A level-60 character the only healer in a dungeon group, in five-player dungeons in general, played with a level-60 character's full kit: the talents, abilities, ranks and gear it has at the cap. The list is not tied to one dungeon. The dungeons run at the cap are the sample of what dungeons ask: Blackrock Depths (48), Lower and Upper Blackrock Spire (53), Dire
Maul (54), Stratholme (55), Scholomance (57) by the client's levels, and any level-60 dungeon Blizzard adds, such as the announced Blackmore Hold. They are mostly trash packs pulled one after another, short boss fights, one tank, one healer and three damage dealers, one of each buff at most.
The subjects are the 5 specs whose tree is built to heal: Restoration
Druid, Holy
Paladin, Discipline and Holy
Priest, Restoration
Shaman. Damage and tank specs are rated on their own lists. With five subjects, two healers in the same tier is a normal result.
This is a forecast. The beta stops at level 30, so nobody has played any spec at 60 in a group. The ratings come from the client's level-60 spell ranks and talent trees, the class guides' projected builds, and what Blizzard has announced.
Dungeons are rated in general, on a level-60 character's full kit, not one dungeon: the sample is Blackrock Depths, both Blackrock Spires, Dire Maul, Stratholme and Scholomance, whose undead, demons, elementals, beasts and humanoids decide which crowd control works, and whose curses, poisons, diseases and magic decide which dispels matter.
Every score is a whole number from 1 to 5 against written anchors, and the tier comes from the weighted score alone: no spec is placed by hand. Two scorers rated every spec without seeing each other's work; where they differed, the score the facts supported better was kept, never an average, and a final pass checked that specs with the same tools got the same scores.
No spec reaches S. The highest score is Discipline Priest at 4.15, short of the 4.25 S needs: nothing yet measures play at 60, so no spec could be called clearly the best on the heaviest criteria. A spec that proves stronger at 60 than its kit suggests would move up in a later version.
With five subjects, two healers in the same tier is a normal result. This is the first healer list; the raid list ranks the same five against its own rubric.
The formula is open to change: a different weight or threshold makes a new version of the list, with every spec that moves saying why.
The rubric: each criterion scored 1 to 5| Criterion | Weight | What it measures |
|---|
| Keeping the tank up | 30 | Alone, keeps a tank up through big pulls and spiky dungeon bosses, with heals sized and timed for it: 5. Holds a tank on steady damage, but a big pull or a spike needs a cooldown or luck: 3. Its single-target heals are slow, small or costly; a big pull goes wrong: 1. |
|---|
| Mana per pull and between pulls | 20 | Heals several pulls in a row without drinking, and recovers fast when it does: 5. Drinks every few pulls, or needs potions on a long boss: 3. Drinks after nearly every pull: 1. |
|---|
| What it brings the party | 15 | Dispels for the magic, curse, poison and disease effects level-60 dungeons use, plus crowd control, a combat resurrection or a party buff the run plans around: 5. Dispels one or two of those kinds, or one party buff: 3. Nothing beyond its own healing: 1. |
|---|
| Healing the party | 15 | Heals the whole party at once through AoE damage, efficiently: 5. A party heal that is costly, slow or short-ranged: 3. Heals one target at a time in practice: 1. |
|---|
| Threat and staying alive | 10 | Survives the healing aggro of a big pull: a shield, an escape, armour, or threat it can shed: 5. Must watch healing aggro on pulls; one defensive: 3. Pulls easily and dies quickly when it does: 1. |
|---|
| Emergency tools and movement | 10 | Instant heals, absorbs or HoTs and a strong emergency cooldown; heals well while moving: 5. One emergency tool, or some healing on the move: 3. Cast-time heals only, nothing for an emergency, stops healing when it moves: 1. |
|---|
An entry’s tier comes from its weighted score:
4.25 or more is S, 3.75 or more is A, 3.25 or more is B, 2.75 or more is C, 2.25 or more is D, and anything lower is F.
A tier set by hand instead says why in its write-up. Within a tier, the best score comes first.
- Talents: the spec's recommended level-60 healing build from our class guide, or the nearest the guide has; a dungeon variant where the guide gives one.
- Gear: pre-raid: dungeon blues, crafted and reputation items. No raid gear, no world buffs.
- Consumables: the ordinary ones a group player brings: potions, elixirs, food, oils and stones.
- Group: a balanced party: one tank, one healer, three damage dealers, the buffs one of each class gives.
- The game rules of the stated build. A patch that changes them makes a new version.
Rated from the client data and our research, before anyone has played it at this level on this build. Where the data stops, the write-up says what it assumed.
Choose a spec on the chart to see why it sits where it does.
Shields,
Penance and
Greater Heal keep a tank alive alone, with magic and disease dispels, but no curse cure and a weaker party heal.
Scores for Discipline
Priest| Criterion | Weight | Score |
|---|
| Keeping the tank up | 30 | ●●●●● 5 |
|---|
| Mana per pull and between pulls | 20 | ●●●○○ 3 |
|---|
| What it brings the party | 15 | ●●●●○ 4 |
|---|
| Healing the party | 15 | ●●●○○ 3 |
|---|
| Threat and staying alive | 10 | ●●●●● 5 |
|---|
| Emergency tools and movement | 10 | ●●●●● 5 |
|---|
Weighted score 4.15, which is A tier.
A lone healer in a dungeon lives or dies by tank healing, and Blizzard says Discipline is a little better at keeping a tank alive.
Power Word: Shield is instant, Penance adds three bolts, Greater Heal is the big heal and
Divine Aegis turns crits into shields.
Meditation lets half of mana regeneration continue while casting, but nobody has tested that over a long boss, so mana per pull scores only a 3.
For the party it dispels magic and disease and brings Fortitude,
Divine Spirit,
Shackle Undead and
Fear Ward. That suits undead packs and the fear effects in Dire
Maul North. It cannot remove a curse or a poison. Scholomance has a curse that cuts healing taken by 75 percent and Dire Maul East and North use poison, so this healer needs a
Druid or
Mage in the group for curses (Classic-era sources, not tested in Forever).
Prayer of Healing and
Binding Heal heal a party, but Blizzard calls that Discipline's weaker half.
It is not S because mana per pull and party healing are only average, and it has no answer to curses or poison. Its tank healing and self-protection are as good as the list gets.
Weaknesses
- No curse or poison removal
- Party healing is Discipline's weaker half
- Long-boss mana is untested
- Cloth armour and no escape beyond
Fade and
Psychic Scream
What would move it: Measured mana use on a long level-60 boss, or a dungeon where curses decide the run, would move it.
Rated on assumptions:
- Nobody has played past the beta cap of 30, so the level-60 build is a projection from client tooltips.
- The dungeon facts are Classic-era and not confirmed as unchanged in Forever.
Read the Discipline Priest guide · Back to the chart
The strongest single-target healer, with a three-type
Cleanse and good defences, held back by costly, slow party healing and mana.
Scores for Holy
Paladin| Criterion | Weight | Score |
|---|
| Keeping the tank up | 30 | ●●●●● 5 |
|---|
| Mana per pull and between pulls | 20 | ●●●○○ 3 |
|---|
| What it brings the party | 15 | ●●●●○ 4 |
|---|
| Healing the party | 15 | ●●●○○ 3 |
|---|
| Threat and staying alive | 10 | ●●●●○ 4 |
|---|
| Emergency tools and movement | 10 | ●●●●○ 4 |
|---|
Weighted score 3.95, which is A tier.
Tank healing carries the most weight in a dungeon and this is where Holy Paladin is best.
Holy Light is the large heal,
Flash of Light the cheap top-up,
Holy Shock is instant on a 10 second cooldown and
Lay on Hands heals a full health bar. Two guide sites call it the strongest single-target healer, though both are opinion on a beta.
Cleanse removes one poison, one disease and one magic effect at once. That covers the poison in Dire
Maul North and East, the diseases in Dire Maul West and Scholomance and the magic effects in Dire Maul. It cannot remove curses, so Scholomance's healing-cut curse and the curses in Dire Maul East and Stratholme need another class (Classic-era sources).
Blessing of Freedom,
Blessing of Protection and
Hammer of Justice help too. The party heal is the weak point:
Light's Vigil then Holy Shock costs about 1665 mana for the first heal and needs setup.
Illumination returns only half a spell's base cost.
It is not S because party healing and mana per pull are both only average and it cannot remove curses. It sits level with the two
Priests in A.
What would move it: Level-60 spell-power numbers for Holy Shock and Light's Vigil, or evidence that mana runs short between pulls.
Rated on assumptions:
- Nobody has played past the beta cap of 30; level-60 mana and heal sizes are projections from base tooltip values without spell power.
- The dungeon dispel facts are Classic-era and not confirmed as unchanged in Forever.
Read the Holy Paladin guide · Back to the chart
The party healer:
Prayer of Healing,
Prayer of Mending and
Holy Nova suit big pulls, with good tank heals and Discipline's dispels.
Scores for Holy
Priest| Criterion | Weight | Score |
|---|
| Keeping the tank up | 30 | ●●●●○ 4 |
|---|
| Mana per pull and between pulls | 20 | ●●●○○ 3 |
|---|
| What it brings the party | 15 | ●●●●○ 4 |
|---|
| Healing the party | 15 | ●●●●● 5 |
|---|
| Threat and staying alive | 10 | ●●●●○ 4 |
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| Emergency tools and movement | 10 | ●●●●○ 4 |
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Weighted score 3.95, which is A tier.
Holy is the Priest spec that heals a whole group at once, and Blizzard says so. Prayer of Healing heals the target's party, Prayer of Mending jumps up to five times, Holy Nova heals everyone within 10 yards and
Binding Heal heals two. That is the best answer in this list to the room-wide damage in Dire
Maul East and the damage auras in Scholomance and Stratholme.
On a single tank it uses
Greater Heal,
Flash Heal and
Renew, and its shields are weaker than Discipline's. It dispels magic and disease and brings Fortitude,
Shackle Undead and
Fear Ward. It has no curse or poison removal, so the Scholomance curse that cuts healing taken needs a
Druid or
Mage (Classic-era source). Guides say mana is Holy's weakness, though
Meditation and
Litany of Light help.
It is not S because it is weaker than Discipline on a tank, mana per pull is only average and it cannot remove curses or poison.
Weaknesses
- Mana is its weak point
- Tank shields weaker than Discipline's
- No curse or poison removal
- Cloth armour
What would move it: Measured mana use over several large pulls, or a dungeon where party damage matters more than the tank.
Rated on assumptions:
- Nobody has played past the beta cap of 30, so the level-60 build is a projection.
- Whether Holy's mana lasts a full run is untested; the dungeon facts are Classic-era.
Read the Holy Priest guide · Back to the chart
The best mana of the five, a 3 second
Healing Wave for the tank, poison and disease cures, but no magic or curse removal.
Scores for Restoration
Shaman| Criterion | Weight | Score |
|---|
| Keeping the tank up | 30 | ●●●●○ 4 |
|---|
| Mana per pull and between pulls | 20 | ●●●●● 5 |
|---|
| What it brings the party | 15 | ●●●●○ 4 |
|---|
| Healing the party | 15 | ●●●○○ 3 |
|---|
| Threat and staying alive | 10 | ●●●●○ 4 |
|---|
| Emergency tools and movement | 10 | ●●●○○ 3 |
|---|
Weighted score 3.95, which is A tier.
Mana per pull is where Restoration Shaman leads.
Mindfulness lets half of regeneration continue while casting,
Water Shield returns mana, Mana Spring helps the group and
Mana Tide Totem refills it. In a dungeon that means more pulls between drinks. Healing Wave with
Healing Way is the large tank heal, backed by
Riptide, an instant heal and HoT, and Nature's Swiftness. It casts in 3 seconds and cannot be cast on the move.
It cures poison and disease, and the cleansing totems do it for the party without a button press. That covers Dire
Maul East and North and the Scholomance diseases. It has no magic or curse removal, so Scholomance's healing-cut curse needs a
Druid or
Mage (Classic-era source).
Tremor Totem answers fear.
Chain Heal reaches three of five, only within a party, so it is not a full party heal.
It is not S because Healing Wave is slow for a tank, Chain Heal does not cover the whole party and it cannot remove magic or curses.
Strengths
- Strongest mana kit of the five
Healing Wave,
Riptide and Nature's Swiftness for a tank- Poison and disease cures, plus cleansing totems
Tremor Totem and Grounding- Mail armour and a shield
What would move it: Level-60 heal sizes that show Healing Wave keeping up on big pulls, or totem rules that change what the party gets.
Rated on assumptions:
- Nobody has played past the beta cap of 30; Mana Tide and
Water Shield at 60 are projections from client data. - The dungeon facts are Classic-era and not confirmed as unchanged in Forever.
Read the Restoration Shaman guide · Back to the chart
The only healer that removes curses, also cures poison and has an instant party
Wild Growth, but its tank healing is slow and HoT-led.
Scores for Restoration
Druid| Criterion | Weight | Score |
|---|
| Keeping the tank up | 30 | ●●●○○ 3 |
|---|
| Mana per pull and between pulls | 20 | ●●●○○ 3 |
|---|
| What it brings the party | 15 | ●●●●● 5 |
|---|
| Healing the party | 15 | ●●●●○ 4 |
|---|
| Threat and staying alive | 10 | ●●●●○ 4 |
|---|
| Emergency tools and movement | 10 | ●●●●○ 4 |
|---|
Weighted score 3.65, which is B tier.
Utility is where Restoration Druid is strongest.
Remove Curse also removes
Banes, and
Abolish Poison cures poison. Scholomance's curse that cuts healing taken by 75 percent, the curses in Dire
Maul East and Stratholme, and the poison in Dire Maul East and North are all answered. Only Druids and
Mages remove curses, and a lone healer who can decurse the tank needs no one else. It also has
Hibernate,
Entangling Roots,
Thorns and
Mark of the Wild. It cannot remove magic or disease.
On the tank it is weaker.
Healing Touch is big but takes 3 seconds, and HoTs react slowly to sudden damage. Nature's Swiftness and
Swiftmend are spot fixes. Wild Growth is instant and heals a party of five for 1050 mana, and every instant heal works on the move. Reflection keeps half of regeneration while casting, but Blizzard and guides call mana the constraint.
It is not A because tank healing, the heaviest criterion, is only average and mana per pull is average too. Its utility does not make up the gap.
Weaknesses
Healing Touch is a 3 second cast- HoTs are slow against spikes
- No magic or disease removal
- Mana is the constraint
What would move it: Level-60 evidence that HoTs hold a tank through big pulls, or a dungeon where curses and poison decide the run.
Rated on assumptions:
- Nobody has played past the beta cap of 30; heal sizes at 60 are client tooltips without spell power.
- Mana efficiency is arithmetic on tooltips, and the dungeon facts are Classic-era.
Read the Restoration Druid guide · Back to the chart