Warrior Class Overview & Changes - WoW Forever Guide
Warrior builds rage from weapon swings and incoming damage, but outgoing rage is now normalized by weapon speed rather than damage dealt. Forever adds Rend-enabled Overpower procs for Arms, off-hand hit support for Fury, and shield-only damage, threat and avoidance-rage talents for Protection.
What changes for Warrior?
Play Warrior if you enjoy making weapon upgrades, positioning and rage decisions count. Arms gains a sustained single-target rhythm around Rend, Bloodthrill and Slam without losing Mortal Strike or controlled cleave. Fury gains off-hand hit support and baseline off-hand Whirlwind strikes, while Bloodthirst combines 45% AP scaling with movement speed. Protection adds shield-only damage and threat bonuses, plus rage from dodges and parries. These strengthen an existing shield-tanking playstyle; Classic Protection already used Shield Slam, Shield Block and Revenge.
On this page
The biggest changes from Classic
- Rend enables Overpower procs
Bloodthrill gives main-hand melee attacks against your own Rend target a chance to activate Overpower. That makes maintaining a bleed part of Arms' direct-damage play, with a short proc window to spend rather than simply waiting for the enemy to dodge.
- Both weapons contribute
Dual Wield Specialization increases off-hand damage, while Furious Precision separately adds off-hand hit. Whirlwind strikes with both weapons baseline; Raging Blows instead reduces Cleave and Whirlwind costs by three rage. Rage per landed swing follows weapon speed rather than damage dealt.
- Shields support active threat
Master of Defense gives shield users rage from dodges and parries, while Defiance and Bastion require a shield for their threat and damage bonuses. Dodges and parries already enabled Revenge in Classic; this adds rage to pay for it or another attack.
Arms Warrior
Melee DPS and PvP
Arms combines a heavy weapon, short reaction windows and deliberate cleave. Rend supports your direct attacks, Slam fits more cleanly between decisions, and weapon type changes how you deal damage rather than forcing separate specialization talents.
Build your talentsRend, Bloodthrill and Overpower
Bloodthrill checks your main-hand melee attacks against a target afflicted by your Rend. Its chance is 4/8/12/16/20% across five ranks, and the proc allows Overpower for six seconds. Classic Overpower required the target to dodge; Bloodthrill adds another way to activate it. Its check comes from your main-hand melee attacks, including Heroic Strike and Cleave, not off-hand attacks or Rend ticks. Keep Rend on the enemy you are attacking and spend the proc before it expires; Overpower still needs Battle Stance and melee range.
Improved Overpower adds 50% critical strike chance at two points. Deep Wounds is required to reach Impale and is a rolling bleed, not an AP-scaling effect. Rend is doing two jobs: periodic damage and access to another high-crit attack. On a nearly dead add, paying for a fresh bleed is a different decision from maintaining it on a boss. If the target will die before you benefit from its ticks or subsequent melee attacks, finish it rather than restarting your setup.
Slam without sacrificing the swing
Slam has an 18-second cooldown. Improved Slam reduces it by 1.5/3 seconds, leaving 16.5/15 seconds at ranks 1/2, while reducing cast time and GCD by 0.25/0.5 seconds and preventing swing-timer interruption. Classic's Improved Slam only reduced the cast time. In Classic, Slam reset the swing timer, so two-handed Slam builds cast immediately after an auto-attack to limit the delay. Forever removes that timing penalty rather than making Slam a new ability. You still have to stand in range and commit to the cast; a moving target can make an instant attack the better spend.
Keep enough rage for the next important Mortal Strike or expiring Overpower opportunity before spending spare rage on Slam; it has its own cooldown, so treat it as a timed extra attack rather than a repeatable filler. Improved Tactical Mastery increases how much rage Tactical Mastery retains on a stance change, while Anger Management generates one rage every three seconds in combat and slows out-of-combat loss. Classic Anger Management already generated rage in combat despite its out-of-combat tooltip. The explicit Forever wording should not be mistaken for an entirely new generator.
Choose a weapon for the encounter
Weaponmaster handles every supported weapon family in one talent. Axes and polearms gain crit; maces and staves ignore a percentage of the target's armor; swords can trigger an extra attack. The mace option is an important change from Classic's random stun talent. Choose it for physical damage against armor, not because you expect it to interrupt a player or lock down a mob.
Weapon damage still matters to Mortal Strike, Slam and Spearing Strike, and Deep Wounds explicitly uses your melee weapon's average damage. Do not turn the weapon-family bonus into a rule that rejects a much better weapon. Compare the weapon itself, its skill support, its stats and your racial benefit together. Armor penetration supports armor-affected attacks; it is not a reason to count extra Rend damage. Crit has broader relevance now that your bleeds can crit, but periodic crits do not establish an extra Bloodthrill trigger.
Cleave, healing pressure and dismounts
Sweeping Strikes makes your next five melee attacks hit an additional nearby opponent. Use it when two targets will remain together, not just because the cooldown is ready. Its Battle Stance requirement and 30-rage cost make the setup part of the decision, particularly when you also need to keep Mortal Strike available. Avoid breaking a controlled enemy for a few extra hits.
Mortal Strike still cuts healing received by 50% for ten seconds, so Arms' PvP value includes forcing a healer to spend more to recover the same health. Spearing Strike adds a different job: it dismounts mounted targets and gains extra weapon damage against mounted enemies, Giants and Dragonkin. It requires Battle Stance and melee range, but no longer requires a two-handed weapon. Save it for the rider you can actually catch, or exploit the creature-type bonus in PvE; it is not a ranged answer to kiting.
Fury Warrior
Melee DPS
Fury puts more of its resource flow into the second weapon and adds movement to Bloodthirst. It suits sustained melee uptime, with rage banked for key attacks and burst windows.
Build your talentsBuild around the second weapon
Dual Wield Specialization increases off-hand damage by 5/10/15/20/25% and off-hand rage generation by 10/20/30/40/50%. Furious Precision supplies 4/7/10% off-hand hit separately. Do not treat that off-hand hit as a bonus to main-hand specials or Taunt.
Whirlwind strikes with both weapons baseline. Raging Blows reduces Cleave and Whirlwind costs by three rage instead of unlocking the off-hand strike. Consider both weapons when spending gold or choosing dungeon runs. General item hit has wider coverage than the hand-specific talent; the old general Precision talent is no longer available. Reserve rage for Bloodthirst and Whirlwind before spending the surplus.
Bloodthirst, movement and recovery
Bloodthirst's AP coefficient is 45%, increased from the earlier beta's 35%, and it grants 10% movement speed for ten seconds. Classic Bloodthirst also used 45% AP, but attached healing to subsequent successful melee attacks. Bloodthirst no longer activates Blood Craze, which retains its incoming-critical-strike and single-hit-over-20%-health triggers.
Gore Drinker provides a separate recovery route: Enrage, Berserker Rage, Bloodrage, Death Wish and Bloodthirst cause your next three melee attacks to restore 0.5/1% maximum health. It requires Enrage. Use Bloodthirst's movement benefit to stay attached when a target shifts; it helps after you connect, not before the first attack reaches an enemy.
Spend rage without wasting burst
Lingering Rage delays the start of out-of-combat rage decay by 2/4/6/8/10 seconds. It preserves resources between pulls rather than increasing maximum rage; Boundless Rage has been removed. Unbridled Wrath supplies proc-based rage without the earlier two-handed double award.
Death Wish grants 20% physical damage and fear immunity for 30 seconds, with 5% increased damage taken. Classic instead reduced armor and all resistances by 20%. Use it during sustained contact, away from dangerous incoming-damage windows. Death Wish, not Enrage, is now required for Flurry. Flurry still needs a melee critical strike and speeds your next three swings; do not assume a bleed crit activates it. Enrage can trigger after any damaging attack rather than only a critical hit, and leads to Gore Drinker. Taking extra hits still costs health and healing.
Cleave and movement duties
Raging Blows reduces Cleave and Whirlwind costs by three rage; Improved Cleave has been removed. A second target that needs crowd control is not a cleave opportunity. Start with the tank's kill target and let the pull settle before spending for extra damage.
Piercing Howl provides an area slow, Improved Intercept shortens the gap closer's cooldown, and Improved Berserker Rage adds a chance to remove movement impairments. Improved Berserker Rage is now in row 5, and Berserker Rage itself is learned at level 30. Keep rage available for control or Intercept when that is your assignment. Booming Voice increases shout area by 10/20/30/40/50% and reduces their rage costs by 5/10/15/20/25%.
Protection Warrior
Tank
Protection connects survival and offense through the shield. Blocking, dodging and parrying can feed rage, while shield-only damage and threat bonuses give you reasons to stay defensive instead of treating dual wield as the default threat solution.
Build your talentsShield threat and avoidance rage
Shield Specialization can generate five rage on a block, compared with one rage from the Classic talent. Master of Defense adds a chance to generate five rage on a dodge or parry while a shield is equipped. Avoidance already enabled Revenge in Classic; Forever adds this resource return. That matters most when you are actively tanking melee attackers; an idle off-tank is not receiving the same stream of opportunities.
Defiance increases all threat in Defensive Stance while wearing a shield, whereas Classic's talent increased attack threat in the stance without that shield condition. Bastion also increases all damage while a shield is equipped. Swapping to a second weapon therefore gives up more than armor and blocking. That changes the threat tradeoff of Classic Fury/Protection dual wielding. Improved Bloodrage and Focused Rage help cover leaner moments through more generated rage and cheaper offensive abilities.
Snap threat and controlled pulls
Shield Slam retains its Classic role, with increased Block Value scaling, high threat and a 50% chance to dispel one magic effect. Its six-second cooldown makes it a recurring priority against your main target, not a guaranteed purge whenever a buff appears. Improved Revenge now increases Revenge damage, so choose those points for reliable offensive value rather than expecting the old talent's random stun.
Vanguard allows Charge in Defensive Stance, avoiding a stance change on the opening pull. It still needs a valid enemy in range; keep Taunt and positioning ready for loose enemies during the fight. Establish your first target, then use the cheaper Sunder Armor and Thunder Clap supported by the tree where needed. Spread threat across the enemies you need to hold, use line of sight to gather casters, and keep controlled targets out of your damage.
Sunder Armor now generates AP-scaled threat and remains usable under a stronger Expose Armor effect, so another armor debuff does not remove that threat option. Thunder Clap gains AP scaling, works in Defensive Stance and has a six-second cooldown; its threat was rebalanced downward to account for the stance access. Use it for target coverage and attack-speed control, not as a guarantee that every enemy is secure.
Defensive gearing and cooldown timing
Anticipation adds Defense Skill; Toughness has been removed, so armor mitigation comes from your equipment without that talent multiplier. Gear also supplies the Stamina to survive a spike and Strength for offensive value. Block Value contributes directly to Shield Slam. On hard-hitting pulls, keep enough rage for Shield Block rather than spending every point on threat.
Protection's early routes now put Iron Will and Improved Bloodrage in row 1, Anticipation and Improved Revenge in row 2, Improved Disarm in row 3 and Improved Shield Bash in row 4. This opens utility routes for non-shield builds without removing the shield conditions on the tanking bonuses.
Last Stand grants temporary health for 20 seconds on a three-minute cooldown; Blizzard reports its incorrect activation health fixed on October 8. Plan for the health expiring. Shield Wall has a 15-minute base cooldown independent of Retaliation and Recklessness. Improved Shield Wall reduces it by 5.5/11 minutes, leaving 9.5/4 minutes at ranks 1/2. Armor and absorbs should not reduce incoming rage; do not drop mitigation merely to feed the bar.
Warrior talent trees
Hover, focus or tap a talent to read its effects. Each badge shows the talent's maximum rank; this is the full tree, not a suggested build.
Arms
17 talentsFury
17 talentsProtection
18 talentsSpend your 51 points, try different paths and share your build in the talent calculator.
Build your talentsRead all talent descriptions
Arms
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Improved Heroic Strike Maximum rank 3
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Rank 1
Reduces the cost of your Heroic Strike ability by 1 Rage.Rank 2
Reduces the cost of your Heroic Strike ability by 2 Rage.Rank 3
Reduces the cost of your Heroic Strike ability by 3 Rage.Passive
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Deflection Maximum rank 5
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Rank 1
Increases your Parry chance by 1%.Rank 2
Increases your Parry chance by 2%.Rank 3
Increases your Parry chance by 3%.Rank 4
Increases your Parry chance by 4%.Rank 5
Increases your Parry chance by 5%.Passive
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Improved Rend Maximum rank 3
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Rank 1
Increases the Bleed damage done by your Rend ability by 12%.Rank 2
Increases the Bleed damage done by your Rend ability by 23%.Rank 3
Increases the Bleed damage done by your Rend ability by 35%.Passive
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Improved Charge Maximum rank 2
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Rank 1
Increases the Rage generated by your Charge ability by 3.Rank 2
Increases the Rage generated by your Charge ability by 6.Passive
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Improved Tactical Mastery Maximum rank 5
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Rank 1
Tactical Mastery lets you retain up to an additional 3 Rage when you change stances.Rank 2
Tactical Mastery lets you retain up to an additional 6 Rage when you change stances.Rank 3
Tactical Mastery lets you retain up to an additional 9 Rage when you change stances.Rank 4
Tactical Mastery lets you retain up to an additional 12 Rage when you change stances.Rank 5
Tactical Mastery lets you retain up to an additional 15 Rage when you change stances.Passive
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Improved Overpower Maximum rank 2
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Rank 1
Increases the critical strike chance of your Overpower ability by 25%.Rank 2
Increases the critical strike chance of your Overpower ability by 50%.Passive
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Anger Management Maximum rank 1
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Rank 1
Generates 1 Rage every 3 sec while in combat, and reduces Rage loss while out of combat by 30%.Passive
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Deep Wounds Maximum rank 3
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Rank 1
Your critical strikes cause your opponent to Bleed, dealing 20% of your melee weapon's average damage over 12 sec.Rank 2
Your critical strikes cause your opponent to Bleed, dealing 40% of your melee weapon's average damage over 12 sec.Rank 3
Your critical strikes cause your opponent to Bleed, dealing 60% of your melee weapon's average damage over 12 sec.Passive
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Spearing Strike Maximum rank 1
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Rank 1
A brutal attack that deals 40% weapon damage. Deals an additional 80% weapon damage against Giants, Dragonkin, and mounted targets. Mounted targets are dismounted.15 Rage | Melee Range | Instant | 20 sec cooldown | Requires Battle Stance
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Two-Handed Weapon Specialization Maximum rank 3
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Rank 1
Increases the damage you deal with two-handed melee weapons by 1%.Rank 2
Increases the damage you deal with two-handed melee weapons by 2%.Rank 3
Increases the damage you deal with two-handed melee weapons by 3%.Passive
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Impale Maximum rank 2
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Rank 1
Increases the critical strike damage bonus of your abilities by 10%.Rank 2
Increases the critical strike damage bonus of your abilities by 20%.Passive
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Bloodthrill Maximum rank 5
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Rank 1
Your Main Hand melee attacks against enemies afflicted by your Rend have a 4% chance to allow the use of your Overpower ability on the target. Lasts 6 sec.Rank 2
Your Main Hand melee attacks against enemies afflicted by your Rend have a 8% chance to allow the use of your Overpower ability on the target. Lasts 6 sec.Rank 3
Your Main Hand melee attacks against enemies afflicted by your Rend have a 12% chance to allow the use of your Overpower ability on the target. Lasts 6 sec.Rank 4
Your Main Hand melee attacks against enemies afflicted by your Rend have a 16% chance to allow the use of your Overpower ability on the target. Lasts 6 sec.Rank 5
Your Main Hand melee attacks against enemies afflicted by your Rend have a 20% chance to allow the use of your Overpower ability on the target. Lasts 6 sec.Passive
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Sweeping Strikes Maximum rank 1
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Rank 1
Your next 5 melee attacks strike an additional nearby opponent.30 Rage | Instant | 30 sec cooldown | Requires Battle Stance
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Weaponmaster Maximum rank 5
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Rank 1
Gives your melee weapon attacks a benefit depending on the weapon. Axe/Polearm: Increases your critical strike chance by 1%. Mace/Staff: Your attacks ignore 3% of your target's armor. Sword: Your successful melee attacks have a 1% chance to trigger an extra attack on the target.Rank 2
Gives your melee weapon attacks a benefit depending on the weapon. Axe/Polearm: Increases your critical strike chance by 2%. Mace/Staff: Your attacks ignore 6% of your target's armor. Sword: Your successful melee attacks have a 2% chance to trigger an extra attack on the target.Rank 3
Gives your melee weapon attacks a benefit depending on the weapon. Axe/Polearm: Increases your critical strike chance by 3%. Mace/Staff: Your attacks ignore 9% of your target's armor. Sword: Your successful melee attacks have a 3% chance to trigger an extra attack on the target.Rank 4
Gives your melee weapon attacks a benefit depending on the weapon. Axe/Polearm: Increases your critical strike chance by 4%. Mace/Staff: Your attacks ignore 12% of your target's armor. Sword: Your successful melee attacks have a 4% chance to trigger an extra attack on the target.Rank 5
Gives your melee weapon attacks a benefit depending on the weapon. Axe/Polearm: Increases your critical strike chance by 5%. Mace/Staff: Your attacks ignore 15% of your target's armor. Sword: Your successful melee attacks have a 5% chance to trigger an extra attack on the target.Passive
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Improved Slam Maximum rank 2
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Rank 1
Reduces the global cooldown and cast time of your Slam ability by 0.25 sec. In addition, Slam no longer interrupts or delays your melee swing and Slam's cooldown is reduced by 1.5 sec.Rank 2
Reduces the global cooldown and cast time of your Slam ability by 0.50 sec. In addition, Slam no longer interrupts or delays your melee swing and Slam's cooldown is reduced by 3 sec.Passive
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Improved Hamstring Maximum rank 3
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Rank 1
Gives your Hamstring ability a 5% chance to immobilize the target for 5 sec.Rank 2
Gives your Hamstring ability a 10% chance to immobilize the target for 5 sec.Rank 3
Gives your Hamstring ability a 15% chance to immobilize the target for 5 sec.Passive
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Mortal Strike Maximum rank 1
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Rank 1
A vicious strike that deals weapon damage plus 85 and wounds the target, reducing the effectiveness of any healing by 50% for 10 sec.30 Rage | Melee Range | Instant | 6 sec cooldown
Fury
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Booming Voice Maximum rank 5
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Rank 1
Increases the area of effect of your Shouts by 10% and reduces their Rage cost by 5%.Rank 2
Increases the area of effect of your Shouts by 20% and reduces their Rage cost by 10%.Rank 3
Increases the area of effect of your Shouts by 30% and reduces their Rage cost by 15%.Rank 4
Increases the area of effect of your Shouts by 40% and reduces their Rage cost by 20%.Rank 5
Increases the area of effect of your Shouts by 50% and reduces their Rage cost by 25%.Passive
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Cruelty Maximum rank 5
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Rank 1
Improves your chance to get a critical strike with melee attacks by 1%.Rank 2
Improves your chance to get a critical strike with melee attacks by 2%.Rank 3
Improves your chance to get a critical strike with melee attacks by 3%.Rank 4
Improves your chance to get a critical strike with melee attacks by 4%.Rank 5
Improves your chance to get a critical strike with melee attacks by 5%.Passive
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Lingering Rage Maximum rank 5
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Rank 1
Increases the time before your Rage begins to decay after leaving combat by 2 sec.Rank 2
Increases the time before your Rage begins to decay after leaving combat by 4 sec.Rank 3
Increases the time before your Rage begins to decay after leaving combat by 6 sec.Rank 4
Increases the time before your Rage begins to decay after leaving combat by 8 sec.Rank 5
Increases the time before your Rage begins to decay after leaving combat by 10 sec.Passive
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Unbridled Wrath Maximum rank 5
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Rank 1
Gives you a 12% chance to generate 1 additional Rage when you deal melee damage with a weapon.Rank 2
Gives you a 24% chance to generate 1 additional Rage when you deal melee damage with a weapon.Rank 3
Gives you a 36% chance to generate 1 additional Rage when you deal melee damage with a weapon.Rank 4
Gives you a 48% chance to generate 1 additional Rage when you deal melee damage with a weapon.Rank 5
Gives you a 60% chance to generate 1 additional Rage when you deal melee damage with a weapon.Passive
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Furious Precision Maximum rank 3
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Rank 1
Increases your chance to hit with off-hand attacks by 4%.Rank 2
Increases your chance to hit with off-hand attacks by 7%.Rank 3
Increases your chance to hit with off-hand attacks by 10%.Passive
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Piercing Howl Maximum rank 1
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Rank 1
Causes all enemies within 10 yds to be Dazed, reducing movement speed by 50% for 6 sec.10 Rage | Instant
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Blood Craze Maximum rank 3
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Rank 1
Regenerates 1% of your total Health over 6 sec after being the victim of a critical strike or suffering more than 20% of your maximum Health from a single attack.Rank 2
Regenerates 2% of your total Health over 6 sec after being the victim of a critical strike or suffering more than 20% of your maximum Health from a single attack.Rank 3
Regenerates 3% of your total Health over 6 sec after being the victim of a critical strike or suffering more than 20% of your maximum Health from a single attack.Passive
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Dual Wield Specialization Maximum rank 5
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Rank 1
Increases the damage done by your off-hand weapon by 5% and the Rage generated by your off-hand attacks by 10%.Rank 2
Increases the damage done by your off-hand weapon by 10% and the Rage generated by your off-hand attacks by 20%.Rank 3
Increases the damage done by your off-hand weapon by 15% and the Rage generated by your off-hand attacks by 30%.Rank 4
Increases the damage done by your off-hand weapon by 20% and the Rage generated by your off-hand attacks by 40%.Rank 5
Increases the damage done by your off-hand weapon by 25% and the Rage generated by your off-hand attacks by 50%.Passive
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Raging Blows Maximum rank 1
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Rank 1
Reduces the Rage cost of your Cleave and Whirlwind abilities by 3.Passive
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Enrage Maximum rank 5
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Rank 1
Gives you a 30% chance to deal 2% increased Physical damage for 12 sec after being the victim of any damaging attack.Rank 2
Gives you a 30% chance to deal 4% increased Physical damage for 12 sec after being the victim of any damaging attack.Rank 3
Gives you a 30% chance to deal 6% increased Physical damage for 12 sec after being the victim of any damaging attack.Rank 4
Gives you a 30% chance to deal 8% increased Physical damage for 12 sec after being the victim of any damaging attack.Rank 5
Gives you a 30% chance to deal 10% increased Physical damage for 12 sec after being the victim of any damaging attack.Passive
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Improved Execute Maximum rank 2
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Rank 1
Reduces the Rage cost of your Execute ability by 3.Rank 2
Reduces the Rage cost of your Execute ability by 5.Passive
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Improved Berserker Rage Maximum rank 2
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Rank 1
Your Berserker Rage ability will instantly generate 5 Rage and has a 50% chance to remove all movement impairing effects when activated.Rank 2
Your Berserker Rage ability will instantly generate 10 Rage and has a 100% chance to remove all movement impairing effects when activated.Passive
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Death Wish Maximum rank 1
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Rank 1
When activated, increases your Physical damage done by 20% and makes you immune to Fear effects, but increases all damage you take by 5%. Lasts 30 sec.10 Rage | Instant | 3 min cooldown
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Improved Intercept Maximum rank 2
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Rank 1
Reduces the cooldown of your Intercept ability by 5 sec.Rank 2
Reduces the cooldown of your Intercept ability by 10 sec.Passive
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Flurry Maximum rank 5
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Rank 1
Increases your melee attack speed by 5% for your next 3 swings after dealing a melee critical strike.Rank 2
Increases your melee attack speed by 10% for your next 3 swings after dealing a melee critical strike.Rank 3
Increases your melee attack speed by 15% for your next 3 swings after dealing a melee critical strike.Rank 4
Increases your melee attack speed by 20% for your next 3 swings after dealing a melee critical strike.Rank 5
Increases your melee attack speed by 25% for your next 3 swings after dealing a melee critical strike.Passive
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Gore Drinker Maximum rank 2
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Rank 1
Your Enrage, Berserker Rage, Bloodrage, Death Wish, and Bloodthirst abilities cause your next 3 melee attacks to restore 0.5% of your maximum Health.Rank 2
Your Enrage, Berserker Rage, Bloodrage, Death Wish, and Bloodthirst abilities cause your next 3 melee attacks to restore 1.0% of your maximum Health.Passive
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Bloodthirst Maximum rank 1
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Rank 1
Instantly attack the target causing damage equal to 45% of your Attack Power plus 30 and increasing your movement speed by 10% for 10 sec.30 Rage | Melee Range | Instant | 6 sec cooldown
Protection
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Improved Bloodrage Maximum rank 2
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Rank 1
Increases all the Rage generated by your Bloodrage ability by 25%.Rank 2
Increases all the Rage generated by your Bloodrage ability by 50%.Passive
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Shield Specialization Maximum rank 5
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Rank 1
Increases your chance to Block attacks with your shield by 1% and grants you a 20% chance to generate 5 Rage when you Block.Rank 2
Increases your chance to Block attacks with your shield by 2% and grants you a 40% chance to generate 5 Rage when you Block.Rank 3
Increases your chance to Block attacks with your shield by 3% and grants you a 60% chance to generate 5 Rage when you Block.Rank 4
Increases your chance to Block attacks with your shield by 4% and grants you a 80% chance to generate 5 Rage when you Block.Rank 5
Increases your chance to Block attacks with your shield by 5% and grants you a 100% chance to generate 5 Rage when you Block.Passive
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Iron Will Maximum rank 5
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Rank 1
Reduces the duration of Stun and Fear effects inflicted on you by 3%.Rank 2
Reduces the duration of Stun and Fear effects inflicted on you by 6%.Rank 3
Reduces the duration of Stun and Fear effects inflicted on you by 9%.Rank 4
Reduces the duration of Stun and Fear effects inflicted on you by 12%.Rank 5
Reduces the duration of Stun and Fear effects inflicted on you by 15%.Passive
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Anticipation Maximum rank 5
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Rank 1
Increases your Defense Skill by 4.Rank 2
Increases your Defense Skill by 8.Rank 3
Increases your Defense Skill by 12.Rank 4
Increases your Defense Skill by 16.Rank 5
Increases your Defense Skill by 20.Passive
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Improved Revenge Maximum rank 3
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Rank 1
Increases damage dealt by your Revenge ability by 20%.Rank 2
Increases damage dealt by your Revenge ability by 40%.Rank 3
Increases damage dealt by your Revenge ability by 60%.Passive
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Improved Thunder Clap Maximum rank 3
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Rank 1
Reduces the Rage cost of your Thunder Clap ability by 2.Rank 2
Reduces the Rage cost of your Thunder Clap ability by 4.Rank 3
Reduces the Rage cost of your Thunder Clap ability by 6.Passive
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Last Stand Maximum rank 1
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Rank 1
When activated, this ability temporarily grants you 30% of your maximum health for 20 sec. After the effect expires, the health is lost.Instant | 3 min cooldown
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Master of Defense Maximum rank 2
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Rank 1
Grants you a 50% chance to generate 5 Rage when you Dodge or Parry while a shield is equipped.Rank 2
Grants you a 100% chance to generate 5 Rage when you Dodge or Parry while a shield is equipped.Passive
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Improved Disarm Maximum rank 3
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Rank 1
Reduces the cooldown of your Disarm ability by 7 secs.Rank 2
Reduces the cooldown of your Disarm ability by 13 secs.Rank 3
Reduces the cooldown of your Disarm ability by 20 secs.Passive
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Defiance Maximum rank 3
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Rank 1
Increases all threat generated in Defensive stance by an additional 5% while a shield is equipped.Rank 2
Increases all threat generated in Defensive stance by an additional 10% while a shield is equipped.Rank 3
Increases all threat generated in Defensive stance by an additional 15% while a shield is equipped.Passive
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Improved Sunder Armor Maximum rank 3
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Rank 1
Reduces the Rage cost of your Sunder Armor ability by 1.Rank 2
Reduces the Rage cost of your Sunder Armor ability by 2.Rank 3
Reduces the Rage cost of your Sunder Armor ability by 3.Passive
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Vanguard Maximum rank 1
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Rank 1
Your Charge ability is now usable while in Defensive Stance.Passive
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Improved Shield Bash Maximum rank 2
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Rank 1
Gives your Shield Bash ability a 50% chance to Silence the target for 3 sec.Rank 2
Gives your Shield Bash ability a 100% chance to Silence the target for 3 sec.Passive
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Improved Shield Wall Maximum rank 2
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Rank 1
Reduces the cooldown of your Shield Wall ability by 5.5 min.Rank 2
Reduces the cooldown of your Shield Wall ability by 11.0 min.Passive
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Concussion Blow Maximum rank 1
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Rank 1
Stuns the target for 5 sec.10 Rage | Melee Range | Instant | 45 sec cooldown
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Focused Rage Maximum rank 3
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Rank 1
Reduces the Rage cost of your offensive abilities by 1.Rank 2
Reduces the Rage cost of your offensive abilities by 2.Rank 3
Reduces the Rage cost of your offensive abilities by 3.Passive
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Bastion Maximum rank 5
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Rank 1
Increases all damage you deal by 2% while a shield is equipped.Rank 2
Increases all damage you deal by 4% while a shield is equipped.Rank 3
Increases all damage you deal by 6% while a shield is equipped.Rank 4
Increases all damage you deal by 8% while a shield is equipped.Rank 5
Increases all damage you deal by 10% while a shield is equipped.Passive
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Shield Slam Maximum rank 1
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Rank 1
Slam the target with your shield, causing 421 to 439 damage, increased by your Block Value, and has a 50% chance of dispelling 1 magic effect on the target. Causes a very high amount of threat.20 Rage | Melee Range | Instant | 6 sec cooldown | Requires Shields
Hit, crit and weapon skill
Combined melee, ranged and spell hit lets your hit gear support Taunt reliability as well as weapon attacks. It does not mean every attack uses the same hit requirement, or that Fury's off-hand-only Furious Precision fixes Taunt. Keep that bonus separate from general item hit.
Weapon skill retains its familiar function, but individual items grant smaller bonuses. Revisit the entire set instead of reserving a slot forever for an old skill item. Compare weapon damage, hit, crit, Strength and defensive value. New dodge/parry-reduction stats offer another way to improve attack reliability, especially when tanking from the front.
DoT crits give Rend and Deep Wounds another route to scale with crit. Deep Wounds uses melee weapon average damage and rolls its bleed damage forward, but does not scale with AP. Blizzard reports its erroneous off-hand AP scaling fixed on October 8. Armor penetration supports armor-affected attacks, not bleed damage. A critical bleed tick is neither a weapon swing nor another Bloodthrill check.
Outgoing swing rage is normalized by weapon speed rather than damage dealt, with critical basic attacks generating 100% more rage. The follow-up tuning published October 2 supersedes the earlier 75% announcement. Heroic Strike queueing no longer increases off-hand hit chance.
Blizzard's October 8 update reports incoming-rage fixes for incorrect player-health scaling, critical/crushing damage multipliers and absorbs. Incoming rage ignores armor and absorbs; the balancing assumption is now level-dependent armor values of 20–40%, not a fixed 50%. More Stamina should not reduce rage, and Power Word: Shield should not cost it. Budget from the bar you actually have rather than treating earlier bugs as gearing advice.
Races for damage, uptime and tanking
Human Sword Specialization grants 2% crit to spells and all attacks while wielding a one- or two-handed sword; Orc Axe Specialization grants 1% spell and ability crit with an axe. These are crit racials, not weapon-skill bonuses. Human also brings a stun removal, while Orc combines AP from Blood Fury with shorter stuns and Shatter Curse against curses and magical pressure. Pick the weapon for the whole build rather than letting the racial excuse a poor upgrade.
Tauren Endurance combines 5% total health with 1% hit, useful for a tank who wants durability without abandoning attack reliability. War Stomp helps control nearby enemies. Dwarf Stoneform provides physical damage reduction and immunity to bleeds, poisons and diseases, while its mace racial supports the matching weapon. Night Elf offers a timed crit burst through Elune's Light plus passive dodge and movement.
Gnome Escape Artist supports melee contact, Eureka! makes your next three damaging abilities cost 10% less Rage and deal 10% more damage, and Expansive Mind increases rage capacity rather than promising faster income. Troll offers timed attack speed and health recovery. Undead removes fear, charm and sleep without granting follow-up immunity. Skyborne provides passive haste, with Windshaper movement or High Order recovery utility. Choose for the problems you regularly face, not an inherited Classic race ranking.
Dungeons, smaller raids and solo play
Smaller raids put more weight on doing the job attached to your slot. As DPS, be ready to slow a loose pack, interrupt a dangerous cast and help establish armor reduction rather than assuming another Warrior will handle it. As Protection, communicate which target you are building threat on and which cooldown you will use before the healer has to guess. A spare shield remains useful to a damage Warrior, but it does not replace a dedicated tank build.
Arms suits controlled two-target damage and PvP healing pressure. Fury rewards long stretches of contact and benefits from Bloodthirst movement when targets shift. Protection is the strongest fit for players who want to lead dungeon pulls and make shield management their main job. In solo play, carrying rage into the next pull can shorten the opening. Blood Craze and racial recovery help between enemies; use a slow or stun to disengage when your health will not cover another exchange.
Choose utility points around recurring jobs: Piercing Howl for loose enemies, stance support for frequent swaps, or shield talents for pulls you will tank.
Victory Rush is learned at level 20: after killing a non-trivial enemy you have 20 seconds to use its melee attack and heal for 10% of maximum health, subject to a 30-second cooldown. Use the opening when you need recovery; it is not an on-demand heal before a qualifying kill. Battle Shout has a lower AP bonus, while the old Improved Battle Shout and Improved Demoralizing Shout benefits are baseline. Booming Voice extends shout radius rather than duration, with the old duration benefit baseline too.
Removed Classic Warrior talents
These Classic talents are no longer selectable in the Forever trees. Descriptions show their original Rank 1 effects; some abilities or effects survive as baseline skills or in other talents.
Fury
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Improved Cleave Rank 1 / Maximum rank 3
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Increases the bonus damage done by your Cleave ability by 40%.
Removed in the October 1 beta update. Raging Blows now reduces both Cleave and Whirlwind costs by three rage; it does not reproduce this Classic bonus-damage talent.
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Improved Demoralizing Shout Rank 1 / Maximum rank 5
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Increases the melee attack power reduction of your Demoralizing Shout by 8%.
Its benefit is baseline in Forever; the separate talent was removed.
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Improved Battle Shout Rank 1 / Maximum rank 5
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Increases the melee attack power bonus of your Battle Shout by 5%.
Its benefit is baked into baseline Battle Shout, whose AP bonus was also reduced.
Protection
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Toughness Rank 1 / Maximum rank 5
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Increases your armor value from items by 2%.
Removed in the October 1 beta update; do not include its armor multiplier in current Protection gearing.
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Improved Shield Block Rank 1 / Maximum rank 3
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Allows your Shield Block ability to block an additional attack and increases the duration by 0.5 second.
Its benefit is baseline in Forever; removing the talent does not remove the improved blocking behavior.
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Improved Taunt Rank 1 / Maximum rank 2
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Reduces the cooldown of your Taunt ability by 1 sec.
Its benefit is baseline in Forever; the separate talent was removed.
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One-Handed Weapon Specialization Rank 1 / Maximum rank 5
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Increases the damage you deal with One-Handed Melee weapons by 2%.
The separate one-handed talent is gone; Forever Bastion instead increases all damage while a shield is equipped.
Arms
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Tactical Mastery Rank 1 / Maximum rank 5
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You retain up to 5 of your rage points when you change stances.
Baseline in Forever. Improved Tactical Mastery now increases how much rage that passive retains.
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Axe Specialization Rank 1 / Maximum rank 5
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Increases your chance to get a critical strike with Axes by 1%.
Consolidated into Weaponmaster, whose axe and polearm benefit is critical strike chance.
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Mace Specialization Rank 1 / Maximum rank 5
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Gives you a 1% chance to stun your target for 3 sec with a Mace.
The separate talent is gone. Weaponmaster gives maces and staves armor penetration rather than this Classic stun proc.
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Sword Specialization Rank 1 / Maximum rank 5
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Gives you a 1% chance to get an extra attack on the same target after dealing damage with your Sword.
Consolidated into Weaponmaster, whose sword benefit remains an extra-attack proc.
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Polearm Specialization Rank 1 / Maximum rank 5
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Increases your chance to get a critical strike with Polearms by 1%.
Consolidated into Weaponmaster, whose axe and polearm benefit is critical strike chance.
Warrior questions
Does Arms Warrior need Rend in WoW Forever?
Rend supports Bloodthrill, which gives main-hand melee attacks against your Rend target a chance to activate Overpower. That makes it important on enemies you will keep attacking. On a target about to die, the rage and action spent applying a fresh bleed can be less useful than finishing it directly.
How does Fury's off-hand change in Forever?
Off-hand swings already dealt damage and generated rage in Classic. Dual Wield Specialization improves off-hand damage by 5/10/15/20/25% and rage generation by 10/20/30/40/50%, while Furious Precision separately supplies 4/7/10% off-hand hit. Whirlwind strikes with both weapons baseline, and Raging Blows discounts Cleave and Whirlwind by three rage. Off-hand hit does not replace general item hit, and harder hits alone no longer generate more rage.
Should Protection Warrior tank without a shield?
Protection has strong reasons to keep one equipped. Defiance's extra threat, Bastion's damage and Master of Defense's dodge/parry rage all require a shield, alongside the obvious blocking and Shield Slam benefits. Swapping to dual wield gives up those bonuses as well as Shield Block and Shield Slam; compare that loss with the extra weapon damage and rage.
Do Warriors still need weapon skill gear?
Weapon skill still functions in Forever, but each item supplies less of it. That changes the trade against stronger weapons and other stats rather than deleting the mechanic. Evaluate the whole set and your actual weapon type; do not reserve an old Classic item slot automatically or mistake a weapon-based crit racial for skill.