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Warrior Talent builds
Rotations & Guide · PvE guide · PvP guide · Talent builds · Abilities · Talent Calculator · Macros · Changes vs Classic
Other classes: Paladin, Hunter, Rogue, Priest, Shaman, Mage, Warlock, Druid
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, 2 points of Improved Rend, Two-Handed Weapon Specialization in tier 4, and Sweeping Strikes. Impale now needs Deep Wounds at 3/3, and Deep Wounds needs Improved Rend at 3/3, so Impale no longer fits beside Improved Charge and Improved Overpower at 30. Its 2 points go to Improved Rend instead: Rend's bleed is 23% stronger, and a third rank after 30 opens Deep Wounds.
- 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 Rend 2/3: Rank 2 adds 23% to Rend's bleed damage (12% at rank 1), so a Rend on anything that will live a while does more. These 2 points bring the build to the 20 points in tiers 1 to 4 that Sweeping Strikes needs, and a third rank after 30 opens Deep Wounds, which Impale now needs at 3/3.
- 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.
- 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.
- 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 Rend makes Rend's bleed 23% stronger, so Rend anything that will live through most of it. Improved Overpower adds 50% crit chance to Overpower, so it usually crits: press it every time it lights up. Since the 1 October build (level 30) a critical strike gives 100% more Rage, twice a normal hit (Blizzard's Warrior notes; the server works it out, so the client files don't show it). 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 (level 30) a crit also gives 100% more Rage, twice a normal hit (Blizzard's Warrior notes). 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: Mortal Strike leveling (level 40)
The level 30 leveling build finishes Improved Rend and takes Deep Wounds, then spends 3 points in Weaponmaster, maxes Improved Slam and ends on Mortal Strike. Mortal Strike is the hit you build every fight around, and Improved Slam stops Slam delaying your swing. Level 40 is above the beta's level 30 cap, so this build is worked out from the client's talent tree and hasn't been played.
- Improved Heroic Strike 3/3: Rank 3 cuts Heroic Strike's cost by 3 Rage (1 per rank), and Heroic Strike is where spare Rage goes on every fight.
- Deflection 2/5: Rank 2 adds 2% Parry chance (1% per rank), and with Improved Heroic Strike it makes the 5 tier 1 points that open tier 2.
- Improved Rend 3/3: Rank 3 adds 35% to Rend's bleed damage (23% at rank 2), and the third point is what Deep Wounds needs.
- Improved Charge 2/2: Rank 2 raises the Rage your Charge generates by 6 (3 per rank), and you open nearly every fight with Charge.
- Improved Tactical Mastery 5/5: At 5/5 Tactical Mastery keeps up to an additional 15 Rage when you change stances, and 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.
- 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); Overpower crits with Improved Overpower, so the bleed is up often.
- 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.
- Sweeping Strikes 1/1: Your next 5 melee attacks also strike an additional nearby enemy, and Mortal Strike requires it.
- Weaponmaster 3/5: Rank 3 gives an axe or polearm 3% more critical strike chance, makes a mace or staff ignore 9% of the target's armor, or gives a sword a 3% chance of an extra attack (1% crit, 3% armor or 1% extra attack per rank). Its 3 points complete the 25 in tiers 1 to 5 that tier 6 needs.
- Improved Slam 2/2: Rank 2 takes 0.50 sec off Slam's cast time and global cooldown (0.25 sec at rank 1), Slam stops delaying your swing, and its cooldown is 3 sec shorter. Slam becomes a hit you press whenever it is ready.
- Mortal Strike 1/1: A strike for weapon damage plus 85 that reduces the effectiveness of any healing on the target by 50% for 10 sec. It is Arms' main attack from 40, and the trainer teaches new ranks at 48, 54 and 60.
Charge, Bloodrage and Rend or Battle Shout as before, then Mortal Strike every time it is ready: it is your hardest hit and it reduces healing on the target by 50%, which matters against mobs that heal themselves. Overpower every dodge, and Slam whenever it is off cooldown, since Improved Slam means it no longer delays your swing. Heroic Strike takes the Rage left after those, and Execute (rank 3 at 40) finishes anything at 20% health or less. Whirlwind (36) hits up to 4 enemies within 8 yards but needs Berserker Stance; Tactical Mastery and Improved Tactical Mastery keep up to 25 Rage between them, so on a pack you can switch, Whirlwind and switch back without wasting much. On two enemies, Sweeping Strikes first. Weaponmaster's bonus depends on your weapon: crit for an axe or polearm, armor penetration for a mace or staff, extra attacks for a sword.
Arms: Mortal Strike with Impale and Cruelty (level 50)
Adds Impale, the last 2 points of Weaponmaster, a third point of Deflection and 5 points of Fury's Cruelty to the level 40 leveling build. Every point after Mortal Strike goes into crits: Cruelty adds 5% crit, an axe's Weaponmaster adds 5% more, Impale makes ability crits hit harder and each crit starts a Deep Wounds bleed. The beta stops at 30, so treat this level 50 build as untested.
- Improved Heroic Strike 3/3: Rank 3 cuts Heroic Strike's cost by 3 Rage (1 per rank), and Heroic Strike is where spare Rage goes on every fight.
- Deflection 3/5: Rank 3 adds 3% Parry chance (1% per rank): fewer hits taken while you solo, and in Defensive Stance every parry also lights up Revenge.
- 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 are required for Deep Wounds.
- Improved Charge 2/2: Rank 2 raises the Rage your Charge generates by 6 (3 per rank), and you open nearly every fight with Charge.
- Improved Tactical Mastery 5/5: At 5/5 Tactical Mastery keeps up to an additional 15 Rage when you change stances, and 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.
- 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), and 3 points here are required for Impale.
- 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.
- Impale 2/2: Rank 2 adds 20% to the critical strike damage bonus of your abilities (10% at rank 1), which pays off on Mortal Strike, Overpower and Execute crits.
- Sweeping Strikes 1/1: Your next 5 melee attacks also strike an additional nearby enemy, and Mortal Strike requires it.
- Weaponmaster 5/5: At 5/5 an axe or polearm gets 5% more critical strike chance, a mace or staff ignores 15% of the target's armor, and a sword has a 5% chance to trigger an extra attack. Pick your two-hander with it in mind: the axe's crit also feeds Deep Wounds and Impale.
- Improved Slam 2/2: Rank 2 takes 0.50 sec off Slam's cast time and global cooldown (0.25 sec at rank 1), Slam stops delaying your swing, and its cooldown is 3 sec shorter. Slam becomes a hit you press whenever it is ready.
- Mortal Strike 1/1: A strike for weapon damage plus 85 that reduces the effectiveness of any healing on the target by 50% for 10 sec. It is Arms' main attack from 40, and the trainer teaches new ranks at 48, 54 and 60.
- Cruelty 5/5: At 5/5 you get 5% more critical strikes with melee attacks (1% per rank). Arms has nothing left at this point that is worth as much, and every crit also starts Deep Wounds.
The loop doesn't change from 40: Mortal Strike on cooldown, Overpower on every dodge, Slam when it is ready, Heroic Strike with spare Rage and Execute below 20% health. What changes is how often you crit: Cruelty and, with an axe or polearm, Weaponmaster add 10% between them, so Deep Wounds bleeds on most targets and Impale makes Mortal Strike and Overpower crits hit harder. Charge rank 3 (46) gives 15 Rage, and Improved Charge adds 6 more, so you can open with Mortal Strike straight away. Mortal Strike rank 2 comes at 48 and Execute rank 4 at 48. Recklessness (50) needs Berserker Stance and makes you take 20% more damage: on a solo character keep it for an elite you can't otherwise kill.
Arms: Arms leveling to 60 with Piercing Howl (level 60)
37 points in Arms and 14 in Fury: the level 50 build plus a fourth point of Deflection, Unbridled Wrath for Rage, Piercing Howl to slow everything near you and Blood Craze for a little healing after big hits. Level 60 is the release cap, well above the beta's level 30, so this build hasn't been tested in the game.
- Improved Heroic Strike 3/3: Rank 3 cuts Heroic Strike's cost by 3 Rage (1 per rank), and Heroic Strike is where spare Rage goes on every fight.
- Deflection 4/5: Rank 4 adds 4% Parry chance (1% per rank), fewer hits taken on every pull you fight alone.
- 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 are required for Deep Wounds.
- Improved Charge 2/2: Rank 2 raises the Rage your Charge generates by 6 (3 per rank), and you open nearly every fight with Charge.
- Improved Tactical Mastery 5/5: At 5/5 Tactical Mastery keeps up to an additional 15 Rage when you change stances, and 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.
- 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), and 3 points here are required for Impale.
- 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.
- Impale 2/2: Rank 2 adds 20% to the critical strike damage bonus of your abilities (10% at rank 1), which pays off on Mortal Strike, Overpower and Execute crits.
- Sweeping Strikes 1/1: Your next 5 melee attacks also strike an additional nearby enemy, and Mortal Strike requires it.
- Weaponmaster 5/5: At 5/5 an axe or polearm gets 5% more critical strike chance, a mace or staff ignores 15% of the target's armor, and a sword has a 5% chance to trigger an extra attack. Pick your two-hander with it in mind: the axe's crit also feeds Deep Wounds and Impale.
- Improved Slam 2/2: Rank 2 takes 0.50 sec off Slam's cast time and global cooldown (0.25 sec at rank 1), Slam stops delaying your swing, and its cooldown is 3 sec shorter. Slam becomes a hit you press whenever it is ready.
- Mortal Strike 1/1: A strike for weapon damage plus 85 that reduces the effectiveness of any healing on the target by 50% for 10 sec. It is Arms' main attack from 40, and the trainer teaches new ranks at 48, 54 and 60.
- 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.
- Piercing Howl 1/1: Dazes all nearby enemies, reducing their movement speed by 50% for 6 sec: your way out of a pull that went wrong, and a way to stop a fleeing mob bringing 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.
Same priorities as at 50: Mortal Strike on cooldown, Overpower, Slam, Heroic Strike with what's left and Execute at 20% health. Unbridled Wrath gives extra Rage on your hits, so you can Heroic Strike more often, and Blood Craze tops you up after the big hits elites land. If a pull goes wrong, Piercing Howl slows everything around you and you walk away; Intimidating Shout is the other escape, but scared mobs can run into more. Ranks that arrive late: Overpower rank 4 and Battle Shout rank 7 at 60, Mortal Strike rank 3 at 54 and rank 4 at 60, Execute rank 5 at 56, Hamstring rank 3 at 54.
Arms: Mortal Strike for dungeons (level 40)
Takes the level 30 dungeon build to Mortal Strike: the second point of Improved Overpower, the third of Improved Heroic Strike, 5 points of Weaponmaster and Improved Slam, so Slam stops costing you swings. Mortal Strike hits for weapon damage plus 85 and each crit from it starts Deep Wounds. This is a level 40 build and the beta stops at 30, so it is untested.
- 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 are required for Deep Wounds.
- Improved Heroic Strike 3/3: Rank 3 cuts Heroic Strike's cost by 3 Rage (1 per rank), and Heroic Strike is where spare Rage goes on every fight.
- Improved Tactical Mastery 5/5: At 5/5 Tactical Mastery keeps up to an additional 15 Rage when you change stances, and 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.
- 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), and 3 points here are required for Impale.
- 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.
- Impale 2/2: Rank 2 adds 20% to the critical strike damage bonus of your abilities (10% at rank 1), which pays off on Mortal Strike, Overpower and Execute crits.
- Sweeping Strikes 1/1: Your next 5 melee attacks also strike an additional nearby enemy, and Mortal Strike requires it.
- Weaponmaster 5/5: At 5/5 an axe or polearm gets 5% more critical strike chance, a mace or staff ignores 15% of the target's armor, and a sword has a 5% chance to trigger an extra attack. Pick your two-hander with it in mind: the axe's crit also feeds Deep Wounds and Impale.
- Improved Slam 2/2: Rank 2 takes 0.50 sec off Slam's cast time and global cooldown (0.25 sec at rank 1), Slam stops delaying your swing, and its cooldown is 3 sec shorter. Slam becomes a hit you press whenever it is ready.
- Mortal Strike 1/1: A strike for weapon damage plus 85 that reduces the effectiveness of any healing on the target by 50% for 10 sec. It is Arms' main attack from 40, and the trainer teaches new ranks at 48, 54 and 60.
Once the tank has threat: Mortal Strike whenever it is ready, Overpower when it lights up, Slam when it is off cooldown, and Heroic Strike with spare Rage on a single target. Improved Slam means Slam no longer interrupts or delays your swing, so it fits between swings. Rend bosses and long-lived elites for the bleed. On a pack, Sweeping Strikes first, then Cleave; Whirlwind (36) hits up to 4 enemies within 8 yards for more but needs Berserker Stance, so only switch for it on big packs where the Rage you keep through Tactical Mastery covers the trip. Save Rage for Execute (rank 3 at 40) below 20% health. Mortal Strike's 50% healing reduction matters on enemies that heal, which in dungeons usually means casters: put it on them first.
Arms: Mortal Strike, Cruelty and Unbridled Wrath (level 50)
31 points in Arms as at 40, then 10 in Fury: Cruelty for 5% more melee crits and Unbridled Wrath for extra Rage on your hits. More crits mean more Deep Wounds bleeds and harder Impale crits, and more Rage means more Heroic Strikes and Cleaves. Nobody can play level 50 in the beta (it stops at 30), so this is untested.
- 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 are required for Deep Wounds.
- Improved Heroic Strike 3/3: Rank 3 cuts Heroic Strike's cost by 3 Rage (1 per rank), and Heroic Strike is where spare Rage goes on every fight.
- Improved Tactical Mastery 5/5: At 5/5 Tactical Mastery keeps up to an additional 15 Rage when you change stances, and 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.
- 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), and 3 points here are required for Impale.
- 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.
- Impale 2/2: Rank 2 adds 20% to the critical strike damage bonus of your abilities (10% at rank 1), which pays off on Mortal Strike, Overpower and Execute crits.
- Sweeping Strikes 1/1: Your next 5 melee attacks also strike an additional nearby enemy, and Mortal Strike requires it.
- Weaponmaster 5/5: At 5/5 an axe or polearm gets 5% more critical strike chance, a mace or staff ignores 15% of the target's armor, and a sword has a 5% chance to trigger an extra attack. Pick your two-hander with it in mind: the axe's crit also feeds Deep Wounds and Impale.
- Improved Slam 2/2: Rank 2 takes 0.50 sec off Slam's cast time and global cooldown (0.25 sec at rank 1), Slam stops delaying your swing, and its cooldown is 3 sec shorter. Slam becomes a hit you press whenever it is ready.
- Mortal Strike 1/1: A strike for weapon damage plus 85 that reduces the effectiveness of any healing on the target by 50% for 10 sec. It is Arms' main attack from 40, and the trainer teaches new ranks at 48, 54 and 60.
- 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.
Mortal Strike on cooldown, Overpower on dodges, Slam when ready and Heroic Strike or Cleave with the rest, once the tank is ahead on threat. Unbridled Wrath means you have more spare Rage than at 40, so watch threat on the first pulls of a run. Mortal Strike rank 2 (48), Execute rank 4 (48) and Rend rank 6 (50) raise your damage. Recklessness (50) adds 100% critical strike chance for 15 sec but you take 20% more damage and it needs Berserker Stance: use it on a boss once the tank is set, with Mortal Strike and Execute ready to go.
Arms: Arms for level 60 dungeons (level 60)
Adds Bloodthrill and 5 points of Booming Voice to the level 50 dungeon build: 36 points in Arms and 15 in Fury. Bloodthrill gives Overpower a chance to light up on any target your Rend is on, and Booming Voice makes Battle Shout reach further for 25% less Rage. Level 60 is the release cap; the beta stops at 30, so nobody has played this build yet.
- 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 are required for Deep Wounds.
- Improved Heroic Strike 3/3: Rank 3 cuts Heroic Strike's cost by 3 Rage (1 per rank), and Heroic Strike is where spare Rage goes on every fight.
- Improved Tactical Mastery 5/5: At 5/5 Tactical Mastery keeps up to an additional 15 Rage when you change stances, and 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.
- 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), and 3 points here are required for Impale.
- 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.
- Impale 2/2: Rank 2 adds 20% to the critical strike damage bonus of your abilities (10% at rank 1), which pays off on Mortal Strike, Overpower and Execute crits.
- Bloodthrill 5/5: At 5/5 your main-hand attacks on a target with your Rend on it have a 20% chance to let you use Overpower (4% per rank), so Overpower no longer waits for a dodge on a long fight. Keep Rend up on bosses for it.
- Sweeping Strikes 1/1: Your next 5 melee attacks also strike an additional nearby enemy, and Mortal Strike requires it.
- Weaponmaster 5/5: At 5/5 an axe or polearm gets 5% more critical strike chance, a mace or staff ignores 15% of the target's armor, and a sword has a 5% chance to trigger an extra attack. Pick your two-hander with it in mind: the axe's crit also feeds Deep Wounds and Impale.
- Improved Slam 2/2: Rank 2 takes 0.50 sec off Slam's cast time and global cooldown (0.25 sec at rank 1), Slam stops delaying your swing, and its cooldown is 3 sec shorter. Slam becomes a hit you press whenever it is ready.
- Mortal Strike 1/1: A strike for weapon damage plus 85 that reduces the effectiveness of any healing on the target by 50% for 10 sec. It is Arms' main attack from 40, and the trainer teaches new ranks at 48, 54 and 60.
- 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.
- Booming Voice 5/5: At 5/5 your Shouts cover 50% more area and cost 25% less Rage (10% and 5% per rank), so Battle Shout reaches the whole party for less Rage.
Rend the boss early and keep it up, because Bloodthrill only works on a target with your Rend on it; after that Overpower lights up far more often than dodges alone would allow. Then Mortal Strike on cooldown, Overpower whenever you can, Slam when ready and Heroic Strike or Cleave with spare Rage. Battle Shout rank 7 (60) adds 139 attack power to everyone within reach, and Booming Voice makes it cheaper to keep up. Overpower and Mortal Strike reach their last ranks at 60. On packs: Sweeping Strikes, then Cleave, or Whirlwind in Berserker Stance if the pack is big.
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 Improved Charge for PvP (level 30)
At 30 the PvP build keeps 5 points of Deflection, maxes Improved Charge and Improved Overpower, adds 2 points of Improved Heroic Strike and fills tier 4 with Two-Handed Weapon Specialization, so Overpower usually crits against dodging Rogues and Hunters and your Rage goes further. Compared with the dungeon build it skips Improved Rend and Deep Wounds, whose bleeds pay off on targets that stand still, and with them Impale, which now needs Deep Wounds at 3/3; the points buy parry, opening Rage and a reliable Overpower crit instead. Spearing Strike's tooltip dismounts mounted targets, but almost every mount needs at least level 40 in the client, so it does little in PvP at 30 and this build skips it. Sweeping Strikes keeps you on the road to Mortal Strike at 40.
- Improved Heroic Strike 2/3: Rank 2 cuts Heroic Strike's cost by 2 Rage (1 per rank), so spare Rage goes further and you still have enough for Hamstring and Execute. These 2 points used to go to Impale, which now needs Deep Wounds at 3/3, and they bring the build to the 20 points in tiers 1 to 4 that Sweeping Strikes needs.
- 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.
- 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. Keep Rage in hand as the target nears 20% health for Execute (level 24), which turns extra Rage into extra damage, and put Rage you don't need into Heroic Strike, 2 Rage cheaper with Improved Heroic Strike. 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.
Arms: Mortal Strike for PvP (level 40)
The level 30 PvP build adds the third point of Improved Heroic Strike, 3 points of Weaponmaster, Improved Hamstring, Improved Slam and Mortal Strike. Mortal Strike reduces the healing on its target by 50% for 10 sec, the reason Arms is the warrior's PvP spec, and Improved Hamstring gives Hamstring a 15% chance to root. Level 40 sits above the beta's level 30 cap, so this build hasn't been tested against anyone.
- Improved Heroic Strike 3/3: Rank 3 cuts Heroic Strike's cost by 3 Rage, and it is the point that brings the build to the 25 in tiers 1 to 5 that Mortal Strike's tier needs, together with Weaponmaster.
- Deflection 5/5: At 5/5 you parry 5% more often. Arms has no other survival talent, and it works against every melee enemy and player.
- Improved Charge 2/2: Rank 2 raises the Rage your Charge generates by 6 (3 per rank), and you open nearly every fight with Charge.
- Improved Tactical Mastery 5/5: At 5/5 Tactical Mastery keeps up to an additional 15 Rage when you change stances, and 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 against exactly the classes that are hardest to pin down.
- 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.
- Sweeping Strikes 1/1: Your next 5 melee attacks also strike an additional nearby enemy, and Mortal Strike requires it.
- Weaponmaster 3/5: Rank 3 gives an axe or polearm 3% more critical strike chance, makes a mace or staff ignore 9% of the target's armor, or gives a sword a 3% chance of an extra attack (1% crit, 3% armor or 1% extra attack per rank). Its 3 points complete the 25 in tiers 1 to 5 that tier 6 needs.
- Improved Hamstring 3/3: Rank 3 gives Hamstring a 15% chance to immobilize the target for 5 sec (5% per rank), so a player who tries to run sometimes can't move at all.
- Improved Slam 2/2: Rank 2 takes 0.50 sec off Slam's cast time and global cooldown (0.25 sec at rank 1), Slam stops delaying your swing, and its cooldown is 3 sec shorter. Slam becomes a hit you press whenever it is ready.
- Mortal Strike 1/1: A strike for weapon damage plus 85 that reduces the effectiveness of any healing on the target by 50% for 10 sec. Keep it on healers and anyone who heals themselves; the trainer teaches new ranks at 48, 54 and 60.
Charge, Hamstring, then Mortal Strike, and keep Mortal Strike on the target every time it is ready so the 50% healing reduction never drops. Improved Hamstring sometimes roots the target for 5 sec, and Improved Slam lets you Slam without losing a swing when they stand still. Overpower every dodge. Intercept (Berserker Stance) catches players who break away, and Berserker Rage answers Fear. Execute (rank 3 at 40) finishes players at 20% health. Whirlwind (36) and Pummel (38), an interrupt that doesn't need a shield, are both Berserker Stance attacks; Tactical Mastery and Improved Tactical Mastery keep up to 25 Rage between them, so stance dancing between Battle Stance for Overpower and Berserker Stance for Pummel and Intercept costs little.
Arms: Mortal Strike with Cruelty and Iron Will (level 50)
Finishes Weaponmaster, then takes Cruelty for 5% more crit and 3 points of Iron Will from the Protection tree, which make Stun and Fear effects on you 9% shorter. 33 points in Arms, 5 in Fury and 3 in Protection. This level 50 build is above the beta's cap of 30 and untested.
- Improved Heroic Strike 3/3: Rank 3 cuts Heroic Strike's cost by 3 Rage (1 per rank), and Heroic Strike is where spare Rage goes on every fight.
- Deflection 5/5: At 5/5 you parry 5% more often. Arms has no other survival talent, and it works against every melee enemy and player.
- Improved Charge 2/2: Rank 2 raises the Rage your Charge generates by 6 (3 per rank), and you open nearly every fight with Charge.
- Improved Tactical Mastery 5/5: At 5/5 Tactical Mastery keeps up to an additional 15 Rage when you change stances, and 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.
- 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.
- Sweeping Strikes 1/1: Your next 5 melee attacks also strike an additional nearby enemy, and Mortal Strike requires it.
- Weaponmaster 5/5: At 5/5 an axe or polearm gets 5% more critical strike chance, a mace or staff ignores 15% of the target's armor, and a sword has a 5% chance to trigger an extra attack. Pick your two-hander with it in mind: the axe's crit also feeds Deep Wounds and Impale.
- Improved Hamstring 3/3: Rank 3 gives Hamstring a 15% chance to immobilize the target for 5 sec (5% per rank), so a player who tries to run sometimes can't move at all.
- Improved Slam 2/2: Rank 2 takes 0.50 sec off Slam's cast time and global cooldown (0.25 sec at rank 1), Slam stops delaying your swing, and its cooldown is 3 sec shorter. Slam becomes a hit you press whenever it is ready.
- Mortal Strike 1/1: A strike for weapon damage plus 85 that reduces the effectiveness of any healing on the target by 50% for 10 sec. It is Arms' main attack from 40, and the trainer teaches new ranks at 48, 54 and 60.
- 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.
- Iron Will 3/5: Rank 3 makes Stun and Fear effects on you 9% shorter (3% per rank): less time lost to Hammer of Justice, Kidney Shot, Fear and Psychic Scream.
The same loop as at 40, Charge, Hamstring and Mortal Strike on cooldown, but with more crits, so Mortal Strike, Overpower and Execute land harder bursts. Mortal Strike rank 2 (48) and Intercept rank 2 (42) arrive on the way. Recklessness (50) gives 100% more critical strike chance and Fear immunity for 15 sec, but you take 20% more damage: press it when the target can't get away, ideally after Intercept or a Hamstring root, and follow with Mortal Strike and Execute. Iron Will shortens the stuns and Fears you'd otherwise sit through.
Arms: Arms PvP at 60: Mortal Strike and Piercing Howl (level 60)
33 points in Arms, 13 in Fury and 5 in Protection: the level 50 build plus Unbridled Wrath, Piercing Howl, 2 points of Blood Craze and the last 2 points of Iron Will. Piercing Howl slows every enemy near you by 50%, and Iron Will at 5/5 makes Stun and Fear effects on you 15% shorter. The beta has never gone past 30, so this level 60 build is untested.
- Improved Heroic Strike 3/3: Rank 3 cuts Heroic Strike's cost by 3 Rage (1 per rank), and Heroic Strike is where spare Rage goes on every fight.
- Deflection 5/5: At 5/5 you parry 5% more often. Arms has no other survival talent, and it works against every melee enemy and player.
- Improved Charge 2/2: Rank 2 raises the Rage your Charge generates by 6 (3 per rank), and you open nearly every fight with Charge.
- Improved Tactical Mastery 5/5: At 5/5 Tactical Mastery keeps up to an additional 15 Rage when you change stances, and 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.
- 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.
- Sweeping Strikes 1/1: Your next 5 melee attacks also strike an additional nearby enemy, and Mortal Strike requires it.
- Weaponmaster 5/5: At 5/5 an axe or polearm gets 5% more critical strike chance, a mace or staff ignores 15% of the target's armor, and a sword has a 5% chance to trigger an extra attack. Pick your two-hander with it in mind: the axe's crit also feeds Deep Wounds and Impale.
- Improved Hamstring 3/3: Rank 3 gives Hamstring a 15% chance to immobilize the target for 5 sec (5% per rank), so a player who tries to run sometimes can't move at all.
- Improved Slam 2/2: Rank 2 takes 0.50 sec off Slam's cast time and global cooldown (0.25 sec at rank 1), Slam stops delaying your swing, and its cooldown is 3 sec shorter. Slam becomes a hit you press whenever it is ready.
- Mortal Strike 1/1: A strike for weapon damage plus 85 that reduces the effectiveness of any healing on the target by 50% for 10 sec. It is Arms' main attack from 40, and the trainer teaches new ranks at 48, 54 and 60.
- 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, so you have Rage for Hamstring, Mortal Strike and Pummel even while you are kited.
- Piercing Howl 1/1: Dazes all nearby enemies, reducing their movement speed by 50% for 6 sec: it slows a group around a flag or a node in one press, where Hamstring takes one player at a time.
- Blood Craze 2/3: Rank 2 regenerates 2% 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 through a burst.
- Iron Will 5/5: At 5/5 Stun and Fear effects on you last 15% less (3% per rank), so Hammer of Justice, Kidney Shot, Fear and Psychic Scream take less of the fight away from you.
Charge, Hamstring and Mortal Strike, then keep Mortal Strike up on the target. Piercing Howl slows every enemy near you, which is what you press when a group crowds you or a flag carrier runs past with friends. Pummel rank 2 (58) interrupts casts in Berserker Stance, Hamstring rank 3 (54) slows by 50%, and Intercept rank 3 (52) stuns for 3 sec. Recklessness is your big burst, Berserker Rage and Recklessness answer Fear, and Retaliation (Battle Stance) punishes several melee players at once. Unbridled Wrath means you should rarely be starved of Rage, even while you are kited.
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 (level 30) a critical strike gives 100% more Rage, twice a normal hit (Blizzard's Warrior notes), 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 (level 30) a critical strike gives 100% more Rage, twice a normal hit (Blizzard's Warrior notes), 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: Bloodthirst and Flurry leveling (level 40)
The level 30 leveling build adds Improved Berserker Rage, 2 points of Booming Voice, 5 points of Flurry and Bloodthirst. Flurry makes your next 3 swings 25% faster after a melee crit, and Bloodthirst, Fury's level 40 talent, hits for 45% of your Attack Power plus 30. Level 40 is above the beta's level 30 cap, so this is a build for the client's tree, not one anyone has played.
- 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), and its points complete the 25 in tiers 1 to 5 that Flurry's tier needs.
- 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.
- Lingering Rage 1/5: Rank 1 adds 2 sec before your Rage starts to drain after a fight, so you reach the next pull with Rage still in the bar.
- Piercing Howl 1/1: Dazes all nearby enemies, reducing their movement speed by 50% for 6 sec, your escape from a bad pull and your area slow in PvP.
- 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).
- 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), and 5 points here are required for Gore Drinker.
- Improved Berserker Rage 2/2: At 2/2 Berserker Rage instantly generates 10 Rage and removes all movement impairing effects (a 100% chance). Berserker Stance is where Fury fights from 40, so Berserker Rage is a free 10 Rage every time it is ready.
- 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, and Flurry requires it.
- Flurry 5/5: At 5/5 every melee critical strike makes your next 3 swings 25% faster (5% per rank). With Cruelty you crit often enough to keep it up most of a fight, and faster swings mean more Rage.
- Bloodthirst 1/1: Hits the target for 45% of your Attack Power plus 30 and makes you 10% faster for 10 sec. It is Fury's main attack from 40, and the trainer teaches new ranks at 48, 54 and 60.
From 40 Fury fights in Berserker Stance: Whirlwind (36), Pummel (38) and Berserker Rage need it, and Berserker Rage gives 10 Rage at once with Improved Berserker Rage. Bloodthirst works in any stance. Charge in Battle Stance, then switch; Tactical Mastery keeps up to 10 Rage. Bloodthirst whenever it is ready, Whirlwind on two or more enemies, Heroic Strike with spare Rage and Execute below 20% health. Bloodthirst also makes you 10% faster for 10 sec, handy for reaching the next mob. Flurry speeds up your swings after crits and Enrage adds damage while you are hit, so Fury solos best when it keeps fighting. Death Wish for a dangerous enemy, Piercing Howl when you need to get away.
Fury: Fury leveling with Gore Drinker (level 50)
Adds Gore Drinker, Improved Execute, the last 3 points of Booming Voice and 3 points of Arms' Improved Heroic Strike to the level 40 build. Gore Drinker turns Bloodthirst, Bloodrage, Berserker Rage, Death Wish and Enrage into small heals, which cuts down on eating between pulls. The beta stops at 30, so this level 50 build is untested.
- 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 5/5: At 5/5 your Shouts cover 50% more area and cost 25% less Rage (10% and 5% per rank), so Battle Shout reaches the whole party for less Rage.
- 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.
- Lingering Rage 1/5: Rank 1 adds 2 sec before your Rage starts to drain after a fight, so you reach the next pull with Rage still in the bar.
- Piercing Howl 1/1: Dazes all nearby enemies, reducing their movement speed by 50% for 6 sec, your escape from a bad pull and your area slow in PvP.
- 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).
- 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), and 5 points here are required for Gore Drinker.
- Improved Execute 2/2: Rank 2 lowers Execute's Rage cost by 5 (3 at rank 1), so more of your Rage turns into Execute's extra damage.
- Improved Berserker Rage 2/2: At 2/2 Berserker Rage instantly generates 10 Rage and removes all movement impairing effects (a 100% chance; 5 Rage and 50% at rank 1).
- 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, and Flurry requires it.
- Flurry 5/5: At 5/5 every melee critical strike makes your next 3 swings 25% faster (5% per rank). With Cruelty you crit often enough to keep it up most of a fight, and faster swings mean more Rage.
- Gore Drinker 2/2: At 2/2 Enrage, Berserker Rage, Bloodrage, Death Wish and Bloodthirst each make your next 3 melee attacks restore 1% of your maximum Health (0.5% at rank 1), healing that comes from buttons you press anyway.
- Bloodthirst 1/1: Hits the target for 45% of your Attack Power plus 30 and makes you 10% faster for 10 sec. It is Fury's main attack from 40, and the trainer teaches new ranks at 48, 54 and 60.
- Improved Heroic Strike 3/3: Rank 3 cuts Heroic Strike's cost by 3 Rage, and with Unbridled Wrath and Flurry feeding you Rage, Heroic Strike is where most of it goes.
Bloodthirst on cooldown, Whirlwind on packs, Heroic Strike with the rest and Execute below 20%, which Improved Execute makes 5 Rage cheaper. Gore Drinker heals you for 1% of your maximum health on each of the next 3 melee attacks after Bloodthirst, Bloodrage, Berserker Rage, Death Wish or Enrage, and you press most of those every fight anyway. Bloodthirst rank 2 (48), Charge rank 3 (46) and Intercept rank 2 (42) arrive on the way. Recklessness (50) adds 100% crit chance for 15 sec but makes you take 20% more damage, so keep it for elites.
Fury: Fury leveling to 60 with Anger Management (level 60)
38 points in Fury and 13 in Arms. On top of the level 50 build it adds 2 points of Deflection, Improved Tactical Mastery, Anger Management and Improved Charge, so you open every pull with more Rage, keep more when you switch stance and gain Rage even when nothing is hitting you. Level 60 is the release cap and the beta stops at 30, so this build is untested.
- 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 5/5: At 5/5 your Shouts cover 50% more area and cost 25% less Rage (10% and 5% per rank), so Battle Shout reaches the whole party for less Rage.
- 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.
- Lingering Rage 1/5: Rank 1 adds 2 sec before your Rage starts to drain after a fight, so you reach the next pull with Rage still in the bar.
- Piercing Howl 1/1: Dazes all nearby enemies, reducing their movement speed by 50% for 6 sec, your escape from a bad pull and your area slow in PvP.
- 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).
- 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), and 5 points here are required for Gore Drinker.
- Improved Execute 2/2: Rank 2 lowers Execute's Rage cost by 5 (3 at rank 1), so more of your Rage turns into Execute's extra damage.
- Improved Berserker Rage 2/2: At 2/2 Berserker Rage instantly generates 10 Rage and removes all movement impairing effects (a 100% chance; 5 Rage and 50% at rank 1).
- 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, and Flurry requires it.
- Flurry 5/5: At 5/5 every melee critical strike makes your next 3 swings 25% faster (5% per rank). With Cruelty you crit often enough to keep it up most of a fight, and faster swings mean more Rage.
- Gore Drinker 2/2: At 2/2 Enrage, Berserker Rage, Bloodrage, Death Wish and Bloodthirst each make your next 3 melee attacks restore 1% of your maximum Health (0.5% at rank 1), healing that comes from buttons you press anyway.
- Bloodthirst 1/1: Hits the target for 45% of your Attack Power plus 30 and makes you 10% faster for 10 sec. It is Fury's main attack from 40, and the trainer teaches new ranks at 48, 54 and 60.
- Improved Heroic Strike 3/3: Rank 3 cuts Heroic Strike's cost by 3 Rage (1 per rank), and Heroic Strike is where spare Rage goes on every fight.
- Deflection 2/5: Rank 2 adds 2% Parry chance (1% per rank), and with Improved Heroic Strike it opens Arms tier 2.
- Improved Tactical Mastery 5/5: At 5/5 Tactical Mastery keeps up to an additional 15 Rage when you change stances, so the trip from Battle Stance for Charge to Berserker Stance costs little, and 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.
- Improved Charge 2/2: Rank 2 raises the Rage your Charge generates by 6 (3 per rank), and you open nearly every fight with Charge.
Charge in Battle Stance with Improved Charge's extra Rage, switch to Berserker Stance without losing it, then Bloodthirst, Whirlwind on packs and Heroic Strike with spare Rage. Anger Management keeps a little Rage coming between pulls. Execute rank 5 (56) and Bloodthirst rank 4 (60) are the last big ranks; Battle Shout rank 7 at 60 adds 139 attack power.
Fury: Dual-wield Bloodthirst for dungeons (level 40)
The level 30 dungeon build finishes Dual Wield Specialization, adds a third point of Booming Voice, Improved Execute, Flurry and Bloodthirst. It is still a build for two one-handed weapons: Whirlwind (36) hits with both, and Flurry speeds up both after a crit. Level 40 is above the beta's level 30 cap, so this build is worked out from the client's talents and hasn't been played.
- 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 3/5: Rank 3 makes your Shouts cover 30% more area and cost 15% less Rage (10% and 5% per rank), and its points help make the 25 in tiers 1 to 5 that Flurry's tier needs.
- 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.
- 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), the off-hand accuracy a dual-wielder needs.
- Dual Wield Specialization 5/5: At 5/5 your off-hand deals 25% more damage and its attacks generate 50% more Rage (5% and 10% per rank).
- Raging Blows 1/1: Lowers the Rage cost of Cleave and Whirlwind by 3, and those two are what you press on nearly every pack.
- Improved Execute 2/2: Rank 2 lowers Execute's Rage cost by 5 (3 at rank 1), so more of your Rage turns into Execute's extra damage.
- 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, and Flurry requires it.
- Flurry 5/5: At 5/5 every melee critical strike makes your next 3 swings 25% faster (5% per rank). With Cruelty you crit often enough to keep it up most of a fight, and faster swings mean more Rage.
- Bloodthirst 1/1: Hits the target for 45% of your Attack Power plus 30 and makes you 10% faster for 10 sec. It is Fury's main attack from 40, and the trainer teaches new ranks at 48, 54 and 60.
Once the tank has threat, in Berserker Stance: Bloodthirst on cooldown, Whirlwind whenever two or more enemies are close (it hits up to 4 within 8 yards with both weapons, 3 Rage cheaper with Raging Blows), Heroic Strike on a single target and Cleave on two with spare Rage, and Execute below 20% health. Death Wish on bosses and dangerous packs. Pummel (38) is your interrupt in Berserker Stance: use it on healers and casters in a pack. Whirlwind hits everything nearby, so keep it away from sheep and other crowd control.
Fury: Bloodthirst, Enrage and Gore Drinker (level 50)
All 41 points in Fury: the level 40 dungeon build plus the last 2 points of Booming Voice, Enrage, Improved Berserker Rage and a point of Gore Drinker. Enrage adds damage when something hits you, which happens on most pulls once you Whirlwind, and Improved Berserker Rage makes Berserker Rage a free 10 Rage. Level 50 can't be played in the beta (it stops at 30), so this is untested.
- 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 5/5: At 5/5 your Shouts cover 50% more area and cost 25% less Rage (10% and 5% per rank), so Battle Shout reaches the whole party for less Rage.
- 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.
- 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), the off-hand accuracy a dual-wielder needs.
- Dual Wield Specialization 5/5: At 5/5 your off-hand deals 25% more damage and its attacks generate 50% more Rage (5% and 10% per rank).
- Raging Blows 1/1: Lowers the Rage cost of Cleave and Whirlwind by 3, and those two are what you press on nearly every pack.
- 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). Whirlwind draws hits from the pack, so it is up more often than you'd think, and Gore Drinker requires the 5 points.
- Improved Execute 2/2: Rank 2 lowers Execute's Rage cost by 5 (3 at rank 1), so more of your Rage turns into Execute's extra damage.
- Improved Berserker Rage 2/2: At 2/2 Berserker Rage instantly generates 10 Rage and removes all movement impairing effects (a 100% chance; 5 Rage and 50% at rank 1).
- 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, and Flurry requires it.
- Flurry 5/5: At 5/5 every melee critical strike makes your next 3 swings 25% faster (5% per rank). With Cruelty you crit often enough to keep it up most of a fight, and faster swings mean more Rage.
- Gore Drinker 1/2: Rank 1 makes Enrage, Berserker Rage, Bloodrage, Death Wish and Bloodthirst give your next 3 melee attacks a heal of 0.5% of your maximum Health each, small healing that takes a little pressure off the healer.
- Bloodthirst 1/1: Hits the target for 45% of your Attack Power plus 30 and makes you 10% faster for 10 sec. It is Fury's main attack from 40, and the trainer teaches new ranks at 48, 54 and 60.
The same as at 40: Bloodthirst, Whirlwind, Heroic Strike or Cleave, Execute. Press Berserker Rage on cooldown for its 10 Rage. Recklessness (50) adds 100% critical strike chance for 15 sec and every crit starts Flurry, but you take 20% more damage: use it with Death Wish on a boss once the tank is well ahead. Bloodthirst rank 2 (48) and Execute rank 4 (48) come on the way.
Fury: Dual-wield Fury for level 60 dungeons (level 60)
40 points in Fury and 11 in Arms. Gore Drinker's point moves to Arms with the rest: Improved Heroic Strike, 2 points of Deflection, Improved Tactical Mastery and Anger Management, for cheaper Heroic Strikes and a steady trickle of Rage. Nobody has played level 60 in the beta, which stops at 30, so this build is untested.
- 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 5/5: At 5/5 your Shouts cover 50% more area and cost 25% less Rage (10% and 5% per rank), so Battle Shout reaches the whole party for less Rage.
- 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.
- 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), the off-hand accuracy a dual-wielder needs.
- Dual Wield Specialization 5/5: At 5/5 your off-hand deals 25% more damage and its attacks generate 50% more Rage (5% and 10% per rank).
- Raging Blows 1/1: Lowers the Rage cost of Cleave and Whirlwind by 3, and those two are what you press on nearly every pack.
- 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), and 5 points here are required for Gore Drinker.
- Improved Execute 2/2: Rank 2 lowers Execute's Rage cost by 5 (3 at rank 1), so more of your Rage turns into Execute's extra damage.
- Improved Berserker Rage 2/2: At 2/2 Berserker Rage instantly generates 10 Rage and removes all movement impairing effects (a 100% chance; 5 Rage and 50% at rank 1).
- 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, and Flurry requires it.
- Flurry 5/5: At 5/5 every melee critical strike makes your next 3 swings 25% faster (5% per rank). With Cruelty you crit often enough to keep it up most of a fight, and faster swings mean more Rage.
- Bloodthirst 1/1: Hits the target for 45% of your Attack Power plus 30 and makes you 10% faster for 10 sec. It is Fury's main attack from 40, and the trainer teaches new ranks at 48, 54 and 60.
- Improved Heroic Strike 3/3: Rank 3 cuts Heroic Strike's cost by 3 Rage, and on a single target Heroic Strike takes most of your spare Rage.
- Deflection 2/5: Rank 2 adds 2% Parry chance (1% per rank) and with Improved Heroic Strike makes the 5 points that open Arms tier 2.
- Improved Tactical Mastery 5/5: At 5/5 Tactical Mastery keeps up to an additional 15 Rage when you change stances, and 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.
Bloodthirst, Whirlwind, Heroic Strike or Cleave, Execute, in Berserker Stance, with Death Wish and Recklessness together on bosses. Battle Shout rank 7 (60) adds 139 attack power for everyone within reach, and Booming Voice makes it cheaper. Execute rank 5 (56) converts each extra point of Rage into 15 more damage, so pool Rage as a boss nears 20%. Anger Management keeps Rage coming on fights where the boss is on the tank and nobody is hitting you.
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 (level 30) each crit gives 100% more Rage, twice a normal hit (Blizzard's Warrior notes). 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.
Fury: Bloodthirst and Improved Intercept for PvP (level 40)
The level 30 PvP build adds Improved Berserker Rage, Improved Intercept, Flurry and Bloodthirst. Improved Berserker Rage removes movement impairing effects every time you press it, and Improved Intercept brings Intercept back 10 sec sooner, so Hamstrings, Frost Novas and runners hold you up for less. Level 40 is above the beta's level 30 cap; nobody has tested this build.
- 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 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.
- 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.
- Piercing Howl 1/1: Dazes all nearby enemies, reducing their movement speed by 50% for 6 sec, your escape from a bad pull and your area slow in PvP.
- 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).
- 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), and 5 points here are required for Gore Drinker.
- Improved Berserker Rage 2/2: At 2/2 Berserker Rage instantly generates 10 Rage and has a 100% chance to remove all movement impairing effects. Pressed after a Frost Nova, Hamstring or Wing Clip, it lets you go straight back to your target.
- 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, and Flurry requires it.
- Improved Intercept 2/2: At 2/2 Intercept's cooldown is 10 sec shorter (5 sec per rank), so you can catch a player who gets away twice as quickly.
- Flurry 5/5: At 5/5 every melee critical strike makes your next 3 swings 25% faster (5% per rank). With Cruelty you crit often enough to keep it up most of a fight, and faster swings mean more Rage.
- Bloodthirst 1/1: Hits the target for 45% of your Attack Power plus 30 and makes you 10% faster for 10 sec. It is Fury's main attack from 40, and the trainer teaches new ranks at 48, 54 and 60.
Charge, Hamstring and Bloodrage, then into Berserker Stance for Bloodthirst, Intercept, Pummel (38) and Berserker Rage. Bloodthirst on cooldown, Hamstring kept up, Execute at 20% health. Use Berserker Rage when you are slowed or rooted, or before a Fear; Death Wish for your burst and as a second Fear answer. Improved Intercept means you can Intercept every 20 sec or so. Pummel interrupts and locks out the spell school for 4 sec; a Paladin's heal or a Priest's Flash Heal are good targets. Piercing Howl still slows everything near you.
Fury: Fury PvP with Gore Drinker and Iron Will (level 50)
36 points in Fury and 5 in Protection: Gore Drinker, Improved Execute and a second point of Booming Voice, plus Iron Will at 5/5 to make Stun and Fear effects on you 15% shorter. The beta stops at 30, so this level 50 build hasn't been tested.
- 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).
- 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.
- Piercing Howl 1/1: Dazes all nearby enemies, reducing their movement speed by 50% for 6 sec, your escape from a bad pull and your area slow in PvP.
- 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).
- 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), and 5 points here are required for Gore Drinker.
- Improved Execute 2/2: Rank 2 lowers Execute's Rage cost by 5 (3 at rank 1), so more of your Rage turns into Execute's extra damage.
- Improved Berserker Rage 2/2: At 2/2 Berserker Rage instantly generates 10 Rage and removes all movement impairing effects (a 100% chance; 5 Rage and 50% at rank 1).
- 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, and Flurry requires it.
- Improved Intercept 2/2: At 2/2 Intercept's cooldown is 10 sec shorter (5 sec per rank), so you can catch a player who gets away twice as quickly.
- Flurry 5/5: At 5/5 every melee critical strike makes your next 3 swings 25% faster (5% per rank). With Cruelty you crit often enough to keep it up most of a fight, and faster swings mean more Rage.
- Gore Drinker 2/2: At 2/2 Enrage, Berserker Rage, Bloodrage, Death Wish and Bloodthirst each make your next 3 melee attacks restore 1% of your maximum Health (0.5% at rank 1), steady healing in a fight where you press Bloodthirst on cooldown.
- Bloodthirst 1/1: Hits the target for 45% of your Attack Power plus 30 and makes you 10% faster for 10 sec. It is Fury's main attack from 40, and the trainer teaches new ranks at 48, 54 and 60.
- Iron Will 5/5: At 5/5 Stun and Fear effects on you last 15% less (3% per rank), so Hammer of Justice, Kidney Shot, Fear and Psychic Scream take less of the fight away from you.
The level 40 loop with more staying power: Gore Drinker heals you after Bloodthirst, Bloodrage, Berserker Rage, Death Wish and Enrage, and Iron Will shortens the control on you. Recklessness (50) gives 100% more crit chance and Fear immunity for 15 sec, but you take 20% more damage; with Death Wish on top it is the biggest burst a warrior has, so save both for a target that can't escape. Intercept rank 2 (42) and Bloodthirst rank 2 (48) arrive on the way.
Fury: Fury PvP at 60 (level 60)
Adds Deflection, Improved Charge and 3 points of Improved Tactical Mastery from Arms to the level 50 build: 36 points in Fury, 10 in Arms and 5 in Protection. More parry against melee, more Rage from Charge and more kept when you change stance. Level 60 is far above the beta's level 30 cap, so treat this as untested.
- 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).
- 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.
- Piercing Howl 1/1: Dazes all nearby enemies, reducing their movement speed by 50% for 6 sec, your escape from a bad pull and your area slow in PvP.
- 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).
- 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), and 5 points here are required for Gore Drinker.
- Improved Execute 2/2: Rank 2 lowers Execute's Rage cost by 5 (3 at rank 1), so more of your Rage turns into Execute's extra damage.
- Improved Berserker Rage 2/2: At 2/2 Berserker Rage instantly generates 10 Rage and removes all movement impairing effects (a 100% chance; 5 Rage and 50% at rank 1).
- 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, and Flurry requires it.
- Improved Intercept 2/2: At 2/2 Intercept's cooldown is 10 sec shorter (5 sec per rank), so you can catch a player who gets away twice as quickly.
- Flurry 5/5: At 5/5 every melee critical strike makes your next 3 swings 25% faster (5% per rank). With Cruelty you crit often enough to keep it up most of a fight, and faster swings mean more Rage.
- Gore Drinker 2/2: At 2/2 Enrage, Berserker Rage, Bloodrage, Death Wish and Bloodthirst each make your next 3 melee attacks restore 1% of your maximum Health (0.5% at rank 1), healing that comes from buttons you press anyway.
- Bloodthirst 1/1: Hits the target for 45% of your Attack Power plus 30 and makes you 10% faster for 10 sec. It is Fury's main attack from 40, and the trainer teaches new ranks at 48, 54 and 60.
- Iron Will 5/5: At 5/5 Stun and Fear effects on you last 15% less (3% per rank), so Hammer of Justice, Kidney Shot, Fear and Psychic Scream take less of the fight away from you.
- Deflection 5/5: At 5/5 you parry 5% more often, against every melee class.
- Improved Charge 2/2: Rank 2 raises the Rage your Charge generates by 6 (3 per rank), so with rank 3 of Charge you open with enough Rage for Hamstring and Bloodthirst.
- Improved Tactical Mastery 3/5: Rank 3 lets Tactical Mastery keep up to an additional 9 Rage when you change stances, for 19 in all with Tactical Mastery's own 10, so going to Battle Stance for Charge or Overpower and back costs little.
Charge in Battle Stance with the extra Rage from Improved Charge, switch to Berserker Stance keeping up to 19 Rage, Hamstring and Bloodthirst. From there it is Bloodthirst on cooldown, Intercept for runners, Pummel for heals, Berserker Rage for roots and Fears, and Death Wish with Recklessness for a kill. Pummel rank 2 (58), Intercept rank 3 (52) and Hamstring rank 3 (54) are the late ranks to buy.
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: Sword and board leveling to Shield Slam (level 40)
The level 30 leveling build adds a fourth point of Anticipation, Focused Rage, Bastion and Shield Slam. Bastion makes everything you deal 10% stronger while you have a shield on, which a Protection warrior always does, and Shield Slam hits for 421 to 439 damage plus your Block Value. Level 40 is above the beta's level 30 cap, so this build is worked out from the client's tree, not tested.
- 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 are required for 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 4/5: Rank 4 raises your Defense Skill by 16 (4 per rank), so enemies miss you more and you take fewer crushing blows while you level, and its points help make the 25 in tiers 1 to 5 that Bastion 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 avoidance turns into Rage and threat.
- Last Stand 1/1: Grants 30% of your maximum health for 20 sec, lost again when it ends, an emergency button for a big hit or a bad pull.
- 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 away from hard hitters more often.
- Vanguard 1/1: Makes Charge usable in Defensive Stance, so you open every fight without leaving it and losing Rage to the switch.
- Concussion Blow 1/1: Stuns the target for 5 sec, and Shield Slam requires it.
- Focused Rage 3/3: At 3/3 the Rage cost of your offensive abilities drops by 3 (1 per rank): Shield Slam, Revenge, Sunder Armor and Heroic Strike all get cheaper, and Rage is what limits a tank's threat.
- Bastion 5/5: At 5/5 you deal 10% more damage with a shield equipped (2% per rank), and a tank always has one, so every Shield Slam, Revenge and Thunder Clap hits harder and causes more threat.
- Shield Slam 1/1: Slams the target with your shield for 421 to 439 damage, increased by your Block Value, with a 50% chance to dispel 1 magic effect on it and a very high amount of threat. It is Protection's main attack from 40, with new ranks at 48, 54 and 60.
Charge from Defensive Stance with Vanguard, Bloodrage, then Shield Slam every time it is ready and Revenge every time it lights up, with Heroic Strike for the rest. Focused Rage makes all of them 3 Rage cheaper and Bastion adds 10% to their damage, so this is the first level where a shield warrior kills as fast as it survives. Shield Block keeps Revenge coming against melee. Concussion Blow takes a caster or a hard hitter out for 5 sec; Shield Slam has a 50% chance to remove a magic effect, which strips buffs off casters. Last Stand and Shield Wall for pulls that go wrong.
Protection: Shield Slam leveling with Improved Shield Wall (level 50)
37 points in Protection and 4 in Arms: Anticipation at 5/5, Improved Thunder Clap for pulling packs, Improved Shield Wall so Shield Wall comes back 11 minutes sooner, Improved Heroic Strike and a point of Deflection. A Protection warrior at 50 can take three or four mobs at once. The beta stops at 30, so this level 50 build is untested.
- 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 are required for 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 5/5: At 5/5 your Defense Skill is 20 higher (4 per rank), so you are dodged, parried, blocked and missed more often and crit less.
- Improved Thunder Clap 3/3: Rank 3 lowers Thunder Clap's Rage cost by 6 (2 per rank), so you can open a pack of three with Thunder Clap and still have Rage for Shield Slam.
- 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 Rage and threat.
- Last Stand 1/1: Grants 30% of your maximum health for 20 sec, lost again when it ends, an emergency button for a big hit or a bad pull.
- 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 away from hard hitters more often.
- Vanguard 1/1: Makes Charge usable in Defensive Stance, so you open every fight without leaving it and losing Rage to the switch.
- Concussion Blow 1/1: Stuns the target for 5 sec, and Shield Slam requires it.
- Improved Shield Wall 2/2: At 2/2 Shield Wall's cooldown is 11.0 min shorter (5.5 min at rank 1), so it comes back for the next dangerous pull instead of once a dungeon.
- Focused Rage 3/3: At 3/3 the Rage cost of your offensive abilities drops by 3 (1 per rank): Shield Slam, Revenge, Sunder Armor and Heroic Strike all get cheaper, and Rage is what limits a tank's threat.
- Bastion 5/5: At 5/5 you deal 10% more damage with a shield equipped (2% per rank), and a tank always has one, so every Shield Slam, Revenge and Thunder Clap hits harder and causes more threat.
- Shield Slam 1/1: Slams the target with your shield for 421 to 439 damage, increased by your Block Value, with a 50% chance to dispel 1 magic effect on it and a very high amount of threat. It is Protection's main attack from 40, with new ranks at 48, 54 and 60.
- Improved Heroic Strike 3/3: Rank 3 cuts Heroic Strike's cost by 3 Rage (1 per rank), and Heroic Strike takes most of the Rage blocks and parries give you.
- Deflection 1/5: Rank 1 adds 1% Parry chance, and in Defensive Stance a parry also lights up Revenge.
On a single enemy: Shield Slam, Revenge, Heroic Strike. On a pack: Thunder Clap first, Demoralizing Shout, then Shield Slam and Revenge on the one you want dead first, and Cleave with spare Rage. Improved Shield Wall brings Shield Wall back for nearly every bad pull. Shield Slam rank 2 (48), Thunder Clap rank 5 (48), Revenge rank 4 (44) and Sunder Armor rank 4 (46) raise your damage and threat on the way.
Protection: Protection leveling to 60 (level 60)
37 points in Protection and 14 in Arms: the level 50 build plus 2 more points of Deflection, Improved Tactical Mastery, Anger Management and Improved Charge. With Vanguard you Charge from Defensive Stance, so Improved Charge's Rage goes straight into Shield Slam. Level 60 is the release cap; the beta stops at 30, so nobody has played this.
- 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 are required for 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 5/5: At 5/5 your Defense Skill is 20 higher (4 per rank), so you are dodged, parried, blocked and missed more often and crit less.
- Improved Thunder Clap 3/3: Rank 3 lowers Thunder Clap's Rage cost by 6 (2 per rank), so the first press on every pack 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 Rage and threat.
- Last Stand 1/1: Grants 30% of your maximum health for 20 sec, lost again when it ends, an emergency button for a big hit or a bad pull.
- 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 away from hard hitters more often.
- Vanguard 1/1: Makes Charge usable in Defensive Stance, so you open every fight without leaving it and losing Rage to the switch.
- Concussion Blow 1/1: Stuns the target for 5 sec, and Shield Slam requires it.
- Improved Shield Wall 2/2: At 2/2 Shield Wall's cooldown is 11.0 min shorter (5.5 min at rank 1), so it comes back for the next dangerous pull instead of once a dungeon.
- Focused Rage 3/3: At 3/3 the Rage cost of your offensive abilities drops by 3 (1 per rank): Shield Slam, Revenge, Sunder Armor and Heroic Strike all get cheaper, and Rage is what limits a tank's threat.
- Bastion 5/5: At 5/5 you deal 10% more damage with a shield equipped (2% per rank), and a tank always has one, so every Shield Slam, Revenge and Thunder Clap hits harder and causes more threat.
- Shield Slam 1/1: Slams the target with your shield for 421 to 439 damage, increased by your Block Value, with a 50% chance to dispel 1 magic effect on it and a very high amount of threat. It is Protection's main attack from 40, with new ranks at 48, 54 and 60.
- Improved Heroic Strike 3/3: Rank 3 cuts Heroic Strike's cost by 3 Rage (1 per rank), and Heroic Strike is where spare Rage goes on every fight.
- Deflection 3/5: Rank 3 adds 3% Parry chance (1% per rank), and every parry in Defensive Stance lights up Revenge and gives Rage through Master of Defense.
- Improved Tactical Mastery 5/5: At 5/5 Tactical Mastery keeps up to an additional 15 Rage when you change stances, so dropping into Battle Stance for Execute or Overpower and back costs nothing; 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%, Rage that keeps coming when a boss isn't hitting you hard.
- Improved Charge 2/2: Rank 2 raises the Rage your Charge generates by 6 (3 per rank), and with Vanguard you Charge from Defensive Stance, so that Rage goes straight into Revenge or Shield Slam.
Charge from Defensive Stance, Bloodrage, Shield Slam and Revenge, Heroic Strike with spare Rage. Anger Management and Improved Charge give you a steadier start to each pull. With Improved Tactical Mastery you keep up to 25 Rage between stances, so switching to Battle Stance for an Execute on a low enemy, then back, is cheap. Shield Slam rank 4 (60) and Revenge rank 6 (60) are the last ranks to buy.
Protection: Shield Slam dungeon tank (level 40)
The level 30 tank build adds Concussion Blow, the last 2 points of Improved Revenge and Focused Rage, 4 points of Bastion and Shield Slam. Shield Slam causes a very high amount of threat and Bastion adds 8% to all your damage with a shield, so single-target threat stops being a problem. This level 40 build is above the beta's level 30 cap, so it hasn't been tested in a dungeon.
- 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 are required for 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 Thunder Clap 3/3: Rank 3 lowers Thunder Clap's Rage cost by 6 (2 per rank), so the first press on every pack leaves more Rage for Sunder Armor and Revenge.
- 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.
- 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 Rage and 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.
- Last Stand 1/1: Grants 30% of your maximum health for 20 sec, lost again when it ends, an emergency button for a big hit or a bad pull.
- Improved Sunder Armor 3/3: At 3/3 Sunder Armor's Rage cost is lower by 3 (1 per rank), and Sunder is how you hold threat on everything that isn't the Shield Slam target.
- Concussion Blow 1/1: Stuns the target for 5 sec, which stops a caster or a runner, and Shield Slam requires it.
- Focused Rage 3/3: At 3/3 the Rage cost of your offensive abilities drops by 3 (1 per rank): Shield Slam, Revenge, Sunder Armor and Heroic Strike all get cheaper, and Rage is what limits a tank's threat.
- Bastion 4/5: Rank 4 adds 8% to all your damage while a shield is equipped (2% per rank). More damage is more threat, and its points take the build to the 30 in tiers 1 to 6 that Shield Slam's tier needs.
- Shield Slam 1/1: Slams the target with your shield for 421 to 439 damage, increased by your Block Value, with a 50% chance to dispel 1 magic effect on it and a very high amount of threat. It is Protection's main attack from 40, with new ranks at 48, 54 and 60.
Open with Charge, Defensive Stance and Bloodrage, Thunder Clap on packs, then Shield Slam on your main target whenever it is ready and Revenge whenever it lights up. Tab-Sunder the rest of the pack and keep Shield Block rolling on hard hitters. Focused Rage makes every attack 3 Rage cheaper, so you can afford Heroic Strike more often. Shield Slam's chance to dispel a magic effect helps against casters that buff themselves. Blizzard's 1 October known issues say Demoralizing Shout doesn't cause threat at the moment; that may have changed by launch. Shield Wall, Last Stand and Challenging Shout for emergencies.
Protection: Dungeon tank at 50 (level 50)
39 points in Protection and 2 in Arms: Bastion at 5/5, Anticipation for 20 Defense Skill, Improved Shield Wall, and 2 points of Deflection. The extra Defense and parry mean fewer crits and crushing blows on you, which is what healers notice in the harder dungeons of the 40s and 50s. Level 50 isn't playable in the beta, which stops at 30, so this build is untested.
- 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 are required for 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 Thunder Clap 3/3: Rank 3 lowers Thunder Clap's Rage cost by 6 (2 per rank), so the first press on every pack leaves more Rage for Sunder Armor and Revenge.
- Anticipation 5/5: At 5/5 your Defense Skill is 20 higher (4 per rank), so you are dodged, parried, blocked and missed more often and crit less.
- 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.
- 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 Rage and 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.
- Last Stand 1/1: Grants 30% of your maximum health for 20 sec, lost again when it ends, an emergency button for a big hit or a bad pull.
- Improved Sunder Armor 3/3: At 3/3 Sunder Armor's Rage cost is lower by 3 (1 per rank), and Sunder is how you hold threat on everything that isn't the Shield Slam target.
- Concussion Blow 1/1: Stuns the target for 5 sec, and Shield Slam requires it.
- Improved Shield Wall 2/2: At 2/2 Shield Wall's cooldown is 11.0 min shorter (5.5 min at rank 1), so it comes back for the next dangerous pull instead of once a dungeon.
- Focused Rage 3/3: At 3/3 the Rage cost of your offensive abilities drops by 3 (1 per rank): Shield Slam, Revenge, Sunder Armor and Heroic Strike all get cheaper, and Rage is what limits a tank's threat.
- Bastion 5/5: At 5/5 you deal 10% more damage with a shield equipped (2% per rank), and a tank always has one, so every Shield Slam, Revenge and Thunder Clap hits harder and causes more threat.
- Shield Slam 1/1: Slams the target with your shield for 421 to 439 damage, increased by your Block Value, with a 50% chance to dispel 1 magic effect on it and a very high amount of threat. It is Protection's main attack from 40, with new ranks at 48, 54 and 60.
- Deflection 2/5: Rank 2 adds 2% Parry chance (1% per rank), and each parry also lights up Revenge and gives Rage through Master of Defense.
Shield Slam on cooldown on the main target, Revenge whenever it lights up, Sunder Armor across the pack, Thunder Clap and Demoralizing Shout on packs, Heroic Strike with spare Rage. Improved Shield Wall turns Shield Wall into something you can use on most boss fights instead of saving it all run. Shield Slam rank 2 (48), Sunder Armor rank 4 (46) and Thunder Clap rank 5 (48) raise your threat; Mocking Blow rank 4 (46) forces a target to attack you for 6 sec if Taunt misses or is on cooldown, but it needs Battle Stance.
Protection: Dungeon and raid tank at 60 (level 60)
39 points in Protection and 12 in Arms: Deflection at 5/5, a point of Improved Heroic Strike, Improved Tactical Mastery and Anger Management. Parry is avoidance and Rage, and Anger Management adds Rage on fights where you aren't being hit hard. Level 60 is the release cap, and the beta stops at 30, so this tank build is untested.
- 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 are required for 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 Thunder Clap 3/3: Rank 3 lowers Thunder Clap's Rage cost by 6 (2 per rank), so the first press on every pack leaves more Rage for Sunder Armor and Revenge.
- Anticipation 5/5: At 5/5 your Defense Skill is 20 higher (4 per rank), so you are dodged, parried, blocked and missed more often and crit less.
- 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.
- 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 Rage and 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.
- Last Stand 1/1: Grants 30% of your maximum health for 20 sec, lost again when it ends, an emergency button for a big hit or a bad pull.
- Improved Sunder Armor 3/3: At 3/3 Sunder Armor's Rage cost is lower by 3 (1 per rank), and Sunder is how you hold threat on everything that isn't the Shield Slam target.
- Concussion Blow 1/1: Stuns the target for 5 sec, and Shield Slam requires it.
- Improved Shield Wall 2/2: At 2/2 Shield Wall's cooldown is 11.0 min shorter (5.5 min at rank 1), so it comes back for the next dangerous pull instead of once a dungeon.
- Focused Rage 3/3: At 3/3 the Rage cost of your offensive abilities drops by 3 (1 per rank): Shield Slam, Revenge, Sunder Armor and Heroic Strike all get cheaper, and Rage is what limits a tank's threat.
- Bastion 5/5: At 5/5 you deal 10% more damage with a shield equipped (2% per rank), and a tank always has one, so every Shield Slam, Revenge and Thunder Clap hits harder and causes more threat.
- Shield Slam 1/1: Slams the target with your shield for 421 to 439 damage, increased by your Block Value, with a 50% chance to dispel 1 magic effect on it and a very high amount of threat. It is Protection's main attack from 40, with new ranks at 48, 54 and 60.
- Improved Heroic Strike 1/3: Rank 1 cuts Heroic Strike's cost by 1 Rage. Heroic Strike is the Rage dump of every warrior, tank included, and the point counts towards the 5 that open Arms tier 2.
- Deflection 5/5: At 5/5 you parry 5% more often, and every parry also lights up Revenge and, with Master of Defense, gives Rage.
- Improved Tactical Mastery 5/5: At 5/5 Tactical Mastery keeps up to an additional 15 Rage when you change stances, so a dip into Battle Stance for Mocking Blow or Battle Stance's other abilities costs little, and 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%, Rage that keeps coming when a boss isn't hitting you hard.
Shield Slam, Revenge, Sunder Armor and Heroic Strike, the same as at 50, with Shield Slam and Revenge at their last ranks at 60 and Sunder Armor rank 5 at 58. Pool Rage before a pull with Bloodrage only once you are about to Charge. Mocking Blow (Battle Stance) is a second taunt when Taunt misses or is on cooldown; Improved Tactical Mastery keeps up to 25 Rage through the switch and back. Last Stand and Shield Wall at different times so you always have one left.
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.
Protection: Shield Slam and Concussion Blow for PvP (level 40)
The level 30 PvP build adds Improved Shield Wall, 2 points of Focused Rage, Bastion and Shield Slam. Shield Slam's 50% chance to dispel a magic effect can strip a Priest's Power Word: Shield or a Paladin's blessing, and Bastion makes your damage 10% higher with a shield. Level 40 is above the beta's level 30 cap, so this build hasn't been played.
- 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 are required for Master of Defense.
- Iron Will 5/5: At 5/5 Stun and Fear effects on you last 15% less (3% per rank), so Hammer of Justice, Kidney Shot, Fear and Psychic Scream take less of the fight away from you.
- 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.
- Last Stand 1/1: Grants 30% of your maximum health for 20 sec, lost again when it ends, an emergency button for a big hit or a bad pull.
- 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 away from hard hitters more often.
- Vanguard 1/1: Makes Charge usable in Defensive Stance, so you open every fight without leaving it and losing Rage to the switch.
- Improved Shield Bash 2/2: At 2/2 every Shield Bash also silences the target for 3 sec (a 50% chance at rank 1), so a healer can't switch to a spell from another school.
- Improved Shield Wall 2/2: At 2/2 Shield Wall's cooldown is 11.0 min shorter (5.5 min at rank 1), so you can use it on nearly every flag run instead of once a battleground.
- Concussion Blow 1/1: Stuns the target for 5 sec, and Shield Slam requires it.
- Focused Rage 2/3: Rank 2 lowers the Rage cost of your offensive abilities by 2 (1 per rank), and its points complete the 25 in tiers 1 to 5 that Bastion needs.
- Bastion 5/5: At 5/5 you deal 10% more damage with a shield equipped (2% per rank), and a tank always has one, so every Shield Slam, Revenge and Thunder Clap hits harder and causes more threat.
- Shield Slam 1/1: Slams the target with your shield for 421 to 439 damage, increased by your Block Value, with a 50% chance to dispel 1 magic effect: a shield, a blessing or a heal over time. New ranks come at 48, 54 and 60.
Defensive Stance, Charge with Vanguard, then Shield Slam on cooldown, Revenge whenever it lights up and Shield Bash for heals, now silencing for 3 sec. Concussion Blow stuns for 5 sec: stun a healer, Shield Bash the next cast. Shield Slam on a caster can remove their shield or buff. Disarm Rogues and Warriors. Shield Wall and Last Stand at different times. Pummel and Intercept both need Berserker Stance, so a Protection warrior mostly leaves them alone.
Protection: Protection PvP with Anticipation (level 50)
All 41 points in Protection: the level 40 PvP build plus Anticipation at 5/5, the last point of Focused Rage, Master of Defense and Improved Bloodrage. More Defense means fewer crits on you, and Master of Defense turns your dodges and parries into Rage. The beta's cap is 30, so this level 50 build is untested.
- 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 are required for Master of Defense.
- Iron Will 5/5: At 5/5 Stun and Fear effects on you last 15% less (3% per rank), so Hammer of Justice, Kidney Shot, Fear and Psychic Scream take less of the fight away from you.
- 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.
- Anticipation 5/5: At 5/5 your Defense Skill is 20 higher (4 per rank), so you are dodged, parried, blocked and missed more often and crit less.
- 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.
- Last Stand 1/1: Grants 30% of your maximum health for 20 sec, lost again when it ends, an emergency button for a big hit or a bad pull.
- 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 Rage and threat.
- 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 away from hard hitters more often.
- Vanguard 1/1: Makes Charge usable in Defensive Stance, so you open every fight without leaving it and losing Rage to the switch.
- Improved Shield Bash 2/2: At 2/2 every Shield Bash also silences the target for 3 sec (a 50% chance at rank 1), so a healer can't switch to a spell from another school.
- Improved Shield Wall 2/2: At 2/2 Shield Wall's cooldown is 11.0 min shorter (5.5 min at rank 1), so it comes back for the next dangerous pull instead of once a dungeon.
- Concussion Blow 1/1: Stuns the target for 5 sec, and Shield Slam requires it.
- Focused Rage 3/3: At 3/3 the Rage cost of your offensive abilities drops by 3 (1 per rank): Shield Slam, Revenge, Sunder Armor and Heroic Strike all get cheaper, and Rage is what limits a tank's threat.
- Bastion 5/5: At 5/5 you deal 10% more damage with a shield equipped (2% per rank), and a tank always has one, so every Shield Slam, Revenge and Thunder Clap hits harder and causes more threat.
- Shield Slam 1/1: Slams the target with your shield for 421 to 439 damage, increased by your Block Value, with a 50% chance to dispel 1 magic effect on it and a very high amount of threat. It is Protection's main attack from 40, with new ranks at 48, 54 and 60.
The level 40 loop: Shield Slam, Revenge, Shield Bash and Concussion Blow, Disarm on melee, Shield Wall and Last Stand in turn. Master of Defense and Improved Bloodrage keep Rage coming when players aren't hitting you. Shield Slam rank 2 (48) and Shield Bash rank 3 (52) arrive on the way. On a flag run, Shield Wall first, then Last Stand when it ends.
Protection: Protection PvP at 60 (level 60)
41 points in Protection and 10 in Arms: Deflection at 5/5, Improved Charge and 3 points of Improved Tactical Mastery. Parry adds survival and Revenges, Improved Charge adds Rage to your opening Charge from Defensive Stance, and Improved Tactical Mastery makes a switch to Berserker Stance for Pummel or Intercept affordable. Nobody has played level 60 in the beta (it stops at 30), so this is untested.
- 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 are required for Master of Defense.
- Iron Will 5/5: At 5/5 Stun and Fear effects on you last 15% less (3% per rank), so Hammer of Justice, Kidney Shot, Fear and Psychic Scream take less of the fight away from you.
- 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.
- Anticipation 5/5: At 5/5 your Defense Skill is 20 higher (4 per rank), so you are dodged, parried, blocked and missed more often and crit less.
- 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.
- Last Stand 1/1: Grants 30% of your maximum health for 20 sec, lost again when it ends, an emergency button for a big hit or a bad pull.
- 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 Rage and threat.
- 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 away from hard hitters more often.
- Vanguard 1/1: Makes Charge usable in Defensive Stance, so you open every fight without leaving it and losing Rage to the switch.
- Improved Shield Bash 2/2: At 2/2 every Shield Bash also silences the target for 3 sec (a 50% chance at rank 1), so a healer can't switch to a spell from another school.
- Improved Shield Wall 2/2: At 2/2 Shield Wall's cooldown is 11.0 min shorter (5.5 min at rank 1), so it comes back for the next dangerous pull instead of once a dungeon.
- Concussion Blow 1/1: Stuns the target for 5 sec, and Shield Slam requires it.
- Focused Rage 3/3: At 3/3 the Rage cost of your offensive abilities drops by 3 (1 per rank): Shield Slam, Revenge, Sunder Armor and Heroic Strike all get cheaper, and Rage is what limits a tank's threat.
- Bastion 5/5: At 5/5 you deal 10% more damage with a shield equipped (2% per rank), and a tank always has one, so every Shield Slam, Revenge and Thunder Clap hits harder and causes more threat.
- Shield Slam 1/1: Slams the target with your shield for 421 to 439 damage, increased by your Block Value, with a 50% chance to dispel 1 magic effect on it and a very high amount of threat. It is Protection's main attack from 40, with new ranks at 48, 54 and 60.
- Deflection 5/5: At 5/5 you parry 5% more often, and every parry also lights up Revenge and, with Master of Defense, gives Rage.
- Improved Charge 2/2: Rank 2 raises the Rage your Charge generates by 6 (3 per rank), and with Vanguard you Charge from Defensive Stance, so that Rage goes straight into Revenge or Shield Slam.
- Improved Tactical Mastery 3/5: Rank 3 lets Tactical Mastery keep up to an additional 9 Rage when you change stances, for 19 in all with Tactical Mastery's own 10, so going to Battle Stance for Charge or Overpower and back costs little.
Charge from Defensive Stance with extra Rage, Shield Slam, Revenge, Shield Bash and Concussion Blow. When a caster is out of Shield Bash's reach or a flag carrier is running, you can switch to Berserker Stance for Intercept and keep up to 19 Rage, but you lose the shield stance's protection there, so come back quickly. Shield Slam rank 4 (60) and Revenge rank 6 (60) are the last ranks.
Checked against WoW Forever beta build 1.60.1.70658.
Popular builds
Seen in WoW Forever: 7 players (10 characters). How it works: signed-in players upload their Companion addon file (its Your talent builds setting records each character’s talents). Each character counts once per level range, at most 2 of one player’s, and no names are shown. A spec appears once 5 characters from 3 different players at that level range have uploaded, and a build once 2 players run it.
Levels 10–19
5 Warrior characters at Levels 10–19.
- Arms: Not enough players yet: 3 of the 5 characters needed, from at least 3 different players.
- Protection: Not enough players yet: 2 of the 5 characters needed, from at least 3 different players.
Levels 20–29
3 Warrior characters at Levels 20–29.
- Fury: Not enough players yet: 1 of the 5 characters needed, from at least 3 different players.
- Protection: Not enough players yet: 2 of the 5 characters needed, from at least 3 different players.
Level 30 (cap)
2 Warrior characters at Level 30 (cap).
- Protection: Not enough players yet: 2 of the 5 characters needed, from at least 3 different players.
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)
Common questions
What is the Defense skill in WoW Forever?
Defense is a passive combat skill every character has, shown as Defense in the client. A higher Defense Skill lowers the chance enemies hit or critically hit you and raises your block, dodge and parry, which is why it matters most to tanks.
Two Protection talents raise it in Forever, both named Anticipation and both now at Protection tier 2. The Paladin's Anticipation and the Warrior's Anticipation each add 20 Defense Skill at max rank, up from 10 in Classic Era. The Warrior build leans on Anticipation as its main passive Defense once talented.
Sources: Defense · Anticipation (Paladin) · Anticipation (Warrior) · checked on build 1.60.1.70532