A level-60 character doing damage in a group: five-player dungeons and the raids Forever has at the cap, alongside a tank and healers.
Only the 20 specs whose talent tree is built to do damage are rated: all three of
Hunter,
Mage,
Rogue and
Warlock; Balance and
Feral Cat
Druid;
Retribution
Paladin; Shadow
Priest;
Elemental and
Enhancement
Shaman; Arms and Fury
Warrior. Tanks and healers get lists of their own.
This is a forecast. The beta stops at level 30 and raids open on 9 December, 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 group builds, and what Blizzard has announced.
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. Nothing yet measures damage at 60, so no spec's single-target damage could be called clearly the highest, and that criterion carries the most weight. A spec that proves stronger at 60 than its kit suggests would move up in a later version.
Several group rules are not yet known in Forever: the debuff limit, the hit cap, and whether
Sunder Armor and
Expose Armor both reduce armor (Blizzard's wording suggests they share one slot). Each entry lists what it assumes. Settled since: identical totems from two Shamans don't stack, and every Paladin
Judgement helps all attackers.
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 |
|---|
| Single-target damage | 30 | Damage on one target over a long boss fight in pre-raid gear: 5 is among the highest on this list, with the kit to keep it up; 3 is a solid contributor, middle of the pack; 1 is well behind the rest, taken for something else. |
|---|
| Multi-target damage | 15 | Damage on dungeon packs and raid adds: 5 clears packs at the tank's pace with real area damage; 3 cleaves two or three, or has area damage that is weak, costly or risky; 1 is single-target only in practice. |
|---|
| What it brings the group | 20 | Help beyond its own damage: 5 has a buff or debuff that raises the group's damage plus crowd control, an interrupt or a rescue the group plans around; 3 has one party buff, a useful debuff or one crowd control; 1 brings nothing beyond its damage. |
|---|
| Resource over a long fight | 15 | Keeping up output to the end: 5 holds full output on its own regeneration or tools; 3 needs potions or a mana tool, or sags late; 1 runs dry well before a long fight ends. |
|---|
| Threat and staying alive | 10 | Not pulling aggro or dying to group damage: 5 has threat-reduction tools and takes little damage; 3 must watch threat or takes cleave and splash, with one drop or defensive; 1 pulls easily with no drop, or is fragile where it has to stand. |
|---|
| Independence from setup | 10 | Doing full damage on its own terms: 5 needs no particular buff, debuff slot, position, pet or gear piece; 3 loses noticeable damage without one such thing; 1 needs several things others provide, or a rare gear piece. |
|---|
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 group build from our class guide, or the nearest one it has.
- Gear: pre-raid: dungeon blues, crafted and reputation items. No raid gear and no world buffs.
- Consumables: the ordinary ones a group player brings: potions, elixirs, food, weapon oils and stones.
- Group: a balanced group, with the buffs a normal party or raid gives.
- The game rules of the build named above. A patch that changes them makes a new version of this list.
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.
Damage over time that ticks all fight,
Curse of the Elements for every caster, and
Life Tap to keep the mana coming.
Scores for
Affliction
Warlock| Criterion | Weight | Score |
|---|
| Single-target damage | 30 | ●●●●○ 4 |
|---|
| Multi-target damage | 15 | ●●○○○ 2 |
|---|
| What it brings the group | 20 | ●●●●● 5 |
|---|
| Resource over a long fight | 15 | ●●●●○ 4 |
|---|
| Threat and staying alive | 10 | ●●●○○ 3 |
|---|
| Independence from setup | 10 | ●●●●○ 4 |
|---|
Weighted score 3.80, which is A tier.
Affliction's damage is
Corruption,
Bane of Agony,
Bane of Doom and
Siphon Life, with
Shadow Bolt as filler. In Forever these DoTs can crit,
Pandemic doubles their crit bonus, and
Shadow Mastery was doubled on 15 Oct. Blizzard says Warlocks now do damage to compete with any other spellcaster.
It brings the one caster damage debuff a group has, Curse of the Elements, plus summoning, a Soulstone battle resurrection and Healthstones.
Banes are not curses, so a Bane and Curse of the Elements run together.
It stops short of S because nothing has been measured at 60, it has no area-damage talents of its own, and its DoT threat can pull mobs off a weak tank.
Weaknesses
- No area-damage talents
- DoT threat can pull off a weak tank
- Soul Shards to farm and carry
- Cloth armour
What would move it: Measured level-60 damage that puts it clearly above or below the other casters, or a debuff limit that crowds out its DoTs.
Rated on assumptions:
- The level-60 talent build is a projection; nobody has played past the beta cap of 30.
- Forever's debuff limit has not been stated; the list assumes it does not crowd out a
Warlock's DoTs. - Whether curses and
Banes cause threat is untested.
Read the Affliction Warlock guide · Back to the chart
Its demon powers its spells, soaks its damage and carries an interrupt, on top of the
Warlock's group kit.
Scores for
Demonology Warlock| Criterion | Weight | Score |
|---|
| Single-target damage | 30 | ●●●●○ 4 |
|---|
| Multi-target damage | 15 | ●●○○○ 2 |
|---|
| What it brings the group | 20 | ●●●●● 5 |
|---|
| Resource over a long fight | 15 | ●●●●○ 4 |
|---|
| Threat and staying alive | 10 | ●●●●○ 4 |
|---|
| Independence from setup | 10 | ●●●○○ 3 |
|---|
Weighted score 3.80, which is A tier.
Demonic Knowledge turns the demon into spell power,
Master Demonologist adds 10% to a school or cuts damage taken, and
Demonic Sacrifice trades the demon for 15% more damage for two hours.
Shadow Bolt and the class DoTs do the rest.
Soul Link sends 30% of the damage it takes to the demon, which makes it the hardest Warlock to kill, and a Felhunter adds the Spell Lock interrupt.
Curse of the Elements, summoning and the Soulstone come with every Warlock.
Its damage leans on the demon staying alive: a dead or stunned demon costs Demonic Knowledge and Soul Link until it is back.
Weaknesses
- Damage depends on the demon being alive
- Resummoning costs time
- No area-damage talents
Soul Link was only fixed on 15 Oct
What would move it: Level-60 damage for Demonology against
Affliction, or Soul Link misbehaving again.
Rated on assumptions:
- The level-60 talent build is a projection; nobody has played past 30.
- The value of
Demonic Sacrifice against keeping a demon out comes from tooltip numbers.
Read the Demonology Warlock guide · Back to the chart
The game's designated cleaver:
Whirlwind and
Cleave on every pack, with
Battle Shout and
Sunder Armor for the whole group.
Scores for Fury
Warrior| Criterion | Weight | Score |
|---|
| Single-target damage | 30 | ●●●●○ 4 |
|---|
| Multi-target damage | 15 | ●●●●● 5 |
|---|
| What it brings the group | 20 | ●●●●● 5 |
|---|
| Resource over a long fight | 15 | ●●●○○ 3 |
|---|
| Threat and staying alive | 10 | ●●○○○ 2 |
|---|
| Independence from setup | 10 | ●●○○○ 2 |
|---|
Weighted score 3.80, which is A tier.
Blizzard calls Warriors the kings of cleave, and Fury is built for it: Whirlwind, Cleave and
Bloodthirst with dual wield, Flurry and
Death Wish. No other spec on this list matches it on packs.
Battle Shout gives the raid 139 attack power and five stacks of Sunder Armor strip 2,250 armour, so a Warrior is what physical damage dealers want beside them, and
Pummel interrupts.
It pays in threat and setup: there is no threat drop, Death Wish adds 5% damage taken, dual wield needs a lot of hit and Forever's hit cap is not yet known. Warriors also carry the hybrid tax of about 5%.
Weaknesses
- No threat drop
- Dual wield needs a lot of hit
- Rage runs short when nothing is hitting it
- Tuned about 5% below the pure classes
What would move it: Forever's hit cap, or measured damage showing whether dual wield's rage keeps up on a long boss.
Rated on assumptions:
- The level-60 talent build is a projection; Flurry needs 26 points and is out of reach at the beta cap.
- Forever's hit cap has not been established.
- Whether
Sunder Armor and
Expose Armor stack is unconfirmed.
Read the Fury Warrior guide · Back to the chart
Steady ranged damage with a pet that keeps hitting while the
Hunter moves, and
Multi-Shot and
Volley for packs.
Scores for
Beast Mastery Hunter| Criterion | Weight | Score |
|---|
| Single-target damage | 30 | ●●●●○ 4 |
|---|
| Multi-target damage | 15 | ●●●●○ 4 |
|---|
| What it brings the group | 20 | ●●●●○ 4 |
|---|
| Resource over a long fight | 15 | ●●●○○ 3 |
|---|
| Threat and staying alive | 10 | ●●●●○ 4 |
|---|
| Independence from setup | 10 | ●●●○○ 3 |
|---|
Weighted score 3.75, which is A tier.
Beast Mastery is a pure class's damage:
Aimed Shot,
Arcane Shot,
Serpent Sting and
Auto Shot, with
Bestial Wrath,
Frenzy and
Summon Hawk adding pet damage. Pets inherit the Hunter's stats.
Multi-Shot hits three targets and Volley has no cooldown, so it helps on packs, and
Feign Death drops threat every 30 seconds.
Mana is its limit, with no Aspect of the Viper, and it has no interrupt. A pet's pathing can pull extra mobs in a dungeon.
Weaknesses
- No interrupt
- No Aspect of the Viper for mana
- Ammunition and pet food to carry
- Pet pathing can pull extra mobs
What would move it: Level-60 mana over a long boss fight, or a change to how pets attack.
Rated on assumptions:
Bestial Wrath,
Frenzy and the level-60 values come from client data and theorycraft.- The level-60 talent build is a projection.
Read the Beast Mastery Hunter guide · Back to the chart
Energy that never runs dry,
Adrenaline Rush for burst,
Kick,
Sap and
Blind, and
Expose Armor for the physical damage dealers.
Scores for Combat
Rogue| Criterion | Weight | Score |
|---|
| Single-target damage | 30 | ●●●●○ 4 |
|---|
| Multi-target damage | 15 | ●●○○○ 2 |
|---|
| What it brings the group | 20 | ●●●●○ 4 |
|---|
| Resource over a long fight | 15 | ●●●●● 5 |
|---|
| Threat and staying alive | 10 | ●●●●○ 4 |
|---|
| Independence from setup | 10 | ●●●○○ 3 |
|---|
Weighted score 3.75, which is A tier.
Blizzard's stated intent is that Rogues have the highest potential single-target melee damage in the game; Combat gets there with
Sinister Strike,
Slice and Dice,
Eviscerate and Adrenaline Rush. That is intent, not a measurement, and Rogue base damage was cut.
Energy regenerates without end, so its output at the end of a long fight matches the start.
Feint and
Vanish cut its threat.
Blade Flurry adds only one extra target, so packs are not its strength. It needs a slow main-hand weapon, hit and poisons, and Expose Armor overlaps a
Warrior's
Sunder Armor.
What would move it: Measured damage for or against Blizzard's single-target intent, or confirmation that Expose Armor and Sunder Armor stack.
Rated on assumptions:
- The level-60 talent build is a projection.
Feint's threat value is unreconciled: Blizzard said doubled, the data suggests about five times.
Read the Combat Rogue guide · Back to the chart
Crit-driven
Fireball,
Pyroblast and
Ignite with no one else's help, plus
Counterspell,
Polymorph and
Arcane Brilliance.
Scores for Fire
Mage| Criterion | Weight | Score |
|---|
| Single-target damage | 30 | ●●●●○ 4 |
|---|
| Multi-target damage | 15 | ●●●○○ 3 |
|---|
| What it brings the group | 20 | ●●●●○ 4 |
|---|
| Resource over a long fight | 15 | ●●●○○ 3 |
|---|
| Threat and staying alive | 10 | ●●●●○ 4 |
|---|
| Independence from setup | 10 | ●●●●○ 4 |
|---|
Weighted score 3.70, which is B tier.
Fire is a pure class's damage: Fireball,
Fire Blast and Pyroblast with Ignite,
Critical Mass,
Fire Power,
Heating Up and
Combustion. Ignite is a separate debuff for each Mage and
Improved Scorch is personal, so it needs nothing from the group.
Every Mage brings Counterspell, Polymorph and Arcane Brilliance, and
Burning Soul cuts Fire threat by 30%.
Flamestrike and
Blast Wave give it real but costly area damage.
It misses A by a hair: nothing measured puts its damage ahead of the other casters, and its mana depends on crits through
Master of Elements.
Weaknesses
- Damage and mana both depend on crits
- Long
Pyroblast cast - Area spells are mana-heavy
- No group damage debuff
What would move it: Measured damage at 60 showing Fire ahead of the other casters, or too little crit in pre-raid gear.
Rated on assumptions:
- How
Scorch,
Fireball and
Fire Blast hold up over a long fight comes from spell and talent text. - How much it depends on crit gear before raids comes from the talent design.
- The level-60 talent build is a projection.
Read the Fire Mage guide · Back to the chart
Fire and Shadow burst with
Conflagrate,
Shadowburn and
Incinerate, the
Warlock's group kit, and little to shed threat.
Scores for
Destruction Warlock| Criterion | Weight | Score |
|---|
| Single-target damage | 30 | ●●●●○ 4 |
|---|
| Multi-target damage | 15 | ●●●○○ 3 |
|---|
| What it brings the group | 20 | ●●●●● 5 |
|---|
| Resource over a long fight | 15 | ●●●○○ 3 |
|---|
| Threat and staying alive | 10 | ●●○○○ 2 |
|---|
| Independence from setup | 10 | ●●●●○ 4 |
|---|
Weighted score 3.70, which is B tier.
Destruction mixes
Shadow Bolt,
Immolate, Conflagrate, Shadowburn, Incinerate and
Soul Fire, with
Ruin doubling crit damage.
Bane of Havoc copies 15% of its damage to a second target.
It brings everything a Warlock brings:
Curse of the Elements, summoning, the Soulstone and Healthstones.
Rain of Fire and
Hellfire give it area damage, though Hellfire burns the Warlock too.
Its weak spot is threat: Suppression is an
Affliction talent, so Destruction has
Molten Skin and nothing to drop aggro. It has few drain tools and leans on
Life Tap for mana.
What would move it: Level-60 damage against Affliction, or a group build that takes
Suppression.
Rated on assumptions:
- Its burst-then-sustain shape comes from the client's cooldowns.
- Its standing against
Affliction rests on talent numbers only.
Read the Destruction Warlock guide · Back to the chart
A
Hunter without a pet, with
Lone Wolf's 20% damage,
Sniper Shot and
Multi-Shot, and group buffs that mostly help other Hunters.
Scores for
Marksmanship Hunter| Criterion | Weight | Score |
|---|
| Single-target damage | 30 | ●●●●○ 4 |
|---|
| Multi-target damage | 15 | ●●●●○ 4 |
|---|
| What it brings the group | 20 | ●●●○○ 3 |
|---|
| Resource over a long fight | 15 | ●●●○○ 3 |
|---|
| Threat and staying alive | 10 | ●●●●○ 4 |
|---|
| Independence from setup | 10 | ●●●●○ 4 |
|---|
Weighted score 3.65, which is B tier.
Marksmanship drops the pet for Lone Wolf's 20% damage and adds Sniper Shot to
Aimed Shot,
Arcane Shot and
Serpent Sting.
Auto Shot keeps firing while it casts.
Trueshot Aura and
Hunter's Mark raise ranged attack power only, so in most groups they mainly help other Hunters.
Freezing Trap and
Scatter Shot are its control, and it has no interrupt.
With no pet it needs nothing from anyone to do its damage, and
Feign Death and
Disengage handle threat. Mana is its limit, as for every Hunter.
Weaknesses
- Its group buffs reach ranged attackers only
- No interrupt
- No Aspect of the Viper for mana
Sniper Shot's 4-second cast
What would move it: Raid data after raids open on 9 December, or a change that lets Trueshot Aura help melee.
Rated on assumptions:
- The level-60 talent build is a projection.
- How the 4-second
Sniper Shot plays in a group is unmeasured.
Read the Marksmanship Hunter guide · Back to the chart
Mutilate and poisons for strong single-target damage on Energy, with no area damage at all.
Scores for
Assassination
Rogue| Criterion | Weight | Score |
|---|
| Single-target damage | 30 | ●●●●○ 4 |
|---|
| Multi-target damage | 15 | ●○○○○ 1 |
|---|
| What it brings the group | 20 | ●●●●○ 4 |
|---|
| Resource over a long fight | 15 | ●●●●● 5 |
|---|
| Threat and staying alive | 10 | ●●●●○ 4 |
|---|
| Independence from setup | 10 | ●●○○○ 2 |
|---|
Weighted score 3.50, which is B tier.
Assassination builds on Mutilate, which needs a dagger in each hand and does 20% more to a poisoned target, with
Backstab,
Cold Blood and
Venom. It shares the Rogue's Energy, which never runs out.
It brings
Kick,
Sap,
Blind and
Expose Armor, with
Feint and
Vanish to drop threat.
It has no area damage of its own, and its setup is the heaviest of the Rogues: two daggers, poison upkeep,
Slice and Dice and Venom, and a place behind the target.
Weaknesses
- No area damage
- Needs two daggers
- Must stand behind the target
- Poison,
Slice and Dice and
Venom upkeep
What would move it: Level-60 damage numbers for Mutilate, or poisons scaling better than the beta suggests.
Rated on assumptions:
Mutilate's rank 4 and level-60 values come from client data.- The level-60 talent build is a projection.
Read the Assassination Rogue guide · Back to the chart
The biggest
Mage burst through
Arcane Blast and
Arcane Power, at a mana cost that is hard to hold for a long fight.
Scores for Arcane Mage| Criterion | Weight | Score |
|---|
| Single-target damage | 30 | ●●●●○ 4 |
|---|
| Multi-target damage | 15 | ●●●○○ 3 |
|---|
| What it brings the group | 20 | ●●●●○ 4 |
|---|
| Resource over a long fight | 15 | ●●○○○ 2 |
|---|
| Threat and staying alive | 10 | ●●●○○ 3 |
|---|
| Independence from setup | 10 | ●●●●○ 4 |
|---|
Weighted score 3.45, which is B tier.
Arcane Blast stacks spell damage from Intellect and Arcane Power adds 30% damage, with
Arcane Missiles and
Arcane Wrath behind them. It needs no pet or debuff slot.
Every stack of Arcane Blast raises its cost and Arcane Power adds 30% more, so the rotation spends mana fast and leans on
Evocation and mana gems. That is the main reason it sits below Fire.
It brings
Counterspell,
Polymorph and
Arcane Brilliance like every Mage, but its group build has no Arcane threat cut.
Weaknesses
- Mana runs short over a long fight
- No threat cut in the group build
- Immune enemies hit Arcane-heavy groups
- No group damage debuff
What would move it: A full boss fight at 60 showing whether the Arcane Blast cost curve holds, or a change to Evocation.
Rated on assumptions:
- The burst-then-regenerate shape comes from the client's spell text.
- Whether the cost curve holds a full boss fight is untested past 30.
Read the Arcane Mage guide · Back to the chart
A two-handed
Warrior with
Mortal Strike,
Sweeping Strikes and
Cleave, and the same
Battle Shout and
Sunder Armor as Fury.
Scores for Arms Warrior| Criterion | Weight | Score |
|---|
| Single-target damage | 30 | ●●●○○ 3 |
|---|
| Multi-target damage | 15 | ●●●●○ 4 |
|---|
| What it brings the group | 20 | ●●●●● 5 |
|---|
| Resource over a long fight | 15 | ●●●○○ 3 |
|---|
| Threat and staying alive | 10 | ●●○○○ 2 |
|---|
| Independence from setup | 10 | ●●●○○ 3 |
|---|
Weighted score 3.45, which is B tier.
Arms hits with Mortal Strike,
Slam,
Overpower and
Execute, with
Deep Wounds on crits. Its only big offensive cooldown is
Recklessness, every 30 minutes, and Warriors carry the hybrid tax.
Sweeping Strikes and Cleave give it real multi-target damage, and it brings Battle Shout, Sunder Armor,
Demoralizing Shout and
Pummel.
Like Fury it has no threat drop. It wants a slow two-hander, and
Whirlwind's tooltip reads as needing both weapons, which is awkward for Arms.
Weaknesses
- Less single-target damage than Fury
- No threat drop
Recklessness only every 30 minutes- Needs a slow two-hander
What would move it: Level-60 damage for Arms against Fury, or Whirlwind working with a two-hander.
Rated on assumptions:
Mortal Strike's ranks at 48, 54 and 60 are datamined.- Whether
Whirlwind works for Arms with a two-hander rests on the client's tooltip.
Read the Arms Warrior guide · Back to the chart
The safest caster on the list, with
Ice Barrier,
Ice Block and a 30% threat cut, but less damage on bosses that can't be frozen.
Scores for Frost
Mage| Criterion | Weight | Score |
|---|
| Single-target damage | 30 | ●●●○○ 3 |
|---|
| Multi-target damage | 15 | ●●●○○ 3 |
|---|
| What it brings the group | 20 | ●●●●○ 4 |
|---|
| Resource over a long fight | 15 | ●●●○○ 3 |
|---|
| Threat and staying alive | 10 | ●●●●● 5 |
|---|
| Independence from setup | 10 | ●●●○○ 3 |
|---|
Weighted score 3.40, which is B tier.
Frostbolt is its damage, with
Ice Lance,
Shatter and
Fingers of Frost adding crits on frozen targets. Bosses can't usually be frozen, so on a long fight most of that bonus is gone.
Frost Channeling cuts Frost threat by 30%, and Ice Barrier, Ice Block and
Cold Snap make it the hardest Mage to kill. It brings
Counterspell,
Polymorph and
Arcane Brilliance.
Cone of Cold, helped by
Winter's Chill, and Blizzard handle packs, though Blizzard weakened the slows in Forever.
Weaknesses
Shatter and
Ice Lance need a frozen target- Slows weakened in Forever
- Immune enemies hit Frost hardest
- No group damage debuff
What would move it: Fingers of Frost proving worth more at 60, or bosses that can be frozen.
Rated on assumptions:
Read the Frost Mage guide · Back to the chart
Blessings,
Judgements and resistance auras for the group, with plate and good mana, but no interrupt and a lot of setup.
Scores for
Retribution
Paladin| Criterion | Weight | Score |
|---|
| Single-target damage | 30 | ●●●○○ 3 |
|---|
| Multi-target damage | 15 | ●●●○○ 3 |
|---|
| What it brings the group | 20 | ●●●●○ 4 |
|---|
| Resource over a long fight | 15 | ●●●●○ 4 |
|---|
| Threat and staying alive | 10 | ●●●○○ 3 |
|---|
| Independence from setup | 10 | ●●○○○ 2 |
|---|
Weighted score 3.25, which is B tier.
Retribution hits with
Holy Strike,
Seal of Command and Judgement, with
Exorcism and
Hammer of Wrath where they apply. It took three rounds of cuts and pays the hybrid tax, so its damage is middle of the pack.
Blizzard says its raid value comes from Blessings, Judgement upkeep and resistance auras. Blessings of Kings, Might and Wisdom,
Lay on Hands and
Blessing of Protection are things a group plans around.
It needs a slow two-hander, a Seal and a Judgement every 10 seconds, a place behind the target and, from level 40, seal twisting. It has no interrupt and no slow.
Weaknesses
- No interrupt or slow
- Needs a slow two-hander
- Seal twisting at 40+ is untested
- Tuned about 5% below the pure classes
What would move it: How seal twisting plays at 60.
Rated on assumptions:
Twist of Light is untested at 60.- Its mana over a long fight at 60 is extrapolated.
Read the Retribution Paladin guide · Back to the chart
Hard to pull aggro with and hard to kill, with Fortitude and
Vampiric Embrace for the group, but no area damage.
Scores for Shadow
Priest| Criterion | Weight | Score |
|---|
| Single-target damage | 30 | ●●●○○ 3 |
|---|
| Multi-target damage | 15 | ●○○○○ 1 |
|---|
| What it brings the group | 20 | ●●●●○ 4 |
|---|
| Resource over a long fight | 15 | ●●●●○ 4 |
|---|
| Threat and staying alive | 10 | ●●●●● 5 |
|---|
| Independence from setup | 10 | ●●●○○ 3 |
|---|
Weighted score 3.25, which is B tier.
Shadow damages with
Shadow Word: Pain,
Devouring Plague,
Mind Blast,
Mind Flay and
Shadow Word: Death, with
Shadowform adding 10%. It pays the hybrid tax, and Blizzard counts Vampiric Embrace's party healing in that budget.
Shadow Affinity and
Silent Resolve cut its threat by 30%,
Fade drops it, and
Power Word: Shield and Shadowform's 15% less physical damage keep it alive.
It brings Fortitude,
Divine Spirit,
Shadow Protection,
Silence and
Fear Ward, but
Shadow Weaving is personal and it returns no party mana. It has no area damage, and Shadowform blocks healing, so the group needs another healer.
Weaknesses
- No area damage
Shadowform blocks healing- No party mana return
- Tuned about 5% below the pure classes
What would move it: Level-60 damage against the pure casters, or Vampiric Embrace's healing proving worth more.
Rated on assumptions:
- Its level-60 damage against the pure casters comes from the hybrid tax and the client's numbers.
- Whether
Vampiric Embrace makes up for the hybrid tax is untested.
Read the Shadow Priest guide · Back to the chart
Moonkin Aura,
Innervate and
Rebirth for the group, middling
Wrath and
Starfire damage, and no threat tools.
Scores for Balance
Druid| Criterion | Weight | Score |
|---|
| Single-target damage | 30 | ●●●○○ 3 |
|---|
| Multi-target damage | 15 | ●●●○○ 3 |
|---|
| What it brings the group | 20 | ●●●●○ 4 |
|---|
| Resource over a long fight | 15 | ●●●○○ 3 |
|---|
| Threat and staying alive | 10 | ●●○○○ 2 |
|---|
| Independence from setup | 10 | ●●●○○ 3 |
|---|
Weighted score 3.10, which is C tier.
Balance casts Wrath, Starfire,
Moonfire and
Insect Swarm, helped by
Moonfury, Vengeance and
Eclipse. Wrath got 50% stronger on 24 Sep, but the hybrid tax applies and nothing puts it level with the pure casters.
It brings Moonkin Aura's spell crit, Innervate, Rebirth,
Faerie Fire and curse removal, which casters and healers value.
Hurricane gives it area damage at a high mana cost.
It has no threat reduction in its build, so big crits can pull aggro, and in a long fight it relies on its own Innervate for mana.
Weaknesses
- No threat reduction
Hurricane is costly- No interrupt
- Tuned about 5% below the pure classes
What would move it: Moonkin Aura's value confirmed, or level-60 Wrath and Starfire damage.
Rated on assumptions:
- Moonkin Aura's +3% spell crit is unconfirmed for this build.
Hurricane's mana cost over a long fight is extrapolated.- Forever's debuff limit has not been stated.
Read the Balance Druid guide · Back to the chart
The best stealth, control and escape tools of any
Rogue, and the weakest group damage.
Scores for
Subtlety Rogue| Criterion | Weight | Score |
|---|
| Single-target damage | 30 | ●●○○○ 2 |
|---|
| Multi-target damage | 15 | ●○○○○ 1 |
|---|
| What it brings the group | 20 | ●●●●○ 4 |
|---|
| Resource over a long fight | 15 | ●●●●● 5 |
|---|
| Threat and staying alive | 10 | ●●●●● 5 |
|---|
| Independence from setup | 10 | ●●○○○ 2 |
|---|
Weighted score 3.00, which is C tier.
Subtlety's damage is
Hemorrhage,
Ambush and
Garrote, with
Preparation to reset cooldowns. Our class guide calls it a solo and PvP spec, the weakest Rogue in group PvE, and its capstone is due to change.
It keeps the Rogue's Energy,
Kick,
Sap and
Expose Armor, and adds
Premeditation,
Cheap Shot and
Distract.
Feint,
Vanish and
Elusiveness make it the hardest Rogue to pull aggro with.
It has no area damage, and its openers need stealth and position, which a group fight rarely gives twice.
Weaknesses
- Lowest single-target damage of the
Rogues - No area damage
- Openers need stealth and position
- Its capstone is due to be replaced
What would move it: Death Mark replacing
Thousand Cuts, or any change aimed at its group damage.
Rated on assumptions:
- The capstone is provisional: Death Mark is announced to replace
Thousand Cuts. - The level-60 talent build is a projection.
Read the Subtlety Rogue guide · Back to the chart
Windfury, Strength of Earth and Grace of Air for the melee, with middling two-handed damage and heavy setup.
Scores for
Enhancement
Shaman| Criterion | Weight | Score |
|---|
| Single-target damage | 30 | ●●●○○ 3 |
|---|
| Multi-target damage | 15 | ●●○○○ 2 |
|---|
| What it brings the group | 20 | ●●●●● 5 |
|---|
| Resource over a long fight | 15 | ●●○○○ 2 |
|---|
| Threat and staying alive | 10 | ●●●○○ 3 |
|---|
| Independence from setup | 10 | ●●○○○ 2 |
|---|
Weighted score 3.00, which is C tier.
Enhancement swings a slow two-hander, with
Stormstrike, Flurry,
Windfury Weapon and
Maelstrom Weapon feeding
Lightning Bolt. It pays the hybrid tax, and
Rage of the Farseer is a personal cooldown, not Bloodlust.
Its totems are what melee groups want: Windfury, Strength of Earth and Grace of Air, now reaching the raid, plus the
Earth Shock interrupt and
Purge.
It has no
Mana Tide Totem or
Water Shield, so it needs potions in a long fight. It needs the two-hander, the imbue and totems at every pack, and Maelstrom fills slowly with a two-hander.
Strengths
- Windfury, Strength of Earth and Grace of Air totems
Earth Shock interrupt and
Purge- Mail armour
- Can off-tank a small group
Weaknesses
- Mana runs short in a long fight
- Maelstrom fills slowly with a two-hander
- Can't dual wield
- Tuned about 5% below the pure classes
What would move it: The Maelstrom Weapon retune Blizzard is discussing.
Rated on assumptions:
- The level-60 talent build is a projection.
Read the Enhancement Shaman guide · Back to the chart
Totems and an interrupt the group plans around, and single-target damage Blizzard itself says came up short.
Scores for
Elemental
Shaman| Criterion | Weight | Score |
|---|
| Single-target damage | 30 | ●●○○○ 2 |
|---|
| Multi-target damage | 15 | ●●●○○ 3 |
|---|
| What it brings the group | 20 | ●●●●● 5 |
|---|
| Resource over a long fight | 15 | ●●○○○ 2 |
|---|
| Threat and staying alive | 10 | ●●●○○ 3 |
|---|
| Independence from setup | 10 | ●●●○○ 3 |
|---|
Weighted score 2.95, which is C tier.
Elemental casts
Lightning Bolt,
Lava Burst and
Flame Shock with
Lightning Overload and
Elemental Fury. Blizzard removed
Elemental Mastery because it could not raise Elemental's PvE damage while keeping it, and says the fix comes through Lava Burst and Lightning Overload.
It brings the Strength of Earth, Grace of Air and Mana Spring totems, the
Earth Shock interrupt,
Purge, Tremor and
Grounding Totem.
Chain Lightning,
Fire Nova and
Magma Totem cover packs.
A damage build has no
Mana Tide Totem or
Water Shield, so mana is a problem in a long fight.
Weaknesses
- Single-target damage Blizzard called short
- Mana runs short in a long fight
- Totems to drop at every pack
- Tuned about 5% below the pure classes
What would move it: The Lava Burst and Lightning Overload changes landing at 60, which Blizzard says are meant to raise its damage.
Rated on assumptions:
- The 15 Oct rework is untested.
- Whether Mana Spring reaches the whole raid is open.
Read the Elemental Shaman guide · Back to the chart
Leader of the Pack and
Faerie Fire for the melee, fair Energy-based damage, and no area damage by design.
Scores for
Feral Cat
Druid| Criterion | Weight | Score |
|---|
| Single-target damage | 30 | ●●●○○ 3 |
|---|
| Multi-target damage | 15 | ●○○○○ 1 |
|---|
| What it brings the group | 20 | ●●●●○ 4 |
|---|
| Resource over a long fight | 15 | ●●●●○ 4 |
|---|
| Threat and staying alive | 10 | ●●○○○ 2 |
|---|
| Independence from setup | 10 | ●●○○○ 2 |
|---|
Weighted score 2.85, which is C tier.
The Cat shreds and bleeds with
Shred,
Rake,
Rip and
Ferocious Bite, and its weapon's damage counts in form. It pays the hybrid tax and lost Tiger's Fury on 1 Oct.
It brings Leader of the Pack's crit for melee and ranged, Faerie Fire's armour cut,
Innervate,
Rebirth and curse removal.
Cat Form has no
Swipe on purpose, so it has no area damage. It wants
Shaman totems and a place behind the target, and it has no threat drop.
Weaknesses
- No area damage
- Must stand behind the target
- No threat drop
- Tuned about 5% below the pure classes
What would move it:
Berserk's value at 60, or an area attack for Cat Form.
Rated on assumptions:
Berserk is known only from its tooltip.
Leader of the Pack's +3% crit is unconfirmed for this build.- Cat threat rates are unmeasured.
Read the Feral Cat Druid guide · Back to the chart
A melee
Hunter whose damage waits on dodges and procs, with traps but little else for a group.
Scores for Survival Hunter| Criterion | Weight | Score |
|---|
| Single-target damage | 30 | ●●○○○ 2 |
|---|
| Multi-target damage | 15 | ●●○○○ 2 |
|---|
| What it brings the group | 20 | ●●●○○ 3 |
|---|
| Resource over a long fight | 15 | ●●●○○ 3 |
|---|
| Threat and staying alive | 10 | ●●●○○ 3 |
|---|
| Independence from setup | 10 | ●●○○○ 2 |
|---|
Weighted score 2.45, which is D tier.
Survival fights in melee with
Mongoose Bite,
Raptor Strike,
Strider Kick and
Lacerating Strikes, waiting on the enemy's dodges or
Expose Prey. Enemies parrying and blocking from behind cuts into that in the beta.
Traps on shorter cooldowns are its group tools, with
Hunter's Mark,
Deterrence and
Counterattack. Fire traps now scale with attack power, but its area damage stays thin.
It must pick its weapon for
Predator's Edge, stand in melee where threat spikes are likelier, and still runs on a Hunter's mana.
Weaknesses
- Damage waits on dodges and procs
- Melee range raises the threat risk
- Enemies parry and block from behind in the beta
- No interrupt
What would move it: A fix to parrying and blocking from behind, or level-60 play showing Mongoose Bite comes up often enough.
Rated on assumptions:
- Trap area damage at 60 is unverified.
- The level-60 talent build is a projection.
Read the Survival Hunter guide · Back to the chart