Updated November 3, 2026
Overview
The Warrior is the plate-wearing melee class that runs on Rage: you earn it by hitting and getting hit, then spend it on your abilities. Forever brings big changes: Victory Rush to heal after each kill, Tactical Mastery so stance swaps no longer wipe your Rage, and a Protection tree that now works for solo leveling. Pick it if you want to tank or hit hard with weapons and don't mind leaning on your gear.
Strengths
- The classic go-to tank: Shield Slam, Revenge, Sunder Armor and an 8-second Taunt. Since November 2 Defensive Stance adds 80% threat (it was 30%); the same day Paladins lost Salvation, so nobody lowers the damage dealers' threat any more.
- Scales hugely with gear: every weapon upgrade shows right away.
- No drinking for mana: Rage comes back every fight.
- Victory Rush gives a small free heal after each kill, something Classic never had.
- In Forever, Shield Wall, Retaliation and Recklessness no longer share a cooldown, and the first two drop to 15 minutes.
- Battle Shout now reaches the whole raid.
Weaknesses
- Very little self-healing: lost health stays lost until you eat or bandage.
- Weapon-dependent. With a bad weapon, leveling is slow.
- Struggles with packs and higher-level mobs when solo.
- Little crowd control and no escapes: Mages and Hunters kite it easily in PvP.
- In one-on-one duels it usually loses to an equally skilled opponent. With a healer at its side removing slows it is a different class: in a pair or a group it is among the strongest.
- Not the easiest class to start with: many abilities only work in a specific stance, and it plays best with macros that switch stance and cast the ability on a single key.
- In Forever Rage comes in more evenly but, according to beta guides, in smaller amounts than in Classic.
The specs
| Arms | Melee DPS (two-hander) · PvP and group leveling Big two-handed hits built on Rend and Overpower, with Mortal Strike at 40 cutting healing by 50%. Forever adds Spearing Strike, Bloodthrill (Rend opens Overpower chances; 2 points since November 2) and Weaponmaster, which changes with your weapon type. Since November 2 Two-Handed Weapon Specialization gives up to 6% and Slam comes back sooner. |
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| Fury | Melee DPS (dual wield) · Dungeon and raid damage Two weapons, lots of crit and Flurry for faster swings. Bloodthirst no longer heals: it now grants 10% movement speed. It's weak before 30, when its key pieces arrive. The tree was rebuilt on 1 October during the beta and changed again on November 2: Flurry is now 3 points and no longer needs Death Wish, Bloodthirst now does, Enrage moves up to row 3, and Reckless Swings (extra Rage for health) and Improved Whirlwind are new. |
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| Protection | Tank (one-hander and shield) · Solo leveling and tanking In Forever it's the smoothest leveling tree: your shield turns blocks, dodges and parries into Rage, Vanguard lets you Charge in Defensive Stance and Bastion adds 10% damage with a shield. Shield Slam arrives at 40, and the middle of the tree doubles as a PvP utility path. |
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Recommended races
| Human (Alliance) | Ruthless gives a flat 1% crit and Will to Survive breaks any stun every 3 minutes. Solid at everything. |
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| Dwarf (Alliance) | Artisan's Precision gives 1% hit and Stoneform clears bleeds, poisons and diseases and cuts physical damage taken by 10% for 8 seconds. Great for tanks. |
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| Night Elf (Alliance) | Elune's Light grants 10% crit for 15 seconds, Quickness adds dodge and speed, and Shadowmeld works as a threat drop. |
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| Gnome (Alliance) | Escape Artist breaks slows and makes you immune for 3 seconds, which is exactly what Warriors lack in PvP. Eureka! adds 10% damage and 10% lower costs for 8 seconds. |
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| Orc (Horde) | Blood Fury adds 10% attack power for 15 seconds every 2 minutes, and Hardiness shortens stuns by 20%. Axe Specialization is gone. |
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| Tauren (Horde) | War Stomp stuns up to 5 enemies every 90 seconds, Endurance adds 5% health and Plainsrunning speeds you up to 60% while running. Great tank and PvP pick. |
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| Troll (Horde) | Berserking grants 10% attack speed for 15 seconds (more swings, more Rage) and Rapid Regeneration restores half your health over 6 seconds when safe: less downtime while leveling. |
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| Undead (Horde) | Will of the Forsaken breaks fears and sleeps, and Touch of the Grave drains a bit of health (20% chance for Warriors, at most every 15 seconds). |
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Leveling 1-60
Leveling spec: Protection
We recommend Protection with a fast one-hander and a shield. Several guides rate it the fastest or safest way to level solo, and it was the most planned level-60 build during the beta. Shield Specialization and Master of Defense turn every block, dodge and parry into Rage, so the more enemies hit you, the more Rage you have. You live in Defensive Stance, open with Charge and lean on Revenge. If you'll always level in a group, Arms with a two-hander is the alternative.
Talents, point by point
| 10-14 | 5/5 Shield Specialization More block chance and 5 Rage per block. Everything else builds on it. |
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| 15-19 | 3/3 Improved Revenge, 2/2 Improved Bloodrage Revenge becomes your main hit (and since 30 October it scales with attack power); Bloodrage gives more Rage to open. |
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| 20-24 | 2/2 Master of Defense, 3/3 Improved Thunder Clap Rage on dodges and parries with a shield, plus a cheap Thunder Clap for two- or three-mob pulls. |
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| 25-26 | 1/1 Vanguard, 1/1 Last Stand Vanguard: Charge without leaving Defensive Stance. Last Stand: 30% extra health for 20 seconds, now on a 3-minute cooldown. |
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| 27-29 | 2/3 Improved Sunder Armor, 1/5 Anticipation Cheaper Sunder Armor; the Anticipation point unlocks the next row. |
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| 30-34 | 1/1 Concussion Blow, 3/3 Focused Rage, 1/2 Improved Shield Wall A 5-second stun and every offensive ability costs 3 less Rage. |
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| 35-39 | 5/5 Bastion 10% more damage with a shield. Your big damage jump before 40. |
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| 40 | 1/1 Shield Slam A heavy hit that scales with Block Value and can purge a magic effect. Press it on cooldown. |
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| 41-45 | 2/2 Improved Shield Wall, 5/5 Anticipation Shield Wall drops to a 4-minute cooldown and you gain Defense. |
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| 46-48 | 3/3 Defiance More threat in Defensive Stance with a shield: since November 2, 20% at 3/3 (it was 15%). If you tank dungeons earlier, take it sooner. |
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| 49-53 | 5/5 Cruelty (Fury) 5% crit: more damage and more Rage from crits. |
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| 54-58 | 5/5 Deflection (Arms) 5% more parry, which feeds Master of Defense and Revenge. |
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| 59-60 | 2/2 Improved Charge (Arms) More Rage from Charge. You end at 7/5/39, the most used Protection build in the beta. |
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Leveling as Dual-wield DPS · Fury (17/34/0)
For players who want to deal damage in dungeons and groups early on. It hits very hard but takes a beating, so rest between fights and don't pull more than you can handle.
| 10-14 | 5/5 Cruelty 5% more melee crit. More damage and more rage from the very first point. |
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| 15-19 | 5/5 Unbridled Wrath Your weapon hits often give extra rage. It shines even more with two weapons. |
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| 20-22 | 3/3 Furious Precision More hit chance with your off-hand. Take it once you start dual wielding. |
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| 23-24 | 2/5 Lingering Rage Rage takes longer to decay after combat, so you reach the next pull with rage in the bar. It also unlocks row 4. |
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| 25-29 | 5/5 Enrage Getting hit often gives you 10% more physical damage for 12 seconds. Since November 2 it sits on row 3, so you could take it earlier; we keep it here so the rest stays the same. |
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| 30 | 1/1 Death Wish 20% more physical damage and Fear immunity for 30 seconds, at the cost of taking a bit more. Save it for bosses and tough pulls. Since November 2 it is required for Bloodthirst (and no longer for Flurry). |
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| 31-34 | 4/5 Dual Wield Specialization More off-hand damage and rage. With 25 points in Fury you can now reach row 6. |
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| 35-37 | 3/3 Flurry 3 points since November 2: after a crit, your next three swings are 30% faster. It no longer needs Death Wish. With Cruelty it procs very often. |
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| 38-39 | 2/2 Improved Whirlwind New talent from November 2 (row 6): Whirlwind, learned at 36, comes back 2 sec sooner and hits the closest enemy 30% harder. It uses the 2 points Flurry frees up. The notes don't say whether it needs another talent: check it in game. |
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| 40 | 1/1 Bloodthirst Your main strike from now on: damage based on attack power plus a short speed boost. Since November 2 it requires Death Wish (you have it from 30). Use it on cooldown. |
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| 41-43 | 5/5 Dual Wield Specialization, 1/1 Raging Blows, 1/2 Improved Execute You finish off-hand damage, Whirlwind and Cleave cost less rage, and Execute is cheaper for finishing targets. |
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| 44-48 | 3/3 Improved Rend (Arms), 2/3 Improved Heroic Strike (Arms) First points in Arms: Rend hits harder and Heroic Strike gets cheaper for dumping spare rage. Five points open row 2. |
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| 49-51 | 3/3 Improved Tactical Mastery (Arms) 3 points since November 2 (it was 5) for the same result: 15 more Rage kept when switching stances. Berserker for damage, Battle for Overpower or Charge, without losing it. |
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| 52-53 | 2/2 Improved Charge (Arms) More Rage from Charge. These are the 2 points Improved Tactical Mastery frees up, and they give you the 15 Arms points Impale needs. |
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| 54-58 | 1/1 Anger Management (Arms), 3/3 Deep Wounds (Arms), 3/3 Improved Heroic Strike (Arms) One rage every 3 seconds in combat, and a bleed after every crit: with this much crit it adds a lot of damage. |
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| 59-60 | 2/2 Impale (Arms) Your ability crits deal more damage. You end at 17/34/0, the most common Fury split in the beta, adjusted to the November 2 changes (3-point Flurry and Improved Whirlwind). |
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Leveling as Two-handed DPS · Arms (37/14/0)
For players who prefer one big weapon and heavy hits while taking less damage than Fury. It's the classic damage leveling path, and Mortal Strike is great in PvP too.
| 10-14 | 3/3 Improved Rend, 2/3 Improved Heroic Strike Rend deals much more damage and leads to Deep Wounds and Bloodthrill. A cheaper Heroic Strike to spend rage; five points open row 2. |
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| 15-19 | 3/3 Improved Tactical Mastery, 2/2 Improved Charge You keep 15 more rage when changing stances (3 points since November 2 instead of 5), so you can swap to Defensive or back to Battle without dropping to zero. The 2 spare points go into Improved Charge: more rage at the start of every fight. |
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| 20-25 | 2/2 Improved Overpower, 1/1 Anger Management, 3/3 Deep Wounds Overpower almost always crits (use it whenever the enemy dodges), one rage every 3 seconds, and an extra bleed after each crit. |
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| 26-31 | 1/1 Spearing Strike, 3/3 Two-Handed Weapon Specialization, 2/2 Impale Spearing Strike is a new Forever attack that hits much harder against giants, dragonkin and mounted targets. Then 6% more two-handed damage (since November 2; it was 3%) and harder-hitting ability crits. |
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| 32-37 | 1/1 Sweeping Strikes, 5/5 Weaponmaster Sweeping Strikes spreads your next hits to a second enemy. Weaponmaster depends on your weapon: axes or polearms give crit, maces or staves ignore armor, swords give extra attacks. |
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| 38-39 | 2/2 Improved Slam Slam no longer delays your auto attack, so you can weave it between swings. Since November 2 it cuts 5 sec off its cooldown (from 15 to 10). With 30 points in Arms you open row 7. |
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| 40 | 1/1 Mortal Strike Your main attack, and it halves healing on the target. Use it on cooldown. |
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| 41-42 | 2/2 Bloodthrill With Rend up, your main-hand hits have up to a 20% chance to enable Overpower. 2 points since November 2 (it was 5) for the same maximum. |
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| 43-45 | 3/3 Improved Hamstring Hamstring can root the target for a few seconds: handy against runners and, above all, in PvP. It takes the 3 points Bloodthrill freed up. |
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| 46-51 | 3/3 Improved Heroic Strike, 5/5 Cruelty (Fury) A cheaper Heroic Strike to spend rage and 5% more crit, which feeds Deep Wounds and Impale. |
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| 52-56 | 5/5 Unbridled Wrath (Fury) More rage from each weapon hit, so Mortal Strike and Slam are always affordable. |
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| 57-60 | 1/1 Piercing Howl (Fury), 3/3 Blood Craze (Fury) Piercing Howl slows everything around you and Blood Craze heals you after big hits. You end at 37/14/0. |
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Key abilities by level
| 1 | Battle Shout Attack power for you and your group; now lasts 3 minutes and reaches the whole raid. |
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| 1 | Heroic Strike Replaces your next swing; only use it when you have Rage to spare. |
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| 4 | Charge Rush the target, gain Rage and stun it for 1 second. Out of combat only. |
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| 4 | Rend A bleed. In Forever it tags the mob as yours the moment it lands. |
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| 6 | Thunder Clap Hits up to 4 enemies and slows their attacks by 20%; it now works in Defensive Stance too. |
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| 8 | Hamstring Slows the enemy by 40% for 15 sec (45% at level 32, 50% at level 54); stops runners. Battle or Berserker Stance only. |
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| 10 | Defensive Stance Earned through the level 10 class quest, along with Taunt and Sunder Armor. Less damage taken and, since November 2, 80% more threat (it was 30%). |
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| 10 | Bloodrage Instant Rage for a bit of health; ideal to open a fight. |
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| 10 | Sunder Armor Strips armor (up to 5 stacks) and builds lots of threat. It also tags the mob as yours. |
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| 12 | Overpower An unavoidable strike after the enemy dodges. Battle Stance. |
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| 12 | Shield Bash Interrupts a spell. Needs a shield. |
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| 14 | Tactical Mastery New Passive: keep up to 10 Rage when you swap stances. It was a talent in Classic. Improved Tactical Mastery (Arms) adds up to 15 more: 3 points since November 2 (5/10/15). |
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| 14 | Revenge A cheap counterattack after a block, dodge or parry. Your main Protection button. Since 30 October every rank adds 22.5% of your attack power: rank 6 deals 138 to 168 plus that 22.5% (it used to be a flat 138-168). A change found in the game data with no official Blizzard note, so it may change. |
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| 14 | Demoralizing Shout Lowers nearby enemies' attack power; in Forever it reduces more and lasts 45 seconds. |
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| 16 | Shield Block Blocks the next 2 hits within 7 seconds; enables Revenge and gives Rage. |
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| 18 | Disarm Disarms the enemy for 10 seconds. |
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| 20 | Victory Rush New After killing a mob that grants experience, you get 20 seconds for a free strike that heals 10% of your health. |
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| 20 | Slam Arrives earlier than in Classic (it used to be level 30) and has a cooldown: 15 seconds since November 2 (it was 18), and 10 with Improved Slam 2/2. |
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| 20 | Cleave Hits your target and one more nearby; spend Rage with two mobs. |
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| 20 | Retaliation Counterattacks every melee hit from the front for 15 seconds; 15-minute cooldown. |
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| 22 | Intimidating Shout Fears up to 5 enemies for 8 seconds; saves a pull gone wrong. |
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| 24 | Execute Finisher below 20% health; while leveling, saving Rage for the next mob is often better. |
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| 25 | Spearing Strike New Arms talent: a strike with bonus damage against giants, dragonkin and mounted targets, which it dismounts. Needs Battle Stance and works with any weapon. |
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| 28 | Shield Wall 60% less damage for 12 seconds; in Forever it's a 15-minute cooldown. |
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| 30 | Berserker Stance Level 30 class quest (it also teaches Intercept). More crit, more damage taken. |
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| 30 | Berserker Rage Immune to fear and incapacitate for 10 seconds, plus extra Rage from damage taken. Now at 30 (was 32). |
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| 36 | Whirlwind Hits up to 4 enemies with both weapons. Berserker Stance only. Since November 2 the Improved Whirlwind talent (Fury) cuts up to 2 sec off its cooldown and adds 30% damage to the closest enemy. |
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| 38 | Pummel A shieldless interrupt, in Berserker Stance. |
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| 40 | Shield Slam Protection's capstone: big damage and threat, scales with Block Value. |
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| 50 | Recklessness 100% more crit chance for 15 seconds at the cost of taking 20% more damage. |
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How to kill while leveling
- Before each pull: Battle Shout up, and Bloodrage if you're starting at zero Rage.
- Open with Charge. Until Vanguard (25), Charge in Battle Stance and swap to Defensive Stance: Tactical Mastery keeps 10 Rage.
- Rend if the mob will live a while; one or two Sunder Armor early on.
- Revenge every time it lights up. Use Shield Block to set it up and gain Rage from blocks.
- With two or more mobs: Thunder Clap and Demoralizing Shout, then Cleave with spare Rage.
- From 40, Shield Slam whenever it's ready.
- Victory Rush after every kill, and let auto attacks finish the mob: save Rage for the next one.
Weapons and gear for leveling
- Keep a shield on: Shield Specialization, Master of Defense, Bastion and Shield Slam do nothing without it.
- A fast one-hander: steadier Rage and more Revenge chances.
- Keep a two-hander in your bags for single tough mobs; swap back to the shield before a big pull.
- Mail until 40; at that level your trainer teaches Plate.
- You can use every weapon except wands. Polearms can be learned from 20.
- In Forever, swing Rage depends on weapon speed, not damage: two weapons of the same speed give the same Rage. On top of that, every critical auto attack gives double Rage, so crit is Rage too.
- Class quests: the level 10 one (Defensive Stance) offers a weapon choice, the level 20 one a chest piece, and around 30 there's the Whirlwind weapon quest in Alterac, which is hard solo.
Tips
- Rage decays out of combat (1.25 per second): chain pulls without long breaks.
- Fighting two mobs gives you more Rage as Protection; don't be afraid of small pulls.
- Use Last Stand (3 min) and Retaliation or Shield Wall freely: they're meant to be used, not hoarded.
- Do dungeon quests: reward weapons speed you up more than anything.
- Always keep a Well Fed buff: in Forever it also adds experience per kill.
- With the Legacy perk Talented your first talent comes at level 5: every bracket above moves 5 levels earlier.
- Against casters, Shield Bash and then break line of sight around a corner so they come to you.
- Group up whenever you can, especially with a healer: Warriors gain more from a group than anyone.
- Alternative: level as Arms with a two-hander (a beta build with the level 30 cap, adjusted to the November 2 notes): 3/3 Improved Rend, 4/5 Deflection, 2/2 Improved Overpower, 3/3 Improved Tactical Mastery (3 points since November 2; with the level 14 passive you still keep up to 25 Rage when you swap stances), 3/3 Deep Wounds, 3/3 Two-Handed Weapon Specialization (now 6% more damage), 2/2 Improved Charge (or Anger Management plus Deflection to 5/5 if you struggle for Rage) and Sweeping Strikes at 30. The 2 points freed from Improved Tactical Mastery go into Deflection to reach the 20 that the Sweeping Strikes row needs. Spearing Strike and Impale can wait: the first shines mostly in PvP, to dismount people, and the second adds little at low level.
- How to play Arms while leveling: keep Battle Shout up and use Bloodrage if you start with no Rage. Rend right away, Overpower every time it lights up and Sunder Armor until the enemy is at half health; from then on, Heroic Strike with spare Rage. Against several: Demoralizing Shout and Thunder Clap, Rend on all of them, Sweeping Strikes (from 30) followed by Overpower, then Cleave. Victory Rush after every kill to get health back.
- Weapons you can learn: everything except wands: daggers, fist weapons, one- and two-handed axes, maces and swords, polearms, staves, bows, crossbows, guns and thrown. Your race already knows some; the rest come from a weapon master. Each skill costs 10 silver from a capital-city weapon master and can be learned from level 1; polearms cost 1 gold and need level 20. Learn the two-handed types you are missing early (swords, axes and maces) so you can equip any slow weapon that drops, plus a one-hander for your shield, and carry a bow, crossbow or gun to pull from range. Orcs with axes and Humans with swords also get a little extra crit from their race.
Level faster with the 5 experience boosts (food, sleeping bag, tent, inn and Legacy).
Key levels
| 10 | First talent point and class quest: Defensive Stance, Taunt and Sunder Armor. |
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| 14 | Revenge and Tactical Mastery: stance swaps no longer leave you at zero. |
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| 20 | Victory Rush, Slam, Cleave, Retaliation and Master of Defense. Polearms at the weapon trainer. |
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| 25 | Vanguard: Charge without leaving Defensive Stance. Leveling gets much smoother. |
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| 30 | Berserker Stance and Intercept quest, Berserker Rage and Concussion Blow. |
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| 35-39 | Bastion: 10% more damage with a shield. |
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| 40 | Shield Slam, Plate and your mount. According to Warcraft Tavern, dual talent specialization too. |
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| 50 | Recklessness, your big damage button. |
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| 60 | Full 7/5/39 build. If you'll deal damage in raids, it's time to switch to Fury or Arms. |
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How to play
In PvP
Hit and step out with a slow weapon
Hamstring kiting / stutter-step (swing timer)
With a slow two-hander (say 3.6 speed) there are over 3 seconds between swings. Apply Hamstring (Battle or Berserker Stance, not Defensive): the target moves 50% slower for 15 sec. Let your auto attack land and, as soon as it does, step back or sideways so they have to chase you and can't hit back. Step in again right as your next swing is due (that's the swing timer). You lose very little damage and take far less; it works against other melee and against tough mobs while leveling.
Stay glued: Charge, Intercept and Hamstring
Sticking / gap closer
Charge only works out of combat, in Battle Stance (or Defensive with Vanguard) and from 8 to 25 yards: if you're too close, back up to 8 yards first. Mid-fight your gap closer is Intercept (Berserker Stance, 30 sec cooldown, 3 sec stun). As soon as you land, Hamstring and move to their back or flank rather than their front so they struggle to get away. With Improved Hamstring (Arms) each Hamstring can root them for 5 sec, so reapply it before it falls off.
Swap stances to fit the moment
Stance dancing
Each stance unlocks different buttons: Battle Stance for Overpower (after a dodge) and Charge; Berserker Stance for Intercept, Pummel and Berserker Rage; Defensive Stance for Disarm. In Forever Tactical Mastery is baseline and keeps 10 Rage when you swap (more with Improved Tactical Mastery), so swapping is cheap. Against rogues, who dodge a lot, stay in Battle Stance to hit Overpower the moment it lights up. Against a hard-hitting warrior or rogue, go Defensive and Disarm them for 10 sec.
Interrupt the spell that matters
Interrupt timing / juke
You have two interrupts: Pummel (Berserker Stance, 10 sec cooldown, locks that school for 4 sec) and Shield Bash (needs a shield, locks for 6 sec and, with Improved Shield Bash, silences for 3 sec). Save them for a heal, a fear or a Polymorph, not the first spell you see. Good casters juke: they start a spell and cancel it to bait your interrupt. Wait until the cast bar is past halfway, then interrupt, but not at the very last moment: Forever has spell batching (actions pressed almost together resolve together) and the spell may still go off. If you use a two-hander, a weapon swap macro lets you put the shield on just for Shield Bash.
Berserker Rage before the fear
Pre-emptive Berserker Rage
Berserker Rage makes you immune to fear and incapacitate effects for 10 sec (30 sec cooldown, Berserker Stance). Against warlocks and priests, press it as you see the Fear cast start or as the priest walks in for the scream, not after: once you're running scared you can't press it. If it's spare, use it anyway for the Rage. Keep in mind it doesn't help against stuns or roots.
Mortal Strike on whoever heals
Healer focus / Mortal Strike
As Arms, Mortal Strike cuts healing taken by 50% for 10 sec on a 6 sec cooldown: keep it on whoever is self-healing or being healed. In battlegrounds, switch to the target that's about to die or to the healer keeping everyone up, not just whoever is nearest. A warrior hitting the enemy tank while it gets healed is wasting time.
Break line of sight on casters
Line of sight (LoS)
Against mages, hunters and warlocks keeping you at range, don't run straight at them across open ground. Get behind a pillar, a house or a rock: if they can't see you they can't cast on you and have to come closer, which is when you Intercept or Charge. If you're slowed, break line of sight first and wait it out. With several enemies on you, Piercing Howl (Fury) dazes them all (50% slower for 6 sec).
In dungeons and raids
Threat on several enemies
Threat / tab-sundering
As Protection, any enemy you don't have threat on goes for the healer. Open with Rend or Sunder Armor on the main target (in Forever they tap the mob to you instantly) and hand out a quick Sunder Armor to each of the others with Tab. Thunder Clap and Demoralizing Shout hit everything at once and now work in Defensive Stance. If one slips away, Taunt (8 sec cooldown); if they all do, Challenging Shout.
Where to stand
Positioning
When tanking, turn the enemy away from the group: everyone else hits its back, where it can't parry or block, and its cleaves don't reach them. You face it head on, which is where your blocks, dodges and parries work (and with them Revenge and your shield Rage). As DPS, always hit from behind. Before the pull, check where the mob would run and keep clear of other packs.
Slam right after your swing
Slam timing (swing timer)
Slam has a 1.5 sec cast and, without Improved Slam, delays your auto attack. Cast it right after your weapon swing lands, never just before, so the delay eats dead time instead of a swing. With Improved Slam (Arms) it no longer delays your weapon and you can use it any time.
Pool Rage and dump the excess
Rage pooling / Heroic Strike queue
Heroic Strike and Cleave aren't instant: they replace your next weapon swing and fire when it lands; that swing also stops generating Rage, so they cost more than the tooltip says. Queue them only when you have spare Rage beyond your main strikes (Mortal Strike, Bloodthirst, Shield Slam or Revenge). As the target nears 20% health, stop spending and pool Rage to chain Execute. While leveling, do the opposite: if the mob will die to auto attacks, don't spend and carry the Rage into the next pull.
Pull casters around a corner
Line of sight pull
Casting enemies stay at range and make you chase them. Hit or shoot them and step behind a corner, doorway or pillar: since they can't see you they have to walk over and end up bunched at your side. Then Thunder Clap, Demoralizing Shout and go. If one keeps casting, Shield Bash or Pummel forces it to come to you.
Keybinds and macros
- Turn with the right mouse button, not arrow keys or A/D, and set A/D to strafe. Never backpedal to get away: it's very slow.
- Bind one key per stance next to WASD (for example Shift+1/2/3) and group the stance-locked abilities together, so you can stance dance without looking at your bars.
- Make a weapon swap macro with /equip to go from your two-hander to weapon and shield: in Forever you can swap several weapons within one global cooldown. Use it for Shield Bash or Shield Wall.
- Gap closer macro: /cast [nocombat] Charge; Intercept on one key. If you play on a gamepad, Forever shows a swing timer on the center reticle: use it for hit and step out.
- Stance + ability macro (each italic block is one line): #showtooltip Hamstring · /startattack · /cast [nostance:1/3] Battle Stance · /cast Hamstring. If you are in neither Battle (1) nor Berserker (3), it moves you to Battle and casts the ability; press twice if needed. Reuse the same template with another ability and stance (1 Battle, 2 Defensive, 3 Berserker) for Rend, Charge, Disarm, Taunt, Retaliation, Intercept, Mocking Blow or Shield Wall. /startattack keeps you swinging when you change targets.
- Mouseover macro: #showtooltip Taunt · /cast [@mouseover,harm,nodead][] Taunt. Casts on the enemy under your mouse without changing target; if there is none, it goes to your target. Great with Taunt to pick up a loose enemy, and with Rend or Sunder Armor to spread them over a pack while you keep hitting the main one.
- One key per stance that also attacks. Arms: #showtooltip · /startattack · /cast [nostance:1] Battle Stance · /cast Overpower · /cast Charge. You are never in Charge range and Overpower range at once, so the same key charges from afar and fires Overpower when it lights up. Protection: #showtooltip · /cast [nostance:2] Defensive Stance · /cast Revenge. Note: with Vanguard you already charge in Defensive, so a Protection warrior should skip the first one.
- Shield, stance and block on one key: #showtooltip Shield Block · /equipslot [noequipped:Shields] 16 Your weapon name · /equipslot [noequipped:Shields] 17 Your shield name · /cast [nostance:2] Defensive Stance · /cast Shield Block. Use your items' exact names and keep pressing until the block goes off. A trick to avoid rewriting macros: drag the weapon onto an action bar slot with a keybind; pressing it equips the weapon, and when you upgrade you just drag the new one onto that slot.
Every technique, explained for any class: Gameplay techniques
Level 60
The beta ended with a level 30 cap, so nobody has played a level 60 Forever Warrior yet. The builds below are the most planned ones in the calculator using client data; the priorities are Classic's, adjusted for Forever's changes. Raids arrive on 9 December: until then, it's dungeons. Since November 2 every class deals more damage and high-level enemies have more health to make up for it; Blizzard doesn't plan big tuning changes until the December raids. The Warrior changed quite a bit that day (more threat in Defensive Stance, 3-point Flurry and Improved Tactical Mastery, new Fury talents), and the builds below already reflect it.
Fury · Melee DPS · 17/34/0
| Stats | - Hit first: with two weapons, a miss is lost damage and Rage. Furious Precision helps the off-hand.
- Then crit and Strength (1 Strength = 2 attack power). Agility a bit less.
- A slow, heavy main-hand weapon. Forever's hit cap is unconfirmed.
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| Rotation | - Battle Shout always up, and Sunder Armor if nobody else applies it.
- Bloodthirst every 6 seconds (30 Rage).
- Whirlwind in Berserker Stance while Bloodthirst is on cooldown (with Improved Whirlwind, more often and harder on the closest enemy).
- Execute below 20%.
- Heroic Strike (or Cleave on several targets) when Rage is high.
- Death Wish and Recklessness together, ideally in the Execute phase. Bloodrage and Berserker Rage also heal with Gore Drinker.
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| Consumables | - Classic's, if they stay the same: Elixir of the Mongoose, Juju Power, Mighty Rage Potion and sharpening stones.
- Well Fed food with Strength or attack power.
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Arms · Melee DPS · 37/14/0
| Stats | - Two-hander weapon damage above all.
- Then hit, crit and Strength. Weaponmaster depends on the weapon: axe or polearm gives 5% crit, mace or staff ignores 15% armor, and sword gives a 5% extra-attack chance.
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| Rotation | - Mortal Strike whenever it's ready.
- Keep Rend up: with Bloodthrill, your main-hand swings can open Overpower.
- Overpower when it lights up (Improved Overpower gives it 50% more crit).
- Slam with Improved Slam (it no longer delays your swing and, since November 2, has a 10 sec cooldown) and Whirlwind in Berserker Stance: with 25 Rage kept, stance swaps barely cost anything.
- Sweeping Strikes on two targets and Execute to finish.
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| Consumables | - Same as Fury, if they stay as in Classic.
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Protection · Tank · 7/5/39
| Stats | - Stamina, armor and avoidance to survive; hit so you don't lose threat. Since November 2 Defensive Stance (80%) and Defiance (20%) give a lot more threat, but there is no Paladin Salvation any more to hold back the damage dealers.
- Block Value: Shield Slam scales with it, so a better shield also means more damage.
- There's also a 0/20/31 build with Enrage and Cruelty for a more aggressive tank (since November 2 Enrage sits on row 3: check it in the calculator before using it).
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| Rotation | - Shield Slam on cooldown.
- Revenge when it lights up (since 30 October it adds 22.5% of your attack power, so it hits harder as your gear improves).
- Sunder Armor to 5 stacks and keep it up.
- Keep Thunder Clap and Demoralizing Shout up.
- Heroic Strike or Cleave with spare Rage, never delaying Shield Slam or Revenge.
- Last Stand every 3 minutes and Shield Wall every 4 with Improved Shield Wall.
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| Consumables | - If they stay as in Classic: Elixir of Fortitude, Elixir of Superior Defense and Greater Stoneshield Potion.
- Well Fed food with Stamina.
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Gear
There's no best-in-slot list for Forever yet: dungeon loot was rebuilt and raids arrive on 9 December. Compare every piece by its stats, not its color. Blacksmithing makes good plate and mail (much of it bind on pickup) and dungeons are the main source. Fury wants a slow main hand, Arms the best two-hander you can find, and Protection a shield with high Block Value. Your ranged slot is mostly about its stats.
Recommended level 60 builds

Arms 27% · Fury 37% · Protection 36%
Warrior · level 60
- El árbol de talentos del guerrero cambió el 2 de noviembre (Flurry, Bloodthirst y talentos nuevos de Fury): las builds de la beta pueden no encajar. Mira la guía del guerrero.
Nuevo en Forever: Victory Rush (20), Spearing Strike (25, Arms). Tactical Mastery pasa a ser pasiva (14). Talentos nuevos el 2-11: Reckless Swings e Improved Whirlwind (Fury).
These are the level 60 builds the community plans most with beta data (the percentage is how many players pick each tree); nobody has reached 60 in Forever yet and talents may change before launch.
PvP at level 60
- Arms is the PvP tree: Mortal Strike cuts healing by 50%, and you need it against healers.
- Improved Hamstring can root for 5 seconds: stick to Mages and Hunters and don't let go.
- Spearing Strike dismounts mounted targets: very handy in battlegrounds.
- Save Berserker Rage for fears and incapacitates, and Intercept for when you're kited.
- Shield Wall, Retaliation and Recklessness no longer share a cooldown: using one doesn't lock the others.
- Protection now has a shieldless PvP path to the middle of the tree: Iron Will, Improved Disarm, Last Stand and Concussion Blow.
- With a shield, Improved Shield Bash silences for 3 seconds: swap to a shield to stop a key heal.
- In Forever, PvP crits are no longer reduced, and Victory Rush heals you after each kill.
Professions for this class
| Blacksmithing | Plate, mail and weapons for leveling, many only for blacksmiths, plus sharpening stones for extra weapon damage. |
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| Mining | Supplies ore for Blacksmithing or Engineering and gold for your level 40 mount. |
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| Engineering | Forever adds new schematics and trinkets; great for PvP and for Gnomes. |
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| Cooking | Well Fed food (more experience while leveling), and you need it for campsites. |
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What we don't know yet
- Level 60 stat priority and Forever's hit and Expertise caps: nobody has measured them yet.
- Whether Fury or Arms does more damage at 60: published sims predate the 1 October Fury rework.
- Raid gear and best-in-slot: raids arrive on 9 December 2026.
- Which Classic consumables stay the same with Forever's 600 new recipes.
- Last-minute launch tuning (4 November) that changes talents or abilities.
- The November 2 Fury and Arms trees are not in the game data yet. We know rows and points from the notes (Enrage to row 3, Reckless Swings on row 4, Gore Drinker on row 5 linked to Blood Craze, Improved Whirlwind on row 6, 3-point Flurry, Bloodthirst requires Death Wish, 3-point Improved Tactical Mastery and 2-point Bloodthrill), but not the exact slots or any new requirements. The Fury and Arms builds are adjusted so the points add up and respect the rows; check them in game before paying to reset talents.
- Revenge scaling with attack power: a 30 October change taken from the game data (build 1.60.1.70707), with no Blizzard note; the exact numbers for ranks 1 to 5 aren't known yet.
This guide is updated every time Blizzard publishes changes. Whatever is still missing goes in as soon as it is known, and the date at the top tells you when we last touched it.
Sources: ForeverChanges: cambios sacados de los datos del juego (30-10) · Notas de desarrollo de Blizzard (2 de noviembre) · Notas de la beta de Blizzard (foros oficiales) · Talents Forever: calculadora y datos del cliente (CC BY 4.0) · Talents Forever: cambios del guerrero · Warcraft Tavern: guía del guerrero · Warcraft Tavern: subir de nivel con guerrero · Warcraft Tavern: Fury · Warcraft Tavern: Protection · Method: subir de nivel con guerrero · Icy Veins: Protection para subir · wow.gg: Fury en la beta · WoW Forever Builds: Protection 20-60 · wowforever.gg: build de Protection para subir · Foros de Blizzard: movimiento del guerrero, pegar y salir (WoW Classic Era) · Icy Veins: guía de JcJ del guerrero (WoW Classic Era) · Warcraft Wiki: rendimientos decrecientes (todas las ediciones; tabla de Wrath Classic).