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  • The Care and Feeding of Warriors: Rage in Cataclysm, part 2

    by 
    Matthew Rossi
    Matthew Rossi
    06.11.2011

    Every week, WoW Insider brings you The Care and Feeding of Warriors, the column dedicated to arms, fury and protection warriors. Despite repeated blows to the head from dragons, demons, Old Gods and whatever that thing over there was, Matthew Rossi will be your host. Last week, we talked about rage as a DPS and tanking mechanic. This week, we're going to talk more about it as a mechanic, period. What are its defining characteristics? Rage is self-generated. There's no predictable rate of return, and even if you geared for rage generation, you're at the mercy of encounter design. (A fight that forces you to break off of your target for any reason is bad for rage generation.) Rage never inflates. An ability that costs you 15 rage to use when you learn it will forever cost you 15 rage unless a talent or ability discounts you in some way. Rage also never inflates in terms of how much you have. You will always have a maximum of 100 rage; there is no talent or ability that increases the size of your rage bar. It's 100 forever. You can generate rage via specific abilities when it is absolutely necessary. The most common are Battle or Commanding Shout, or perhaps Charge. With the exception of white attacks and some special cooldowns (Berserker Rage, Recklessness, Shield Wall, Retaliation, Rallying Cry), almost anything that doesn't generate rage costs rage. Damage taken also generates rage, but for most DPS warriors, it's not worth courting death by deliberately taking damage for rage. Tanks make heavy use of this aspect of rage generation, since they take damage anyway. Rage is alone among all other resource systems in that it starts at zero. While Runic Power also technically starts at zero, unlike a DK, a warrior has no secondary resource system like runes to allow him to still use major abilities in the way DKs can.