On this page
- RECKLESSNESS TIPS
- AVATAR TIPS AS FURY
- THUNDEROUS ROAR TIPS
- BLADESTORM TIPS
- SLAUGHTERHOUSE TIPS
- HOLD YOUR COOLDOWNS
- SHATTERING THROW TIPS
- FURY MOBILITY TIPS
- FURY DEFENSIVE STANCE TIPS
- FURY IMPENDING VICTORY TIPS
- FURY ENRAGED REGENERATION TIPS
- FURY INTERVENE TIPS
- FURY HEROIC LEAP TIPS
- FURY DISARM TIPS
- FURY RALLYING CRY TIPS
- FURY INTIMIDATING SHOUT TIPS
- FURY STUN TIPS
FURY WARRIOR ADVANCED TIPS
RECKLESSNESS TIPS
In this next segment of our course, we're going to be meticulously dissecting each and every one of your key offensive cooldowns.
Now, we're going to give you a comprehensive breakdown on how they work and the rules behind using them, and starting off with one of the most iconic abilities available to Fury Warrior, Recklessness.
Now, by default, Recklessness is a one and a half minute cooldown that increases your rage regeneration by 100%, and it gives you 20% increased critical strike chance on all of your abilities for 12 seconds or 16 seconds with the Depths of Insanity talent.
Now, we say by default because Anger Management reduces the cooldown of Recklessness by one second for every 20 rage spent. This makes Rampage an amazing tool, as every Rampage reduces the cooldown by four whole seconds.
Now, realistically, you can expect to have this cooldown up about every 45 seconds, if you can maintain high uptime. Since Recklessness provides instant cooldown reduction, it is best to use this ability as soon as possible.
In fact, we care less about the burst and more about maintaining high uptime of Recklessness throughout the match. You also want to try pairing it with a stun to maximize your uptime on that target.
Now, this synergy works perfectly with Slaughterhouse, as you're going to want to build up your stacks pretty quickly, and Recklessness helps you do exactly that. Now, in this clip, we can see the Warrior.
He's already popped Recklessness less than 15 seconds into the game. The moment you land CC on your target is really when you want to activate Recklessness.
The idea is that if we use it early, then we can get more casts throughout the game. Now, Recklessness has another bonus, thanks to the Berserker's Torment talent.
When we activate Recklessness, we also get Avatar for eight seconds. This works exactly the same as Avatar, which means that you're going to be broken out of any routes and any slows will be removed.
If you decide to use Recklessness, you can also use Avatar for eight seconds. If you decide to use Recklessness, you can also use Avatar for eight seconds.
If you decide to use Recklessness to break a route, do make sure that you have a way to immediately reconnect with your target. This could mean having Charge or Heroic Leap ready.
Now, without a way to close the gap, using Recklessness in this way can waste the cooldown entirely. Think of the route break as a helpful bonus, but not really the primary reason to press the button.
The best way to use Recklessness is as soon as it's off cooldown, as long as you can connect to your target. In this example, the Warrior wastes absolutely no time.
The moment they connect with the target, they're going to be broken out of any routes and any slows will be removed. The moment they connect with the target, they're going to be broken out of any routes and any slows will be removed.
In the case of Feral, they immediately follow up with a stun into Recklessness. Notice how they don't even wait for the healer to be crowd controlled.
The focus here is to use Recklessness as frequently as possible to get as many cast as possible.
AVATAR TIPS AS FURY
Welcome back to another installment in our Fury Warrior damage course. In this video, we're going to be continuing to break down our offensive cooldowns with Avatar, providing you with a comprehensive breakdown on how this ability works and the rules behind using it.
Avatar on its own is really a fairly unremarkable ability. It boosts your damage by 20% for 20 seconds with a 1.5 minute cooldown.
But here's where things get interesting. Thanks to Berserker's Torment, activating Avatar also triggers Recklessness for 8 seconds.
Now keep in mind, anger management doesn't affect Avatar for Fury Warriors. Without cooldown reduction, you're going to need to be strategic and deliberate about when you pop it.
The best time to use Avatar is between Recklessness cooldowns, or at least stagger it. While it technically can extend Recklessness, it's not really worth it.
Staggering these cooldowns is always going to be the better choice. This approach helps you keep consistent pressure throughout the matchup.
Remember, Fury Warriors thrive on constant DPS. It's not really about winning with a single burst setup.
Here we see the Warrior with Recklessness on cooldown. They charge to the Feral and use Stormbolt to lock them in place.
Once the Feral stuns, they pop Avatar, which also casts Recklessness. This lets them quickly get 12 stacks of Slaughterhouse.
They pair this with Bladestorm for some serious burst with the Avatar-Recklessness combo. Against classes with plenty of roots and snares, you can use Avatar as a root break to maintain uptime.
But as we mentioned in the Recklessness video, do make sure you have a way to reconnect to your target afterward. If you break a root with Avatar but can't close the gap, you are wasting this cooldown.
Now on the other hand, against low mobility classes like Shadow Priest or like Death Knights, feel free to use Avatar as soon as it's off cooldown. Just avoid overlapping it with Recklessness.
THUNDEROUS ROAR TIPS
Welcome back to another video in our Fury Warrior damage course. Today we're going to be taking a closer look at Thunderous Roar.
We're going to be walking you through how it works, when to use it, and the strategies to ensure you are getting the most out of this ability. Thunderous Roar is an ability every warrior can use, so at first glance, it might really not seem all that special.
This ability comes with a one and a half minute cooldown and unleashes a pretty hefty bleed effect on all targets within 12 yards. Now, most warriors are going to take the Uproar talent, which will drop this to a respectable 45 seconds.
Now, as you can probably guess, your goal should be to hit as many targets as possible when you use this. The main advantage of Thunderous Roar lies in its synergy with the Battlefield Commander talent.
With Battlefield Commander, all targets affected by the bleed from Thunderous Roar take 5% more damage from all sources, including your teammates. This 5% damage boost makes Thunderous Roar an incredibly valuable ability to use, and it's a valuable tool for your entire team.
Here we can see the warrior opening with Thunderous Roar alongside their first cast of Recklessness. This is really going to be the ideal way to use it in every game.
By stacking all of these buffs, we can pump out some pretty serious damage, which will set the pace for the entire game. While it's ideal to sync Thunderous Roar with Recklessness and Avatar, this isn't always practical, especially if you have low uptime.
As a general rule, if you find yourself holding Thunderous Roar, for more than 5 seconds, it's better to just use it. The focus here is maintaining high DPS, rather than relying on the perfect setups.
It's important to note that Thunderous Roar can be dispelled by any bleed removal abilities, such as Stone Form or Cauterizing Flame. This is going to completely remove the bleed, and with it, the bonus from Battlefield Commander.
While this can be frustrating, the short cooldown provided by Uproar means that Thunderous Roar is going to often be out of sync with the other abilities. So, if you're looking for a good way to deal with these bleed removals, you can use Thunderous Roar.
BLADESTORM TIPS
The last offensive cooldown we're going to be exploring in detail for this course is Bladestorm along with the various talents and interactions that it has. Bladestorm was once iconic to Arms Warriors, but it's now available to Fury and it's a fantastic addition to our toolkit.
For Fury, it functions exactly as it does for Arms. It's a one and a half minute cooldown that delivers some solid AOE damage.
It does benefit from anger management, so you're going to find that it usually is around a 45 to 50 second cooldown. Even better, Fury has several talents that synergize with Bladestorm, so you're going to want to carefully consider these interactions before using this ability to maximize its effectiveness.
All three of the core talents that we really need to know come from the Slayer hero tree. Overwhelming Blades provides a stacking damage amp for any target hit by Bladestorm, so it is a good idea to hit as many targets as possible with this.
This makes Bladestorm something that you want to use early into your cooldown to make sure you're not losing your team. If you're not using Bladestorm, you're going to want to use it early on in the game.
It's a good idea to have a cool down amp for this, so you can take advantage of this damage amp with your other cooldowns. Imminent Demise and Culling Cyclone have some pretty powerful synergy.
Imminent Demise causes your next Bladestorm to deliver an additional hit each time you use Sudden Death. This can stack up to three times for a total of three extra hits in the same duration.
Meanwhile, Culling Cyclone boosts your Bladestorm damage by 10% per hit. This adds a significant amount of bonus damage, which pairs perfectly with the extra hits from Imminent Demise.
A good rule of thumb is to aim for at least two to three stacks of Imminent Demise before using Bladestorm, with three stacks of course being the ideal situation. That said, this isn't a hard rule.
Bladestorm is an incredibly versatile ability that can be used defensively for mobility or for damage. Take a look at this example here.
The Warrior notices the enemy Warrior's disarm is coming off cooldown in about four seconds. As soon as the enemy charges, they activate Bladestorm.
This not only boosts their damage, but also prevents the disarm and any other crown control from being applied. It's a perfect demonstration of Bladestorm's utility beyond just the raw damage output.
SLAUGHTERHOUSE TIPS
Slaughterhouse is one of those talents that often flies under the radar. You hit Rampage and the stacks build up.
Seems pretty simple, right? But there is more to it than meets the eye.
The key detail to remember is that these stacks really don't refresh. So let's break down why this matters and how to use it to your advantage.
Recklessness is your best tool for quickly stacking up Slaughterhouse as it doubles your Rage Regeneration. You can also proc this buff from Avatar with the Berserker's Torment talent.
So it's a smart idea to stagger these cooldowns. But remember, this doesn't mean you should just use Avatar and Recklessness randomly.
A more strategic approach is going to be key to optimizing your cooldowns. It's always going to be a good idea to let your stacks drop BEFORE you pop Recklessness or Avatar if they're expiring soon.
And you might be wondering why this is. Well, here's the reason.
If you pop Recklessness just 10 seconds into your Slaughterhouse, you can easily get a new Slaughterhouse. So you can easily get a new Slaughterhouse.
But if you pop Recklessness just 10 seconds into your Slaughterhouse, you can easily get a new Slaughterhouse. So you can easily get a new Slaughterhouse.
But if you pop Recklessness just 10 seconds into your Slaughterhouse, you can easily get a new Slaughterhouse. It's going to end right as your stacks reset.
Without the extra Rage Regeneration from Recklessness, it becomes much harder to maintain a 12 stack for any significant amount of time. Now we can see this in action right here.
The Warrior could easily use Rampage to build some stacks before Recklessness becomes available. But instead, they wait for Recklessness to come off cooldown so they can maintain the 12 stack debuff for longer.
The key takeaway is that when using Avatar and Recklessness, your primary goal is to use these cooldowns to help you get to and maintain 12 stacks.
HOLD YOUR COOLDOWNS
So you've just charged into the arena and you're ready to unleash some serious damage. You're gearing up to pop all those cooldowns, but don't be too hasty.
Now we get it, you're tempted to throw out Recklessness and Avatar right away to start dishing out some massive damage. However, it is crucial to keep Berserker's Torment in mind here.
Berserker's Torment is a straightforward yet powerful talent that causes Recklessness to grant 8 seconds of Avatar and Avatar to grant 8 seconds of Recklessness. So, by activating one, you automatically get the benefits of both cooldowns.
Pretty simple, right? Now you might be wondering, well what happens if you pop both cooldowns at the same time?
Well, it's exactly what you'd expect. It extends the duration of both.
Because of this interaction, it's almost always better to space them out. Doing so allows you to more consistently build and maintain 12 stacks, sustain higher DPS throughout the match, and have a back-up option if you get crowd-controlled during your first set of cooldowns.
The best strategy is to start with Recklessness, so that you can benefit from the cooldown reduction through Anger Management, and then follow up with Avatar once Recklessness ends. This is going to get you the maximum benefit from both abilities.
SHATTERING THROW TIPS
Nothing stings more than seeing your targets with barely any health left, only for a Blessing of Protection to swoop in and save the day. Blessing of Protection and really any immunity can completely stop you in your tracks.
But here's the thing about that, there is a talent that many Warriors overlook and it can be a total game changer. So let's talk about Shattering Throw.
Shattering Throw isn't something you're going to want to pick every game, which is why you might notice that most Warriors really don't take it by default. While not a good default pick, it can be incredibly clutch against comps with multiple immunities, especially when you don't have a Purge or a Mass Dispel.
It's a situational talent, but in the right moment, it can make all the difference. You're going to generally want to pick Shattering Throw against Mages and Paladins, as these are the matchups where you're going to get the most value from this talent.
The main downside is its short cast time. If a Paladin moves away, during Bubble, or if any target with Blessing of Protection kites you, it might cancel your cast.
Just be sure to time your cast carefully to avoid this. In fact, if you know your target is going to use an immunity, you can even consider pre-casting Shattering Throw so it's removed instantly.
FURY MOBILITY TIPS
You charge at the mage and they blink. Alright you charge again and they blink.
So you leap, but guess what? They blink.
At this point you might be wondering how are you supposed to hit anything? Well the secret isn't about having more mobility, it's all about how you use the mobility that you already have.
So let's talk about some rules for using your mobility. First rule, trade your mobility one for one.
What does that mean? Instead of charging to reach the mage, you should charge in response to the mage using blink.
It might not seem like much, but in the sequence we mentioned earlier, this approach would leave you ending with your final leap right on top of the mage, rather than having them blink away again. This is going to give you the uptime that you need to deal some serious damage.
Second rule, don't use mobility just for CC. You might be tempted to use your mobility buttons to land a fear or storm bolt on the healer, but hold off for a moment.
It's never a good idea to use mobility just for crowd control, especially if you don't have a way to get back to your target afterward. Here's why.
If you need to get to a mobile DPS and use your leap for CC, you've just made it much easier for them to kite you for the entire duration of your fear.
This might not be as much of an issue against low mobility targets like shadow priest or death knights who aren't really going anywhere, but always consider the situation carefully and think about how you're going to reconnect with your target. Third rule, use bladestorm for mobility on your cooldowns.
Bladestorm might seem like a damage button, and while it certainly does deal damage, it actually is one of your strongest mobility tools as well. Bladestorm makes you immune to all slows, all crowd control, and even breaks you out of roots.
That's why you often see fury warriors use bladestorm alongside their cooldowns. Not only does it help them avoid getting stopped during their damage, but it also deals a decent amount of damage on its own.
We can see this in action right here. The warrior is chasing down the balanced druid and charges in.
As soon as they connect with the druid, they immediately pop bladestorm to maintain uptime. The reason?
They want to avoid getting knocked off by the druid's typhoon which they use the moment the warrior is in range. By using bladestorm here, they ensure they stay on the druid and keep the pressure up during their cooldowns.
Here's another example of how we might use bladestorm. The warrior charges the druid, but gets stuck in the mid lane.
The druid is able to get out of the lane and get back to the lane. The druid is able to get out of the lane and get back to the lane.
The druid is able to get out of the lane and get back to the lane. The druid is able to get out of the lane and get back to the lane.
The druid is able to get out of the lane and get back to the lane. The druid is able to get out of the lane and get back to the lane.
With the druid un-slowed, they quickly get away from the warrior. Now the warrior could just sit there and suffer while they take forever to reconnect, or they could just bladestorm to remove the slow to easily reconnect with the stormbolt as we see them do here.
And speaking of stormbolt, that brings us to our fourth rule, use stormbolt as a gap closer. Yes, you heard that right.
You can use stormbolt as a gap closer. As you saw in the earlier clip, even though the Warrior got in line of sight of the Druid, they didn't have Charge or Leap available, so they used Stormbolt to ensure they could reconnect with the Druid.
Now, this doesn't mean every use of Stormbolt should be a gap closer. Always consider the situation.
So, let's revisit that earlier clip. Here, we can see the Paladin is on Stun, DR'd, so it doesn't make sense to hold our Stun forever, wait for the DR to reset.
We also see that the Priest lands a full fear, and Dampening is already at 48%. With Dampening high and the Healer in CC, it's a no-brainer to commit to stunning the Druid to reconnect.
Our final rule is take advantage of Vicious Agility. This is a pretty amazing talent in the Slayer tree that makes Heroic Leap reduce the cooldown on Charge, and Charge reduce the cooldown of Heroic Leap.
This incentivizes you to use your mobility rather than just sitting on it all day. All game, waiting for the perfect moment.
In this clip, the Druid manages to get away, but pay close attention to the Warrior's Charge cooldown. The Warrior uses Heroic Leap to close the gap, which resets their Charge cooldown.
Now, if the Druid tries to leap away or use Typhoon, the Warrior can easily reconnect. Don't be afraid to use mobility to gap close.
It might just benefit you in the long run.
FURY DEFENSIVE STANCE TIPS
Now you understand how to play for winning games as a Fury Warrior, it's time to learn how to try and prevent losing arena games. The main way to prevent losses is by playing well defensively, which is crucial for any class, especially as a Fury Warrior.
The key difference between good and great Warriors is usually their defensive capabilities to peel at just the right time, denying a likely kill or saving your team in a dire situation.
This course is going to serve as a purpose to know which abilities you should consider when playing defensively and how to make the most of them. A staple ability that has been around since the beginning of time for Warriors is Defensive Stance.
It's been changed a lot over the years, but right now it reduces damage you take by 15%, but it also reduces all damage you deal by 20% in PvP. As such, this spell is only used in defensive situations where you need to reduce damage taken.
It could be during offensive. Defensive cooldowns are even against passive pressure if you're taking too much damage.
It shares a cooldown with Berserker Stance for 3 seconds, meaning there's plenty of times where you may weave into both stances in a short amount of time, known as Stance Dancing. It also means pressing Defensive Stance often whenever you need to minimize damage taken, even for just a short while.
The most ideal use of Defensive Stance is typically a preemptive play to pre-Defensive Stance before a stun lands on yourself. This is an excellent way to reduce pressure on yourself during a moment where you could be vulnerable.
Getting off a preemptive Defensive Stance will increase your chances of staying alive during the setup on yourself. Yes, I know a preemptive play might sound intimidating to do as a newer player, but there are two big tips that can really make this much easier to fulfill.
First of all, make sure you know if the enemy team has any of their stuns ready. Then secondly, knowing whether you're on stun-diminishing returns or not will also be a massive indicator to where you're going to be in the game.
Add-ons such as Diminish could be an excellent way to track such things and is ideal for being able to maximize your Defensive Stance usages. However, fair warning to anyone that overstays their welcome in Defensive Stance.
Remember, you lack 20% extra damage, so going from Defensive Stance to Berserker Stance is the same as popping Avatar. So while you're in Defensive Stance, you're losing a lot of pressure, which is why you want to still maximize your defense.
You'll be able to do that by using your DPS and your DPS to maximize your uptime in Berserker Stance. Also, you may find yourself in situations where you never leave Defensive Stance because you never switch the momentum to gain any pressure.
Being stuck in Defensive Stance feels honestly like a lose-lose situation where you may be reducing damage, but you're not dealing great damage yourself, allowing your opposition to play more aggressively.
So keep using Defensive Stance when needed to survive pressure in situations that could kill you or force Defensive Cooldowns. But make sure to have a good time playing Defensive Stance.
And remember, if you're on a DPS, you're not going to be able to get a lot of damage. So keep using Defensive Stance when needed to survive pressure in situations that could kill you or force Defensive Cooldowns.
But make sure to head out of it when it's no longer needed and when you can start pressuring them.
FURY IMPENDING VICTORY TIPS
Welcome back to the next video on our Fury Warrior Defensives course. In this video, we're going to look to continue looking at our defensive cooldowns, going over Impending Victory.
We'll cover what it does, as well as how and when to use it, so you can maximize the potential of this spell. Impending Victory is a key defensive spell that isn't maximized by your average warrior.
Its main strength is that it recovers 30% of your max HP in a short 25-second cooldown, costing 10 Rage. So, at its very basic use, you want to press it when you need to recover missing HP, typically when you're under heavy pressure.
A big mistake most warrior players make is that they don't use it enough, or some not even using it at all. When it's pressed, they're going to only press it when they're low on HP once in a 2-minute fight, which means they could have used it much more often throughout this time.
You can simply use it when taking any pressure and when your HP is around 70% or less to recover your health. Not only will this allow you to abuse the low cooldown of this defensive, it'll also allow you to stay on the offensive since your HP has been recovered.
That means even if you aren't the main kill target, there's a high chance you're going to be taking damage throughout an average arena game. As such, it's important to keep on top of using this ability as often as you can to abuse your own self-healing.
This will also make it easier for your healer to play the game, having to heal you less, which saves them some mana throughout a fight. It can also be used as a way to keep yourself in the game, as a way to keep yourself in Berserker's stance when wanting to pressure the enemy team.
Now, we talked about earlier in this guide how staying in defensive stance for too long can lead to having too low pressure, leading to no offensive momentum.
With Impending Victory, this could be a nice way to stay in Berserker's stance and use Impending Victory to recover your HP, as long as you aren't taking too much damage. Last of all, a nice little tip with Impending Victory is that it gives you a base 30% health back.
This means if you combine it with Rallying Cry, you can get more HP back with the following Impending Victory if you need the extra defensives to survive.
FURY ENRAGED REGENERATION TIPS
Hello everyone and welcome to another Fury Warrior Defensives course video. Today we're going to be going over the main defensive cooldown a Fury Warrior has, being Enraged Regeneration.
Knowing how and when to use your biggest defensive cooldown will be of great importance throughout any arena game, so we're going to go over an in-depth guide on how to use this ability.
Enraged Regeneration is a 2-minute cooldown spell that gives you 30% damage reduction, as well as increasing your healing from Bloodthirst by 20%. This is a powerful defensive cooldown and if used well, it should be able to keep you alive from anything the opposition throws at you.
To increase the potency of this spell, you want to spam as many Bloodthirst as possible in order to gain more out of the extra healing it provides. Now even though it may mean less DPS for the time being, it's definitely worth it if you're lacking any HP to recover it and stay alive.
But you might be asking yourself, when is the best time to commit your biggest defensive cooldown? Well, there's three main ways to use it, depending on the situation.
First of all, you could simply use it as a cooldown trade when dealing with enemy offensive cooldowns. There are plenty of offensives that are 2 minutes or longer, so trading your Enraged Regeneration with it could be a powerful way to deter their biggest pressure.
The second way is simply if it's looking like you're going to die and need the extra healing. With burst damage being so prominent, you can use it to kill your enemies and kill your enemies.
So, if you're using it to kill your enemies, you can use it to kill your enemies. Some pressure can be unpredictable, and you may need to use Enraged Regeneration just to avoid death.
Doing so can feel rough if you know you need it for other offensive cooldowns, but in a do-or-die ultimatum, you definitely want to do what you can to stay alive. So don't try to hold Enraged Regeneration for the perfect moment.
If you're near death and there's no other way to stabilize yourself, simply use it and spam Bloodthirst as much as you can to keep yourself alive. Lastly, you can also use Enraged Regeneration to avoid death.
If you're in a situation where you're not able to do anything, you can also use Enraged Regeneration to avoid death. So, if you're in a situation where you're not able to while stunned if you think you're going to die.
Yes, that's right. A strong capability of this defensive is that you can actually use it while you're in stuns.
The problem of using this in stuns is that you aren't able to get as many Bloodthirst usages in since you're in CC.
However, if you're in a situation where you think you're going to most likely go down during the stun, then you could trade your defensive to at least gain the 30% damage reduction from it that could help you survive.
Now that you know the best way to use it, we can cover a couple of different tips to help you min-max this spell. If you're playing with the Unhinged talent, you can benefit from additional Bloodthirst heals while Bladestorming, giving you even more HP back.
Try to use a Bloodthirst before you go into Bladestorm so you gain more self-healing during your Enraged Regeneration. Doing this can be nice in situations where you're still under heavy fire and need as much healing as possible.
If you're playing Mountain Thane, then there's a chance you could get a burst of Power Proc. This allows you to spam more Bloodthirst, again getting more HP back with every use during Enraged Regeneration.
So make sure to abuse your Bloodthirst spam during this cooldown to help keep you alive. On a side note, one crucial downside to Enraged Regeneration is that its healing effect is lessened by dampening.
This mainly affects you in high dampening situations, such as in a solo shuffle game during your second use of Enraged Regeneration or a long arena game. The damage reduction is still good, but the healing throughput from your Bloodthirst is going to be much, much worse.
So if you're playing with a Bloodthirst, make sure you account for this when using Enraged Regeneration in high stages of dampening, as you probably want to use it when you're not too low on HP. Otherwise, in these situations, you could die through it.
FURY INTERVENE TIPS
Hello everyone and welcome back to another Defensives course video on Fury Warriors. Today we're going to be taking a look at Intervene being one of the strongest tools a Fury Warrior has.
We're going to take a deep dive into this talent, explaining how and when to make the most out of it in any arena game. Ever had a partner stuck in a stun and under heavy fire from the opposition, especially against melee or hunters?
Luckily, Warriors have an excellent peel for this exact situation with Intervene. Intervene allows you to charge towards a partner, intercepting all melee and ranged attacks on them for 3 seconds in PvP.
Note that during these 3 seconds, you have to stay near your partner during this time because if you run out of melee range from your partner, Intervene will stop working immediately. On a low 30 second cooldown, this ability is highly impactful at redirecting damage from your partner so that you can't do anything.
Intervene is a great tool to use to counter any melee or hunter attack. Intervene is a great tool to use to counter any melee or hunter attack.
You take the pressure instead. This is an excellent way to help keep your partner alive, making it difficult for melee or hunters to kill your teammates.
As suggested before, the easiest way to use Intervene is while your partner is stuck in a long stun where you know the enemy is going to pressure them.
This will reduce the chance they can die in this stun and potentially save them from using their other defensive cooldowns, which is why Intervene is so powerful in these situations. Now bear in mind though that when you Intervene, you don't reduce any of their damage that's redirected onto you.
So if you're under heavy fire or dealing with big offensive cooldowns from the enemy team, you should at least be in defensive stance and be ready to use any other defensive cooldowns if necessary.
Another great use of Intervene is to prevent any physical interrupts on your partner during this time, allowing them to get important cast off that could benefit your team. Using it on a healer could allow them to get off big heals or even CC, depending on the situation.
The same goes for intervening a caster deep PS partner, allowing them to get off an important cast that can allow your team to gain momentum. Remember though, it only works on physical interrupts, meaning spell interruptions like counterspell or mind freeze will still land on your partner during Intervene.
Now in niche situations, you could also use it to try and intervene important stuns or CC on your partners.
This can be more difficult to do consistently, as predicting the incoming CC and timing your Intervene really has to be precise, but if you're successful with it, then it can disrupt an enemy offensive setup completely.
However, don't try to always go for the high-level plays, as this could potentially put your Intervene to waste. If you know you need Intervene to deal damage more often, then simply save it for those situations.
So you might be asking yourself, but what if I'm the target? Surely that makes Intervene absolutely useless, right?
Well, that's where you might be wrong. Intervene can still be used, but just in a different way.
In these situations where you're the target, simply use Intervene as a form of mobility to kite your opponents. Doing so can allow you some breathing room or to put the enemy player in a bad spot so you can look to counter pressure them.
FURY HEROIC LEAP TIPS
Greetings all and welcome to another Fury Warrior Defensives course. We're going to be continuing talking about defensive abilities, this time taking an in-depth look at Heroic Leap.
Knowing how to use this cooldown defensively could be the difference between life or death, so make sure to stay tuned. Did you know that Heroic Leap can sometimes be one of your best defensive cooldowns in a game?
Now at first glance it doesn't look like it, and I get that, but in practice you're going to notice it is actually very powerful at kiting casters.
Simply by using Heroic Leap at a defensive pillar, ideally going to be near your healer, you can look to easily line of sight the enemy casters, stopping them from dealing any instant or casted damage.
This is excellent in situations where you may not have any defensive cooldowns or simply need to live in a dire situation. Just make sure when you Heroic Leap back to a pillar that you do your best to stay in your healer's line of sight.
It's important that your healer can pick you back up as soon as possible, allowing you to head back open field to gain pressure. Now at the same time, you want to be line of sighting the enemy casters at the pillar as much as possible.
This will usually prevent them from dealing any damage to you, typically swapping targets. Sometimes though, they may use their own mobility cooldowns to chase you, especially if you're low on HP and don't have big defensive cooldowns.
Continue to line of sight them as best as possible, especially if your healer is stuck in CC. You could also use it defensively to kite melee in situations where you think you're going to die.
However, you might need to be a bit more careful when using it defensively in that situation. The danger here is that if you Heroic Leap back on top of your healer, you could potentially bring melee near your healer if they're chasing you, making it difficult for your healer to cast and keep you alive.
So try to position in a way that you can avoid the melee as much as possible and at least make it difficult for them to connect to you and focus interrupt your healer at the same time.
FURY DISARM TIPS
Hello fellow Skill Caps subscribers and welcome to another Fury Warrior course on defensive cooldowns. Today we're going to be taking a look at Disarm, being a strong defensive that a Fury Warrior has to know how to use.
Knowing how and when to use it is going to be in your best interest as it's a powerful defensive cooldown to dismantle an enemy's damage. So we're going to talk in depth on the best times you can use Disarm.
Whenever you're against most melee or marksmanship hunters, you definitely want to be looking at your Disarm PvP talent. On a 45 second cooldown, you can Disarm your target, preventing them from dealing any damage as well as stopping certain crowd control abilities.
This makes Disarm an excellent defensive cooldown that can stop pressure from melee as well as additional CC. The best way to use this spell is simply disarming big offensive cooldowns from the enemy player.
For instance, against Fury Warriors, you can look to Disarm their Recklessness or Avatar cooldowns. Doing this will stop them from dealing any pressure during this time, reducing the significance of their offensive cooldowns.
They also won't be able to use Stormbolt during this time, further preventing them from dealing any more offensive maneuvers. So to make the best use out of Disarm, be aware of the enemy melee's offensive cooldowns so you know when to use your Disarm, reducing their pressure.
Another time you can use Disarm is during stun windows on your teammate. If your partner is vulnerable in this stun and needs to be peeled to save them from using big defensive cooldowns, then you can use Disarm here.
Think of it as a cooldown trade in that situation. Trading a low cooldown Disarm instead of a high value defensive cooldown from your partner is obviously going to be a much more favorable trade for your teammates to live.
Not only will they be able to survive the offensive setup, you can make your teammates much more durable throughout the rest of the game. Sometimes it may be warranted to use Disarm to stop important CC from an enemy melee.
In these situations, the damage may not be the killer, but it may be a good way to get them to use Disarm. This is a good way to get your teammates to use Disarm.
You can use Disarm to stop your teammates from using Disarm, but it's also a good way to get your teammates to use Disarm. By disarming a rogue that wants to kidney shot your partner, you can deny them from using it, buying them a few seconds that could be crucial for them to stay alive.
Now bear in mind that using Disarm in this fashion is much more rare compared to disarming offensive cooldowns, so make sure that you're aware of this situation to abuse Disarm properly if you know your teammates will need it to prevent CC.
Another situational use of Disarm is simply using it if your partner is in danger of death. If you're in danger of death, you can use Disarm to stop your teammates from using Disarm.
If you're in danger of death, you can use Disarm to stop your teammates from using Disarm. In these scenarios, your teammates may need every healing they can get to survive the onslaught of the opposition.
Disarming an enemy will prevent their pressure and help your partners to take less damage, which could help them survive in a dire situation. It may feel bad to Disarm like this since there may not be any offensive cooldowns or CC ready for the enemy player, but it is better to use it to try and deny any pressure.
If you don't use your Disarm in these situations and your partner dies, you can use Disarm to stop your teammates from using Disarm. If you're in danger of death, you can use Disarm to stop your teammates from using Disarm.
Well, you'll probably regret that decision and wish you used Disarm to help them survive. A couple of key notes about using Disarm is that you need to make sure that you can land it properly.
Spells like Searing Glare, Evasion, and Die by the Sword can prevent the use of Disarm entirely, wasting its cooldown. Try to be patient in these situations and then land your Disarm whenever you can.
There are also some abilities that completely remove Disarm while it's on them, like Blessing of Protection or Vengeful Retreat. You can try to play around Vengeful Retreat, but as for Blessing of Protection, this may happen naturally, but then you could potentially kill them later.
As a final point here, we said Disarm works on most melee and marksmanship hunters, which is true, but it doesn't work on certain specs. Feral Druid, Windwalker Monks, and the other Hunter specs are simply just not worth using Disarm on.
It barely limits their functionality as they're still able to apply most of their pressure during Disarm, as well as any crowd control capabilities. Now, after all of that, let's quickly summarize how to properly use Disarm then.
Ideally, you want to Disarm offensive cooldowns from an enemy player, being the most common use of that spell. You can, though, use it during stun windows on your partner to prevent certain CC spells, or simply whenever your teammates are looking like they're about to die.
Additionally, some spells and classes can render Disarm useless, so do take care when using it against them.
FURY RALLYING CRY TIPS
Welcome back everyone to another Fury Warrior Defensives course video. Today we're going to be taking a closer look at Rallying Cry and how to use it well in defensive situations.
This spell can be the difference between life and death for your team, so stick around to find out how to make the best use of this ability.
Rallying Cry is usually a last line of defense spell that is used to increase the HP of your teammates to prevent them from dying when they don't have any other big defensive cooldowns left.
Now as such, it's best used whenever someone is low on HP and when they don't have any other big defensive cooldowns left, looking likely to go down. It may not be the best defensive, but when it's used at the right time, it could keep you or your partners alive.
You can also use it to avoid execute mechanics that can save your partner's life too. This definitely should be thought about when playing against Asa rogues or monks to avoid sudden demise or touch of death.
These spells can take you down instantly even through most defensive cooldowns, so you can use them to avoid the most difficult of situations. So yeah, that's it for this video.
If you enjoyed it, please like, share, and subscribe. See you next time.
Bye! Using Rallying Cry to deny them from getting these execute mechanics off, at least for the time being, is going to be great.
Other times you can use this is if your healer is in a CC chain and you need to live a setup, trying to hold on to other important defensive cooldowns. Against heavy CC comps, this could occur quite often where they're trying to force as many defensive cooldowns as possible so they can win in a future setup.
If you can trade Rallying Cry to save a big defensive CD from your partners, then it could be a better trade to bolster your team's endurability in a future setup. If you're a big defensive CD, then it could be a better trade than a game.
It can also be used as a root breaker, which is mainly for offensive reasons, but you can use this defensively against Balanced Druids. Solar Beam, paired with root effects on your healer, is a powerful crowd control that Balanced Druids utilize often.
If you have the talents Master and Commander with Battlefield Commander, you can use Rallying Cry to break your healer out of the root effect, so they can then run out of Solar Beam.
Just be careful that you're using it when you really need to, since you sacrifice a strong PvP talent in order to utilize rallying cry in this way.
FURY INTIMIDATING SHOUT TIPS
Hi all and welcome back to another Fury Warrior video in this Defensives course. The topic of today is going to be looking at Intimidating Shout.
Now while this ability can be used offensively, it can also be an excellent defensive spell. Knowing how and when to use it for defensive purposes can make it vital to live in certain situations.
Now as such, we're going to take a good look at when to use this spell defensively and how you should use it properly. Intimidating Shout is a crowd control spell that fears up to 5 targets, preventing them from doing anything.
Now there are several spells that can break fear, however we're going to get into that a little bit later on. Most of the time Fury Warriors play with the Battlefield Commander PvP talent that reduces the cooldown of Intimidating Shout, making it a 1 minute and 15 second cooldown.
When looking to use this defensively, typically you want to peel enemy DPS players, stopping them from overwhelming your team. Intimidating Shout also has two optional talents on the same node.
That you could use to bolster this spell. One of them is Cacophonous Roar, which makes your fear less likely to break from damage such as dot damage or small cleave pressure, making it unlikely that your fear will break in this scenario.
The other option is Menace, allowing your Intimidating Shout to fear all targets within its radius. This is excellent against heavy pet teams such as BM Hunter or Demo Warlock, so you can reliably fear targets without the random pets soaking most of the targets from a normal fear.
Intimidating Shout is a spell that can break from damage such as dot damage or small cleave pressure, making it a 1 minute and 15 second cooldown. The other option is Intimidating Shout, which is also a short AoE spell, so ideally you can hit multiple people with it.
If you can only fear one person and it's a good defensive fear, then you should still go for it, but if you can ever fear more than one person, it's an excellent bonus too. One of the best ways to use this is by fearing enemy DPS on their big offensive cooldowns, stopping them from getting off too much damage.
It limits their big offensive cooldown from being too powerful and makes it easier to survive. That means it's especially powerful if you know that you're going to have to use it to get out of the fight.
If you know that enemy DPS doesn't have a medallion trinket to escape the fear, then you could absolutely fear them knowing that it won't break. The main problem with using a defensive Intimidating Shout is that you have to be aware of what you can fear without it easily being broken.
Spells such as Trimmer Totem, Berserker Shout, and Blessing of Sanctuary can remove Intimidating Shout with ease, and as such, you're going to either need to force these cooldowns another way, or cross CC the enemy team so your fear can stick.
Just make sure you play around Fearbreaker spells so you can make the most out of your Intimidating Shout. Finally, there's also the Undead Racial, Will of the Forsaken, which can also remove fear on themselves.
It's a great trade for Undead users to use this on your Intimidating Shout, so whenever you fight an Undead character, you should try not to fear anyone with this Racial ready.
FURY STUN TIPS
Welcome back everyone to the Fury Warrior Defensive Course. Here we discuss all of your important defensive spells and how to make the optimal use out of them.
Today's spell we're going to be looking at is your stun effects, which as a Fury Warrior is Stormbolt and Shockwave. So let's look at how and when to use your stuns defensively.
Fury Warrior has access to two stuns in Shockwave and Stormbolt. Now most of the time you use your stuns for offense, looking to create setups or simply gain pressure from locking down an enemy player.
However, sometimes you may be too much on the back foot and are unable to peel any pressure without the use of stuns. So this is where your defensive stuns can really come in handy in order to reduce the heavy momentum from the enemy team.
This can be used during any time the enemy team has pressure, whether it's setup based or pure damage. The benefit of doing this is that you can potentially force their trinkets from these stuns, leaving them vulnerable to other peel effects like your own disarm or intimidating shout.
Surviving setups like this could be necessary against high pressure comps, provided you can survive and win later. Just because you use your stuns for defense doesn't mean you can't change the momentum.
Stuns provide a perfect opportunity to counter pressure as they're going to be locked down, so you can start gaining your own momentum instead. They say a great defense is a good offense, so that's the case when utilizing your stuns to peel.
Try to always counter pressure during these stuns so you can make the most out of your defensive play. Ok, that's really all for this video.
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