WoW Forever Warrior

Warriors keep Mortal Strike, Bloodthirst and Shield Slam in Forever, but the weapon specialization talents are gone and the racial weapon bonuses are gone: since Blizzard’s October 26 notes only the Human racial adds crit with any weapon (1%). This guide walks through whether the class suits you, its three specs, the road to 60 and the race for your weapon.

Official changes come from Blizzard's Deep Dive, What's Next and Found Photos panels; talent facts come from the same talent data as our calculator (where it comes from); hands-on reports are marked. Last reviewed: .

Talents
52
52 in Classic
New talents
10
2 renamed or reworked · 3 removed
New 31-point talents
0 of 3
Arms · Fury · Protection
Races
9
1 new in Forever

Talent paths

Talents, leveling and weapons for each tree.

01 Is a Warrior right for you?

A Warrior is the class that gets the most out of its gear and the least out of its own toolkit: no self-heal beyond the new Victory Rush, no crowd control that lasts, a bow, gun or thrown weapon only for pulling, and Rage that comes mostly from hitting and being hit. In return it is the tank every group looks for and, geared, one of the hardest-hitting melee classes. Forever keeps that shape and sands off the parts that made Classic leveling slow.

You’ll enjoy it if

  • You like a resource that rewards aggression: Rage fills as you fight, so a good pull snowballs.
  • You want steadier Rage. Blizzard’s new rules: Rage from being hit ignores your armor and absorbs such as Power Word: Shield, Rage from your hits depends on weapon speed, and since the October 1 beta build a critical strike with a basic attack gives 100% more Rage.
  • You want to tank. Protection keeps Shield Slam, and Vanguard now lets you Charge without leaving Defensive Stance.
  • You enjoy picking a weapon and building around it: Weaponmaster gives axes and polearms, maces and staves, and swords a different bonus.
  • You want to be wanted: groups need a tank, and Battle Shout, Sunder Armor and Demoralizing Shout help every melee player in the party.

Think twice if

  • You hate downtime. Victory Rush and baseline Tactical Mastery help, but you still eat or bandage after most fights.
  • You want to solo elites or run from bad pulls. There is no Vanish, Blink or Feign Death; your way out is Hamstring and Intimidating Shout.
  • You play Hardcore and want the safest class: a Warrior that loses a fight rarely gets out of it, and nothing in Forever changes that.
  • You judge the class by the beta. Blizzard says Rage generation has bugs there and finding the cause may take a couple of weeks, and in early October it reworked the Fury and Protection trees by hotfix (new talents Lingering Rage, Furious Precision and Gore Drinker), so builds are still moving.
  • You want to tank huge pulls. Blizzard says tanks hold threat on only three or four enemies at once in Forever.

What groups want from you

  • A tank that can hold three or four enemies while the rest of the pull is crowd-controlled.
  • Sunder Armor stacks on the boss, for every physical damage dealer.
  • Battle Shout for the melee in your party, and Demoralizing Shout on the pull.
  • Mortal Strike on an enemy that heals, Hamstring on one that runs, Intimidating Shout when the healer is in trouble.

Solo play and gold

Solo, a Warrior levels on single pulls: Charge, Rend, then Heroic Strike or Mortal Strike until the enemy drops, and Victory Rush right after the kill to win back some health. Two enemies at once is a fight you can take with Thunder Clap and Demoralizing Shout; the developers say pulling 3 or more will probably get you killed, and that is truest for a class with no crowd control of its own.

Gold goes on food, bandages and repairs, because a Warrior takes every hit. Mining and Blacksmithing both have camp objects for melee: the Mining Lodestone and the Blacksmithing Sharpening Wheel add melee Attack Power and Strength at camp, and First Aid bandages are your cheapest healing between pulls.

02 Three ways to play a Warrior

All three Warrior trees keep their Classic 31-point talents, so the specs play the way Classic players remember. What changes is the middle of each tree: weapon specializations are gone, and each tree gets a talent that changes how it fights. The icons show the talents in the Warrior Talent Calculator; hover or tap one for its full tooltip.

Arms

Two-handed damage · the leveling spec

Arms is Mortal Strike with a big two-hander, and it is the natural leveling spec. Weaponmaster replaces the four separate weapon talents with one: critical strike with axes and polearms, armor ignored with maces and staves, extra attacks with swords. You no longer need a specific weapon type to get your talent points’ worth, so take whichever two-hander drops.

Bloodthrill ties Overpower to Rend: main-hand melee hits on a Rended target (Heroic Strike and Cleave included) have up to a 20% chance to light up Overpower, so Rend stays on every target instead of being skipped. Improved Tactical Mastery stacks on the Tactical Mastery every Warrior now learns at 14, for stance-dancing into Overpower, Intercept or Berserker Rage without losing your Rage. Spearing Strike hits hard against Giants, Dragonkin and mounted targets and knocks riders off their mounts.

Forever talents to knowWeaponmasterBloodthrillImproved Tactical MasterySpearing StrikeMortal Strike

Fury

Dual-wield damage · raids and big fights

Fury is two one-handers and Bloodthirst, the Classic raid damage spec. Whirlwind now always strikes with both weapons, and Raging Blows takes 3 Rage off Whirlwind and Cleave, so Fury is the Warrior’s answer to several enemies at once. Gore Drinker makes your next three melee attacks heal you a little after Enrage, Berserker Rage, Bloodrage, Death Wish or Bloodthirst: a first bit of self-healing for a spec that leaned on a healer.

Furious Precision adds up to 10% hit chance to off-hand attacks, and hit on gear now counts for melee, ranged and spells alike, so every hit item is a Warrior item. Dual Wield Specialization is still in the tree and now adds off-hand damage and off-hand Rage. In Classic most Warriors leveled as Arms and switched to Fury at 60, because Fury leans on a healer and on two good weapons; Blizzard says its October rework is meant to give Fury more utility early in the tree for leveling, such as Lingering Rage, which keeps your Rage longer between pulls.

Forever talents to knowRaging BlowsFurious PrecisionGore DrinkerBloodthirst

Protection

Shield tank · dungeons and raids

Protection keeps Shield Slam at the bottom of the tree and gets three talents that fix old tanking pains. Vanguard lets you Charge in Defensive Stance, so you open a pull without swapping stances. Master of Defense gives Rage when you dodge or parry with a shield, the moments when a Classic tank got nothing. Focused Rage cuts the Rage cost of your attacks.

Bastion raises all your damage while a shield is equipped, which makes a sword-and-board Warrior far less slow to level than in Classic. On paper you could level as Protection and tank dungeons on the way; nobody has tested it past the beta’s level cap yet.

Forever talents to knowVanguardMaster of DefenseBastionFocused RageShield Slam

Dual Specialization opens at level 40, Blizzard’s class deep dives say; you change talents at a class trainer in a major city.

Warrior talent trees at a glance

Each tree’s 31-point talent and how many talents changed. The full list, with every rank, is in the talent calculator.

Arms

Mortal Strike

Same 31-point talent as Classic

  • 2 new
  • 2 renamed or reworked
  • 0 removed
  • 2 moved

Fury

Bloodthirst

Same 31-point talent as Classic

  • 4 new
  • 1 removed
  • 3 moved

Protection

Shield Slam

Same 31-point talent as Classic

  • 4 new
  • 2 removed
  • 7 moved

Open the Warrior talent calculator →

03 The road to 60

The first ten levels are Heroic Strike, Charge and Rend. From about level 10–15, the developers told MMORPG.com an enemy takes 10–15 seconds to kill, and a Warrior feels that more than anyone: every second in melee is health you will have to eat back. The experience needed to reach 60 is the same as in Classic: Wowhead retracted its datamine of a lower curve after Blizzard explained the file isn’t used by the game (see the WoW Forever leveling guide).

Dungeon enemies give much less experience in Forever and dungeon quests much more, so run each dungeon once with its quests. Mortal Strike, Bloodthirst and Shield Slam all arrive at level 40, with 31 points in their tree, so the spec you level in only settles there. A Warrior who tanks gets groups fast; the WoW Forever dungeons guide lists all 9 new ones by level.

Warrior key levels

The levels where the abilities in the table below arrive. Hover, focus or tap a level to see everything a Warrior trainer teaches that is new at it; every icon has its tooltip.

  1. ChargeRend

    New at level 4: 2

    ChargeRend
  2. Thunder Clap
  3. Sunder ArmorTaunt
  4. Overpower
  5. Tactical MasteryA talent in Classic
  6. Shield Block
  7. SlamVictory Rush
  8. Execute
  9. Shield Wall
  10. Berserker Stance
  11. Whirlwind
  12. Recklessness

New trainer abilities per level band

Each ability counted once, at the level its first rank is trained in the Forever beta client; abilities the beta removed are left out. Pick a bar to list them.

Every raceSome races only

New at levels 1–9: 7

Battle ShoutBattle StanceHeroic StrikeChargeRendThunder ClapHamstring

Warrior abilities by level

The trainer abilities that shape a Warrior’s leveling, in the order you learn them. The middle column is read from the Forever beta client against Classic Era, so it can still change.

AbilityLearnedIn the Forever betaWhy it matters
ChargeLevel 43 ranks, levels 4–46
  • Tooltip wording changed (3 ranks)
Opens every pull with Rage and a short stun. Out of combat only, as in Classic.
RendLevel 47 ranks, levels 4–60

Unchanged

Bleed to keep on every target; with Bloodthrill (Arms) it also procs Overpower.
Thunder ClapLevel 66 ranks, levels 6–58
  • Cooldown: 4 sec → 6 sec (6 ranks)
  • Tooltip numbers changed (6 ranks)
Slows the attacks of up to four enemies, the same number a Forever tank can hold.
Sunder ArmorLevel 105 ranks, levels 10–58

Unchanged

Stack it on bosses for the whole group, and to hold threat before Shield Slam.
TauntLevel 10
  • Cooldown: 10 sec → 8 sec
The shorter cooldown takes the place of Improved Taunt, which is gone from Protection.
OverpowerLevel 124 ranks, levels 12–60

Unchanged

After a dodge, a hit that can’t be dodged. Bloodthrill makes it fire far more often.
Tactical MasteryA talent in ClassicLevel 14

You retain up to 10 Rage when you change Stances.

Was a talent in Classic. Improved Tactical Mastery (Arms) adds more on top.
Shield BlockLevel 16
  • Duration: 5 sec → 7 sec
  • Tooltip numbers changed
Lasts longer than in Classic, and Improved Shield Block is no longer a talent.
SlamLevel 205 ranks, levels 20–54
  • Cooldown: none → 18 sec (4 ranks)
  • New rank at level 20
Now on a cooldown, so Classic’s Slam-spamming two-hander rotation doesn’t carry over.
Victory RushLevel 20

Instantly attack the target causing 1 damage and healing you for 10% of your maximum health. Only useable within 20 sec after you kill a non-trivial enemy.

New. Heals you after a kill: the biggest change to Warrior downtime.
ExecuteLevel 245 ranks, levels 24–56

Unchanged

Finishes anything below 20% health; spend the Rage you’ve banked.
Shield WallLevel 28
  • Cooldown: 30 min → 15 min
  • Duration: 10 sec → 12 sec
  • Tooltip numbers changed
Cooldown halved from 30 to 15 minutes, so you can use it in most dungeons, not once a run.
Berserker StanceLevel 30
  • Tooltip wording changed
More critical strike, more damage taken. Fury lives here; Arms visits for Intercept.
WhirlwindLevel 36
  • Tooltip wording changed
Always strikes with both weapons since the October hotfix; Raging Blows (Fury) takes 3 Rage off its cost.
RecklessnessLevel 50
  • Tooltip numbers changed
Keeps its Classic cooldown in the beta client, unlike Shield Wall and Retaliation.

Which Warrior spells the built-in tracker follows, by group: WoW Forever Cooldown Manager.

04 Pick your race

Weapon racials used to add weapon skill, which in Classic decided raid weapons for Humans (swords, maces) and Orcs (axes). Since the October 15 beta build they are gone, and the October 26 notes keep them gone: Human Ruthless is 1% crit (was 2%), Orc Savage and Dwarf Earth Fury are removed, and Dwarves gain Artisan’s Precision (1% hit). Your race no longer picks your weapon.

Weaponmaster still rewards the weapon you hold: axes and polearms add crit, maces armor penetration, swords extra attacks, whatever your race. Beyond weapons, look at what you want to survive: Will to Survive (Human) breaks stuns, Hardiness (Orc) shortens them, Stoneform (Dwarf) removes bleeds and poisons, Will of the Forsaken (Undead) breaks fear, and the Tauren Endurance is 5% Health only. Gnomes are the odd one: Expansive Mind raises maximum Rage.

Races for Warriors

Every race that can be a Warrior in Forever and what it brings to the class.

HumanAlliance Ruthless adds 1% crit with any weapon; Will to Survive breaks stuns.
DwarfAlliance Artisan’s Precision adds 1% hit; Stoneform.
Night ElfAlliance Elune's Light; Quickness adds 1% Dodge.
GnomeAlliance Expansive Mind adds 5% maximum Rage.
OrcHorde Hardiness shortens stuns; Blood Fury for burst.
UndeadHorde Will of the Forsaken; Touch of the Grave.
TaurenHorde Endurance adds 5% Health; War Stomp every 90 sec.
TrollHorde Berserking; Rapid Regeneration.
SkyborneAlliance · HordeNew in Forever Wind Blessed Haste; Elemental Insight against Elementals.

05 Coming from Classic

Three changes matter most to a Classic Warrior. Weapon skill stops deciding your weapon, because racials give crit and gear gives less skill. Talents that every Warrior took are gone from the trees: Tactical Mastery is now learned from the trainer at 14, Improved Taunt and Improved Shield Block are baseline now, and so is Improved Battle Shout, whose benefit Blizzard’s deep dive says is baked into Battle Shout. And tanking changes shape: a Forever tank holds three or four enemies, not a whole pack, so Classic’s pull-everything dungeon runs give way to pulls with crowd control.

The practical upshot of the shorter Shield Wall and Retaliation cooldowns is that they become dungeon tools rather than once-a-night buttons; Recklessness stays a rare one. Every changed trainer ability, with Classic Era and Forever tooltips side by side, is in WoW Forever Warrior abilities.

What changes for Warriors

  • Game data

    The Sword, Axe, Mace, Polearm and One-Handed Weapon Specialization talents are gone from the trees.

  • Blizzard

    Racial weapon bonuses gave critical strike chance instead of weapon skill until the October 15 beta build, which replaced them with Ruthless, Earth Fury and Savage, tied to no weapon. The October 26 notes keep the weapon specializations gone: Ruthless is 1% crit, Earth Fury and Savage are removed. Gear gives less weapon skill than in Classic.

  • Blizzard

    Melee, ranged and spell hit are one stat, and so is critical strike.

  • Blizzard

    Tanks hold threat on only three or four enemies at once, so pulls lean on the group’s crowd control.

  • Blizzard

    Improved Battle Shout is no longer a talent: Blizzard’s class deep dive says its benefit is baked into Battle Shout, whose attack power was lowered because both factions now have Shaman and Paladin buffs. In the beta client Battle Shout gives 139 attack power at rank 7 (232 in Classic) and lasts 3 minutes instead of 2.

  • Player reports

    Players who tried the demo report Victory Rush and 30-minute cooldowns cut to 15 minutes.

  • Game data

    The beta client bears part of that out: Victory Rush is a trainer ability at level 20, and Shield Wall and Retaliation are down to 15 minutes, but Recklessness is still 30 minutes. More in WoW Forever Warrior abilities.

  • Blizzard

    Since the October 1 beta build a critical strike with a basic attack gives 100% more Rage, and Rend and Sunder Armor tap an enemy for you at once.

  • Blizzard

    Spearing Strike no longer needs a two-handed weapon; it needs Battle Stance.

  • Blizzard

    A server hotfix in early October brought the Fury and Protection rework of Blizzard’s October 1 notes to the beta: Lingering Rage, Furious Precision and Gore Drinker are new Fury talents, Toughness, Improved Cleave and Boundless Rage are removed, Iron Will moves to Protection, and Whirlwind always strikes with both weapons.

  • Blizzard

    On the WoW Forever Podcast episode 2, the developers said Rage from taking damage was lower than intended because of a bug, which the October 8 beta build fixed, and that Recklessness stays on a 30-minute cooldown because it is the strongest personal cooldown in the game.

  • Blizzard

    October 8 beta build: Blizzard fixed the Rage gained from taking damage, so a typical Warrior gets more of it. It no longer drops as you add Stamina, it counts the extra damage of critical strikes and crushing blows, and absorbed damage counts as if there were no shield. Rage gains are now balanced around 20% to 40% armor, depending on level, instead of a tank’s 50%. Impale needs Deep Wounds again, Demoralizing Shout causes threat, and you can swap several weapons within one global cooldown again, for example from a two-hander to sword and shield with a macro.

06 Before you log in

  • Pick the weapon before the race, or the race for the weapon. An Orc wants axes, a Human swords, a Dwarf maces; check the WoW Forever Talent Calculator for which Weaponmaster branch you’ll use.
  • Learn First Aid early. Bandages are the healing a Warrior can always count on; Victory Rush only works right after a kill.
  • Don’t spend Legacy Points on Reagent Economy. Blizzard used it as the example of a perk a Warrior doesn’t need: Warrior abilities have no reagents. The WoW Forever Legacy guide lists the rest.
  • Hardcore? With no Vanish or Feign Death to fall back on, a Warrior survives by choosing pulls: keep Intimidating Shout and a bandage for the fight that goes wrong. The WoW Forever Hardcore page has the ruleset.
  • PvP? Mortal Strike and Hamstring still define PvP Warriors; the new honor ranks and Darkspear Islands are on the WoW Forever PvP page.

WoW Forever Warrior FAQ

Do Warriors still have weapon specializations in WoW Forever?

Partly. Sword, Axe, Mace and Polearm Specialization are merged into Weaponmaster, which gives a separate bonus for axes and polearms, maces and staves, and swords; One-Handed Weapon Specialization is gone. Two-Handed Weapon Specialization and Dual Wield Specialization are still talents, and since the October 15 beta build no racial is tied to a weapon any more.

Is Battle Shout still improved by a talent?

No. Improved Battle Shout is baseline: Blizzard’s class deep dive says its benefit is baked into Battle Shout, while the shout’s attack power was lowered because both factions now have Shaman and Paladin buffs. In the beta client Battle Shout gives 139 attack power at rank 7 (232 in Classic) and lasts 3 minutes.

Which races can be a Warrior in WoW Forever?

Human, Dwarf, Night Elf, Gnome, Orc, Undead, Tauren, Troll, and Skyborne. Skyborne is new to the class in Forever.

What are the Warrior 31-point talents in WoW Forever?

Arms: Mortal Strike; Fury: Bloodthirst; Protection: Shield Slam.

Is Warrior good for leveling in WoW Forever?

Better than in Classic. Victory Rush heals you after a kill from level 20, Tactical Mastery is a trainer ability at 14, and Protection’s Bastion raises damage with a shield. Warriors still have no self-heal between fights and no real escape, so they level fastest on single pulls or with a healer.

What is the best race for a Warrior in WoW Forever?

For damage, the race whose weapon you’ll use: Orc with axes, Human with swords, Dwarf with maces, since the racial crit stacks with Weaponmaster. For tanking, Dwarf (Stoneform), Tauren (health and hit) and Night Elf (dodge) stand out. For PvP, Human, Orc and Undead have racials against stuns and fear.

Can Warriors tank big pulls in WoW Forever?

Not like in Classic. Blizzard says tanks hold threat on only three or four enemies at once, and Thunder Clap hits up to four in the beta client, so larger pulls need crowd control.