Infraction: 2. All opinions should be stated as succinctly as possible.
Message to User:
Please don't quote split, it makes your posts a lot bigger for practically no reason. If you feel the need to split someone's post into multiple quotes, you may want to take a second look at it to see if your entire reply is needed first, or if there isn't some other method to address it all without the extra quotation blocks.
On the subject of Inner Rage, it sounds like its current incarnation is a timed buff given the phrasing. It essentially looks to be the automated replacement for current Heroic Strike/Cleave mechanics, and as such it's likely to something we wish to activate as much as possible without affecting our rotation. Unless rage generation in Cataclysm is extremely low, I expect that activating Inner Rage will be an unavoidable occurrence in much of the post-entry level raid content.
The goal for this ability is to provide a benefit for hitting max Rage instead of it feeling like a penalty. However, we also don't want warriors to feel like they're supposed to pool Rage and do nothing until they hit 100
Don't read too much into it being phrased as a timed buff in the preview. That's the simplest way to initially implement it, but it will need to be iterated on significantly. And it's pretty clear (from GC's second sentence) that our standard rotation should expect to try to *avoid* tripping Inner Rage; it's there to make it feel like *less of a waste* if you clip 100 rage.
I never thought of it as an enrage buff (although the name would suggest otherwise xD )
It would be interesting, if Enrage Intensity (Fury Mastery) also works then for this buff, maybe simply in that way, that the 50% rage cost increase stays static, but the dmg modifier scales according to mastery rating of the character.
If it is also an enrage effect, the interactions it might have with Enrage Intensity could be rotation defining. The most obvious effect Enrage Intensity could have would be to buff the damage component. If that turns out to be the case, it's not impossible that our rotation when we have less than X amount of Mastery could be to avoid capping rage save for huge RNG spikes, and past X intentionally capping rage becomes desirable.
While it certainly can have some interaction with Enrage Intensity and Mastery, remember that Inner Rage will be triggered for Prot and Arms specs as well. The interaction can't be too game-changing or it will be a nightmare to balance between the three specs and will destroy the balance of abilities in the Fury rotation and cause us to degenerate to a one- or two-ability rotation as Mutilate mostly is today; I don't think anyone believes Blizz is happy with specs that only hit two buttons for 99% of a fight.
GC said something about a new "replacement" attack that is most likely to replace WW for single-target dmg.
I would even go that far and assume that even if we get a new attack, WW may still be in our rotation depending if it does more dmg single target that the new talented Sunder Armor, except the new HS is that strong, that it will always be used when no BT or Slam procc is up.
(speaking from a Fury standpoint)
Currently, BloodThirst isn't being changed and can be expected to remain a core attack. WhirlWind is being cut in half specifically to make it less attractive on single-target fights. Furious Sunder is slated to be less of a penalty when you're required to sunder; they never said they want it to be a core rotation attack. Heroic Strike (and Cleave) are being put on the GCD, with up to 30 rage consumed per use; this completely stomps over Sudden Death in the arms tree today so that will need to be reworked. Now, taking the WW change as evidence, the only way for them to make us not want to use an ability in our core rotation is to make it weaker (in damage) than another available option. Given prior statements on intentions, that means Bloodthirst >? Slam (proc) > Heroic Strike > WhirlWind >? Furious Sunder. If HS is better than a BT or a Slam proc, we would never use BT or Slam procs. If Sunder is better than HS, we would never use HS. If WW is better than HS, we would retain it in our single-target rotation. It doesn't particularly matter whether BT is better than Slam or WW is better than Furious Sunder as each pair has completely different restrictions/benefits. We can assume a 15 rage HS must be stronger than a 15 rage Sunder, but where does that leave a 30 rage HS? If it scales poorly, as for example Execute does today, then it becomes extremely unattractive except to bleed off rage before you hit the cap; or it scales well and brings us dangerously close to a 1-button-rotation; balancing on it looks to be extremely finicky. Further, Inner Rage is already designed to be a low-efficiency way to bleed off high rage, so why do we need two tools to do the same trick when we've got a little extra rage kicking around?
There's a heck of a lot to think about how they want to change our playstyle. Speaking particularly as Fury, the HS change + IR + 100% rage normalization seems to be significantly overshooting the mark. Today, we mash HS because we have generally more rage than we can use. However, an IR'd HS in Cata will cost up to 45 rage, which could bankrupt us in 3 gcds even without getting poor luck with missed white swings/glances. To counteract that, we (still on a Fury bend here) would have to bank 40+ rage to use a Bloodthirst, but that leaves us bankrupt on a double-miss or even a glance/miss combo; on the other hand, a double-crit would trip IR again. It feels like it would be a horrible position to be in, and would actually make the feast/famine nature of rage much worse than it ever was in Wrath.
While the tone of a lot of the "red energy bar" comments (not in this thread) are perhaps unjustified, the comparison is useful. Warrior DPS is mostly limited by ability cooldowns and a 1.5 sec GCD and cheap ability costs compared to basic rage income. Rogues are limited by energy regen rate and have a fast 1.0 sec GCD and higher cost-per-attack compared to their energy income. They're in a good place to be able to pool energy to use optimal moves at optimal times; whereas warriors are mostly in a place of scrambling to squeeze in every GCD- and Rage-consuming ability we can. While there have been many, many, many suggestions to simply make the rage bar larger to facilitate pooling/avoid wasted rage, that only fixes the income side of the problem: we would still struggle to spend that rage even in relatively inefficient ways. Today, even with 100% slam procs and no GCD/CD conflicts, you could only spend 100 rage in an averaged 8 second WW/BT cycle with no HS or 12.5 rage/sec. With today's haste buffs (WindFury and Flurry), you would get just shy of 3 swings with a 3.6 speed weapon during those 8 seconds. Include an offhand doing 50% damage and rage, and you only need to make 22 rage per main hand swing to keep up that rotation, before including crits or haste on gear. Even subbed 30 rage HS's for 15 rage Slams would only raise expenditure rate to 135/8sec, or 16.9 rage/sec, or 35% increase (again, given the impossible setup of 100% gcd consumption and 0 WW/BT clipping) which brings the MH rage/swing needed to 29.7 with a 3.6 speed weapon. To wit, that means you go from 0 rage to capped in under 5 seconds even without crits or haste. Frankly, we all agree that the HS system today is kind of "broken" but it IS working within today's mechanics. Rage income and costs needs to be overhauled in a much deeper way than just removing the damage-based component. In the meantime, HS still needs to be off the GCD to allow us to consume our rage in a player-controlled manner (and scrap IR as previewed), though perhaps just give it a separate 1.5 CD from the GCD.