Level 60 Warrior Gearing in WoW: Forever — Stat Priorities for Arms, Fury & Protection, the 8% Hit Cap & Dual-Wield Misses, Rage from Weapon Speed, Valor vs Might & Pre-Raid Plan Before Dec 9

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Level 60 Warrior Gearing in WoW: Forever — Stat Priorities for Arms, Fury & Protection, the 8% Hit Cap & Dual-Wield Misses, Rage from Weapon Speed, Valor vs Might & Pre-Raid Plan Before Dec 9

Our other Warrior guides take you from 10 to 60: the starter guide, Arms leveling, Protection dungeon tanking and Fury. This one covers what comes after 60: which stats each Warrior spec should gear for, how hit works for a two-hander, a dual-wielder and a tank, why weapon speed no longer changes your rage, and how to plan pre-raid gear before the first raids open.

Key dates (Blizzard): name reservation is open until Nov 3. Launch is Nov 4, 2026 at 3:00 p.m. PST. Barrow Deeps (10 players), Hyjal Summit (20) and Onyxia's Lair (40) open Dec 9.

Read this first: the beta stopped at level 30, so nobody has geared a level 60 Warrior in Forever yet. The stat weights below come from SixtySim, a community simulator running beta client data and marked "unverified until level 60 opens". Blizzard hasn't published Forever's attack table, so SixtySim builds it from beta logs plus Classic's numbers. Treat every number as a starting point.

What Forever changed about Warrior gear

From Blizzard's Deep Dive recap:

  • Hit and crit are each one stat now. Melee, ranged and spell hit are combined, and so are the three kinds of crit. Blizzard names Warriors directly: hit now makes your Taunts more reliable too.
  • A new stat lowers the chance to be dodged or parried. SixtySim calls it expertise (more on it below).
  • Weapon skill still works, but items carry less of it, so a weapon skill item isn't automatically best.
  • Every dungeon drop was re-examined, unique boss items are now blue (rare) quality, and set bonuses were improved.

From Blizzard's Priest & Warrior class deep dive, the parts that touch gear:

  • Rage from dealing damage is fully normalized to the speed of the weapon that hit, and crits give 75% more rage than normal hits.
  • Rage from taking damage ignores your armor (Blizzard uses the old formula as if you always had 50% armor reduction) and ignores absorbs, so a Power Word: Shield no longer costs you rage.
  • Weaponmaster (new Arms talent) combines the old weapon specializations: axes and polearms give crit, maces and staves ignore some of the target's armor, and swords get a chance at an extra swing.
  • Rend and Thunder Clap now scale with attack power, and Sunder Armor's threat now scales with attack power too.
  • Shield Slam scales more from block value, Shield Specialization now has a chance on blocks to give 5 rage instead of 1, and Defiance needs a shield to raise threat.
  • Battle Shout gives less attack power, but Improved Battle Shout is baked in. Per SixtySim, one Warrior's shout now covers the whole raid (115 attack power at rank 6).

Stat priorities by spec (level 60, simulated)

From SixtySim (updated Oct 28, pre-raid gear, beta data). Every weight is in points of Strength (= 1.00). Hit, crit and attack speed are per 1%, weapon damage per point of weapon DPS, the rest per point.

Spec1 boss, 1 minute1 boss, 3 minutesGear for
Arms (37/12/2)1% crit 10.7, main-hand DPS 7.14, 1% attack speed 5.09, expertise 1.35, Agility 0.58, attack power 0.451% crit 14.0, main-hand DPS 7.60, 1% attack speed 9.00, expertise 1.21, Agility 0.778% hit, then crit. One slow two-hander
Fury (18/31/2)1% hit 13.7, 1% crit 10.2, 1% attack speed 9.69, main-hand DPS 3.84, expertise 1.08, Agility 0.541% crit 14.4, 1% hit 12.2, 1% attack speed 9.52, main-hand DPS 4.14, expertise 0.75, Agility 0.80Hit and crit, take whichever the fight favours. Hit never caps
Protection (0/20/31, Threat build)expertise 3.41, 1% crit 10.1, 1% attack speed 4.84, main-hand DPS 2.32, block value 0.25, Stamina 0.04expertise 3.57, 1% crit 10.2, 1% attack speed 4.86, main-hand DPS 2.16, block value 0.278% hit, then expertise and crit for threat. Wear what keeps you alive

Armor penetration comes last for all three (0.19 to 0.23). Fury's off-hand weapon DPS is worth 1.43 on one minute, far below the main hand.

What stands out, per SixtySim:

  • Strength is the reference, and Agility is worth about half to four fifths of it. With Blessing of Kings one Strength is about 2.2 attack power, which is why attack power sits at 0.45. Agility's worth follows crit's, so it climbs on longer fights.
  • Crit grows with fight length. For Arms it starts or tops up Deep Wounds, Impale makes ability crits hit for 2.2 times, and a white crit gives more rage. For Fury it also triggers Flurry. Arms crit goes from 10.7 (one minute) to 14.0 (three); Fury from 10.2 to 14.4.
  • Arms' hit weight is missing on purpose: the set already sits at the 8% cap, so more hit does nothing. Below 8%, every missing percent is a 1% miss back on every swing and ability.
  • Haste is a swing stat. More swings mean more rage and more of everything. For Arms it swings a lot between fights (5.09 on one minute, 10.0 on two, 9.00 on three), and SixtySim calls the one-minute figure rough. SixtySim's pre-raid haste comes from enchants and items such as Arcanum of Rapidity (1%), Weapon Counterweight (3% on a two-hander) and the Gnomish Battle Chicken (5%), plus racials.
  • Crit doesn't run out yet. Fury's main-hand white swings stop gaining from crit at about 41% on your character sheet with 8% hit (each extra 1% hit lifts that by 1%); the one-minute set sits at 33.5%. A two-hander has room for about 60% (with 8% hit and 2% expertise), and the Arms set sits at 37.3%.

Hit and expertise: one cap for one weapon, none for two (beta logs, partly unconfirmed)

  • 8% hit: your attacks stop missing a level 63 boss. That's Classic's table without its extra 1% miss against bosses, which beta logs against mobs three levels up don't show. For Arms (two-hander) and Protection (one-hander and shield) it covers white swings and every ability.
  • Fury: 8% caps your specials, but your white swings never stop missing. A dual-wielder's white swings start at a 27% miss chance against a raid boss. Per SixtySim, Furious Precision means the off hand needs 10% less than the main hand. (Blizzard's notes call the new Fury hit talent "Precision" and say Dual Wield Specialization now adds off-hand hit too.) That's why hit stays at the top of Fury's list.
  • Where you'll actually be: SixtySim's sets carry 8.0% (Arms), 9.9% (Fury) and 8.0% (Protection). For Arms, Lionheart Helm and Titanic Leggings carry 2% hit each, half the set's total.
  • Expertise: every 10 points cuts the boss's 6.5% dodge by 1%. From behind, dodge is all that's left. For DPS a point is worth about a point of Strength on one boss (Arms 1.21 to 1.35, Fury 0.75 to 1.08), less than you might think, because fewer dodges also mean fewer Overpower windows. Arms values it about twice as high against three bosses (2.33 to 2.64).
  • Tanks are different: the boss faces you, so it dodges 6.5% and parries 14% of your attacks, and expertise cuts both. A dodged or parried ability loses all its threat and refunds only 80% of its rage, so for Protection 10 expertise is worth far more than 1% crit (3.41 to 3.75 a point). In SixtySim's sets the only source is Adaptive Combat Assistant (trinket, 2%, sold by Pix Xizzix), and it's in every Warrior set.
  • Taunt and Challenging Shout roll your spell hit in Forever, per SixtySim, so they can miss a raid boss. Forever hasn't published its spell table.

Rage and weapon speed: what changed

  • Weapon damage adds no rage in Forever. Each hit's rage is set by the weapon's listed speed, so over a fight every weapon gives the same rage. Per SixtySim, a two-hander makes 4.5 rage per second of swinging at any speed.
  • Only more swings add rage: haste, Flurry, Windfury Totem and extra-attack procs (Flurry Axe, Weaponmaster on a sword). A missed or dodged white swing gives no rage, so hit and expertise feed your rage too.
  • So pick weapons for damage and procs, not "rage". For Arms a slow weapon still wins: each ability adds your weapon's own damage roll, and only its attack power part is normalized (to a 3.3-second swing), so of two weapons with the same DPS the slower one hits harder with every ability.
  • Caveats: beta logs at level 30 and below back the listed-speed rule, but nobody has measured rage per hit under a haste effect. And the crit bonus doesn't match everywhere: Blizzard says crits give 75% more rage; SixtySim's Arms page uses 1.77 times for a white crit, while its Fury and Protection pages say "twice".
  • Tank rage: rage from a hit you take ignores your armor (Blizzard), so per SixtySim Stamina and armor cost you no rage. But a dodged or parried boss swing pays no damage rage, so on one boss defense and dodge weigh slightly below zero for threat (SixtySim's table: parry −0.17, dodge −0.31, defense −0.49). Against three bosses rage is plentiful and they come back to about zero. SixtySim adds that its healers never let you die: "wear what keeps you alive in a real raid".

Battlegear of Valor vs Battlegear of Might

Battlegear of Valor is the eight-piece plate Warrior dungeon set. Forever reworked its bonuses. Per the beta client, as listed on ForeverDB and ForeverDiff:

PiecesBonus
2+8 all resistances
3+15 Strength
4When struck in combat, 10% chance to remove a Disarm effect from yourself (once every 60 sec)
5Chance on melee attack to heal you for 88 to 132 and generate 10 rage
6Restores 15 health per 5 sec

In Classic it was +200 armor (2), +40 attack power (4), the heal proc without rage (6) and +8 all resistances (8). Forever moved the bonuses to fewer pieces and added 10 rage to the heal proc, but nobody has published that proc's rate.

Where the pieces drop (sources from SixtySim's and wow4ever's lists, Classic-based until launch): Helm (Darkmaster Gandling, Scholomance), Spaulders (Warchief Rend Blackhand, Upper Blackrock Spire), Breastplate (General Drakkisath, Upper Blackrock Spire), Gauntlets (Ramstein the Gorger, Stratholme), Legplates (Baron Rivendare, Stratholme), Boots (Kirtonos the Herald, Scholomance), Belt (trash in Lower Blackrock Spire and Stratholme) and Bracers (trash in Lower and Upper Blackrock Spire).

Does it make the cut? Not in SixtySim's sets. Valor pieces show up only as runners-up on the Protection list, costing 11.9 TPS (Spaulders) to 44.3 TPS (Legplates) on one minute. wow4ever's DPS list wears one piece, Breastplate of Valor. Note that SixtySim prices one item at a time, so its lists don't tell you what five pieces with the rage proc would be worth together.

Battlegear of Might (Classic's tier 1 Warrior set) is in Forever's client with these bonuses: 3 pieces: +30 shield block value; 5 pieces: 20% chance to gain an extra rage point when you take damage; 8 pieces: 15% more threat from Sunder Armor. ForeverDiff's comparison with Classic Era flags no change to the bonuses. But ForeverDB says none of its pieces are in the client's item data yet, and Molten Core isn't one of the three raids opening Dec 9. So it isn't part of a pre-raid plan.

Pre-raid planning, spec by spec

SixtySim builds each set from items whose Forever stats are published. wow4ever builds its own list from items with a known source and a simple stat-weight rule ("a gearing aid, not a simulation") and says many numbers are still Classic ones until launch, so the two disagree in places.

What all three SixtySim sets share:

  • Lionheart Helm and Titanic Leggings (Blacksmithing, bind on equip, so you can buy them). Nothing comes close: on three minutes the next helm costs Fury 35.8 DPS and Arms 33.2; the next legs cost Fury 17.8 and Arms 14.8.
  • Adaptive Combat Assistant (2% expertise, Pix Xizzix). Swapping it out is the biggest gap in the Protection set: 57.0 TPS on three minutes.
  • Gnomish Battle Chicken in the other trinket slot: on the pull its Battle Squawk gives 5% attack speed for four minutes. Caveat: it binds on pickup and needs a Gnomish engineer, and the sim assumes every use squawks, where Classic players saw it on about half their summons.
  • Berserker Bracers (vendor), Don Julio's Band (vendor), Howler's Furs (cloak, Pix Xizzix) and Boots of Heroism (quest).
  • Reputation: the gloves are Exalted rewards from the Barrens factions, Theramore Gauntlets (Theramore Expeditionary Force, Alliance) or Raider Gauntlets (Darkspear Raiders, Horde). The shoulders come from those factions or from Arathi Basin. The ring is a Watchers signet (Ferocious for DPS, Stalwart for tanks); its Revered version is about as good, per SixtySim.

Arms:

  • Arcanite Champion on every fight (Blacksmithing two-handed sword, bind on equip, 3.4 speed). It has no stats; its proc, 120 Strength for 30 seconds, is up about 81.7% of a three-minute fight. The next weapon, Arcanite Reaper (Blacksmithing axe; Weaponmaster gives it 5% crit), costs 42.9 DPS. Caveat: Forever's data has no proc rate, so the sim uses Classic's one a minute.
  • Not pre-raid: Forest Defender's Axe needs Malleable Essence of Nature, which only comes from disenchanting raid drops.
  • Also: Timbermaw Tunic and Might of the Timbermaw (crafted), Theramore Epaulets, Medallion of the Dawn, The Purifier (ranged).

Fury:

  • Main hand changes with the fight: Teebu's Blazing Longsword (world drop) on one minute and on every three-boss fight, Persuader (Blacksmithing mace) on two minutes, Annihilator (Blacksmithing axe, Armor Shatter proc) on three. On one boss they're a few DPS apart.
  • Off hand: Flurry Axe (old world drop) on every fight but one: its proc is an extra attack, so more swings and more rage. Caveat: the sim uses Classic's measured 1.9 procs a minute; treat its lead as an estimate.
  • Also: Timbermaw Tunic, Might of the Timbermaw, Beads of Ogre Might (quest: Falrin's Vendetta), Blackcrow (Shadow Hunter Vosh'gajin, Lower Blackrock Spire). Fury takes no Weaponmaster points, so weapon type only matters for the weapon's own stats and proc.

Protection (Threat build):

  • Annihilator (Armor Shatter proc) in the main hand; the Alliance one-minute set uses Flurry Axe instead. The Immovable Object (Alterac Valley, bind on pickup) is the shield on every fight. Evergreen Shield needs Malleable Essence of Nature, so it isn't pre-raid.
  • Also: Breastplate of Heroism (quest), Defiler's Plate Spaulders (Horde, Arathi Basin Exalted; Alliance wears Theramore Spaulders) and Defiler's Plate Girdle (Honored), Medallion of the Dawn, The Purifier.
  • All Protection numbers here are from SixtySim's Threat build, which scores threat only.

wow4ever's lists are different. The DPS list is a two-hander set built from dungeon drops: Treant's Bane (Dire Maul North tribute), Breastplate of Valor, Imperial Jewel, Cape of the Black Baron, Battleborn Armbraces, Reiver Claws, Brigam Girdle, Battlechaser's Greaves, Painweaver Band, Blackstone Ring, Counterattack Lodestone, Frozen Heart of the Mountain (Enchanting) and Shoulderplates of Dread (Blacksmithing). The tank list is a survival set (its weights put Defense 1.5, Dodge 1.2, Parry 1.1 and Stamina 1 ahead of Strength 0.5): Enchanted Thorium Helm and Breastplate, Stronghold Gauntlets, Warmaster Legguards, Draconian Deflector, Timeworn Mace and Vigilance Charm. Both sites agree on Lionheart Helm and Titanic Leggings for DPS: Blacksmithing is the big Warrior profession. For tanks, the gap between the two lists is the threat-vs-survival trade-off: worth keeping a few defensive pieces in your bags.

Enchants (SixtySim): Crusader on your weapon(s) (Holy Strength is up 38.9% to 60.1% of the fight depending on spec and length; Arms' one-minute set takes a Weapon Counterweight, 3% attack speed on a two-hander, instead). Arcanum of Rapidity (1% haste) or Lesser Arcanum of Voracity (take the +8 Strength version) on head and legs: the search switches between fights, so take whichever you can get. Greater Stats on chest, Superior Strength on bracers and gloves, Agility on cloak, Strength on the neck (Forever lets you enchant necklaces). Feet: Forceful Rugged Armor Kit (Fury, Protection) or Greater Agility (Arms). Shield: Greater Stamina, which barely matters for threat. wow4ever's tank list goes defensive instead (Superior Defense cloak, Major Stamina chest, Superior Deflection bracers, Excellent Stamina shield).

Consumables (SixtySim, worth on one boss for one minute):

ArmsFuryProtection (threat)
Mighty Rage Potion3.6%3.5%3.5%
Elixir of the Mongoose2.2%2.5%1.8%
Juju Power1.8%2.0%1.8%
R.O.I.D.S.1.5%1.6%1.6%
Smoked Desert Dumplings1.2%1.3%1.2%
Juju Might1.1%1.2%1.1%
Goblin Sapper Charge (Engineering)1.3%1.4%–
Dense Sharpening Stone (main hand)1.0%0.7%0.5%
  • Mighty Rage Potion is the biggest single buy, and worth most on short fights: Arms on three bosses for one minute gets 9.3% from it.
  • Keep your stones on: in Forever the raid's Windfury Totem no longer replaces your main-hand stone. Elemental Sharpening Stone would be better, but its plans drop only in Molten Core.
  • Flask of the Titans adds damage only for an Undead (about 0.3%). SixtySim says tanks should drink it anyway, for the health.
  • Dragonbreath Chili adds 0.2 to 0.5%.

Remember the catch: per Blizzard's interviews (as reported by WoW Classic Forever), there's no Dungeon Journal, and you can't see an item's stats until it has dropped for you or on your server. Use these lists to plan where to go, not as a final shopping list.

Where to farm at 55–60

Blizzard's new endgame dungeons are Blackmaw Hold (55–60) and Shaper's Terrace (58–60), and Icy Veins still lists their loot as "Coming Soon". The Classic endgame dungeons are also in Forever: Blackrock Depths, Lower and Upper Blackrock Spire, Dire Maul, Scholomance and Stratholme (Icy Veins dungeon overview). Most of SixtySim's Warrior set is crafted, sold, quest or reputation gear, so Blacksmithing, gold, Barrens and Arathi Basin reputation and The Watchers matter as much as dungeon luck. For Valor pieces and wow4ever's picks, Upper Blackrock Spire, Stratholme, Scholomance and Dire Maul show up most.

Side note: where Warriors rank

On SixtySim's Oct 28 rankings (pre-raid, one boss, one minute), Fury is #2 of 25 damage specs (1,068.2 DPS) and Arms is #11 (930.4). Arms does best on packs: #3 against three bosses for one minute (1,439.0). Protection's Threat build is #1 of 3 threat tanks (1,570.4 TPS) on every single-boss fight. Fury is #5 on three minutes against one boss (920.2). Simulated on beta data: a curiosity until real logs exist.

Still unclear

  • Forever's attack table. Blizzard hasn't published it; the 8% cap and 27% dual-wield miss come from Classic minus the extra 1%, which beta logs don't show.
  • How much rage a white crit gives (Blizzard: 75% more; SixtySim uses 1.77x or 2x), and whether a hasted swing still pays rage by listed speed.
  • Proc rates in Forever for Arcanite Champion, Flurry Axe and Valor's new 5-piece rage proc.
  • Shield Slam's threat (SixtySim borrows Season of Discovery's number), and how often the Gnomish Battle Chicken actually squawks.
  • Real item stats and drop sources, especially from the new dungeons, and when Might's pieces arrive.

Sources

  • SixtySim pre-raid gear, enchants and consumables: Arms, Fury, Protection; overviews, rotations and rankings (Battle Squawk caveat, tank model, Shield Slam threat)

Fan community guide by Systematic. World of Warcraft © Blizzard Entertainment; we're not affiliated with Blizzard.

Images: header and gearing cheat-sheet by Systematic, using the Systematic wallpaper and brand colours. Ability and item icons on the card © Blizzard Entertainment via Wowhead (Classic icons used as stand-ins; Forever's may differ). Stat weights on the card from SixtySim; set bonuses from ForeverDB/ForeverDiff.

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