Video guide:

http://www.youtube.com/watch?v=5y3jpxYnDDg

Enrage uptimes spreadsheet:

http://www.filefront.com/17507977/enrage-uptimes-spreadsheet.xlsx/

updated on: 11/12/10

Spec:

http://cata.wowhead.com/talent#LhZcr...fdZb:kzmcVw0kV

glyphs are included in the above link

SMF is awful right now because there are no decent 1h weapons (except black bruise, but it's mainhand only)

Rotation:

in ideal circumstances (100% enrage effect uptime):

0.0 BT

1.5 RB

3.0 BT

4.5 instant slam (there is a 51% of having a slam proc to use for this GCD)

Repeat

always use BT on CD, use the other GCD's willy nilly while remembering RB> Slam. use HS when you have plenty of extra rage.

Sub 20% just spam execute, it hits way harder than any of our other abilities, and the 25% melee haste is amazing

also HS damage is currently way better than slam damage, so it might be viable to consider prioritizing HS over slam.

Rage generation:

essentially the rage formula is

(weapon constant)* (weapon speed) for your mainhand

0.5(weapon constant)*(weapon speed) for the offhand

STATS

Mastery:

Deathwish component:

per 1pt of mastery you gain 0.0626% extra damage from DW

DW has a CD of 144s with 2/2 intensify rage, and lasts 30s

30/144=20.83% uptime

0.626*.2083=0.013041%overall damage increase from DW

Enrage component:

per 1pt of mastery you gain 0.313% extra damage from enrage

I don't have an accurate value for an average enrage uptime, so per the % damage gain from enrage is this:

0.0313*X

X= uptime

it's a nice linear equation, if you can't visualize it just google an online graphing calculator.

this means that we can add the two together and simply say the value of mastery is

1pt= (0.0313*X+0.013041)*100 % DPS increase

PS. the above math is wildly inaccurate. it does not account for increasing RB damage and it doesn't account for a lot of things.

the spreadsheet is more accurate than the above equation.

Hit/haste:

get hit until you are hard capped (27%) then get haste.

hit is better than haste because of the fact that the 1% increase in swings granted by haste doesn't mean that you are going to have 1% more hits land on the target, where as getting 1% more hit does.

haste becomes devalued once you are hitting fast enough to generate enough rage so that you can fill the GCD table completely, and have 100%HSF

Expertise: Get 22 expertise, it's the new soft cap for dodges (GC says it's 23; if this is the case the last point of expertise is extremely devalued)

Crit:

Basically, crit results in a higher flurry uptime, which results in more attacks landing on the target, resulting in more possible changes for enrage procs, meaning more RB hits.

Ability Damage component:

2*c=a% damage increase

c% of your attacks deal 2x the damage

Flurry uptime:

1-(1-c)^n= b% flurry uptime

c: %crit

n: number of hits per 3 swings. n is commonly given a value of 4, but with the recent changes to the rotation it could be as high as 8 at times, I need to do a shit load of testing to figure out a good average value.

Strength: pretty much the same value as before

ENRAGE UPTIME:

=1-(1-.09)^hits/10sec

here's a graph of the above equation, plus the cutoffs for 1 standard deviation:

http://i55.tinypic.com/fwm2d0.jpg

the spreadsheet at the top of this post helps determine the hits/10sec.

Post your questions/corrections to the above info in this thread, I will probably update this thread 93 times within the next few days so check back often or something