TBC Anniversary realms
Arms Warrior leveling guide
The plan in one paragraph
Level as Arms: a slow two-hander, Charge, Rend, Heroic Strike, Overpower on the dodge, Execute under 20%, and from 40 Mortal Strike on cooldown. Warriors are the slowest class to level in TBC because they have no heal, no pet and no ranged pull, and they are the class every dungeon group needs most; Arms is the tree that quests fastest and tanks dungeons well enough with a shield in the bag. Death Wish at 30, Mortal Strike at 40 and Sweeping Strikes at 63 are the levels where it gets faster again. The leveling tree ends on the Arms raid build exactly, so there is nothing to respec at 70.
Your endgame is Arms, the raid Warrior who brings Blood Frenzy: your Rend and Deep Wounds make the boss take 4% more physical damage from every melee and Hunter in the raid, and Mortal Strike with Slam weaving is competitive damage on top. Raids take one Arms Warrior for the debuff and the rest as Fury; you are leveling in the spec you will raid in, and the gear section is about hit, expertise and Strength.
Milestones on the way to 70
Warrior milestones, 1 to 70
- 1Heroic Strike, Battle Shout, Battle StanceBattle Shout before every fight, Heroic Strike when you have rage. Warriors start slow; it gets better at 4.
- 1You are here
- 4Charge, RendCharge opens every fight from here with rage and a stun. Rend on anything that lives long enough to bleed.
- 6Thunder Clap
- 8HamstringThe snare. Nothing runs from you again.
- 10Defensive Stance, Taunt, Sunder Armor, Bloodrage, first talent pointThe class quest from your trainer teaches Defensive Stance; do it at 10. Improved Heroic Strike 1/3. Bloodrage is rage on demand before a pull. You can tank Ragefire Chasm from here, and the group will ask you to.
- 12Overpower, Shield BashOverpower after a dodge cannot be dodged or blocked and crits often. Watch for the dodge; it is free damage.
- 14Revenge, Demoralizing Shout
- 16Shield Block, Mocking Blow
- 18Disarm
- 20Cleave, Retaliation, Stance Mastery, Anger ManagementStance Mastery keeps 10 rage when you change stance. Anger Management from the talent order gives you rage between fights. Retaliation is the three-pull answer every 30 minutes.
- 22Intimidating ShoutFears everything around you for 8 seconds. In a dungeon, ask first; feared mobs run into other packs.
- 24ExecuteEverything under 20% health dies to this. Spend all your rage on it.
- 26Challenging Shout
- 28Shield Wall
- 30Berserker Stance, Intercept, Slam, Death Wish, mountThe class quest for Berserker Stance is long; do it anyway, Intercept and Whirlwind need the stance. Death Wish from the talent order is +20% damage every three minutes. Slam is a slow strike you will not use until Improved Slam.
- 32Berserker RageBreaks and prevents fear, and gives rage. The anti-fear button for every fight that has one.
- 36WhirlwindBerserker Stance, every mob around you. With Sweeping Strikes later it is your pack killer.
- 38PummelThe Berserker Stance interrupt. Shield Bash is the Defensive one.
- 40Mortal Strike, plate armorFrom the talent order: the spec arrives. Plate at 40 is a real armor jump; most of your mail is replaced within a few levels.
- 50RecklessnessYour next three abilities crit, and you take 20% more damage for 15 seconds, every 30 minutes. With Death Wish and Mortal Strike, an elite dies.
- 58OutlandHellfire Peninsula quest greens and blues replace most of what you are wearing within a level. Outland mobs hit harder; Rend, Deep Wounds and Execute do more of the work.
- 60Epic riding
- 62Victory RushA free strike within 20 seconds of a kill. Questing is killing, so this is free damage on every mob but the first.
- 64Spell ReflectionReflects the next spell at the caster, in Battle or Defensive Stance with a shield. The tank's answer to a caster mob; the leveling Warrior's answer with a shield swap macro.
- 68Commanding ShoutGroup health instead of attack power. Tanks and fights with raid-wide damage; Battle Shout otherwise.
- 70InterveneThe level cap. Intervene charges to a friend and takes the next hit for them; it is a tank's save and a reason the raid wants a Warrior near the healers. The endgame sections take over from here.
Leveling spec
Arms, 1 to 70. Charge, Rend, Heroic Strike while you have rage, Overpower when the mob dodges, Execute when it is under 20%. The real priorities in the tree are Anger Management at 20, Death Wish at 30, Mortal Strike at 40 and Sweeping Strikes at 63, with Improved Heroic Strike from the first point because Heroic Strike is the button. Fury with two weapons levels about as fast once Flurry and Bloodthirst arrive and worse before them; Protection levels slowly and tanks every dungeon on the way, which is a fine way to reach 70 if you have the groups. Arms is also a raid spec, so there is nothing to undo.
1 to 10. Heroic Strike and Battle Shout, then Charge and Rend at 4. The first ten levels are the worst of the game for a Warrior: no rage without taking damage, no heal, and every two-pull is a bandage. Learn First Aid from the first trainer you see and keep it at your level all the way up; bandages are the Warrior's healing. Eat after every fight if you need to; a Warrior at full health kills faster than one who pulls at half.
10 to 30. The Defensive Stance quest at 10, then Sunder Armor, Taunt and Bloodrage: you can tank Ragefire Chasm and the Deadmines from here, and groups will ask. Carry a shield and a one-hander in the bag for it; quest in the two-hander. Overpower at 12 is free damage every time the mob dodges, and mobs dodge a lot at these levels. Execute at 24 is where the fights get shorter: everything under 20% dies to it, so spend all your rage on it. Death Wish at 30 is +20% damage every three minutes; the Berserker Stance quest at 30 is long and worth it, because Intercept and Whirlwind need the stance.
30 to 40. Whirlwind at 36 in Berserker Stance is the first real area attack; Berserker Rage at 32 is the anti-fear button; Intercept at 30 is Charge in combat. The loop is Charge, Rend, Heroic Strike, Overpower, Execute, with Thunder Clap on a two-pull and Retaliation (20) on a three-pull. Mortal Strike at 40 changes the loop: Mortal Strike on cooldown, Heroic Strike between, and the fight is two Mortal Strikes and an Execute.
40 to 60. Plate at 40. Mortal Strike, Rend, Heroic Strike, Overpower, Execute, and Deep Wounds bleeding under all of it. Recklessness at 50 with Death Wish is the elite killer. The Fury points arrive from 43: Cruelty first, Commanding Presence for a bigger Battle Shout, Enrage at 62 for +25% after you are crit.
60 to 70. Outland mobs hit harder and have more health; Victory Rush at 62 is a free strike after every kill, Spell Reflection at 64 answers the casters with a shield swap, and Sweeping Strikes at 63 with Whirlwind and Cleave finally gives Arms a pack. Improved Slam at 65 is the raid rotation arriving: Slam after every white swing. By 70 your tree is the Arms raid build.
Weapons: the slowest two-hander with the highest top-end damage you can find. Mortal Strike, Overpower, Slam and Execute all scale with weapon damage, and Deep Wounds and Impale scale with the crits, so a 3.6 speed axe or mace beats a faster weapon with the same damage per second. Train two-handed swords, axes and maces so you can take whatever the quest hands you, and polearms too; the weapon masters in Orgrimmar (axes and two-handed axes), Undercity (swords, two-handed swords and polearms) and Thunder Bluff (maces and two-handed maces) cover the types between them. A freshly trained weapon type starts at skill 1; beat on grey mobs for a few minutes before you swing at orange quest mobs. Keep a shield and a one-hander in the bag for dungeons from 10.
Why not Fury to level? Two one-handers from 20 with Dual Wield Specialization, Flurry at 35 and Bloodthirst at 40 level about as fast as Arms from 40 and slower before it, and two good one-handers are harder to keep current than one good two-hander. Fury is the right 70 spec for a Warrior who is not tanking and not the raid's Arms debuff; the respec plan below prices the switch. Why not Protection? Because it is slow alone. It is the right spec for a Warrior who tanks every dungeon on the way up and has the groups for it, and the respec plan covers switching at 70 or whenever the tanking starts in earnest.
Where each talent point goes
0 / 0 / 0 0 of 61 points
Arms 0
Fury 0
Protection 0
The rule that governs the order below: a talent row is locked until you have spent 5 × (row - 1) points in that tree, and you have level - 9 points to spend. Row 2 opens at 5 points, row 3 at 10, row 9 at 40. The consequence is that you will buy talents you don't especially want purely to open the next row. That isn't a mistake; it's how the tree works. The order below has been checked against the real tree: every point is buyable at the level it is listed.
Arms leveling, 10 to 70 | 61 points
| Level | Talent | Tree | Why |
|---|---|---|---|
| 10 | Improved Heroic Strike 1/3 | arms | Heroic Strike costs 12 rage instead of 15. It is the button you press when you have rage and nothing better, which is most of the time before 40. |
| 11 | Improved Heroic Strike 2/3 | arms | |
| 12 | Improved Heroic Strike 3/3 | arms | |
| 13 | Deflection 1/5 | arms | +2% parry. Two ranks, like the raid build, and parries are rage you did not have to bleed for. Row 2 opens at 5. |
| 14 | Deflection 2/5 | arms | |
| 15 | Improved Thunder Clap 1/3 | arms | Thunder Clap costs less and slows attackers more. Your only area ability before Sweeping Strikes, and a real one on a three-pull. |
| 16 | Improved Thunder Clap 2/3 | arms | |
| 17 | Improved Thunder Clap 3/3 | arms | |
| 18 | Iron Will 1/5 | arms | Stun and charm resistance. Filler toward row 3 at 10; three ranks total in the raid build. |
| 19 | Iron Will 2/5 | arms | |
| 20 | Anger Management 1/1 | arms | Level 20. One rage every three seconds, in and out of combat. You start every fight with rage instead of a Charge's worth. |
| 21 | Deep Wounds 1/3 | arms | Your crits leave a bleed for 60% of your weapon damage. A two-hander's crit is big; the bleed after it is bigger than Rend. |
| 22 | Deep Wounds 2/3 | arms | |
| 23 | Deep Wounds 3/3 | arms | |
| 24 | Iron Will 3/5 | arms | The third rank, and the fifteenth point; row 4 opens at 15. |
| 25 | Two-Handed Weapon Specialization 1/5 | arms | +5% damage with a two-hander, which is every weapon you will level with. |
| 26 | Two-Handed Weapon Specialization 2/5 | arms | |
| 27 | Two-Handed Weapon Specialization 3/5 | arms | |
| 28 | Two-Handed Weapon Specialization 4/5 | arms | |
| 29 | Two-Handed Weapon Specialization 5/5 | arms | |
| 30 | Death Wish 1/1 | arms | Level 30. +20% damage for 30 seconds every three minutes, at the cost of taking 5% more. The button for elites and for the pull with three mobs. Row 5 opens at 20. |
| 31 | Impale 1/2 | arms | Your ability crits deal 20% more. Overpower, Mortal Strike and Slam all crit; with a two-hander they crit hard. |
| 32 | Impale 2/2 | arms | |
| 33 | Sword Specialization 1/5 | arms | 5% chance per sword hit for an extra attack. With an axe, buy Poleaxe Specialization here instead (+5% crit); with a mace, Mace Specialization (stuns). All three are on this row and the engine validates each. |
| 34 | Sword Specialization 2/5 | arms | |
| 35 | Sword Specialization 3/5 | arms | |
| 36 | Sword Specialization 4/5 | arms | |
| 37 | Sword Specialization 5/5 | arms | |
| 38 | Improved Disciplines 1/3 | arms | Retaliation, Recklessness and Shield Wall cooldowns 8 minutes shorter. Filler for the thirty points row 7 needs; Second Wind is the alternative if you prefer the health. |
| 39 | Improved Disciplines 2/3 | arms | |
| 40 | Mortal Strike 1/1 | arms | Level 40. A weapon strike that hits hard and halves the target's healing, on a 6-second cooldown. The spec arrives here. Row 7 opens at 30. |
| 41 | Blood Frenzy 1/2 | arms | Your Rend and Deep Wounds make the target take 4% more physical damage, from you and from everyone else. The last Arms points. |
| 42 | Blood Frenzy 2/2 | arms | |
| 43 | Cruelty 1/5 | fury | +5% crit. Row 1 of Fury, and the reason Deep Wounds and Impale keep paying. |
| 44 | Cruelty 2/5 | fury | |
| 45 | Cruelty 3/5 | fury | |
| 46 | Cruelty 4/5 | fury | |
| 47 | Cruelty 5/5 | fury | |
| 48 | Improved Demoralizing Shout 1/5 | fury | Demoralizing Shout removes 40% more attack power. Five points you would rather put in Unbridled Wrath while questing; the raid build takes this, and row 3 needs ten points either way. |
| 49 | Improved Demoralizing Shout 2/5 | fury | |
| 50 | Improved Demoralizing Shout 3/5 | fury | |
| 51 | Improved Demoralizing Shout 4/5 | fury | |
| 52 | Improved Demoralizing Shout 5/5 | fury | |
| 53 | Commanding Presence 1/5 | fury | Battle Shout gives 25% more attack power and Commanding Shout more health. Battle Shout is always up, so this is +25% on your best buff. Row 3 opens at 10. |
| 54 | Commanding Presence 2/5 | fury | |
| 55 | Commanding Presence 3/5 | fury | |
| 56 | Commanding Presence 4/5 | fury | |
| 57 | Commanding Presence 5/5 | fury | |
| 58 | Enrage 1/5 | fury | +25% damage for five swings after you are crit. You are a plate wearer in melee; you get crit. Row 4 opens at 15. |
| 59 | Enrage 2/5 | fury | |
| 60 | Enrage 3/5 | fury | |
| 61 | Enrage 4/5 | fury | |
| 62 | Enrage 5/5 | fury | |
| 63 | Sweeping Strikes 1/1 | fury | Your next five attacks hit a second target. With Whirlwind and Cleave, a pack. Row 5 opens at 20. |
| 64 | Improved Slam 1/2 | fury | Slam casts half a second faster. Slam between swings is the Arms rotation at 70; this is what makes it possible. |
| 65 | Improved Slam 2/2 | fury | |
| 66 | Weapon Mastery 1/2 | fury | Your attacks are dodged 2% less and you resist disarms. Expertise before expertise existed on gear. |
| 67 | Weapon Mastery 2/2 | fury | |
| 68 | Flurry 1/5 | fury | +15% attack speed for three swings after a crit at three ranks. The last three points, at 70; the raid build stops at three because Mortal Strike and Slam matter more than white swings. |
| 69 | Flurry 2/5 | fury | |
| 70 | Flurry 3/5 | fury |
Where it ends: 33/28/0, the "Arms Slam" build WoWSims ships as its Arms raid preset, point for point. The Arms tree reaches Mortal Strike at 40 and Blood Frenzy at 42, and the 28 Fury points after it are the same 28 the raid build has.
Improved Demoralizing Shout at 48 is the raid build's choice, not a leveling one. Unbridled Wrath (extra rage on hits) is the better questing talent on that row, and if you would rather have it, buy Unbridled Wrath at 48 to 52 and plan to move the five points at 70; the engine validates either order, and the respec plan prices the swap.
Swords, axes or maces: Sword Specialization in the order assumes a sword. With an axe or a polearm, buy Poleaxe Specialization in its place (+5% crit, which with Impale and Deep Wounds is about as good as the sword procs); with a mace, Mace Specialization. All three are on the same row and the engine validates each. Take whichever your best two-hander is at 33 and do not swap specializations when the weapon changes; the difference is small and the respec is not.
How the class plays while leveling
Rage and stances
Rage comes from hitting and being hit, starts at zero out of combat (Anger Management and Bloodrage are the exceptions), and every ability costs it. The whole class is the question of what to spend it on: Mortal Strike first when you have it, Rend on anything that lives, Overpower the moment a dodge happens, Execute on anything under 20%, Heroic Strike with whatever is left. Never sit on rage; a Warrior at 100 rage is doing nothing with half of it.
Three stances, and the rule for each: Battle Stance for questing (Charge, Overpower, Rend, Mortal Strike), Defensive Stance for tanking (Taunt, Revenge, Shield Block, Sunder Armor, and 10% less damage taken), Berserker Stance for Intercept, Whirlwind, Pummel and Berserker Rage, at the cost of 10% more damage taken. Changing stance drops your rage to 10 with Stance Mastery at 20, zero before it, so you change stance for a reason and change back for a reason: into Berserker for Whirlwind on a pack and Intercept on a runner, back to Battle for the Overpower.
The solo loop
Charge, Rend, Heroic Strike, Overpower when it lights up, Execute under 20%. From 40, Mortal Strike on cooldown at the top of that list; from 62, Victory Rush first after every kill; from 65, Slam between swings when you have rage and nothing else is ready. Battle Shout before the first fight and every two minutes. Death Wish on elites and three-pulls, Recklessness on elites that would otherwise kill you.
Two mobs: Charge one, Rend both, Thunder Clap, Sweeping Strikes if you have it, kill the lower one first. Three: Retaliation if it is up, Intimidating Shout if not and nothing nearby will be angered by a feared mob, then Whirlwind in Berserker Stance from 36. A caster: Charge, Pummel or Shield Bash on the first cast, Hamstring if it tries to leave, and it never finishes a spell. A runner: Hamstring; nothing outruns a Hamstrung mob.
When it goes wrong: you have no heal and no escape, so the answers are bandages (First Aid, always at your level), Intimidating Shout to make the mobs leave for 8 seconds, a shield swap for Shield Wall at 28, and running. Warriors die to two mobs at 25 more than any other class; pull one at a time until Sweeping Strikes and Whirlwind, and carry food.
Tanking while leveling
Every dungeon from Ragefire Chasm to Shattered Halls will take you as the tank whatever your talents, and from 10 you should take the job; it is how Warriors get groups. Shield and one-hander on, Defensive Stance, Bloodrage before the pull, Charge is not available in Defensive Stance so you walk or Intercept from Berserker and switch. Sunder Armor five times on the main target, Revenge whenever it lights up, Shield Block when the mob is hitting hard, Taunt the mob that leaves you, Thunder Clap and Demoralizing Shout on packs, Cleave when two mobs are in front of you. Mark the kill target so the group knows which one you are Sundering. Shield Wall at 28 and Last Stand (talent) are the saves; use them before you are at 20%, not after.
A shield swap macro so the tank set is one press away:
#showtooltip Shield Wall /equipslot 16 <one-hander name> /equipslot 17 <shield name> /cast Defensive Stance /cast Shield Wall
Fill in the names of your weapon and shield; press once to swap and change stance, again for Shield Wall.
Shouts and debuffs
Battle Shout before every fight and every two minutes (Commanding Shout from 68 when health matters more than attack power, which is tanking and raid-wide damage). Demoralizing Shout on anything hitting you or a tank. Sunder Armor five times on anything that lives more than ten seconds in a group; in a raid it is the first thing you do and the Rogues' Expose Armor is the one debuff that replaces it. Rend and Deep Wounds on a boss are Blood Frenzy's 4% for the whole raid.
Macros
#showtooltip Charge /cast [stance:1] Charge; [stance:3] Intercept; Battle Stance
One key: Charge in Battle Stance, Intercept in Berserker, and it changes to Battle Stance if you are in Defensive.
#showtooltip Overpower /cast [stance:1] Overpower; Battle Stance
Overpower from any stance in two presses.
#showtooltip Pummel /cast [stance:3] Pummel; [stance:2] Shield Bash; Berserker Stance
The interrupt for whichever stance you are in.
Train every new spell rank the moment you can afford it; an old rank of your main nuke is the most common reason a level feels slow. Keep your bags clear of vendor trash before leaving town, and pick up every flight path you pass; the map is the biggest time-saver in the game.
Gear and stat priority
Leveling set (Arms): the two-hander first (slowest, highest top-end damage), then Strength, then Stamina, then crit, hit and Agility. Mail until 40, plate from 40, and a good mail piece in your 40s is still better than a bad plate one. "Of the Bear" (Strength and Stamina) greens are made for you; "of the Tiger" (Strength and Agility) nearly as good. Keep a shield and a one-hander with Stamina in the bag from 10; the dungeon tank set does not need to be good, it needs to exist.
Arms at 70, in order:
- Hit to 9%. 142 hit rating against bosses, less with a Draenei in the party. A missed Mortal Strike is 30 rage and 6 seconds gone.
- Expertise to 26. Boss dodges stop at 26 expertise (6.5%); Weapon Mastery gives 2% of it, so about 18 from gear. A dodged Mortal Strike is the same loss as a missed one, and a parry speeds the boss's next swing at the tank.
- Strength. Two attack power per point, and it is the stat on plate.
- Attack power. Straight damage; Slam and Mortal Strike both scale with it.
- Crit. Deep Wounds, Impale and Flurry all run on it.
- Agility and haste. Crit and armor from Agility; haste later.
The two-hander is the biggest single upgrade on the sheet: slow (3.6 or slower) with the highest damage you can find, because Mortal Strike, Slam and Execute all scale with weapon damage and the Slam rotation depends on a slow swing.
Zones and dungeons by bracket
Quest levels by zone, Horde side. A zone is comfortable when your level sits inside its range; move on when the quests turn green.
| Levels | Zones | Dungeons |
|---|---|---|
| 1 to 10 | Durotar, Mulgore, Tirisfal Glades, Eversong Woods | |
| 10 to 20 | The Barrens, Silverpine Forest, Ghostlands | Ragefire Chasm (13 to 18), Wailing Caverns (17 to 24), Deadmines (18 to 23) |
| 20 to 30 | Stonetalon Mountains, Ashenvale, Hillsbrad Foothills, Thousand Needles from 25 | Shadowfang Keep (22 to 30), Blackfathom Deeps (24 to 32), Razorfen Kraul (29 to 38) |
| 30 to 40 | Desolace, Arathi Highlands, Stranglethorn Vale, Dustwallow Marsh, Badlands, Swamp of Sorrows | Scarlet Monastery (34 to 45), Razorfen Downs (37 to 46) |
| 40 to 50 | Hinterlands, Tanaris, Feralas, Searing Gorge, Un'Goro Crater from 48 | Uldaman (41 to 51), Zul'Farrak (44 to 54), Maraudon (46 to 55) |
| 50 to 60 | Felwood, Burning Steppes, Western and Eastern Plaguelands, Winterspring, Silithus | Sunken Temple (50 to 60), Blackrock Depths (52 to 60), Lower Blackrock Spire, Dire Maul (55 to 60), Stratholme and Scholomance (58 to 60) |
| 58 to 63 | Hellfire Peninsula | Hellfire Ramparts (60 to 62), Blood Furnace (61 to 63) |
| 60 to 64 | Zangarmarsh | Slave Pens (62 to 64), Underbog (63 to 65) |
| 62 to 67 | Terokkar Forest, Nagrand | Mana-Tombs (64 to 66), Auchenai Crypts (65 to 67), Old Hillsbrad (66 to 68) |
| 65 to 70 | Blade's Edge Mountains, Netherstorm, Shadowmoon Valley | Sethekk Halls (67 to 69), then the level 70 dungeons: Steamvault, Shadow Labyrinth, Shattered Halls, Mechanar, Botanica, Arcatraz, Black Morass |
Dungeon ranges are the levels the quests and drops are tuned for; you can enter earlier with a group that knows the place. In Outland, every dungeon has a heroic mode at 70 that needs a key from the matching reputation at Honored.
Why these professions
You have not picked professions yet, so this section is the advice on which to take; pick them in the character card and it becomes the route.
The two questions. Do you want the profession to make you stronger at 70, or to make gold on the way? The crafting professions with a bind-on-pickup payoff (Tailoring's cloth sets for casters, Leatherworking's sets for mail and leather wearers, Blacksmithing's Armorsmith and Weaponsmith lines for plate, Jewelcrafting's trinkets, Engineering's goggles, Alchemy's flask that lasts through death) make you stronger and cost gold to level. The gathering professions (Mining, Herbalism, Skinning) make gold and cost nothing but detours. The usual answer is one of each: the crafter your damage gear wants, and the gatherer that feeds it.
For damage: the crafting profession that makes your armor class's set (Tailoring for cloth, Leatherworking for leather and mail, Blacksmithing for plate), paired with the gatherer that feeds it (Tailoring with Enchanting or a gatherer for gold, Leatherworking with Skinning, Blacksmithing with Mining). Engineering with Mining is the universal second choice for the goggles and the gadgets.
Leveling a profession costs the least when you do it while you level the character; every zone's nodes and drops are the ones the route wants at that skill. Pick early.
Your endgame build
33/28/0. The "Arms Slam" build WoWSims ships as its Arms raid preset, and the build you leveled into: your tree at 70 is this one, point for point.
Arms 33/28/0 | 61 points
| Level | Talent | Tree | Why |
|---|---|---|---|
| 10 | Improved Heroic Strike 1/3 | arms | A 12 rage Heroic Strike for the rage you have left over. |
| 11 | Improved Heroic Strike 2/3 | arms | |
| 12 | Improved Heroic Strike 3/3 | arms | |
| 13 | Deflection 1/5 | arms | Two ranks for the row. |
| 14 | Deflection 2/5 | arms | |
| 15 | Iron Will 1/5 | arms | Three ranks for the row; nothing else on it helps a raider. |
| 16 | Iron Will 2/5 | arms | |
| 17 | Iron Will 3/5 | arms | |
| 18 | Improved Thunder Clap 1/3 | arms | A cheaper, stronger Thunder Clap for trash; the alternative row 2 points are Improved Charge, which does nothing in a raid. |
| 19 | Improved Thunder Clap 2/3 | arms | |
| 20 | Improved Thunder Clap 3/3 | arms | |
| 21 | Anger Management 1/1 | arms | A rage tick every three seconds. |
| 22 | Deep Wounds 1/3 | arms | Your crits bleed for 60% of weapon damage. |
| 23 | Deep Wounds 2/3 | arms | |
| 24 | Deep Wounds 3/3 | arms | |
| 25 | Two-Handed Weapon Specialization 1/5 | arms | +5% two-hander damage. |
| 26 | Two-Handed Weapon Specialization 2/5 | arms | |
| 27 | Two-Handed Weapon Specialization 3/5 | arms | |
| 28 | Two-Handed Weapon Specialization 4/5 | arms | |
| 29 | Two-Handed Weapon Specialization 5/5 | arms | |
| 30 | Impale 1/2 | arms | Ability crits deal 20% more. |
| 31 | Impale 2/2 | arms | |
| 32 | Death Wish 1/1 | arms | +20% damage for 30 seconds every three minutes. |
| 33 | Sword Specialization 1/5 | arms | Extra attacks on sword hits; Poleaxe Specialization with an axe or polearm, Mace Specialization with a mace. |
| 34 | Sword Specialization 2/5 | arms | |
| 35 | Sword Specialization 3/5 | arms | |
| 36 | Sword Specialization 4/5 | arms | |
| 37 | Sword Specialization 5/5 | arms | |
| 38 | Improved Disciplines 1/3 | arms | Recklessness every 22 minutes instead of 30. Filler for row 7, and the alternative (Second Wind) does nothing on a boss. |
| 39 | Improved Disciplines 2/3 | arms | |
| 40 | Blood Frenzy 1/2 | arms | The boss takes 4% more physical damage from the whole raid while your Rend or Deep Wounds is on it. The reason a raid wants an Arms Warrior. |
| 41 | Blood Frenzy 2/2 | arms | |
| 42 | Mortal Strike 1/1 | arms | The strike, every 6 seconds. |
| 43 | Cruelty 1/5 | fury | +5% crit. |
| 44 | Cruelty 2/5 | fury | |
| 45 | Cruelty 3/5 | fury | |
| 46 | Cruelty 4/5 | fury | |
| 47 | Cruelty 5/5 | fury | |
| 48 | Improved Demoralizing Shout 1/5 | fury | A stronger Demoralizing Shout for the tanks, and the ten points row 3 needs. |
| 49 | Improved Demoralizing Shout 2/5 | fury | |
| 50 | Improved Demoralizing Shout 3/5 | fury | |
| 51 | Improved Demoralizing Shout 4/5 | fury | |
| 52 | Improved Demoralizing Shout 5/5 | fury | |
| 53 | Commanding Presence 1/5 | fury | +25% on Battle Shout for your whole group. |
| 54 | Commanding Presence 2/5 | fury | |
| 55 | Commanding Presence 3/5 | fury | |
| 56 | Commanding Presence 4/5 | fury | |
| 57 | Commanding Presence 5/5 | fury | |
| 58 | Enrage 1/5 | fury | +25% damage for five swings after a crit; raid bosses crit melee often enough. |
| 59 | Enrage 2/5 | fury | |
| 60 | Enrage 3/5 | fury | |
| 61 | Enrage 4/5 | fury | |
| 62 | Enrage 5/5 | fury | |
| 63 | Sweeping Strikes 1/1 | fury | Five attacks hit a second target. Trash, and every fight with adds. |
| 64 | Improved Slam 1/2 | fury | A 1-second Slam. The rotation is Mortal Strike, then Slam after every white swing; this is what makes Slam fit. |
| 65 | Improved Slam 2/2 | fury | |
| 66 | Weapon Mastery 1/2 | fury | 2% fewer dodges. Expertise you did not have to find on gear. |
| 67 | Weapon Mastery 2/2 | fury | |
| 68 | Flurry 1/5 | fury | +15% attack speed after crits. Three ranks; the last two are worth less than anything above. |
| 69 | Flurry 2/5 | fury | |
| 70 | Flurry 3/5 | fury |
The core is Deep Wounds, Impale, Two-Handed Weapon Specialization, Death Wish, Mortal Strike and Blood Frenzy in Arms, with Cruelty, Commanding Presence, Enrage, Sweeping Strikes, Improved Slam, Weapon Mastery and Flurry in Fury. The flexible points are the weapon specialization (Sword, Poleaxe or Mace, by your weapon), Improved Disciplines versus Second Wind (both filler), Iron Will and Deflection in the first rows (filler, by definition), and Improved Demoralizing Shout, which the raid build takes because a stronger Demoralizing Shout helps the tanks and nothing else on row 2 of Fury helps a two-hander.
The other build, 33/28/0 "Arms DW": the same points with Dual Wield Specialization in place of Improved Slam and Weapon Mastery shuffled, for an Arms Warrior with two one-handers and no good two-hander. It is a stopgap; Fury does two one-handers better.
Raid job description: Battle Shout before the pull and every two minutes; Rend on the boss immediately and kept up, because Blood Frenzy (4% more physical damage taken by the boss, for everyone) lives on your Rend and Deep Wounds. Then the rotation, which is a weave: Mortal Strike on cooldown, and Slam started immediately after every white swing lands so it finishes before the next one would; Whirlwind in Berserker Stance when the stance dance is worth it (it usually is not for Arms), Heroic Strike with the rage you have over, Execute under 20% on everything. Death Wish with a trinket on the pull and every three minutes; Recklessness when the raid leader calls the burn. Sweeping Strikes and Whirlwind on trash and on fights with adds. Stand behind the boss.
Arms or Fury? Fury does more damage in the same gear at 70 once the hit for two weapons is there. Arms brings Blood Frenzy, which is worth more than the difference when the raid has several melee and Hunters, and it needs one weapon rather than two. A raid wants exactly one Arms Warrior and the rest Fury; if you are the one, you are leveling in the right build.
When to respec: never, unless your raid already has its Arms Warrior and wants another Fury. You leveled in this build; the respec plan below covers the Fury case and the tanking case.
Endgame prep. Start now
Pre-raid gearing, the short version.
- Hit and expertise first from the Shadowmoon Valley and Netherstorm quest rewards and the dungeon blues with them; a Warrior below the caps wastes rage on misses.
- The two-hander. The slowest, hardest-hitting one you can reach: the Black Morass and Shadow Labyrinth two-handers are good for a long time.
- Heroic dungeon blues with Strength, hit and crit; Honor Hold or Thrallmar Honored for the first heroic key, then Cenarion Expedition, Lower City, the Sha'tar and Keepers of Time for theirs.
- Crafted plate from the auction house where it beats the dungeon drop; the Felsteel and Khorium pieces are made for you.
- The Karazhan attunement chain runs through every dungeon on this list; do it as you gear.
The heroic keys are reputations from the dungeons themselves: Honor Hold or Thrallmar, Cenarion Expedition, Lower City, the Sha'tar and Keepers of Time, each to Honored. A damage Warrior who tanks the heroic when nobody else will gets the keys as fast as a tank; bring the shield.
Karazhan attunement starts in Deadwind Pass and runs through Shadow Labyrinth, Steamvault and Arcatraz to Black Morass. Do it as you gear; every one of those dungeons drops something you want.
Start reputations before 70. Every Outland dungeon reputation reaches Honored from normal runs on the way up, and Honored is what buys the heroic key. Cenarion Expedition (Coilfang), Honor Hold or Thrallmar (Hellfire Citadel), Lower City (Auchindoun), the Sha'tar (Tempest Keep) and Keepers of Time (Caverns of Time) each gate a heroic; run the normal versions while they are your level and the keys are waiting when you arrive.
Pre-raid gear is dungeon blues, reputation rewards and crafted pieces. Heroics drop the best of it and pay Badges of Justice for the rest. Quest blues from Nagrand, Netherstorm and Shadowmoon Valley fill the gaps; do not skip the last three zones' quest lines on the way to 70, they are the fastest gearing there is.
The Karazhan attunement (the Master's Key chain through Shadow Labyrinth, Steamvault and Old Hillsbrad, ending in the Black Morass) is the first raid gate on the Anniversary realms; start it the week you hit 70 because it takes a group for every step.
Respec plan
Anniversary realms have Dual Talent Specialization, so the cleanest plan is two trees: Arms for everything you do alone, and Protection or Fury in the second slot for the raid. A Warrior gets more out of dual spec than almost any class, because the raid wants a tank and the world wants a two-hander. Check the trainer for the price in game; sources disagree on what TBC Anniversary charges.
Reading an order from any level. Every talent order on this page is a list of which point to buy at which level, and the trees in the talent section have a level slider that can show any of them. To respec into a build at level 64, pick that build above the trees and drag the slider to 64: the highlighted cells are the 55 points to buy, in the order the table lists them. Every order has been checked so that each row is open by the time you reach it.
You are already there. The Arms leveling order is the raid build. The only respec an Arms Warrior pays is the one into Protection when a raid needs a tank, or into Fury when it already has its Arms Warrior.
The number to budget: 50g per respec on original rules, the dual-spec price once on Anniversary. A Warrior who respecs once at 70 pays well under 60g; nobody should be flipping specs per dungeon.
UI and addons
A Warrior watches rage, a swing timer and the Overpower window, and the default UI shows the first and neither of the others.
- A swing timer (Quartz, or a WeakAura on your main-hand swing): the Arms rotation at 70 is Slam immediately after a white swing, and it cannot be done without seeing the swing. Tanks skip this.
- WeakAuras: Overpower available (the target dodged), Rend and Deep Wounds remaining on the target, Mortal Strike ready, Death Wish and Recklessness ready, Battle Shout missing, Sunder Armor stack count.
- A threat meter (Omen) in every group.
- Stance and gear set swaps: a stance bar you can see, and an equipment manager (ItemRack or Outfitter) for the shield swap, so the tank set is one click.
- One boss-mod addon, DBM or BigWigs, not both.
The addons that pay for themselves on any class: a quest helper (Questie) so you stop reading quest text for coordinates; a bag addon (Bagnon or similar) so you can see what you are carrying; a boss mod (Deadly Boss Mods or BigWigs, never both) the day you start dungeons; and WeakAuras once you have a cooldown or buff you keep forgetting. Bind every ability you use in a fight to a key before you hit 20; clicking is the single biggest thing that makes a character feel weak.
Checklist
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Now
30 to 70
At 70