Welcome to our Arms Warrior Leveling Guide for WoW Forever. This guide covers the basics you'll want to keep in mind while leveling, helping you spend less time figuring things out and more time exploring the world.
Arms Warrior Leveling Guide
Arms focuses on leveling with a two handed weapon, using
Rend,
Overpower, and hard hitting weapon attacks to kill enemies. The build
gets a massive improvement against two enemies with Sweeping Strikes at Level
30, then Bloodthrill gives you more opportunities to use Overpower. Mortal
Strike at Level 40 adds a reliable attack to your rotation, making good weapon
upgrades even more important. Arms spends most of its time in
Battle Stance, but you will still swap stances for interrupts,
Whirlwind, and defensive abilities when needed.
This page updates based on your level selection using the level sliders below. You will find recommendations for your talents, gear, and where to level at each stage of your journey. Much changes once you reach Level 60, but until then, there are plenty of ways to approach leveling, whether you prefer questing alone, playing with friends, or spending more time in dungeons.
WoW Forever puts a lot of emphasis on this journey, so don't feel that you need to follow every recommendation here exactly. If you find a zone you enjoy or a group you want to keep playing with, spend some extra time there! There is a lot to discover in Azeroth, and reaching Level 60 a little later is a fair trade for enjoying the trip.
Excellent damage against two enemies with
Sweeping Strikes
Overpower procs provide strong damage for very little Rage
Weaponmaster supports all weapon types without needing to respec
Strong opening damage when you enter a fight with Rage pooled
Limited self healing creates downtime between pulls
Slow swings make missed attacks especially costly
Bleed immune enemies prevent
Rend and
Bloodthrill
Switching targets can waste
Overpower procs
Leveling Talent Build
This build focuses on using a two handed weapon, improving your bleeds
and
Overpower before adding
Sweeping Strikes and
Mortal Strike. Use the weapon with the best DPS available to you;
Weaponmaster later gives you a bonus for each of your main weapon
types, so you do not need to stick with one type for the entire leveling
process and only need to train that weapon's skill up.
Your first three points go into
Improved Rend from Levels 10 to 12,
increasing the damage of
Rend by 35%. Rend is one of your
main attacks early on, and you will continue using it later to enable
Bloodthrill. Apply it early in a fight so the enemy survives enough of the
bleed for it to be worth the Rage.
Put two points into
Deflection at Levels 13 and 14, increasing
your Parry Chance by 2%. These points open the next tier of talents,
but the extra Parry also helps reduce damage while enemies are attacking you.
Take both points in
Improved Overpower at Levels 15 and 16. This gives
Overpower an additional 50% Critical Strike Chance, making
it one of your best attacks whenever it procs. It only costs
5 Rage, so you can usually afford to use it even if your Rage is low.
Take
Improved Charge at Levels 17 and 18 next, adding 6 additional
Rage to
Charge; many of the talents we pick will be focused on increasing
our Rage generation while leveling. This helps pay for your opening abilities
instead of waiting for your first few weapon swings. Charge whenever the landing
spot is safe, but don't pull an extra pack just to get the additional Rage.
Take
Improved Tactical Mastery from Levels 19 to 23. With baseline
Tactical Mastery trained, you retain 25 at Level
23; this makes it easier to use
Whirlwind and your utility
abilities that require other stances later on without emptying your entire
Rage bar.
Pick up
Anger Management at Level 24. It generates 1 Rage every
3 seconds while in combat and reduces Rage lost outside combat by 30%.
The passive Rage adds up during longer fights, while the slower decay helps
you carry more Rage into the next pull.
At Level 25, take
Spearing Strike. It deals 40% weapon damage,
with an additional 80% weapon damage against Giants, Dragonkin, and
mounted targets. This makes it a great attack against those enemy types, but
its damage against an ordinary mob is much lower. You can use this for a bit
early on as you don't have any other real abilities you can use consistently and
it only costs 15 Rage.
Take
Two-Handed Weapon Specialization from Levels 26 to 28,
increasing damage dealt with two handed weapons by 3%. At Level 29, put
one point into
Deep Wounds, causing your Critical Strikes to apply a bleed based
on your weapon's average damage. While Deep Wounds is fairly nice damage, you
won't have much crit chance while leveling, making this mostly a filler point to
unlock the next tier of talents.
Learn
Sweeping Strikes at Level 30. Your next five melee attacks also
strike a nearby second enemy, making this one of Arms' biggest leveling
improvements. It costs 30 Rage and has a 30 second cooldown, so try to enter
these pulls with some Rage saved up. Two enemies close together give you a lot
of value without needing to pull a large pack that you cannot survive.
Take
Bloodthrill from Levels 31 to 35. At five points, your main hand
weapon attacks against an enemy affected by your
Rend have a
20% chance to enable
Overpower for 6 seconds; this includes
Heroic Strike,
Cleave, auto attacks, and extra attack procs.
This is a massive improvement to how often you can use Overpower, especially with
its extra Critical Strike Chance from
Improved Overpower. The trigger
comes from your weapon attacks against the
Rend target, not from its'
damage ticks, so keep attacking the enemy you have applied Rend to.
Take one point in
Improved Slam at Level 36. This reduces Slam's cast
time and global cooldown to 1.25 seconds and stops it from interrupting or
delaying your melee swing. You no longer need to time Slam immediately after
an auto attack, making it much easier to fit into your rotation. You only need
one point in
Improved Slam to gain the main benefits.
Take
Weaponmaster from Levels 37 to 39, and come back to finish it
at Levels 41 and 42 after stopping to learn
Mortal Strike at Level 40.
With 5 points in Weaponmaster you get a buff depending on the type of weapon
you have equipped: axes and polearms give 5% Critical Strike Chance,
maces and staves ignore 15% of the enemy's Armor, and swords have a
5% chance to trigger an extra attack. All of these bonuses are useful, so
compare weapon upgrades by their DPS and damage rather than passing up a good
weapon because it isn't a certain type.
Learn
Mortal Strike at Level 40. This becomes your main attack,
dealing weapon damage plus bonus damage on a 6 second cooldown. Save its
30 Rage cost instead of spending everything on other abilities. Getting
Mortal Strike makes a massive difference to your leveling speed, but it does not
replace
Rend or
Overpower;
Bloodthrill keeps those
abilities important throughout the rest of leveling.
Move into the Fury tree and take
Cruelty from Levels 43 to 47,
increasing your melee Critical Strike Chance by 5%. This is a nice damage
boost, especially if you are getting 5% crit from
Weaponmaster
with an axe or polearm.
Take
Lingering Rage from Levels 48 to 52, delaying the start
of Rage decay after combat by a total of 10 seconds. You won't always reach
the next enemy immediately, and this gives you more time to carry your Rage
into the next pull. This talent allows you to heal up for a bit between pulls
without losing your Rage, especially when you are using
Sweeping Strikes.
Take
Unbridled Wrath from Levels 53 to 57. At five points,
your weapon hits have a 60% chance to generate 1 additional Rage.
This adds some extra Rage during combat to help pay for your attacks. This isn't
great with a two handed weapon, but we really want to reach the next tier of
talents.
Pick up
Raging Blows at Level 58, reducing the cost of
Cleave and
Whirlwind by 3 Rage. You are mainly grabbing this
for the reduced Cleave cost, helping you during your
Sweeping Strikes
windows.
Your final two points finish
Improved Bloodrage at Levels 59 and 60,
increasing the Rage generated by
Bloodrage by 10. Helps give you a nice
burst of Rage on the start of a pull.
These macros cast
Shield Bash or
Pummel on the enemy under
your cursor, letting you interrupt an enemy without changing your current target.
You can mouse over the enemy, its nameplate, or its unit frame. If you aren't
hovering over a living enemy, the macro uses your current target instead. You
still need enough Rage and to be in the appropriate stance to use either ability.
Mouseover Shield Bash
Mouseover Pummel
Arms Warrior Leveling Rotation
Arms starts out with a simple rotation built around auto attacks,
Rend, and
Overpower. Keep
Battle Shout
active and avoid spending all of your Rage on
Heroic Strike.
Slam at Level 20 gives you another weapon attack,
Sweeping Strikes
at Level 30 gives you a way to kill two enemies at a time, and
Mortal Strike
at Level 40 becomes your main attack.
FAQHow Does Arms Warrior Generate Rage?
Warriors generate Rage through auto attacks, incoming damage, and abilities
such as
Charge and
Bloodrage. This build takes
Improved Charge at Level 18, which adds 6 Rage to your Charge, and
Anger Management at Level 24 for passive Rage
in combat. In the later levels we recommend taking
Unbridled Wrath for
a high chance to generate additional Rage from weapon hits, giving you multiple
talents to help improve your Rage generation.
Rage is shown beneath your Health bar. It does not refill while you wait,
and starts to decay after combat. Try to carry some into the next fight
instead of spending it all to finish an enemy that would die to your next
weapon swing.
Anger Management slows this decay, and
Lingering Rage from Levels 48 to 52 gives you more time to reach
the next enemy before it begins.
Auto attack Rage is normalized in WoW Forever, so dealing more damage with one hit does not automatically generate more Rage from that hit. Critical auto attacks generate double Rage, while missed auto attacks generate none. Keep your weapon skill trained and look for Hit when you can get it without giving up a major weapon upgrade.
Rage: 0 to 100. Generated in combat and spent on your abilities.
FAQWhat does pooling Rage mean?
Rage pooling means deliberately saving Rage so you can afford an important
ability as soon as you need it, or saving Rage for your next pull. For example,
if
Mortal Strike is about to come off cooldown hold 30 Rage so you can
afford it immediately, rather than spending Rage on something else and delaying
your next Mortal Strike. When finishing a fight, let your auto attacks kill
a low Health enemy rather than spending Rage that could instead be used on the
next pull.
Rage pooling is a core mechanic of playing Warrior, especially Arms. In raids, Warriors often build Rage on trash and carry it into the next boss pull so they can start using their core abilities immediately. Practice this while leveling and running dungeons by saving Rage as you finish one enemy or a pack, then carrying it into the next fight. Starting with Rage pooled gives you a huge boost in opening damage, rather than spending the first several seconds waiting for enough Rage to use your first ability.
Heroic Strike and
Cleave replace your next weapon
auto attack with a special attack. That swing no longer generates Rage,
making these abilities cost more than their listed Rage suggests. Use them
when you have excessive Rage left over after your main abilities, and keep
enough for Mortal Strike,
Overpower, or an interrupt.
At Level 20,
Victory Rush gives you some healing after a kill.
It heals 10% of your maximum Health and costs no Rage, but has a
30 second cooldown and must be used within 20 seconds of killing an enemy
that grants experience. Use it before the activation expires, ideally when
you are missing Health. Food and bandages remain important between fights,
especially when you cannot get a kill to activate Victory Rush.
FAQHow Do Warrior Stances Work?
Stances determine which abilities you can use and provide different combat
bonuses. You start with
Battle Stance, unlock
Defensive Stance through your Level 10 class quest, and unlock
Berserker Stance through your Level 30 class quest. Changing stances
discards Rage above the amount you can retain through
Tactical Mastery.
Battle Stance is your main stance as Arms. It lets you use
Charge,
Rend,
Overpower,
Sweeping Strikes,
and
Spearing Strike.
Mortal Strike and
Slam can also
be used here, so you can perform most of your rotation without switching stances.
Berserker Stance increases your Critical Strike Chance by
3% but causes you to take 10% more damage. You need it for
Intercept,
Berserker Rage,
Whirlwind, and
Pummel. Swap for these abilities when needed, then return to
Battle Stance so you can use Overpower and avoid taking extra damage.
Defensive Stance reduces damage taken and damage dealt by
10%, increases your threat generated, and gives you access to
Taunt and
Disarm. Use it when you need an emergency
defensive or to take an enemy off a party member, then return to
Battle Stance once the situation is under control.
Train
Tactical Mastery at Level 14 to retain up to 10 Rage
when changing stances. This build adds
Improved Tactical Mastery
at Level 19, increasing that amount to 25 Rage at five points; spend Rage above
your current limit before swapping when possible. Once
you can retain 25 Rage, you can switch to
Berserker Stance and
immediately afford
Whirlwind, but you still need to rebuild Rage
for your next attacks.
Single-Target Rotation
The following priorities cover both solo questing and dealing damage in dungeons. While questing, saving Rage for the next enemy is often more useful than spending everything to finish the current one a little faster.
- Keep
Battle Shout active. Use
Bloodrage regularly,
ideally between pulls to prevent Rage decay. Finish enemies that are very
low Health with auto attacks when possible, saving Rage for the next pull. - Open with
Charge when possible and stay in
Battle Stance for most of your rotation. From Level 30 onward, you can
use
Berserker Rage in
Berserker Stance before a pull, then swap
back to Battle Stance and Charge in. It increases Rage generated from damage
taken, but only do this when the stance changes will not discard already pooled
Rage. - Use
Victory Rush when it is available and you are missing
Health, before its activation expires. Even if you do not need the heal,
the free damage is better than letting the opportunity expire. - Use
Demoralizing Shout early in the fight to reduce damage
taken. Taking less damage means more time fighting and fewer stops to eat
between pulls. - Apply
Rend early when the enemy will survive most of the
bleed. From Level 31,
Bloodthrill makes keeping your
Rend
on the target even more important, as your weapon attacks can now enable
Overpower. Continue using
Rend after learning
Mortal Strike, but don't refresh it on an enemy that is about to die. - Use
Overpower when an enemy Dodges or
Bloodthrill enables
its use; use it quickly before the opportunity expires and you waste a proc.
Improved Overpower gives it 50% increased Critical Strike Chance for
only 5 Rage, making it one of your most efficient attacks. This is the main ability
you will be playing around as an Arms Warrior. - Use
Mortal Strike on cooldown once learned at Level 40. It costs
30 Rage, so you may not be able to use right away when its ready, as you will
stilll be prioritizing both
Rend and
Overpower before this. - Use
Slam from Level 20 when you can finish the cast and have Rage
available after your higher priority attacks. Before Level 36, use it
immediately after an auto attack to avoid wasting progress toward your
next swing. Once you take
Improved Slam, it no longer delays your melee
swing, so you can use it without waiting for that timing. You will likely not
have the Rage to use this often. - Use
Sunder Armor on durable enemies when you have spare
Rage, especially during the early levels. Once
Mortal Strike is available,
save Rage for that first and mainly use
Sunder Armor on elite mobs
and bosses. Don't add
Sunder Armor to an enemy that is about to die. - Use
Spearing Strike against Giants, Dragonkin, and mounted enemies
for the bonus damage; for 15 Rage this deals 120% weapon damage to those enemy
types, and should be prioritized above
Mortal Strike. When fighting
other types of enemies, this ability should be avoided unless you are close to
capping your Rage out as the damage is very low.
Execute can only be used on enemies at or below
20% Health and spends your remaining Rage for additional damage.
You typically do not want to empty your Rage bar into a weak mob that
will die from an auto attack or two already. Use it when you do not need
to save Rage for another pull, or to stop a runner reaching more enemies.
In a dungeon boss fight, use Execute freely to finish the boss.- Use
Heroic Strike only when you have an excessive amount
of Rage. Keep enough for
Mortal Strike,
Overpower, and a possible
interrupt. Repeatedly queueing
Heroic Strike is a very easy way to
empty your Rage bar without realizing how much you are spending.
AoE Rotation
Your basic priorities stay the same when fighting multiple enemies. Keep
Battle Shout active, use
Bloodrage regularly, use
Victory Rush before its activation expires, and enter combat with
Charge if possible. Focus down a single target even when fighting
multiple enemies to reduce incoming damage rather than trying to kill all mobs
at the same time.
Fighting multiple enemies at a time is one of Arms specialties, with
Sweeping Strikes at Level 30 duplicating up to 5 of your attacks onto
a second nearby enemy. When you later get
Bloodthrill you can get easier
Overpower procs with
Cleave against two targets, further
boosting your AoE capabilities.
Your playstyle with these talents should be to pool Rage from a single target,
then pull two mobs to
Cleave and
Sweeping Strikes them down.
The target that you are primarily focusing on will die first, and you should then
use the remaining target to repeat this cycle: pool Rage again, heal up quickly
if needed, repeat the two mob pull again.
FAQWhat Are Threat and Aggro?
Threat is a hidden value that helps determine who an enemy attacks. Damage, healing, and certain abilities generate threat. Aggro means an enemy's attention. If you have aggro, you are its current target. If you pull aggro from the tank, the enemy has switched to you.
Each enemy tracks threat separately. Using
Whirlwind or
Cleave on enemies the tank has barely touched can pull aggro onto you,
even if the tank has a large lead on your main target. Give the tank time to
gather the pack, attack their target, and keep an eye on nearby enemies outside
of the main group before using AoE.
- Use
Demoralizing Shout early when several melee enemies
are attacking you. Taking less damage means fewer stops to eat between
pulls. In dungeons, coordinate this with your tank so you do not spend
Rage applying a debuff that is already active. - Use
Sweeping Strikes from Level 30 when a second enemy is close
enough for your attacks to hit it. Activate it in
Battle Stance
and keep attacking while both targets are alive. It costs 30 Rage, so
carrying Rage from the previous pull makes a big difference. - Apply
Rend to both enemies you are cleaving so your attacks
against either target can trigger
Bloodthrill. Use
Overpower on cooldown as these procs become available, before they
expire. Pay attention to which enemy your proc belongs to and use it on
that target before switching, as changing targets will cause you to lose
the proc. - Before Level 36, use
Thunder Clap to damage up to four
enemies and slow their attacks. Once
Whirlwind is available,
Thunder Clap becomes more useful for reducing incoming damage than for
its damage alone. Apply the debuff early when you need it. - Use
Whirlwind from Level 36 when at least four enemies are in
range. You will only really be using this in a group scenario to hit a whole
pack of mobs while someone else is tanking, or you have a healer with you. Trying
to use Whirlwind effectively while playing solo is a death sentence, even when
fighting two enemies.
Slam is a cheap attack that deals great damage while
Sweeping Strikes is active, hitting both targets for only 15 Rage.- Use
Cleave regularly when fighting two nearby enemies while,
especially when
Sweeping Strikes is active to kill both targets
quickly. Keep
Rend on both enemies so your Cleave hits can trigger
Bloodthrill, giving you more opportunities to use
Overpower. Keep enough Rage for your other main attacks, as
Cleave replaces an auto attack and prevents that swing from
generating its normal Rage.
Important Abilities
Your core rotation is made up of the following abilities.
Mortal Strike: Learned at Level 40 with this build. Your main regular
attack, dealing weapon damage plus bonus damage and reducing healing
received by the target. Keep enough Rage to use it on cooldown.
Overpower: Becomes available after an enemy Dodges, or when
Bloodthrill activates from Level 31 onward. It requires
Battle Stance
and cannot be Dodged, Blocked, or Parried.
Improved Overpower gives it
50% additional Critical Strike Chance.
Rend: A bleed worth applying early when an enemy will survive
most of its duration. Keep it on your current target to enable
Bloodthrill
once you begin taking that talent.
Slam: Learned at Level 20. A cast time attack that deals weapon damage,
plus bonus damage. By default, Slam will reset your swing timer, and pause it while
you are casting; only use it immediately after an auto attack lands to minimize the
delay to your next weapon swing. At Level 36
Improved Slam reduces Slams
cast time and stops it from both resetting and pausing your swing
timer, allowing you to use it whenever.
Sweeping Strikes: Taken at Level 30 with this build. Your next five
melee attacks also strike a nearby second enemy. Requires
Battle Stance and costs 30 Rage, making saved Rage especially
useful when you plan to fight two enemies.
Sweeping Strikes is one of
the core playstyles of Arms leveling; you will pool Rage on one mob, quickly
heal up, then pull two mobs and kill them with Sweeping Strikes and
Cleave.
Finish one off quickly, then pool your Rage on the second mob, repeating the
cycle again after you heal up.
Whirlwind: Learned at Level 36 and requires
Berserker Stance. Hits up to four nearby enemies with your weapon,
making it a strong attack when fighting several mobs together.
Spearing Strike: Taken at Level 25 with this build and requires
Battle Stance. Deals extra damage against Giants, Dragonkin,
and mounted enemies. You will only use this early on before getting later talents
like
Bloodthrill and
Mortal Strike, or when facing those
special enemies.
Sunder Armor: Reduces the target's Armor and stacks up to five
times. Use it on durable enemies when you have spare Rage, especially during
the early levels.
Utility and Crowd Control
Your damage rotation is only part of playing Arms. Interrupting a dangerous cast, stopping a runner, or debuffing an enemy often makes a much larger difference than using another offensive ability.
Click for Utility and Crowd Control Explanation
Charge: Reaches an enemy and generates Rage before combat. Check
for patrols or extra mobs near your target before using it. If there isn't much
room to fight, use your ranged weapon to pull enemies back to a safer spot.
Bloodrage: Costs some Health to generate Rage immediately and over
the following 10 seconds. Use it to pay for your opening abilities or to prevent
Rage from decaying between pulls.
Battle Shout: Increases melee Attack Power for you and nearby party
members. Keep it active and remember to rebuff anyone who dies. You ideally
want to refresh this at the end of a pull or before entering combat if you have
the Rage, saving you a global cooldown in combat.
Demoralizing Shout: Reduces nearby enemies Attack Power, lowering
their melee damage. Use it early, especially against multiple enemies or mobs that
hit hard. Taking less damage means fewer stops to eat while questing and less
pressure on your healer in dungeons.
Thunder Clap: Damages up to four nearby enemies and slows their
attack speed. Use it against difficult enemies to reduce incoming damage,
and when you are pulling multiple enemies. Apply it early in a
fight so you get more value from the attack speed reduction.
Shield Bash: Your interrupt from Level 12, it requires a shield and
works in
Battle Stance or
Defensive Stance. Keep a one handed weapon
and shield available to stop dangerous damage spells, enemy heals, or crowd
control before you learn
Pummel. Save enough Rage when you know a cast is coming
rather than spending everything and not being able to kick a spell. This will
be your main interrupt until you learn
Pummel.
Pummel: Learned at Level 38 and requires
Berserker Stance. This is your main interrupt with a two handed weapon,
costing 10 Rage and preventing spells from the interrupted school for four
seconds. Keep enough Rage to use it when fighting enemies that heal or cast
dangerous spells.
Disarm: Temporarily removes an enemy's weapon, reducing the damage
dealt by melee enemies. This can't be used against every enemy as some use
Fist or Ranged weapons, which can't be disarmed, or don't use a weapon at
all. Requires
Defensive Stance.
Hamstring: Slows an enemy so you can kite it, escape, or stop it
from running into another pack. It requires
Battle Stance or
Berserker Stance. Very useful early on when fighting Humanoids as they
will run away at low Health, potentially pulling another pack into the fight.
Intimidating Shout: Makes your target cower while other nearby
enemies flee in fear. It can give you time to escape or bandage, but be careful
around other packs, as fleeing enemies can pull more mobs. Any damage dealt to
the initial target will break the cower, while damage dealt to the ones fleeing
has a chance to break the fear, so something such as
Deep Wounds on your
target can break the crowd control and interrupt your heal.
Intercept: Learned at Level 30 and requires
Berserker Stance. Use it to reach and stun an enemy while already in
combat. It's great for catching a runner, stopping a cast, or getting back into
melee range.
Berserker Rage: Available from Level 30 and requires
Berserker Stance. Breaks Fear and Incapacitates, making you immune to
them for 10 seconds. It also increases Rage generated from damage taken, so you
can use it before a pull to generate some extra Rage. Account for any Rage
lost when changing stances before using it.
Retaliation: Requires
Battle Stance and counterattacks
enemies that hit you from the front. Keep enemies in front of you to get value
from it. With a two handed weapon this can be great for a big pull every so
often, but you still need to survive the incoming damage while it is active.
Stats
Early on you will not have much choice in your stats. Keep your weapon up to date, then look for Hit, Expertise, Critical Strike and Strength on your other equipment. Arms relies heavily on weapon damage, so a good weapon upgrade usually makes a bigger difference than a few extra stats on a piece of gear.
- Weapon Damage
- Higher weapon DPS improves your auto attack damage and helps you kill
enemies faster. At similar DPS, a slower weapon has higher damage per
swing, improving attacks such as
Mortal Strike,
Slam, and
Whirlwind. Look for a slow two handed weapon, but don't pass
up a large DPS upgrade just because its speed or weapon type is different.
- Higher weapon DPS improves your auto attack damage and helps you kill
enemies faster. At similar DPS, a slower weapon has higher damage per
swing, improving attacks such as
- Hit & Expertise
- Hit reduces misses, while Expertise reduces enemy Dodges and Parries. Missing with a slow two handed weapon can mean a long wait for your next auto attack, costing you both damage and Rage. These stats are uncommon early on, but are worth looking for when you can get them without giving up a major weapon upgrade.
- Agility & Critical Strike
- Critical strikes improve damage, and critical auto attacks generate
additional Rage. Critical Strikes also apply
Deep Wounds once you learn
it. Agility provides Critical Strike Chance, Dodge Chance,
and Armor, but does not give Warriors Attack Power. Items with both
Strength and Agility are some of your best possible gear choices.
- Critical strikes improve damage, and critical auto attacks generate
additional Rage. Critical Strikes also apply
- Strength & Attack Power
- Strength gives two Attack Power per point. Attack Power improves your
weapon damage and abilities damage such as
Mortal Strike and
Rend, making Strength one of your best stats for leveling.
- Strength gives two Attack Power per point. Attack Power improves your
weapon damage and abilities damage such as
Gear and Where to Level
When leveling, you often get to choose between multiple zones to pick from. You generally want to start out in one area and complete most of that zone, only leaving once you have very few quests to complete. Warrior excels at questing when fighting enemies a couple of levels below them, so staying in one zone to complete most of it helps get you ahead in the next zone. Using the slider below, we will be recommending zones for their density of quests and proximity to dungeons that are available at each level range.
Quest through the surrounding areas before entering a dungeon so you can collect all of its available quests and finish several objectives in one run. Dungeon quests provide experience and gear, but you do not need to run every dungeon to level effectively. Check our Dungeon Hub for its level range, quests, and where to pick them up before planning the trip.
- Zones to Quest in:
Loch Modan/Darkshore
The Barrens
- Available Dungeons:
- Zones to Quest in:
Westfall/Darkshore
Silverpine Forest
- Available Dungeons:
- Zones to Quest in:
Westfall/Redridge Mountains
The Barrens/Stonetalon Mountains
- Available Dungeons:
- Zones to Quest in:
Redridge Mountains/Duskwood
Hillsbrad Foothills/Stonetalon Mountains
- Available Dungeons:
- Zones to Quest in:
Ashenvale/Duskwood
Ashenvale/Duskwood
- Available Dungeons:
- Zones to Quest in:
Wetlands/Ashenvale
Hillsbrad Foothills/Wetlands
- Available Dungeons:
- Zones to Quest in:
Wetlands/Ashenvale
Wetlands/Thousand Needles
- Available Dungeons:
Excavation Site: Wetlands and Gnomeregan, and City of Dalaran
Excavation Site: Wetlands and Razorfen Kraul, and City of Dalaran
Below are some items worth looking for as you level. There are options available for all different levels matching the slider above, with the item at the top of the list being the best choice for the current level, and a few options that are from quests included below. Gear options beyond level 35 are not entirely known at this time and will be filled out more thoroughly in the future once the game has fully released.
- Two Handed Weapons
Defender of Dalaran
Alliance Quest reward from Heart of Disruption, City of Dalaran.
Corpsemaker- Drops from Overlord Ramtusk in Razorfen Kraul.
Heavehammer
Alliance Quest reward from Prehistoric Prism, Excavation Site: Wetlands.
Horde Quest reward from Earthen Echo, Excavation Site: Wetlands.
Guardian's Dualblade- Drops from Unstable Sentinel in City of Dalaran.
- Blackfathom Deeps
Strike of the Hydra drops from Aku'mai in Blackfathom Deeps.
Reef Axe drops from Gelihast in Blackfathom Deeps.
Headbasher
Alliance Quest reward from The Fury Runs Deep, The Stockade.
Arced War Axe
Horde Drops from Commander Springvale in Shadowfang Keep.
Hammerbone
Horde Quest reward from Leaders of the Fang, Wailing Caverns.
Alliance The Deadmines
Smite's Mighty Hammer drops from Mr. Smite in The Deadmines.
Rhahk'Zor's Hammer drops from Rhahk'Zor in The Deadmines.
Corpse Chopper- Drops from Bjork in Ruins of Lordaeron.
Axe of Orgrimmar
Horde Quest reward from Hidden Enemies, Ragefire Chasm.
Ironforge Greathammer
Alliance Quest reward from Old Ironforge Incursion, Hall of Thanes.
Heavy Copper Maul- Crafted through Blacksmithing.
- Helmet
Barbaric Iron Helm- Crafted through Blacksmithing.
Veteran's Silvered Chain Helm- Crafted through Blacksmithing. Binds when picked up.
- Shoulders
Barbaric Iron Shoulders- Crafted through Blacksmithing.
Rough Bronze Shoulders- Crafted through Blacksmithing.
- Chest
Veteran's Silvered Chain Shirt- Crafted through Blacksmithing. Binds when picked up.
Veteran's Chain Shirt- Crafted through Blacksmithing. Binds when picked up.
- Gloves
Veteran's Gloves- Crafted through Blacksmithing. Binds when picked up.
- Belt
Officer's Belt- Crafted through Blacksmithing. Binds when picked up.
Cobrahn's Grasp- Drops from Lord Cobrahn in Wailing Caverns.
Veteran's Chain Belt- Crafted through Blacksmithing. Binds when picked up.
- Legs
Veteran's Silvered Chain Leggings- Crafted through Blacksmithing. Binds when picked up.
- Boots
Veteran's Boots- Crafted through Blacksmithing. Binds when picked up.
- Rings
Ring of Ruin
Alliance Quest reward from The Legend of Stalvan, Duskwood.
Seal of Wrynn
Alliance Quest reward from An Audience with the King, Stormwind City.
Silverlaine's Family Seal
Horde Drops from Baron Silverlaine in Shadowfang Keep.
Seal of Sylvanas
Horde Quest reward from Arugal Must Die, Shadowfang Keep.
With the WoW Forever Beta only reaching Level 30, we unfortunately are unable to provide more specific advice on which zones or gear to tackle beyond Level 30. Make sure to check back once WoW Forever has launched, as we will be updating this section of our Subtlety Rogue leveling guide soon after!
Leveling Tips
Keep food, bandages, and Healing Potions ready.
Victory Rush
helps keep you up in combat after a kill, while food and bandages cover the
gaps between fights. Recover before starting another pull if
you are low Health, and keep a potion available for an unexpected add or
dangerous enemy. Trying to save a little time by pulling at low Health will cost
you much more time if you die.
Keep up with your professions. Some professions such as Herbalism and Mining should be leveled up simultaneously while you quest. Leaving these behind will only save you a small amount of time early on, but will cost you a ton of materials that you would have otherwise gotten. You can choose to skip crafted professions such as Blacksmithing if you want to purely level, although the gear offered by some professions can make up for the time spent crafting.
Train your abilities and weapon skill. New ranks of abilities like
Battle Shout,
Rend, and
Mortal Strike are important
upgrades, and a good weapon will still perform poorly if your skill with its
weapon type is far behind. Practice against low level enemies when changing
weapon types to keep your weapon skill trained. Before entering a dungeon, check
your equipment durability and be ready to interrupt dangerous casts rather than
leaving them all to your tank.
Log out in rested areas. Leveling to 60 takes time, and rested experience
adds up between sessions. Log out inside an inn or another rested area whenever
possible, ideally by using your
Hearthstone at the end of a questing
session. You do not need to make a long detour every time you log out, but
repeatedly missing out on rested experience means giving up extra experience you
could have earned while offline.
Make friends. Add players you enjoyed running with, especially tanks and healers who communicate well and help keep pulls moving. Use interrupts and debuffs to make their jobs easier instead of only focusing on damage. An experienced group spends much less time organizing runs, and those connections remain useful when you reach max level and begin doing end game content.
Leveling Milestones
Some levels give you a new ability or talent that changes your rotation, while others offer stronger ranks of attacks and Shouts you already use. The tables below cover your main unlocks and ability upgrades, helping you plan your class quests and training visits as you level up.
Important Unlocks
The table below highlights your stance quests, major attacks, and important talent unlocks. Talent unlock levels follow the recommended Arms build, so they may differ if you spend your points in a different order.
| Level | Important Unlock |
|---|---|
| 10 | |
| 12 | |
| 14 | |
| 16 | |
| 20 | |
| 23 | |
| 24 | |
| 25 | |
| 30 | |
| 31 | First |
| 36 | |
| 38 | |
| 40 | 60% Mount Available (100 gold total for riding training & mount) |
| 42 | |
| 50 | |
| 58 |
The following are your main abilities that you will want to keep trained.
New ranks of
Mortal Strike and
Slam improve your weapon based
attacks, while
Rend remains useful throughout leveling because of
Bloodthrill. If one of these abilities has a new rank available,
plan a trainer visit alongside any other upgrades you can grab at the same
time.
| Ability | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 | Rank 6 | Rank 7 |
|---|---|---|---|---|---|---|---|
| 1 | 12 | 22 | 32 | 42 | 52 | Currently Unknown | |
| 20 | 30 | 40 | 50 | 60 | — | — | |
| 14 | 24 | 34 | 44 | 54 | — | — | |
| 4 | 10 | 20 | 30 | 40 | 50 | 60 | |
| 40 | 48 | 54 | 60 | — | — | — | |
| 20 | 30 | 38 | 46 | 54 | — | — | |
| 10 | 22 | 34 | 46 | 58 | — | — | |
| 6 | 18 | 28 | 38 | 48 | 58 | — |
Professions
Mining and Blacksmithing let you gather the bars and stone needed to craft your own weapons, armor, and weapon stones. This can save gold and fill gaps in your equipment, but compare each craft with what you already have before spending materials. Herbalism and Alchemy are another good pairing if you would rather gather materials for damage and defensive consumables, and Alchemy is a great gold maker at max Level.
Engineering pairs well with Mining and gives you explosives and other gadgets for dungeons and PvP. The extra damage and control are very useful when your normal AoE abilities are limited. If you plan to switch crafting professions later, gather the materials you will need before dropping Mining, or budget for buying them from the Auction House.
Skinning is a great pickup for anyone early on while Leveling, as you can vendor all of the materials acquired for some early gold. This helps greatly with being able to afford ability training early on, and can be useful later on to sell rarer materials on the auction house to other players. You can always drop Skinning later on for your main professions.
Warriors should always pick up First Aid as well.
Victory Rush helps after a kill, but bandages still cover the gaps
between fights and greatly reduce downtime. First Aid also
makes Healing Potions in WoW Forever. Cooking supplies your own
food, while Fishing provides ingredients for many recipes.
Leveling these two together is highly recommended, but can take up a large amount
of time. These secondary professions do not take either primary profession slot,
making them useful additions whichever primary professions you choose.
Changelog
- 15 Oct. 2026: Guide added.