#0 - Aug. 2, 2010, 8:11 p.m.
1) Rage is no longer generated based on damage done by auto-attacks. Instead, each auto-attack provides a set amount of Rage, and off-hand weapons will generate 50% of the Rage main hands do. This amount is based on a constant formula which factors in the base swing speed of the weapon.
2) If the attack is a critical strike, it will generate 200% Rage.
3) Haste will accelerate swing times to generate Rage faster.
The only problem we have with the new system in cataclysm is the same problem we had in BC and LK; the system scales too well with gear. Going from first hand reports given by beta players, the difference between rage gen in leveling gear and rage gen in end game gear is still wide.
Haste and Critical Rating affecting rage generation is the culplrit here, haste to a lesser extent compared to critical rating. These two stats, mainly crit, are the reason why our system is facing the same problems as before. The faster we swing, the more rage we generate. The more we crit, the more rage we generate. As it is currently in the beta, people at 80 in their 25 man gear have near infinite resources while players leveling from 78 to 83 have slow and clunky generation.
The new resource system has given blizzard a few knobs to turn to tune the way rage is generated. But depending on how they tune it, if they change it to make rage generation while leveling better, end game generation will sky rocket. If they tone it down a bit to normalize rage generation for end game, it will make generating rage even worse for leveling. The only way to fix this is to reduce the amount of rage generated by crits. Haste is not as effective as crit is, because all haste does is increase your swing timer, which increases how quick you can get those criticals. Reducing the amount of rage generated from criticals can remedy the situation. I don't know what number blizzard would be comfortable with as far as rage generated by crits, maybe 130% or 150% as opposed to the 200% that is in now.
Another big problem while leveling, or pvp'ing, is being missed or parried/dodged. This is another problem that is affected by rage generation scaling far too well with gear. As you get more hit, you stop getting misses. As you get more expertise, you stop getting parried/dodged. This is a problem that can be fixed alot more easily than haste/crit. Putting more hit rating on leveling gear could be done to fix the hit problem. If anyone leveled as fury in outlands and northrend, they'll know the terrible woes of charging in, missing your first two swings, and waiting 3+ seconds just to generate 20 or so rage. Missing a swing can either stop your generation in it's tracks, or hamper it. I know I'll probably be told that this is the reason hit is so valuable to warriors, but that isn't fixing the problem. I would suggest giving warriors half the rage of a main hand swing for missing, or just putting more Str/Hit gear for leveling.
To sum up what im saying, so long as crit and haste play such a big role in rage generation, our system will scale too well. We wll face the same problems as before. The problem we're having now in beta isn't as bad as lich king, because our rage isn't generated based on damage done or taken now. But, the amount of rage given by criticals is making rage gen too low/clunky/terrible while leveling, and almost too good at cap.