How to Level a Warrior in WoW Forever
A Warrior has almost no healing, so the fastest leveling is the kind that rarely stops. The recommended Protection plan turns blocks, dodges, and parries into Rage, reaches Shield Slam at 40, and tanks every dungeon on the way. Prefer to hit harder? Dual-wield Fury, two-handed Fury, and a Protection-to-Arms plan with a respec at 30 are all below.
Warrior Leveling Milestones
- Lv 4
Charge and Rend: open every fight from range with Rage in hand.
- Lv 10
Defensive Stance, Sunder Armor, Taunt, Bloodrage, and your first talent point.
- Lv 12
Overpower and Shield Bash.
- Lv 14
Revenge, the cheap, hard hit Protection is built around.
- Lv 16
Shield Block: blocks on demand, and Revenge after every one.
- Lv 20
Victory Rush heals 10% of your health after each kill; Cleave and Slam arrive too.
- Lv 24
Execute for low-health targets.
- Lv 30
Berserker Stance, Berserker Rage, and Intercept.
- Lv 36
Whirlwind.
- Lv 40
Plate armor, and Shield Slam for the Protection plan.
Warrior Protection Leveling Build
A sword-and-board build that turns every hit you take into Rage. Shield Specialization, Master of Defense, and Improved Revenge make blocks, dodges, and parries pay for your attacks, Shield Slam arrives at 40, and the last eleven points add Parry and critical strike. The same build tanks every dungeon on the way.
How the Protection Leveling Plan Works
Arms5
5/5














Fury6
5/5
1/5














Protection40
2/2
5/5
5/5
3/3
3/3
1/1
2/2
3/3
3/3
1/1
2/2
1/1
3/3
5/5
1/1A Warrior has almost no healing of its own, so the fastest way to level is the one that stops you from sitting down. In Forever, Protection does that by feeding your Rage bar from defense: each block with Shield Specialization returns 5 Rage, and Master of Defense adds 5 more on every dodge and parry. Taking hits is what powers your damage, so you can open on the next monster with Rage already banked.
Revenge is the attack this plan is built around. It becomes usable after you block, dodge, or parry, costs very little, and Improved Revenge adds 60% to its damage. Shield Block, trained at 16, makes those blocks happen on demand, so from the late teens you can pull two or three monsters at once and let them fuel Revenge and Thunder Clap.
Shield Slam at 40 turns your shield into a weapon: its damage grows with your Block Value, so every shield upgrade from then on is a damage upgrade. Bastion then adds 10% to all damage while a shield is equipped. Only when Protection is complete does the plan spend points elsewhere, on Deflection in Arms and Cruelty in Fury.
Protection Leveling: Point Order by Level
| Level | Spend the point on | Tree points | Show in the calculator |
|---|---|---|---|
| Levels 10–22Build the Rage engine Shield Specialization 5/5 at 10–14, then Improved Revenge 3/3 at 15–17 and Improved Thunder Clap 3/3 at 18–20. Master of Defense 2/2 at 21–22 means dodges and parries pay Rage too. Revenge arrives at 14 and Shield Block at 16; from then on, stay in Defensive Stance and the build starts to snowball. | |||
| 10–14 | 0 / 0 / 5 | Open | |
| 15–17 | 0 / 0 / 8 | Open | |
| 18–20 | 0 / 0 / 11 | Open | |
| 21–22 | 0 / 0 / 13 | Open | |
| Levels 23–30Anticipation and Defiance Anticipation 5/5 at 23–27 adds 20 Defense, and Defiance 3/3 at 28–30 adds 20% threat in Defensive Stance with a shield. These are the points that let you tank Scarlet Monastery and Razorfen Downs without losing monsters to your healer. | |||
| 23–27 | 0 / 0 / 18 | Open | |
| 28–30 | 0 / 0 / 21 | Open | |
| Levels 31–40Cheaper attacks, then Shield Slam Improved Sunder Armor 3/3 at 31–33, Vanguard at 34 so you can Charge without leaving Defensive Stance, and Focused Rage 3/3 at 35–37 to cut the Rage cost of every attack. Concussion Blow at 38 opens the way down the tree, one point of Bastion at 39 meets the row, and Shield Slam lands at 40. | |||
| 31–33 | 0 / 0 / 24 | Open | |
| 34 | 0 / 0 / 25 | Open | |
| 35–37 | 0 / 0 / 28 | Open | |
| 38 | 0 / 0 / 29 | Open | |
| 39 | 0 / 0 / 30 | Open | |
| 40 | 0 / 0 / 31 | Open | |
| Levels 41–49Bastion and the safety tools Bastion 5/5 at 41–44: 10% more damage with a shield equipped. Improved Shield Wall 2/2 at 45–46 shortens its cooldown by 11 minutes, Last Stand at 47 is your emergency health, and Improved Bloodrage 2/2 at 48–49 gives you more Rage to open each pull. | |||
| 41–44 | 0 / 0 / 35 | Open | |
| 45–46 | 0 / 0 / 37 | Open | |
| 47 | 0 / 0 / 38 | Open | |
| 48–49 | 0 / 0 / 40 | Open | |
| Levels 50–60Deflection, Cruelty, and Lingering Rage With 40 points in Protection, the last points go to pure gains: Deflection 5/5 in Arms at 50–54 for 5% Parry, Cruelty 5/5 in Fury at 55–59 for 5% critical strike, and one point of Lingering Rage at 60 so your Rage lasts longer between pulls. | |||
| 50–54 | 5 / 0 / 40 | Open | |
| 55–59 | 5 / 5 / 40 | Open | |
| 60 | 5 / 6 / 40 | Open | |
Protection Leveling: Rotation and How to Play
How a pull goes
Charge, apply Rend, and only use Heroic Strike when you have Rage to spare: carrying some Rage into the next monster matters more than spending it all. From level 10, stay in Defensive Stance. Use Revenge every time it lights up, and use Shield Block between two of the monster's swings: it costs no global cooldown and creates the next Revenge.
Stats and gear
Strength and Attack Power come first, then Stamina, which lets you pull more and makes Victory Rush heal for more. Agility adds critical strike and dodge, and dodge also generates Rage. Choose a one-hander by damage per second and stats, not speed, and upgrade your shield whenever you can: from 40, Block Value is Shield Slam damage.
Why it is fast
Protection does not win on a single monster. It wins because you rarely stop: Victory Rush heals you 10% after each kill, and the next pull starts with banked Rage. Fewer breaks to eat is where the speed comes from.
Warrior Dual-Wield Fury Leveling Build
The fastest-killing Warrior plan. Dual-wield auto attacks build Rage, Cruelty, Flurry, and Enrage turn it into critical strikes and attack speed, and Bloodthirst at 49 tops the Fury tree. The last points go to Arms for cheaper Heroic Strike, a stronger Rend, and better stance swapping.
How the Dual-Wield Fury Leveling Plan Works
Arms11
3/3
1/5
3/3
3/3
1/1









Fury40
5/5
5/5
3/3
3/3
5/5
5/5
1/1
2/2
2/2
1/1
2/2
2/2
3/3
1/1
Protection0

















Dual-wield Fury lives on auto attacks. Two weapons swing twice as often as one, and with Unbridled Wrath each swing can add an extra point of Rage, so your Rage bar fills on its own while you fight. The plan spends that Rage on Bloodthirst, Whirlwind, and Heroic Strike.
The early points go into making the off hand worth using: Furious Precision adds 10% off-hand hit chance, and Dual Wield Specialization adds 25% off-hand damage and 50% more Rage from off-hand swings. Cruelty, Enrage, and Flurry stack critical strikes and attack speed on top.
It kills faster than Protection, but it also takes more damage and needs more breaks. Pull one monster at a time until Death Wish and Bloodthirst arrive, and use Victory Rush after every kill.
Dual-Wield Fury Leveling: Point Order by Level
| Level | Spend the point on | Tree points | Show in the calculator |
|---|---|---|---|
| Levels 10–25Critical strike and Rage Cruelty 5/5 at 10–14 and Unbridled Wrath 5/5 at 15–19. Furious Precision 3/3 at 20–22 lifts off-hand hit by 10%, and Blood Craze 3/3 at 23–25 heals you over time after big hits. | |||
| 10–14 | 0 / 5 / 0 | Open | |
| 15–19 | 0 / 10 / 0 | Open | |
| 20–22 | 0 / 13 / 0 | Open | |
| 23–25 | 0 / 16 / 0 | Open | |
| Levels 26–35Enrage and the off hand Enrage 5/5 at 26–30 adds 10% Physical damage after you are hit, and Dual Wield Specialization 5/5 at 31–35 makes the off hand hit 25% harder and generate 50% more Rage. | |||
| 26–30 | 0 / 21 / 0 | Open | |
| 31–35 | 0 / 26 / 0 | Open | |
| Levels 36–49Toward Bloodthirst Reckless Swings at 36, Improved Execute 2/2 at 37–38, Improved Berserker Rage 2/2 at 39–40, and Death Wish at 41. Gore Drinker 2/2 at 42–43 heals you as you fight, Improved Whirlwind 2/2 at 44–45 and Flurry 3/3 at 46–48 follow, and Bloodthirst completes Fury at 49. | |||
| 36 | 0 / 27 / 0 | Open | |
| 37–38 | 0 / 29 / 0 | Open | |
| 39–40 | 0 / 31 / 0 | Open | |
| 41 | 0 / 32 / 0 | Open | |
| 42–43 | 0 / 34 / 0 | Open | |
| 44–45 | 0 / 36 / 0 | Open | |
| 46–48 | 0 / 39 / 0 | Open | |
| 49 | 0 / 40 / 0 | Open | |
| Levels 50–60Finish in Arms Improved Heroic Strike 3/3 at 50–52, one point of Deflection at 53, Improved Rend 3/3 at 54–56, Improved Tactical Mastery 3/3 at 57–59, and Anger Management at 60 for a steady trickle of Rage. | |||
| 50–52 | 3 / 40 / 0 | Open | |
| 53 | 4 / 40 / 0 | Open | |
| 54–56 | 7 / 40 / 0 | Open | |
| 57–59 | 10 / 40 / 0 | Open | |
| 60 | 11 / 40 / 0 | Open | |
Dual-Wield Fury Leveling: Rotation and How to Play
Priority
Use Bloodthirst on cooldown. When Rage is short, Heroic Strike bridges the gap. Use Whirlwind on cooldown when two or more monsters are close. Keep critical strikes coming, because Flurry drops off quickly and takes much of your damage with it.
Weapons and stats
Pick two fast one-handers by damage per second and do not trade damage for speed. Strength and Attack Power first, then critical strike, then Agility. Off-hand hit while leveling is fine as it comes; there is no need to chase it.
Staying alive
Use Victory Rush after every kill and Bloodrage at the start of a pull. If a fight turns bad, Berserker Rage and Intimidating Shout buy time, and Gore Drinker turns your next swings into healing.
Warrior Two-Handed Fury Leveling Build
The simplest Warrior plan to play. Fury up to Bloodthirst at 40 for critical strikes, Flurry, and Death Wish, then Arms for Overpower, Deep Wounds, Two-Handed Weapon Specialization, and Impale. One slow weapon means big hits and an easy rhythm.
How the Two-Handed Fury Leveling Plan Works
Arms20
3/5
3/3
3/3
2/2
1/1
3/3
3/3
2/2





Fury31
5/5
5/5

3/3
5/5

2/2
2/2
1/1
2/2
2/2
3/3
1/1
Protection0

















A slow two-handed weapon hits hard on every swing and every ability, so you spend less time worrying about Rage per swing and more time pressing the right button. That makes this the most comfortable Warrior plan to learn on.
Fury comes first because Cruelty, Unbridled Wrath, Enrage, and Flurry help every weapon. Bloodthirst arrives at 40, ten levels earlier than in the dual-wield plan, because this plan skips the off-hand talents.
After 40 the points go to Arms: Improved Overpower makes Overpower nearly always critical, Deep Wounds adds bleed damage on every critical strike, and Two-Handed Weapon Specialization and Impale finish the build.
Two-Handed Fury Leveling: Point Order by Level
| Level | Spend the point on | Tree points | Show in the calculator |
|---|---|---|---|
| Levels 10–27The Fury core Cruelty 5/5 at 10–14 and Unbridled Wrath 5/5 at 15–19. Blood Craze 3/3 at 20–22 and Enrage 5/5 at 23–27 make you hit harder after taking damage. | |||
| 10–14 | 0 / 5 / 0 | Open | |
| 15–19 | 0 / 10 / 0 | Open | |
| 20–22 | 0 / 13 / 0 | Open | |
| 23–27 | 0 / 18 / 0 | Open | |
| Levels 28–40Up to Bloodthirst Improved Execute 2/2 at 28–29, Improved Berserker Rage 2/2 at 30–31, Death Wish at 32, Gore Drinker 2/2 at 33–34, Improved Whirlwind 2/2 at 35–36, Flurry 3/3 at 37–39, and Bloodthirst at 40. | |||
| 28–29 | 0 / 20 / 0 | Open | |
| 30–31 | 0 / 22 / 0 | Open | |
| 32 | 0 / 23 / 0 | Open | |
| 33–34 | 0 / 25 / 0 | Open | |
| 35–36 | 0 / 27 / 0 | Open | |
| 37–39 | 0 / 30 / 0 | Open | |
| 40 | 0 / 31 / 0 | Open | |
| Levels 41–52Arms for control and Overpower Deflection 3/5 at 41–43, Improved Rend 3/3 at 44–46, Improved Tactical Mastery 3/3 at 47–49 so you keep Rage when you swap stances, Improved Overpower 2/2 at 50–51, and Anger Management at 52. | |||
| 41–43 | 3 / 31 / 0 | Open | |
| 44–46 | 6 / 31 / 0 | Open | |
| 47–49 | 9 / 31 / 0 | Open | |
| 50–51 | 11 / 31 / 0 | Open | |
| 52 | 12 / 31 / 0 | Open | |
| Levels 53–60Bigger critical strikes Deep Wounds 3/3 at 53–55, Two-Handed Weapon Specialization 3/3 at 56–58, and Impale 2/2 at 59–60 for 20% more critical strike damage on your abilities. | |||
| 53–55 | 15 / 31 / 0 | Open | |
| 56–58 | 18 / 31 / 0 | Open | |
| 59–60 | 20 / 31 / 0 | Open | |
Two-Handed Fury Leveling: Rotation and How to Play
Priority
Bloodthirst, Whirlwind, and Heroic Strike, and use Overpower whenever it lights up. With Improved Overpower and Deep Wounds, Overpower is a reliable critical strike that keeps your bleed and Flurry going.
Weapon and stats
The slower the weapon, the better: look for high top-end damage. Strength and Attack Power, then critical strike, then Agility. You do not need extra hit against monsters your own level.
Why it is comfortable
One weapon means fewer swings, so the rhythm comes from your abilities rather than from managing Rage per swing. Good for learning the class before trying dual-wield.
Warrior Protection to Arms Leveling Build
Start with a shield, where Warriors are safest, then respec at 30 into two-handed Arms when your gear and your Rage can carry a big weapon. The respec spends 21 points in Arms at once, Mortal Strike arrives at 45, and Fury fills the last 15 points.
How the Protection to Arms Leveling Plan Works
Arms31
2/5
3/3
1/2
3/3
2/2
1/1
3/3
3/3
2/2
2/2
1/1
5/5
2/2
1/1
Fury20
5/5
5/5


3/3
5/5

2/2






Protection0

















Levels 10 to 29 are the hardest for a Warrior: little Rage, little gear, and no healing. Protection makes that stretch safe because blocks and dodges pay for your attacks, so the plan starts exactly like the Protection plan.
Level 30 is a good moment to change: you have more abilities, better weapons drop in Scarlet Monastery, and the respec cost is still low. At 30 you reset every point and spend 21 in Arms at once: Improved Rend, Improved Overpower, Deep Wounds, Impale, Two-Handed Weapon Specialization, and Sweeping Strikes.
From 31 the plan heads for Mortal Strike at 45 through Weaponmaster, then fills Fury with Cruelty, Enrage, and Lingering Rage. It is a group-damage build: strong in dungeons, and a good fit if you plan to play Arms at 60.
Protection to Arms Leveling: Point Order by Level
| Level | Spend the point on | Tree points | Show in the calculator |
|---|---|---|---|
| Levels 10–29The safe start with a shield Shield Specialization 5/5 at 10–14, Improved Revenge 3/3 at 15–17, Improved Thunder Clap 2/3 at 18–19, Master of Defense 2/2 at 20–21, the last Improved Thunder Clap point at 22, Improved Bloodrage 2/2 at 23–24, Vanguard at 25, and four points of Cruelty at 26–29. | |||
| 10–14 | 0 / 0 / 5 | Open | |
| 15–17 | 0 / 0 / 8 | Open | |
| 18–19 | 0 / 0 / 10 | Open | |
| 20–21 | 0 / 0 / 12 | Open | |
| 22 | 0 / 0 / 13 | Open | |
| 23–24 | 0 / 0 / 15 | Open | |
| 25 | 0 / 0 / 16 | Open | |
| 26–29 | 0 / 4 / 16 | Open | |
| Level 30Respec into Arms Reset your talents at the trainer and spend all 21 points in Arms: Improved Rend 3/3, Deflection 2/5, Improved Overpower 2/2, Improved Tactical Mastery 3/3, Anger Management, Improved Charge 1/2, Deep Wounds 3/3, Impale 2/2, Two-Handed Weapon Specialization 3/3, and Sweeping Strikes. Equip the best slow two-hander you have. | |||
| 30 | Respec: all 21 points | 21 / 0 / 0 | Open |
| Levels 31–45Weaponmaster and Mortal Strike Weaponmaster 5/5 at 31–35, then Cruelty 5/5 in Fury at 36–40. Bloodthrill 2/2 at 41–42 gives Rend a chance to enable Overpower, Improved Slam 2/2 at 43–44 removes Slam's swing delay, and Mortal Strike completes Arms at 45. | |||
| 31–35 | 26 / 0 / 0 | Open | |
| 36–40 | 26 / 5 / 0 | Open | |
| 41–42 | 28 / 5 / 0 | Open | |
| 43–44 | 30 / 5 / 0 | Open | |
| 45 | 31 / 5 / 0 | Open | |
| Levels 46–60Fill Fury Lingering Rage 5/5 at 46–50, Enrage 5/5 at 51–55, Improved Execute 2/2 at 56–57, and Blood Craze 3/3 at 58–60. | |||
| 46–50 | 31 / 10 / 0 | Open | |
| 51–55 | 31 / 15 / 0 | Open | |
| 56–57 | 31 / 17 / 0 | Open | |
| 58–60 | 31 / 20 / 0 | Open | |
Protection to Arms Leveling: Rotation and How to Play
Before the respec
Play exactly like Protection: Defensive Stance, Revenge on every block, dodge, or parry, and Shield Block between enemy swings. Pull two monsters when you are comfortable.
After the respec
Charge, Rend, then Mortal Strike on cooldown and Overpower whenever it lights up. Bloodthrill gives Rend a chance to enable Overpower. Use Sweeping Strikes on two or more monsters and swap to Defensive Stance with your shield if a fight goes wrong.
Weapon
Choose a slow two-hander with high damage, matching your Weaponmaster bonus where you can: axes and polearms add critical strike.
Warrior Talents, Spells, and Gear by Level
Each range shows the talent points of the recommended plan, the spells to train, and the best gear for your faction. Switch faction in the site header to see the other side's gear.
Warrior Levels 1–10
Charge, apply Rend, and use Heroic Strike only when you have Rage to spare. Pull one monster at a time and keep a little Rage for the next.
- 1 talent point
- 11 new spells
- 2 rank-ups
- 12 gear upgrades
Spells to Train
1Battle Stance
1Heroic Strike
1Battle Shout
4Charge
4Rend
6Thunder Clap
8Hamstring
10Bloodrage
10Defensive Stance
10Sunder Armor
10Taunt
Plus 2 higher ranks of spells you already know.
Warrior spellbook by level →- 1 talent point
- 11 new spells
- 2 rank-ups
- 13 gear upgrades
Spells to Train
1Battle Stance
1Heroic Strike
1Battle Shout
4Charge
4Rend
6Thunder Clap
8Hamstring
10Bloodrage
10Defensive Stance
10Sunder Armor
10Taunt
Plus 2 higher ranks of spells you already know.
Warrior spellbook by level →Warrior Levels 10–20
Defensive Stance at 10 is where Protection starts: Shield Specialization returns Rage on every block, Revenge arrives at 14, and Shield Block at 16. From here you can pull two monsters and let them pay for your attacks.
- 10 talent points
- 11 new spells
- 4 rank-ups
- 15 gear upgrades
Talents
5/5Shield SpecializationLv 11–14
3/3Improved RevengeLv 15–17
3/3Improved Thunder ClapLv 18–20
Spells to Train
12Overpower
12Shield Bash
14Demoralizing Shout
14Revenge
16Mocking Blow
16Shield Block
18Disarm
20Retaliation
20Victory Rush
20Cleave
20Slam
Plus 4 higher ranks of spells you already know.
Warrior spellbook by level →Best Gear
Weapon
Off Hand
Ranged
Head
Neck
Shoulder
Back
Chest
Wrist
Hands
Waist
Legs
Feet
Ring
Ring
- 10 talent points
- 11 new spells
- 4 rank-ups
- 15 gear upgrades
Talents
5/5Shield SpecializationLv 11–14
3/3Improved RevengeLv 15–17
3/3Improved Thunder ClapLv 18–20
Spells to Train
12Overpower
12Shield Bash
14Demoralizing Shout
14Revenge
16Mocking Blow
16Shield Block
18Disarm
20Retaliation
20Victory Rush
20Cleave
20Slam
Plus 4 higher ranks of spells you already know.
Warrior spellbook by level →Best Gear
Weapon
Off Hand
Ranged
Head
Neck
Shoulder
Back
Chest
Wrist
Hands
Waist
Legs
Feet
Ring
Ring
Warrior Levels 20–30
Victory Rush at 20 heals you after every kill, so your downtime drops sharply. Anticipation and Defiance make you a real dungeon tank for Scarlet Monastery and Razorfen Kraul.
- 10 talent points
- 7 new spells
- 12 rank-ups
- 15 gear upgrades
Talents
2/2Master of DefenseLv 21–22
5/5AnticipationLv 23–27
3/3DefianceLv 28–30
Spells to Train
22Intimidating Shout
24Execute
26Challenging Shout
28Shield Wall
30Berserker Rage
30Berserker Stance
30Intercept
Plus 12 higher ranks of spells you already know.
Warrior spellbook by level →Best Gear
Weapon
Off Hand
Ranged
Head
Neck
Shoulder
Back
Chest
Wrist
Hands
Waist
Legs
Feet
Ring
Ring
- 10 talent points
- 7 new spells
- 12 rank-ups
- 15 gear upgrades
Talents
2/2Master of DefenseLv 21–22
5/5AnticipationLv 23–27
3/3DefianceLv 28–30
Spells to Train
22Intimidating Shout
24Execute
26Challenging Shout
28Shield Wall
30Berserker Rage
30Berserker Stance
30Intercept
Plus 12 higher ranks of spells you already know.
Warrior spellbook by level →Best Gear
Weapon
Off Hand
Ranged
Head
Neck
Shoulder
Back
Chest
Wrist
Hands
Waist
Legs
Feet
Ring
Ring
Warrior Levels 30–40
Berserker Stance and Intercept arrive at 30. The Protection-to-Arms plan respecs here; the Protection plan takes Vanguard so you can Charge from Defensive Stance, and cheaper attacks with Focused Rage.
- 10 talent points
- 2 new spells
- 15 rank-ups
- 15 gear upgrades
Talents
3/3Improved Sunder ArmorLv 31–33
1/1VanguardLv 34
3/3Focused RageLv 35–37
1/1Concussion BlowLv 38
1/5BastionLv 39
1/1Shield SlamLv 40
Spells to Train
36Whirlwind
38Pummel
Plus 15 higher ranks of spells you already know.
Warrior spellbook by level →Best Gear
Weapon
Off Hand
Ranged
Head
Neck
Shoulder
Back
Chest
Wrist
Hands
Waist
Legs
Feet
Ring
Ring
- 10 talent points
- 2 new spells
- 15 rank-ups
- 15 gear upgrades
Talents
3/3Improved Sunder ArmorLv 31–33
1/1VanguardLv 34
3/3Focused RageLv 35–37
1/1Concussion BlowLv 38
1/5BastionLv 39
1/1Shield SlamLv 40
Spells to Train
36Whirlwind
38Pummel
Plus 15 higher ranks of spells you already know.
Warrior spellbook by level →Best Gear
Weapon
Off Hand
Ranged
Head
Neck
Shoulder
Back
Chest
Wrist
Hands
Waist
Legs
Feet
Ring
Ring
Warrior Levels 40–50
Plate at 40, and Shield Slam for Protection: your shield is now a weapon, and Bastion adds 10% damage while one is equipped.
- 10 talent points
- 1 new spells
- 14 rank-ups
- 17 gear upgrades
Talents
5/5BastionLv 41–44
2/2Improved Shield WallLv 45–46
1/1Last StandLv 47
2/2Improved BloodrageLv 48–49
1/5DeflectionLv 50
Spells to Train
50Recklessness
Plus 14 higher ranks of spells you already know.
Warrior spellbook by level →Best Gear
Weapon
Off Hand
Ranged
Head
Neck
Shoulder
Back
Chest
Wrist
Hands
Waist
Legs
Feet
Ring
Ring
Trinket
Trinket
- 10 talent points
- 1 new spells
- 14 rank-ups
- 17 gear upgrades
Talents
5/5BastionLv 41–44
2/2Improved Shield WallLv 45–46
1/1Last StandLv 47
2/2Improved BloodrageLv 48–49
1/5DeflectionLv 50
Spells to Train
50Recklessness
Plus 14 higher ranks of spells you already know.
Warrior spellbook by level →Best Gear
Weapon
Off Hand
Ranged
Head
Neck
Shoulder
Back
Chest
Wrist
Hands
Waist
Legs
Feet
Ring
Ring
Trinket
Trinket
Warrior Levels 50–60
Protection is complete; the last points add Parry and critical strike. Recklessness at 50 is your emergency burst.
- 10 talent points
- 19 rank-ups
- 17 gear upgrades
Talents
5/5DeflectionLv 51–54
5/5CrueltyLv 55–59
1/5Lingering RageLv 60
Spells to Train
No new spells in this range.
Plus 19 higher ranks of spells you already know.
Warrior spellbook by level →Best Gear
Weapon
Off Hand
Ranged
Head
Neck
Shoulder
Back
Chest
Wrist
Hands
Waist
Legs
Feet
Ring
Ring
Trinket
Trinket
- 10 talent points
- 19 rank-ups
- 17 gear upgrades
Talents
5/5DeflectionLv 51–54
5/5CrueltyLv 55–59
1/5Lingering RageLv 60
Spells to Train
No new spells in this range.
Plus 19 higher ranks of spells you already know.
Warrior spellbook by level →Best Gear
Weapon
Off Hand
Ranged
Head
Neck
Shoulder
Back
Chest
Wrist
Hands
Waist
Legs
Feet
Ring
Ring
Trinket
Trinket
Warrior Leveling Gear and Stats
Weapon and shield
Protection uses a one-hander chosen by damage per second and stats, plus the best shield you can find: from 40, Block Value is Shield Slam damage. Fury and Arms want two fast one-handers or one slow two-hander.
Stats
Strength and Attack Power first, then Stamina, which lets you pull more and makes Victory Rush heal for more. Agility adds critical strike and dodge, and dodge also generates Rage for Protection.
Armor
Mail until 40, then plate. Defense matters only once you tank dungeons often; for questing, Strength and Stamina win.
Warrior Leveling Questions
What is the best Warrior leveling spec in WoW Forever?
Protection with a shield is the safest: blocks, dodges, and parries generate Rage, Victory Rush heals you after each kill, and the same build tanks every dungeon. Fury kills faster but takes more damage and more breaks.
When does a Warrior get Victory Rush?
At level 20. Every kill readies Victory Rush, an instant attack that heals you for 10% of your maximum health.
When do Warriors get Shield Slam?
Shield Slam is the last Protection talent, so the earliest you can take it is level 40. Its damage grows with your shield's Block Value.
When can Warriors wear plate in WoW Forever?
At level 40. Until then, wear mail and leather with Strength, Stamina, and Agility.
Should a Warrior level with dual-wield or a two-hander?
Dual-wield Fury kills fastest once you have two good weapons; two-handed Fury is simpler to play and reaches Bloodthirst ten levels sooner. Both are on this page.
When do Warriors get Whirlwind and Berserker Stance?
Berserker Stance, Berserker Rage, and Intercept at level 30, and Whirlwind at level 36.