger
激怒
. The biggest change comes from the built-in Haste bonuses, making Fury is now among the highest action specializations in the game and capitalizing on their "fast and furious" theme. Below is a comprehensive list of all spell changes between
Legion
and
Battle for Azeroth
.
Impact on playstyle
Overall, the playstyle isn’t much changed from Legion, and players familiar with the spec should not have any problem adjusting.
The specs buffs have changed, and Raging Blow use is a bit more dynamic than before, but the general priority remains the same and the overall goal of the rotation still revolves around using Rampage to convert rage into Enrage. Few of the artifact traits are missed - Oathblood and Pulse of Battle are replaced by higher rage generation across the board, Odyn’s Fury is directly replaced by Dragon Roar and Bladestorm, and Juggernaut is replaced with Execute as a rage generator. Fury plays faster due to innate Haste buffs, but even that is very similar to playing with War Machine on live, while small improvements to Whirlwind cleaving and talent layout help make this new version of Fury feel like a direct upgrade from Legion to Battle for Azeroth.
Abilities that are in the Global Cooldown, or GCD, cannot be used at the same time, meaning you must wait for the default GCD, 1.5s reduced by haste, or 1s for energy users, until you can use your next ability. Before BfA, many abilities were called "off-GCD" as you could two or more of them at the same time, even in the same button macro. For BfA, Blizzard started to reduce to amount of abilities in this state. For Fury Warriors the affected abilities by these changes are:
冲锋
0.5s GCD
鲁莽
1.5s GCD
集结呐喊
1.5s GCD
Returning Artifact Traits and Legendary Effects
In Battle for Azeroth, many artifact traits and legendary effects from Legion are turned into talents and baseline abilities. It is known that we will lose our Artifacts
in a future event
. To add to that, we've also discovered that Legion legendaries
won't work past level 115
. To learn more, check out
our full article about returning effects in Battle for Azeroth
.
西奥尔冲锋盔
effect became the talent
无尽怒气
.
普瑞达兹,萨瓦里克的杰作
effect became the new azerite trait
回声防护
.
Blizzard
This week's beta build caught the Fury Warrior changes mid-flight, and is an incomplete picture of the overall changes. Work is still underway – the spec is currently being iterated on. To give some more information on the overall direction of the spec, here are some points we are looking to address:
More tightly adjust/control Enrage uptime and Rage income (both of which heavily impact pacing, flow, and the feel of the spec) throughout the expansion, rather than letting both scale up dramatically as gearing happens.
Reduce the amount of stacking damage bonuses on the spec that are available simultaneously, which reduces the desire/need to stack multiple at once, which now feels much worse to do now that virtually all of them are on the global cooldown.
Figure out
狂暴挥砍
's place on the spec.
Enrage
Getting mad and being better and stronger is definitely still the fantasy of Fury, and Enrage is staying as the spec's core base mechanic and Mastery. However, Enrage is changing a bit into 25% Haste (still being adjusted) and 10% Movement speed. It's currently 100% melee attack speed on live, and was 50% melee attack speed previously on Beta. Haste is something that's much more felt in terms of pacing (button presses, cooldowns compressing) compared to auto attack speed, which mostly gets covered up by ability animations anyways.
The 20% increased damage taken during Enrage is being removed. Along with this, the 15% passive increased maximum health the spec had is also going away – this was largely added to counteract the increased damage drawback that Enrage had. Now, Fury will simply have the bonus of ~8% more health than other non-tanks in the same gear level, due to being able to dual-wield a pair of 2-handed weapons.
In terms of Enrage uptime, our current thought is we'd like to try targeting Enrage uptime to around ~60%, and not growing wildly throughout the expansion as gear improves. I think there exists a sweet spot for Enrage uptime where it's not up so often that it's taken for granted and you don't have to think at all about playing around it, but also not so rare that it feels bad.
Because Enrage uptime is a function of Enrage duration and Rage generation (which is directly proportional to the time in between
暴怒
s), Enrage duration going up means uptime can get too high, which means time in between
暴怒
s can get too high, which then feels bad. Currently, Enrage duration is back to 4 sec, but
Rage generation has increased significantly
since this round of Fury changes, so the spec should feel much faster now and the uptime on Enrage shouldn't feel low.
怒击
怒击
now Generates 12 Rage, has 2 charges, 7.5 sec recharge (reduced by Haste), has a 20% chance to instantly reset its own cooldown, and no longer requires being Enraged to be usable. It's more similar to the
怒火中烧
version than the live baseline version, where it has no cooldown but requires Enrage to be usable.
怒击
is doing a lot of things for the spec here:
怒击
was changed to fit together into
暴怒
and
嗜血
, both of which we thought were good and didn't need any notable changes.
Being usable only while Enraged, meant you very frequently pushed it multiple times in a row for 5 Rage each time, which didn't feel super engaging.
Having 2 charges baseline felt better, as a version with either a 6 or 7.5 sec cooldown but no charges meant it collided with
嗜血
's cooldown very frequently, which did not feel good. Additionally, charges on
怒击
is sort of the only actual resource you manage on the spec, since Rage is technically a resource but only spent on
暴怒
and nothing else.
Having a 20% chance to reset itself is the random proc on the baseline spec that adds an amount of unpredictability to the rotation.
狂暴挥砍
狂暴挥砍
didn't really found its place on the spec. it's a no-cooldown free filler that didn't feel great to press, largely as a direct result of being the lowest priority/impact ability by design. The version of
狂暴挥砍
you're seeing this week is a first iteration, where we tried giving it more tie-ins to your core rotation/mechanics: Generates 3 Rage, has 10% chance to trigger Enrage.
玩耍
this version some more internally, we thought the button felt better, but still didn't feel great to press. Additionally, it overlaps some with
旋风斩
, which is also a baseline no-cooldown free filler. So we're going to try removing
狂暴挥砍
baseline and making Whirlwind the baseline filler in single-target.
旋风斩
has the benefit of having better audio/visual feedback, and generally feeling better to press. It also just fits the fantasy of a whirling blademaster/berserker pretty well. It will generate 3 Rage + 1 additional per target hit, up to a maximum of 8 Rage (this is intended to also speed up the AOE rotation).
狂暴挥砍
is being merged together with
(talent) and becoming a talent in that slot, without the new experimental 10% chance to trigger Enrage mechanic.
Whirlwind's Meat Cleaver effect
旋风斩
will now cause your next 2 single-target attacks to gain the effect of striking up to 4 additional targets for 40% damage. With the changes to
怒击
, it made sense to add Raging Blow to this effect, but at that point the only thing not included was
斩杀
and
狂暴挥砍
, so we've added them too.
斩杀
斩杀
being a Rage spender caused it replace
暴怒
entirely during execute range (against enemies below 20% health). We are trying a version of
斩杀
where it has a short 6-sec cooldown, and generates 20 Rage instead of spending it, so that it adds to your rotation and helps fuel your Rampages, rather than replacing one of your core buttons. In the current design of the spec, it feels more correct for Rampage to remain the almighty and only Rage spender, and Execute to be a more support role (rather than the spammed Rage spender), even if it deals similar damage to Rampage on paper (because
斩杀
is available less frequently and Rampage Enrages you).
鲁莽
With Enrage no longer coming from
嗜血
critical strikes and instead coming from
嗜血
at a consistent 30% rate, the spec no longer has a core critical strike mechanic, and it made less sense to have 100% critical strike chance as Fury's baseline cooldown. Thinking about it more, 100% critical strike chance would make more sense as Arm's cooldown, because that spec is slower-paced and more about setting up for fewer, larger hits. Fury is currently much more about flurries of many smaller hits, speed/haste, and Rage generation. To that end, Fury's cooldown turning into double Rage generation from all sources (and some critical strike chance for flavor) made more sense, both in terms of feel, theme, and gameplay.
As a side note, one of the upsides of Fury's resource model is that it can support a huge amount of burst/temporarily increased resource income in a way that feels great (something many other specs can't do as well), because
暴怒
spends 85% of the Rage bar – we're consciously leaning into this more with the
鲁莽
mechanics changes.
As always, thanks for all of the feedback.
Blizzard
We've been iterating on Fury Warrior since last week, and the next Beta build will again be a slightly out-of-date version of Fury compared to we have internally at this moment.
To give an update: everything on the baseline spec described last week hasn't changed. However, many talents have been adjusted, moved, or replaced to better fit together with the updates to the Fury spec.
Level 15, 30, 60 rows
: No changes since last week/last Beta build.
Level 45 row:
怒火中烧
,
猝死
,
狂暴挥砍
– this row speed up/adds to the rotation
怒火中烧
is now -1 sec off the base cooldown of
怒击
(which is now 8 sec base cooldown) and increases its damage. Simple and direct, and does the job of slightly speeding up/adding to the rotation.
猝死
is the same talent many know, adjusted for Fury – “Your attacks have a chance to reset the cooldown of
斩杀
and make it usable on any target, regardless of their health.” It replaces
摧枯拉朽
in the talent tree, and fills the role of “occasionally inserts an ability into your rotation” better than
摧枯拉朽
does, because
旋风斩
is now already used often as part of your single-target rotation. Additionally, now that
斩杀
generates 20 Rage for Fury, this proc will also serve to slightly speed up the rotation, which is desirable on this talent row.
狂暴挥砍
is the
狂暴挥砍
attack (from live) combined with
(the talent from live), as described last week, granting Haste per stack, stacking up to 3. It serves as the higher-complexity talent that add a brand new button to your rotation. The Haste granted has been reduced to a more appropriate level (2% per stack, pending playtesting/feedback/tuning) considering the spec now has 25% Haste baseline from Enrage, and with another talent (
暴乱狂战士
) also providing 10% Haste occasionally.
Level 75 row:
屠戮
,
屠杀
,
暴乱狂战士
屠杀
has been redesigned into “
斩杀
is now usable on targets below 35% health”. Now that
斩杀
has a cooldown and generates Rage, the live Legion version doesn't make much sense anymore – it would've just amounted to a Rage proc on
斩杀
. Additionally, Execute adds a significant amount to the rotation already when it's available – any redesign that made that
斩杀
window even more impacted by adding more resources or buttons to press didn't seem to overall improve the
斩杀
rotation. Instead, widening the window during which you can use
斩杀
, made more sense.
On Execute's cooldown, which is currently 6 sec (reduced by Haste, ending up at ~4.2 sec with Enrage up): Currently, there are no lack of buttons to press during
斩杀
windows, with
斩杀
being available on every 4th ability use (at a high priority), and pushing some other buttons out to make room for itself. We think
斩杀
being any lower cooldown makes the Fury rotation more cramped during
斩杀
, and not any better overall.
屠戮
and
暴乱狂战士
are unchanged since last week.
Level 90 row:
旋风斩
,
巨龙怒吼
,
剑刃风暴
– this row is primarily AOE
旋风斩
still has its baseline mechanic of making your next 2 attacks strike up to 4 additional targets for 40% damage (this mechanic/buff is called Meat Cleaver on live). That proc/buff has been renamed to simply “
旋风斩
” because if anyone referred to
旋风斩
when talking about Fury, it wasn't possible to find those words anywhere in the spellbook, which made it harder to learn about the mechanic.
旋风斩
, the new talent, uses that name, and gives
旋风斩
a 10% chance to Enrage you and causes it to generate an additional 1 Rage per target hit (up to 3 additional Rage), pending tuning.
巨龙怒吼
's cooldown has been increased to 40 sec (up from 25 sec), radius has been increased to 12 yds (up from 8 yds), damage increased significantly, and it now generates 10 Rage. The goal is to put it much closer to
奥丁之怒
in usage and damage impact (high cooldown, more one-hit damage). Generating a respectable amount of Rage allows it to be used during
鲁莽
without you feeling like you're missing out on its potential Rage generation increase.
剑刃风暴
's duration has been reduced to 3 sec (down from 6 sec), cooldown reduced to 1 min (down from 1.5 min), and now generates 20 Rage over the duration. Shortening the duration allows Bladestorm to fit into an Enrage window (without requiring extreme amounts of Haste) if used right after after gaining Enrage, and a shorter duration/cooldown
剑刃风暴
feels more like Fury anyways.
Level 100 row:
肆意放纵
,
愤怒掌控
, Siegebreaker
– this row modifies or adds damage bonuses
肆意放纵
is a fine talent, no changes.
愤怒掌控
has been added to Fury, reducing the cooldown of
鲁莽
by 1 sec for every 25 Rage you spend.
鲁莽
is cool, so why not have it more often?
When looking at the third talent slot on this row, we tried various version of
or
天神下凡
at different cooldowns, or with different mechanics, or with up-front damage, and even a version where the talent literally just cast both
天神下凡
and
鲁莽
for 15 sec with a 1.5-2 min CD. In the end we concluded:
Any version that was a separate self-buff damage cooldown button didn't feel great to press consecutively with
鲁莽
, because you're pressing two straight abilities which both feel more like self-buffs than attacks
Any version that made
鲁莽
stronger (high damage/amplitude) or replaced
鲁莽
with an ability with a 1.5 min cooldown, felt too similar to
肆意放纵
Any version that made
鲁莽
shorter cooldown was
愤怒掌控
Any version that made
鲁莽
a longer cooldown or replaced it with a new spell with a longer cooldown, didn't feel great because you were taking a talent that made
鲁莽
available less often
In the end, we're going to try a cooldown attack that debuffs the target, increasing your damage done to them for a duration. This synergizes with
鲁莽
in a way that feels better –
鲁莽
first to buff yourself, then a heavy attack against the enemy. The intended gameplay is: Build up Rage -> Siegebreaker ->
暴怒
-> Rebuild Rage ->
暴怒
before Siegebreaker ends. Correct tuning on the duration will allow 2
暴怒
s to be doable during one Siegebreaker, but not trivial to do mindlessly. During Recklessness you should be able to get off three
暴怒
s in the Siegebreaker window.
Siegebreaker
(30 sec cooldown, Generates 15 Rage): Break the enemy's defenses, dealing Physical damage, and increasing your damage done to the target by 20% for 10 sec.
Notes
:
,
, and
天神下凡
have been removed from Fury.
Auto attack damage, as a portion of your overall damage, has been reduced. This came from increasing the damage of most abilities on the spec. Our target for auto attack damage on Fury is currently much closer to 25% of your overall damage than 50%.
Thanks for the continued feedback here and everywhere else.
Blizzard
In the next Beta build, you'll see a few changes for Arms that should address the Rage economy issues pointed out in threads like this one. The baseline pacing is slightly lower than intended, and talents can cause too big of a swing in either direction (slowing down or speeding up the pace).
• Rage generation from auto attacks is increased by ~16%.
•
战术专家
's proc chance is increased to 1.4% per Rage spent (it was 0.9%).
This adds more button presses to the rotation regardless of your talent build, and pushes
压制
more than other abilities to avoid creeping too close to "Slam-spam" territory. The moment we're trying to eliminate as much as possible is the, “I have enough Rage to Slam right now, but I don't know if I'll have enough to
致死打击
afterwards unless I have a swing timer.” These changes add enough Rage, and enough
压制
procs, to make that a rarer occurrence.
However, pumping more Rage into the rotation doesn't solve the problems with certain talent setups that have been highlighted here. There are a handful of Rage management talents that have big impacts on the spec's feel and flow, but it is easy to accidentally put together a build that is either starved or flooded.
•
天神下凡
and
战斗狂热
swap places (
天神下凡
to 90,
战斗狂热
to 45).
• Trauma removed, and replaced with the new
屠杀
design: "Execute is now usable against targets below 35% health."
This makes the purpose of each row clearer. 45 is all about spending more Rage. The row will have a more predictable impact on total button presses over time, while each talent still has a distinct impact on moment-to-moment gameplay.
Similarly, the 90 row is now all about cooldowns. Putting
天神下凡
and
致命平静
against each other limits the pacing swing between different talent setups, as well as lowering overall burst potential (something at which Arms already excels). Having strengths is important, but pushing them too far can lead to feeling like you're a one-trick pony.
Finally, two more related tweaks:
•
碎颅打击
generates 20 Rage (was 30 Rage).
•
愤怒掌控
no longer affects
致命平静
. It now only affects
巨人打击
/
灭战者
, and
剑刃风暴
.
碎颅打击
was adding too much activity, relative to the other options on the 15 row. Even with this change, it is still the most active choice for players who enjoy being closer to GCD-locked.
Rather than adding
天神下凡
to
愤怒掌控
, we've opted to keep it simpler on the surface while still having all three 90 talents interact with it in different ways:
杀心骤起
is directly buffed,
天神下凡
feeds extra Rage into
愤怒掌控
, and
致命平静
makes it easier to set up for the more regular
巨人打击
windows.
Oh -- we're also trying out a different animation for
压制
.
As always, thanks for the feedback and discussion!
General Warrior Changes
Spells
NEW
战斗怒吼
Increases the Strength and AgilityAttack Power of all raid and party members within 100 yards by 10% for 1 hour.
冲锋
Charge to an enemy, dealing (70%14.7% of Attack power) Physical damage, rooting it for 1 sec and then reducing its movement speed by 50% for 6 sec
Warbringer: and stunning it for until cancelled
Generates 20 Rage.
英勇飞跃
Leap through the air toward a target location, slamming down with destructive force to deal 45(10.2211% of Attack power) Physical damage to all enemies within 8 yards
Protection: and resetting the remaining cooldown on Taunt.
Now requires Level 26, down from 85
英勇投掷
Throws your weapon at the enemy, causing 50%8.2212% of Attack power Physical damage. Generates high threat.
Azerite Traits
NEW
胜利宣言
When you use Victory Rush, gain 1622 Physical absorb for 10 sec.
NEW
光荣时刻
Your Rallying Cry grants 385 additional Max Health to affected allies, and its duration is increased to 12 sec.
Fury Warrior Changes
Specialization
狂怒战士
Apply Aura: Modifies Damage/Healing Done by 10% -16%.
NEW Effect #4 Apply Aura: Mod Auto Attack Damage by -25%.
REMOVED
狂暴挥砍
Aggressively strike with your off-hand weapon for * ((max(0, min(Level - 10, 10)) * 10 + 171) / 271)] Physical damage, and increases your Haste by 3% for 15 sec, stacking up to 3 times.
Generates 5 Rage.
Increases your Bloodthirst critical strike chance by 15% until it next deals a critical strike, stacking up to 6 times.
Now a talent
NEW
乘胜追击
Strikes the target, causing (100% of Spell power + 200%40% of Attack power) damage and healing you for 30%20% of your maximum health.
Only usable within 20 sec after you kill an enemy that yields experience or honor.
嗜血
Assault the target in a bloodthirsty craze, dealing * ((max(0, min(Level - 10, 10)) * 8 + 137) / 217)] Physical damage and restoring 4%5% of your health.
Generates 108 Rage.
激怒
Bloodthirst critical strikes will Enrage you, increasing your attack speed by 100% and damage you take by 20%Becoming Enraged increases your damage done by 11%, Haste by 25% and movement speed by 10% for 4 sec.
Bloodthirst has a 30% chance to Enrage you.
Rampage always Enrages you.
斩杀
Attempt to finish off a wounded foe, causing (400% + 400%) Physical damage. Only usable on enemies that have less than 20% health.
Generates 20 rage
Cost changed from 25 rage to None
Cooldown changed from None to 6 sec
精通:不羁之怒
Increases damage done while Enraged by 11%11.0%.
怒击
A mighty blow with both weapons that deals a total of 165% + 165%50% + 50%) * ((max(0, min(Level - 13, 7)) * 4 + 118) / 146)] Physical damage. Only usable while Enraged.
Raging Blow has a 20% chance to instantly reset its own cooldown.
Generates 512 Rage.
Cooldown changed from None to 7.5 sec recharge
Charges changed from None to 2
集结呐喊
Lets loose a commanding shoutrallying cry, granting all party or raid members within 30 yards 15% increased40 yards 15% temporary and maximum health for 10 sec. After this effect expires, the health is lost.
Name changed from Commanding Shout to Rallying Cry
暴怒
Enrages you and unleashes a series of 54 brutal strikes over 2 sec for a total of (57% + 172% + 114% + 345% + 201%)(72% of Attack power) + (42% of Attack power) + (96% of Attack power) + (54% of Attack power)] Physical damage.
鲁莽
Lets loose a battle cry, Go berserk, increasing all Rage generation by 100% and granting your abilities 100%20% increased critical strike chance for 510 sec.
Name changed from Battle Cry to Recklessness
Cooldown changed from 1 min to 1.5 min
旋风斩
Unleashes a whirlwind of steel, striking all enemies within 8 yards for 45% + 45%)] Physical damage.7% + 5.8032% of Attack Power)] Physical damage.
Causes your next Bloodthirst or Rampage2 single-target attacks to strike up to 4 additional targets for 50%50% damage.
Generates 3 Rage, plus an additional 1 per target hit. Maximum 8 Rage.
泰坦之握
Allows you to dual-wield a pair of two-handed weapons.and increases your maximum health by 15%.
Talents
Live
BFA
Removed
REMOVED
天神下凡
Transform into a colossus for 20 sec, causing you to deal 20% increased damage and removing all roots and snares.
Generates 20 Rage.
REMOVED
ForCause a bloodbath, dealing (60% of Attack power) Physical damage to all enemies in front of you.
For the next 10 sec, your melee attacks and abilities cause the targettargets to bleed for 40% additional damage over 6 sec.
REMOVED
Furious Slash increases your Haste by 5% for 15 sec, stacking up to 3 times.
REMOVED
Berserker Rage now causes Enrage, and its cooldown is reduced by 15 sec.
REMOVED
震荡波
Sends a wave of force in a frontal cone, causing (47.5%7.7805% of Attack power) damage and stunning all enemies within 10 yards for 3 sec. Cooldown reduced by 20 sec if it strikes at least 3 targets2 sec.
REMOVED
Killing a target grants you 30% Haste and 30% movement speed for 15 sec.
REMOVED
摧枯拉朽
Your attacks have a chance to make your next Whirlwind deal 250%300% increased damage.
New
NEW
愤怒掌控
Every 20 Rage you spend reduces the remaining cooldown on Recklessness by 1 sec.
NEW
狂暴挥砍
Aggressively strike with your off-hand weapon for Physical damage, and increases your Haste by 2% for 15 sec, stacking up to 3 times.
Generates 4 Rage.
Increases your Bloodthirst critical strike chance by 15% until it next deals a critical strike, stacking up to 6 times.
Tier 3 Talent
NEW
胜利在望
Instantly attack the target, causing (39.312% of Attack power) damage and healing you for 20% of your maximum health.
Killing an enemy that yields experience or honor resets the cooldown of Impending Victory.
Tier 2 Talent
NEW
血肉顺劈
Whirlwind has a 10% chance to Enrage you and generates an additional 1 Rage per target hit (up to 3 additional Rage).
Tier 6 Talent
NEW
破城者
Break the enemy's defenses, dealing (85% of Attack power) Physical damage, and increasing your damage done to the target by 15% for 10 sec.
Generates 10 Rage.
Tier 7 Talent
NEW
猝死
Your attacks have a chance to make your next Execute cost no Rage, be usable on any target regardless of their health, and deal damage as if you spent 40 Rage.
Tier 3 Talent, previously the legendary ring
阿亚拉的磐石之心
NEW
战争机器
Your auto attacks generate 10% more Rage. Killing an enemy instantly generates 10 Rage, and increases your movement speed by 30% for 15 sec.
Tier 1 Talent
Changed
剑刃风暴
Become an unstoppable storm of destructive force, striking all targets within 8 yards for with both weapons for ) Physical damage over 64 sec.
You are immune to movement impairing and loss of control effects, but can use defensive abilities and can avoid attacks.
Generates 25 Rage over the duration.
Tier 6 Talent, cooldown changed from 1.5 min to 1 min
屠戮
Reduces the cost of Rampage by 15 Rage.Rampage costs 10 less Rage and deals 15% increased damage.
巨龙怒吼
Roar explosively, dealing (162%170% of Attack power) damage to all enemies within 8 yards and increasing all damage you deal by 16%12 yds and reducing their movement speed by 50% for 6 sec. Dragon Roar ignores all armor and always critically strikes.
Generates 10 Rage.
Tier 6 Talent, cooldown changed from 25 sec to 35 sec
无尽怒气
Your auto attack generates 30% additional Rage.Gain 6 Rage whenever you Enrage.
狂怒冲锋
Charge also increases the healing from your next Bloodthirst by 300%250%.
新鲜血肉
Bloodthirst has a 60% increased critical strike chance against targets above 80% health.15% increased chance to trigger Enrage and heals for 20% more.
暴乱狂战士
When you reach 100 Rage, your damage is increased by 15% and your movement speed by 30%Rampage now costs 95 Rage and increases your damage done by 10% and Haste by 5% for 6 sec.
怒火中烧
Raging Blow no longer requires Enrage and deals 150% increased damage, but has a 4.5 sec cooldown.Raging Blow's cooldown is reduced by 1 sec and damage is increased by 20%.
Tier 3 Talent
屠杀
Execute critical strikes reduce the Rage cost of your next Rampage by 100% is now usable on targets below 35% health.
肆意放纵
Battle CryRecklessness generates 100 Rage and lasts 24 sec longer and generates 100 Rage.
Tier 7 Talent
风暴之锤
Hurls your weapon at an enemy, causing (100%16.38% of Attack power) Physical damage and stunning for 4 sec.
战争印记
You now take only 15% increased damage from Enrage. take 10% reduced damage while Enrage is active.
Honor Traits
REMOVED
死亡喧嚣
You can now Execute targets at or below 25% health.
野人
For 3 sec after casting Heroic Leap, you may cast the spell a second time without regard for its cooldown.
Increases the damage done by your Heroic Leap by 200%.
战斗专注
After you Raging Blow the same target twice, You go into a trance causing you to regenerate 3% of your health and generate 5 Rage every 3 sec for 1218 sec after using Raging Blow twice in a row on a target.
Using Raging Blow on a new target will cancel this effect.
死亡之愿
Increases your damage done by 5%taken and done by 5% for 15 sec at the cost of 10%5% of your health. Stacks up to 10 times.
Cooldown changed from 10 sec cooldown to 5 sec cooldown
无尽之怒
Increases the duration of your Enrage effect by 1 sec, and your Raging Blow refreshesBlows extend the duration of your Enrage by 1.5 sec.
Name changed from Endless Rage to Enduring Rage
屠宰场
Bloodthirst deals up to an additional 50% damage and healing when it hits a target under 50% health, and reduces its remaining cooldown by 1 sec.
Azerite Traits
NEW
血腥疯狂
Bloodthirst gains 0 critical strike rating every 1 sec, up to 0 rating. This effect resets when Bloodthirst critically strikes.
NEW
无尽怒火
When Recklessness expires, your Critical Strike is increased by 0 for 5 sec. Your auto attacks will refresh the duration of this effect.
NEW
碾压打击
Raging Blow causes every strike of your next Rampage to deal an additional 6 damage. Stacks up to 5 times.
NEW
鲁莽劈砍
Auto attacks deal 5 additional damage and reduce the cooldown of Recklessness by 0.0 sec.
NEW
怒气冲天
Rampage deals an additional 60 damage and generates 1 Rage per strike.
NEW
欺凌弱小
Rampaging an enemy whose health percentage is lower than yours increases your Strength and Stamina by 19 for 8 sec.
Weapon Damage to AP Conversion Warrior Changes
巨人打击
断筋
致死打击
压制
猛击
顺劈斩
撕裂
碎颅打击
.
灭战者
嗜血
斩杀
狂暴挥砍
暴怒
毁灭打击
剑刃风暴
英勇投掷
怒击
旋风斩
灭绝者
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