Choose a spec on the chart to see why it sits where it does.
The quietest stealther in the class, with
Preparation to reset its escapes, so it picks the fight and nearly always leaves.
Scores for
Subtlety
Rogue| Criterion | Weight | Score |
|---|
| Burst and kill pressure | 25 | ●●●●○ 4 |
|---|
| Survival and escapes | 20 | ●●●●● 5 |
|---|
| Control | 15 | ●●●●● 5 |
|---|
| Fighting outnumbered | 15 | ●●●○○ 3 |
|---|
| Choosing the fight | 10 | ●●●●● 5 |
|---|
| Sustain between fights | 10 | ●●○○○ 2 |
|---|
| World objectives | 5 | ●●●○○ 3 |
|---|
Weighted score 4.05, which is A tier.
Subtlety opens from
Stealth with
Cheap Shot, a 4 s stun, or
Garrote or
Ambush.
Premeditation gives two free combo points,
Improved Ambush adds 45% crit,
Cutthroat gives a free Ambush, and Preparation resets
Vanish and the Cheap Shot opener. Its control chain matches
Assassination's, with
Sap and
Blind at half energy through
Dirty Tricks, and
Kidney Shot,
Gouge and
Kick on top. Its damage over a long fight is the lowest of the three Rogues.
It has the best escape kit in the class: Preparation (10 minutes) resets Vanish, Blind,
Sprint,
Evasion and Kick,
Elusiveness takes 90 s off Vanish and Blind, and
Ghostly Strike adds 15% dodge for 7 s. Against two players it has no cleave, so Preparation buys a second escape rather than a win.
Master of Deception and
Camouflage let it choose every fight, and it has no heal, so it bandages after each one. For a group it saps casters, blinds, scouts under Stealth and uses
Distract.
It is not S because it has no heal at any level, cannot kill two players, and has the lowest sustained damage of the Rogues. Every part of the level-60 build is projected. 4.05 is 0.20 short of S.
Weaknesses
- No heal at any level
- No cleave
- Lowest sustained damage of the three
- No immunity or stun break
- Flash Powder and
Blinding Powder costs
What would move it: Diminishing returns being documented, or play past 30 showing Preparation and
Hemorrhage working as projected.
Rated on assumptions:
- The level-60 build, including
Preparation and
Thousand Cuts, is projected from client data and the tree. Nothing past the beta cap of 30 has been played. - Death Mark is announced as the capstone that replaces
Thousand Cuts, with no numbers given. - Diminishing returns on Forever stuns, incapacitates and fears are not documented.
Read the Subtlety Rogue guide · Back to the chart
Cold Blood into
Mutilate or
Eviscerate from a
Cheap Shot or
Sap, then
Kidney Shot to finish, with only three long escapes behind it.
Scores for
Assassination
Rogue| Criterion | Weight | Score |
|---|
| Burst and kill pressure | 25 | ●●●●● 5 |
|---|
| Survival and escapes | 20 | ●●●○○ 3 |
|---|
| Control | 15 | ●●●●● 5 |
|---|
| Fighting outnumbered | 15 | ●●●○○ 3 |
|---|
| Choosing the fight | 10 | ●●●●● 5 |
|---|
| Sustain between fights | 10 | ●●○○○ 2 |
|---|
| World objectives | 5 | ●●●○○ 3 |
|---|
Weighted score 3.90, which is A tier.
Assassination opens from
Stealth with Cheap Shot or Sap, then puts Cold Blood on Eviscerate or Mutilate. Mutilate hits with both daggers for 75% weapon damage a hand and does 20% more to poisoned targets,
Seal Fate adds combo points and
Venom adds 30% poison damage. Kidney Shot for up to 6 s is the kill window, and
Improved Kidney Shot makes the target take 10% more from its poisons and attacks.
Gouge reaches 5.5 s with
Improved Gouge, and
Crippling Poison slows.
A gank is its weak point:
Evasion,
Vanish and
Sprint are all on 5 minute cooldowns, and it has no
Elusiveness and no heal. Against two players,
Blind and Gouge on one, Kidney Shot on the other and then Vanish let it survive long enough to leave, but it has no cleave. Stealth, Sap, Sprint and
Distract let it pick every fight. For a group it saps casters and healers, kicks and scouts, but cannot heal or peel hard.
It is not S because its escapes are on long cooldowns, it has no heal, and it needs two daggers for Mutilate. A second player ends its fights more often than they end
Subtlety's. 3.90 is 0.35 short of S.
What would move it: Diminishing returns being documented, or play past 30 showing Mutilate and Venom hitting as projected.
Rated on assumptions:
- The level-60 build, including
Venom at 40 and
Seal Fate, is projected from the tree. Nothing past the beta cap of 30 has been played.
Cold Blood into
Mutilate as a kill window is projected; no kill time has been measured.- Diminishing returns on Forever stuns, incapacitates and fears are not documented.
Read the Assassination Rogue guide · Back to the chart
Sustained damage with
Blade Flurry and
Adrenaline Rush, escapes back on 2 minutes, and the best
Rogue answer to a second player.
Scores for Combat Rogue| Criterion | Weight | Score |
|---|
| Burst and kill pressure | 25 | ●●●●○ 4 |
|---|
| Survival and escapes | 20 | ●●●●○ 4 |
|---|
| Control | 15 | ●●●●○ 4 |
|---|
| Fighting outnumbered | 15 | ●●●●○ 4 |
|---|
| Choosing the fight | 10 | ●●●●● 5 |
|---|
| Sustain between fights | 10 | ●●○○○ 2 |
|---|
| World objectives | 5 | ●●●○○ 3 |
|---|
Weighted score 3.85, which is A tier.
Combat fights with
Sinister Strike,
Slice and Dice and
Eviscerate. Blade Flurry adds 20% attack speed, Adrenaline Rush doubles energy regeneration for 15 s, and
Hack and Slash lets any weapon use the talents. It has no
Cold Blood, so it has no guaranteed crit. Its control is
Gouge,
Kick with a 2 s
Silence, a 6 s disarm from
Riposte, and the class's
Cheap Shot,
Kidney Shot,
Blind and
Sap.
Endurance puts
Evasion and
Sprint on 2 minutes,
Improved Sprint removes movement-impairing effects, and Deflection, Lightning Reflexes and
Vanish add to that, though it has no heal. Blade Flurry hits a second target, so with Evasion it can win some two-on-ones that the other Rogue specs cannot.
Stealth openers choose the fight. In a pile-up Blade Flurry and Kick are its contribution.
It is not S because it has no Cold Blood, no heal, and a shorter incapacitate than
Assassination, which owns
Improved Gouge. Its opener hits less hard than Assassination's. 3.85 is 0.40 short of S.
What would move it: A measured two-on-one result for Blade Flurry and Evasion, or diminishing returns being documented.
Rated on assumptions:
- The level-60 build, including
Adrenaline Rush at 40, is projected from the tree. Nothing past the beta cap of 30 has been played. - The class guide expects Combat to be the strongest sustained single-target
Rogue; nobody has measured it. - Whether
Blade Flurry wins two-on-ones is untested. - Diminishing returns on Forever stuns, incapacitates and fears are not documented.
Read the Combat Rogue guide · Back to the chart
Freezes, slows and
Ice Block with
Cold Snap resets make it the hardest
Mage to catch and the best at holding off two.
Scores for Frost Mage| Criterion | Weight | Score |
|---|
| Burst and kill pressure | 25 | ●●●○○ 3 |
|---|
| Survival and escapes | 20 | ●●●●● 5 |
|---|
| Control | 15 | ●●●●● 5 |
|---|
| Fighting outnumbered | 15 | ●●●●○ 4 |
|---|
| Choosing the fight | 10 | ●●●○○ 3 |
|---|
| Sustain between fights | 10 | ●●○○○ 2 |
|---|
| World objectives | 5 | ●●●○○ 3 |
|---|
Weighted score 3.75, which is A tier.
Frost wins by freeze combos rather than raw burst:
Frostbolt and
Ice Lance, with
Frostbite's 15% freeze,
Fingers of Frost treating casts as Frozen,
Shatter's crit bonus and
Ice Shards. Control is chained:
Frost Nova with
Improved Frost Nova, Frostbite,
Permafrost slows,
Polymorph,
Counterspell and
Cone of Cold. Cold Snap resets Nova, Cone, Ice Block and Barrier.
Ice Block gives 10 s of immunity on 5 min,
Ice Barrier absorbs damage and stops pushback, and Nova,
Blink and Cold Snap resets give more than one escape on short cooldowns. Against two it uses Nova and Cone, Blizzard's chill, Ice Block and a Polymorph on one. It opens with slows from Frostbolt range, using
Arctic Reach, but has no stealth or speed. It is the water-drinking Mage with no heal, and its area slows, Counterspell and Polymorph help a group.
It is not S because its base burst is lower than Arcane and Fire and it still drinks after every fight, so burst scores 3 and sustain 2. 3.75 is 0.50 short of S.
Weaknesses
- Lower base burst
- Drinks after every fight
- No stealth or speed
- No heal
What would move it: Documented diminishing returns on Frost Nova and Polymorph, which would cut its chains, or a measured level-60 kill speed.
Rated on assumptions:
- Everything at 60 is projected; nobody has played past the beta cap of 30.
Ice Barrier at 40 and its higher ranks, and the top ranks of
Frost Nova, are past the cap and are projected from client data.- Diminishing returns on
Polymorph, Nova and stuns are not stated for Forever. - The PvP trinket's effect is not stated.
Read the Frost Mage guide · Back to the chart
The deepest control kit of the three
Priests, with
Silence, a 50% slow and a 26 s Scream, but
Shadowform blocks all healing.
Scores for Shadow Priest| Criterion | Weight | Score |
|---|
| Burst and kill pressure | 25 | ●●●●○ 4 |
|---|
| Survival and escapes | 20 | ●●●○○ 3 |
|---|
| Control | 15 | ●●●●● 5 |
|---|
| Fighting outnumbered | 15 | ●●●●○ 4 |
|---|
| Choosing the fight | 10 | ●●●○○ 3 |
|---|
| Sustain between fights | 10 | ●●●○○ 3 |
|---|
| World objectives | 5 | ●●●○○ 3 |
|---|
Weighted score 3.70, which is B tier.
Shadow kills with
Mind Blast,
Shadow Word: Death (294 to 311 damage, 18 s cooldown, 10% max health backlash),
Mind Flay,
Devouring Plague and
Shadow Word: Pain, with Shadowform adding 10% Shadow damage. Crits in PvP are no longer reduced (8 Oct).
Psychic Scream with
Improved Psychic Scream is on a 26 s cooldown, Mind Flay slows by 50%, Silence gives 5 s of silence and a 3 s interrupt,
Blackout stuns for 3 s on a 10% chance, and
Mind Control takes a humanoid at 58.
Shadowform cuts physical damage taken by 15% but blocks all healing, so there is no Shield or
Heal until it ends, and leaving it costs a global cooldown and mana.
Vampiric Embrace and Devouring Plague heal on damage dealt. Scream hits five targets at 56, and Mind Flay, Silence on one caster and Mind Control on one let it kite two. It opens with Silence or the slow, has no stealth or speed, and uses
Dispel Magic,
Mana Burn and Silence on healers for a group.
It is not A because Shadowform blocks healing and it has no stealth, speed or immunity, so nothing moves it out of reach once Scream, Silence and the slow are spent. 3.70 is 0.05 short of A.
Weaknesses
- No Shield or
Heal in
Shadowform - No stealth or speed
- No immunity
- Death costs 10% max health
- Leaving
Shadowform costs a global cooldown and mana
What would move it: Diminishing returns on Scream and Silence being documented, or a change letting Shadowform self-heal.
Rated on assumptions:
- The level-60 build, including Death,
Silence and
Mind Control at 58, is projected from client data. Nothing past the beta cap of 30 has been played.
Silence's arrival is disputed between the client tree and the class guide.- Diminishing returns on Forever stuns, incapacitates and fears are not documented.
Read the Shadow Priest guide · Back to the chart
Damage over time,
Fear and
Death Coil with strong self-healing, so it wins slowly and is hard to finish, but it rarely bursts.
Scores for
Affliction
Warlock| Criterion | Weight | Score |
|---|
| Burst and kill pressure | 25 | ●●●○○ 3 |
|---|
| Survival and escapes | 20 | ●●●●○ 4 |
|---|
| Control | 15 | ●●●●● 5 |
|---|
| Fighting outnumbered | 15 | ●●●○○ 3 |
|---|
| Choosing the fight | 10 | ●●●○○ 3 |
|---|
| Sustain between fights | 10 | ●●●●○ 4 |
|---|
| World objectives | 5 | ●●●○○ 3 |
|---|
Weighted score 3.60, which is B tier.
Affliction stacks
Corruption, Curse of Agony,
Siphon Life,
Immolate and
Nightfall procs, with
Shadow Mastery adding 15% Shadow damage, and ends a fight with a Death Coil and
Shadow Bolt chain. Control is the strongest of the three Warlocks: Fear (1.5 s cast, 20 yd range),
Howl of Terror on five targets, Death Coil's 3 s horror, a
Curse of Exhaustion slow (it needs
Amplify Curse) and
Curse of Tongues.
Drain Life, Siphon Life and Death Coil all heal,
Fel Concentration gives 70% pushback resistance, and
Shadow Ward and Healthstone back them up, so it dies to burst but out-heals slow damage. Against two its DoTs spread, Fear holds one, Howl five and Death Coil one. It starts with an instant Corruption at range and keeps distance with Curse of Exhaustion, but it has no speed or stealth. Siphon Life, Dark Pact and
Life Tap give it the best sustain of a mana user, and Curses, a Soulstone on a healer and
Ritual of Summoning help a group.
It is not A because burst, outnumbered and engage all score 3, since it has no burst button, no speed and no stealth. Its control and sustain are the best of the class, but they do not finish a fight quickly. 3.60 is 0.15 short of A.
Weaknesses
- Low burst
- No speed or stealth
- Dies to burst
Fear is single target- Cloth armour
What would move it: Level-60 play showing DoT pressure killing before the target breaks Fear, or documentation of diminishing returns on Fear, Howl and Death Coil.
Rated on assumptions:
- Everything at level 60 is projected from client data and the spec's own talent tree; nobody has played past the beta cap of 30.
Curse of Exhaustion,
Siphon Life and
Death Coil at 42 are client data and the own tree, not played.
Fear's 20 yd range is an acknowledged oversight and may change.- Diminishing returns on stuns, fears and silences are not documented for Forever.
Read the Affliction Warlock guide · Back to the chart
A pet spec with
Fear, Seduction, Spell Lock and
Death Coil for a long chain of control, but it leans on its pet staying alive.
Scores for
Demonology
Warlock| Criterion | Weight | Score |
|---|
| Burst and kill pressure | 25 | ●●●○○ 3 |
|---|
| Survival and escapes | 20 | ●●●○○ 3 |
|---|
| Control | 15 | ●●●●● 5 |
|---|
| Fighting outnumbered | 15 | ●●●○○ 3 |
|---|
| Choosing the fight | 10 | ●●●○○ 3 |
|---|
| Sustain between fights | 10 | ●●●●○ 4 |
|---|
| World objectives | 5 | ●●●○○ 3 |
|---|
Weighted score 3.40, which is B tier.
Damage comes from a Felhunter or Succubus plus
Shadow Bolt.
Demonic Sacrifice turns the Warlock into a pure caster at the cost of the pet, with Shadow +15% for an Imp or Fire +15% for a Succubus or Incubus. Control is at least
Affliction's chain: Fear, Howl and Death Coil, plus Seduction (longer with
Improved Sayaad) and the Felhunter's Spell Lock, a 3 s silence.
Soul Link sends 30% of the damage taken to the demon, and
Demonic Embrace,
Master Demonologist and an improved Healthstone help, but it is weak once the pet dies. Against two it cannot hold two pets, so Seduction, Fear and Howl buy time. The pet opens the fight and Lesser Invisibility lets it scout, but the Warlock has no speed or stealth. Felhunter Sacrifice restores 3% health every 4 s, Dark Pact and
Life Tap restore mana, and
Ritual of Summoning, Soulstone and
Banish serve a group.
It is not A because survival is 3, since its defences depend on a pet that can be killed, and its burst, outnumbered and engage all score 3. Its control chain matches Affliction's, but it has less healing behind it. 3.40 is 0.35 short of A.
Weaknesses
- Defences fail if the pet dies
- Cannot hold two pets
- No speed or stealth
- Moderate burst
- Resummoning costs time
What would move it: Level-60 play showing how often the pet dies in open-world fights, or Soul Link and Demonic Sacrifice values measured against Affliction's healing.
Rated on assumptions:
- Everything at level 60 is projected from client data and the spec's own talent tree; nobody has played past the beta cap of 30.
Demonic Sacrifice and
Soul Link values come from client data and the own tree, not play.- Seduction's length with
Improved Sayaad is client data. - Diminishing returns on stuns, fears and silences are not documented for Forever.
Read the Demonology Warlock guide · Back to the chart
Arcane Blast stacks,
Presence of Mind and
Arcane Power give high burst, but one Nova and
Blink is all it has to leave.
Scores for Arcane
Mage| Criterion | Weight | Score |
|---|
| Burst and kill pressure | 25 | ●●●●○ 4 |
|---|
| Survival and escapes | 20 | ●●●○○ 3 |
|---|
| Control | 15 | ●●●●○ 4 |
|---|
| Fighting outnumbered | 15 | ●●●○○ 3 |
|---|
| Choosing the fight | 10 | ●●●○○ 3 |
|---|
| Sustain between fights | 10 | ●●○○○ 2 |
|---|
| World objectives | 5 | ●●●●○ 4 |
|---|
Weighted score 3.35, which is B tier.
Arcane's burst is Arcane Blast, a 1.5 s cast whose stacks add spell damage and raise its cost, with Presence of Mind making the next cast instant and Arcane Power adding 30% damage for 15 s.
Arcane Mind and
Arcane Instability raise crits, and critical strikes in PvP are no longer reduced. Control is
Frost Nova,
Polymorph,
Counterspell with
Improved Counterspell's 4 s silence, and baseline slows, with fewer chains than Frost.
It survives with Blink, Frost Nova and
Mana Shield, but has no
Ice Block or
Ice Barrier and no heal. Against two it polymorphs one, then Novas and Blinks away, with
Arcane Explosion for crowds. It engages with long-range casts and a Counterspell opener, but no stealth or speed, so it cannot refuse a faster class's chase. It is empty after one fight and drinks, while
Arcane Brilliance, Counterspell on healers, Polymorph and portals help a group.
It is not A because its survival is one Nova and Blink and its mana is gone after one fight, so survival scores 3 and sustain 2. 3.35 is 0.40 short of A.
What would move it: Documented diminishing returns on Polymorph and Frost Nova, or measured level-60 Arcane Blast cost against fight length.
Rated on assumptions:
- Everything at 60 is projected; nobody has played past the beta cap of 30.
Arcane Power,
Arcane Brilliance at 56 and portals at 40 and 50 are past the cap and are projected from client data.- Diminishing returns on
Polymorph, Nova and stuns are not stated for Forever. - The PvP trinket's effect is not stated.
Read the Arcane Mage guide · Back to the chart
The class's best body for a fight it cannot win quickly:
Bash,
Feral Charge and
Challenging Roar keep a group alive.
Scores for
Feral Bear
Druid| Criterion | Weight | Score |
|---|
| Burst and kill pressure | 25 | ●●○○○ 2 |
|---|
| Survival and escapes | 20 | ●●●●○ 4 |
|---|
| Control | 15 | ●●●●○ 4 |
|---|
| Fighting outnumbered | 15 | ●●●●○ 4 |
|---|
| Choosing the fight | 10 | ●●●○○ 3 |
|---|
| Sustain between fights | 10 | ●●●○○ 3 |
|---|
| World objectives | 5 | ●●●●○ 4 |
|---|
Weighted score 3.30, which is B tier.
Bear is low on damage:
Maul,
Swipe,
Primal Bite and
Berserk, which lets Primal Bite hit three targets with no cooldown. Its control is the best in the class. Bash stuns for 4 s and Feral Charge immobilises and interrupts for 4 s on a 15 s cooldown from 25 yd, the only interrupt a Druid has.
Dire Bear Form,
Barkskin and
Frenzied Regeneration make it the sturdiest Druid, and every shift into Bear removes
Polymorph and snares. In a two-on-one or worse, Challenging Roar forces several enemies onto it, Swipe and Berserk hit three, and Barkskin soaks, though it cannot kill a pack. Feral Charge picks the fight but Bear has no stealth or speed, and healing means leaving the form. As a tank body with Bash,
Charge and
Leader of the Pack, it holds a hub or flag.
It is not A because it cannot kill anything quickly, so burst scores 2, and it has no stealth or speed to pick or leave a fight. 3.30 is 0.45 short of A.
Weaknesses
- Low damage
- No stealth or speed in Bear
- Heals mean leaving the form
- Cannot kill a pack
What would move it: Documented diminishing returns on stuns or interrupts, or a Cat version of Feral Charge shown in the open test.
Rated on assumptions:
- Everything at 60 is projected; nobody has played past the beta cap of 30.
- Dire Bear at 40,
Barkskin at 44 and
Berserk are past the cap and are projected from client data.
Brutal Impact points are not in the guide's order.- Diminishing returns on stuns are not stated for Forever.
Read the Feral Bear Druid guide · Back to the chart
Traps that chain and can be reused quickly,
Deterrence, and melee range that removes the dead zone, with no self-heal.
Scores for Survival
Hunter| Criterion | Weight | Score |
|---|
| Burst and kill pressure | 25 | ●●●○○ 3 |
|---|
| Survival and escapes | 20 | ●●●○○ 3 |
|---|
| Control | 15 | ●●●●● 5 |
|---|
| Fighting outnumbered | 15 | ●●●○○ 3 |
|---|
| Choosing the fight | 10 | ●●●●○ 4 |
|---|
| Sustain between fights | 10 | ●●○○○ 2 |
|---|
| World objectives | 5 | ●●●○○ 3 |
|---|
Weighted score 3.30, which is B tier.
Survival hits through
Mongoose Bite,
Raptor Strike and
Counterattack, with
Predator's Edge and
Lacerating Strikes, but Mongoose Bite and Counterattack need a dodge or parry. Its control is the best in the class:
Entrapment,
Clever Traps,
Improved Wing Clip, Counterattack's 5 s immobilise,
Strider Kick, and
Survivalist's Discipline cutting trap cooldowns by 40%. Entrapment now has diminishing returns.
Survivalist health, Deflection, Lightning Reflexes and Deterrence's +25% dodge and parry for 10 s make it the sturdiest Hunter, though Deterrence is not an immunity and there is no heal. Traps on repeat,
Frost Trap and Deterrence manage two attackers, but three overwhelm it. It starts fights with a trap, with Cheetah, Pack and
Hunter's Mark for stealth, and
Resourcefulness cuts mana on traps and melee. Traps cover a choke and Deterrence helps a flag carrier, but it has no raid aura.
It is not A because its burst is reactive to dodges and parries, and with no self-heal and no raid aura it only scores 3 on burst, survival and objectives. 3.30 is 0.45 short of A.
Weaknesses
- Burst needs a dodge or parry
- No self-heal
- Three attackers overwhelm it
- No raid aura
What would move it: Documented diminishing returns on traps, or measured level-60 melee weaving against casters.
Rated on assumptions:
- Everything at 60 is projected; nobody has played past the beta cap of 30.
Lacerating Strikes at 40 is past the cap and is projected from client data.- Whether melee weaving works in practice is untested.
- Diminishing returns on traps are not stated beyond the 8 Oct
Entrapment note.
Read the Survival Hunter guide · Back to the chart
Fireball, instant
Fire Blast,
Pyroblast and
Combustion hit hard, but the casts can be interrupted and it has one escape.
Scores for Fire
Mage| Criterion | Weight | Score |
|---|
| Burst and kill pressure | 25 | ●●●●○ 4 |
|---|
| Survival and escapes | 20 | ●●●○○ 3 |
|---|
| Control | 15 | ●●●●○ 4 |
|---|
| Fighting outnumbered | 15 | ●●●○○ 3 |
|---|
| Choosing the fight | 10 | ●●●○○ 3 |
|---|
| Sustain between fights | 10 | ●●○○○ 2 |
|---|
| World objectives | 5 | ●●●○○ 3 |
|---|
Weighted score 3.30, which is B tier.
Fire kills with Fireball, instant Fire Blast, Pyroblast and its DoT,
Scorch and
Ignite, and Combustion adds crits in a burst window. Critical strikes in PvP are no longer reduced, but the cast-time spells are interruptible. Control is
Polymorph,
Frost Nova and
Counterspell, plus
Blast Wave's 50% slow for 6 s and
Impact's 10% chance of a 2 s stun.
Blink, Frost Nova,
Fire Ward and
Mana Shield give it one reliable escape, with no
Ice Block, and it has no heal. Blast Wave, Nova and Blink make a flee against two, and
Flamestrike and Blast Wave hurt both, but it cannot hold two. It opens with an instant Fire Blast or a 35 yd Fireball, with no stealth or speed.
Master of Elements refunds mana but it still drinks, and it has Flamestrike, Counterspell and Polymorph for a group.
It is not A because it has one reliable escape and its casts can be interrupted, so survival scores 3 and it has no Frost resets to try again. 3.30 is 0.45 short of A.
Weaknesses
- Cast-time spells are interruptible
- One reliable escape
- No stealth or speed
- Still drinks after fights
What would move it: Documented diminishing returns on Polymorph and Nova, or measured level-60 Fire damage against Arcane.
Rated on assumptions:
- Everything at 60 is projected; nobody has played past the beta cap of 30.
Combustion at 40,
Frostfire Bolt at 40 and the top ranks of
Fireball and
Pyroblast are past the cap and are projected from client data.- Diminishing returns on
Polymorph, Nova and stuns are not stated for Forever. - The PvP trinket's effect is not stated.
Read the Fire Mage guide · Back to the chart
The
Warlock burst spec: instant
Conflagrate and
Shadowburn at range and full-strength crits, but it cannot out-heal anything.
Scores for
Destruction Warlock| Criterion | Weight | Score |
|---|
| Burst and kill pressure | 25 | ●●●●○ 4 |
|---|
| Survival and escapes | 20 | ●●●○○ 3 |
|---|
| Control | 15 | ●●●●○ 4 |
|---|
| Fighting outnumbered | 15 | ●●●○○ 3 |
|---|
| Choosing the fight | 10 | ●●●○○ 3 |
|---|
| Sustain between fights | 10 | ●●○○○ 2 |
|---|
| World objectives | 5 | ●●●○○ 3 |
|---|
Weighted score 3.30, which is B tier.
Destruction has the most burst of the three Warlocks:
Shadow Bolt with
Improved Shadow Bolt, instant Conflagrate and Shadowburn,
Incinerate at 40,
Soul Fire at 48,
Ruin crit damage and Devastation's +5% crit. Blizzard says crits in PvP no longer have reduced efficacy. Control is
Fear, Howl and
Death Coil, an
Aftermath daze (50%, 5 s) from Conflagrate and a
Pyroclasm stun (26%, 3 s) on Soul Fire,
Rain of Fire and
Hellfire.
Backlash gives an instant Shadow Bolt when it is hit,
Intensity resists pushback, and Healthstone and
Shadow Ward help, but it cannot out-heal damage. Against two it has Rain of Fire, Hellfire, Howl and one Fear, with poor sustain. Instant Conflagrate and Shadowburn at range make it easy to start a fight, though Soul Fire is a 6 s cast and it has no speed.
Life Tap and Emberstorm are all it has for recovery, so resets are slow. Area fire and a Soulstone are its group tools.
It is not A because sustain is 2 and survival, outnumbered and engage are all 3. Its burst is the best of the Warlocks, but it cannot out-heal what it fails to kill. 3.30 is 0.45 short of A.
Weaknesses
- Cannot out-heal damage
- Weakest sustain of the three
Soul Fire is a 6 s cast- No speed or stealth
- Poor against two
What would move it: Level-60 play showing the burst killing before a target can answer, or Pyroclasm's stun proving reliable in a fight.
Rated on assumptions:
- Everything at level 60 is projected from client data and the spec's own talent tree; nobody has played past the beta cap of 30.
Incinerate at 40 and
Soul Fire at 48 are client data, not played.
Pyroclasm's stun chance is from the own tree and unverified.- Diminishing returns on stuns, fears and silences are not documented for Forever.
Read the Destruction Warlock guide · Back to the chart
The highest ranged burst in the class and
Trueshot Aura for a group, with
Hunter health and no way to stop a melee class for long.
Scores for
Marksmanship Hunter| Criterion | Weight | Score |
|---|
| Burst and kill pressure | 25 | ●●●●○ 4 |
|---|
| Survival and escapes | 20 | ●●○○○ 2 |
|---|
| Control | 15 | ●●●●○ 4 |
|---|
| Fighting outnumbered | 15 | ●●●○○ 3 |
|---|
| Choosing the fight | 10 | ●●●●○ 4 |
|---|
| Sustain between fights | 10 | ●●○○○ 2 |
|---|
| World objectives | 5 | ●●●●○ 4 |
|---|
Weighted score 3.25, which is B tier.
Marksmanship has the class's highest ranged burst:
Aimed Shot,
Multi-Shot,
Arcane Shot,
Rapid Fire,
Barrage,
Mortal Shots' +30% crit damage and
Lethal Attacks, with
Lone Wolf adding +20% damage without a pet.
Auto Shot needs 0.5 s of standing still.
Scatter Shot disorients for 4 s,
Improved Concussive Shot can stun for 3 s, and
Freezing Trap and
Wing Clip add more.
It has no
Survivalist,
Deterrence or Deflection, so it has Hunter health, Scatter Shot,
Concussive Shot and
Feign Death. Scatter Shot with Freezing Trap handles two attackers, but Aimed Shot is slow against a third.
Sniper Shot,
Hawk Eye and
Hunter's Mark extend range and show stealth, and
Aspect of the Cheetah helps it choose a fight. There is no self-heal and ammo costs, though
Efficiency and
Rapid Recuperation help mana. Trueshot Aura is raid-wide and its range defends a flag or choke.
It is not A because it has Hunter health with no Deterrence, and survival scores 2, so a melee class that gets past Scatter Shot kills it. 3.25 is 0.50 short of A.
What would move it: Documented diminishing returns on Scatter Shot and traps, or a measured level-60 burst window against cloth and plate.
Rated on assumptions:
- Everything at 60 is projected; nobody has played past the beta cap of 30.
Sniper Shot at 40 is past the cap and is projected from client data.- Diminishing returns on
Scatter Shot and traps are not stated for Forever. - The PvP trinket's effect is not stated.
Read the Marksmanship Hunter guide · Back to the chart
Hammer of Justice or
Repentance into a double-damage
Judgement, with immunities to survive, but no slow, no interrupt and no way to close.
Scores for
Retribution
Paladin| Criterion | Weight | Score |
|---|
| Burst and kill pressure | 25 | ●●●●○ 4 |
|---|
| Survival and escapes | 20 | ●●●●○ 4 |
|---|
| Control | 15 | ●●●○○ 3 |
|---|
| Fighting outnumbered | 15 | ●●○○○ 2 |
|---|
| Choosing the fight | 10 | ●●○○○ 2 |
|---|
| Sustain between fights | 10 | ●●●○○ 3 |
|---|
| World objectives | 5 | ●●●○○ 3 |
|---|
Weighted score 3.20, which is C tier.
Retribution opens with Hammer of Justice (6 s at 54) or Repentance (6 s on a Humanoid, 1 minute cooldown), then Judgement of Command, which does double damage to a stunned or incapacitated target.
Sacred Arbiter adds 20% to
Holy Strike and Judgement,
Hammer of Wrath finishes below 20% health, and Vengeance stacks three times at 3% after crits. The 5% hybrid cut and nerfs on 24 Sep, 1 Oct and 15 Oct lower the ceiling. Control is two stuns a minute,
Seal of Justice to stop fleeing and Freedom for roots, with no slow and no interrupt.
Divine Protection (8 s),
Divine Shield (12 s),
Lay on Hands and
Eye for an Eye make it hard to kill, though Forbearance stops the immunities chaining. Against three players it has
Consecration and one stun, so the answer is an immunity and then leaving. It has no gap closer, so targets kite it, and Charger and
Pursuit of Justice at +15% are its only speed.
Holy Light,
Flash of Light and Lay on Hands restore it between fights, but mana is tight.
It is not B because it cannot catch a target that runs, has no slow or interrupt, and has little against two or more players. It ties with Arms and Fury
Warrior at 3.20, 0.05 short of B.
Weaknesses
- No gap closer
- No slow or interrupt
- Two controls a minute
- Tight mana
- 5% hybrid damage cut
What would move it: Diminishing returns being documented, a slow or gap closer being added, or play past 30 showing Repentance burst as projected.
Rated on assumptions:
Read the Retribution Paladin guide · Back to the chart
A slow two-hander with
Mortal Strike,
Charge and
Hamstring, easy to start a fight with and hard to leave.
Scores for Arms
Warrior| Criterion | Weight | Score |
|---|
| Burst and kill pressure | 25 | ●●●●○ 4 |
|---|
| Survival and escapes | 20 | ●●○○○ 2 |
|---|
| Control | 15 | ●●●●○ 4 |
|---|
| Fighting outnumbered | 15 | ●●●○○ 3 |
|---|
| Choosing the fight | 10 | ●●●●○ 4 |
|---|
| Sustain between fights | 10 | ●●○○○ 2 |
|---|
| World objectives | 5 | ●●●○○ 3 |
|---|
Weighted score 3.20, which is C tier.
Arms hits with Mortal Strike,
Overpower,
Execute,
Slam, a two-hander swing and
Recklessness, and
Impale raises crit damage. Blizzard says crits in PvP no longer have reduced efficacy. Mortal Strike also cuts the target's healing. Control is Charge's stun, Hamstring (with
Improved Hamstring a 15% chance of a 5 s root),
Intimidating Shout,
Disarm,
Pummel from
Berserker Stance,
Thunder Clap and
Spearing Strike, which dismounts.
Survival is thin:
Retaliation and
Victory Rush (a 10% heal for 20 s after a kill), with no shield and so no
Shield Wall.
Sweeping Strikes and
Cleave hit two targets, and Intimidating Shout fears up to five, so it can fight two for a while. Charge,
Intercept and Hamstring make it easy to start a fight, but it has no stealth and no way to run. Victory Rush is its only sustain, and in a group it can Intercept in, clear a point with a Shout and Pummel casters.
It is not B because survival and sustain are both 2, with no shield for Shield Wall and no heal but Victory Rush. It ties with Fury at 3.20, 0.05 short of B.
What would move it: Level-60 play showing it surviving a gank in blues, or the hybrid tax of about 5% proving larger or smaller than assumed.
Rated on assumptions:
- Everything at level 60 is projected from client data and the spec's own talent tree; nobody has played past the beta cap of 30.
Mortal Strike at 30 is the 21st talent point;
Sweeping Strikes beyond 30 is projected from the own tree.
Pummel at 38 and
Intercept ranks are client data, not played.- Diminishing returns on stuns, fears and silences are not documented for Forever.
Read the Arms Warrior guide · Back to the chart
A dual-wield
Warrior with
Bloodthirst,
Whirlwind and a 20 s
Intercept, strong at starting fights but with no
Shield Wall.
Scores for Fury Warrior| Criterion | Weight | Score |
|---|
| Burst and kill pressure | 25 | ●●●●○ 4 |
|---|
| Survival and escapes | 20 | ●●○○○ 2 |
|---|
| Control | 15 | ●●●●○ 4 |
|---|
| Fighting outnumbered | 15 | ●●●○○ 3 |
|---|
| Choosing the fight | 10 | ●●●●○ 4 |
|---|
| Sustain between fights | 10 | ●●○○○ 2 |
|---|
| World objectives | 5 | ●●●○○ 3 |
|---|
Weighted score 3.20, which is C tier.
Fury kills with Bloodthirst, Whirlwind,
Death Wish and
Recklessness, with
Cruelty, Flurry and Enrage on top, and Blizzard says PvP crits are no longer reduced. Control is
Piercing Howl's 6 s daze,
Hamstring, an Intercept 3 s stun on a 20 s cooldown with
Improved Intercept,
Pummel and
Intimidating Shout.
Blood Craze,
Gore Drinker,
Victory Rush and
Berserker Rage's fear immunity are small helps, and there is no Shield Wall in the tree. Whirlwind hits up to four, and Intimidating Shout and Death Wish help against two. Intercept every 20 s plus
Charge and Bloodthirst's +10% speed for 10 s start fights well, but it cannot leave one. Death Wish drains health, which is a risk at low health. In a group, Piercing Howl and Whirlwind work on clusters and Berserker Rage answers fear casters.
It is not B because survival and sustain are both 2, with no Shield Wall and only small heals. It ties with Arms at 3.20, 0.05 short of B.
What would move it: Level-60 play showing whether Death Wish costs more health than it wins, or Forever's hit cap showing dual wield is hard to keep up.
Rated on assumptions:
- Everything at level 60 is projected from client data and the spec's own talent tree; nobody has played past the beta cap of 30.
Bloodthirst at 40 and
Whirlwind are client data and the own tree, not played.
Improved Intercept's 20 s cooldown is from the own tree.- Diminishing returns on stuns, fears and silences are not documented for Forever.
Read the Fury Warrior guide · Back to the chart
The best opener in the class:
Prowl,
Dash and
Pounce, then bleeds and combo points, with nothing to peel or heal once it is caught.
Scores for
Feral Cat
Druid| Criterion | Weight | Score |
|---|
| Burst and kill pressure | 25 | ●●●●○ 4 |
|---|
| Survival and escapes | 20 | ●●●○○ 3 |
|---|
| Control | 15 | ●●○○○ 2 |
|---|
| Fighting outnumbered | 15 | ●●○○○ 2 |
|---|
| Choosing the fight | 10 | ●●●●● 5 |
|---|
| Sustain between fights | 10 | ●●○○○ 2 |
|---|
| World objectives | 5 | ●●●○○ 3 |
|---|
Weighted score 3.05, which is C tier.
Cat opens from Prowl with Pounce, a 2 s stun, or
Ravage, then
Shred,
Rake,
Rip and
Ferocious Bite on combo points.
Berserk makes
Primal Bite hit three targets with no cooldown and adds crit chance to builders. Control is thin: Pounce is the only stun in Cat,
Bash and
Feral Charge are Bear only, and there are no roots in the Feral tree.
Shifts break
Polymorph and snares, Dash gives +60% speed and
Feral Swiftness +30%, and
Nature's Grasp and
Barkskin help, but there is no heal in form and a heal costs 55% of base mana to leave and re-enter. Against two it can run or drop to Bear, with no peel. It picks the fight, since Prowl, Dash, Feral Swiftness and
Faerie Fire answer stealth. It bandages and eats after fights, and is a fast runner with
Leader of the Pack and
Rebirth.
It is not B because once its opener is spent it has no stun, no heal and no peel, so control and outnumbered both score 2. 3.05 is 0.20 short of B.
What would move it: A Cat version of Feral Charge confirmed in the open test, or documented diminishing returns on Pounce.
Rated on assumptions:
- Everything at 60 is projected; nobody has played past the beta cap of 30.
Pounce ranks at 46 and 56 and
Berserk are past the cap and are projected from client data.- A Cat version of
Feral Charge is disputed and untested.
Barkskin at 44 is projected.
Read the Feral Cat Druid guide · Back to the chart
A shield with no cooldown and no pushback, plus
Greater Heal and
Fade, outlasts most attackers but cannot kill one.
Scores for Discipline
Priest| Criterion | Weight | Score |
|---|
| Burst and kill pressure | 25 | ●●○○○ 2 |
|---|
| Survival and escapes | 20 | ●●●●● 5 |
|---|
| Control | 15 | ●●○○○ 2 |
|---|
| Fighting outnumbered | 15 | ●●●○○ 3 |
|---|
| Choosing the fight | 10 | ●○○○○ 1 |
|---|
| Sustain between fights | 10 | ●●●●○ 4 |
|---|
| World objectives | 5 | ●●●●○ 4 |
|---|
Weighted score 2.95, which is C tier.
Discipline's damage is
Smite,
Holy Fire,
Penance and the wand, which needs 0.5 s standing still, with
Power Infusion (3 minutes) for a window. Its only hard control is
Psychic Scream, an 8 s fear on a 30 s cooldown that hits five targets at 56.
Silence and
Mind Flay are Shadow talents, so they are out of reach unless the second tree is Shadow. Damage and control are both thin.
Improved Power Word: Shield with
Soul Warding removes the Shield cooldown, and Shield stops spell pushback, so Shield, Greater Heal and Fade rotate. Scream and that rotation can hold two attackers, but it cannot kill one. It has no stealth or speed, so it shields first and then uses the wand or Smite.
Meditation,
Inner Focus and Power Infusion out-sustain most melee, and
Dispel Magic, Fortitude and
Prayer of Mending help a group.
It is not B because it has one control tool, no way to start a fight at range or from stealth, and too little damage to finish a player. 2.95 is 0.30 short of B.
Weaknesses
- Weak damage
Psychic Scream is the only control- No stealth or speed
- Weakened Soul for 15 s
- No immunity
What would move it: Play at 60 showing Penance and Power Infusion can finish a player, or a second tree that brings Silence within reach.
Rated on assumptions:
- The level-60 build, including
Greater Heal at 40 and
Soul Warding, is projected from client data and the tree. Nothing past the beta cap of 30 has been played. - Whether a second Shadow tree is spent alongside Discipline is a build assumption.
- Diminishing returns on Forever stuns, incapacitates and fears are not documented.
Read the Discipline Priest guide · Back to the chart
A single-weapon melee
Shaman with Windfury and
Stormstrike, and instant
Ghost Wolf as its one reliable way to leave.
Scores for
Enhancement Shaman| Criterion | Weight | Score |
|---|
| Burst and kill pressure | 25 | ●●●○○ 3 |
|---|
| Survival and escapes | 20 | ●●●○○ 3 |
|---|
| Control | 15 | ●●●○○ 3 |
|---|
| Fighting outnumbered | 15 | ●●○○○ 2 |
|---|
| Choosing the fight | 10 | ●●●●○ 4 |
|---|
| Sustain between fights | 10 | ●●●○○ 3 |
|---|
| World objectives | 5 | ●●●○○ 3 |
|---|
Weighted score 2.95, which is C tier.
Windfury Weapon gives a 20% chance of two extra attacks, and Stormstrike on an 8 s cooldown makes the next
Lightning Bolt,
Chain Lightning or
Earth Shock do 20% more. Flurry,
Thundering Strikes and
Rage of the Farseer (+30% attack speed for 25 s, 3 minute cooldown) add to it. This is a melee burst on one weapon, since Shaman cannot dual wield. Control is the Earth Shock interrupt,
Frost Shock, Earthbind and a 25% Frostbrand slow chance, none of it hard.
Anticipation gives 6% dodge,
Spirit Weapons adds parry, Toughness gives 10% Stamina and mail arrives at 40, which makes it the sturdiest Shaman, though it has no panic button.
Improved Ghost Wolf makes the wolf instant, +40% speed and usable indoors, so it can chase or leave, but a hit breaks it. Against two it has
Lightning Shield and
Magma Totem and has to stay in melee.
Shamanistic Focus cuts shock costs by 45% and
Improved Stormstrike returns mana, and
Tremor Totem helps a group.
It is not B because it scores 2 on outnumbered and only 3 on burst, survival, control and sustain. Its burst is a single weapon, its control has nothing hard in it and its one escape breaks on a hit. 2.95 is 0.30 short of B.
Weaknesses
- Single weapon, no dual wield
Ghost Wolf breaks on a hit- No hard crowd control
- Poor against two
- Mail only from 40
What would move it: Level-60 play showing whether a single weapon keeps up in burst, or documentation of diminishing returns that make its slows more useful.
Rated on assumptions:
- Everything at level 60 is projected from client data and the spec's own talent tree; nobody has played past the beta cap of 30.
Rage of the Farseer at 40 and
Maelstrom Weapon are projected from the own tree and client data.- Mail armour at 40 is client data, not played.
- Diminishing returns on stuns, fears and silences are not documented for Forever.
Read the Enhancement Shaman guide · Back to the chart
Holy Shock at range, the best healing in the class and the immunities, but it cannot kill or catch anyone.
Scores for Holy
Paladin| Criterion | Weight | Score |
|---|
| Burst and kill pressure | 25 | ●●○○○ 2 |
|---|
| Survival and escapes | 20 | ●●●●○ 4 |
|---|
| Control | 15 | ●●○○○ 2 |
|---|
| Fighting outnumbered | 15 | ●●●○○ 3 |
|---|
| Choosing the fight | 10 | ●●○○○ 2 |
|---|
| Sustain between fights | 10 | ●●●●○ 4 |
|---|
| World objectives | 5 | ●●●●○ 4 |
|---|
Weighted score 2.85, which is C tier.
Holy Shock is the only instant ranged damage in the class: rank 4 at 56 hits for 334 to 362 at 20 yd on a 10 s cooldown.
Holy Power adds 15% crit,
Light's Vigil removes the cooldown on a Holy Shock, and
Divine Favor guarantees a crit. Damage per minute is low but reliable.
Hammer of Justice on a 60 s cooldown is its only control, with no
Repentance and no Bulwark.
Divine Shield,
Divine Protection and
Lay on Hands are joined by
Voice of Truth, which gives 6 s of immunity to
Silence and Interrupt, and by
Unyielding Faith and
Healing Light. These let it outlast two players but not kill them. Holy Shock opens at 20 yd, and Charger is the only speed, so it cannot close on or leave a fight.
Illumination,
Reverence and
Infusion of Light give the best sustain in the class, and
Cleanse helps allies in a group fight.
It is not B because Hammer of Justice is its only control, its damage is too low to finish a player, and it has no gap closer. 2.85 is 0.40 short of B.
Weaknesses
- Low damage per minute
- One stun on 60 s
- No gap closer, slow or interrupt
- Cannot kill a player
- Speed only from the mount
What would move it: Measured Holy Shock damage at 60, or a second control tool being added.
Rated on assumptions:
- The level-60 build, including
Holy Shock rank 4 at 56 and
Light's Vigil, is projected from client data. Nothing past the beta cap of 30 has been played.
Voice of Truth has a 3 minute cooldown in a Blizzard deep dive and none in the client tooltip.- Diminishing returns on Forever stuns, incapacitates and fears are not documented.
Read the Holy Paladin guide · Back to the chart
A pet that fights for it and a long-range opener, with no self-heal and no escape that works on a player who closes in.
Scores for
Beast Mastery
Hunter| Criterion | Weight | Score |
|---|
| Burst and kill pressure | 25 | ●●●○○ 3 |
|---|
| Survival and escapes | 20 | ●●○○○ 2 |
|---|
| Control | 15 | ●●●○○ 3 |
|---|
| Fighting outnumbered | 15 | ●●●○○ 3 |
|---|
| Choosing the fight | 10 | ●●●●○ 4 |
|---|
| Sustain between fights | 10 | ●●○○○ 2 |
|---|
| World objectives | 5 | ●●●○○ 3 |
|---|
Weighted score 2.80, which is C tier.
Beast Mastery kills mainly through the pet:
Unleashed Fury, Ferocity,
Frenzy and
Bestial Wrath's +50% for 18 s, with
Rapid Fire on top. Critical strikes in PvP are no longer reduced, but a pet that is killed or kited takes the burst with it. Control is
Intimidation, a 3 s pet stun, plus
Concussive Shot,
Wing Clip and
Freezing Trap.
The pet is a second body to attack and
Spirit Bond regenerates a little health, and
Feign Death is the only emergency tool;
Deterrence is in the Survival tree.
Disengage only reduces threat, so it cannot leap away. Against two, the pet, a trap and Intimidation peel one more, but three overwhelm it.
Aspect of the Cheetah, a long opener and
Hunter's Mark for stealth let it pick fights, with no self-heal, limited mana and ammo to pay for.
It is not B because its burst depends on a pet that can be killed, so burst scores 3, and with survival and sustain both at 2 it falls apart when caught. 2.80 is 0.45 short of B.
Weaknesses
- No
Deterrence in this tree - No self-heal
- Pet can be killed or kited
- Ammo and mana limits
What would move it: Measured level-60 pet damage that survives a focused attack, or documented diminishing returns on traps and Intimidation.
Rated on assumptions:
- Everything at 60 is projected; nobody has played past the beta cap of 30.
Bestial Wrath at 40 and
Summon Hawk's two hawks are past the cap and are projected from client data.- Whether
Feign Death drops a player target is untested. - The PvP trinket's effect is not stated.
Read the Beast Mastery Hunter guide · Back to the chart
Heals, roots and the best sustain in the class, but almost no damage, so a fight against one player ends in a stalemate.
Scores for Restoration
Druid| Criterion | Weight | Score |
|---|
| Burst and kill pressure | 25 | ●○○○○ 1 |
|---|
| Survival and escapes | 20 | ●●●●○ 4 |
|---|
| Control | 15 | ●●●○○ 3 |
|---|
| Fighting outnumbered | 15 | ●●●○○ 3 |
|---|
| Choosing the fight | 10 | ●●○○○ 2 |
|---|
| Sustain between fights | 10 | ●●●●○ 4 |
|---|
| World objectives | 5 | ●●●●○ 4 |
|---|
Weighted score 2.75, which is C tier.
Restoration has no burst:
Wrath,
Starfire,
Moonfire and
Naturalist's +5% damage. Nature's Swiftness makes the next Nature spell instant, which can be a
Healing Touch or an
Entangling Roots. Control is Entangling Roots, that instant root and
Nature's Grasp, with no stun or interrupt.
It survives with
Swiftmend, instant Healing Touch,
Regrowth,
Wild Growth and
Barkskin, and shifts break
Polymorph and snares. Against two it heals and roots one, but cannot kill either. It engages only at range with Moonfire and Wrath, though
Natural Shapeshifter makes
Cat Form's
Prowl and
Dash cheaper. Reflection,
Living Spirit and
Innervate let it outlast any stalemate, and Wild Growth,
Tranquility and
Rebirth make it welcome in a group fight, though it cannot hold an objective alone.
It is not B because it cannot kill a player, so burst scores 1, and it has no stealth or speed worth the name to start a fight. 2.75 is 0.50 short of B.
Weaknesses
- Almost no damage
- No stun or interrupt
- Ranged openers only
- Cannot hold an objective alone
What would move it: Documented diminishing returns on roots, or evidence that a Resto Druid can finish a kill with Feral points.
Rated on assumptions:
- Everything at 60 is projected; nobody has played past the beta cap of 30.
Wild Growth at 40 and
Barkskin at 44 are past the cap and are projected from client data.- Nature's Swiftness applying to
Entangling Roots rests on client text and is untested. - Diminishing returns on roots are not stated for Forever.
Read the Restoration Druid guide · Back to the chart
A healer that can outlast one or two attackers and refills mana quickly, but kills nobody and cannot run.
Scores for Restoration
Shaman| Criterion | Weight | Score |
|---|
| Burst and kill pressure | 25 | ●○○○○ 1 |
|---|
| Survival and escapes | 20 | ●●●●○ 4 |
|---|
| Control | 15 | ●●●○○ 3 |
|---|
| Fighting outnumbered | 15 | ●●●○○ 3 |
|---|
| Choosing the fight | 10 | ●●○○○ 2 |
|---|
| Sustain between fights | 10 | ●●●●○ 4 |
|---|
| World objectives | 5 | ●●●●○ 4 |
|---|
Weighted score 2.75, which is C tier.
Restoration has the lowest burst of the class:
Earth Shock and
Flame Shock, with
Tidal Focus adding 5% hit. Nature's Swiftness (level 30, 3 minute cooldown) makes the next Nature spell instant, and Earth Shock is already instant. Control is the class kit, the Earth Shock interrupt,
Frost Shock, Earthbind and
Grounding Totem, with no hard crowd control.
Healing Focus gives 70% no pushback,
Ancestral Healing adds 25% armour after a critical heal, and a Nature's Swiftness
Healing Wave,
Water Shield and
Improved Reincarnation (a shorter cooldown and +4% maximum health) make it hard to kill.
Chain Heal and
Riptide let it outlast two players, but it cannot kill them or flee. Its engage is only the class kit, with
Ghost Wolf on a 3 s cast.
Mana Tide Totem and Water Shield give the best sustain in the class, and it is a healer wanted in a group fight, but it cannot hold an objective alone under attack.
It is not B because its burst is 1, its engage is 2 and it cannot kill or leave a fight it does not want. Its strong self-heal and sustain keep it a C but do not make up for having no way to finish anyone. 2.75 is 0.50 short of B.
Weaknesses
- Lowest burst of the class
- Cannot kill or flee
- No engage beyond the class kit
- No hard crowd control
- Cannot hold an objective alone
What would move it: Level-60 play showing whether Riptide and Chain Heal outlast two attackers, or Nature's Swiftness turning out to work on more spells than assumed.
Rated on assumptions:
- Everything at level 60 is projected from client data and the spec's own talent tree; nobody has played past the beta cap of 30.
- Which spells Nature's Swiftness makes instant is unverified.
Riptide and
Chain Heal at 40 are client data, not played.- Diminishing returns on stuns, fears and silences are not documented for Forever.
Read the Restoration Shaman guide · Back to the chart
Ranged roots and hard-cast Nature and Arcane damage, with no heal in
Moonkin Form and nothing to stop a melee class.
Scores for Balance
Druid| Criterion | Weight | Score |
|---|
| Burst and kill pressure | 25 | ●●●○○ 3 |
|---|
| Survival and escapes | 20 | ●●○○○ 2 |
|---|
| Control | 15 | ●●●○○ 3 |
|---|
| Fighting outnumbered | 15 | ●●●○○ 3 |
|---|
| Choosing the fight | 10 | ●●●○○ 3 |
|---|
| Sustain between fights | 10 | ●●○○○ 2 |
|---|
| World objectives | 5 | ●●●○○ 3 |
|---|
Weighted score 2.70, which is D tier.
Balance kills with hard-cast
Starfire rank 7 and
Wrath, helped by
Moonfury, Vengeance's extra critical damage,
Nature's Grace and
Eclipse. Critical strikes no longer have reduced efficacy in PvP, but every cast can be interrupted and a moving target spoils it. Control is
Entangling Roots, which
Overgrowth extends to three targets, and a 15% chance on Starfire to stun for 3 s from
Improved Starfire. It has no stun on demand.
Moonkin Form and any shift break
Polymorph and snares, at 55% of base mana a time, and
Barkskin helps at 44, but it cannot heal in form and has cloth health. Against two attackers Overgrowth roots three and
Hurricane slows their attacks, yet there is no panic button. It opens at range with
Nature's Reach and
Faerie Fire shows a stealthed player, but it has no stealth or speed. One mana pool pays for damage and heals, so it drinks after fights, and Moonkin Aura helps a raid.
It is not C because its kills depend on uninterrupted hard casts and it has no answer to being caught, so survival and sustain both score 2. 2.70 is 0.05 short of C.
Weaknesses
- No heal in
Moonkin Form - Hard casts can be interrupted
- No stun on demand
- One mana pool for damage and heals
- Cloth health
What would move it: Documented diminishing returns on roots, or a measured level-60 Starfire window that beats an interrupt.
Rated on assumptions:
- Everything at 60 is projected; nobody has played past the beta cap of 30.
Moonkin Form,
Moonfury, Vengeance and
Hurricane are projected from client talent text and the own-tree order.- Diminishing returns on roots and stuns are not stated for Forever.
Barkskin at 44 is past the cap and is projected.
Read the Balance Druid guide · Back to the chart
Templar's Bulwark,
Divine Shield and block hold off a gank or a duo for a long time, but it kills nobody and cannot leave.
Scores for Protection
Paladin| Criterion | Weight | Score |
|---|
| Burst and kill pressure | 25 | ●○○○○ 1 |
|---|
| Survival and escapes | 20 | ●●●●● 5 |
|---|
| Control | 15 | ●●○○○ 2 |
|---|
| Fighting outnumbered | 15 | ●●●●○ 4 |
|---|
| Choosing the fight | 10 | ●○○○○ 1 |
|---|
| Sustain between fights | 10 | ●●●○○ 3 |
|---|
| World objectives | 5 | ●●●○○ 3 |
|---|
Weighted score 2.70, which is D tier.
Protection has the lowest damage of any Paladin:
Holy Shield (level 40 talent, +30% block for 10 s, 110 Holy damage per block),
Seal of Fury,
Reckoning's extra attacks and
Holy Strike with
Iron Creed. Its only control is
Hammer of Justice, which
Improved Hammer of Justice puts on a 45 s cooldown for a 6 s stun.
Guardian's Favor gives
Blessing of Protection a 3 minute cooldown and Freedom 16 s. It has no slow and no interrupt.
Templar's Bulwark (level 30, 8 s) absorbs damage equal to 100% of maximum health, on top of Divine Shield and
Divine Protection, and
Sacred Duty cuts each of those cooldowns by 60 s. Forbearance still limits chaining. Block,
Consecration, Holy Shield and Bulwark hold two attackers, but it can neither kill nor escape them, and any fast or ranged target kites it. Shield Specialization restores 4% max mana per block every 3 s, and it can hold a point or a flag-carrier chase while alive.
It is not C because it cannot kill anyone and cannot start, end or avoid a fight: it has one stun, no gap closer and only a mount for speed. 2.70 is 0.05 short of C.
Weaknesses
- Lowest burst of the class
- No gap closer
- Any fast target kites it
Hammer of Justice is the only control- No slow or interrupt
What would move it: Documentation of how Forbearance and Bulwark interact in PvP, or Holy Shield damage measured high enough to threaten a player.
Rated on assumptions:
- The level-60 build, including
Holy Shield at 40 and
Sacred Duty, is projected from the tree and client data. Nothing past the beta cap of 30 has been played.
Improved Hammer of Justice and
Guardian's Favor values come from the client tooltips.- Diminishing returns on Forever stuns, incapacitates and fears are not documented.
Read the Protection Paladin guide · Back to the chart
The sturdiest
Warrior, with
Shield Wall,
Last Stand, a stun and a silence, but almost no damage to finish anyone.
Scores for Protection Warrior| Criterion | Weight | Score |
|---|
| Burst and kill pressure | 25 | ●○○○○ 1 |
|---|
| Survival and escapes | 20 | ●●●●○ 4 |
|---|
| Control | 15 | ●●●●○ 4 |
|---|
| Fighting outnumbered | 15 | ●●●○○ 3 |
|---|
| Choosing the fight | 10 | ●●○○○ 2 |
|---|
| Sustain between fights | 10 | ●●○○○ 2 |
|---|
| World objectives | 5 | ●●●○○ 3 |
|---|
Weighted score 2.65, which is D tier.
Protection has the lowest burst of the three:
Shield Slam,
Revenge,
Heroic Strike and
Concussion Blow. Blizzard describes it as meant to be a PvP tech secondary specialization. Its control is better than its damage: Concussion Blow stuns for 5 s every 45 s,
Shield Bash locks a school on a 12 s cooldown with 3 s of silence, and
Disarm,
Hamstring and
Thunder Clap add more.
Shield Wall comes every 4 minutes, with Last Stand's +30% health,
Shield Block and
Iron Will, so it survives a gank better than the other Warriors. Against two, Thunder Clap, Shield Wall and Last Stand keep it alive longer, but it kills nobody.
Vanguard lets it
Charge in
Defensive Stance, but
Intercept needs
Berserker Stance, so it loses a gap closer.
Victory Rush is its only heal. It can hold a spot, using Shield Bash on casters, Disarm and Concussion Blow.
It is not C because burst is 1, engage is 2 and sustain is 2, so it cannot end a fight or leave one. Its defence and control are strong, but nothing it does kills. 2.65 is 0.10 short of C.
What would move it: Level-60 play showing whether a Protection Warrior can finish a target, or a document on Concussion Blow's diminishing returns.
Rated on assumptions:
- Everything at level 60 is projected from client data and the spec's own talent tree; nobody has played past the beta cap of 30.
Shield Slam at 40 and
Last Stand are client data and the own tree, not played.- Blizzard's description of Protection as PvP tech is intent, not a measured result.
- Diminishing returns on stuns, fears and silences are not documented for Forever.
Read the Protection Warrior guide · Back to the chart
A ranged caster with a strong burst window on a cast bar, but no hard control and no defensive cooldown.
Scores for
Elemental
Shaman| Criterion | Weight | Score |
|---|
| Burst and kill pressure | 25 | ●●●○○ 3 |
|---|
| Survival and escapes | 20 | ●●○○○ 2 |
|---|
| Control | 15 | ●●●○○ 3 |
|---|
| Fighting outnumbered | 15 | ●●○○○ 2 |
|---|
| Choosing the fight | 10 | ●●●○○ 3 |
|---|
| Sustain between fights | 10 | ●●○○○ 2 |
|---|
| World objectives | 5 | ●●●○○ 3 |
|---|
Weighted score 2.55, which is D tier.
Elemental opens with
Lava Burst, a 2.5 s cast on a 10 s cooldown that does more on a
Flame Shock target, then
Chain Lightning on three targets and
Earth Shock.
Elemental Fury adds 100% crit bonus,
Lightning Overload is in the build, and
Elemental Mastery at 40 speeds casts by 0.5 s and removes Chain Lightning's cooldown for 15 s. Control is
Frost Shock's slow, Earthbind with
Earthbound rooting nearby targets for 5 s, and an Earth Shock interrupt every 6 s, because Shaman have no stun, fear or other hard crowd control.
A gank is the weak point.
Elemental Warding cuts Fire, Frost and Nature damage by 10%,
Eye of the Storm cuts pushback by 70% and
Grounding Totem redirects one harmful spell, but there is no defensive cooldown and armour is leather until 40. Against two it has Chain Lightning and
Fire Nova and relies on Earthbound and dying slowly.
Elemental Reach adds 6 yd of range and Earth Shock reaches 20 yd, so it can choose a fight at range, but
Ghost Wolf takes a 3 s cast to leave one.
Convection and
Elemental Focus ease the mana, there is no self-heal talent, and its group role is ranged pressure on a carrier.
It is not C because it scores 2 on survival, outnumbered and sustain, with no defensive cooldown, no hard control and no self-heal talent. Its burst is held at 3 because Lava Burst and Elemental Mastery are projected, and how the spec performs after the 15 Oct rework is unconfirmed. 2.55 is 0.20 short of C.
Weaknesses
- No hard crowd control
- No defensive cooldown
- No self-heal talent
- All damage on a cast bar
- Leather armour until 40
What would move it: Beta or level-60 play showing Lava Burst and Elemental Mastery landing in a fight, or Forever documenting diminishing returns that make Earthbound stronger.
Rated on assumptions:
- Everything at level 60 is projected from client data and the spec's own talent tree; nobody has played past the beta cap of 30.
Lava Burst is a level-30 talent and
Elemental Mastery a level-40, 31-point talent returned on 15 Oct; their PvP strength is unverified.
Chain Lightning at 32 and the
Elemental talents past 30 are client data, not played.- Diminishing returns on stuns, fears and silences are not documented for Forever.
Read the Elemental Shaman guide · Back to the chart
Strong heals,
Spirit of Redemption and the best
Priest sustain, but almost no damage and only one Scream to control with.
Scores for Holy Priest| Criterion | Weight | Score |
|---|
| Burst and kill pressure | 25 | ●○○○○ 1 |
|---|
| Survival and escapes | 20 | ●●●●○ 4 |
|---|
| Control | 15 | ●●○○○ 2 |
|---|
| Fighting outnumbered | 15 | ●●●○○ 3 |
|---|
| Choosing the fight | 10 | ●○○○○ 1 |
|---|
| Sustain between fights | 10 | ●●●●○ 4 |
|---|
| World objectives | 5 | ●●●●○ 4 |
|---|
Weighted score 2.50, which is D tier.
Holy kills slowly with
Smite,
Holy Fire and
Holy Nova, which is instant, hits an area and also heals.
Inner Focus into a Smite chain is its only burst.
Psychic Scream is its only control, and it has no slow, stun or interrupt of its own.
Spell Warding takes 10% off spell damage,
Twilight Focus avoids 70% of pushback, and Spirit of Redemption lets it keep casting for a few seconds after dying.
Greater Heal,
Prayer of Mending,
Lightwell and
Blessed Recovery let it outlast two attackers, but it has no kill threat. It has no stealth or speed and opens with the wand.
Spiritual Guidance and Lightwell give it the strongest sustain, and group heals and
Dispel Magic help a group.
It is not C because it cannot kill a player and has only Psychic Scream for control, so it cannot start a fight on its own terms. 2.50 is 0.25 short of C.
Weaknesses
- Almost no burst
Psychic Scream is the only control- No stealth or speed
- No immunity
- Wand needs 0.5 s standing still
What would move it: Holy Nova or Smite scaling measured high enough to threaten a player, or play at 60 showing Spirit of Redemption deciding fights.
Rated on assumptions:
- The level-60 build, including
Greater Heal and
Lightwell at 40, is projected from client data. Nothing past the beta cap of 30 has been played. - How
Spirit of Redemption behaves in PvP is untested. - Diminishing returns on Forever stuns, incapacitates and fears are not documented.
Read the Holy Priest guide · Back to the chart