WarriorArmsDPSDungeon levelingLevels 20–40
Melee Cleave 5-man: Arms Warrior Sweeping Strikes talents (levels 20–40)
TheorycraftUpdated Oct 24, 2026
Published Sep 15, 2026 · 400 views
Arms Warrior build for melee cleave dungeon leveling: Deep Wounds bleeds on packs, Sweeping Strikes at 30, Improved Tactical Mastery for stance dancing and Mortal Strike at 40.
Suggested group
Pick a group member to see their talents and when to learn each point.
Arms Warrior talents
The build this guide is about. Warrior leveling
Arms31 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.Improved Heroic Strike1/3Lv 10
- 2.Improved Heroic Strike2/3Lv 11
- 3.Improved Rend1/3Lv 12
- 4.Improved Rend2/3Lv 13
- 5.Improved Rend3/3Lv 14
- 6.Improved Charge1/2Lv 15
- 7.Improved Charge2/2Lv 16
- 8.Improved Tactical Mastery1/5Lv 17
- 9.Improved Tactical Mastery2/5Lv 18
- 10.Improved Tactical Mastery3/5Lv 19
- 11.Deep Wounds1/3Lv 20
- 12.Deep Wounds2/3Lv 21
- 13.Deep Wounds3/3Lv 22
- 14.Improved Tactical Mastery4/5Lv 23
- 15.Improved Tactical Mastery5/5Lv 24
- 16.Two-Handed Weapon Specialization1/3Lv 25
- 17.Two-Handed Weapon Specialization2/3Lv 26
- 18.Two-Handed Weapon Specialization3/3Lv 27
- 19.Anger Management1/1Lv 28
- 20.Impale1/2Lv 29
- 21.Sweeping Strikes1/1Lv 30
- 22.Impale2/2Lv 31
- 23.Weaponmaster1/5Lv 32
- 24.Weaponmaster2/5Lv 33
- 25.Weaponmaster3/5Lv 34
- 26.Weaponmaster4/5Lv 35
- 27.Weaponmaster5/5Lv 36
- 28.Deflection1/5Lv 37
- 29.Deflection2/5Lv 38
- 30.Deflection3/5Lv 39
- 31.Mortal Strike1/1Lv 40
Feral Combat Druid talents
The build this guide recommends for the Feral Combat Druid in your group. Druid leveling
- Balance (0)
- Feral Combat (31): Ferocity 5/5, Heart of the Wild 2/5, Feral Instinct 3/3, Thick Hide 3/3, Savage Fury 2/2, Feral Charge 1/1, Sharpened Claws 2/2, Primal Bite 1/1, Predatory Strikes 3/3, Blood Frenzy 2/2, Leader of the Pack 1/1, Natural Reaction 5/5, Berserk 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: Ferocity 1/5
- Lv 11: Ferocity 2/5
- Lv 12: Ferocity 3/5
- Lv 13: Ferocity 4/5
- Lv 14: Ferocity 5/5
- Lv 15: Feral Instinct 1/3
- Lv 16: Feral Instinct 2/3
- Lv 17: Feral Instinct 3/3
- Lv 18: Thick Hide 1/3
- Lv 19: Thick Hide 2/3
- Lv 20: Feral Charge 1/1
- Lv 21: Savage Fury 1/2
- Lv 22: Savage Fury 2/2
- Lv 23: Sharpened Claws 1/2
- Lv 24: Sharpened Claws 2/2
- Lv 25: Primal Bite 1/1
- Lv 26: Blood Frenzy 1/2
- Lv 27: Blood Frenzy 2/2
- Lv 28: Predatory Strikes 1/3
- Lv 29: Predatory Strikes 2/3
- Lv 30: Leader of the Pack 1/1
- Lv 31: Predatory Strikes 3/3
- Lv 32: Thick Hide 3/3
- Lv 33: Heart of the Wild 1/5
- Lv 34: Heart of the Wild 2/5
- Lv 35: Natural Reaction 1/5
- Lv 36: Natural Reaction 2/5
- Lv 37: Natural Reaction 3/5
- Lv 38: Natural Reaction 4/5
- Lv 39: Natural Reaction 5/5
- Lv 40: Berserk 1/1
Arms Warrior talents
The build this guide recommends for the Arms Warrior in your group. Warrior leveling
- Arms (31): Improved Heroic Strike 2/3, Deflection 3/5, Improved Rend 3/3, Improved Charge 2/2, Improved Tactical Mastery 5/5, Anger Management 1/1, Deep Wounds 3/3, Two-Handed Weapon Specialization 3/3, Impale 2/2, Sweeping Strikes 1/1, Weaponmaster 5/5, Mortal Strike 1/1
- Fury (0)
- Protection (0)
Talent order by level
One talent point per level, starting at level 10. Spend them in this order as you level.
- Lv 10: Improved Heroic Strike 1/3
- Lv 11: Improved Heroic Strike 2/3
- Lv 12: Improved Rend 1/3
- Lv 13: Improved Rend 2/3
- Lv 14: Improved Rend 3/3
- Lv 15: Improved Charge 1/2
- Lv 16: Improved Charge 2/2
- Lv 17: Improved Tactical Mastery 1/5
- Lv 18: Improved Tactical Mastery 2/5
- Lv 19: Improved Tactical Mastery 3/5
- Lv 20: Deep Wounds 1/3
- Lv 21: Deep Wounds 2/3
- Lv 22: Deep Wounds 3/3
- Lv 23: Improved Tactical Mastery 4/5
- Lv 24: Improved Tactical Mastery 5/5
- Lv 25: Two-Handed Weapon Specialization 1/3
- Lv 26: Two-Handed Weapon Specialization 2/3
- Lv 27: Two-Handed Weapon Specialization 3/3
- Lv 28: Anger Management 1/1
- Lv 29: Impale 1/2
- Lv 30: Sweeping Strikes 1/1
- Lv 31: Impale 2/2
- Lv 32: Weaponmaster 1/5
- Lv 33: Weaponmaster 2/5
- Lv 34: Weaponmaster 3/5
- Lv 35: Weaponmaster 4/5
- Lv 36: Weaponmaster 5/5
- Lv 37: Deflection 1/5
- Lv 38: Deflection 2/5
- Lv 39: Deflection 3/5
- Lv 40: Mortal Strike 1/1
Combat Rogue talents
The build this guide recommends for the Combat Rogue in your group. Rogue leveling
- Assassination (0)
- Combat (31): Improved Eviscerate 3/3, Improved Sinister Strike 2/2, Lightning Reflexes 2/5, Deflection 3/3, Precision 3/3, Endurance 2/2, Improved Kick 2/2, Flawless Execution 1/1, Dual Wield Specialization 5/5, Blade Flurry 1/1, Hack and Slash 1/5, Weapon Expertise 2/2, Aggression 3/3, Adrenaline Rush 1/1
- 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: Improved Sinister Strike 1/2
- Lv 11: Improved Sinister Strike 2/2
- Lv 12: Improved Eviscerate 1/3
- Lv 13: Improved Eviscerate 2/3
- Lv 14: Improved Eviscerate 3/3
- Lv 15: Precision 1/3
- Lv 16: Precision 2/3
- Lv 17: Precision 3/3
- Lv 18: Deflection 1/3
- Lv 19: Deflection 2/3
- Lv 20: Deflection 3/3
- Lv 21: Endurance 1/2
- Lv 22: Endurance 2/2
- Lv 23: Lightning Reflexes 1/5
- Lv 24: Lightning Reflexes 2/5
- Lv 25: Dual Wield Specialization 1/5
- Lv 26: Dual Wield Specialization 2/5
- Lv 27: Dual Wield Specialization 3/5
- Lv 28: Dual Wield Specialization 4/5
- Lv 29: Dual Wield Specialization 5/5
- Lv 30: Blade Flurry 1/1
- Lv 31: Improved Kick 1/2
- Lv 32: Improved Kick 2/2
- Lv 33: Flawless Execution 1/1
- Lv 34: Hack and Slash 1/5
- Lv 35: Aggression 1/3
- Lv 36: Aggression 2/3
- Lv 37: Aggression 3/3
- Lv 38: Weapon Expertise 1/2
- Lv 39: Weapon Expertise 2/2
- Lv 40: Adrenaline Rush 1/1
Restoration Shaman talents
The build this guide recommends for the Restoration Shaman in your group. Shaman leveling
- Elemental (0)
- Enhancement (0)
- Restoration (31): Improved Healing Wave 5/5, Tidal Focus 5/5, Natural Grace 1/3, Totemic Focus 2/5, Healing Focus 3/3, Water Shield 1/1, Restorative Totems 3/5, 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
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 Cleave for levels 20–40: a Feral Druid bear, two Arms Warriors, a Combat Rogue and a Restoration Shaman.
Melee cleave kills packs with multi-target attacks: Sweeping Strikes, Blade Flurry, Swipe and Berserk. All five stand on one spot, so totems and buffs reach everyone. It comes online at level 30.
| Role | Spec | Job in the pull |
|---|---|---|
| Tank | Feral Combat Druid | Gathers with Swipe, Leader of the Pack aura |
| DPS | Arms Warrior | Sweeping Strikes, Cleave and Whirlwind on packs |
| DPS | Arms Warrior | Sweeping Strikes, Mortal Strike on elites |
| DPS | Combat Rogue | Blade Flurry, kicks and stuns casters |
| Healer | Restoration Shaman | Heals the stack, totems, Mana Tide Totem |
Every spec in the table links to its own guide with talents for that slot.
How the melee cleave plays
- Levels 20–29: a normal group with slightly larger pulls; the bear holds with Swipe while the warriors Cleave.
- From level 30: Sweeping Strikes, Blade Flurry and Leader of the Pack arrive, so the bear gathers two packs.
- Burst windows: both warriors and the rogue use their cleave cooldowns on the same big pull, then pull smaller.
Your job as Arms Warrior
Two Arms Warriors share this roster, and the group’s burst plan depends on the two of you splitting cooldowns rather than doubling them. Arms fits because every crit leaves a Deep Wounds bleed, and every extra target from Sweeping Strikes, Cleave or Whirlwind is one more chance to crit. Leader of the Pack from the bear adds 3% crit on top. Before the run, agree which warrior opens which big pull with Sweeping Strikes. Stand behind the pack beside the rogue, never in front, since parries and frontal attacks from a badly turned pack land on you. Improved Tactical Mastery matters more here than in solo play: Classic puts Sweeping Strikes in Battle Stance and Whirlwind in Berserker Stance, so you swap stances inside every large pull. On elites, the second warrior switches to Mortal Strike.
Pull by pull
- Wait for two Swipes from the bear before your first swing on a fresh gather.
- Battle Stance: Sweeping Strikes, then Cleave so the copied hits land on a third mob.
- Berserker Stance: swap and Whirlwind; Improved Tactical Mastery keeps up to 25 Rage through the swap.
- Rage dump: Cleave instead of Heroic Strike while more than one mob is alive.
- Elites and bosses: Mortal Strike on cooldown, Rend for a long fight, Heroic Strike with spare Rage.
- Levels 20–29: no Sweeping Strikes yet, so Cleave is your only multi-target hit and pulls stay small.
Resources and cooldowns
Rage arrives fast on a big gather, so the question is spending it well. Improved Charge gives 6 extra Rage to open, Anger Management trickles 1 Rage every 3 sec, and Improved Tactical Mastery stops stance swaps from wiping your bar. Sweeping Strikes is the cooldown that matters: on small pulls only one warrior uses it, on the big pull the bear calls, both do. Keep Heroic Strike for single targets and let Cleave eat excess Rage on packs.
Mistakes that wipe the group
- Both warriors using Sweeping Strikes on a two-mob pull, leaving nothing for the next gather.
- Standing in front of the pack: parries speed up enemy attacks and frontal hits land on you.
- Heroic Strike on packs: Cleave hits two mobs for the same Rage slot.
- Swapping stances with a full bar: anything above 25 Rage is lost, so spend it first.
Talent order by level
One point per level from level 10. The talent tree above shows the finished level 40 build; use the level slider to see it at any level.
- Levels 10–11 · Improved Heroic Strike 2/3 — 2 Rage off Heroic Strike for the single-target levels before your cleave kit exists.
- Levels 12–14 · Improved Rend 3/3 — 35% stronger Rend bleed for elites, but mostly the gate to Deep Wounds.
- Levels 15–16 · Improved Charge 2/2 — 6 more Rage from Charge, so your first Cleave on a gather is affordable.
- Levels 17–19 · Improved Tactical Mastery 3/5 — Keep up to 15 extra Rage on a stance swap. Three points early and two later, because Sweeping Strikes and Whirlwind sit in different stances.
- Levels 20–22 · Deep Wounds 3/3 — Crits bleed for 60% of weapon damage over 12 sec. Multiplied by every Sweeping Strikes target, it beats a flat damage talent.
- Levels 23–24 · Improved Tactical Mastery 5/5 — finish the talent.
- Levels 25–27 · Two-Handed Weapon Specialization 3/3 — +3% two-handed damage, taken once the bleed talent is finished.
- Level 28 · Anger Management 1/1 — 1 Rage every 3 sec in combat; the first point to move if your pulls already die fast.
- Level 29 · Impale 1/2 — +20% critical strike damage bonus on abilities, which Leader of the Pack’s extra crit makes more valuable.
- Level 30 · Sweeping Strikes 1/1 — Your next 5 attacks hit a second nearby mob. Split its use with the other warrior.
- Level 31 · Impale 2/2 — finish the talent.
- Levels 32–36 · Weaponmaster 5/5 — Axe or Polearm crit, Mace or Staff armor ignore, or Sword extra attacks: match it to the two-hander you own.
- Levels 37–39 · Deflection 3/5 — +3% parry for the moment a turned pack hits you instead of the bear.
- Level 40 · Mortal Strike 1/1 — Heavy single-target hit with a 50% healing reduction for elites and bosses.
Dungeons by level
Every WoW Forever dungeon that overlaps levels 20–40. Dungeons marked New were added in WoW Forever; the rest are the original Classic dungeons.
| Levels | Dungeon | Notes |
|---|---|---|
| 15–20 | Ruins of Lordaeron (New) | Scourge forces in the ruined city. |
| 18–24 | The Deadmines | Classic. |
| 19–25 | Wailing Caverns | Classic. |
| 23–29 | Shadowfang Keep | Classic. |
| 24–29 | Excavation Site (New) | Rogue Titan constructs above Whelgar’s Excavation in the Wetlands. |
| 25–31 | Blackfathom Deeps | Classic. |
| 26–32 | The Stockade | Classic. |
| 28–33 | City of Dalaran (New) | Constructs, broken enchantments and demons; a wider city layout. |
| 30–36 | Razorfen Kraul | Classic. |
| 31–37 | Scarlet Monastery Graveyard | Classic. |
| 31–37 | Gnomeregan | Classic. |
| 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. |
Hall of Thanes and Ruins of Lordaeron are below this group’s range. Start in the Excavation Site and City of Dalaran, and push big pulls in The Drowned City after level 30.
Where the group struggles for a Arms Warrior
- Casters at range stay out of Cleave and Whirlwind. Leave them to the rogue’s Kick and the bear’s Feral Charge rather than running off from the totems.
- Healing on you is a hidden cost. A warrior who pulls threat drains the Shaman’s mana for the whole group, so let the bear Swipe first.
- Cooldown gaps: with Sweeping Strikes, Blade Flurry and Berserk all down, ask the bear for a single pack.
- Bosses remove the cleave. Mortal Strike and Heroic Strike carry the fight, and the healing reduction helps against mobs that heal.