Rage Rage is the warrior ' s and druid ' s version of the caster ' s bar or the rogue ' s bar , but works differently in several ways . Rage is required for the execution of their abilities , although standard attacks don ' t depend on it at all . By default the rage bar is empty , and builds only by being hit , by dealing damage , or by using certain abilities . When out of combat , Rage drains or depletes at a constant rate . The size of the rage pool and the degeneration rate are both constant - they do not increase or decrease with levels , and are not related to any statistics . There are a few talents which make certain abilities cost less rage to use . And there are a few talents which affect your rage in other ways . Improved Charge ( Arms ) makes Charge generate 5 ( 10 ) extra rage ( 1 [ 2 ] points ) . Unbridled Wrath ( Fury ) gives a chance of an extra rage point per hit you deal based on your attack speed , and Anger Management ( Arms ) which generates 1 rage every 3 seconds . The Warrior skill Stance Mastery will allow the Warrior to retain up to 10 of his rage points when changing stances . Any additional rage is lost , unless the Warrior has allocated talent points to Tactical Mastery ( Arms ) , which allows conservation of a further 5 / 10 / 15 Rage , ( 1 / 2 / 3 points ) . Stance Mastery " must " be trained or else the Tactical Mastery talent has no effect . The combination of these allows for a Warrior to retain a maximum of 25 Rage when switching stances . Rage generation . Rage can be generated with several different methods . The primary cause of rage generation is by being attacked , which varies based on damage taken . Attacks that are blocked , parried , dodged or absorbed ( as with ) also generate rage . The druid feral talent Natural Reaction allows druids to generate a fixed amount of rage when they dodge . Dealing damage to enemies by regular melee attacks generates rage based on damage dealt ; however , special attacks against an enemy do not generate rage . Talents and abilities . Warrior : Druid : Rage Potions , crafted by alchemists , can also generate rage : Rage decay . While not in combat , rage is lost at an average rate of 1 rage per second ( 2 or 3 each 2 . 5sec tick ) . It ' s quite possible for a warrior to bank rage for extended periods of time . To maintain a constant rage value out of combat , 60 rage per minute , " RPM " , must be met . These are the RPM values gained from keeping cooldowns spinning : Formulae . For the purposes of the formulae presented , we define " R " to be the rage generated ; " d " , the damage amount ; " c " , the rage conversion value ; " s " , the weapon speed ; and " f " , the hit factor . Rage is generated by successful autoattack swings ( ' white ' damage ) that damage an opponent . Special attacks ( ' yellow ' damage ) do not generate rage . This essentially means that very low damage attacks have a limit on how much they can be averaged up by the f * s component of the equation . It also means that a crit roughly doubles both damage and " f " , and thus roughly doubles rage gained as expected . Rage is also generated whenever you receive damage from an opponent ( not environmental damage ) , with : Hit factor . The " hit factor " ( " f " ) is a multiplier based on the type of hit you perform on your target . The values are : Historical note : Starting in Patch 2 . 0 . 1 but prior to Patch 2 . 0 . 10 , these numbers were smaller . " f " for a main - hand normal hit prior to 2 . 0 . 10 , for example , was 2 . 5 . Rage conversion value . The " Rage Conversion Value " ( " c " ) varies by player character level and is derived from other values within the game such as a mob ' s hit points and a warrior ' s expected damage value against that mob . The formula for calculating ( " c " ) is ( up to level 70 ) :