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Warrior Builds
Rotations & Guide · PvE · PvP · Builds · Abilities · Talent Calculator · Macros · Changes vs Classic
Warriors are rage-fuelled melee fighters that excel as tanks or two-handed/dual-wield damage dealers. Forever makes Tactical Mastery baseline so stance dancing keeps rage, reworks Slam into an 18 sec cooldown strike (Improved Slam, now an Arms tier 6 talent, no longer resets your swing), and adds Spearing Strike, an Arms talent for dismounting and hitting giants.
Arms: Two-hander leveling with Anger Management (level 20)
A two-handed leveling build that heads straight for Anger Management, which in Forever generates Rage in combat as well as slowing Rage loss. Improved Heroic Strike at 3/3 takes 3 Rage off your Rage dump, and 2 points of Deflection add a little parry.
- Improved Heroic Strike 3/3: Rank 3 cuts Heroic Strike's cost by 3 Rage (1 per rank), and Heroic Strike is where most of your spare Rage goes, so the saving adds up over every fight.
- Deflection 2/5: Rank 2 adds 2% Parry chance (1% per rank); every parry is a hit you don't take while you solo, and these 2 points complete the 5 tier 1 points that open tier 2.
- Improved Tactical Mastery 5/5: At 5/5 Tactical Mastery keeps up to an additional 15 Rage when you change stances, so a switch to Defensive Stance on a bad pull costs you little; 5 points here are required for Anger Management.
- Anger Management 1/1: Generates 1 Rage every 3 sec in combat and reduces Rage loss out of combat by 30%, so you start and finish fights with Rage to spend.
Charge in, use Bloodrage, and keep Battle Shout up. Between Charge and Anger Management's trickle you rarely start a fight with an empty bar, so you can Rend straight away on anything that will live a while. Press Overpower every time the target dodges and put spare Rage into Heroic Strike. You learn Slam and Cleave at 20: Slam hits hard, but its 1.5 sec cast delays your next swing, so start it right after a swing lands. If a pull goes wrong, Tactical Mastery (level 14) keeps up to 10 Rage when you drop into Defensive Stance, and Improved Tactical Mastery keeps up to 15 more.
Arms: Anger Management with Improved Rend (level 20)
For dungeon runs at 20: the same Anger Management core, but with 3 points in Improved Rend, which makes Rend's bleed 35% stronger, since enemies live longer when someone else tanks. Those 3 points also unlock Deep Wounds for your next point at level 21.
- Improved Rend 3/3: Rank 3 adds 35% to Rend's bleed damage (12% at rank 1, 23% at rank 2), and 3 points here unlock Deep Wounds.
- Improved Heroic Strike 2/3: Rank 2 cuts Heroic Strike's cost by 2 Rage, and with Improved Rend's 3 points it makes the 5 tier 1 points that open tier 2.
- Improved Tactical Mastery 5/5: At 5/5 Tactical Mastery keeps up to an additional 15 Rage when you change stances, so a switch to Defensive Stance on a bad pull costs you little; 5 points here are required for Anger Management.
- Anger Management 1/1: Generates 1 Rage every 3 sec in combat and reduces Rage loss out of combat by 30%, so you start and finish fights with Rage to spend.
Let the tank get a few hits in first; Heroic Strike causes a high amount of threat, so hold it until the tank has a lead. Rend the tank's target on anything bigger than a trash mob, Overpower whenever it dodges, and Slam right after a swing when Slam is off cooldown. When two enemies stand together and nothing crowd-controlled is nearby, use Cleave instead of Heroic Strike. Anger Management keeps Rage coming even when you aren't taking hits, which is exactly the situation in a group.
Arms: Two-hander leveling to Sweeping Strikes (level 30)
Keeps the level-20 leveling build and adds Improved Charge, Improved Overpower, then Two-Handed Weapon Specialization and Impale in tier 4, and Sweeping Strikes. In Forever's tree Impale doesn't need Deep Wounds, so the build gets bigger crits without spending 6 points on the Improved Rend and Deep Wounds path.
- Improved Heroic Strike 3/3: Rank 3 cuts Heroic Strike's cost by 3 Rage (1 per rank), and Heroic Strike is where most of your spare Rage goes, so the saving adds up over every fight.
- Deflection 2/5: Rank 2 adds 2% Parry chance (1% per rank); every parry is a hit you don't take while you solo, and these 2 points complete the 5 tier 1 points that open tier 2.
- Improved Charge 2/2: Rank 2 raises the Rage your Charge generates by 6 (3 per rank), and you open almost every leveling pull with Charge.
- Improved Tactical Mastery 5/5: At 5/5 Tactical Mastery keeps up to an additional 15 Rage when you change stances, so a switch to Defensive Stance on a bad pull costs you little; 5 points here are required for Anger Management.
- Improved Overpower 2/2: Rank 2 adds 50% critical strike chance to Overpower (25% at rank 1), so the cheap hit you get after a dodge usually crits, and Impale makes that crit bigger.
- Anger Management 1/1: Generates 1 Rage every 3 sec in combat and reduces Rage loss out of combat by 30%, so you start and finish fights with Rage to spend.
- Two-Handed Weapon Specialization 3/3: Rank 3 adds 3% damage with two-handed melee weapons (1% per rank), a plain gain on every swing and attack while you level with a two-hander.
- Impale 2/2: Rank 2 adds 20% to the critical strike damage bonus of your abilities (10% at rank 1). In Forever's tree it doesn't need Deep Wounds, and it pays off on Overpower, Slam, Heroic Strike and Execute crits.
- Sweeping Strikes 1/1: Your next 5 melee attacks also strike an additional nearby enemy, which suits paired mobs, and it is required for Mortal Strike at 40.
Open with Charge, which needs Battle Stance and gives 12 Rage at rank 2 (level 26), more with Improved Charge, then Bloodrage and Rend or Battle Shout. Improved Overpower adds 50% crit chance to Overpower, so it usually crits and Impale makes it hit harder: press it every time it lights up. Since the 1 October build a critical strike with a basic attack generates 75% more Rage, so a build that crits this often runs dry less. From level 24, save some Rage as the enemy nears 20% health and finish with Execute, which turns extra Rage into extra damage. On two enemies, start with Sweeping Strikes, then use Cleave or Heroic Strike as usual. Intercept and Berserker Rage (both level 30) only work in Berserker Stance, which adds 3% crit but makes you take 10% more damage and has no Overpower, so while you solo you mostly stay in Battle Stance and switch only to Intercept a runner.
Arms: Deep Wounds and Impale for dungeons (level 30)
A dungeon damage build with Deep Wounds, Impale and Sweeping Strikes for packs. At 3/3 Deep Wounds makes every critical strike bleed the target for 60% of your weapon's average damage over 12 sec, and Impale at 2/2 adds 20% to your abilities' critical strike damage bonus.
- Improved Rend 3/3: Rank 3 adds 35% to Rend's bleed damage (12% at rank 1, 23% at rank 2), and 3 points here unlock Deep Wounds.
- Improved Heroic Strike 2/3: Rank 2 cuts Heroic Strike's cost by 2 Rage, and with Improved Rend's 3 points it makes the 5 tier 1 points that open tier 2.
- Improved Tactical Mastery 5/5: At 5/5 Tactical Mastery keeps up to an additional 15 Rage when you change stances, so a switch to Defensive Stance on a bad pull costs you little; 5 points here are required for Anger Management.
- Improved Overpower 1/2: Rank 1 adds 25% critical strike chance to Overpower, and those crits hit harder with Impale and start Deep Wounds bleeds; rank 2 is the next point after 30.
- Anger Management 1/1: Generates 1 Rage every 3 sec in combat and reduces Rage loss out of combat by 30%, so you start and finish fights with Rage to spend.
- Deep Wounds 3/3: Rank 3 makes every critical strike bleed the target for 60% of your melee weapon's average damage over 12 sec (20% per rank), so each crit keeps dealing damage after the hit.
- Two-Handed Weapon Specialization 3/3: Rank 3 adds 3% damage with two-handed melee weapons (1% per rank), a plain gain on every swing, and part of the 20 points tier 5 needs.
- Impale 2/2: Rank 2 adds 20% to the critical strike damage bonus of your abilities, which pays off on Overpower, Execute and Slam crits in a build that crits often.
- Sweeping Strikes 1/1: Your next 5 melee attacks also strike an additional nearby enemy, which suits dungeon packs long before Whirlwind, and it is required for Mortal Strike at 40.
Once the tank has threat, Rend the main target on long fights, press Overpower on every dodge and use Slam right after a swing when it is ready. Every crit, from Overpower, Execute or plain swings, starts a Deep Wounds bleed, Impale makes ability crits hit harder, and since the 1 October build a crit with a basic attack also gives 75% more Rage. Before a pack, use Sweeping Strikes, then Cleave with spare Rage. Save Rage for Execute once the target drops to 20% health. Overpower and Sweeping Strikes need Battle Stance, so Arms stays there; Berserker Stance (30) adds 3% crit for 10% more damage taken but locks you out of both. Tactical Mastery and Improved Tactical Mastery keep Rage whenever you do change stance.
Arms: Deflection and Anger Management for PvP (level 20)
A level 20 PvP build that spends on Rage and survival instead of Improved Rend. Five points of Deflection add 5% parry against melee classes, and Anger Management keeps Rage coming while casters and Hunters keep you at range. Compared with the dungeon build you give up Improved Rend and the path to Deep Wounds, which pay off on long fights against a target that stands still, not against players who move and heal. Improved Charge and Improved Overpower come at 30.
- Deflection 5/5: At 5/5 you parry 5% more often (1% per rank). Rogues, Warriors, Paladins and Shamans all fight you in melee, every parried swing is damage you don't take, and 5 points here open tier 2.
- Improved Tactical Mastery 5/5: At 5/5 Tactical Mastery keeps up to an additional 15 Rage when you change stances, so you can drop into Defensive Stance under pressure and come back without an empty bar; 5 points here are required for Anger Management.
- Anger Management 1/1: Generates 1 Rage every 3 sec while in combat, so you still build Rage while a Mage or Hunter keeps you from hitting them, and reduces Rage loss out of combat by 30%, so you often start the next fight with Rage left.
Open with Charge while you are still out of combat, then Hamstring at once so the target can't walk out of melee range. Use Bloodrage after Charge, never before: it puts you in combat, and Charge can't be used in combat. Rend the target, press Overpower whenever they dodge, and spend spare Rage on Heroic Strike. Slam has a cast time, so use it only when the target stands and fights you. Disarm needs Defensive Stance: use it on Rogues, Warriors, Paladins and Shamans when they start hitting hard. Against several melee players, Thunder Clap makes them attack slower and Retaliation punishes every hit they land from the front. When you are losing, change to Defensive Stance; Tactical Mastery and Improved Tactical Mastery mean you keep Rage when you do.
Arms: Improved Overpower and Impale for PvP (level 30)
At 30 the PvP build keeps 5 points of Deflection, maxes Improved Charge and Improved Overpower, and spends tier 4 on Two-Handed Weapon Specialization and both ranks of Impale, so the Overpower crits you get against dodging Rogues and Hunters hit harder. Compared with the dungeon build it skips Improved Rend and Deep Wounds, whose bleeds pay off on targets that stand still; the points buy parry, opening Rage and a reliable Overpower crit instead. Spearing Strike's tooltip no longer dismounts a mounted target in the 1 October build, so it has lost its PvP job and this build skips it. Sweeping Strikes keeps you on the road to Mortal Strike at 40.
- Deflection 5/5: At 5/5 you parry 5% more often. At this level it is the only survival talent Arms has, and it works against every melee class.
- Improved Charge 2/2: Rank 2 raises the Rage your Charge generates by 6, and more opening Rage means Hamstring, Rend and an attack in the first seconds.
- Improved Tactical Mastery 5/5: At 5/5 Tactical Mastery keeps up to an additional 15 Rage when you change stances, which makes it cheap to change stance when an attack you need is greyed out; 5 points here are required for Anger Management.
- Improved Overpower 2/2: Rank 2 adds 50% critical strike chance to Overpower. Rogues using Evasion and Hunters using Aspect of the Monkey dodge more often, so Overpower comes up often against exactly the classes that are hardest to pin down.
- Anger Management 1/1: Generates 1 Rage every 3 sec while in combat and reduces Rage loss out of combat by 30%, so you have Rage for Hamstring and Intercept even after being kited.
- Two-Handed Weapon Specialization 3/3: Rank 3 adds 3% damage with two-handed melee weapons, a plain gain on every swing and attack with the two-hander this build is made for.
- Impale 2/2: Rank 2 adds 20% to the critical strike damage bonus of your abilities (10% at rank 1), so the Overpower crits that Improved Overpower gives you, and your Execute crits, hit much harder; it takes the point Spearing Strike used to have.
- Sweeping Strikes 1/1: Your next 5 melee attacks also strike an additional nearby enemy, which pays off when players crowd a flag carrier or a control point, and it is required for Mortal Strike at 40.
Charge opens with more Rage from rank 2 (level 26) and Improved Charge; follow with Hamstring and Rend. Intercept (level 30) is your gap closer once combat has started and stuns for 3 sec, so use it on a player who breaks away or on a healer; it needs Berserker Stance. Berserker Rage (level 30, also Berserker Stance) makes you immune to Fear and Incapacitate effects for 10 sec: press it before a Warlock or Priest gets their Fear off. Press Overpower on every dodge: Improved Overpower adds 50% crit chance to it and Impale makes the crit bigger. Keep Rage in hand as the target nears 20% health for Execute (level 24), which turns extra Rage into extra damage. Intimidating Shout (level 22) sends up to 5 enemies within 8 yards fleeing: use it to break up a group protecting a healer or to escape a fight you can't win. Use Sweeping Strikes before you swing into two players standing together. Stances matter: Charge, Overpower, Sweeping Strikes and Retaliation need Battle Stance, Intercept and Berserker Rage need Berserker Stance, and Disarm needs Defensive Stance. Berserker Stance adds crit but makes you take 10% more damage, so only stay in it when you are the one chasing.
Fury: Cruelty and Unbridled Wrath with Piercing Howl (level 20)
Five points each in Cruelty, for 5% more melee crit, and Unbridled Wrath, for a 60% chance of extra Rage on each weapon hit, then Piercing Howl as an escape when a pull goes wrong. Piercing Howl is the only one you press; the rest work on their own.
- Cruelty 5/5: At 5/5 you get 5% more critical strikes with melee attacks (1% per rank), a damage gain on every swing and attack.
- Unbridled Wrath 5/5: At 5/5 each weapon hit has a 60% chance to generate 1 extra Rage (12% chance per rank), so Rage comes faster in every fight. Since the 1 October build it no longer gives more Rage with a two-hander, and Blizzard's notes say a bug that made it proc less often than intended is fixed.
- Piercing Howl 1/1: Dazes all nearby enemies, slowing their movement by 50% for 6 sec, which is your way out when a pull goes wrong or a runner is about to bring friends.
A two-hander is still the simple choice at 20: Unbridled Wrath now gives 1 Rage per proc whatever you wield, and since the 1 October build a critical strike with a basic attack gives 75% more Rage, which Cruelty's extra crits feed. Charge in, Bloodrage, keep Battle Shout up, and use Heroic Strike whenever you have spare Rage. Slam (learned at 20) hits hard but its 1.5 sec cast delays your next swing, so use it right after a swing lands. Press Overpower on dodges and Rend enemies that will live a while; Rend now tags an enemy to you the moment it lands, which helps when another player is after the same one. If you pull too many, Piercing Howl slows everything near you by 50% for 6 sec so you can walk away, and it also stops two fleeing enemies at once. Fury's damage talents, Enrage and Death Wish, come at 25 and 30.
Fury: Cruelty and Furious Precision for dual wield (level 20)
The same Cruelty and Unbridled Wrath core, with a point of Furious Precision, the talent that replaced Boundless Rage in the 1 October build, for a better off-hand hit chance. A queued Heroic Strike no longer raises your off-hand hit chance since that build, so this is now how a dual-wielder makes the off-hand land. With a two-hander, put the point in Piercing Howl or Blood Craze instead.
- Cruelty 5/5: At 5/5 you get 5% more critical strikes with melee attacks (1% per rank), a damage gain on every swing and attack.
- Unbridled Wrath 5/5: At 5/5 each weapon hit has a 60% chance to generate 1 extra Rage (12% chance per rank), and with two weapons you land more hits to trigger it.
- Furious Precision 1/3: Rank 1 adds 4% chance to hit with off-hand attacks (7% at rank 2, 10% at rank 3). Since the 1 October build a queued Heroic Strike no longer raises your off-hand hit chance, so this talent is the way to do it; ranks 2 and 3 follow at levels 21 and 22.
Give the tank a moment to build threat, then use Cleave whenever two enemies stand together and nothing crowd-controlled is next to them, and Heroic Strike on single targets. Both cause extra threat, so ease off if an enemy turns toward you. Slam right after a swing when it is ready, Overpower on dodges (it needs Battle Stance), and Rend bosses and elites. Shout Battle Shout for the whole party before each pull. Furious Precision only helps with a weapon in each hand; if you use a two-hander, take Piercing Howl or Blood Craze instead.
Fury: Enrage and Death Wish leveling (level 30)
Builds on the level-20 leveling build with Blood Craze, a point of Lingering Rage, 5 points of Enrage and Death Wish. Solo you are hit all the time, so Enrage's 10% Physical damage bonus is up for most of each fight, and Death Wish adds 20% more for 30 sec when you need a fast kill. Improved Cleave, which this build used to take, isn't in the 1 October talent tree. Improved Slam is an Arms talent in Forever's tree, so Fury's Slam keeps delaying your swing.
- Cruelty 5/5: At 5/5 you get 5% more critical strikes with melee attacks (1% per rank), a damage gain on every swing and attack.
- Unbridled Wrath 5/5: At 5/5 each weapon hit has a 60% chance to generate 1 extra Rage (12% chance per rank), so Rage comes faster in every fight. Since the 1 October build it no longer gives more Rage with a two-hander, and Blizzard's notes say a bug that made it proc less often than intended is fixed.
- Lingering Rage 1/5: Rank 1 adds 2 sec before your Rage starts to drain after a fight, so when you chain pulls you reach the next enemy with Rage still in the bar, and it makes up the 15 points in tiers 1 to 3 that tier 4 needs.
- Piercing Howl 1/1: Dazes all nearby enemies, slowing their movement by 50% for 6 sec, which is your way out when a pull goes wrong or a runner is about to bring friends.
- Blood Craze 3/3: Rank 3 regenerates 3% of your total Health over 6 sec after you take a critical strike or lose more than 20% of your maximum Health to one attack (1% per rank), a little healing between meals.
- Enrage 5/5: At 5/5 every damaging attack you take has a 30% chance to give you 10% more Physical damage for 12 sec (2% per rank). Solo you are hit often enough to keep it up most of the time, and 5 points here are required for Gore Drinker, a new tier 6 talent at 35.
- Death Wish 1/1: Increases your Physical damage by 20% and makes you immune to Fear effects for 30 sec, but you take 5% more damage: a burst for a dangerous enemy or a double pull, and since the 1 October build it is the talent Flurry at 35 requires.
Charge, Bloodrage and Battle Shout as before. Enrage triggers from being hit, so it is active through most solo fights; press Death Wish on a dangerous enemy or when two come at once, and remember you take 5% more damage while it lasts. Slam still delays your swing, so start it right after a swing lands. Spend spare Rage on Heroic Strike, or Cleave when two enemies are together, and save some for Execute once the enemy drops to 20% health. Blood Craze heals you a little after crits and big hits, and Lingering Rage keeps your Rage a little longer between pulls. Berserker Rage (level 30) gives extra Rage while you are being hit, but it needs Berserker Stance, where you take 10% more damage. If you pull too many, Piercing Howl slows everything around you so you can get away. Flurry, which now needs Death Wish, and Gore Drinker, which needs 5 points in Enrage, open at 35, above the current level 30 cap.
Fury: Dual-wield Death Wish for dungeons (level 30)
A dungeon build for two one-handed weapons: Furious Precision makes your off-hand hit more often, Dual Wield Specialization adds off-hand damage and Rage, Raging Blows makes Cleave cheaper, Booming Voice makes Battle Shout reach further for less Rage, and Death Wish adds a 20% Physical damage burst for bosses and big pulls.
- Cruelty 5/5: At 5/5 you get 5% more critical strikes with melee attacks (1% per rank), a damage gain on every swing and attack.
- Booming Voice 2/5: Rank 2 makes your Shouts cover 20% more area and cost 10% less Rage (10% and 5% at rank 1), so Battle Shout reaches a spread-out party for less, and these 2 points complete the 15 that tier 4 needs.
- Unbridled Wrath 5/5: At 5/5 each weapon hit has a 60% chance to generate 1 extra Rage (12% chance per rank), and with two weapons you land more hits to trigger it.
- Furious Precision 3/3: At 3/3 your off-hand attacks are 10% more likely to hit (4% and 7% at ranks 1 and 2). Since the 1 October build a queued Heroic Strike no longer raises off-hand hit chance, so this is where a dual-wielder's off-hand accuracy comes from.
- Dual Wield Specialization 4/5: Rank 4 adds 20% off-hand damage and 40% more Rage from off-hand attacks (5% and 10% per rank); rank 5 is the next point after 30. Blizzard's 1 October notes removed its old, much bigger off-hand Rage bonus, and its off-hand hit chance now lives in Furious Precision.
- Raging Blows 1/1: Lowers the Rage cost of Cleave by 3, and of Whirlwind too once you learn it at 36. Cleave is your Rage dump on nearly every dungeon pull.
- Death Wish 1/1: Adds 20% Physical damage and Fear immunity for 30 sec at the cost of taking 5% more damage, a burst for bosses and hard pulls; since the 1 October build it is also the talent Flurry at 35 requires.
Furious Precision and Dual Wield Specialization only help if you actually use two weapons; with a two-hander, put Furious Precision's 3 points into Blood Craze and Dual Wield Specialization's 4 into Enrage instead. Once the tank has the pull, use Death Wish on bosses and dangerous packs, remembering it makes you take more damage. Cleave on two or more enemies, Heroic Strike on single targets, Slam right after a swing when it is ready, and Execute when the target is at 20% health or less. Since the 1 October build a critical strike with a basic attack gives 75% more Rage, and with two weapons you swing often enough to feel it. Berserker Stance (30) adds 3% crit and 10% more damage taken, which is fine while the tank holds threat; Execute and Hamstring work in it, but Overpower needs Battle Stance. Keep Battle Shout up for the party. Whirlwind, which hits with both weapons and costs less with Raging Blows, comes at 36, above the current level 30 cap.
Fury: Cruelty, Unbridled Wrath and Piercing Howl for PvP (level 20)
Cruelty for crits, Unbridled Wrath for Rage, and Piercing Howl, the only way a warrior can slow several players at once at this level. Iron Will, which this build used to take, moved to the Protection tree in the 1 October build, and the Fury talent in its old place, Lingering Rage, only delays Rage decay after a fight. So at 20 the PvP build shares its points with the leveling build; what changes is how you use them.
- Cruelty 5/5: At 5/5 you get 5% more critical strikes with melee attacks, and crits are how a warrior bursts a player down before they can heal or escape.
- Unbridled Wrath 5/5: At 5/5 each weapon hit has a 60% chance to generate 1 extra Rage (12% chance per rank), so you keep Rage for Hamstring and Piercing Howl even while casters and Hunters aren't hitting you back.
- Piercing Howl 1/1: Dazes all nearby enemies, slowing them by 50% for 6 sec. It catches several players at once where Hamstring catches one, stops a flag carrier or healer running off, and slows melee players chasing you when you need to get away.
Charge while out of combat, Hamstring at once, then Bloodrage. Spend Rage on Heroic Strike, Overpower on dodges and Slam when the target stands and fights, since Slam has a cast time; Cruelty's crits help you finish players before they heal, and since the 1 October build each crit with a basic attack gives 75% more Rage. Use Piercing Howl the moment two or more enemies are near you, when a target is about to get out of reach, or to slow melee players so you can get away. Disarm melee players who start winning the damage race (it needs Defensive Stance), and use Retaliation (Battle Stance) when several melee players are hitting you from the front.
Fury: Death Wish and Enrage for PvP (level 30)
The level 30 Fury PvP build keeps Cruelty, Unbridled Wrath and Piercing Howl, adds Blood Craze, a point of Booming Voice, 5 points of Enrage, which triggers from the hits you take, and Death Wish for a burst that also makes you immune to Fear. Compared with the dungeon build it skips Furious Precision and Dual Wield Specialization, trading off-hand damage for healing and damage that grow while players hit you. Berserker Rage, now learned at 30, adds a second answer to Fear.
- Cruelty 5/5: At 5/5 you get 5% more critical strikes with melee attacks, and crits are how a warrior bursts a player down before they can heal or escape.
- Booming Voice 1/5: Rank 1 makes your Shouts cover 10% more area and cost 5% less Rage, so Intimidating Shout and Demoralizing Shout catch more players, and it completes the 15 points tier 4 needs.
- Unbridled Wrath 5/5: At 5/5 each weapon hit has a 60% chance to generate 1 extra Rage, so you keep Rage for Hamstring, Intercept and Execute when nobody is hitting you.
- Piercing Howl 1/1: Dazes all nearby enemies, slowing them by 50% for 6 sec, your area slow for flag carriers, healers and escapes.
- Blood Craze 3/3: Rank 3 regenerates 3% of your total Health over 6 sec after you take a critical strike or lose more than 20% of your maximum Health to one attack. Players crit you often, so it heals you a little through every burst.
- Enrage 5/5: At 5/5 every damaging attack you take has a 30% chance to raise your Physical damage by 10% for 12 sec. In PvP you are hit constantly, so it is up for most of a fight, and these 5 points lead to Gore Drinker at 35.
- Death Wish 1/1: Adds 20% Physical damage and makes you immune to Fear effects for 30 sec, at the cost of taking 5% more damage. It is your burst window and your answer to a Warlock's Fear or a Priest's Psychic Scream, and it leads to Flurry at 35.
Open with Charge, Hamstring and Bloodrage as at 20. Use Death Wish when you commit to a kill, and hold it against a Warlock or Priest until they start their Fear or right before you close in, since it makes you immune to Fear effects. Berserker Rage (level 30) does the same against Fear and Incapacitate effects for 10 sec on a 30 sec cooldown, so between the two you nearly always have an answer to a Fear. Intercept (level 30) catches players mid-fight and stuns them for 3 sec. Intercept and Berserker Rage both need Berserker Stance, which adds crit but makes you take 10% more damage, so most fights at 30 end up there. Save Rage for Execute (level 24) once the target drops to 20% health. Piercing Howl slows everyone near you, and Intimidating Shout (level 22) sends up to 5 enemies within 8 yards fleeing when a fight turns against you. Enrage triggers from being hit, so you hit harder while you trade blows, and Blood Craze heals you a little after their crits.
Protection: Sword and board leveling (level 20)
Levels with a one-handed weapon and a shield in Defensive Stance. Shield Specialization turns every block into Rage, Improved Revenge makes Revenge hit 60% harder, Improved Bloodrage adds Rage at the start of a pull, and Master of Defense gives Rage from dodges and parries too. Toughness, which this build used to take, isn't in the 1 October talent tree.
- Shield Specialization 5/5: At 5/5 you block 5% more often and every block has a 100% chance to give you 5 Rage (1% block and 20% chance per rank), and 5 points here unlock Master of Defense.
- Improved Bloodrage 2/2: Rank 2 increases all the Rage from Bloodrage by 50% (25% at rank 1), more Rage in the first seconds of a pull.
- Improved Revenge 3/3: At 3/3 Revenge deals 60% more damage (20% per rank). Since the 1 October build Improved Revenge sits in tier 2, so you reach it before 20, and Revenge is the cheap attack you get after every block, dodge or parry.
- Master of Defense 1/2: Rank 1 gives a 50% chance to generate 5 Rage each time you dodge or parry with a shield equipped, so the attacks you avoid feed your Rage as well as the ones you block.
Charge in (Charge needs Battle Stance), switch to Defensive Stance (Tactical Mastery keeps up to 10 Rage when you do), and use Bloodrage. Put up Shield Block whenever the enemy is swinging at you, then press Revenge each time it lights up after a block, dodge or parry; Improved Revenge makes it your best hit, and with this build blocks, dodges and parries all feed your Rage. Rend anything that will last, and use Heroic Strike with spare Rage. Since the 1 October build Rend and Sunder Armor tag an enemy to you the moment they land. You kill more slowly than a two-hander and Defensive Stance lowers your damage, but you take less damage, sit down to eat less often, and can handle two or three enemies at once with Thunder Clap and Demoralizing Shout.
Protection: Dungeon tank at 20 (level 20)
Shield Specialization and Master of Defense turn blocks, dodges and parries into Rage, Improved Bloodrage adds more at the start of a pull, and Improved Thunder Clap makes your pack opener cheaper. Rage is what limits a tank's threat at this level, so every point here buys Rage.
- Shield Specialization 5/5: At 5/5 you block 5% more often and every block has a 100% chance to give you 5 Rage, which pays for Shield Block and your threat attacks; 5 points here unlock Master of Defense.
- Improved Bloodrage 2/2: Rank 2 increases all the Rage from Bloodrage by 50%, so you open each pull with more threat.
- Improved Thunder Clap 3/3: Rank 3 lowers Thunder Clap's Rage cost by 6 (2 per rank). Thunder Clap is your first press on every pack, so it leaves more Rage for Sunder Armor and Revenge.
- Master of Defense 1/2: Rank 1 gives a 50% chance to generate 5 Rage whenever you dodge or parry with a shield equipped, so the hits you avoid also build threat; rank 2 at level 21 makes it certain.
Rage is the limit at this level, so Charge the first enemy, switch to Defensive Stance and Bloodrage straight away. On packs, Thunder Clap and Demoralizing Shout put some threat on everything nearby, then tab between enemies with Sunder Armor and Revenge. On single targets, stack Sunder Armor and keep Shield Block up so Revenge stays available and blocks give you Rage; with Master of Defense, dodges and parries can give you Rage too. Improved Thunder Clap makes your pack opener cheaper, so open every pack of two or more with it. Use Taunt on anything that runs at the healer and Mocking Blow when Taunt is on cooldown. Ask for crowd control on big packs; you have no area taunt until Challenging Shout at 26.
Protection: Sword and board leveling to Concussion Blow (level 30)
Stays all Protection: Master of Defense for Rage from dodges and parries, 3 points of Improved Revenge for 60% more Revenge damage, 3 points of Anticipation for Defense Skill, Last Stand for bad pulls, Vanguard so you can Charge without leaving Defensive Stance, Improved Disarm for elites, and Concussion Blow, a 5 sec stun that leads to Shield Slam at 40.
- Shield Specialization 5/5: At 5/5 you block 5% more often and every block has a 100% chance to give you 5 Rage (1% block and 20% chance per rank), and 5 points here unlock Master of Defense.
- Improved Bloodrage 2/2: Rank 2 increases all the Rage from Bloodrage by 50% (25% at rank 1), more Rage in the first seconds of a pull.
- Improved Revenge 3/3: At 3/3 Revenge deals 60% more damage (20% per rank), and Revenge is the cheap attack you get after every block, dodge or parry.
- Anticipation 3/5: Rank 3 raises your Defense Skill by 12 (4 per rank). It takes the place of Toughness, which the 1 October build removed, as this build's passive protection, and its points help make the 20 that tier 5 needs.
- Master of Defense 2/2: At 2/2 every dodge or parry with a shield equipped gives you 5 Rage (a 100% chance), so the attacks you avoid pay for your next Revenge.
- Last Stand 1/1: Grants 30% of your maximum health for 20 sec when you press it, an emergency button for a pull that goes wrong.
- Improved Disarm 3/3: At 3/3 Disarm's cooldown is 20 secs shorter (7 and 13 at ranks 1 and 2), so you can take the weapon from hard-hitting humanoids and elites more often.
- Vanguard 1/1: Makes Charge usable in Defensive Stance, so a sword-and-board leveler can open every pull without leaving the stance and losing Rage to the switch.
- Concussion Blow 1/1: Stuns the target for 5 sec, a solo tool for a dangerous enemy or a caster, and it is required for Shield Slam at 40.
The loop is the same as at 20: Charge, Defensive Stance, Bloodrage, then Shield Block and Revenge, with Heroic Strike for spare Rage. With Vanguard you stay in Defensive Stance between pulls and Charge the next enemy straight from it. Improved Revenge makes Revenge your best hit for its cost. Use Concussion Blow to stop a caster or take a hard-hitting enemy out of the fight for a few seconds, and Disarm elites that hit hard with a weapon; Improved Disarm brings it back 20 sec sooner. Execute (24) needs Battle or Berserker Stance, so it is only worth a switch on an enemy you can finish in one hit. Keep Last Stand for pulls that go wrong, and from 28 you also have Shield Wall. Focused Rage, which now sits in tier 5 at 30, is a good next point. The build also tanks dungeons well; for dedicated tanking, compare it with the tank build below.
Protection: Dungeon tank at 30 (level 30)
Adds Defiance for 15% more threat in Defensive Stance with a shield, the second rank of Master of Defense, Last Stand, a point of Improved Revenge, cheaper Sunder Armor and a point of Focused Rage, which the 1 October build moved up to tier 5 so Protection gets it sooner. Improved Shield Block and Improved Taunt aren't in Forever's talent tree, so those points go into threat and Rage.
- Shield Specialization 5/5: At 5/5 you block 5% more often and every block has a 100% chance to give you 5 Rage, which pays for Shield Block and your threat attacks; 5 points here unlock Master of Defense.
- Improved Bloodrage 2/2: Rank 2 increases all the Rage from Bloodrage by 50%, so you open each pull with more threat.
- Improved Thunder Clap 3/3: Rank 3 lowers Thunder Clap's Rage cost by 6 (2 per rank). Thunder Clap is your first press on every pack, so it leaves more Rage for Sunder Armor and Revenge.
- Master of Defense 2/2: At 2/2 every dodge or parry with a shield equipped gives you 5 Rage (a 100% chance), so avoidance turns into threat.
- Defiance 3/3: At 3/3 all the threat you generate in Defensive Stance with a shield equipped is 15% higher (5% per rank), the most direct threat talent a tank has at this level.
- Last Stand 1/1: Grants 30% of your maximum health for 20 sec, an emergency button for a big hit or a bad pull.
- Improved Revenge 1/3: Rank 1 adds 20% to Revenge's damage, and Revenge is the attack you press most, after every block, dodge or parry.
- Improved Sunder Armor 3/3: At 3/3 Sunder Armor's Rage cost is lower by 3 (1 per rank), and Sunder is your steady threat builder until Shield Slam at 40.
- Focused Rage 1/3: Rank 1 lowers the Rage cost of your offensive abilities by 1. Blizzard moved Focused Rage up to tier 5 so tanks get it sooner, and while Rage limits your threat, cheaper attacks are worth more than a stun; Concussion Blow, which Shield Slam at 40 needs, can wait for level 31.
Sunder Armor rank 2 (level 22) and Revenge rank 2 (level 24) raise your threat, Defiance adds 15% on top of Defensive Stance's own bonus, and Improved Sunder Armor and Focused Rage make your attacks cheaper to repeat. Open with Charge, Defensive Stance and Bloodrage, then Thunder Clap on packs, and tab-Sunder and Revenge across them. Blizzard's 1 October known issues say Demoralizing Shout doesn't cause threat at the moment, so use it for the damage it saves the group, not to grab a pack. Keep Shield Block rolling on hard hitters and Shield Bash dangerous casts. Challenging Shout (26) pulls everything within 10 yd back to you when a pull falls apart. Use Shield Wall (28) and Last Stand before your health gets low, not after. Concussion Blow and more ranks of Focused Rage are the next points; Bastion moved down to tier 6 at 35.
Protection: Shield, Iron Will and Last Stand for PvP (level 20)
A sword-and-board build for staying alive: Shield Specialization for blocks and Rage, Iron Will to shorten the stuns and fears used on you by 15%, and Last Stand, your emergency health button. Iron Will moved back to the Protection tree in the 1 October build and Toughness is gone, so this build trades Improved Bloodrage and armor for less time stunned or feared. Compared with the dungeon tank build it gives up Improved Thunder Clap and Master of Defense. It suits flag carrying and holding a point more than killing.
- Shield Specialization 5/5: At 5/5 you block 5% more often and every block has a 100% chance to give you 5 Rage, so melee players who hit you feed your Rage, and every block lights up Revenge.
- Iron Will 5/5: At 5/5 Stun and Fear effects on you last 15% less (3% per rank). Stuns and fears are how players stop a flag carrier or pull a defender off a point, and these 5 points with Shield Specialization's 5 open tier 3 for Last Stand.
- Last Stand 1/1: Grants 30% of your maximum health for 20 sec when you press it; the health is lost when it ends, so use it to outlast a burst, reach a healer or carry a flag the last few yards.
Charge from Battle Stance while out of combat and Hamstring at once, since Hamstring doesn't work in Defensive Stance, then change to Defensive Stance: you take 10% less damage and every block gives you Rage. Keep Shield Block up while a melee player is hitting you, and press Revenge each time it lights up after a block, dodge or parry. Shield Bash is your interrupt and works in Battle and Defensive Stance: save it for a heal or a Fear, since it also locks out that spell school. Disarm melee players who hit hard. Iron Will gets you back into the fight sooner after a stun or a fear. Press Last Stand when several players focus you, before your health is low, and hold Retaliation (Battle Stance) for when melee players surround you. You kill slowly, so your job is to stay alive, protect your healers and hold objectives.
Protection: Concussion Blow and Improved Shield Bash for PvP (level 30)
At 30 the PvP build keeps Shield Specialization, Iron Will and Last Stand, and adds 3 points of Improved Revenge for damage, Improved Disarm to take weapons away more often, Vanguard so you can Charge without leaving Defensive Stance, Improved Shield Bash, which the 1 October build moved up to tier 4 and which makes every Shield Bash silence for 3 sec, and Concussion Blow, a 5 sec stun. Compared with the dungeon tank build it skips Defiance, Improved Thunder Clap and Improved Sunder Armor, which help against dungeon enemies, for control that works on players.
- Shield Specialization 5/5: At 5/5 you block 5% more often and every block has a 100% chance to give you 5 Rage, so melee players who hit you feed your Rage and light up Revenge.
- Iron Will 5/5: At 5/5 Stun and Fear effects on you last 15% less (3% per rank), so Hammer of Justice, Fear and Psychic Scream take less of the fight away from you.
- Improved Revenge 3/3: At 3/3 Revenge deals 60% more damage, and Revenge is the cheap attack you get after every block, dodge or parry, so it is your main damage against melee players.
- Last Stand 1/1: Grants 30% of your maximum health for 20 sec when you press it; the health is lost when it ends, so use it to outlast a burst or carry a flag home.
- Improved Disarm 3/3: At 3/3 Disarm's cooldown is 20 secs shorter, so you can take the weapon away from Rogues, Warriors, Paladins and Shamans more often.
- Vanguard 1/1: Makes Charge usable in Defensive Stance, so you can open on a player without leaving the stance that keeps you alive.
- Improved Shield Bash 2/2: At 2/2 every Shield Bash also silences the target for 3 sec (a 50% chance at rank 1). The interrupt locks out one spell school, and the silence stops a healer switching to another one. Since the 1 October build it sits in tier 4, so it fits by 30.
- Concussion Blow 1/1: Stuns the target for 5 sec. It stops a healer's cast, pins a flag carrier in place and gives your team time to kill someone, and it is required for Shield Slam at 40.
The loop is the same as at 20: Defensive Stance, Shield Block against melee, Revenge whenever it lights up, and Shield Bash for heals and Fears, now with a silence on top. With Vanguard you Charge from Defensive Stance, so you never have to leave it to open a fight. Concussion Blow is your best control: stun a healer, then Shield Bash the next cast they start, or stun a flag carrier so your team can catch up. Intercept (level 30) closes the gap mid-fight with a 3 sec stun, but it needs Berserker Stance, so using it means leaving your shield stance. Intimidating Shout (level 22) sends up to 5 enemies within 8 yards fleeing when players swarm you or a friendly flag carrier. Last Stand and Shield Wall (level 28, 60% less damage taken for 12 sec) are your two big defensive buttons; use one at a time so you have another when the next wave comes. Hamstring and Execute (level 24) need Battle or Berserker Stance, so in Defensive Stance Concussion Blow and Shield Bash are your control.
Checked against WoW Forever beta build 1.60.1.70170.
Best in slot gear at any level: Arms, Fury, Protection
Warrior abilities
- Improved Intimidating Shout
- Long Daze
- Battle Shout (level 1)
- Battle Stance (level 1)
- Heroic Strike (level 1)
- Improved Challenging Shout (level 1)
- Improved Pummel (level 1)
- Charge (level 4)
- Rend (level 4)
- Thunder Clap (level 6)
- Hamstring (level 8)
- Bloodrage (level 10)
- Defensive Stance (level 10, from the Classic class quest Path of Defense)
- Sunder Armor (level 10, from the Classic class quest Path of Defense (rank 1))
- Taunt (level 10, from the Classic class quest Path of Defense)
- Overpower (level 12)
- Shield Bash (level 12)
- Demoralizing Shout (level 14)
- Revenge (level 14)
- Tactical Mastery (level 14)
- Mocking Blow (level 16)
- Shield Block (level 16)
- Disarm (level 18)
- Cleave (level 20)
- Retaliation (level 20)
- Slam (level 20)
- Victory Rush (level 20)
- Intimidating Shout (level 22)
- Execute (level 24)
- Challenging Shout (level 26)
- Shield Wall (level 28)
- Berserker Rage (level 30)
- Berserker Stance (level 30, from the Classic class quest The Affray)
- Intercept (level 30, from the Classic class quest The Affray (rank 1))
- Whirlwind (level 36)
- Pummel (level 38)
- Recklessness (level 50)