WarriorFuryTankDungeon levelingLevels 40–60
Melee Burst 5-man: Fury Warrior tank talents with Protection (levels 40–60)
TheorycraftUpdated Oct 24, 2026
Published Sep 15, 2026 · 380 views
Fury/Protection Warrior tank build for melee burst dungeon leveling from 40 to 60: Cruelty and Unbridled Wrath for Rage, Defiance and Last Stand from Protection, Bloodthirst threat and Vanguard charges.
Suggested group
Pick a group member to see their talents and when to learn each point.
Fury Warrior talents
The build this guide is about. Warrior leveling
Arms0 pts
Hover or tap a talent to see what it does.
Talent order by level
One talent point per level, starting at level 10. Spend them in this order as you level.
- 1.Cruelty1/5Lv 10
- 2.Cruelty2/5Lv 11
- 3.Cruelty3/5Lv 12
- 4.Cruelty4/5Lv 13
- 5.Cruelty5/5Lv 14
- 6.Unbridled Wrath1/5Lv 15
- 7.Unbridled Wrath2/5Lv 16
- 8.Unbridled Wrath3/5Lv 17
- 9.Unbridled Wrath4/5Lv 18
- 10.Unbridled Wrath5/5Lv 19
- 11.Shield Specialization1/5Lv 20
- 12.Shield Specialization2/5Lv 21
- 13.Shield Specialization3/5Lv 22
- 14.Shield Specialization4/5Lv 23
- 15.Shield Specialization5/5Lv 24
- 16.Improved Thunder Clap1/3Lv 25
- 17.Improved Thunder Clap2/3Lv 26
- 18.Improved Thunder Clap3/3Lv 27
- 19.Improved Bloodrage1/2Lv 28
- 20.Improved Bloodrage2/2Lv 29
- 21.Last Stand1/1Lv 30
- 22.Defiance1/3Lv 31
- 23.Defiance2/3Lv 32
- 24.Defiance3/3Lv 33
- 25.Furious Precision1/3Lv 34
- 26.Furious Precision2/3Lv 35
- 27.Furious Precision3/3Lv 36
- 28.Blood Craze1/3Lv 37
- 29.Blood Craze2/3Lv 38
- 30.Blood Craze3/3Lv 39
- 31.Enrage1/5Lv 40
- 32.Enrage2/5Lv 41
- 33.Enrage3/5Lv 42
- 34.Enrage4/5Lv 43
- 35.Enrage5/5Lv 44
- 36.Improved Berserker Rage1/2Lv 45
- 37.Improved Berserker Rage2/2Lv 46
- 38.Improved Execute1/2Lv 47
- 39.Death Wish1/1Lv 48
- 40.Flurry1/5Lv 49
- 41.Flurry2/5Lv 50
- 42.Flurry3/5Lv 51
- 43.Flurry4/5Lv 52
- 44.Flurry5/5Lv 53
- 45.Bloodthirst1/1Lv 54
- 46.Anticipation1/5Lv 55
- 47.Anticipation2/5Lv 56
- 48.Anticipation3/5Lv 57
- 49.Anticipation4/5Lv 58
- 50.Anticipation5/5Lv 59
- 51.Vanguard1/1Lv 60
Assassination Rogue talents
The build this guide recommends for the Assassination Rogue in your group. Rogue leveling
- Assassination (33): Malice 5/5, Ruthlessness 3/3, Murder 2/2, Relentless Strikes 1/1, Lethality 5/5, Vile Poisons 5/5, Improved Poisons 5/5, Mutilate 1/1, Seal Fate 5/5, Venom 1/1
- Combat (18): Improved Eviscerate 3/3, Lightning Reflexes 2/5, Puncturing Wounds 3/3, Deflection 3/3, Precision 3/3, Endurance 2/2, Improved Kick 2/2
- Subtlety (0)
Talent order by level
One talent point per level, starting at level 10. Spend them in this order as you level.
- Lv 10: Malice 1/5
- Lv 11: Malice 2/5
- Lv 12: Malice 3/5
- Lv 13: Malice 4/5
- Lv 14: Malice 5/5
- Lv 15: Ruthlessness 1/3
- Lv 16: Ruthlessness 2/3
- Lv 17: Ruthlessness 3/3
- Lv 18: Murder 1/2
- Lv 19: Murder 2/2
- Lv 20: Relentless Strikes 1/1
- Lv 21: Lethality 1/5
- Lv 22: Lethality 2/5
- Lv 23: Lethality 3/5
- Lv 24: Lethality 4/5
- Lv 25: Lethality 5/5
- Lv 26: Vile Poisons 1/5
- Lv 27: Vile Poisons 2/5
- Lv 28: Vile Poisons 3/5
- Lv 29: Vile Poisons 4/5
- Lv 30: Vile Poisons 5/5
- Lv 31: Improved Poisons 1/5
- Lv 32: Improved Poisons 2/5
- Lv 33: Improved Poisons 3/5
- Lv 34: Improved Poisons 4/5
- Lv 35: Improved Poisons 5/5
- Lv 36: Seal Fate 1/5
- Lv 37: Seal Fate 2/5
- Lv 38: Seal Fate 3/5
- Lv 39: Seal Fate 4/5
- Lv 40: Seal Fate 5/5
- Lv 41: Mutilate 1/1
- Lv 42: Venom 1/1
- Lv 43: Improved Eviscerate 1/3
- Lv 44: Improved Eviscerate 2/3
- Lv 45: Improved Eviscerate 3/3
- Lv 46: Lightning Reflexes 1/5
- Lv 47: Lightning Reflexes 2/5
- Lv 48: Precision 1/3
- Lv 49: Precision 2/3
- Lv 50: Precision 3/3
- Lv 51: Puncturing Wounds 1/3
- Lv 52: Puncturing Wounds 2/3
- Lv 53: Puncturing Wounds 3/3
- Lv 54: Deflection 1/3
- Lv 55: Deflection 2/3
- Lv 56: Deflection 3/3
- Lv 57: Endurance 1/2
- Lv 58: Endurance 2/2
- Lv 59: Improved Kick 1/2
- Lv 60: Improved Kick 2/2
Retribution Paladin talents
The build this guide recommends for the Retribution Paladin in your group. Paladin leveling
- Holy (7): Divine Strength 5/5, Divine Intellect 2/5
- Protection (0)
- Retribution (44): Deflection 5/5, Benediction 5/5, Improved Judgement 2/2, Holy Conduit 2/2, Conviction 5/5, Vindication 3/3, Sanctified Judgement 3/3, Seal of Command 1/1, Pursuit of Justice 2/2, Eye for an Eye 2/2, Sacred Arbiter 1/1, Two-Handed Weapon Specialization 3/3, Vengeance 3/3, Repentance 1/1, Champion of the Light 3/3, Instrument of Law 2/2, Twist of Light 1/1
Talent order by level
One talent point per level, starting at level 10. Spend them in this order as you level.
- Lv 10: Benediction 1/5
- Lv 11: Benediction 2/5
- Lv 12: Benediction 3/5
- Lv 13: Benediction 4/5
- Lv 14: Benediction 5/5
- Lv 15: Conviction 1/5
- Lv 16: Conviction 2/5
- Lv 17: Conviction 3/5
- Lv 18: Conviction 4/5
- Lv 19: Conviction 5/5
- Lv 20: Seal of Command 1/1
- Lv 21: Sanctified Judgement 1/3
- Lv 22: Sanctified Judgement 2/3
- Lv 23: Sanctified Judgement 3/3
- Lv 24: Pursuit of Justice 1/2
- Lv 25: Pursuit of Justice 2/2
- Lv 26: Eye for an Eye 1/2
- Lv 27: Eye for an Eye 2/2
- Lv 28: Sacred Arbiter 1/1
- Lv 29: Improved Judgement 1/2
- Lv 30: Improved Judgement 2/2
- Lv 31: Two-Handed Weapon Specialization 1/3
- Lv 32: Two-Handed Weapon Specialization 2/3
- Lv 33: Two-Handed Weapon Specialization 3/3
- Lv 34: Vengeance 1/3
- Lv 35: Vengeance 2/3
- Lv 36: Vengeance 3/3
- Lv 37: Champion of the Light 1/3
- Lv 38: Champion of the Light 2/3
- Lv 39: Champion of the Light 3/3
- Lv 40: Twist of Light 1/1
- Lv 41: Instrument of Law 1/2
- Lv 42: Instrument of Law 2/2
- Lv 43: Holy Conduit 1/2
- Lv 44: Holy Conduit 2/2
- Lv 45: Repentance 1/1
- Lv 46: Vindication 1/3
- Lv 47: Vindication 2/3
- Lv 48: Vindication 3/3
- Lv 49: Deflection 1/5
- Lv 50: Deflection 2/5
- Lv 51: Deflection 3/5
- Lv 52: Deflection 4/5
- Lv 53: Deflection 5/5
- Lv 54: Divine Strength 1/5
- Lv 55: Divine Strength 2/5
- Lv 56: Divine Strength 3/5
- Lv 57: Divine Strength 4/5
- Lv 58: Divine Strength 5/5
- Lv 59: Divine Intellect 1/5
- Lv 60: Divine Intellect 2/5
Enhancement Shaman talents
The build this guide recommends for the Enhancement Shaman in your group. Shaman leveling
- Elemental (6): Concussion 5/5, Elemental Devastation 1/3
- Enhancement (45): Thundering Strikes 5/5, Ancestral Knowledge 5/5, Mental Dexterity 3/3, Improved Lightning Shield 3/3, Elemental Weapons 3/3, Shamanistic Focus 1/1, Anticipation 3/3, Toughness 5/5, Flurry 5/5, Stormstrike 1/1, Spirit Weapons 1/1, Mental Quickness 2/2, Improved Stormstrike 2/2, Maelstrom Weapon 5/5, Rage of the Farseer 1/1
- Restoration (0)
Talent order by level
One talent point per level, starting at level 10. Spend them in this order as you level.
- Lv 10: Thundering Strikes 1/5
- Lv 11: Thundering Strikes 2/5
- Lv 12: Thundering Strikes 3/5
- Lv 13: Thundering Strikes 4/5
- Lv 14: Thundering Strikes 5/5
- Lv 15: Mental Dexterity 1/3
- Lv 16: Mental Dexterity 2/3
- Lv 17: Mental Dexterity 3/3
- Lv 18: Improved Lightning Shield 1/3
- Lv 19: Improved Lightning Shield 2/3
- Lv 20: Improved Lightning Shield 3/3
- Lv 21: Elemental Weapons 1/3
- Lv 22: Elemental Weapons 2/3
- Lv 23: Elemental Weapons 3/3
- Lv 24: Shamanistic Focus 1/1
- Lv 25: Flurry 1/5
- Lv 26: Flurry 2/5
- Lv 27: Flurry 3/5
- Lv 28: Flurry 4/5
- Lv 29: Flurry 5/5
- Lv 30: Stormstrike 1/1
- Lv 31: Spirit Weapons 1/1
- Lv 32: Mental Quickness 1/2
- Lv 33: Mental Quickness 2/2
- Lv 34: Improved Stormstrike 1/2
- Lv 35: Improved Stormstrike 2/2
- Lv 36: Maelstrom Weapon 1/5
- Lv 37: Maelstrom Weapon 2/5
- Lv 38: Maelstrom Weapon 3/5
- Lv 39: Maelstrom Weapon 4/5
- Lv 40: Maelstrom Weapon 5/5
- Lv 41: Rage of the Farseer 1/1
- Lv 42: Concussion 1/5
- Lv 43: Concussion 2/5
- Lv 44: Concussion 3/5
- Lv 45: Concussion 4/5
- Lv 46: Concussion 5/5
- Lv 47: Elemental Devastation 1/3
- Lv 48: Toughness 1/5
- Lv 49: Toughness 2/5
- Lv 50: Toughness 3/5
- Lv 51: Toughness 4/5
- Lv 52: Toughness 5/5
- Lv 53: Anticipation 1/3
- Lv 54: Anticipation 2/3
- Lv 55: Anticipation 3/3
- Lv 56: Ancestral Knowledge 1/5
- Lv 57: Ancestral Knowledge 2/5
- Lv 58: Ancestral Knowledge 3/5
- Lv 59: Ancestral Knowledge 4/5
- Lv 60: Ancestral Knowledge 5/5
Restoration Shaman talents
The build this guide recommends for the Restoration Shaman in your group. Shaman leveling
- Elemental (0)
- Enhancement (0)
- Restoration (51): Improved Healing Wave 5/5, Tidal Focus 5/5, Mindfulness 3/3, Natural Grace 3/3, Totemic Focus 5/5, Improved Reincarnation 2/2, Ancestral Healing 3/3, Healing Focus 3/3, Water Shield 1/1, Tidal Mastery 5/5, Restorative Totems 5/5, Mana Tide Totem 1/1, Healing Way 3/3, Nature's Swiftness 1/1, Purification 5/5, Riptide 1/1
Talent order by level
One talent point per level, starting at level 10. Spend them in this order as you level.
- Lv 10: Improved Healing Wave 1/5
- Lv 11: Improved Healing Wave 2/5
- Lv 12: Improved Healing Wave 3/5
- Lv 13: Improved Healing Wave 4/5
- Lv 14: Improved Healing Wave 5/5
- Lv 15: Tidal Focus 1/5
- Lv 16: Tidal Focus 2/5
- Lv 17: Tidal Focus 3/5
- Lv 18: Tidal Focus 4/5
- Lv 19: Tidal Focus 5/5
- Lv 20: Healing Focus 1/3
- Lv 21: Healing Focus 2/3
- Lv 22: Healing Focus 3/3
- Lv 23: Water Shield 1/1
- Lv 24: Natural Grace 1/3
- Lv 25: Totemic Focus 1/5
- Lv 26: Totemic Focus 2/5
- Lv 27: Mana Tide Totem 1/1
- Lv 28: Restorative Totems 1/5
- Lv 29: Restorative Totems 2/5
- Lv 30: Healing Way 1/3
- Lv 31: Healing Way 2/3
- Lv 32: Healing Way 3/3
- Lv 33: Nature's Swiftness 1/1
- Lv 34: Restorative Totems 3/5
- Lv 35: Purification 1/5
- Lv 36: Purification 2/5
- Lv 37: Purification 3/5
- Lv 38: Purification 4/5
- Lv 39: Purification 5/5
- Lv 40: Riptide 1/1
- Lv 41: Mindfulness 1/3
- Lv 42: Mindfulness 2/3
- Lv 43: Mindfulness 3/3
- Lv 44: Tidal Mastery 1/5
- Lv 45: Tidal Mastery 2/5
- Lv 46: Tidal Mastery 3/5
- Lv 47: Tidal Mastery 4/5
- Lv 48: Tidal Mastery 5/5
- Lv 49: Ancestral Healing 1/3
- Lv 50: Ancestral Healing 2/3
- Lv 51: Ancestral Healing 3/3
- Lv 52: Restorative Totems 4/5
- Lv 53: Restorative Totems 5/5
- Lv 54: Totemic Focus 3/5
- Lv 55: Totemic Focus 4/5
- Lv 56: Totemic Focus 5/5
- Lv 57: Natural Grace 2/3
- Lv 58: Natural Grace 3/3
- Lv 59: Improved Reincarnation 1/2
- Lv 60: Improved Reincarnation 2/2
Experience changes that affect this route
The beta changed the leveling maths twice in October, so advice written in September no longer holds. Each entry is what Blizzard wrote, with our reading of it marked separately. Last change .
- Dungeon kill experience was being paid at the group's highest level, fixed October 8Live in a build
Aggrend confirmed that experience per kill inside a dungeon was calculated from the highest-level character in the group instead of your own. His example: a level 20 in the Deadmines with four other level 20s and one level 25 earns very little per kill. The October 8 build fixed it, so kill experience uses your own level against the mob's. A party member far above the mob's level still means no one gets experience.
What it means for your route: Every XP-per-hour number testers posted from a mixed-level group before October 8 was measuring this bug as well as the nerf, so treat those older dungeon-speed claims as unusable.
Source: Blizzard Entertainment · The bug and the fix
- Base kill experience in dungeons goes up about 20%Live in a build
Shipped in the October 8 build alongside the bug fix. Blizzard says the two together should make dungeon runs feel better and more even.
What it means for your route: Trash pulls pay more than they did, which favours full clears over quest-only runs that skip packs.
Source: Blizzard Entertainment · The bug and the fix
- The target is parity with questing, not Classic Era dungeon speedAnnounced, not in a build yet
Blizzard's stated aim: after these changes, perfect experience-per-hour dungeon play should land very close to, if not equal to, optimal questing. It also said dungeon experience will not return to Classic Era levels, because dungeon spam being the optimal path fails its design pillars.
What it means for your route: Plan a mixed route. Dungeons are for the levels where an instance sits on your path and the group is close to your level; questing carries the levels in between. A pure dungeon run to 60 is being balanced out of the game on purpose.
Source: Blizzard Entertainment (Aggrend) · Blizzard's reasoning
- Dungeon quests give 50% less bonus experienceLive in a build
In the level 30 build Blizzard cut the extra experience dungeon quests award beyond normal quest values by half, and recalibrated some quest rewards. Normal quest experience and experience from killing things in a dungeon were not touched.
What it means for your route: Chaining dungeon quests is still worth doing on the first run of an instance, but it no longer beats a good quest chain outside by the margin it did in September.
Source: Blizzard Entertainment · What the level 30 build changed
Legacy Points while you level
UnconfirmedWhere to spend Warrior Legacy Points for dungeon leveling, in the order the points arrive. A character can spend 16, and an account can earn 65 at launch. Stop wherever your total is — the list is cumulative. Effects are quoted from the Beta client 1.60.1.70532 data.
- 1.1 point · 1/16
Well Restedrank 1 · Adventure
Your rested experience accumulates 4% faster and your rested experience cap is increased by 4%.
Only one point here for now — it is the prerequisite for Talented, and rested experience is worth having while you are at it.
- 2.5 points · 6/16
Talentedrank 5 · Adventure
You gain talent points every level starting at level 5 instead of starting at level 10, but you still may not have more than 51 total talent points.
The strongest leveling node in the tree: talent points from level 5 instead of 10, so you reach your first real build five levels sooner.
- 3.5 points · 11/16
Reinforcerank 5 · Resourcefulness
You take 40% less durability loss when you die.
Wipes cost durability. This is the only node that makes dying cheaper.
- 4.2 points · 13/16
The Quick and the Deadrank 2 · Resourcefulness
Increases movement speed while dead by 10% and your helpful spells and abilities cost no resources for 2 min after being resurrected or until you enter combat.
Faster corpse runs and free heals for two minutes after a resurrection — exactly the state you are in after a wipe.
- 5.2 points · 15/16
Field Guiderank 2 · Adventure
Reduces your cooldown on adding Camp features by 17%
Your class buys no vendor reagents, so Reagent Economy would do nothing; these two points shorten the wait between camp features instead.
- 6.1 point · 16/16
Gourmandrank 1 · Resourcefulness
Increases the duration of beneficial effects from eating food by 33%.
The last point. Longer food buffs are the only thing left that does anything between pulls.
What to skip, and why
- Thrill of Adventure: The client says it is ineffective in dungeons, raids and battlegrounds — zero value in an instance.
- Frequent Flier: Worth it if you fly between instances; skip it while the group finder is sending you straight in.
- For Great Honor, Diplomat: PvP and reputation nodes, neither of which speeds up a dungeon run.
Variants
- If you gather while you level, one or two points in Bountiful Harvest (20% more scarce materials per rank, Mining, Herbalism and Skinning) pay for your mounts; take them out of the last picks on this list.
- Questing between runs? Thrill of Adventure works outdoors, so the solo plan on a solo leveling guide is the one to follow for those levels.
- Your class buys no reagents, and Reagent Economy no longer makes camp features free, so it is left out of this plan.
Legacy values are datamined from the beta client and can change. Plan your own spread in the Legacy planner, see where points come from inLegacy Points, or read the Legacy system guide. The order above is our recommendation; the effects are game data.
Contents
The group at a glance
Melee Burst for levels 40–60: a Fury Warrior tank, an Assassination Rogue, a Retribution Paladin, an Enhancement Shaman and a Restoration Shaman.
Melee burst kills one elite at a time instead of cleaving packs, which suits the humanoid and undead dungeons of the 50s. Four players fight in melee behind a shield-wearing Fury Warrior.
| Role | Spec | Job in the pull |
|---|---|---|
| Tank | Fury Warrior | Shield tank, Cleave and Bloodthirst threat |
| DPS | Assassination Rogue | Mutilate burst on skull, main interrupt |
| DPS | Retribution Paladin | Consecration, Seal of Command, blessings, Repentance |
| DPS | Enhancement Shaman | Stormstrike, air and earth totems |
| Healer | Restoration Shaman | Heals the melee, water and fire totems |
Every spec in the table links to its own guide with talents for that slot.
How the melee burst plays
- Marks and totems: casters and healers get skull first; both Shamans drop totems where the Warrior will stop.
- Threat, then burst: nobody hits until Thunder Clap and the first Cleave land, then all melee burst the mark.
- Cooldown turns: Death Wish, Rage of the Farseer and Mana Tide Totem go on hard packs only, never on trash.
Your job as Fury Warrior
Nobody else here can take a hit, so the shield stays on even though most of your points sit in Fury. The trade is deliberate. Defiance gives 15% more threat in Defensive Stance with a shield, while Cruelty, Unbridled Wrath and Flurry turn fast swings into the Rage a half-Protection tank would otherwise lack. Your threat rises with your damage, and that matters, because the Rogue, the Paladin and the Enhancement Shaman all burst the same skull you hold. Bloodthirst and Sunder Armor stack threat on the mark, Cleave keeps the mob beside it on you, and Thunder Clap covers the rest of the pack. Turn the pack so the melee can stand behind it and the casters stay in line of sight for Kick. Last Stand and Shield Specialization are your only real defensive talents, which is why pulls stay at one pack.
Pull by pull
- Battle Shout, then Bloodrage a few seconds before you move so you arrive with Rage.
- Charge skull in Defensive Stance thanks to Vanguard and Thunder Clap at once.
- Cleave on skull and its neighbour, then Bloodthirst on cooldown against the mark.
- Sunder Armor with leftover Rage; Cleave again only when Rage piles up.
- A mob peels to the Rogue or the healer: Taunt it. Two mobs loose: Challenging Shout, then Thunder Clap.
- Last Stand as a caster pack starts to burst you, Shield Wall if the healer is silenced.
Resources and cooldowns
Rage is the pinch point, not health. Bloodrage before every pull, since Improved Bloodrage makes it the Rage that pays for your opening Thunder Clap. Spend it on Bloodthirst first and Cleave second. Death Wish goes on a pack that is already under control or on a boss. Last Stand waits for caster packs and bosses and is never spent on trash.
Mistakes that wipe the group
- Death Wish on a pull that is going wrong: you take 5% more damage exactly when the healer is behind.
- Swapping the shield for a two-hander: Defiance and Shield Specialization both switch off at once.
- Pulling the next pack with no Rage: Bloodrage is on cooldown and the Rogue opens on a mob you do not hold.
Talent order by level
One point per level from level 10. The talent tree above shows the finished level 60 build; use the level slider to see it at any level.
- Levels 10–14 · Cruelty 5/5 — Crit chance first: a Fury tank’s threat and Rage both scale with how often your swings crit.
- Levels 15–19 · Unbridled Wrath 5/5 — Extra Rage on weapon hits fills the gap left by skipping deep Protection, so Thunder Clap is ready on every charge.
- Levels 20–24 · Shield Specialization (Protection) 5/5 — The one tank talent you cannot skip here: more blocks, and every block adds 5 Rage.
- Levels 25–27 · Improved Thunder Clap (Protection) 3/3 — Thunder Clap opens every pack in this group, and it is cheapest right when your Rage is lowest.
- Levels 28–29 · Improved Bloodrage (Protection) 2/2 — More Rage from the pre-pull Bloodrage, and the requirement for Last Stand.
- Level 30 · Last Stand (Protection) 1/1 — Temporary health for the caster packs of Zul’Farrak and Blackrock Depths: the only emergency button this build has.
- Levels 31–33 · Defiance (Protection) 3/3 — What makes a Fury tank work at all: 15% threat on top of your damage, but only with a shield in Defensive Stance.
- Levels 34–36 · Furious Precision 3/3 — Up to 10% more hit chance with off-hand attacks, so fewer off-hand swings miss.
- Levels 37–39 · Blood Craze 3/3 — Regenerates up to 3% of your health over 6 sec after you take a critical strike or lose more than 20% of your health to one attack.
- Levels 40–44 · Enrage 5/5 — Can trigger whenever you are hit, which happens to a tank constantly: more damage and threat without a button.
- Levels 45–46 · Improved Berserker Rage 2/2 — At 2/2 Berserker Rage also gives 10 Rage and breaks movement impairing effects.
- Level 47 · Improved Execute 1/2 — Execute costs 3 Rage less.
- Level 48 · Death Wish 1/1 — Taken for bosses and controlled packs; the 5% extra damage taken makes it a poor panic button.
- Levels 49–53 · Flurry 5/5 — Faster swings after a crit mean more Unbridled Wrath procs, so Rage and threat climb together.
- Level 54 · Bloodthirst 1/1 — Your hardest hit on skull, scaling with Attack Power: press it on cooldown.
- Levels 55–59 · Anticipation (Protection) 5/5 — Late but needed: 10 Defense skill against the level 55+ elites of Lower Blackrock Spire and Stratholme.
- Level 60 · Vanguard (Protection) 1/1 — The last point lets you Charge without leaving Defensive Stance, so Defiance works from the first second.
Dungeons by level
Every WoW Forever dungeon that overlaps levels 40–60. Dungeons marked New were added in WoW Forever; the rest are the original Classic dungeons.
| Levels | Dungeon | Notes |
|---|---|---|
| 34–40 | Scarlet Monastery Library | Classic. |
| 35–40 | The Drowned City (New) | Trolls, naga and pirates off the Stranglethorn coast. |
| 37–43 | Scarlet Monastery Armory | Classic. |
| 38–44 | Razorfen Downs | Classic. |
| 39–45 | Scarlet Monastery Cathedral | Classic. |
| 40–55 | Krol’dok Stronghold (New) | New in Forever. |
| 44–50 | Uldaman | Classic. |
| 45–51 | Zul’Farrak | Classic. |
| 48–53 | Alcaz Prison (New) | New in Forever. |
| 48–54 | Maraudon | Classic. |
| 52–58 | Sunken Temple | Classic. |
| 52–60 | Blackrock Depths | Classic. |
| 55–60 | Dire Maul East | Classic. |
| 55–60 | Blackmaw Hold (New) | New in Forever. |
| 57–60 | Lower Blackrock Spire | Classic. |
| 58–60 | Dire Maul West | Classic. |
| 58–60 | Scholomance | Classic. |
| 58–60 | The Shapers Terrace (New) | New in Forever. |
| 59–60 | Stratholme (Undead) | Classic. |
| 59–60 | Stratholme (Live) | Classic. |
| 59–60 | Dire Maul North | Classic. |
Learn the kill order in Uldaman and Krol’dok Stronghold. Zul’Farrak, Alcaz Prison and Blackrock Depths suit Murder against humanoids; at 55–60, the Paladin’s Exorcism helps against Stratholme’s undead.
Where the group struggles for a Fury Warrior
- First seconds of a pull: your Rage is low and the Rogue’s burst is high. Call the pull out loud so the melee wait for Thunder Clap.
- Large packs: half your points are in Fury, so five elites on your shield wear you down. Ask for two small pulls instead of one big one.
- Casters at range: they will not walk to you. Pull around a corner so line of sight brings them into Thunder Clap range.
- Level 55+ elites: Anticipation comes last in your order, so crits land on you more often until then. Keep Last Stand for those bosses.