A plan you can follow.
Use the point order below between runs, then use the skill priorities inside a run. Choose the checkpoint that matches your available talent points.
These are permanent talent points spent between runs, not levels reached inside a run.
No specific equipment, gear-star level, race bonus or teammate is assumed. Upgrade priorities depend on the cards actually offered.
Whirlwind engine
Fury spins with critical-hit bleeds
Build Rampage into Flurry and Bladestorm, then support the recurring close-range hits with Deep Wounds and Arms cooldown recovery.
Arms 20 Fury 31 Protection 0
Point order, skills & alternatives
Before using this plan
- Bladestorm is selected at permanent point 31. Before then, Whirlwind is not a promised starting spell; Rampage first supplies kill-triggered free spins at point 11.
Permanent talent order
Each row adds to the row above. Open a checkpoint to see every allocated rank; spend only the points your character actually has.
- 10 pointsAdd points 1–10
- Cruelty +5Rank 5/5
- Bloodlust +5Rank 5/5
- 20 pointsAdd points 11–20
- Rampage +1Rank 1/1
- Improved Cleave +3Rank 3/3
- Improved Battle Shout +1Rank 1/3
- Improved Whirlwind +3Rank 3/3
- Dual Wield Specialization +2Rank 2/5
- 30 pointsAdd points 21–30
- Flurry +1Rank 1/1
- Death Wish +3Rank 3/3
- Dual Wield Specialization +1Rank 3/5
- Blood Craze +3Rank 3/3
- Improved Berserker Stance +2Rank 2/5
- 40 pointsAdd points 31–40
- Bladestorm +1Rank 1/1
- Deflection +5Rank 5/5
- Tactical Mastery +4Rank 4/5
- 51 pointsAdd points 41–51
- Tactical Mastery +1Rank 5/5
- Deep Wounds +1Rank 1/1
- Trauma +4Rank 4/5
- Impale +3Rank 3/3
- Two-Handed Weapon Specialization +2Rank 2/5
Why these points come first
- Points 1–5: Raise critical chance for repeated melee hits and the later Deep Wounds link.
- Points 6–10: Strengthen Battle Shout and other eligible buffs while opening the Rampage row.
- Points 11: Add the explicit every-seventh-kill free Whirlwind.
- Points 12–14: Keep Cleave useful while the desired Whirlwind cards are unavailable.
- Points 15: Shorten Battle Shout recovery and complete the lower-row requirement for Whirlwind reach.
- Points 16–18: Expand the spin before relying on close-range repeat hits.
- Points 19–20: Add general damage and reach the Flurry gate.
- Points 21: Make Whirlwind and Bloodthirst repeat part of each hit.
- Points 22–24: Improve both attacks named by Flurry.
- Points 25: Extend general damage and open the next row.
- Points 26–28: Convert part of damage dealt into recovery during sustained contact.
- Points 29–30: Improve critical hits supported by Cruelty and complete the capstone gate.
- Points 31: At 31 permanent points, gain the Whirlwind opening and a free spin every three seconds.
- Points 32–36: Begin Arms with damage reduction rather than a bleed bonus before the bleed exists.
- Points 37–41: Improve cooldown recovery while opening Deep Wounds.
- Points 42: Turn the existing critical-hit investment into a bleed.
- Points 43–46: Now improve damage against targets carrying that bleed.
- Points 47–49: Increase critical damage after the bleed connection is active.
- Points 50–51: Finish with general damage rather than a bonus to an unused weapon spell.
Skills to look for
Use this priority when the relevant choice is offered. A route does not guarantee a particular card.
- Whirlwind
The plan invests in its reach, repeated hit and damage; once Bladestorm is selected it also becomes the starting spell.
If it is missing: Cleave — Use the available close-range attack while waiting for Whirlwind; Improved Cleave is included early.
- Bloodthirst
Flurry and Death Wish also support Bloodthirst, and its damage-based healing gives a second reason to keep close targets in reach.
If it is missing: Execute — Use Execute to finish wounded elites or bosses when Bloodthirst is absent; it does not inherit Flurry.
- Battle Shout
Bloodlust strengthens its damage buff and the early cooldown point helps it return.
If it is missing: Demoralizing Shout — Use the temporary weakening effect if incoming damage is the immediate problem.
- Execute
Its below-30%-health hit supplies a finisher when kills slow down; this plan does not include Sweeping Strikes.
Inside the run
- First available attacks
- Support the attack already clearing space. Seek Whirlwind, but keep Cleave functional instead of spending every choice on unrelated spells.
- Once Whirlwind is established
- Compare its damage and reach upgrades before adding more attacks. Add Bloodthirst or a shout when recovery or buff uptime is the missing part.
- Boss approach
- Leave a route away from contact. A boss without adds feeds fewer Rampage triggers, so retain ordinary Whirlwind casts and a finisher.
Change one thing
- Cleave arrives before Whirlwind
- Use its early talent bonus and develop it enough to survive; do not treat the planned spell order as a guaranteed draft.
- Close contact ends the run
- Prefer recovery or weakening support and wider movement before another damage choice; Blood Craze only heals when damage is actually dealt.
- Wave clearing is comfortable but bosses remain
- Prioritize an offered Execute or Bloodthirst improvement and compare the same encounter without assuming kill-triggered spins remain frequent.
- Fury uses 31 points and Arms uses 20. Sweeping Strikes would require a 21st Arms point, so it is deliberately absent.
- Whirlwind and Bloodthirst need nearby targets. Recurring casts do not make standing inside a pack safe.
The point order follows the checked 0.125.0 client requirements. Spell priorities and gameplay suggestions are editorial and have not been combat-tested. A legal allocation does not establish the strongest build or a proven clear rate.
To compare attempts, keep version, class, zone, difficulty, permanent equipment and account bonuses fixed. Record your chosen skills and the point where the run failed. Use the run comparison checklist →
Recommended spell connections.
These are all the priority spells from the routes above. Their references also describe alternative talents; check your chosen point plan to see which connections are active. The complete class spellbook follows below.
Open the Warrior talent planner →
Use Rampage and Bladestorm for free Whirlwinds, Flurry for repeated Whirlwind and Bloodthirst hits, and Execute for wounded durable targets. Sweeping Strikes belongs to an alternative Arms allocation, not this 51-point plan.
Whirlwind
A kill-count milestone triggers a free Whirlwind. Each target hit receives an immediate additional strike for part of the original damage.
Rampage / Flurry / BladestormBloodthirst
Each target hit receives an immediate additional strike for part of the original damage. Increases Bloodthirst and Whirlwind damage.
Flurry / Death WishBattle Shout
Extends the reach and duration of shouts. Shortens Battle Shout's cooldown.
Booming Voice / Improved Battle ShoutExecute
Each hit also damages additional enemies near its target. Starts the run with Mortal Strike; killing blows by Mortal Strike or Execute ready Mortal Strike again, subject to a trigger limit.
Sweeping Strikes / Mortal WoundsYour opening priorities.
Rampage adds kill-triggered Whirlwinds at permanent point 11. Bladestorm supplies the Whirlwind opening and recurring casts only at point 31; use the available starter or Cleave before then.
Flurry repeats part of Whirlwind and Bloodthirst hits. Support those attacks and the spin's reach while staying near the group's edge with room to leave.
Keep Execute as a wounded-target finisher and Bloodthirst as a damage-based recovery option. Neither requires the unselected Sweeping Strikes talent to perform its base role.
When the plan stalls.
Choose the row that describes your last attempt.
Whirlwind clears crowds, but slows around the boss.
Try this Review damage that remains available when kills become rare.
A kill-driven trigger receives fewer opportunities in a long isolated fight. More rewards from killing weak enemies do not remove that dependency.
You prefer splash from Cleave, Mortal Strike or Execute instead of the Whirlwind route.
Try this Inspect Sweeping Strikes as part of an alternative Arms allocation, not an extra talent to add to this plan.
Sweeping Strikes needs at least 21 Arms points and Bladestorm needs 31 Fury points. They cannot both fit within 51 points; the current plan uses Flurry for Whirlwind and Bloodthirst instead.
Close combat ends the run before damage becomes useful.
Try this Compare health, damage reduction or recovery before another offensive branch.
The selected Blood Craze heals from damage dealt, while Deflection reduces damage taken. Improved Thunder Clap's maximum-health scaling belongs to a separate Protection investment, not this allocation.
Give your gear a purpose.
Compare cooldown, direct damage and critical effects against a defensive pick on the same difficulty.
A trap to avoid.
Calling the build complete after a fast wave clear without checking what remains when the kill triggers stop.
Kill-driven damage can look strongest in weak packs. Use the boss encounter to check what happens when kills slow down.
All 11 Warrior spells.
A Warrior run in practice.
Recording by Holdherhand. Open on YouTube. Compare the version and equipment shown with your own setup.
YouTube loads only when you press play.
Sources & scope
Talent allocations and named interactions use original-client snapshot v0.125.0. Every point order is checked against its rules. Build recommendations and skill priorities are editorial; no combat trial, clear-rate benchmark or optimal ranking is claimed.
Game client and version recordGameplay reference: original client v0.125.0, rechecked October 29, 2026. Live v0.127.0 was also observed that day; interface descriptions were compared, but talent execution rules and combat balance were not revalidated for the newer build.