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Warrior Leveling Guide 100-110 (Legion 7.0.3)

Last updated on Aug 29, 2016 at 17:45 by Wordup 18 comments

Table of Contents

This guide outlines how to efficiently leveling from Level 100 to 110 with a Fury Warrior.

1. Talent Suggestions

Fury comes with a great deal of talents that are very potent in the open world, and as such these extend even further into powering up your levelling ability. This build below will differ from the recommended group builds, but will serve you best when moving between large groups of enemies quickly.

At 15, War Machine Icon War Machine works very well for increasing not only the damage Fury can dish out, but reducing the time it takes to move between targets. Given that you will be activating this very frequently due to how quickly Fury can burn down enemies, this is an exceptional choice. Alternatively, Endless Rage Icon Endless Rage can smooth out the costs and make things easier, but will have less overall benefit.

There is only really one choice here with Double Time Icon Double Time to increase your mobility, as the pace at which you move between groups of enemies dictates how quickly you can get through quest hubs.

45 again only really has the option of Wrecking Ball Icon Wrecking Ball, as it enhances your Whirlwind Icon Whirlwind into a powerful burst skill that will be available for use frequently. Both alternatives are very limited in their uptime which hurts then when there are so many chances to make use of short AoE burst.

For level 60 choices, you have two options based on how comfortable you feel when it comes to survivability. Furious Charge Icon Furious Charge can help to even out your Health values between pulls, whilst Bounding Stride Icon Bounding Stride is great to move between them quicker. This is entirely personal preference.

75 only really has one choice in Carnage Icon Carnage, as both alternatives have quite strict activation circumstances. The situations in which you can capitalise upon the Rage cost reduction then will be far higher, and thus makes it a much more beneficial talent, alongside having great cleave and AoE applications.

Again with 90, your choice should be Inner Rage Icon Inner Rage due to how powerful its effect is on burst. The quicker you kill off dangerous enemies the better, and this is one of the best in the tree for enhancing that.

Lastly, for 100 there are two separate choices. First, Bladestorm Icon Bladestorm provides an additional tool alongside  Icon Odyn's Fury to burn down large groups of enemies if you are grouping them up consistently, whilst the latter in Dragon Roar Icon Dragon Roar is a moderate damage AoE hit with a damage buff attached. The latter does buff the damage of  Icon Odyn's Fury so your decision here should come down to personal preference, and how aggressively you feel you can pull to capitalise on Bladestorm Icon Bladestorm.

2. Useful Skills

 Icon Odyn's Fury is an amazing skill for clearing out large groups of enemies, especially when coupled with Battle Cry Icon Battle Cry. Try to make sure when you use this skill you hit multiple targets as it will regularly kill off a large amount, or if using it against a boss enemy, that you will not need it again in the near future.

Whirlwind Icon Whirlwind/Meat Cleaver Icon Meat Cleaver provide great AoE tools to activate your regular single target rotation in AoE situations. Try to group up additional enemies to take advantage of this and push your efficiency even further.

3. Sustain and Healing

Fury's sustain comes predominantly from the passive heal gained from your Bloodthirst Icon Bloodthirst uses, or in emergencies Enraged Regeneration Icon Enraged Regeneration. This can be enhanced with Furious Charge Icon Furious Charge if you feel you are in trouble in the open world to help increase your sustain.

4. Moblity

Fury, much like both other Warrior specs have access to Charge Icon Charge and Heroic Leap Icon Heroic Leap, which when coupled with talents can allow for a great deal of additional movement to go between different groups of enemies. You should not be worried too much about staying active as a Warrior.

5. Artifact

Throughout the course of your journey to 110, you will accrue a reasonable amount of Artifact Power tokens just from completing quest chains, and usually will end up somewhere in the region of 2000-2500 total gained by 110, which should fund your first 5-6 traits. Make sure to spend them whenever you return to your Class Hall, since any bonus will help you.

Be aware that in situations where you have 2 or more Artifacts, the one you currently have equipped will consume any Artifact Power tokens you use (to the detriment of your non-equipped Artifacts). So, be aware of that and use your tokens on specs that you intend to play at 110!

5.1. Traits

For Fury, there is not a great deal of traits that would significantly impact your solo kill speed, and as such you should still stick to the recommended artifact path at all times.

6. Gear

As all gear acquired from quests now scale to your level, that means that rewards increase in power the higher you go. At 100, quest rewards will generally be in the 685~ range, scaling all the way up to 800 when you complete quests at 110. The Fury set bonuses are both very weak during general play as your use of Furious Slash Icon Furious Slash is even lower with low uptime, so you should not worry about breaking this set bonus early. You should try to make use of Thorasus, the Stone Heart of Draenor Icon Thorasus, the Stone Heart of Draenor whenever possible against high health enemies, or in large AoE pulls that you need to burn down quickly. The Fury class trinket Worldbreaker's Resolve Icon Worldbreaker's Resolve is extremely weak for leveling due to you switching targets so frequently, and should be avoided. If you have access to Gronntooth War Horn Icon Gronntooth War Horn you should keep this equipped due to the level scaling, and otherwise should use passive stat sticks such as Chipped Soul Prism Icon Chipped Soul Prism for consistency.

7. Zones, Quests and Dungeons

7.1. Zones

The Broken Isles comes with 4 zones, and all players will have to complete a majority of each of them to reach 110 in most circumstances. They can be broken down into short zones (usually netting roughly 2 levels) and longer zones (netting 3 slightly more). Ultimately, the difference between zones is very small and your decision is not particularly important, as doing a chunk of every zone is required to hit Friendly reputation and unlock World Quests. That said, some notes on the process are below:

Short zones

  • Val'Sharah
  • Azsuna

It is best to start off with a short zone, as it lines up well with your leveling process and hits a sweet spot for returning to the Class Hall at both 101 and 102 to continue the campaign chain and begin your 4 hour mission. Note that Azsuna can have some quite punishing enemies if you do it later in the process that can slow some bonus objectives, when the effects of gear begins to diminish, which may affect your decision.

Long zones

  • Highmountain
  • Stormheim

Doing a longer zone second again lines up well with returning to your Class Hall at 104/5 to complete further campaign quests and usually fill out time for the 4 hour mission to complete. Finishing on a long zone is also great as you usually will not complete it, but always have quests to make it to Friendly and get to 110 without having to go off track. Highmountain has benefits both as your second or fourth zone as it is the longest zone to wait out the Class Hall mission, but also has the least punishing mob scaling with level.

With all zones, Bonus Objectives really smooth out the process as do some of the more opportune side quests (particularly in Val'Sharah). It is not required to do every single one to reach 110 comfortably, but if you are in an area completing quest chains, it is definitely worth completing them along the way. Also make sure to complete any main chain questlines that you are given breadcrumbs in each area.

7.2. Profession Quests

Profession quests are often very time consuming and can be cross-zone fetch or dungeon quests. If you come across a hand-in for a breadcrumb from Dalaran you are already in, do it for the experience, but do not go out of your way to complete the more time consuming objectives, leave them until 110.

7.3. Dungeons

Each zone comes with a subsequent dungeon quest when you finish the main zone storyline, rewarding a piece of Item Level 800 gear and a large boost of experience, usually totalling around 30-35% of a level inside the dungeon. You can do dungeons along the way as they are worth the time, but only if you have the appropriate quest.

  • Val'Sharah: Darkheart Thicket
  • Azsuna: Eye of Azshara
  • Highmountain: Neltharion's Lair
  • Stormheim: Halls of Valor

Do not, however, level exclusively through dungeons. The experience they reward is very poor on their own, and they are all quite lengthy compared to simply questing in the open world.

7.4. Rares and Treasures

Unless you specifically want the rewards, doing any rares or grabbing treasures is not worth the time. If you run into a chest you mightaswell open it for the Artifact Power, but do not go out of your way to grab these, as they do not give any experience unlike in Warlords of Draenor. Rares also give very limited experience for the time taken, so is not worth it.

8. Class Hall

You should always be looking to go back to your Class Hall when new quests are available. This comes at 101, 102 and finally at 104 when you complete the Troops in the Field mission. You can opt out of returning at 102 which will delay that mission, but when you do go back to Dalaran at 102/103 after your first zone, make sure to catch up on everything there. Alternate artifacts for all Warrior specs are very time consuming and not advised, unless you intend to use them along the way to 110.

When you complete your second zone (which should put you at 104/105), when you return if Troops in the Field is complete, do any quests that appear. The follow up for Warriors will send you to Stormheim, which makes it ideal as a third or fourth quest zone. If it is not complete, grab it when you finish your third and pick up your final breadcrumb for the last zone.

9. Leveling as a Group

In Legion, leveling as a group confers a lot of benefits (such as shared mob taking and quest items, alongside Bonus Objective progression speed). This can be great and there is not any significant downsides to group leveling, however if you choose to do this it is strongly advised you complete all dungeon quests at the end of each zone and do not skip any Bonus Objectives, as it is much tighter reaching 110 with the diminished mob experience.

10. Misc

10.1. Mob Tagging

Legion has expanded mob tagging to allow for up to 5 players of the same faction to tag any and all mobs in the open world, not just quest enemies. Faction tagging however is still a thing, so be aware of other opposing players around you. Take advantage of this by landing a hit on creatures other players are attacking for bonus credit toward completion.

10.2. Bonus Experience

The guild banners provide bonus experience on a short cooldown and are worth picking up.

10.3. Consumables

If you are pushing as fast as possible, grab some regular consumables to speed up the process. These are just the standard Warlords of Draenor consumables that were being used in raids.

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