WoW ForeverPvP Guide · Muchamiel

WOW FOREVER · BETA · LEVEL 30

Warrior

26 points: 21 from leveling and 5 extra from Legacy. English client, English explanations. Builds to try in duels, BGs and the open world; not a win-rate ranking or every mathematically possible point allocation.

BuildsMacrosDuelsBGs and open worldGearRacialsAbilitiesWhy macros?SourcesCalculator
Three 26-point builds

Allocations checked against tiers, ranks and prerequisites in the beta dataset from Oct 8, 2026. Support and defensive options have specific roles; they aren't equal in duel damage.

Arms + crit · 21/5/0

Your first build to compare for duels and world PvP: stance mobility, weapon damage and Arms tools. Sweeping Strikes becomes more appealing with two nearby targets in BGs.

Arms: Deflection 5/5; Improved Rend 3/3; Improved Tactical Mastery 5/5; Improved Overpower 2/2; Anger Management 1/1; Deep Wounds 3/3; Spearing Strike 1/1; Sweeping Strikes 1/1.

Fury: Cruelty 5/5.

No Mortal Strike: it is a 31-point capstone. Sweeping Strikes does not replace a healing reduction effect.

Cross-check in the Forever calculator
Fury pressure · 0/26/0

An offensive alternative for chasing and maintaining pressure; Piercing Howl helps create or close distance.

Fury: Cruelty 5/5; Unbridled Wrath 5/5; Furious Precision 3/3; Piercing Howl 1/1; Blood Craze 3/3; Enrage 5/5; Raging Blows 1/1; Improved Berserker Rage 1/2; Death Wish 1/1; Flurry 1/5.

No Bloodthirst and only Flurry 1/5. Death Wish has a defensive cost: do not always spend it on the opener.

Cross-check in the Forever calculator
Protection control · 0/0/26

A shield-based control and survival option to compare for BG objectives and physical duels.

Protection: Shield Specialization 5/5; Iron Will 5/5; Anticipation 3/5; Improved Revenge 3/3; Last Stand 1/1; Master of Defense 2/2; Improved Shield Bash 2/2; Concussion Blow 1/1; Focused Rage 3/3; Bastion 1/5.

A niche option for killing opponents who can heal. Does not include Shield Slam, and Bastion is only 1/5.

Cross-check in the Forever calculator
16 copyable macros

Each macro labels its keys: Shift = your focus, mouseover = the unit under your cursor, Alt = yourself. The focus macro and other shared macros are in the macro guide, along with instructions for creating them.

Hamstring without switching targets

Stay in contact and watch for immunities; requires melee range.

Shift: focusMouseover: enemy

#showtooltip Hamstring
/cast [mod:shift,@focus,harm,nodead][nomod,@mouseover,harm,nodead][nomod,harm,nodead] Hamstring
Charge and Battle Stance

Switches to Battle Stance and attempts Charge. The stance change may require another press; it does not bypass range or combat requirements.

#showtooltip Charge
/cast [nostance:1] Battle Stance
/cast [harm,nodead] Charge
Intercept and Berserker Stance

Learned at level 30. May need two presses; requires rage, range and Berserker Stance. Consider how you will reconnect before spending it.

Shift: focus

#showtooltip Intercept
/cast [nostance:3] Berserker Stance
/cast [mod:shift,@focus,harm,nodead][nomod,harm,nodead] Intercept
Focus or mouseover Shield Bash

Requires a shield and a valid stance. The macro does not equip a shield or change stance by itself.

Stops your castShift: focusMouseover: enemy

#showtooltip Shield Bash
/stopcasting
/cast [mod:shift,@focus,harm,nodead][nomod,@mouseover,harm,nodead][nomod,harm,nodead] Shield Bash
Deliberate Disarm

Requires a valid stance and target. The macro neither removes these requirements nor stops every damage type.

#showtooltip Disarm
/cast [harm,nodead] Disarm
Separate Berserker Rage

Break or respond to CC allowed by its tooltip; requires a valid stance. Do not combine it with your other CC breaks.

#showtooltip Berserker Rage
/cast Berserker Rage
Battle Shout

Maintain the buff when appropriate; costs rage. Does not add buffs from other classes in the tournament.

#showtooltip Battle Shout
/cast Battle Shout
Demoralizing Shout

Manual use near enemies. Does not determine who is in range or automatically reveal every opponent.

#showtooltip Demoralizing Shout
/cast Demoralizing Shout
Execute in the valid window

Does not bypass the target health threshold or rage requirements.

Shift: focusMouseover: enemy

#showtooltip Execute
/cast [mod:shift,@focus,harm,nodead][nomod,@mouseover,harm,nodead][nomod,harm,nodead] Execute
Manual Overpower

Requires its activation condition and stance; does not automatically trigger on a proc.

Shift: focusMouseover: enemy

#showtooltip Overpower
/cast [mod:shift,@focus,harm,nodead][nomod,@mouseover,harm,nodead][nomod,harm,nodead] Overpower
Spearing Strike

Requires the talent in the Arms build. Check its range and conditions in the beta.

Shift: focusMouseover: enemy

#showtooltip Spearing Strike
/cast [mod:shift,@focus,harm,nodead][nomod,@mouseover,harm,nodead][nomod,harm,nodead] Spearing Strike
Piercing Howl

Requires this talent, included in this guide's Fury build. A dedicated close-range CC button.

#showtooltip Piercing Howl
/cast Piercing Howl
Death Wish

Requires the talent. Activate when choosing your offensive window and account for the defensive effect in its tooltip.

#showtooltip Death Wish
/cast Death Wish
Concussion Blow

Requires the Protection talent; useful for stopping pressure or a cast if the target is not immune.

Shift: focusMouseover: enemy

#showtooltip Concussion Blow
/cast [mod:shift,@focus,harm,nodead][nomod,@mouseover,harm,nodead][nomod,harm,nodead] Concussion Blow
Last Stand

Requires the talent. Use it in time to increase your survival margin, without combining it with every defensive.

#showtooltip Last Stand
/cast Last Stand
Shield Wall

Requires a shield and a valid stance. Does not automatically equip weapons or resolve its restrictions.

#showtooltip Shield Wall
/cast Shield Wall
Duels against all nine classes

First build to test in each matchup. Identify your opponent's spec, race and gear: class alone isn't enough. Practice several rounds before changing points; the suggestions below are tactical proposals, not measured results.

Against Warrior

First test: Arms + crit · 21/5/0.

Their threat is keeping you in melee. Watch Charge/Intercept, Hamstring and shield swaps; an available Berserker Rage can shut down a fear. A brief gap doesn't mean a safe reset.

Compare Arms for damage and Protection for reducing physical pressure. Save Disarm for their weapon window and do not waste Overpower outside its activation condition.

Against Paladin

First test: Arms + crit · 21/5/0.

Separate their immunity, CC and healing windows. Save an answer for the next heal after they've spent a defensive; don't pour all your offensive resources into an active immunity.

Hamstring helps reconnect after Freedom ends. Have Shield Bash ready for a decisive heal; you do not have Mortal Strike in this allocation.

Against Hunter

First test: Arms + crit · 21/5/0.

Range and pet are two separate threats. Watch slows and traps; CC'ing the pet doesn't remove the Hunter's damage. Avoid chasing in a straight line through prepared ground.

Stagger Charge and Intercept; do not spend both before seeing their next escape. Hamstring when you reach melee.

Against Rogue

First test: Arms + crit · 21/5/0.

The opener can chain CC; manage your CC break and defensives to survive the dangerous stretch. DoTs make resets harder, but can also break your own CC if applied carelessly.

Survive the opener, apply Rend when possible and watch that it does not ruin Intimidating Shout. Disarm can reduce their weapon window.

Against Priest

First test: Arms + crit · 21/5/0.

They can dispel and recover health while draining your mana. Choose which heal to interrupt instead of answering every cast; pressure without resources can play into their attrition plan.

Stay in contact and save Shield Bash for a meaningful heal. Berserker Rage should answer Fear, rather than be spent routinely.

Against Shaman

First test: Arms + crit · 21/5/0.

Identify totems and shocks before committing. Don't hard-cast a long heal into an available Earth Shock without creating space or baiting the interrupt. Prioritize totems that actually interfere with your plan.

Pressure heals and kill a totem only if its effect justifies losing contact. Disarm gains value against Enhancement.

Against Mage

First test: Arms + crit · 21/5/0.

Track Blink, roots and, if their build has them, Ice Block/Cold Snap. Don't commit your entire offense around one root when they can create another gap. Polymorph can give them recovery time.

Use the first gap closer to force an escape and save the second to reconnect. Level 38 Pummel is not available in this guide.

Against Warlock

First test: Arms + crit · 21/5/0.

Respect Fear, DoTs and demon utility. A Voidwalker, Succubus or Felhunter changes the plan; don't assume level 36 Spell Lock or that every build has Soul Link.

Berserker Rage and focusing the demon help organize CC. Decide whether attacking an exposed pet is worth giving the Warlock time.

Against Druid

First test: Arms + crit · 21/5/0.

Expect shapeshifting, heals and mobility. Their current form reveals immediate options, not their whole build. Don't chase without resources while they recover; interrupting a heal in caster form can open a window.

Hamstring forces them to manage forms; save a gap closer for after their escape. Interrupt a heal when they enter caster form.

BGs and open world

In BGs, stay with someone who can heal you, interrupt the caster threatening your group and slow enemies to protect allies. In world PvP, save a tool to reconnect after their escape.

In BGs, play objectives and coordinate CC with your team. Before spending a CC break, distinguish CC you must break from CC you can sit. In the open world, check terrain, allies and escape routes. Tournament rules don't automatically apply to these activities.

Official The Forever Open rules (updated often)
Gear and BiS reference

Prioritize an appropriate weapon, health and Strength/attack power. Compare crit and hit with your actual gear; do not give up all survival for a PvE damage list.

There's no universal duel BiS list here: it changes with build, opponents and restrictions. The linked guide helps compare level 30 mechanics and gear; its damage focus doesn't automatically determine the best PvP setup.

Wowhead Forever · Level 30 Warrior
Racials available to this class

Click your race to see its racials and macros. Each race has its own.

Abilities by level

What you have at level 30 and what comes later, based on the beta spellbook (Talents Forever data, Oct 8, 2026). Abilities marked as talents are only available if you spend points on them.

Available at level 30

Battle Shoutlevel 1 · rank 3Heroic Strikelevel 1 · rank 4Chargelevel 4 · rank 2Rendlevel 4 · rank 4Thunder Claplevel 6 · rank 3Hamstringlevel 8Sunder Armorlevel 10 · rank 2Overpowerlevel 12 · rank 2Shield Bashlevel 12Demoralizing Shoutlevel 14 · rank 2Revengelevel 14 · rank 2Mocking Blowlevel 16 · rank 2Cleavelevel 20 · rank 2Slamlevel 20 · rank 2Executelevel 24Interceptlevel 30

Unlocked later

Pummellevel 38Bloodthirstlevel 40 · talentMortal Strikelevel 40 · talentShield Slamlevel 40 · talent
What macros improve

Stance macros save you searching another bar while chasing; focus lets you interrupt without switching your damage target. Keep a shield accessible and check Shield Bash requirements.

Maintain contact with Hamstring and manage Charge and Intercept. Switch stances with a purpose: interrupt, break Fear or defend. Do not spend all your rage before needing an interrupt.

Sources and beta checks

Calculator data generated on Oct 8, 2026. Later hotfixes may change requirements or effects. The 26-point builds and macros up to 255 characters have been checked; these macros haven't been run in the client.

Before competing: test range, normal target, focus, mouseover, modifiers, learned ranks and required talents. Check each ability's current tooltip and confirm restrictions with the organizers.