What Forever Changes for Warriors
- Rage from taking damage ignores your Armor and absorb shields, so better gear and a Power Word: Shield no longer starve a tank.
- Rage from dealing damage is normalized to weapon speed, and critical strikes with basic attacks give twice as much Rage.
- Tactical Mastery is trained at level 14 and Victory Rush at level 20. Every kill readies Victory Rush, an instant hit that heals you for 10% of your maximum health.
- Recklessness, Retaliation, and Shield Wall no longer share a cooldown, and Retaliation and Shield Wall drop to 15 minutes.
- Thunder Clap works in Defensive Stance, and its damage, Rend, and Sunder Armor threat all scale with Attack Power.
New and Reworked Warrior Abilities
These are the spells the Forever client adds, opens to every race, or hands you without a talent, in the order you learn them. Spells marked with a race are that race’s own.
| Level | Ability | Status | What it does |
|---|---|---|---|
| 20 | Victory Rush | New in Forever | Instantly attack the target causing (1 + 15% of your attack power) damage and healing you for 10% of your maximum health. Only useable within 20 sec after you kill a non-trivial enemy. |
Recommended Builds
Each build lists the order to spend every point from level 10, so you can follow it while you level. Open any step in the talent calculator to see the build at that level.
Arms and Fury Beta Start
Levels 10–20, the opening Arms and Fury share at the beta level cap
0 Arms11 Fury0 Protection
Eleven points into Fury: 5% melee critical strike, a steady stream of extra Rage, and Piercing Howl at 20 to stop anything that runs.
Why these talents
- Cruelty adds 5% melee critical strike chance, the simplest damage increase available before the deeper Arms talents open.
- Unbridled Wrath gives melee damage a 60% chance of 1 extra Rage, which is what keeps your Rage spenders coming.
- Piercing Howl at level 20 dazes every nearby enemy for 6 seconds: an escape when a pull goes wrong, and a way to finish runners.
Swaps to consider
- Arms and Fury want the same eleven points at this level, so this build covers both; the trees separate after level 20.
- Tanking dungeons instead? The Protection build trades all of this for Rage on every block.
Protection Beta Start
Levels 10–20, tanking beta dungeons
0 Arms0 Fury11 Protection
Protection's first eleven points are all Rage: 5 Rage on every block, half again as much from Bloodrage, and a cheaper Thunder Clap for holding groups.
Why these talents
- Shield Specialization adds 5% block chance and a guaranteed 5 Rage whenever you block, which is the entire Rage engine for a level-20 tank.
- Improved Bloodrage raises the Rage from Bloodrage by 50%, so you open a pull with enough to act immediately.
- Improved Thunder Clap cuts 6 Rage from Thunder Clap, making multi-target threat affordable on the first pull.
- Master of Defense adds a 50% chance of 5 Rage when you dodge or parry with a shield equipped.
Swaps to consider
- Questing solo between dungeon runs is much faster with the Arms and Fury build; the two swap cleanly at a trainer.
Talent Tree Changes from Classic
New talents, talents moved in from another tree, and the Classic talents each tree no longer has. Compare them in the talent calculator →
Arms
4 new · 1 moved in · 5 removed
Weaponmaster folds every weapon specialization into one talent, so any weapon upgrade is simply an upgrade. Spearing Strike at 16 points knocks a target off its mount.
New
Improved Tactical Mastery
Spearing Strike
Bloodthrill
Weaponmaster
Moved in
Improved Overpower
No longer in this tree
Axe Specialization, Mace Specialization, Polearm Specialization, Sword Specialization, Tactical Mastery
Fury
4 new · 1 moved in · 3 removed
Whirlwind now strikes with both weapons without a talent, Raging Blows at 16 points cuts the Rage cost of Cleave and Whirlwind, and Lingering Rage, Furious Precision, and Gore Drinker are new. Bloodthirst trades its heal for 10% movement speed.
New
Lingering Rage
Furious Precision
Raging Blows
Gore Drinker
Moved in
Improved Execute
No longer in this tree
Improved Battle Shout, Improved Cleave, Improved Demoralizing Shout
Protection
4 new · 1 moved in · 4 removed
Vanguard at 16 points lets you Charge in Defensive Stance, and Master of Defense and Shield Specialization turn blocks, dodges, and parries into Rage.
New
Master of Defense
Vanguard
Focused Rage
Bastion
Moved in
Improved Shield Bash
No longer in this tree
Improved Shield Block, Improved Taunt, One-Handed Weapon Specialization, Toughness
Leveling a Warrior
Every class follows the same zones and dungeons; your faction decides the route. Start in your race's zone, follow your faction's route, and spend your talents with the Arms and Fury Beta Start build above.
- HumanAlliance · Elwynn Forest
- DwarfAlliance · Dun Morogh
- Night ElfAlliance · Teldrassil
- GnomeAlliance · Dun Morogh
- SkyborneAlliance · Zephras Isle
- OrcHorde · Durotar
- UndeadHorde · Tirisfal Glades
- TaurenHorde · Mulgore
- TrollHorde · Durotar
- SkyborneHorde · Zephras Isle
Playable Race Options
Every race that can play a Warrior in WoW Forever. Racials are balanced around offensive consistency, so choose the aesthetics, utility, and movement tools that fit your playstyle.