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I run. Run until I find another pack to train them into or run a little bit then turn and whirlwind/sprint/overpower them for the few seconds that they stand still after I've kited them. I rarely lose battle rage. Any time I have full fury and enough targets to hit, I'm refreshing it every couple of seconds along with sprint to keep WotB's remaining duration at maximum. I also try to be conservative with refreshing war cry so that if I do make a mistake I can always use it to get started again.
*bump*
So, in light of changes to Bash in 1.0.4, including more fury for runes other than (Instigation) and an increase in the (Punish) buff damage boost from 6%x3=18% to 8%x3=24% I am definitely going to revisit this. Won't be able to play for a couple days but I'm excited to try this again when I can!!!
Tried it, I'd say it works. Basically it works because of a combo of the boosts to it and nerfs to monster damage. I no longer feel like I need the attack speed from Frenzy to proc LoH to survive 1v1. Given that, it feels like a really nice compromise between Instigation and Frenzy. It's good for sustained single target DPS of almost exactly 200, which pales next to either popular Frenzy rune but is close, and the benefit is that you still get 8 fury per hit and get up to full DPS in just three hits. As well as a modest damage boost when starting WW. It definitely keeps up Wrath (Thrive) just fine, and I can kill Act III Goblins without using Wrath.
I played with it for a while, but switched back to instigation. You can keep up thrive in a stand-and-burn situation with really any generator (even frenzy), but when you're running around trying to snag a bit of fury as you travel along, the extra fury from instigation is still very nice. When I was using punish I was having thrive occasionally drop off. Now that I'm back to instigation I'm carrying thrive for longer than the cooldown pretty much 100% of the time, and usually carrying it a whole zone (barring large amounts of backtracking).
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