Welcome to our Protection 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.
Protection Warrior Leveling Guide
Protection is the fastest Warrior specialization for leveling in WoW Forever and
the one we recommend. Buffs to
Revenge let you kill enemies faster, while
your shield greatly reduces incoming damage and limits downtime between pulls.
The Protection tree also greatly improves your Rage generation and reduces the
cost of your main abilities, fixing Warrior's biggest problem while leveling:
having enough Rage to use your abilities often. Protection is an absolute beast when
it comes to leveling, comfortably handling multiple enemies at once and making
it the ideal choice for both solo and group play, especially in dungeon content.
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.
High damage while still wearing a shield
Handles multiple melee enemies easily
Great for solo elite questing and tanking dungeons
Slow start before Level 16
Less effective against spell caster and elemental enemies
Can not tag enemies from range
Leveling Talent Build
The above build focuses on leveling with a weapon and shield while keeping you ready
to tank dungeons when needed. The main priority of this talent build will be to
increase your Rage generation and reduce the Rage cost of your main abilities.
This build starts off slowly with the first rank of
Revenge not coming
until level 14; once you train this however, things speed up drastically. We
recommend using a 2-handed weapon early on until you learn
Revenge, and
swapping over to a shield and 1-handed weapon afterwards for the remainder of your
leveling journey.
Your first five points go into
Shield Specialization from Levels
10 to 14; once maxed out, it generates 5 Rage whenever you Block. This will be
a large portion of your Rage generated, and makes using
Shield Block
"free", as you will block twice with it and gain 10 Rage back.
Take
Improved Revenge from Levels 15 to 17 next, increasing Revenge's
damage by 60%. Revenge is your main ability and is what the entire build
is built around, making this one of the best talents in the tree.
Take two points in
Improved Thunder Clap at Levels 18 and 19, then both
points in
Master of Defense at Levels 20 and 21. Master of Defense generates
5 Rage when you Dodge or Parry with a shield equipped, adding to the Rage you already
get from Blocks. Both
Master of Defense and
Shield Specialization
are now your main sources of Rage generation. Finish
Improved Thunder Clap
at Level 22, reducing
Thunder Clap's cost by a total of 6 Rage, allowing
you to use Thunder Clap on cooldown when fighting multiple enemies.
At Level 23,
Last Stand gives you an emergency defensive; you don't
really need this, but it's worth grabbing for both PvP situations, as well as
accidental over pulls. Take your first point in
Defiance at Level 24,
then
Vanguard at Level 25. Vanguard lets you use
Charge in
Defensive Stance, allowing you to move straight into the next fight
without changing stances and losing your stored Rage; you still cannot
Charge while already in combat.
FAQHow Do I Charge In a Macro with Vanguard?
When
Vanguard is learned you will get an entirely new version of
Charge in your spell book, which allows it to be used in
Defensive Stance. In order to use this version of the spell in a macro,
you must open your spell book and shift-click it directly into the macro; simply
using /cast Charge in a macro will still search for the original
version of Charge, which will not work in
Defensive Stance. You will
need to do this with each new rank of
Charge that you learn.
Take
Improved Sunder Armor from Levels 26 to 28, reducing the Rage
cost of
Sunder Armor by 3 per use; you'll be using this often on higher
Health enemies and dungeon bosses, so the reduced Rage cost adds up quickly.
Here you will finish off your prerequisite talents from earlier, putting your
second point in
Defiance at Level 29.
Focused Rage follows
from Levels 30 to 32, reducing the cost of all of your offensive abilities; this
Rage cost stacks with other talents such as
Improved Thunder Clap, greatly
reducing the Rage cost of your offensive attacks. Pick up
Concussion Blow
at Level 33 for a useful single-target stun, then finally finish
Defiance at Level 34.
FAQDo I need Defiance?
Defiance increases your threat generated, which is only needed for
dungeons; if you are not planning on doing any, or feel you do not need the
additional threat generation, replace these points with
Improved Bloodrage
for extra Rage from
Bloodrage, and 1 point in
Improved Shield Wall for a shorter cooldown on
Shield Wall.
Take
Bastion from Levels 35 to 39, increasing all damage dealt by
10% while a shield is equipped. At Level 40, we learn
Shield Slam, which
becomes our new main ability for its extremely high damage and threat. It hits hard
and scales with Block Value, giving shield upgrades offensive value on top of the
defensive value. Your leveling pace will really speed up after Level 40 with a
second, hard hitting ability.
This macro casts
Shield Bash on the enemy under your cursor,
letting you interrupt another enemy without changing your current target; ou 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 a shield equipped, enough Rage, and to be in either
Battle Stance or
Defensive Stance to use it.
Mouseover Shield Bash
Take
Cruelty from Levels 41 to 45, then all five points in
Lingering Rage from Levels 46 to 50. Cruelty increases your melee Critical
Strike Chance by 5%, while Lingering Rage delays the start of Rage decay
between fights by 10 seconds. You won't always be able to pull enemies
back to back, which is where
Lingering Rage comes in handy. By delaying
Rage decay between fights, it helps you carry more Rage into your next pull,
rather than losing it all instead.
Get
Piercing Howl at Level 51 to slow nearby enemies; this is
useful in PvP, for kiting dangerous mobs, and for escaping accidental overpulls.
Then take four points in
Unbridled Wrath from Levels 52 to 55, giving
your melee weapon attacks a 48% chance to generate 1 additional Rage.
It isn't a great talent, but the the options here are limited and this should
be the most Rage per minute.
Take
Raging Blows at Level 56 to reduce the cost of
Cleave and
Whirlwind; this is mostly only for the Cleave cost reduction, allowing
you to AoE mobs down more often. Your final four points will go into
Enrage from Levels 57 to 60. Enrage can activate from any damage
taken, providing an offensive benefit while enemies are attacking you; this will
be active nearly all of the time while you are being attacked.
Protection Warrior Leveling Rotation
Protection's early rotation revolves around
Revenge; keep enemies in
front of you and use
Shield Block to help activate it. Use
Rend
at the start of combat and apply a few
Sunder Armors onto the target,
finishing them off with auto-attacks and
Revenge when they are low
health.
FAQHow Does Protection Warrior Generate Rage?
Warriors generate Rage through auto-attacks, incoming damage, and abilities
such as
Charge and
Bloodrage. Protection also gains Rage from
Blocks through
Shield Specialization, and from Dodges and Parries
through
Master of Defense. Those talents are a the main Rage generators
for this build and give you more Rage than any other spec.
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.
Auto attack Rage is normalized in WoW Forever, so a weapon dealing more damage does not automatically generate more Rage from that hit, but autoattacks that Crit do generate double Rage. Armor and damage absorbs also do not reduce the Rage you gain from incoming attacks, so you can improve your defenses without giving up that resource.
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
Shield Slam is about to come off cooldown, keep enough Rage to use
it immediately, rather than spending Rage on something else and delaying
your next Shield Slam. When finishing a pull, keep auto attacking and save Rage
once you have enough threat to hold the remaining enemies. This lets you carry
that Rage into the next pack and start using your attacks immediately.
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 immediately start building threat. Practice this while leveling and running dungeons by saving Rage near the end of each pull. Starting with Rage pooled lets you establish threat quickly, giving your party more room to use their damage abilities without pulling enemies off you.
Heroic Strike and
Cleave replace your next autoattack with a
special attack. That swing no longer generates Rage, making these abilities more costly
than their listed cost suggests. Use them only when you have Rage left after your
main abilities and be sure to keep enough Rage for your next rotation. Repeatedly
queueing Heroic Strike while struggling for Rage only makes the problem worse
and should very rarely be used at lower levels.
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. Move to the
next enemy when it is safe, then use it while you are missing Health.
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. You can change stances in combat but doing so discards any stored Rage.
Defensive Stance is your main stance for this build. It reduces
damage taken and damage dealt by 10%, increases your threat generated,
and gives you access to
Revenge,
Shield Block, and
Taunt. You will usually stay in
Defensive Stance once the
fight begins.
Battle Stance lets you
Charge before combat and use
Overpower after an enemy Dodges one of your attacks. Until you have
Vanguard at Level 25, open with
Charge here and switch to
Defensive Stance afterward. Once Vanguard is learned, you can Charge in
Defensive Stance without switching.
Berserker Stance increases your Critical Strike Chance by 3%
but causes you to take 10% more damage. You need it for
Intercept,
Berserker Rage, and later for
Whirlwind
and
Pummel.
Intercept can reach an enemy while you are
already in combat, and
Berserker Rage can break Fears, Charms, and
Incapacitates. Return to
Defensive Stance once you have used the
ability you switched for.
Train
Tactical Mastery at Level 14, allowing you retain up to 10 Rage
when changing stances, but any Rage above that amount is lost with this build.
Spend excess Rage before switching when you can, and try to limit how often you
are swapping, only doing so when another stance specific ability is needed.
Single-Target Rotation
The following priorities cover both questing and tanking. Threat matters more in dungeons, while saving Rage for the next enemy matters more when questing alone.
- Keep
Battle Shout active. If you enter combat without it, use it once
you have enough Rage. Use
Bloodrage on cooldown, ideally between pulls
to prevent your Rage from decaying. 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, then swap to
Defensive Stance.
Before Level 25, Charge will require
Battle Stance, but after you get
Vanguard you can simply use it from Defensive Stance. - Use
Victory Rush when it is available and you are missing Health, or
before its activation expires. Don't delay it so long that you lose the opportunity
to use it, even if just for the free damage; it's better to heal nothing and deal
a bit of damage rather than not use it at all. - Use
Demoralizing Shout early in the fight to reduce damage taken.
Taking less damage means more uptime, reducing how often you need to stop and
eat food to heal back up. - After Level 40 you get
Shield Slam and will use it before
Revenge, depending on your Rage. Prioritize Revenge first if you have
low Rage, otherwise use Shield Slam first for its massive baseline damage. - Use
Revenge whenever it becomes available. It requires a Block,
Dodge, or Parry first, and remains one of your most efficient attacks throughout
leveling. - Use
Shield Block regularly against melee attacks. It reduces damage
taken, helps activate
Revenge, and generates Rage through
Shield Specialization. Skip it against spell casters that do not
melee attack, as well as non Earth Elementals, since you will be unable to Block
their attacks. - Apply
Rend early if the target will survive most of the bleed. Do
not re-apply Rend if the target is low health or will die before most of the
bleed damage has gone off. - Use
Sunder Armor early on if you have the extra Rage, only building
five stacks on bosses. Treat Sunder similarly to
Rend, not using it
on a low health target. Apply 5 Sunders on enemies that live for a long time
such as quest elites, or bosses in dungeons. - Keep
Thunder Clap on dangerous melee enemies to reduce incoming
damage, and use
Disarm against especially dangerous enemies. You will
realistically only need to use these on elite mobs in a single-target situation. - Use
Heroic Strike when you have an excessive amount of Rage, saving
enough for your next
Shield Slam,
Revenge, or interrupt. Don't
go overboard with Heroic Strike as it is very easy to use up all of your Rage
before you realize it.
AoE Rotation
Your basic priorities stay the same when fighting multiple enemies. Keep
Battle Shout active, use
Bloodrage and
Shield Block on
cooldown, use
Victory Rush before its activation expires, and open with
Charge whenever possible.
FAQWhat Are Threat and Aggro?
Threat is a hidden value that helps determine who an enemy attacks. Damage, healing, and certain abilities generate threat, with tanking abilities often generating extra threat to help keep enemies on you. Aggro means an enemy's attention. If you have aggro, you are its current target. If another player pulls aggro, the enemy has switched to them.
Each enemy tracks threat separately, so building threat on one mob won't automatically hold an entire pack. As a tank, you need to build enough threat on every enemy to keep them attacking you. Enemies you haven't built threat on can head straight for your healer when they start healing, which is why spreading your attacks between targets matters when tanking groups.
Keep the pack in front of you so you can block, dodge and parry
attacks. Use
Taunt on enemies that you lose aggro on, then build
threat on them before switching targets again. While questing alone, focus on
killing one target first to reduce incoming damage.
- Use
Demoralizing Shout early to reduce incoming damage from the pack.
Taking less damage means more uptime and fewer stops to eat and heal between pulls. - Use
Thunder Clap on cooldown to damage nearby enemies and slow
their attacks. It only hits four targets, so watch threat on
enemies that aren't being hit and focus other attacks on those to maintain
aggro when in dungeons. - Use
Shield Slam and
Revenge whenever available, switching
targets between casts to spread your threat in dungeons. Pay attention to enemies
that weren't hit by
Thunder Clap because of its four target limit. When
questing, use these to focus down lower health enemies to finish them off. - When both
Shield Slam and
Revenge are unavailable, tab
through enemies and put
Rends up on multiple targets. Only spend Rage
on Rend if the target will through most of the bleed. - Dump excess Rage into
Cleave when a second enemy is in range of
your current target. Make sure to save enough Rage for your higher priority
attacks.
Important Abilities
Your core rotation is made up of the following abilities.
Revenge: A cheap attack that becomes usable after a Block, Dodge,
or Parry.
Improved Revenge makes it one of the biggest early damage
gains in this build.
Shield Slam: Learned at Level 40 with this build. Deals damage that
scales with Block Value, generates high threat, and has a chance to remove a
beneficial magic effect from the enemy.
Shield Block: Increases your Block Chance for the next two attacks.
Use it against melee enemies to reduce damage, activate
Revenge, and
generate Rage through
Shield Specialization.
Sunder Armor: Reduces the target's Armor and builds threat; stacks
up to 5 times. Use it early on durable enemies or when your other abilities are
unavailable.
Thunder Clap: Damages up to four nearby enemies and increases the
time between their attacks. It works in
Defensive Stance and is your
main regular AoE attack.
Rend: A bleed worth applying early when an enemy will survive most
of its duration. Refreshing it just before a target dies wastes Rage.
Heroic Strike and
Cleave: Improve your next weapon swing
at the cost of Rage and that swing's normal Rage generation.
Cleave
also hits a second enemy, making it the better choice when both enemies are within
reach.
Utility and Crowd Control
Your rotation is only part of playing Protection. Interrupting a dangerous cast, pulling an enemy away from your healer, or using a defensive before a large hit can make a much bigger difference than using another offensive ability.
While questing, your control gives you time to recover or leave a fight that has gone wrong. While tanking, it buys the rest of the party time to catch up. Protection's shield does not make every pull safe, especially against casters, so use the rest of your toolkit as well. A well timed interrupt often saves more Health than another defensive item.
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 several melee enemies to reduce incoming damage,
especially if you're tanking or dealing with an unexpected add. Apply it
early in a difficult fight so you get more value from the attack speed
reduction.
Taunt: Forces an enemy to attack you briefly and brings your threat
up to the highest player's threat on that enemy; follow it with attacks to keep
the enemy on you after the effect ends. It won't help if the enemy is already
attacking you and it can be resisted, so be ready to use another control ability
if that happens.
Mocking Blow: Temporarily forces one enemy to attack you. Use it
when
Taunt is unavailable or resists, but remember that it requires
Battle Stance. Unlike Taunt, it doesn't copy another player's threat,
so keep attacking to hold threat as they will return to their original target
after the effect ends if you do not gain aggro during its duration.
Challenging Shout: Temporarily forces nearby enemies to attack you
and works in
Defensive Stance. Use it when several enemies start
attacking your party. Similar to
Mocking Blow, itt doesn't copy their
threat, so use the time it buys to build enough threat to keep the enemies on
you afterward.
Shield Bash: Your interrupt from Level 12, it requires a shield and
works in
Battle Stance or
Defensive Stance. Use it to stop
dangerous damage spells, enemy heals, or crowd control. Save enough Rage when
you know a cast is coming rather than trying to do a bit more damage with another
ability and not having the Rage needed to kick a spell.
Disarm: Temporarily removes an enemy's weapon, reducing the damage
dealt by melee enemies. This can not be used against every enemy as some use
Fist or Ranged weapons, which can not be disarmed, or don't use a weapon at
all.
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, so account for the Rage lost when switching from
Defensive Stance. Very useful early on when fighting Humanoids as they
will run away at low health.
Piercing Howl: Taken at Level 51 with this build; slows nearby
enemies without requiring a stance change, making it useful in PvP, for kiting
dangerous mobs, and for escaping accidental overpulls.
Concussion Blow: Stuns one enemy for five seconds, starting at
Level 33 with this build. Use it to stop a cast or prevent an enemy from attacking
while you keep dealing damage, since damage won't break the stun. You can time
it to use a bandage, if there is no other enemy or damaging effect to
interrupt it.
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. Switching stances removes you Rage, so try to use any additional Rage
over 10 before swapping stances. Return to
Defensive Stance afterward
to regain access to your main abilities.
Berserker Rage: Available from Level 30 and requires
Berserker Stance. Breaks Fear and Incapacitates, making you immune to
them for the duration. Also increases the amount of Rage generated from damage
taken; if you are out of Rage before a pull you can use Berserker Rage right
before entering combat to generate a bit of extra Rage. Switch back to
Defensive Stance afterwards.
Last Stand: Temporarily grants 30% of your maximum health
for 20 seconds. Use it before a dangerous hit or to give your healer time to
catch up. The extra health is lost when the effect ends, so you still need
healing to recover.
Shield Wall: Reduces damage taken by 60% for 12 seconds and
requires
Defensive Stance. Use it when you accidentally over pull or if
your healer is falling behind on keeping you alive; try to use it early on
rather than waiting until you are low health to use it, so you get the most
value possible out of it. It has a long cooldown, so don't expect it to be
available for every dangerous pull.
Retaliation: Requires
Battle Stance and counterattacks
enemies that hit you from the front; keep enemies in front of you to get value
from it. Can be great for big pulls, and can be combined with
Shield Wall if you want to do a large pull every 15 minutes.
Stats
Early on you will not have much choice in your stats. Keep your weapon and shield up to date, then look for Strength and Stamina on your other equipment. Damage helps you kill enemies and hold threat, while Armor and Health let you survive fights. While defensive gear has a higher priority when tanking dungeons, you will likely just want to use the same gear for both tanking dungeons and questing solo, following the priority shown below.
- Weapon Damage
- Higher weapon DPS improves your auto-attack damage and helps you kill enemies
faster.
Revenge and
Shield Slam do not scale with weapon
damage, so a slow weapon is not simply better for this build. You will almost
always simply want the weapon with the highest DPS.
- Higher weapon DPS improves your auto-attack damage and helps you kill enemies
faster.
- Hit & Expertise
- These make your attacks more reliable by reducing misses and enemy Dodges or Parries. A failed attack means lost damage, threat, and no Rage, making this a very important stat for a Warrior. Both stats are uncommon on early gear, so use them whenever available as long as you are not losing too many other stats.
- Strength & Attack Power
- Strength gives two Attack Power per point and also increases Block Value.
Attack Power improves your weapon damage and abilities damage such as
Revenge and
Thunder Clap. This makes Strength one of the
best stats for leveling and threat, and should be the main stat you look for
on gear.
- Strength gives two Attack Power per point and also increases Block Value.
Attack Power improves your weapon damage and abilities damage such as
- Agility & Critical Strike
- Critical strikes improve damage, and critical auto-attacks generate additional Rage. Agility also provides Critical Strike Chance, Dodge Chance, and Armor, but does not give Warriors Attack Power. Agility is a great stat if you can find it in combination with Strength while leveling.
- Armor & Stamina
- Armor reduces Physical damage taken, while Stamina increases your max Health. These matter more when fighting several enemies or tanking harder dungeons. Shield upgrades can provide a large amount of Armor, so do not judge them only by their extra stats. Stamina also helps against spell damage that Armor cannot reduce, but these are mostly end game stats that provide very little while leveling.
- Defense, Dodge, Parry & Block
- These reduce incoming melee damage and help activate
Revenge. Blocks, Dodges,
and Parries also generate Rage through your talents. Block Chance determines how
often you Block; Block Value determines how much damage a Block absorbs and improves
Shield Slam once learned. These are unlikely to be on low level gear, and do
very little to increase your leveling speed.
- These reduce incoming melee damage and help 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.
- 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
- Shields
Marbled Buckler
Alliance Quest reward from The Crone of the Kraul, Razorfen Kraul.
Horde Quest reward from A Vengeful Fate, Razorfen Kraul.
Commander's Crest
Horde Drops from Commander Springvale in Shadowfang Keep.
Repurposed Rack
Alliance Drops from Hamhock in The Stockade.
Mirror of Rath'mael- Drops from Rath'mael in Ruins of Lordaeron.
Crest of Darkshire
Alliance Quest reward from Bride of the Embalmer, Duskwood.
Arctic Buckler- Quest reward from Blackfathom Villainy, Blackfathom Deeps.
Kresh's Back- Drops from Kresh in Wailing Caverns.
Fire Hardened Buckler
Alliance Quest reward from Tharil'zun, Redridge Mountains.
Thornwoven Shield
Horde Quest reward from Chol'aruk the Ravener, The Barrens.
- Any Shield
- Use any shield available from now on.
- 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
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 when you can get a kill, while food and bandages
cover the gaps out of combat. Recover before starting another fight if you are
low health, and keep a potion available for an unexpected add or dangerous enemy.
Trying to save a little bit of time by pulling while at low Health will cost you
more time if 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 out on 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
Revenge are massive improvements, 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 visit your trainer for
important abilities. Before entering a dungeon, check your equipment durability and
be sure to give your healer time to restore Mana between pulls when needed.
Log out in rested areas. Leveling to 60 takes time, and rested experience
adds up between sessions. Logout inside an inn or another rested area whenever
possible, ideally by using your
Hearthstone at the end of a questiing
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. Protection gives you a useful role in both dungeons and group quests; add players you enjoyed running with, especially healers and DPS who communicate well and help with interrupts and crowd control. An experienced group spends much less time organizing runs, and those connections remain especially useful when you reach max level and begin to do end game ccontent.
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, defensive cooldowns, and major talent unlocks. Talent unlock levels follow the recommended Protection build, so they may differ if you spend your points in a different order.
| Level | Milestone Unlock |
|---|---|
| 10 | |
| 12 | |
| 14 | |
| 16 | |
| 20 | |
| 23 | |
| 25 | |
| 26 | |
| 28 | |
| 30 | |
| 33 | |
| 40 | 60% Mount Available (100 gold total for riding training & mount) |
| 50 |
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 | 40 | 50 | 60 | |
| 14 | 24 | 34 | 44 | 54 | Currently Unknown | — | |
| 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 helps 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.