Welcome to our Fury 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.
Fury Warrior Leveling Guide
Fury focuses on leveling with two weapons, using fast attacks and Critical
Strikes to keep your damage and Rage flowing. The build gets much stronger as
you pick up talents such as
Furious Precision and
Dual Wield Specialization, then really comes together with
Flurry and
Bloodthirst. Until then, Fury can be a bit slower
than leveling as Protection, and you may want to wait until later levels to
respec to Fury once you have some key talents and strong weapons. Later on,
Gore Drinker adds sustain to your kit, helping you to keep moving between
enemies without needing to stop and eat as often.
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.
Fury deals strong sustained damage once Flurry and Bloodthirst are available
Death Wish provides powerful burst windows against tougher enemies
Cleave and Whirlwind deal good damage to 2-4 enemies
Both weapons need regular upgrades and trained weapon skills
Missed auto attacks can leave you short on Rage
Whirlwind and Bloodthirst arrive relatively late
Switching stances can be tedious, constantly managing Rage
Leveling Talent Build
The above build focuses on dual wielding, improving your weapon damage and
Rage generation before adding some baseline healing and easier stance swapping.
You cannot dual wield until Level 20, so use your best weapon until then; a good
two handed weapon works well during the early levels. Once you train dual wielding,
equip two one handed weapons, and ideally look for a fast offhand. More frequent
weapon hits give
Unbridled Wrath more chances to generate Rage, making
it easier to use your abilities.
Your first five points go into
Cruelty from Levels 10 to 14,
increasing your melee Critical Strike Chance by 5%. This is a great
damage increase early on, and becomes even more valuable once your crits begin
activating
Flurry later into the build.
Take
Unbridled Wrath from Levels 15 to 19 next. At five points, your
weapon hits have a 60% chance to generate 1 additional Rage. Fury needs
this extra Rage to pay for its attacks, and you get more opportunities to
activate it once you begin attacking with two weapons.
Train dual wielding at Level 20 and take
Furious Precision from
Levels 20 to 22. These three points increase your offhand Hit Chance by a total
of 10%, helping your second weapon connect much more often. Missing
repeatedly is one of the biggest problems with early dual wielding and is Fury's
main weakness, so these points are worth getting as soon as possible.
Put two points into
Lingering Rage at Levels 23 and 24, delaying
the start of Rage decay after combat by 4 seconds. You won't always reach the
next enemy immediately, and this gives you more time to carry your Rage into
the next pull instead of starting over. While these points are technically used
just to reach the next tier, this is a very nice talent to have between pulls.
Take
Dual Wield Specialization from Levels 25 to 29, increasing
your offhand damage by 25% and Rage generated from offhand attacks by
50% at five points. The main thing this talent provides is the additional
Rage generation from offhand attacks.
FAQHow Does Offhand Damage Work?
By default, your offhand weapon deals 50% of normal damage.
Fully ranking
Dual Wield Specialization increases this damage
by 25%, bringing it to 62.5% of normal damage. For example, a
weapon that hits for 100 damage in your main hand would hit for 50 in your
offhand, or 62.5 with the talent. The bonus is multiplicative rather than
additive.
At Level 30,
Death Wish gives you a strong damage cooldown. It
increases Physical damage dealt by 20% and makes you immune to Fear for
30 seconds, but also increases damage taken by 5% for the same duration.
Use it on tough enemies when you can keep attacking for most of its duration,
or when you can
Cleave several enemies down in a row. It has a 3 minute
cooldown, so use it regularly instead of saving it for a fight that never comes.
Take four points in
Enrage from Levels 31 to 34. Taking
damage can activate Enrage, increasing your Physical damage for 12 seconds.
This is especially useful while questing, since enemies will usually be
attacking you. We leave it at four points for now to get
Flurry and
Bloodthirst as soon as they become available as
they provide a much higher benefit overall.
Take
Flurry from Levels 35 to 39, giving you 25% more melee
attack speed for your next three swings after a melee Critical Strike. This is
one of Fury's biggest damage gains and works well with the extra Critical
Strike Chance from
Cruelty. Faster attacks also give you more chances
to generate Rage through auto attacks and talents such as
Unbridled Wrath.
Learn
Bloodthirst at Level 40. This becomes your main attack,
dealing damage based on Attack Power and giving you a short Movement Speed
increase after using it. Keep enough Rage available to always be able to use it
instead of spending everything on other abilities. Getting Bloodthirst makes a
massive difference to Fury's rotation and gives you a reliable attack every
6 seconds, rather than relying mostly on auto attacks as you have done up to this
point.
Finish
Enrage at Level 41, bringing its damage bonus to
10%. Then take both points in
Gore Drinker at Levels 42 and 43.
Enrage,
Berserker Rage,
Bloodrage,
Death Wish,
and
Bloodthirst now cause your next three melee attacks to heal
1% of your maximum Health. This is a large improvement to your sustain
while leveling, but you will still need food and bandages when the healing
cannot keep up. Do not use all of these abilities at the exact same time, as you
can only have 3 stacks of
Gore Drinker at once and must wait for the
buff to be consumed before you can benefit from new stacks.
Move into Arms and take
Deflection from Levels 44 to 48,
increasing your Parry Chance by 5%. These points are mostly to get to the
better talents down the Arms tree, but the Parry actually provides a large amount
of defense while leveling, making it the best choice here.
Take
Improved Tactical Mastery from Levels 49 to 53. With baseline
Tactical Mastery trained, you can now retain up to 25 Rage when changing
stances. This makes swapping for
Overpower,
Thunder Clap,
or
Whirlwind much less expensive. Any Rage above the amount
you can retain is still lost, so spend excess Rage before switching when possible.
You will frequently be swapping stances as Fury, so we grab this talent early on
to help maintain a bit of extra Rage when doing so.
Pick up
Anger Management at Level 54. 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 keep more of your resource between pulls.
At Level 55 and 56 get
Improved Charge for an additional 6 Rage every
time you
Charge. This is one of the highest Rage per minute abilities
you can take while leveling and helps you start the fight off with a bit of
extra Rage.
Take
Improved Berserker Rage at Levels 57 and 58 next. At two points,
Berserker Rage immediately generates 10 Rage and removes movement
impairing effects, making it useful both for your rotation and for getting
out of slows and roots.
Your last two points go into
Improved Bloodrage at Levels 59 and 60,
increasing all Rage generated by
Bloodrage by 50%; two points
in this talent cause Bloodrage to generate 10 additional Rage. Use it regularly
to prevent Rage decay between pulls, or as a burst of Rage at the start of
combat.
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
Fury Warrior Leveling Rotation
Fury starts out with a simple rotation built around auto attacks,
Rend, and
Overpower when an enemy Dodges. Keep
Battle Shout active and avoid spending all of your Rage on
Heroic Strike. Your rotation gets much stronger with
Whirlwind at Level 36 and
Bloodthirst at Level 40, so
save Rage for those attacks once they are available.
FAQHow Does Fury Warrior Generate Rage?
Warriors generate Rage through auto attacks, incoming damage, and abilities
such as
Charge and
Bloodrage. Fury also gains additional
Rage from
Unbridled Wrath when weapon attacks land, and
Dual Wield Specialization increases Rage generated by your offhand
attacks. A fast offhand gives you freuqent opportunities to activate Unbridled
Wrath, and
Furious Precision helps those offhand attacks hit more often.
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.
Lingering Rage gives you more time to reach the next enemy before
that decay 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, and scale with these talents as well, making crit a great stat for Fury. Missed auto attacks generate no Rage, which is why hit chance and your weapon skill matter so much.
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
Bloodthirst 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 Bloodthirst. 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. 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 main 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
your next
Bloodthirst,
Whirlwind, or 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. At Level 43
Gore Drinker adds a buff when you use your main
abilities, causing your attacks to heal you 1% of your max life per swing. These
will not be enough to keep you full health always, but go a long way helping to
sustain you between fights.
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 during the early levels. It lets
you use
Charge before combat and
Overpower after an enemy
Dodges. Staying in this stance also avoids the increased damage taken from
Berserker Stance when
Whirlwind is on cooldown.
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. You will be swapping between Berserker Stance and Battle Stance
frequently to use these abilities, then swapping out of Berserker Stance to
avoid taking additional 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 your damage
stance once the situation is under control.
Train
Tactical Mastery at Level 14 to retain up to 10 Rage when
changing stances. The build adds
Improved Tactical Mastery from Levels
49 to 53, increasing that amount to 25 Rage once all 5 points are taken.
Before then, constantly switching for
Overpower can cost more Rage
than the extra attack is worth. Use it when you are already in Battle Stance
or can switch without throwing away a large amount of Rage.
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. Avoid using abilities on mobs that
are very low health, and instead try to finish them off with auto-attacks
instead to save Rage for the next pull. - Open with
Charge when possible. Before Level 30, you will stay in
Battle Stance for your rotation. When you get
Berserker Stance,
you will want to swap to it and use
Berserker Rage before swapping back
to Battle Stance and Charging in; Berserker Rage increases your Rage generated
from damage taken by 30%, making this a nice way to gain a bit of extra
Rage. Only do this if your current Rage is below 10, otherwise you will be
wasting Rage instead. - 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 up time, reducing how often you need to stop and
eat food to heal back up. - Use
Death Wish when you can keep attacking for most of its
duration. Tough quest enemies and dungeon bosses are good targets, but do not
save it for an entire zone waiting for the perfect pull. Remember that it also
increases damage taken by 5%. - Use
Bloodthirst on cooldown once learned at Level 40. This is
your main attack, and
Gore Drinker later makes it part of your regular
healing as well. Save its 30 Rage cost instead of spending that Rage on other
abilities. - Use
Whirlwind at level 36
Bloodthirst is unavailable and
you have enough Rage left for your next Bloodthirst. You will often times not
have enough Rage to use this, especially against a single enemy. Whirlwind also
requires
Berserker Stance, so be mindful of your Rage as you swap
stances, and return to
Battle Stance after you Whirlwind to reduce your
damage taken. - Use
Overpower when an enemy Dodges and you are in
Battle Stance. At higher levels, only switch for it when the stance
change will not waste too much Rage or delay your more important attacks. Its
cheap cost allows you to use it most of the time when it triggers, just be sure
to use it quickly before the opportunity expires. - Use
Sunder Armor on durable enemies when you have spare Rage,
especially during the early levels. Prioritize
Bloodthirst and
Whirlwind once they are available, only using Sunder on elite mobs and
bosses. Just like
Rend, don't use Sunders to an enemy that is about to
die. - Apply
Rend early while leveling if the target will survive most
of the bleed. Once
Bloodthirst is available you will stop using this.
Do not refresh Rend on an enemy that is about to die.
Execute can only be used on enemies below 20%, spending
all of your Rage to deal high damage. While this can be good in certain situations,
you typically do not want to dump all of your Rage into a weak mob that will die
from an auto attack or two already. You should rarely use this while leveling,
only if you do not need to save your Rage for another pull, or can prevent a mob
from fleeing into additional enemies. In a dungeon boss fight, you should use
Execute freely to finish the boss.- Use
Heroic Strike only when you have an excessive amount of Rage.
Keep enough for
Bloodthirst,
Whirlwind, and a possible
interrupt if needed. You will rarely have enough Rage to use this once you unlock
your main abilities. Repeatedly queueing Heroic Strike is a very easy way to
quickly 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 one enemy when questing to reduce
incoming damage instead of evenly damaging all enemies down equally.
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. - Before Level 36, use
Thunder Clap in
Battle Stance
on cooldown to damage several enemies and slow their attacks, hitting up to
four targets. Once
Whirlwind is available you won't use this as your
main AoE attack, but may still wish to apply the debuff to reduce your damage
taken. - Use
Whirlwind on cooldown from Level 36. It requires
Berserker Stance and hits up to four nearby enemies with both weapons.
Position yourself so the enemies you want to hit are in range. Jumping also
grants you a mechanic called leeway, which gives you a temporary small range buff
to your attacks; use this if needed to hit a mob as it's fleeing away from the
pack. - Use
Bloodthirst to focus down your current target. Keep enough
Rage to use
Whirlwind again when it becomes available, and use
Death Wish on pulls where you can keep attacking safely. - Dump excess Rage into
Cleave when a second enemy is within range
of your current target. Save enough Rage for
Whirlwind or
Thunder Clap instead of queueing Cleave on every swing. While questing,
finish low Health enemies with auto attacks or a rare Execute so they stop
hitting you and you can finish the other enemies off.
Important Abilities
Your core rotation is made up of the following abilities.
Bloodthirst: Learned at Level 40 with this build. Your main
attack, dealing damage based on Attack Power and briefly increasing your
Movement Speed. Keep enough Rage to use it regularly.
Whirlwind: Learned at Level 36 and requires
Berserker Stance. Hits up to four nearby enemies with both weapons,
making it your main AoE attack and good attack against a single target.
Overpower: Becomes available after an enemy Dodges one of your
attacks and requires
Battle Stance. It cannot be Dodged, Blocked, or
Parried, making it a reliable attack during early levels.
Rend: A bleed worth applying early when an enemy will survive
most of its duration. It is useful early on before
Bloodthirst and
Whirlwind become your main attacks.
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.
Death Wish: Taken at Level 30 with this build. A damage cooldown
that also grants Fear immunity, but increases damage taken. Use it whenever you
can hit enemies for most of its duration.
Utility and Crowd Control
Your damage rotation is only part of playing Fury. Interrupting a dangerous cast, stopping a runner, or debuffing an enemy often times make 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,
especially if you're dealing with an unexpected add. Apply it early in a
difficult 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 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 while dual wielding,
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
Rend 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. At Level 57 with this
build
Improved Berserker Rage also makes it generate 10 Rage and remove
movement impairing effects.
Retaliation: Requires
Battle Stance and counterattacks
enemies that hit you from the front. Keep enemies in front of you to get value
from it. 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 both weapons up to date, then look for Hit, Expertise, Strength, and Critical Strike on your other equipment. Fury relies heavily on its weapon attacks, 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. Ideally use a fast offhand to get frequent weapon hits and
more chances to generate Rage through
Unbridled Wrath. A slower
main weapon can improve
Whirlwind damage at similar DPS, but do
not pass up a large DPS upgrade simply because its speed is different.
- Higher weapon DPS improves your auto attack damage and helps you kill
enemies faster. Ideally use a fast offhand to get frequent weapon hits and
more chances to generate Rage through
- Hit & Expertise
- Hit reduces misses, while Expertise reduces enemy Dodges and Parries.
Dual wielding adds an extra 19% chance for auto attacks from both
weapons to miss. This penalty does not apply to special attacks such as
Bloodthirst. Reliable auto attacks are especially important,
since a missed swing means lost damage and no Rage from that attack.
These stats are uncommon early on, but are worth looking for when you
can get them.
- Hit reduces misses, while Expertise reduces enemy Dodges and Parries.
Dual wielding adds an extra 19% chance for auto attacks from both
weapons to miss. This penalty does not apply to special attacks such as
- Strength & Attack Power
- Strength gives two Attack Power per point. Attack Power improves your
weapon damage and directly increases
Bloodthirst damage once
learned, making Strength one of your best stats.
- Strength gives two Attack Power per point. Attack Power improves your
weapon damage and directly increases
- Agility & Critical Strike
- Critical strikes improve damage, and critical auto attacks generate
additional Rage. From Level 35 on-wards melee Critical Strikes also activate
Flurry for faster attacks. 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. From Level 35 on-wards melee Critical Strikes also activate
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.
Use your best weapon until you train dual wielding
at Level 20. After that, keep both weapons up to date and ideally use a fast
offhand. Attack speed is especially useful for getting frequent
Unbridled Wrath opportunities, but weapon DPS still matters the most.
- One Handed Weapons
- Razorfen Kraul
Pronged Reaver drops from Charlga Razorflank in Razorfen Kraul.
Thornspike drops from Aggem Thorncurse in Razorfen Kraul.
Hamhock's Cleaver
Alliance Drops from Hamhock in The Stockade.
Darkwater Talwar- Drops from Lady Sarevess in Blackfathom Deeps.
Horde Shadowfang Keep
Meteor Shard drops from Archmage Arugal in Shadowfang Keep.
Baron's Scepter drops from Baron Silverlaine in Shadowfang Keep.
Butcher's Slicer drops from Razorclaw the Butcher in Shadowfang Keep.
Wingblade
Horde Quest reward from Leaders of the Fang, Wailing Caverns.
Alliance The Deadmines
Buzz Saw drops from Sneed's Shredder in The Deadmines.
Cookie's Tenderizer drops from Cookie in The Deadmines.
Blackwater Cutlass drops from Defias Pirates and other enemies in
The Deadmines.
Meathook Slicer- Drops from The Baron in Ruins of Lordaeron.
Durgen's Crescent Axe
Alliance Drops from Durgen Dirgehammer in Hall of Thanes.
Hammer of Orgrimmar
Horde Quest reward from Hidden Enemies, Ragefire Chasm.
Alliance
Haggard's Axe /
Horde
Thun'grim's Axe
Alliance Quest reward from Dead-tooth Jack, Elwynn Forest.
Horde Quest reward from Forged Steel, The Barrens.
Copper Shortsword- Crafted through Blacksmithing.
- Razorfen Kraul
- 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
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
and later
Gore Drinker help keep you up in combat, 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 and
Bloodthirst 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 and keep both weapon
skills 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 crowd control 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 Fury build, so they may differ if you spend your points in a different order.
| Level | Important Unlock |
|---|---|
| 10 | |
| 12 | |
| 14 | |
| 20 | Dual Wielding, |
| 30 | |
| 35 | First |
| 36 | |
| 38 | |
| 40 | 60% Mount Available (100 gold total for riding training & mount) |
| 42 | First |
| 49 | First |
| 50 | |
| 54 | |
| 55 | |
| 56 |
The following are your main abilities that you will want to always train the next rank as soon as possible. If one of these abilities has a new rank available at the trainer, making a trip to the nearest major city is well worth the time to learn it.
| 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 | Don't train | Don't train | Don't train | |
| 40 | 48 | 54 | 60 | — | — | — | |
| 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 and
Gore Drinker help during combat, 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.