Updated for Warlords of Draenor
Warriors in Warlords have lost a number of abilities, several having to do with crowd control. (Fortunately, so has everyone else.) Various abilities have also changed. See our Warrior changes in WoD post for all the changes, though some will be noted below.
Also see our Warrior PvP page for some general notes on keybinds and fighting tips.
For Arms in instances and raids see: Arms PvE
The Arms Warrior
Other Warrior Guides
The PvP Arms Warrior, Briefly
A brief overview of the Arms Warrior for PvP
- see below for abilities, a build, and glyphs
- Strength, then as much Crit as you can.
- More stat info
- Gem for Str (Red “bold” gems) or Str/Crit, whereever possible.
- More gems
- Look for Str & Crit.
- More enchants
- Any will do, but…
- Alliance: Human (escape, bonus versatility) or Worgen (Spint, Crit.)
- Horde: Orc (burst, Stun resistance) might be “best.”
- Undead can escape effects and have a small passive heal and DPS add.
- More Race info
Arms PvP Build
Changing talents is easy and works just like changing glyphs. Bring up your talent page in-game, click the row you want to change, spend the indicated dust/powder/tome, and pick the new talent. Your trainer can also reset all of your talents at once.
Most of the Warrior talents have at least situation use. Depending on what you’re doing at the moment you might be swapping talents regularly. Our picks are checked, , but feel free to swap and experiment.
Tier 1, level 15
How do you like to Charge? More often or more effectively?
- Juggernaut – Charge every 12 seconds. Never have to wait a long time for the next charge.
- Double Time – Charge twice, bang bang, but then has a 20 second recharge (which can hurt.) That double charge can be really useful, for example: you charge the mage, he blinks, you charge again. (Only one of the charges builds Rage.)
- Warbringer – Stuns the target for 1.5 seconds, instead of rooting. Great if you need that extra stun. Longish cooldown isn’t fun as it hurts your mobility.
Tier 2, level 30
Which heal depends on your game. Second Wind is used by many, Impending Victory heals you right now.
- Enraged Regeneration – An active heal that’s probably not big enough for emergencies, unless you’re Enraged, but it IS usable while stunned.
- Second Wind makes it harder to finish you off and is a passive – one less button to think about. Solid healing and one less button makes it a favorite with many people. If you’re going to be stun-locked then this, and Defensive Stance, will make you hard to take down.
- Impending Victory – A cheap attack with a decent heal right now, which is why it’s the pick. Shorter cooldown than Enraged Regen, but not usable while stunned or against people out of range.
Tier 3, level 45
- Taste for Blood – Gain rage as your Rend does damage.
- Sudden Death – a chance for your auto-attacks to cause your next Execute to cost no rage and be usable regardless of the target’s health. Since you’re wielding a slow two-hander this will result in very few procs, nevermind how sweet those procs might be.
- Slam – whack the opponent, with your second and third whacks cause increasing damage and costing increasing amounts or rage, then it resets.
Tier 4, level 60
Area Effects – Stuns or Damage?
- Stormbolt is a ranged stun and does lots of damage to targets immune to stuns.
- Shockwave – not as sexy as Bladestorm, but it damages and stuns all enemies in front of you.
- Dragon Roar – Knock all nearby enemies back a bit and damage them.
Tier 5, level 75
All are good, it depends on who you’re with and who you’re fighting.
- Mass Spell Reflection – Everyone in your group gets Spell Reflection. This could be annoying to the opposition when fighting multiple enemies.
- Safeguard – Intervene towards a party member, saving his butt.
- Vigilance protects a party member for 12 seconds, reducing their damage taken. The Warrior does not take that damage (though he used to.)
Tier 6, level 90
- Avatar – You transform into an unstoppable colossus for 20 sec, increasing your damage dealt and causing your attacks to generate extra Rage. While transformed you are immune to movement impairing effects.
- Bloodbath – for 12 seconds your attacks and their multistrikes do additional damage as a bleed over 6 seconds and also slow the opponent.
- Bladestorm for lots of damage. What’s better than a Spinning Warrior of Doom?
Tier 7, level 100
- Anger Management for duels, 2s, 3s, etc. Reducing cooldowns is always good.
- Ravager for 5s and BG/RBGs. Keeping people in the area for the ten seconds might be an issue, hence better for BGs.
- Siegebreaker replaces Intimidating Shout. Slams the target, knocking them back and down.
Useful Glyphs for Arms Warriors
Note that certain glyphs are exclusive with each other. This means that only one of them can be loaded at any one time. For example, the glyphs of Heroic Leap and Death from Above.
The first two are pretty important, the rest of situational, but can be very nice is the right place.
- Glyph of Bull Rush (highly recommended) provides more Rage from your Charge
- Glyph of Mortal strike healing effects are improved by 10%, if you have any heals
- Glyph of Rallying Cry for the Leech effect, while your Rallying Cry is active, which takes a bit of a load off your healers.
- Glyph of Flawless Defense for caster burst – less chance to be Crit while Die by the Sword is active.
- Glyph of Die by the Sword causes your Mortal Strike to extend Die by the Sword’s duration by 2 seconds per hit.
- Glyph of Blitz – Briefly roots or stuns (if you have Warbringer) two additional opponents when you charge. Nice for BGs, not so hot for duels.
- Glyph of Enraged Speed – for the extra speed when enraged.
- Glyph of Rude Interruption – More damage after a successful Pummel interrupt.
- Glyph of Unending Rage – 20 more Rage to play with
- Glyph of Death From Above – Reduces Heroic Leap CD by 15 sec. and it’s range by 15 yards.
- Glyph of Heroic Leap – brief speed increase after landing.
- Glyph of Shattering Throw teaches you Shattering Throw, which breaks Pally and Mage bubbles.
- Glyph of the Executor for those who Execute a lot, grants you 30 rage if your Execute kills the enemy.
These are all pretty much cosmetic, but there are one or two with some value.
- Glyph of Intimidating Shout – If you don’t want your feared targets to run, then this glyph is required.
- Glyph of Crow Feast because we all want to summon carrion birds when we kill someone, right?
- Glyph of Burning Anger lets your enemies know when you’re really mad.
- Glyph of the Blazing Trail – Charge with style. Or, at least, leave a burning trail.
Arms Warrior Stats for PvP
Warlords of Draenor did away with Hit, Expertise, Resilience, PvP Power, and reforging. You now have an “attuned stat,” which is mastery, and which comes from your level 90 Weapon Mastery ability, giving you 5% more Mastery from all sources.
You have two new stats, Multistrike and Versatility.
- Stat Priority: Str > Mastery > Crit > Multi = Vers > Haste
In order of priority:
- Strength – improves everything you need to do. By far your best stat.
- Mastery adds to the damage of your Mortal Strike, Colossus Smash, and Execute.
- Crit, the more the better. There is a soft cap of 40% (good luck reaching it) due to Overpower already having +60% crit chance. Your Crit plays very well with Colossus Smash and Mortal Strike (Enraged.) and your recently buffed Deep Wounds
- Mastery – adds extra swings, but is weak. You don’t want it.
- Haste changed in patch 5.2 in that Warriors not get 50% added benefit from the stuff. Crit and Mastery are still better, but Haste is no longer really bad. Adds to white damage, due to more swings over time, and indirectly to your bleed damage (potentially more ticks over time,) plus your rage regenration.
Gems for Arms Warrior PvP
Warlords PvP gear has no gem sockets at this time, so there is no gemming. If you’re using PvE gear you’ll find that sockets are pretty rare. All WoD gems will fit into any WoD sockets that are available.
For gear under item level 600
A good gem strategy to match sockets is this:
- Meta: Reverberating Primal Diamond untiol you can get the Tyrannical Primal Diamond
- Red: Inscribed Vermilion Onyx (str/crit)
- Yellow: Smooth Sun’s Radiance (pure crit)
- Blue:Radiant Wild Jade (Crit & PvP Power)
- Belt buckle and Blacksmithing slots: Bold Primordial Ruby (or the perfect version.)
Note that the “perfect” gem cuts have the same stats as the regular gem. One of the other is likely to be cheaper, by far. Save your gold and grab the cheap one (they’re shown in the table, below.) If your cash flow is bad, such that you can’t buy the gems, then you should check out these gold secrets.
Gemming in Warlords PvP
Well, you aren’t. Gemming for PvP, that is. Maybe later.
- Gem sockets are few and far between, and on PvP gear none are actually available, but perhaps they will be as the expansion progresses. They have a (small) random chance to appear on Raid gear, so perhaps they’ll also appear on PvP gear and other items as well. Also, there are no meta gems or sockets, there are no socket bonuses, and all sockets are “prismatic,” which means that they will take any available gem.
- The gems themselves are actually available. They are all prismatic, meaning they fit into any socket. None have Int, they all have secondary stats (Mastery, etc.) Apparently there are no Meta sockets or gems.
- Older (Mists of Pandaria) gems work until item level 600, but the item squish cut them down a bit. What used to be 160 Int is now 10, for example. The new Prismatic gems are 50 points of Mastery or whatever.
- Older gems (Mists of Pandaria and lower) that used to code for Hit now do Crit, gems that had Expertise are now Haste.
In Warlords, Assuming sockets ever become available, gem for Mastery or Crit.
|Prismatic||Greater Mastery Taladite: +50 Mastery
Mastery Taladite: +35 Mastery
Greater Critical Strike Taladite: +50 Crit
Critical Strike Taladite: +35 CritGreater Versatility Taladite: +50 Versatility
Versatility Taladite: +35 VersatilityIn the Mists: Delicate Primordial Ruby: 10 Agility
|Mists of Pandaria Gems, for gear under ilevel 600.|
|Meta||Reverberating Primal Diamond: +14 Str & Increased Crit Effect|
|Red||Bold Primordial Ruby: +10 Str|
|Yellow||Fractured Sun’s Radiance: +20 Mastery
Smooth Sun’s Radiance: +20 Crit
|Orange||Inscribed Vermilion Onyx: +5 Str and +10 Crit
Perfect Inscribed Tiger Opal: +5 Str and +10 Crit
Skillful Vermilion Onyx: +5 Str and +10 Mastery
Fine Vermilion Onyx: +10 Parry and +10 Mastery
|Blue||Rigid River’s Heart: +20 Crit|
|Green||Sensei’s Wild Jade: +10 Crit and +10 Mastery|
|Purple||Etched Imperial Amethyst: +5 Str and +10 Crit
Perfect Etched Roguestone: +5 Str and +10 Crit
|Cogwheel||Requires an engie helm, such as this.
Quick Tinker’s Gear: +38 Haste
Smooth Tinker’s Gear: +38 Crit
Fractured Tinker’s Gear: +38 Mastery
Arms Warrior Enchants
In Warlords, unlike with gems, enchants are available. However they are only for your weapons, neck, cloak, and rings and they are only for secondary stats, there are no Str enchants.
For gear under 600, the other enchants are still available.
Short on gold? Most of the enchants below have similar enchants available, of lesser value, for less cash. We’ve linked to a couple of these. Check with the rep vendor or the Auction House for others. If you want to buy the best enchants, fund all of your alts, donate to the guild, etc., but don’t have the cash, then see what the Tycoon Addon can do about about fixing your poverty.
Enchant Cloak – Accuracy: +12 Crit rating
|Other enchants, for gear under item level 600.|
|Shoulders||Greater Tiger Fang Inscription: +15 Str and +5 Crit|
|Chest||Enchant Chest – Glorious Stats: +9 to all Stats|
|Bracers||Enchant Bracer – Exceptional Strength: +15 Str
Enchant Bracer – Mastery: +25 Mastery
|Gloves||Enchant Gloves – Super Strength: +25 Str
Enchant Gloves – Superior Mastery: +25 Mastery
|Belt||Livingsteel Belt Buckle: Sockets your belt, pop in the best gem.|
|Leggings||Angerhide Leg Armor: +19 Str & 11 Crit rating|
|Boots||Enchant Boots – Greater Precision: +12 Crit rating
Enchant Boots – Pandaren’s Step: +10 Mastery and Slight run speed increase.
Arms Spec Abilities
- All abilities can be used in any stance, though they may work better in a particular stance. You will likely be using Battle Stance most of the time, for the Rage generation value.
- Defensive Stance, with its 25% damage reduction, will be used anytime you’re feeling enough pressure.
- Bladestorm was buffed in 5.4, so might be worth using.
- Your Thunderclap ability also applies Deep Wounds.
- You do not need a shield to use Shield Wall and Spell Reflection
Warriors lost some stuff in WoD, including your banners and Symbiosis (which would let you and your Druid borrow an ability from each other.) Here are your Arms specific abilities as they stand in Warlords. Dead or moved abilities are crossed out.
|Arms Spec Abilities|
|7||Execute – Hard strike, costs up to 40 Rage, usable only on low health enemies.|
|7||Rend – An old ability is back. Opponent bleeds over 18 seconds.|
|10||Mortal Strike – Your basic Bread and Butter strike, reduces healing and causes your opponent to bleed for 15 seconds.|
|10||Seasoned Soldier (P) – More damage with 2-handers.|
|14||Thunder Clap – blasts all nearby enemies and reduces their movement speed. Causes all targets to bleed for 15 seconds.|
|18||Slam – This is now a level 45 talent.|
|26||Whirlwind – Attack everything within 8 yards.|
|30||Taste for Blood – this is now a level 45 talent.|
|46||Blood and Thunder – now Prot only.|
|50||Plate Specialization (P) – More Str is your reward for wearing all plate.|
|56||Die by the Sword – Big survivability boost for a few seconds.|
|60||Sweeping Strikes – Your melee attacks strike an addition opponent.|
|80||Inspiring Presence – Your entire group now gets 3% Versatility.|
|80||Mastery: Strikes of Opportunity has been changed to… Mastery: Weapon Master – More Mortal Strike, Colossus Smash, and Execute damage.|
|81||Colossus Smash – Smash the target and your following attacks ignore its armor for a brief time. Causes your opponent to also take a bit more damage for 30 seconds.|
|Shield Barrier – Absorbs damage for 6 sec, costs up to 60 Rage.|
|83||Rallying Cry – 15% Health increase for 10 sec, 3 min cooldown.|
|87||Recklessness – Greater chance to crit with specials (eg: Mortal Strike.) 3 min cooldown.|
|90||Weapon Mastery – 5% more Mastery from all sources.|
After level 90 you will be getting Perks instead of Abilities, so no additional cluttering of your action bars. Perks are enhancements to existing abilities and are learned randomly from the list of remaining perks, ever two levels from 92 to 100.
So, not necessarily in order, you will eventually get:
Stuns and Control and Blood and “How to”
While Warlords zapped a number of abilities and changes or moved others, keep in mind that everyone is in the same boat. Charge in, smash and rend, and you’ll get it worked out.
Stunning and Terrifying Moves
- Charge – Roots your target, the Warbringer talent changes it to a stun.
- Intimidating Shout – Target cowers, up to 5 others run away.
- Lev 60 Talents:
Blood, Blood, and Still More Blood
- Mortal strike, lev 10 – adds a bleed and a healing debuff. The glyph increase healing on you.
- Thunder Clap causes all targets to bleed for 15 seconds.
- Rend bleeds the target and your auto attacks hit harder while its bleeding.
- Bloodbath, level 90 talent. All your strikes cause the target(s) to bleed.
- Enchant Weapon – Mark of the Shattered Hand for an occasional 6 second bleed
- Hamstring, lev 36 – the old reliable. 15 seconds of reduced movement.
- Shattering Throw, requires Glyph of Shattering Throw, level 74 – not a control or stun, but it breaks invulnerabilities, such as those Pally bubbles.
- Bladestorm makes you immune to effects.
- Avatar makes you unstoppable
- Bloodbath slows the target
- Rallying Cry gives a health boost for 10 seconds.
- Colossus Smash – CS – This provides moderate damage but more importantly debuffs allowing you to bypass all armor for 6 seconds which increases damage potential. It also increases physical damage received by the target by 4% for 6 seconds.
In an ideal world you would want this debuff up all the time but this is not realistic. The use of CS is essential for any burst attempts. Shifts you into Battle Stance.
- Mortal strike- MS, 20 rage – adds a bleed and a healing debuff.
- Slam – Talent, 10 rage – This ability is where your burst will come from and provides our highest damage. It is your primary way to dump rage and will be your go to ability for kill attempts. Generally you will want to only be using slam when you have built up between 75 and 100 rage. Slam benefits heavily from CS and our offensive CDs such as Recklessness and Avatar.
- Execute – 10-40 rage – This can only be used when the target is below 20% health and is on the same GCD as Slam which is 1.5 seconds. This is your hardest hitting strike if the opponent is in the 20% range.
- Thunder Clap – TC – 10 Rage – AOE Ability that applies lower damage but also slows and applies the Deep Wounds bleed to multiple targets. If you have 2 targets in range apply deep wounds with this. If not MS will do it for single target.
- Deep Wounds – Passive from MS and TC. – Make no mistakes. Deep wounds will provide more damage in every Arena you step into than any other ability. You want to bleed every target if possible (unless it screws up CC). So MS on cooldown to maintain your bleeds on single targets and TC on multiple targets.
- Heroic Strike is not really worth the effort.
Your basic “rotation” will be something like this:
- Generate enough rage
- Colossus Smash > Mortal Strike > Whirlwind (Or Slam, )
- Execute when opponent’s health is in range.
- Thunder Clap if fighting more than one.
- while keeping Rend up at all times. When Rend falls off, it deals an extra 4500 damage along with it’s normal 1774 tick.
- Execute takes priority over any ability if in range (enemy is 20% or lower.) It is basically touch of death right now.
Gearing Up for Arms PvP
PvE or PvP Gear? In Warlords of Draenor the PvP gear has too ratings. One of the PvE and the second, much higher, is for PvP. For example, the honor gear is 620/675, that is: 620 for PvE and 675 for PvP. So you will want to be in the PvP gear as soon as possible.
There are three tiers of PvP gear in Warlords Season 1:
- Primal Aspirant, which is 600/660 (+6 if Warforged.)
- Primal Combatant (honor gear) which is 620/675
- Primal Gladiator, which is 660/690
See above for enchants.
The section below will briefly cover gearing up. (See our Warrior PvP Gear page for more detail. )
Basic Gearing up at 90
- Your questing greens. Get rid of them.
- Buy the crafted malevolent gladiator gear from the Auction House or a friendly Blacksmith. Why? Even at ilevel 476 it’s a big step up from the questing gear, plus comes with PvP Power, so is better than comparable PvE gear. (See our gold guide if you can’t afford this gear.) There are no weapons (or jewelry, though there is one trinket) in this set, so grab the best PvE two hander you can find.
- Or work the Timeless Isle for the 496 PvE set. Either way will get you started at level 90 into Draenor.
Gearing up at level 100
In the Battlegrounds and in Ashran (the new PvP zone) you will win honor points, some Conquest points, and find the occasional strongbox. The latter may have pieces of Aspirant or Honor gear, maybe even conquest. So while you grind BGs for the points to buy your honor gear you will also be winning some items.
Which order to by gear is you call, of course, but there is a recommended order which will help you to get “up to speed” faster than otherwise.
Stats: Each armor/weapon slot has two items available, giving you a bit of choice in stats. Ideally you’ll have Mastery & Crit, but that won’t be possible for all items. There is another item available when you have the conquest points and “Revered” with your leader’s faction, which isn’t any higher level, but which has different stats. For example:
- Primal Gladiator’s Plate Chestpiece has Crit and Mastery
- Primal Gladiator’s Plate Chestpiece has Crit & Versatility
- Primal Gladiator’s Plate Chestguard has Mastery & Versatility and requires the faction rep.
The honor weapons have no “points earned” requirement, while the Conquest weapons do. They require 7,250 accumulated points before you can buy them.
The big (expensive) armor pieces (chest, legs, head) have more stats (Str, etc.) than the lesser pieces, so will give you more power. Note that gem slots are not available and only the weapon, cloak, neck, and rings can be enchanted.
- Honor: Buy your weapon(s) first, then a big piece and the gloves. That gives you the two piece set bonus.
- Conquest: Reverse the order. Buy a big piece & gloves, then the weapon.
- Both: Buy the other two big pieces for the 4 piece set bonuse
- “On Use” DPS trinket
- Back, neck, rings, because they can be enchanted.
- bracers and boots
- Escape trinket. If you do not already have one then this should be first.
Go with what you like, even if it’s Draenei. None of the racials are that awesome, though the Humans being able to use two DPS trinkets is rather nice. Orcs are a solid Horde choice. Pandarens can be either Horde or Alliance.
- “Bouncy” for less falling damage. Might be just the thing when you jump or get tossed off a cliff.
- Better buffs from food.
- Better rest XP, for faster leveling.
- Melee range “stun” lasts 4 seconds. It takes you out of combat and breaks on damage. Definitely useful.
- Choose either Horde or Alliance when leaving the starting area.
- Good with cooking.
Short version: Go with Human or Worgen.
- Their racial is a PvP trinket, meaning that you don’t need to actually buy one for that escape. This allows using two DPS trinkets instead.
- Humans also get 1% expertise with Axe and Sword, which is nice Vs those dodgy types.
- An escape is always nice and their small size really is an advantage due to being a it harder to see and a bit harder to click on (if you’re fighting poeple who click targets. )
- Expertise with small weapons is useless to you.
- Gnomes are good with engineering and there are some useful engie gadgets.
- Stone Form washes away bleeds and other effects and provides some damage reduction.
- Dwarven Ranged Weapon Expertise is useless to you.
- Good with Archeology.
- Night Elf:
- 2% dodge is nice, and Shadowmeld has some definite situational use, such as lurking in wait for unsuspecting targets. S”meld will also break incoming spells if your timing is excellent.
- Draenei: Tentacles???
- Other than the tentacles you get a +1% Hit, which makes optimizing stats a bit easier,
- and you get a small heal, which is always nice.
- Good with Jewelcrafting.
- 1% crit isn’t bad and neither is the Sprint ability.
- Good with Skinning, which adds some crit rating.
Short version: Orc or Undead.
- Blood Fury is a DPS boost and their stun reduction helps.
- Expertise with Axes helps to crush the opposition.
- War Stomp is a nice stun, great for getting nearby casters to stop casting.
- The Tauren health bonus is about equal to three Stam gems at 90.
- Tauren are good with Herbalism and that skill’s Lifeblood is a small heal with a Haste effect.
- Berserking is a nice attack speed increase and
- Da Voodoo Shuffle is nice when your trinket is on CD
- Their Ranged Weapon Expertise is useless for you.
- 1% haste is not of much interest to you.
- Rocket Jump is a nice escape to set up for another charge.
- Good with alchemy.
- Blood Elf:
- Arcane Torrent is a useful silence and restores a bit of Rage.
- Good with Enchanting.
- Will of the Forsaken breaks fear, etc.
- Touch of the Grave (a life drain and heal) replaces Underwater Breathing. It is a passive ability and will add a bit to your overall damage and healing.
- Cannibalism let’s you eat players you just killed.
Arms Warrior Professions
All of the professions provide some buff or self-only ability, in addition to any nifty items that can be created by that profession. If you really want to do the min-max thing then you can level a profession just for the buff, but that’s a lot of gold to spend for a little gain.
Most of the professions add an average of about 320 Str or so. Since gems with secondary stats are twice the value of those with primary stats (320 Crit Vs 160 Str, for example) Blacksmithing might be the most valuable profession if you’re just looking for the buffs.
Engineering has a lot of useful toys and the very useful Synapse Springs wrist gadget.
With you get a gain of +160 Str or +120 Crit with each JC gem, over the standard gems.
|Blacksmithing||gives two extra gems slots. Since gems with secondary stats have twice the value of gems with primary stats Blacksmithing might be a very valuable profession. For example, you’ll be able to socket he two gems for 640 Crit instead of 320 Str, for examlpe. You can create keys, sharpening stones, useful gear (such as your stater PvP gear,) and cool looking gear for Transmogrification.|
|Engineering||has lots of interesting toys, some of which have situational use, and Synapse Springs, which increases Str by 1940 for a short time. If you take this use a macro to activate it along with other short term buffs.|
|Jewelcrafting||Make nicer gems for your own use.|
|Inscription||Shoulder enchant adds 520 Str and 100 crit. Make all your own glyphs and make staves for your caster alts/buddies.|
|Alchemy||More effect from your own potions. Adds 320 Str and an extra hour to your main flask, also about 30% more stats and an extra hour from any other flask/elixir. Put a few potions of healing, Strength, Rage, Crit, etc. on your bars. You get better effect from your own potions than the other guy does.|
|Enchanting||Enchant both rings, for a total +320 Str gain.|
|Tailoring||Cloak enchant sometimes adds 4k AP for 15 seconds.|
|Leatherworking||Bracer enchant adds 500 Str.|
|Skinning||provides 480 crit rating|
|Herbalism||Small heal and 2880 Haste for 20 seconds|
Leveling Your Arms Warrior Faster
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