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Tier list

Solo PvE Leveling

Solo leveling from 1 to 60: every spec rated in its own tree on pace, power curve, pulls, survival, elite quests, gold cost and travel.

As of · build 1.60.1.70450 · Forecast

How we ranked them

A character levelling alone from 1 to 60 by questing and grinding in the open world, the way most players level: kill speed and downtime, how the class feels in each bracket, pulls and adds, deaths, elite and group quests, the gold it costs and the travel between quests. Dungeon runs in a group are not rated here; the dungeon lists cover them.

The subjects are the 28 specs, each levelled in its own talent tree: a Holy Paladin is rated levelling with the Holy tree, a Restoration Druid with the Restoration tree. Druid's Feral is split into Feral Cat and Feral Bear as on the other lists. A subject's key is `<class>/<spec>` (`warlock/affliction`).

Levels 1–30 are rated from beta play; 31–60 are projected. The beta's cap is 30, so the first half of each spec's score rests on what players and Blizzard have reported from the beta and the client's level-30 kit. The second half rests on the client data, Blizzard's announcements and, failing those, the Classic Era kit. Each projection is marked in the research notes and listed in the entry's `extrapolated` on the page. The two halves count equally: a spec that is slow to 20 and strong after 40 is rated on the whole road.

Half of this is a forecast. The beta stops at level 30, so levels 1 to 30 are rated from beta play and the client's spells, and levels 31 to 60 from the client's spell ranks and talent trees, the class guides' projected 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. The highest score is Beast Mastery Hunter at 3.65, short of the 4.25 S needs: nothing yet measures play past 30, so no spec could be called clearly the best on the heaviest criteria. A spec that proves stronger past 30 than its kit suggests would move up in a later version.

Every spec is rated levelling in its own talent tree, so a healing or tanking spec is rated as it levels, not as the damage spec most players switch to. That is why those specs sit low: the list answers how each spec levels, not which spec to level in.

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
CriterionWeightWhat it measures
Levelling pace30Kills same-level mobs back to back with almost no rest or drinking through most brackets: damage that doesn't depend on mana alone, a resource that refills while fighting, or a pet that tanks: 5. Kills at a fair speed but rests or drinks every 2–3 kills for long stretches: 3. Slow kills and frequent rest through most of the road; each mob is a chore: 1.
Power curve15Strong from the start; the key spells and talents arrive early and keep coming, with no dead stretch longer than a few levels: 5. One weak bracket (the first 20 levels, or a gap before a key talent or spell) that it grows out of: 3. Weak for a long stretch (until 30 or later), or the spec's tree gives little to levelling until its late talents: 1.
Pulls and adds15Handles 2–3 same-level mobs and a surprise add as routine, and clears quest clusters by pulling several at once: 5. Handles 2 with care or a cooldown; an add is a risk: 3. Two at once or an add is a likely death without an escape; must pull strictly one at a time: 1.
Survival and deaths15Rarely dies or corpse-runs: more than one escape or a cheap self-heal, on short cooldowns, from early levels: 5. One reliable escape or self-heal; a bad pull costs a cooldown or a death now and then: 3. A bad pull is a death; no escape worth the name until late: 1.
Elite and group quests10Solos most elite and group quests at or near their level with its own tools (kiting, fear, a pet tank, sustained self-heal): 5. Solos some with care, or a few levels above them; skips the rest or finds a group: 3. Skips elite and group quests or must find a group for each: 1.
Gold and gear dependence10Cheap to level: little beyond training and repairs, and works in whatever quest gear it has: 5. Some running cost (ammo, reagents, food and water) or a clear need for a weapon upgrade at times: 3. A heavy, constant drain (ammo, pet food, reagents, frequent repairs) or falls behind badly without good gear: 1.
Travel before the mount5A movement-speed form or ability available early and usable at will between quests (Travel Form, Ghost Wolf, Aspect of the Cheetah): 5. A short speed boost on a cooldown (Sprint), or a form that comes late: 3. No speed tool before the mount: 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.

What the ratings assume

  • Talents: the spec's levelling talent order from our class guide, kept in its own tree; where the guide levels in another tree, the nearest order the guide gives for this one.
  • Gear: quest rewards and vendor or crafted greens as they come. No dungeon runs for gear, no heirlooms, no help from a higher-level character.
  • Legacy perks: none. A first character, so the Talented perk and other account perks are not counted.
  • Consumables and gold: only what the character earns on the way: quest gold, vendor trash, its own gathering. Training, ammo, reagents, pet food and repairs come out of that.
  • Pets: the best pet the spec can get at each level, tamed or summoned on the way.
  • The game rules of the stated build. A patch that changes them makes a new version.

Confidence: Forecast

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.

Why each spec is where it is

Choose a spec on the chart to see why it sits where it does.

Beast Mastery Hunter B tier

The pet tanks while the Hunter shoots, so rests are short, but ammo and pet food run constantly and levels 1 to 9 are petless.

Scores for Beast Mastery Hunter
CriterionWeightScore
Levelling pace30 4
Power curve15 4
Pulls and adds15 3
Survival and deaths15 4
Elite and group quests10 4
Gold and gear dependence10 2
Travel before the mount5 4

Weighted score 3.65, which is B tier.

Levels 1 to 9 are petless, with Auto Shot, Serpent Sting and Raptor Strike, and the pet arrives at 10. After that the pet takes the hits, Summon Hawk at 25 adds two hawks of damage that need no focus, and Aimed Shot and Disengage arrive at 20. Shots cost mana, but there is little rest. Bestial Wrath comes at 40 and the tree runs out of points at about 53.

A Bear pet's Swipe hits three targets, and with Distracting Shot, Freezing Trap and Frost Trap the pack-solo report rates one to two mobs comfortable with preparation. The pet sponge, Mend Pet at 12, Feign Death at 30 and Intimidation make it survivable, and Blizzard says pets can tank solo. Ammo, pet food and a quiver slot are constant costs and it needs a decent ranged weapon. Aspect of the Cheetah at 20 can be used at will.

It is not A because ammo and pet food are constant costs and one to two mobs is its limit. It ties with Affliction Warlock at 3.65, 0.10 short of A.

Strengths

Weaknesses

  • Petless until level 10
  • Constant ammo and pet food
  • Quiver slot and a ranged weapon needed
  • One to two mobs at most

What would move it: A measured three-mob pull at 30, or ammo and food costs that turn out low.

Rated on assumptions:

  • Bestial Wrath at 40 is projected from the client and the own-tree order; nobody has played past 30.
  • Explosive Trap at 34 and Volley at 40 as ranged area damage are projected from client ranks.
  • Ammo cost per level is unverified.
  • Elite quests with Intimidation and a Bear or Turtle pet are projected from the kit.

Read the Beast Mastery Hunter guide · Back to the chart

Affliction Warlock B tier

DoTs, a Voidwalker to hold the mob and Life Tap for mana: the best Warlock levelling spec, with no speed before 40.

Scores for Affliction Warlock
CriterionWeightScore
Levelling pace30 4
Power curve15 4
Pulls and adds15 4
Survival and deaths15 4
Elite and group quests10 3
Gold and gear dependence10 3
Travel before the mount5 1

Weighted score 3.65, which is B tier.

Affliction puts Corruption and Bane of Agony on one mob and moves to the next, while the Voidwalker holds it. Levels 1 to 10 are its weak bracket and levels 6 to 10 are painful, with the Imp, wand and drinking. Then the Voidwalker comes at 10, Improved Corruption at about 14 makes Corruption instant, Pandemic at 20 is the big damage jump, and Siphon Life and the Felhunter arrive at 30. Life Tap and Soul Harvest keep drinking down.

On pulls, the DoTs, Voidwalker and Fear cover two mobs comfortably, and Suppression keeps DoT threat off the Voidwalker. It survives well with Fear at 8, Healthstone at 10, Drain Life at 14, Soulstone at 18 and Demon Armor at 20, with Death Coil at 42 as the emergency button. Elite quests rest on Fear, the Voidwalker and Drain Life and are unverified. Soul Shards and bag slots are the running cost, and there is no movement speed until the Felsteed at 40.

It is not A because quests and cost stay at 3, travel is a 1 with no speed tool before 40, and levels 6 to 10 are painful. Its 3.65 is 0.10 short of A.

Strengths

  • DoTs let it kill one mob while the next is pulled
  • Voidwalker holds mobs from 10
  • Fear, Drain Life and Healthstone for survival
  • Life Tap and Soul Harvest cut drinking
  • Weak only from 1 to 10

Weaknesses

  • Levels 6 to 10 are painful
  • No movement speed before the Felsteed at 40
  • Soul Shards and bag slots
  • Life Tap spends health
  • Cloth armour

What would move it: A measured result of Affliction soloing elites, or of its Voidwalker holding a chain pull, would move it either way.

Rated on assumptions:

  • Wrack at 40, Death Coil at 42 and the tree running out at about level 55 are projected from the own tree and client data; nobody has played past 30.
  • Wrack replaces a quick cast with a 6 second channel, and how that feels is projected.
  • Elite and group quest soloing past 30 is projected from the Classic Era kit.

Read the Affliction Warlock guide · Back to the chart

Frost Mage B tier

The safest Mage: slows and freezes keep mobs off it, but it stops often to drink and has no speed ability.

Scores for Frost Mage
CriterionWeightScore
Levelling pace30 3
Power curve15 4
Pulls and adds15 4
Survival and deaths15 4
Elite and group quests10 4
Gold and gear dependence10 4
Travel before the mount5 1

Weighted score 3.55, which is B tier.

Frostbolt from 4 slows by 40%, so a mob arrives hurt. Improved Frostbolt is done by 14, Ice Lance arrives at 20, Shatter at 25 to 27, Ice Block at 29 and Fingers of Frost at 30. Ice Barrier at 40 is the next big gain. It is a comfortable, safe spec that stops often to drink, and it is the heaviest drinker in the pack report.

Frost Nova, Cone of Cold (26), Frost Blast (24) and Blizzard (20) make it the safest Mage with preparation at three mobs. Blink at 20, Ice Block at 29, Mana Shield and Frost Ward add to its defence, and frozen mobs rarely reach it. Root, slow and Blink make elites doable by kiting near level. Conjured food and water keep cost low, but the top Frostbolt rank costs mana. It has no speed ability.

It is not A because it stops often to drink, has no speed ability and its elite kiting is unproven past 30. Blizzard also cut the Blizzard and Cone of Cold slows to stop large kite pulls. 3.55 is 0.20 short of A.

Strengths

Weaknesses

  • Stops often to drink
  • No speed ability
  • Blizzard and Cone slows were cut
  • Top Frostbolt rank is mana-hungry

What would move it: A measured three-mob pull at 30, or measured drinking time at 25 to 30.

Rated on assumptions:

Read the Frost Mage guide · Back to the chart

Retribution Paladin B tier

The Paladin to level: steady two-handed kills with Seal of Command at 20 and heals to cover mistakes, but it stops to drink.

Scores for Retribution Paladin
CriterionWeightScore
Levelling pace30 4
Power curve15 4
Pulls and adds15 3
Survival and deaths15 4
Elite and group quests10 3
Gold and gear dependence10 3
Travel before the mount5 1

Weighted score 3.50, which is B tier.

Retribution is the levelling Paladin, and the 1-30 pace is the one after the nerfs of 24 Sep, 1 Oct and 15 Oct. Benediction, Improved Judgement and Holy Conduit fill 10 to 20, then Seal of Command at 20, Sanctified Judgement and Sacred Arbiter at 25, and Vengeance at 30. Two-Handed Weapon Specialization, Champion of the Light at 35 and Twist of Light at 40 follow, so there is no long dead stretch.

Pulls are workable with preparation and borderline at three mobs at 30. Survival matches the other Paladins: the baseline heal, Divine Protection, Divine Shield and Lay on Hands, with mana as a second health bar. Some elites fall with care, and the Wolfsbane chain needs materials from three dungeons. Mana, the hybrid tax of about 5% and weapon-chain materials are the costs, and there is no speed tool before riding at 40.

It is not A because it cannot take three mobs comfortably at 30, still stops to restore mana, and has no speed tool. 3.50 is 0.25 short of A.

Strengths

Weaknesses

  • Three-mob pulls are borderline
  • Hybrid damage tax of about 5%
  • Mana still limits long chains
  • Weapon-chain materials from dungeons
  • No speed tool before the mount

What would move it: A measured three-mob pull at 30 that is comfortable, or another nerf that slows the 1-30 pace.

Rated on assumptions:

  • Two-Handed Weapon Specialization, Champion of the Light and Twist of Light are projected from the own-tree talent order; nobody has played past 30.
  • Talent arrival levels past 10 come from the point rule, not from play.
  • Elite quest results past 30 are projected from the kit.

Read the Retribution Paladin guide · Back to the chart

Combat Rogue B tier

The default Rogue leveller: any one-hander, early damage talents, Blade Flurry at 30 and nothing to wait for.

Scores for Combat Rogue
CriterionWeightScore
Levelling pace30 4
Power curve15 4
Pulls and adds15 3
Survival and deaths15 3
Elite and group quests10 3
Gold and gear dependence10 3
Travel before the mount5 3

Weighted score 3.45, which is B tier.

Combat is the leveller in every source, and the merged weapon specialisations mean any one-hander works. Improved Sinister Strike and Improved Eviscerate come first, Riposte at 20 and Flawless Execution at 25 follow, and Blade Flurry at 30 adds two-target pressure. Adrenaline Rush is the 31st point at 40, and past about 50 only spell ranks remain.

It is the best Rogue on packs: one mob at a time before 30, then two or three survivable with preparation once Blade Flurry is in. Deflection, Riposte, Endurance and Evasion add defence, but there is no heal. Some elites fall to Blade Flurry and the escapes. Poison upkeep and repairs are the running cost, and Improved Sprint is the only improvement to a speed tool before 30.

It is not A because it has no heal, pulls of three are workable only after 30, and poison upkeep never goes away. 3.45 is 0.30 short of A.

Strengths

Weaknesses

  • No heal
  • One mob at a time before 30
  • Poison upkeep and repairs
  • Parry and block from behind at close range
  • Tree is spent by about 50

What would move it: A measured Blade Flurry pull of three at 30 that is comfortable, or a self-heal for the Rogue.

Rated on assumptions:

Read the Combat Rogue guide · Back to the chart

Feral Bear Druid B tier

A bear that rarely drinks and shrugs off damage, trading some kill speed for armour and steady gains from level 10.

Scores for Feral Bear Druid
CriterionWeightScore
Levelling pace30 3
Power curve15 4
Pulls and adds15 3
Survival and deaths15 4
Elite and group quests10 3
Gold and gear dependence10 4
Travel before the mount5 3

Weighted score 3.40, which is B tier.

Rage comes from damage dealt and taken, so a bear rarely drinks, and Bear Form at 10 is the earliest form any Druid gets. Maul, Demoralizing Roar and Growl arrive at 10, Enrage at 12, Bash at 14 and Swipe at 16, with Ferocity cutting Maul and Swipe by 5 Rage. Primal Bite comes at 25 and Leader of the Pack at 30. Kills are slower than Cat's because Maul and Primal Bite hit one target.

Swipe hits three targets but the pack-solo report rates Bear only 'with preparation, improving'. Bear's armour from 10 is the sturdiest of the Druid forms, with Bash and Nature's Grasp as escapes. It has no self-heal in form before Frenzied Regeneration at 36, and heals mean a shift out for 55% of base mana. Rage is free, there are no reagents, and armour matters more than weapon. Dash needs Cat Form and Travel Form comes at 30.

It is not A because kills are slower than Cat's and Swipe is the only cleave, which the pack-solo report calls 'with preparation'. Elites are plausible with armour and Bash but no source reports them. 3.40 is 0.35 short of A.

Strengths

  • Bear Form from level 10
  • Rarely needs to drink
  • Armour and Bash
  • Rage is free
  • No reagents

Weaknesses

  • Single-target Maul kills slowly
  • No self-heal in form before 36
  • Swipe is the only cleave
  • Normal speed until Travel Form at 30

What would move it: A measured three-mob pull on Bear at 30, or Frenzied Regeneration found trainable earlier than 36.

Rated on assumptions:

Read the Feral Bear Druid guide · Back to the chart

Enhancement Shaman B tier

The Shaman levelling spec: melee that is rarely mana-gated, with an instant Ghost Wolf from 20.

Scores for Enhancement Shaman
CriterionWeightScore
Levelling pace30 4
Power curve15 3
Pulls and adds15 3
Survival and deaths15 3
Elite and group quests10 3
Gold and gear dependence10 3
Travel before the mount5 4

Weighted score 3.35, which is B tier.

Enhancement fights in melee with weapon imbues (Rockbiter at 1, Flametongue at 10, Frostbrand at 20, Windfury Weapon at 30), so it is rarely held up by mana. Its weak part is the early curve: baseline melee to 10, Thundering Strikes and Improved Ghost Wolf at about 15, Stormstrike only at 25 and Windfury at 30, with Windfury Totem at 32 and mail at 40.

Reports put it at two mobs with preparation and three at best at 30, with Magma and Searing Totems and the Stoneclaw taunt. Survival is Healing Wave, Anticipation at 20, Toughness at 25 and Reincarnation at 30, but parry and block from behind hurt a melee class. Melee carries long quest chains, and some elites are doable with Healing Wave. Cost is Ankhs and totem quests, and weapon upgrades matter more here. Improved Ghost Wolf 2/2 makes Ghost Wolf instant and usable indoors, the best travel tool on the class before the mount at 40.

It is not A because Stormstrike at 25 and Windfury at 30 come late, its pulls top out at two or three mobs, and defence is a Healing Wave and a once-an-hour Reincarnation. Its 3.35 is 0.40 short of A.

Strengths

Weaknesses

  • Weak before Stormstrike at 25
  • Pulls of two or three at best
  • Parry and block from behind
  • Weapon upgrades matter
  • Ankhs and totem quests

What would move it: A measured kill speed past 30 with Stormstrike, Windfury and Maelstrom Weapon, or a pack-pull result of three mobs, would move it up.

Rated on assumptions:

Read the Enhancement Shaman guide · Back to the chart

Feral Cat Druid C tier

Energy refills in the fight, so kills need almost no mana once Cat Form arrives at 20, but 1 to 20 is slow and every pull is one mob.

Scores for Feral Cat Druid
CriterionWeightScore
Levelling pace30 4
Power curve15 3
Pulls and adds15 2
Survival and deaths15 3
Elite and group quests10 2
Gold and gear dependence10 4
Travel before the mount5 4

Weighted score 3.20, which is C tier.

Cat kills with weapon damage, and Energy refills during the fight, so it spends mana only on shifting and healing. Wrath and Moonfire carry it to 10, Bear Form takes over at 10, and Cat Form, Claw, Rip, Prowl and Shred come at 20 from a quest chain. Rake follows at 24, Primal Bite at 25, Shifting Power at 26 and Leader of the Pack at 30.

Cat has no cleave by design, and the pack-solo report lists it among the specs worse at three mobs; Prowl lets it skip or open on a pack. A heal means shifting out of form for 55% of base mana, which loses the combo points, and Cat has no Bash or Frenzied Regeneration. It needs no reagents and a better weapon speeds kills. It travels best of the Druids: Feral Swiftness gives +30% in Cat at 18 to 19, Dash comes at 26 and Travel Form at 30.

It is not B because 1 to 20 is the weak bracket before Cat Form and every fight is a single mob. Its elite-quest kit is Dash and Prowl only. 3.20 is 0.05 short of B.

Strengths

  • Energy refills in the fight
  • Weapon damage counts
  • Feral Swiftness +30% in Cat from 18 to 19
  • Prowl past packs
  • No reagents

Weaknesses

What would move it: A measured pack pull on Cat at 30, or a solo elite quest report, would move it up; a slow 20 to 30 would move it down.

Rated on assumptions:

  • Ferocious Bite and Ravage at 32 and Pounce at 36 are projected from client spell levels; nobody has played past 30.
  • Berserk at 40 and Rend and Tear are projected from the own-tree talent order.
  • Dire Bear, Barkskin at 44 and the last ranks at 54 to 60 are projected from the client.
  • Solo elite play with Dash and Prowl is projected from the kit.

Read the Feral Cat Druid guide · Back to the chart

Demonology Warlock C tier

The safest way to level a Warlock, with a strong demon and Soul Link, but slower kills and the heaviest shard cost.

Scores for Demonology Warlock
CriterionWeightScore
Levelling pace30 3
Power curve15 3
Pulls and adds15 4
Survival and deaths15 4
Elite and group quests10 3
Gold and gear dependence10 2
Travel before the mount5 1

Weighted score 3.10, which is C tier.

Demonology uses the same Shadow Bolt, Immolate and Corruption kit with a stronger demon: Unholy Power adds to demon damage, Fel Vitality to its health and Demonic Energies heals it. It has no DoT-crit talent in its own tree, so kills are slower than Affliction's. Levels 1 to 10 are the same weak Imp-only opening, then the Voidwalker comes at 10, Demonic Brand and Soul Link at about 30, and Master Demonologist at about 35.

Its Voidwalker is stronger than Affliction's, Demonic Brand lets Searing Pain brand a target so the demon holds it, and Fear is the escape. Demon Armor with Demonic Aegis, Fel Vitality, Soul Link and Healthstone make it very hard to kill; how well Soul Link works in this build is not yet confirmed. Succubus and Voidwalker give it a case on elites, but that is unverified. It is the most shard-hungry spec, with demons, stones and resummons, and has no speed before the Felsteed at 40.

It is not B because kills are slower than Affliction's, shards cost the most, and travel is a 1. Its 3.10 is 0.15 short of B.

Strengths

Weaknesses

  • Slower kills than Affliction
  • Most shard-hungry spec
  • Soul Link's working state unconfirmed
  • The demon is stunned while a new one is summoned
  • No movement speed before 40

What would move it: Confirmation that Soul Link works in this build, or a measured kill speed near Affliction's, would move it up.

Rated on assumptions:

  • Master Demonologist at about 35, Demonic Knowledge and Demonic Pact at 40 are projected from the own tree; nobody has played past 30.
  • The tree runs out at about level 59, and the sacrifice-and-swap plan for 60 is a projection.
  • Succubus control effect size is unverified because pet spells are not in the client data.

Read the Demonology Warlock guide · Back to the chart

Shadow Priest C tier

Slow to 20, then Mind Flay at 22 and Vampiric Embrace at 27 turn it into the Priest to level, with the wand finishing mobs.

Scores for Shadow Priest
CriterionWeightScore
Levelling pace30 3
Power curve15 3
Pulls and adds15 3
Survival and deaths15 4
Elite and group quests10 3
Gold and gear dependence10 3
Travel before the mount5 1

Weighted score 3.05, which is C tier.

Shadow opens with Power Word: Shield, Shadow Word: Pain, Mind Blast and the wand, and the wand is 40 to 50% of its damage until Shadowform. The wand killing blow procs Spirit Tap for mana. Levels 1-20 are slow, then Mind Flay at 22 adds a 50% slow, Vampiric Embrace arrives at 27 and Improved Mind Blast reaches 5 of 5 at 30.

Pulls work with preparation: Shadow Word: Pain on every target, Psychic Scream and the Mind Flay slow, which the pack report ranks second. Survival is top-tier from the shield, Fade, Scream, Devouring Plague and Flash Heal before 40. Silence at 30 and the slow solo some elites, but there is no hard kite tool. Food and water are bought, and there is no speed tool.

It is not B because levels 1-20 are slow, kills lean on a wand the 24 Sep nerf cut, and it has no speed tool. 3.05 is 0.20 short of B.

Strengths

Weaknesses

  • Slow 1-20
  • Relies on wand damage
  • No hard kite tool for elites
  • Standing still to shoot the wand
  • No speed tool

What would move it: A measured Shadow kill speed past 30 that beats Combat Rogue's, or Shadowform changing the pace as projected.

Rated on assumptions:

Read the Shadow Priest guide · Back to the chart

Protection Paladin C tier

Hard to kill and good on packs with Consecration and a taunting Judgement, but safe rather than quick.

Scores for Protection Paladin
CriterionWeightScore
Levelling pace30 2
Power curve15 3
Pulls and adds15 4
Survival and deaths15 4
Elite and group quests10 4
Gold and gear dependence10 3
Travel before the mount5 1

Weighted score 3.00, which is C tier.

Protection kills slowly: the pack report calls it safe, not efficient. Seal of Fury at 10, Consecration at 20 and Improved Seal of Fury at 20 carry the damage, with Swift Judgement at 25 adding speed. Templar's Bulwark at 30 is an absorb equal to maximum health, and Holy Shield follows at 40.

It is the best Paladin on packs: Judgement under Seal of Fury taunts, Consecration hits four targets at full damage and the mitigation talents shrink what lands. Plate, a shield and a sustained self-heal make elite quests reachable, and slow kills lengthen them without stopping them. Consecration burns mana, and the training and quest costs are the class-wide ones. There is no speed tool before riding at 40.

It is not B because kill time is its limit: it ranks last of the three Paladin trees on pace, and nothing before 30 speeds it up much. 3.00 is 0.25 short of B.

Strengths

Weaknesses

  • Slow kills
  • Mana-hungry Consecration
  • No speed tool before the mount
  • Holy Shield only at 40
  • Pack levelling is theory before 30

What would move it: A measured kill speed on three-mob pulls at 30 that shows it keeping pace with Retribution.

Rated on assumptions:

  • Holy Shield at 40 and Iron Creed at 35 are projected from the own-tree talent order; nobody has played past 30.
  • Its stronger showing at 40 to 60 is the pack report's projection.
  • Hammer of the Righteous at 40 is an unconfirmed client record and is not counted.
  • Elite quest ease past 30 is projected from the kit.

Read the Protection Paladin guide · Back to the chart

Arcane Mage C tier

Burst nukes and conjured water, but mana-limited, with Arcane Blast raising its own cost and no speed ability.

Scores for Arcane Mage
CriterionWeightScore
Levelling pace30 3
Power curve15 3
Pulls and adds15 3
Survival and deaths15 3
Elite and group quests10 2
Gold and gear dependence10 4
Travel before the mount5 1

Weighted score 2.90, which is C tier.

Arcane starts with the Mage nukes and Arcane Missiles at 8. Dead 1 to 10, it takes Arcane Focus and Improved Channeling first, then Arcane Concentration, Arcane Impact, Arcane Wrath at 25 and Arcane Blast and Arcane Meditation near 27 to 30. Arcane Blast stacks spell damage but raises its own mana cost, and a Mage drinks more often than a Hunter or Paladin.

The pack-solo report says '2 with preparation, borderline at 3'. Frost Nova (10), Polymorph (8), Blink (20), Mana Shield and Counterspell (24) are the kit, but it has no Ice Block or Ice Barrier, no self-heal and no slow beyond Frostbolt and Cone of Cold. Conjured food and water, gems and quest gear keep cost low. It has no speed ability, since Blink is a hop and teleports are not speed.

It is not B because mana runs out in a long fight and its elite-quest kit is only burst, Nova and Blink. It has the worst travel of any spec. 2.90 is 0.35 short of B.

Strengths

Weaknesses

  • No speed ability
  • Mana runs out in long fights
  • No slow of its own
  • No Ice Block or heal

What would move it: Measured drinking time at 25 to 30 below Frost's, or a pack pull at 30 that shows three mobs are safe.

Rated on assumptions:

  • Arcane Power at about 40 to 50 is projected from the own tree; nobody has played past 30.
  • Late ranks of Blast, Wrath and Missiles are projected from client ranks.
  • Elite quests by kiting are projected from the kit.

Read the Arcane Mage guide · Back to the chart

Marksmanship Hunter C tier

Aimed Shot at 20 and a good ranged weapon, but the tree does nothing for the pet and every pack is a problem.

Scores for Marksmanship Hunter
CriterionWeightScore
Levelling pace30 3
Power curve15 3
Pulls and adds15 2
Survival and deaths15 3
Elite and group quests10 3
Gold and gear dependence10 2
Travel before the mount5 4

Weighted score 2.80, which is C tier.

Marksmanship leaves the pet untouched: the pet exists from 10, but the tree adds nothing to it, and the rotation is Auto Shot with Aimed Shot and Multi-Shot. Aimed Shot is baseline at 20, Lone Wolf at 21, Trueshot Aura at 25 and Scatter Shot at 30. Careful Aim turns Intellect into attack power, and Efficiency cuts shot mana cost.

It has the same traps and Concussive Shot as the other Hunters, and the pack-solo report lists it worse than Beast Mastery. Lone Wolf at 21 is for petless cleave, which leaves no tank. Feign Death at 30, Disengage at 20 and Scatter Shot are escapes. Auto Shot needs standing still and there is an 8-yard dead zone, so kiting is weaker. Ammo, pet food and a good ranged weapon are costs. Aspect of the Cheetah at 20 is at will.

It is not B because the pet gets nothing from its tree and its packs are worse than Beast Mastery's. Elites mean kiting that the dead zone weakens. 2.80 is 0.45 short of B.

Strengths

Weaknesses

  • Tree does nothing for the pet
  • Lone Wolf leaves no tank
  • Dead zone weakens kiting
  • Ammo and pet food

What would move it: A measured pack pull at 30 that closes the gap to Beast Mastery.

Rated on assumptions:

Read the Marksmanship Hunter guide · Back to the chart

Assassination Rogue C tier

A generic Rogue until Mutilate at 30, with Stealth openers and no answer to a second mob.

Scores for Assassination Rogue
CriterionWeightScore
Levelling pace30 3
Power curve15 3
Pulls and adds15 2
Survival and deaths15 3
Elite and group quests10 2
Gold and gear dependence10 3
Travel before the mount5 3

Weighted score 2.75, which is C tier.

Energy refills in the fight and Stealth gives the opener, but before 30 Assassination plays as a Sinister Strike or Backstab Rogue with passive talents. Mutilate at 30 is the first level the spec's signature attack exists, and it needs two daggers. Venom and Mutilate rank 2 at 40 follow.

Pulls are one mob at a time with Sap for a second, and Blade Flurry is not in the tree, so the pack report calls it worse for the job. Evasion at 8, Feint at 16, Vanish at 22 and Kidney Shot at 30 are the escapes, with no heal. Elites have no cleave or heal to answer them. Poisons, powders, repairs and two daggers are the running cost, and Sprint at 10 on a 5 minute cooldown is the only speed tool.

It is not B because kills are no faster than the baseline kit until 30, it handles one mob at a time, and it has no heal. 2.75 is 0.50 short of B.

Strengths

Weaknesses

  • No two-target answer
  • Generic play until 30
  • Needs two daggers
  • No heal
  • Poison and powder upkeep

What would move it: A measured Mutilate kill speed at 30 that beats Combat, or a way to handle two mobs.

Rated on assumptions:

  • Mutilate rank 2 and Venom at 40 are projected from the own-tree talent order; nobody has played past 30.
  • Higher poison ranks from 32 to 60 are projected from client values.
  • Training costs are unverified.
  • Elite quest results are projected from the kit.

Read the Assassination Rogue guide · Back to the chart

Survival Hunter D tier

A melee spec that is weak until the 30s, with the best trap area damage of the Hunters.

Scores for Survival Hunter
CriterionWeightScore
Levelling pace30 2
Power curve15 2
Pulls and adds15 3
Survival and deaths15 3
Elite and group quests10 3
Gold and gear dependence10 2
Travel before the mount5 4

Weighted score 2.50, which is D tier.

Survival is a melee spec with Raptor Strike, and its own advice is to level another spec and switch at 30 or later. Deterrence at level 20 is the first real tool. Counterattack comes at 25 and Strider Kick at 30; Lacerating Strikes is level 40.

The pack-solo report rates it 'no; 2 with preparation', and Immolation Trap, Explosive Trap and Entrapment give the best trap area damage of the Hunters. Deterrence, Feign Death, Disengage and the pet sponge keep it alive, but enemies can parry and block from behind at close range. Ammo is still needed for the ranged parts and the pet needs food. Aspect of the Cheetah at 20 is at will, and Strider Kick adds +30% movement for 3 s.

It is not C because kills are slow until the 30s and the parry-from-behind risk offsets its trap kit. 2.50 is 0.25 short of C.

Strengths

Weaknesses

  • Weak until the 30s
  • Melee range means parry risk
  • Ammo and pet food
  • Weapon dependent

What would move it: A measured kill speed at 20 to 30 that matches Marksmanship, or the parry-from-behind issue fixed.

Rated on assumptions:

Read the Survival Hunter guide · Back to the chart

Discipline Priest D tier

The best self-sustain of the Priests and one of the slowest killers, living on the wand and Smite with long drinks.

Scores for Discipline Priest
CriterionWeightScore
Levelling pace30 2
Power curve15 2
Pulls and adds15 2
Survival and deaths15 4
Elite and group quests10 3
Gold and gear dependence10 3
Travel before the mount5 1

Weighted score 2.45, which is D tier.

Discipline kills with the wand, Smite, Holy Fire and Shadow Word: Pain, and the class guide puts the wand at 40 to 50% of a Priest's damage. Smite does about half its Classic damage, and Penance only arrives with the 21st point at 30. The tree is mana and healing, so 1-20 is slow and 20-30 adds Improved Power Word: Shield, Mental Strength and Meditation rather than kill speed.

Pulls are one mob, or two with preparation: Power Word: Shield precast, Shadow Word: Pain and Psychic Scream, which hits three targets from 28. Survival is its strength, with Power Word: Shield at 6, Renew, Flash Heal at 20 and Fade, though a long fight burns the mana pool. It out-heals elites slowly, buys its food and water, and has no speed tool.

It is not C because kills stay slow, the tree does not raise damage, and the pack report says no to groups. It ties with Subtlety Rogue at 2.45, 0.30 short of C.

Strengths

Weaknesses

  • Slow kills and frequent drinking
  • Smite does about half its Classic damage
  • Tree adds mana, not damage
  • Penance only at 30
  • Food and water bought

What would move it: A measured Discipline kill speed past the Shadow Priest's, or Penance changing the 1-30 pace.

Rated on assumptions:

  • Soul Warding, Renewed Hope and Divine Aegis between 30 and 40 are projected from the own-tree talent order; nobody has played past 30.
  • Penance rank 4 at 60 and the higher Smite ranks are projected from client values.
  • No Discipline Smite build at 60 exists in the guide data.
  • Elite quest results past 30 are projected from the kit.

Read the Discipline Priest guide · Back to the chart

Subtlety Rogue D tier

Stealth and escapes make it hard to kill and easy to avoid fights with, but it has the lowest damage of the Rogues.

Scores for Subtlety Rogue
CriterionWeightScore
Levelling pace30 2
Power curve15 2
Pulls and adds15 2
Survival and deaths15 4
Elite and group quests10 3
Gold and gear dependence10 2
Travel before the mount5 3

Weighted score 2.45, which is D tier.

Subtlety has the lowest damage: before Hemorrhage at 30 the talents are stealth and utility, such as Camouflage, Opportunity, Improved Ambush, Initiative and Ghostly Strike, with modest gain. Premeditation arrives at 25 and Serrated Blades before 30. Past 30 the Thousand Cuts capstone is due to become Death Mark.

Avoiding packs is not handling them: it has no two-target answer, though Camouflage and Master of Deception let it skip groups. Survival is high from Elusiveness, Preparation and Vanish and Blind resets, but there is no heal. Stealth bypasses quest-area packs, while low damage hurts on elites. It uses the most reagents, Flash and Blinding Powder, on top of poisons and a dagger. Sprint at 10 and Camouflage are the speed tools.

It is not C because its damage is the lowest of the three Rogue trees and avoiding packs does not kill them. It ties with Discipline Priest at 2.45, 0.30 short of C.

Strengths

Weaknesses

  • Lowest damage
  • No two-target answer
  • Highest reagent use
  • No heal
  • Dagger needed for openers

What would move it: A measured Subtlety kill speed past 30 near Combat's, or an Assassination-level damage gain from Hemorrhage.

Rated on assumptions:

  • Dirty Deeds, Preparation and Quietus after 30 are projected from the own-tree order; nobody has played past 30.
  • Death Mark at 40 replaces Thousand Cuts; its effect is not yet known.
  • Rank upgrades from 50 to 60 are projected from the own tree.
  • Training costs are unverified.

Read the Subtlety Rogue guide · Back to the chart

Restoration Shaman D tier

The safest Shaman to level and the slowest, with Water Shield keeping mana up between slow kills.

Scores for Restoration Shaman
CriterionWeightScore
Levelling pace30 2
Power curve15 2
Pulls and adds15 2
Survival and deaths15 4
Elite and group quests10 2
Gold and gear dependence10 3
Travel before the mount5 3

Weighted score 2.45, which is D tier.

Restoration kills with Lightning Bolt, Flame Shock and totems, and it wears quest greens rather than healing gear. Its tree gives Improved Healing Wave and Tidal Focus at 10, Mindfulness and Natural Grace at 15, Water Shield at 20, Mana Tide Totem at 25 and Nature's Swiftness at 30. Damage never grows, so it levels slowly but can sustain itself.

Pulls are single mobs and mana is the limit, with no cleave. Survival is the best on the class: Healing Wave, Water Shield, Lesser Healing Wave at 20 and Reincarnation at 30. Quests are slow but sustainable outdoors, healing alone does not unlock group quests, and the class has no hard crowd control. Water Shield and Mana Tide cut drinking, but Ankhs and the totem quests still cost, and Ghost Wolf has a 3 second cast at 20 until the mount at 40.

It is not C because damage never grows and every pull is a single mob, so the best recovery on the class buys safety, not speed. Its 2.45 ties with Destruction Warlock and is 0.30 short of C.

Strengths

Weaknesses

  • Damage does not grow
  • Single pulls only
  • Slow kills drag chains and elites
  • Ghost Wolf has a 3 second cast
  • No hard crowd control

What would move it: A measured kill speed past 30 showing Restoration keeps pace with the other Shamans would move it up.

Rated on assumptions:

  • Purification at 35 and Riptide at 40 are projected from the own-tree order; nobody has played past 30.
  • Chain Heal at 40 and Healing Wave ranks at 48, 56 and 60 are client facts, but their value for solo levelling is projected.
  • Slow kills before 40 are projected from the class guide.

Read the Restoration Shaman guide · Back to the chart

Destruction Warlock D tier

A Shadow Bolt caster with a Voidwalker, weak until Conflagrate at 25 and short on mana, with no speed before 40.

Scores for Destruction Warlock
CriterionWeightScore
Levelling pace30 2
Power curve15 2
Pulls and adds15 3
Survival and deaths15 3
Elite and group quests10 3
Gold and gear dependence10 3
Travel before the mount5 1

Weighted score 2.45, which is D tier.

Destruction is a Shadow Bolt and Immolate caster until Conflagrate at 25, and with no DoT crits or Pandemic it spends more mana per kill. Life Tap is its only refill, as it has no Soul Harvest. The opening is the same weak Imp-only 1 to 10, then the Voidwalker comes at 10, Shadowburn at about 20, Rain of Fire at 20 and Bane of Havoc and Hellfire at 30. Incinerate only arrives at 40.

The Voidwalker holds mobs, Rain of Fire and Hellfire are area damage but make a lot of threat and Hellfire burns you, and Bane of Havoc spreads 15% of damage to other enemies. Molten Skin is the only defence in its tree, and long Shadow Bolt casts make it fragile. Burst from Shadowburn and Conflagrate helps on elites. Shards are moderate, mana per kill and the staff matter, and there is no speed before the Felsteed at 40.

It is not C because it levels slower than Affliction until Conflagrate, and Incinerate only comes at 40. Its 2.45 ties with Restoration Shaman and is 0.30 short of C.

Strengths

Weaknesses

  • Weak before Conflagrate at 25
  • More mana per kill, Life Tap only refill
  • Hellfire hurts the caster
  • Fragile long casts
  • No movement speed before 40

What would move it: A measured kill speed that matches Affliction's, or Conflagrate coming in stronger than expected, would move it up.

Rated on assumptions:

Read the Destruction Warlock guide · Back to the chart

Holy Paladin D tier

The safest Paladin to level and the slowest to finish a mob, with no speed tool before the mount at 40.

Scores for Holy Paladin
CriterionWeightScore
Levelling pace30 2
Power curve15 2
Pulls and adds15 2
Survival and deaths15 4
Elite and group quests10 2
Gold and gear dependence10 3
Travel before the mount5 1

Weighted score 2.35, which is D tier.

Holy kills with Holy Strike, Judgement and Consecration, and the tree barely improves any of them. Healing power gives only a third as much spell damage, so kills are slow. Before Holy Shock at 30 it levels on the baseline kit, and Consecration and Exorcism arrive at 20. Past 30, Holy Power at 35 and Light's Vigil at 40 are the next steps.

Pulls are single mobs: Consecration hits four, but Holy has no mitigation talents, so a pack rests on Holy Light and mana. Survival is high from Holy Light, Holy Shock, Divine Protection, Divine Shield and Lay on Hands, though no source describes solo Holy play and the score comes from the kit. Elites fall slowly to out-healing, and the Undead Redemption and weapon chains are the same for every Paladin. Mana and drink between pulls are the running cost, and there is no speed tool before riding at 40.

It is not C because its damage never rises: the tree adds healing, not killing, and the pack report lists Holy as worse than Retribution or Protection for taking on groups. 2.35 is 0.40 short of C.

Strengths

Weaknesses

  • Slow kills
  • Healing power adds little damage
  • No mitigation talents for packs
  • No speed tool before the mount at 40
  • Mana and drink between pulls

What would move it: A measured Holy kill speed near Retribution's, or a Holy talent that raises damage before 30.

Rated on assumptions:

  • Holy Power at 35 and Light's Vigil at 40 are projected from the own-tree talent order; nobody has played past 30.
  • Talent arrival levels past 10 come from the point rule, not from play.
  • Whether Holy survives elite quests is untested; the score comes from the kit.

Read the Holy Paladin guide · Back to the chart

Holy Priest D tier

Strong self-healing and weak damage, so every pull is a slow trade of mana for time.

Scores for Holy Priest
CriterionWeightScore
Levelling pace30 2
Power curve15 2
Pulls and adds15 2
Survival and deaths15 4
Elite and group quests10 2
Gold and gear dependence10 3
Travel before the mount5 1

Weighted score 2.35, which is D tier.

Holy kills with Smite, Holy Fire, Holy Nova, Shadow Word: Pain and the wand, and pays the largest hybrid tax of the three Priests. Holy Fire at 20 gives it at least Discipline's pace. Heal output rises through Binding Heal at 25 and Heal rank 3 at 28, while damage stays weak and kill speed barely moves.

Pulls use the same baseline control as Discipline, without Soul Warding or Penance, and the pack report lists Holy as worse than Shadow. Survival comes from Flash Heal, Heal, Renew, Binding Heal and Power Word: Shield, but the mana pool runs out as it does for Discipline. Elites fall slowly, food and water are bought, and there is no speed tool.

It is not C because the kill speed never rises and there is no Holy solo levelling report to show otherwise. 2.35 is 0.40 short of C.

Strengths

Weaknesses

  • Slow kills
  • Largest hybrid damage tax
  • No Holy solo play report
  • Mana runs out in long fights
  • Food and water bought

What would move it: A Holy solo levelling report showing kill speed near Discipline's, or a Holy damage talent that works before 30.

Rated on assumptions:

Read the Holy Priest guide · Back to the chart

Balance Druid D tier

Wrath and Moonfire on mana alone, with nothing that refills in a fight, so every pull ends in a drink.

Scores for Balance Druid
CriterionWeightScore
Levelling pace30 2
Power curve15 2
Pulls and adds15 2
Survival and deaths15 3
Elite and group quests10 2
Gold and gear dependence10 3
Travel before the mount5 3

Weighted score 2.30, which is D tier.

Wrath and Moonfire are the whole kit to 20. Improved Wrath, in the first five talent points at levels 10 to 14, cuts Wrath's cast by 0.5 s and its mana by 50%, and Moonfire's 9 s DoT comes at 4. Balance has no resource that refills in a fight, so drinking is expected, and Starfire at 20 is a 3.5 s cast that is slow to pay back. Insect Swarm comes at 25 and Nature's Grace at 30; Eclipse needs 20 points and only fits from 30.

Entangling Roots holds one mob, and the pack-solo report lists Balance among the specs worse at three mobs. Heals such as Rejuvenation (4) and Regrowth (12) work at once in caster form, but they cost mana from the same pool as the damage. It uses no reagents and quest gear is fine. Travel Form at 30 is its only speed tool, and Dash at 26 needs Cat Form and works only in Cat.

It is not C because its kills are slow and its mana never refills in a fight, and it has no answer to a second mob beyond one root. Its elite-quest play is a root and DoT kite of a single elite that no source reports. 2.30 is 0.45 short of C.

Strengths

  • Cheap Wrath after Improved Wrath
  • Heals usable at once in caster form
  • No reagents
  • Works in quest gear

Weaknesses

  • No resource that refills in a fight
  • One root, no pack answer
  • Starfire slow to pay back
  • Normal speed until Travel Form at 30

What would move it: A measured pack pull or kill speed at 20 to 30 that beats the pack-solo report, or Overgrowth shown to root three mobs.

Rated on assumptions:

  • Moonkin Form at 40 and Moonfury at about 35 are projected from the own-tree talent order; nobody has played past 30.
  • Starfire ranks at 34 and 42 making the long cast worth using are projected from client ranks.
  • Overgrowth rooting three mobs is unverified.
  • Solo elite play is projected from the kit; no source reports it.

Read the Balance Druid guide · Back to the chart

Fire Mage D tier

Fire needs crit talents that arrive at 25 to 28, and its mana relief comes only late in the tree.

Scores for Fire Mage
CriterionWeightScore
Levelling pace30 2
Power curve15 2
Pulls and adds15 2
Survival and deaths15 3
Elite and group quests10 2
Gold and gear dependence10 4
Travel before the mount5 1

Weighted score 2.30, which is D tier.

Fire's damage is Fireball, and its kill speed depends on crit from Ignite and Heating Up. The first four points often go to Wand Specialization and Improved Fire Blast, so Improved Fireball is finished at about 18, Ignite comes at 19 to 21 and Pyroblast at 26. Mana relief comes only late, from Master of Elements at about 29, unlike Arcane's Meditation.

The pack-solo report says 'No' at three mobs, and Blast Wave is a single panic button. Frost Nova and Blink at 20 are its reliable escapes, and Fire Ward comes at 20. Burst kills a mob before it arrives, but kiting needs Frost spells. Conjured food and water keep cost low, and its mana burn is lowest late. It has no speed ability.

It is not C because the talents that make Fire strong come in the second half of 1 to 30. It ties with Balance Druid and Elemental Shaman at 2.30, 0.45 short of C.

Strengths

  • Burst before a mob arrives
  • Lowest mana burn late
  • Conjured food and water
  • Frost Nova and Blink

Weaknesses

  • Needs Ignite and Heating Up at 25 to 28
  • Mana relief only late
  • No slow in its tree
  • No speed ability

What would move it: A measured Fire kill speed at 20 to 30 that matches Arcane, or Heating Up arriving earlier than 25.

Rated on assumptions:

  • Combustion at about 40 to 45 is projected from the own-tree order; nobody has played past 30.
  • Frostfire Bolt at 40 as a slow is projected from client data.
  • Elite quests by burst are projected from the kit.

Read the Fire Mage guide · Back to the chart

Elemental Shaman D tier

Lightning Bolt on a mana bar, finished in melee, and slow until Lava Burst arrives at 30.

Scores for Elemental Shaman
CriterionWeightScore
Levelling pace30 2
Power curve15 2
Pulls and adds15 2
Survival and deaths15 3
Elite and group quests10 2
Gold and gear dependence10 3
Travel before the mount5 3

Weighted score 2.30, which is D tier.

Elemental kills with Lightning Bolt from 1, Earth Shock at 4, Flame Shock and Searing Totem at 10 and Fire Nova at 12. Its own tree adds Alacrity and Call of Flame at 15, Elemental Focus at 20 and Trial by Fire and Earthbound at 25, but the big changes wait for Lava Burst at 30 and Elemental Mastery at 40. The rule for mana is to stop casting for the five-second rule and finish mobs with melee, so it rests often.

Every pull is a single mob: it has no cleave and no crowd control, and the 15 Oct build cut Fire Nova. Survival is middling, with Earthbind, Stoneclaw, Healing Wave and Lightning Shield, Reincarnation at 30 and mail only at 40. Elite and chain quests are limited by mana, and the cost is Ankhs, the totem quests and drink. Ghost Wolf comes at 20 with a 3 second cast, and Improved Ghost Wolf is in the Enhancement tree, so the mount at 40 is the first good travel tool.

It is not C because it is slow before 30 and its two spikes, Lava Burst at 30 and Elemental Mastery at 40, come late, while its pulls and elite quests stay at 2. Its 2.30 is 0.45 short of C.

Strengths

Weaknesses

What would move it: A measured kill speed past 30 that shows Lava Burst and the 15 Oct rework fixing the slow early levels would move it up.

Rated on assumptions:

  • Talent arrival levels past 30, such as Elemental Fury at 35 and Elemental Mastery at 40, are derived from the own tree; nobody has played past 30.
  • Lightning Bolt ranks at 32, 38, 44, 50 and 56 are client facts, but how fast they kill is projected.
  • Survival with mail from 40 is projected from the kit list.

Read the Elemental Shaman guide · Back to the chart

Protection Warrior F tier

The steadiest Warrior with the lowest damage: it survives packs but each kill drags, and Shield Slam waits for 40.

Scores for Protection Warrior
CriterionWeightScore
Levelling pace30 1
Power curve15 2
Pulls and adds15 3
Survival and deaths15 4
Elite and group quests10 3
Gold and gear dependence10 2
Travel before the mount5 1

Weighted score 2.20, which is F tier.

Protection has the lowest damage of any Warrior. Shield Specialization at about 10 gives rage on blocked hits, Defensive Stance lets Thunder Clap work, and Improved Revenge adds a free attack, so rage is steady but each kill drags. Revenge at 14 and Shield Block at 16 are its tools, Victory Rush comes at 20, and Concussion Blow, Focused Rage and Improved Shield Wall need 20 points, so level 30 at the earliest. Shield Slam waits for 40.

Thunder Clap hits four targets, and the pack report answers "No; 2 with preparation" for three mobs, though it survives longer packs. It is the best Warrior at surviving, with block, Shield Wall at 28, Last Stand, Defiance and Master of Defense. Taunt from 10 helps on elites and it survives them, but kills them slowly, so timed and kill-count quests drag. It needs a shield and a one-hander, defence gear is plentiful in quest rewards, repairs are the highest, and Charge and Intercept work only in combat.

It is not D because its pace is a 1, the lowest of any Warrior, and its key tools come late. Its 2.20 is 0.05 short of D.

Strengths

  • Best Warrior survival
  • Shield Specialization keeps rage steady
  • Thunder Clap hits four targets
  • Taunt from 10
  • Defence gear plentiful in quest rewards

Weaknesses

What would move it: Evidence that the rage from damage taken fix makes kills quicker, or a measured pace above the other Warriors, would move it up.

Rated on assumptions:

  • Improved Sunder Armor, Improved Shield Bash and Bastion past 30 are projected from the own tree; nobody has played past 30.
  • Shield Slam at 40 and its ranks at 48, 54 and 60 are client facts; how they play is projected.
  • The Protection levelling order is theorycraft.
  • Rage from damage taken matters most here and the 8 Oct fix has not been measured.

Read the Protection Warrior guide · Back to the chart

Restoration Druid F tier

The safest Druid and the slowest, with baseline Wrath and Moonfire for damage and drinking after almost every fight.

Scores for Restoration Druid
CriterionWeightScore
Levelling pace30 1
Power curve15 2
Pulls and adds15 2
Survival and deaths15 4
Elite and group quests10 2
Gold and gear dependence10 2
Travel before the mount5 3

Weighted score 2.05, which is F tier.

Restoration's damage is baseline Wrath and Moonfire. Naturalist at 15 to 19 is its only damage talent, with no Improved Wrath or Insect Swarm in the tree, so damage never rises. Reflection comes from 20, Swiftmend at 25 and Nature's Swiftness at 30. Fights run long and mana runs out, so it drinks constantly.

It cannot kill a pack quickly, so adds are the risk, and it has one root. Its self-heal kit is the largest of the Druids: Rejuvenation, Regrowth, Swiftmend, Nature's Swiftness and Barkskin at 44. It can out-heal an elite but the kill takes many minutes and a lot of mana. Mana is the whole cost, Spirit and Intellect gear matter most, and it has no reagents. Travel Form at 30 is its only speed tool.

It is not D because kill speed is the slowest of any Druid and mana is spent on every fight. The self-heals keep it alive but do not make it quicker. 2.05 is 0.20 short of D.

Strengths

  • Largest self-heal kit of the Druids
  • Hard to kill by one mob
  • Swiftmend and Nature's Swiftness
  • No reagents

Weaknesses

  • Slowest kills of the Druids
  • Constant drinking
  • Damage never rises
  • One root, adds are the risk

What would move it: A measured kill speed at 20 to 30 that matches Balance, or a mana return that cuts the drinking.

Rated on assumptions:

  • Wild Growth and Hurricane at 40 are projected from client spell levels; nobody has played past 30.
  • Improved Regrowth and the high ranks of Healing Touch at 50 to 60 are projected from the client.
  • Out-healing an elite is projected from the kit; no player reports it.

Read the Restoration Druid guide · Back to the chart

Fury Warrior F tier

Dual wield that is rage-starved and weak solo, with Bloodthirst at 40 giving the Warrior its first speed.

Scores for Fury Warrior
CriterionWeightScore
Levelling pace30 2
Power curve15 2
Pulls and adds15 2
Survival and deaths15 2
Elite and group quests10 2
Gold and gear dependence10 2
Travel before the mount5 2

Weighted score 2.00, which is F tier.

Fury needs two good one-handers and is rage-starved, relying on Cruelty and Unbridled Wrath for rage and Dual Wield Specialization for off-hand rage. Its curve is weak from 1 to 30: Victory Rush at 20, Furious Precision, Piercing Howl and Dual Wield Specialization, Death Wish at 30, then Bloodthirst at 40.

Pulls are worse than Arms before 36, when Whirlwind gives the first real multi-target attack. Survival has no spec heal beyond Victory Rush from 20 and Berserker Rage, and Death Wish costs defence. Quests have no escape and rely on kill-streaks, with the Berserker Stance quest at 30 mattering most here. It costs two weapons and the highest repairs. Intercept at 30 and Bloodthirst's move speed at 40 give it a little more travel than the other Warriors, though neither is a real travel tool.

It is not D because it is weak from 1 to 30, worse than Arms on pulls before 36 and has no heal. Its 2.00 is 0.25 short of D.

Strengths

Weaknesses

  • Rage-starved and weak solo
  • Needs two good one-handers
  • No heal beyond Victory Rush
  • Death Wish costs defence
  • Highest repairs

What would move it: A measured kill speed showing Dual Wield Specialization fixes its rage, or a pack-solo result above Arms, would move it up.

Rated on assumptions:

  • Whirlwind at 36 and Bloodthirst at 40 are client facts; how they play is projected, and nobody has played past 30.
  • Flurry and Gore Drinker at about 40 to 50 are projected from the own tree.
  • Bloodthirst's 10% move speed for 10 seconds is a client fact, but its value for travel is projected.

Read the Fury Warrior guide · Back to the chart

Arms Warrior F tier

A rage-starved two-hander with no heal before Victory Rush at 20 and one mob at a time until 30.

Scores for Arms Warrior
CriterionWeightScore
Levelling pace30 2
Power curve15 2
Pulls and adds15 2
Survival and deaths15 2
Elite and group quests10 2
Gold and gear dependence10 2
Travel before the mount5 1

Weighted score 1.95, which is F tier.

Arms uses one slow two-hander, which gives the most rage per swing, but it is rage-starved from 1 to 20 and has to eat between pulls. Victory Rush at 20 is the turning point, followed by Deep Wounds at about 20, Anger Management at 25 and Sweeping Strikes at 30. Mortal Strike waits for 40.

Pulls are one mob until Sweeping Strikes at 30 and Whirlwind at 36, and the pack report calls it worse before 36. There is no heal before Victory Rush at 20, Shield Wall arrives at 28, and there is no escape worth the name. Heavy plate helps once geared, but quests are limited and the class has the highest repair bill and needs a good two-hander. Charge and Intercept work only in combat, so there is no speed tool before the mount at 40.

It is not D because it is rage-starved to 20, pulls one mob at a time until 30 and has no heal or escape. Its 1.95 is 0.30 short of D.

Strengths

Weaknesses

  • Rage-starved from 1 to 20
  • No heal before Victory Rush at 20
  • One mob at a time until 30
  • Highest repair bill
  • Needs a good two-hander

What would move it: A measured result showing the 8 Oct rage fix ends the 1 to 20 starvation would move it up.

Rated on assumptions:

  • Whirlwind at 36, Pummel at 38 and Mortal Strike at 40 are client facts; how they play past 30 is projected.
  • Weaponmaster at about 41 and the tree running out are projected from the own tree.
  • The rage-from-damage fix of 8 Oct has not been measured on levels 1 to 20.

Read the Arms Warrior guide · Back to the chart