MoP Tier List / DPS Rankings

Nevermore Nevermore • Updated June 7, 2025

Welcome to the World of Warcraft: Mists of Pandaria Classic DPS tier list! We will rank each DPS class available in the expansion and explain each class’s position on the tier list. This tier list is a current estimate of what is expected of DPS specializations and will be updated as soon as MoP Classic becomes available for testing.

  • Overall Performance: The raw amount of damage the spec can deal, in single-target, cleave, and AoE encounters.
  • Utility: Any bonuses that the spec brings to a raid besides its damage, such as buffs, combat resses, etc.
  • Stackability: How many of this class you can bring to a raid without diminishing returns. For example, specs like Demonology Warlocks might be powerful, but aren’t as stackable as their Affliction counterpart

Note that this Tier List covers classes and specs in their patch-5.4.8 state. This works just like in previous Classic expansions: although we’re doing content starting with the very first phase, our spells, talents, and equipment are already in their finalized states, which has great implications for the metagame. We will be discussing this in more detail in the sections below.

s tier dps rankingsWow Warlock Icon
Aff Warlock
Wow Warlock Icon
Destro Warlock
WoW Hunter Icon
BM Hunter
Wow Mage Icon
Fire Mage
a tier dps rankingsWow Mage Icon
Arcane Mage
WoW Hunter Icon
Survival Hunter
WoW Druid Icon
Feral Druid
WoW Shaman Icon
Enh Shaman
WoW Priest Icon
Shadow Priest
Wow Warlock Icon
Demo Warlock
WoW Death Knight Icon
Frost DK
WoW Rogue Icon
Assassin Rogue
b tier dps rankingsWoW Druid Icon
Balance Druid
WoW Death Knight Icon
Unholy DK
WoW Rogue Icon
Subtlety Rogue
Wow Monk Icon
Windwalker Monk
WoW Paladin Icon
Ret Paladin
WoW Warrior Icon
Arms Warrior
WoW Warrior Icon
Arms Warrior
WoW Shaman Icon
Ele Shaman
c tier dps rankingsWoW Rogue Icon
Combat Rogue
WoW Warrior Icon
Fury Warrior
Wow Mage Icon
Frost Mage


d tier dps rankingsWoW Hunter Icon
MM Hunter

  1. Affliction Warlock (S-Tier)
  2. Destruction Warlock (S-Tier)
  3. Beast Mastery Hunter (S-Tier)
  4. Fire Mage (S-Tier)
  5. Arcane Mage (A-Tier)
  6. Survival Hunter (A-Tier)
  7. Feral Druid (A-Tier)
  8. Enhancement Shaman (A-Tier)
  9. Shadow Priest (A-Tier)
  10. Demonology Warlock (A-Tier)
  11. Frost Death Knight (A-Tier)
  12. Assassination Rogue (A-Tier)
  13. Balance Druid (B-Tier)
  14. Unholy Death Knight (B-Tier)
  15. Subtlety Rogue (B-Tier)
  16. Windwalker Monk (B-Tier)
  17. Retribution Paladin (B-Tier)
  18. Arms Warrior (B-Tier)
  19. Elemental Shaman (B-Tier)
  20. Combat Rogue (C-Tier)
  21. Fury Warrior (C-Tier)
  22. Frost Mage (C-Tier)
  23. Marksmanship Hunter (D-Tier)

The first phase of World of Warcraft: Mists of Pandaria Classic arrives with three available raids that feature a hefty deal of Single-Target Damage and a considerable number of adds for AoE Damage. The most important factor to consider is that each specialization’s performance heavily relies on the encounter itself, with some specializations that rank lower on the list outperforming higher-ranking tiers in certain specific scenarios. While this was specifically emphasized in Cataclysm Classic, this is even more visible in MoP Classic as the raid encounters feature even more mechanics that require a large amount of movement.

While the previous expansions for WoW Classic (WotLK – Cata) emphasized either a Caster or Melee meta, Mists of Pandaria will feature a much more balanced meta in which both Melee and Caster specializations are viable, with some classes/specs clearly showcasing an impressive performance. While it is difficult to ascertain how each specialization is properly performing in the first raids since there are no raid logs available, with all the logs being tied to the Throne of Thunder and Siege of Orgrimmar, it is possible to estimate a somewhat similar performance for the first phase. For complete clarity, we will need to wait for MoP Classic Beta and see how the PTR performance compares to what is already available on the logs.

One thing to keep in mind is that Mists of Pandaria Classic brings massive overhauls to every specialization, changing not only the way talents work but also the gameplay and signature abilities. As such, while the core aspects of the classes and specializations will remain the same at large, the finer aspects of their rotations and overall playstyle will feel very different.

Due to the Human Error component and the individual player skill involved in high-end PvE content, Tier S through B is highly relative, with only a few select specializations ranking clearly higher than the other specializations based on the currently available information.

S-Tier

The S-Tier represents the most powerful classes in the current meta – those with the highest damage and utility. These specializations are usually recruited in larger numbers due to their outstanding performance.

Affliction Warlock

While Affliction Warlock has seen rough days in Cataclysm Classic, Mists of Pandaria Classic is welcoming the specialization with open hands and a promise of vengeance for its past, being regarded as one of the top parsers for almost the entirety of the expansion. It is unknown whether we will see the insane performance that Affliction Warlocks displayed during the Siege of Orgrimaar or Throne of Thunder in the early stage as well, but we can certainly expect them to be along the top specializations.

Much has changed for Warlocks in general, and Affliction also received important overhauls. Their Soul Shards are now tied to their overall rotation through the Haunt spell, no longer just being a way to activate Soulburn. While most of their rotation remains largely the same with Agony, Corruption, and Unstable Affliction remaining present, they acquire a new main spell, Malefic Grasp which they will find themselves spamming consistently when not refreshing DoTs. Malefic Grasp not only deals consistent damage through a channel effect but also makes any active DoT on the target erupt for additional damage. The good old Drain Soul comes back into action in an even stronger form once the Execution Phase hits, replacing Malefic Grasp entirely. They also gain access to new effects through the changed Talent System such as the Grimoire of Supremacy which allows them to use stronger pets or Kil’jaden’s Cunning which gives them some mobility, allowing them to cast Malefic Grasp while moving. Their big cooldown was also turned into a simple Spell Haste buff through the new Dark Soul: Misery effect.

They keep the same amount of utility they had in Cata Classic, with familiar effects such as Healthstones, Soulstones, summons, and curses such as Curse of the Elements and a combined effect of Curse of Tongues and Curse of Weakness which is now Curse of Enfeeblement.

In terms of stackability, multiple Affliction Warlocks can be brought to a raid, and due to their overall outstanding damage, they are generally desired en mass. However, while it is expected of them to be among the top DPS specializations, it is yet uncertain whether we will see them top the DPS charts in the first phase, meaning that they are not yet the star of the show.

Destruction Warlock

Destruction Warlocks are in for a big change, gaining access to many new effects in MoP Classic, elevating their overall performance to the S-Tier due to their newfound strengths. They sit in a similar spot with Affliction Warlocks, which is widely regarded as one of the top parsing specializations in MoP Classic and displays an amazing performance in both Single-Target and AoE situations.

Unlike Affliction Warlocks, Destruction Warlocks also gain a new resource called Burning Embers which replaces Soul Shards entirely. This changed their overall rotation to a combination of Burning Embers generator spells and Burning Embers spenders, with Incinerate, Conflagrate, Immolate, and Fel Flame becoming generators while Chaos Bolt and a new spell, Fire and Brimstone, becoming spenders. Conflagrate gained two charges becoming a way to speed up your Incinerate and Chaos Bolt through the Backdraft effect and it can be cast without requiring Immolate anymore. In addition, every Burning Embers generator can create even more Burning Embers by landing a Critical Strike, which synergizes perfectly well with their new Dark Soul: Instability effect.

Destruction Warlocks also gained a massive boon for their overall AoE, with Rain of Fire no longer being a channeled ability. The new Fire and Brimstone affect every target hit by a Single-Target spell, meaning that AoE Incinerate or AoE Immolate are now some of the most satisfying things they can do! While the specialization may seem extremely mana-intensive, it gained the Chaotic Energy passive which increases their Mana Regeneration by an insane amount which is further amplified by Spell Haste. However, their Havoc spell took a hit, now only working on up to 3 Single-Target effects for cleaving.

Their utility is much like the other Warlock specializations, meaning that Healthstones, Soulstones, summons, and curses such as Curse of the Elements and Curse of Enfeeblement are all available.

Since their overall damage is astonishing, most raids can expect to stack multiple Destruction Warlocks. Unlike Affliction Warlocks where there is a current question mark about their overall performance until the official Beta releases for MoP Classic, we can expect Destruction Warlocks to be top performers due to their very strong Single-Target and Cleave potential.

Beast Mastery Hunter

Lo and behold how one of the most unexpected specializations rises to the top in MoP Classic, with Beast Mastery Hunters displaying an unexpected performance. According to the logs, Beast Mastery Hunters can be expected to be in the S-Tier, displaying an astonishing overall performance in both Single-Target and AoE encounters.

A lot of positive changes were brought to Beast Mastery Hunter, retaining most of its kit and receiving significant buffs to some of its core spells. Kill Command is now stronger than ever while Cobra Strikes can now stack up to 6 times meaning that Arcane Shot also gained more significance. Bestial Wrath is still the biggest offensive cooldown which received a significant cooldown reduction while new abilities acquired from the new Talent System such as Dire Beast, Glaive Toss, and A Murder of Crows enhance their Single-Target Damage. Alternatively, they can go for strong AoE talents such as Lynx Rush and Barrage. They also gain a special passive which makes their pet deal impressive amounts of AoE Damage, Beast Cleave. Based on the available logs, we can observe Beast Cleave dealing insane amounts of damage in all AoE encounters, meaning that we can expect Beast Mastery pets to be astonishing in the first phase.

In terms of Utility, they retain most of their old tools such as Misdirection, Aspect of the Pack, Tranquilizing Shot, and their traps while they also gain access to Trueshot Aura. Sadly, they lose access to Ferocious Inspiration.

Due to their impressive overall performance, we can expect raids to stack multiple Beast Mastery Hunters, especially for AoE-heavy encounters due to how strong Beast Cleave is.

Fire Mage

Fire Mage is expected to be among the S-Tier specializations but can be considered as low as A or even B-Tier, due to its very high reliance on RNG and Critical Strike Chance which is rather scarce in the first phase of MoP Classic. While the specialization is expected to be one of the top specs in the later stages, easily being classed as A-Tier or even S-Tier depending on how you optimize your character, it currently presents itself as a huge question mark due to the RNG element.

While not expected to be the best at the moment, especially when compared to the raw power of Warlocks, Fire Mage retains its very fun playstyle while gaining a few new toys to play with. The playstyle still revolves around Heating Up, which requires players to gain 2 x critical strikes in a row to generate an instant-cast Pyroblast. Fire Blast has been overhauled entirely into Inferno Blast, which now always generates a critical strike chance and spreads any active DoT effects for up to 3 targets. Sadly, this is a downgrade when compared to the previous Fire Blast + Impact combination from Cata Classic, but it eliminates the need to rely on the proc, as the previous version was proc-dependent. The other massive change is that Combustion now dubs as a stun that no longer pulls all of your DoT effects from the target and instead only pulls the Ignite damage. However, Ignite is no longer reliant on critical strikes, meaning that it will always be triggered upon using a Fire Spell!

While the specialization is very solid and fun to play, the issue with the dependency on Critical Strike Chance staggers its performance by a considerable amount, especially when considering the long hard casts it is subjected to as well.

As for utility, Fire Mage also took a hit, as it no longer buffs the raid with the old version of Critical Mass with which the target was more vulnerable to Spell Damage, effectively increasing all Spell Critical Strike Chance by 5%. Now, it shares the same utility as all other Mage specializations, meaning that Arcane Brilliance, Portals, and Mage Food are all they bring to the table.

A-Tier

The A-Tier represents strong DPS specializations that offer a great amount of damage and utility, but don’t offer the best possible damage output. They will be found in almost every raid group and it will be common to see more than one of each.

Arcane Mage

Arcane Mage is expected to be among the A-Tier specializations in MoP Classic in the first phase, unlike its underwhelming experience during Cataclysm Classic. This is mainly due to the changes that occur to the Mage class as a whole which specifically benefit the Arcane specialization early on. Yet, while not tied to Critical Strike Chance as other specializations are, the class retains its infamous Mana-related gameplay which can make it very easy to mess up the rotation, leading to an underwhelming performance if not min-maxed correctly. The main issue that may affect their overall performance and may make them far lower ranked than a possible S-Tier is not their overall damage output but their dependency on “Hard Casting” and Mana Management.

The main change Arcane Mage sees in MoP Classic is a departure from the old Arcane Blast charges system and an embrace of the new Arcane Charge which acts differently than the old system. Now Arcane Charges can be generated by Arcane Blast, Arcane Missiles, and Arcane Explosion and are spent by using Arcane Barrage and Evocation. New spells are also added to their rotation thanks to the new talent system such as Rune of Power which replaces Evocation and the good old Living Bomb which was previously only tied to the Fire specialization. The greatest benefit of the changes is that their Mana Pool doesn’t dissolve anymore in mere seconds. This is especially true when considering passive effects such as Nether Attunement and how it is enhanced by Spell Haste.

Their utility is the same as all other Mage specializations, with Time Warp, Arcane Brilliance, Portals, and Mage Food being the classic options.

In terms of stackability, they are not as desired as other specializations since they are much more static, especially when considering how dependent they are on hard casting and the placement of Rune of Power.

Survival Hunter

Survival Hunter is expected to be yet another one of the top parsers in MoP Classic, with the specialization widely considered to be one of the best in the expansion, especially as it progresses. However, while receiving significant buffs, its gameplay is still largely related to RNG, which makes it unreliable at times and only places it in the A-Tier.

Unlike other specializations that received massive changes, Survival Hunters only gained some tweaks and new effects, retaining most of their old playstyle. They keep their signature Explosive Shot, Cobra Shot, and Black Arrow abilities with the Lock & Load passive representing both their biggest issue & asset. The problem is the high amount of RNG that the passive is submitted to since it’s still tied to the 20% chance to trigger based on Black Arrow and the additional nerf it received. The nerf that occurred to Lock & Load is that it can now trigger only once every 10 seconds dampening its overall potential by a considerable amount. Still, the specialization doubled down on its DoT identity, with Serpent Spread receiving a buff and a new effect, Viper Venom, which grants Survival Hunters Focus every 3 seconds whenever Serpent Sting deals damage. They also gain access to the same powerful abilities from the revamped Talent System as all the other Hunter specializations with A Murder of Crows and Barrage being particularly useful for them.

The best part about Survival Hunters in MoP Classic is that they are no longer tied down by the Sniper Training mechanic, meaning that they are now just as mobile as the rest of the Hunter specializations.

As for Utility, they retain most of their old tools such as Misdirection, Aspect of the Pack, Tranquilizing Shot, and their traps while they also gain access to Trueshot Aura. Instead, they no longer grant the Hunting Party effect to their allies.

Survival Hunters may still be stacked considering the strong overall damage potential, even with the Lock & Load nerf and RNG reliance. The only downside of the specialization is its overall low AoE, especially when compared to Beast Mastery Hunters.

Feral Druid

Feral Druids are expected to display a great performance at the beginning of MoP Classic according to the currently available data, with much of their kit being buffed in a way that ensures their success. However, even while their kit is largely enhanced, their rotation still remains difficult with a visible dependency on Gear, meaning that while they are expected to pump & parse, they are also expected to have a rough start at the beginning of the expansion.

Feral Druids received a massive overhaul when compared to their Cataclysm Classic version, with the specialization now being split into two separate ones (Feral & Guardian). The Feral specialization is all about the Cat Form and doubles down on the Bleed-oriented playstyle, with most of the abilities in MoP Classic now revolving around the mechanic. Shred and Ferocious Bite were reworked to emphasize this more while Rip plays an even more important role in the rotation. Savage Roar was also changed in MoP Classic to increase all Physical Damage Done by 40% instead of the 80% Auto-Attack Damage-increase buff it used to grant in Cata Classic. This change alone increases Feral Druid’s performance by a considerable amount, especially when considering the buffs to Bleed Damage as well. They also get to enjoy the vast variety of new toys acquired through the revamped Talent System which further improve their performance such as Soul of the Forest and Heart of the Wild/Nature’s Vigil.

Their utility is also vastly increased through new effects such as Ysera’s Gift, Ursol’s Vortex, Faerie Swarm, and Symbiosis, with the last effect adding a plethora of new possible Utility spells depending on which other class it’s used. In addition, old effects such as Mark of the Wild, Rebirth, Entangling Roots, Faerie Fire, Innervate, and Leader of the Pack are still present.

In terms of stackability, Feral Druid falls under the category where either multiple or a single one can be brought to the raid as their overall performance is very solid, depending entirely on player preference.

Enhancement Shaman

While a bit unexpected when considering how Enhancement Shaman has performed in Cata Classic, especially when compared to Elemental, MoP Classic elevates Enhancement Shaman, enhancing its overall Damage at the expense of its Utility. It is tough to estimate exactly if Enhancement Shaman will be one of the top parsers from the start of the expansion, but looking at the currently available logs, they are expected to dish out considerable amounts of damage.

A lot has changed for Enhancement Shaman in MoP Classic, with the specialization maintaining some of its core features and receiving some buffs while taking some pretty hefty nerfs at the same time. The most drastic change that Shaman endures in MoP Classic is the adjustment of Totems, with the good old buffs provided by them now only functioning temporarily, often having a low duration. This affected all Shaman specializations, including Enhancement in various ways. Enhancement retains classic spells such as Stormstrike, Lava Lash, Feral Spirit, and Lightning Bolt weaving but most of its damage comes from its Melee Auto-Attacks and effects that trigger through them thanks to the buffs to Windfury Weapon and new abilities such as Unleashed Fury and Ascendance.

In terms of Utility, most of the buffs provided by Enhancement Shamans through totems are now granted as Aura buffs, meaning that effects such as Burning Wrath, Grace of Air, and Unleashed Rage are now granted by proximity instead of being granted through Totems. Totems now grant short-duration buffs with some totems lasting as little as 5 seconds while others can last up to 15 seconds.

In terms of stackability, Enhancement Shamans may be desired for their sheer damage in the absence of other casters, although since a single Shaman can now provide multiple buffs, raid comps are no longer required to bring multiple Shamans just for the buff effects. This means that it will come down to preference whether multiple Enhancement Shamans show up in a raid instead of necessity.

Shadow Priest

Shadow Priests are expected to find themselves in a sweet spot in MoP Classic, coming with a solid performance in both Single-Target and AoE in multiple fights due to the changes that occurred with the arrival of MoP. According to the current logs, their performance is worthy of the A-Tier when properly geared. However, they suffer the bane of all other caster specializations, meaning that Critical Strike Chance and Haste are vital.

Shadow Priests received considerable changes in MoP Classic, benefiting from quite a few quality-of-life improvements while also sadly being affected by some nerfs. The biggest change is that Shadow Orbs now is a resource that Shadow Priests generate by casting Mind Blast and Shadow Word: Death and spending on a new and improved version of Devouring Plague. The downside is that Mind Flay no longer generates Shadow Orbs, but their overall value increases dramatically through the damage of the empowered Devouring Plague. In addition, new and exciting spells are added in MoP Classic such as Halo, /Divine Star, Mindbender, and Angelic Feather/Body and Soul. Those new effects come through the overhauled Talent System and add great variety to a Shadow Priest’s mobility and overall Single-Target/AoE Damage.

Furthermore, possibly the biggest buff is the overhaul of Shadow Priest’s Mastery, now giving DoT effects a chance to deal damage twice while also empowering all Periodic Shadow Damage.

Thanks to all those changes, Shadow Priests are expected to perform considerably better than their Cataclysm Classic Version, being among the top DPS specializations on the charts.

In terms of Utility, they take a big nerf, with Vampiric Embrace now being a low-duration active effect. The upside is that a Glyph allows it to increase the overall Healing it offers at the expense of some of its duration, resulting in a pretty strong Healing Cooldown if timed properly during a Burst Sequence. In addition, Vampiric Touch no longer grants the raid-wide Mana Replenishment effect. Luckily, Shadow Form still offers the 5% Spell Haste in MoP Classic.

As for Stackability, Shadow Priests present themselves with a potentially strong overall performance, including DPS Output, Off-Healing, and Utility, meaning that raids can expect to see more than one Shadow Priest per group.

Demonology Warlock

According to the logs and what we’re seeing with Affliction and Destruction Warlocks, Demonology Warlocks are expected to fall off grace in MoP Classic when compared to their past glory from Cataclysm Classic. However, the specialization presents itself with strong damage capabilities, at the expense of an overloaded kit.

Among all the Warlock specializations, Demonology received the biggest changes, with Metamorphosis now being tied to a new resource named Demonic Fury and an added new effect named Wild Imps which now allows Demonology to control a proper army of demons. The play style of the specialization changed drastically since Metamorphosis now only has a 10-second cooldown and consumes Demonic Fury per second, meaning that Demonology Warlocks juggle in and out of the Metamorphosis state during encounters. Their new and improved form now grants them access to a plethora of new spells, which add a whole new layer of depth and difficulty to the specialization, in a sense, overclocking it with many mechanics.

While they certainly have the potential to deal a great amount of damage their overloaded kit and clunky design puts them at risk of Human Error much more than the other specializations, making them land only the A-Tier.

In terms of utility, they offer all the same effects as the other Warlock specializations such as Healthstones, Soulstones, summons, and curses. However, Curse of the Elements and Curse of Enfeeblement turn into Auras while they are in Metamorphosis, granting them an upper hand in this department.

As far as stackability goes, since the other Warlock specializations simply perform better and have smoother gameplay, Demonology Warlocks are expected to be niche, only being picked by those who can truly master the specialization and overly complicated design.

Frost Death Knight

Frost Death Knights have been crowned by the community as one of the top Melee DPS specializations in the first stages of MoP Classic, but whether that will be true or not remains to be seen in the official Beta. With what current available information we can gather, it seems their performance is overall A-Tier deserving depending on the encounter, with some encounters suggesting that they are somewhere around the B-Tier depending on the fight and the player. Their performance is supposed to be great in the first phase of MoP Classic since their kit is not as tied to Critical Strike Chance/Haste as it is for other specializations. Instead, it is highly reliant on the Weapon they acquire, meaning that they will have a rough start.

As for their kit, Frost Death Knights retain most of the abilities they had in Cataclysm Classic, with only a few slight changes and added new toys on top. Their biggest damage sources are Obliterate & Frost Strike for Single-Target while Howling Blast remains their signature AoE ability. The only new addition to the rotation is Soul Ripper which now provides Frost Death Knights with an Execution Tool. However, the ability is better for Unholy Death Knights since the execution part scales with Shadow Damage instead of Frost Damage. The rest of their changes are based on the new Talent System which forces them just like any other Death Knight specialization to choose between effects such as Runic Empowerment and Runic Corruption or Anti-Magic Zone and Lichborne among others.

In terms of utility, they can provide Anti-Magic Zone, Death Grip, Chains of Ice, Strangulate, Mind Freeze, Brittle Bones, and Remorseless Winter/Desecrated Ground. Their kit remained largely the same except for the two new Utility variants they gained at level 90.

Lastly, as for stackability, their fairly high expected Damage Output makes Frost Death Knights very desirable in a raid comp.

Assassination Rogue

Assassination Rogue is expected to find itself in a strong spot in the first phase of MoP Classic due to the considerable buffs that the specialization received alongside some cool overhauls that grant the specialization a very powerful Execution Tool. While they are expected to be very strong in the first phase, their performance is supposed to slow down as the expansion progresses, reaching the middle of the pack in the last stage during the Siege of Orgrimmar.

While the specialization maintained its core Mutilate & Envenom abilities, it also gained an extremely powerful Execution Tool named Dispatch which may even be triggered before the Execution Phase through the Blindside mechanics. They also maintained Vendetta and Venomous Wounds granting them both a powerful Burst Sequence and consistent damage through their Poison Damage & Bleed Damage. Old effects such as Cut to the Chase & Potent Poisons are still present, making their gameplay fairly smooth, generating a large amount of damage through simple Auto-Attacks.

In terms of Utility, they provide everything other Rogue specializations can bring, showcasing effects such as Expose Armor and Tricks of the Trade besides their classic Kidney Shot, Sap, and Blind effects. They also keep their Master Poisoner effect, increasing all Spell Damage dealt to a target by 5%. Furthermore, they bring additional Crowd Control through the revamped Talent System, with Nerve Strike and Dirty Tricks being especially useful.

Lastly, it is not recommended to stack multiple Assassination Rogues since Master Poisoner doesn’t stack.

B-Tier

The B-Tier represents mediocre damage specializations. They are still considered viable, as they do a decent amount of damage, but they typically cannot compete with the A-tier specs on the damage meters. However, in many cases, they provide valuable raid buffs that make them worth bringing anyway, as their utility makes up for their deficiency in raw damage.

Balance Druid

Balance Druids are somewhat tough to estimate precisely what their performance will be at the beginning of MoP Classic. The main issue with the specialization is that it revolves around staying immobile and hard-casting its spells, with most raid mechanics requiring a lot of movement. However, while it is very static, the damage it deals can be considered along the average output and even higher than average with the proper Gear, performing very well when paired with sufficient Spell Haste and Critical Strike Chance. Depending on the encounter Balance Druids can be considered either C-Tier or A-Tier, meaning that they are amongst the most volatile specializations, especially when considering their newly complicated kit.

When looking at the logs from Throne of Thunder and Siege of Orgrimmar, we can expect Balance Druids to rise to the challenge as the expansion progresses, with their performance becoming better as time passes.

Balance Druids retain their core gameplay mechanics, with Eclipse standing at the center of their entire playstyle with Starsurge, Moonfire, Sunfire, Starfire, and Wrath being their main tools. However, new effects such as Dream of Cenarius/Nature’s Vigil, Astral Communion, and Symbiosis add a new layer of complexity to their overall rotations. Symbiosis is perhaps the most complex and intricate one as it grants them one ability based on the class/specialization they use it on, with many possible spells resulting from the effect.

While their performance is certainly tied to the encounter itself and the gear they acquire, Balance Druid’s utility is off the charts with classic spells such as Mark of the Wild, Rebirth, Typhoon, Entangling Roots, Faerie Fire, and Innervate remaining part of their kit. The Off-Healing they provide is now also great since they gain additional effects tied to Healing such as Cenarion Ward and Ysera’s Gift. Furthermore, Symbiosis adds an even more crazy list of utility effects they can provide, depending on which class/specialization they choose to use it on.

Their stackability is somewhat low compared to their peers when considering how volatile they are based on the encounters they are facing.

Unholy Death Knight

While considered generally weaker than Frost Death Knights in MoP Classic by the community, the logs of Throne of Thunder and Siege of Orgrimmar indicate that Unholy Death Knight is stronger in both later stages according to the currently available logs. We can only speculate that Unholy Death Knight will have a strong performance at the beginning of MoP Classic but we can only confirm whether this will be true once the official Beta arrives. Compared to other higher-tier specializations and the fellow B-Tier, their Damage Output is fairly similar, meaning that their spot is currently justified based on the available data.

Unlike other classes and specializations, Unholy Death Knights retained most of their Cataclysm Classic abilities, with their core mechanics remaining the same and only a few new effects being added. Most of the changes are nerfs when looking at the previous version, with players now having to choose between effects such as Runic Empowerment and Runic Corruption or Anti-Magic Zone and Lichborne. Unholy Death Knights continue using Death Coil, Scourge Strike, Summon Gargoyle, Dark Transformation, and Outbreak. While most of their rotation remains the same, Festering Strike is now unique to Unholy Death Knights, no longer being usable by other specializations while Soul Reaper was added as a new Execution Tool which can be spammed every 6 seconds once the Execution Phase begins. The rest of their abilities remain the same, with only a few utility changes being applied.

While it is clear that Frost Death Knights tend to do more damage at the beginning of the encounter, the new Soul Reaper effect makes Unholy Death Knights perform better depending on the encounter’s length since the Execution Tool is based on Shadow Damage which synergizes with their Mastery effect.

In terms of utility, they can provide Anti-Magic Zone, Death Grip, Chains of Ice, Strangulate, Mind Freeze, and Ebon Plaguebringer. However, Ebon Plaguebringer no longer increases all Magic Damage taken by the target, applying Physical Vulnerability instead and amplifying all Physical Damage dealt to the target by 4%. They also still bring the Unholy Aura effect which can empower allies significantly.

Lastly, as far as stackability goes, there are no extra benefits from bringing multiple Unholy Death Knights to a raid comp, meaning that it is completely up to the Raid Leader whether he chooses to bring a single one or multiple.

Subtlety Rogue

Subtlety Rogues are expected to find themselves in the B-Tier at the beginning of the MoP Classic, with the current logs suggesting that they are around the middle of the pack. While this may change with the arrival of MoP Beta, the reality is that Subtlety Rogues will tend to do better as the expansion progresses, with their true potential being reached only during the Siege of Orgrimmar phase. Thankfully, they are easier to gear since all Daggers now have the same Attack Speed.

Subtlety Rogues received massive overhauls to their overall gameplay while maintaining the general identity of the specialization, having a focus on strong Finishing Moves and Bleed Dot effects. The biggest changes occurred to Hemorrhage which now applies a DoT effect on the target while they also gained a massive AoE boost through the new Crimson Tempest ability. They retain their Backstab/Ambush gameplay while having an easier time generating Combo Points thanks to the new Anticipation and Shadow Blades effects.

They also gain a lot more Crowd Control and Utility through the revamped Talent System, with Nerve Strike and Dirty Tricks standing out among the many new effects. Additional effects such as the Swiftblade’s Cunning also give the raid/party group an edge by increasing their Attack Speed while Shroud of Concealment provides an escape. Sadly, they no longer provide a Bleed Damage-increasing debuff but they still provide Expose Armor and Tricks of the Trade.

They also bring the Master Poisoner effect which increases all Spell Damage taken by the target by up to 5%. Since this effect can’t stack and they bring no other specific Utility tool, there is no reason to stack multiple Subtlety Rogues in a group.

Windwalker Monk

Windwalker Monks are the new Hero Class introduced in MoP Classic, functioning as a Melee DPS! Sadly, while they are supposed to be “Heroes” in this current expansion, their overall Damage Output is underwhelming when compared to the typical DPS specialization. While at first they may have been overpowered, the 5.4.8 patch that MoP Classic will function on ensures that they are balanced and fall in line with the rest of the specializations, offering a somewhat balanced performance.

Their attacks are based on Chi, having a playstyle balanced between Instant-Cast abilities and Channeled ones with a gameplay that feels like a combination of Enhancement Shaman and Rogue. They have decently strong Single-Target Damage with Jab, Blackout Kick, and Rising Sun Kick while also showcasing good AoE with Spinning Crane Kick and Fists of Fury. Of course, they also have powerful Burst Sequences with their signature Xuen summon and Touch of Death, although the logs showcase comparable numbers to the rest of the specializations from the tier. One of the strong points is their overall Mobility & Utility, allowing them to reposition themselves quickly and aid allies in case they require it

In terms of Utility, they bring a variety of effects ranging from Roots, Stuns, Incapacitates, Cleanse, Off-Healing, and even a Stat Boost named Legacy of the Emperor. Windwalker Monk is somewhat niche when it comes to stackability, meaning that it is completely up to player preference. Multiple monks may be brought for their overall versatility.

Retribution Paladin

Retribution Paladins are somewhere along the middle of the pack at the beginning of MoP Classic, benefiting from such cool overhauls but still struggling to keep up with the rest of the higher-tier specializations. The reason for this is their dependency on gear and their very cooldown/proc-based gameplay, which was further emphasized in MoP Classic. In addition, their overall damage scaling is also greatly reduced while some of their offensive cooldowns are removed, making them far better at providing utility than a high Damage Output.

The specialization received massive overhauls, including new and exciting toys that made their rotation smoother, despite their average DPS output. The Holy Power system introduced in Cataclysm Classic is maintained in MoP Classic. However, it is enhanced, allowing Retribution Paladins to now store up to 5 Holy Power Charges at a time. In addition, most of their spells now act as Holy Power generators, with Crusader Strike, Exorcism, Judgement, and even Hammer of Wrath now functioning as generators. Due to the removal of Zealotry, Retribution Paladins now only use their charges on Templar’s Verdict, Inquisition, and in some cases, Word of Glory. Furthermore, Divine Purpose received a buff, now having a 25% proc chance while they also received a new offensive cooldown, Execution Sentence. The spell acts as a DoT with a 1-minute cooldown, somewhat making up for the loss of Zealotry.

On the utility side, Paladins no longer provide Auras to their allies but they do retain their powerful Blessings & Hands that provide a lot of value to any raid comp.

Since Shamans no longer provide long-term buffs through their totems, Retribution Paladins now claim the highest spot in terms of provided utility, making them extremely desirable in raid compositions, despite their lower-end Damage Output.

Arms Warrior

Arms Warrior has fallen considerably when compared to its previous Cataclysm Classic version, with the specialization now being estimated to be between the B and A tiers in terms of overall performance. The specialization has received a massive overhaul, altering its previous playstyle dramatically, making it far more proc-dependent than before. While it is not as affected by Critical Strike Chance as Fury Warriors are due to its in-built mechanics, it struggles to perform as well as other specializations due to the amount of procs players have to keep track of and the reliance on Gear.

Just like all other Warrior specializations, the stances now function differently, with Battle Stance now being the main stance for most PvE encounters where you won’t receive any Damage while Berserker Stance is the primary stance for any encounter that features passive damage. The reason is that Berserker Stance now generates Rage based on the damage dealt and received while Battle Stance generates higher Rage based on the damage dealt.

Arms Warriors received massive overhauls, with Mortal Strike now acting as a Rage generator that can be cast without any Rage, Colossus Smash having no Rage cost, and Rend being eliminated from their rotation. Their Taste for Blood effect now generates up to 10 stacks of Overpower, effectively making Overpower into one of their main abilities which now becomes spam-able. Slam was also hugely buffed, making it the primary option over Heroic Strike in terms of performance due to its huge Weapon Damage scaling and new instant cast mechanic. In addition, new abilities such as Avatar, Skull Banner, and Storm Bolt were also added which allow Arms Warriors to have a powerful burst sequence.

Since the upper-tier specializations are expected to perform better in the first stage of MoP Classic, Arms Warriors see little stackability, decreasing further in the latter stages when Fury Warriors start picking up the pace.

Their utility still grants allies impressive buffs through effects such as Banners, Shouts, Sunder Armor, Weakened Blows from Thunder Clap, and Rallying Cry.

Elemental Shaman

Elemental Shamans are expected to be in the B-Tier at the beginning of MoP Classic due to a dependency on Spell Haste and Critical Strike Chance which are rather scarce when compared to the rest of the expansion. While the specialization received massive overall buffs when compared to its previous iteration, the dependency on Gear is expected to hold it back at the beginning. However, due to this new kit’s huge dependency on RNG, Elemental Shamans may even be considered A-Tier and showcase an astonishing Damage Output if the winds of luck are favorable.

Elemental Shamans have received some massive gameplay overhauls while maintaining their core spells and overall class identity. Besides the nerf to the Totems which apply to all Shaman specializations, they can now cast Lightning Bolt while moving as a default while Lava Burst is now even stronger. In addition, they gain access to multiple new effects such as Unleashed Fury/Primal Elementalist and Ascendance which grants them a very powerful Burst Sequence. Furthermore, they also gain Echo of the Elements which functions as Dragonwrath from Cataclysm Classic, allowing them to duplicate spells. Sadly, they will have to choose between Echo of the Elements and Elemental Mastery.

In terms of Utility, they now bring their effects in the form of Auras, with Burning Wrath and Grace of Air being directly granted to all nearby allies. They also bring strong Off-Healing capabilities and good old effects such as Heroism/Bloodlust, despite the massive nerf their Totems received.

Due to their unpredictable nature, their overall stackability comes down to personal preference, as the RNG plays a heavy role in their overall performance.

C-Tier

The specializations that make up the C-Tier are on the weaker side of the DPS spectrum. They can still be considered viable, occasionally offering useful buffs and debuffs, and can very often be very fun to play. However, you aren’t likely to be in the top places of DPS meters with these specs, and you won’t have the easiest time finding a raid group, as they aren’t in high demand.

Combat Rogue

Combat Rogues are hard to place in the Tier List for the first stage of MoP Classic as the specialization seems to be average at best in most encounters when compared to both their brethren and the other classes, especially since they are very cooldown-reliant. While Combat Rogues received a considerable amount of buffs and some nerfs, their high dependency on Gear makes their performance unfavorable until the later stages of the expansion. Due to their Gear dependency and somewhat average performance, we’ll consider them C-Tier with a mention that with proper Gear, they may rise to the B-Tier.

Combat Rogues received a combination of buffs and nerfs to their Single-Target and AoE performance, with the AoE changes being the most prominent. Blade Flurry can now affect up to 4 targets but Ambidextry no longer empowers Fan of Knives. This means they no longer have awful Cleave capabilities but weaker overall AoE. Luckily, a new AoE tool, Crimson Tempest was added, which somewhat makes up for the nerf. In rest, Main Gauche was buffed to deal higher damage while Bandit’s Guile is more effective.

Their Utility is the same as all other Rogue specializations, bringing no special effect that stands out. This also means that there is no specific reason to stack multiple Combat Rogues in the same group.

Fury Warrior

It is sad yet not surprising to see the Fury Warrior in the C Tier at the beginning of MoP Classic as Critical Strike Chance is scarce and Fury Warriors require massive amounts of it to be viable. Their overall performance, while expected to be among the middle-top for the later parts of the expansion once the Throne of Thunder becomes available, is currently expected to be sub-par for the first raids, with Arms dominating the early parts of MoP for Warrior.

Thankfully, Fury Warrior received some fun modifications to their overall playstyle, making them even more fun to play in the MoP Classic compared to their mediocre Cataclysm Classic variant. Similar to all Warrior specializations, the stances now function differently, with Battle Stance now being the main stance for most PvE encounters where you won’t receive any Damage while Berserker Stance is the primary stance for any encounter that features passive damage. The reason is that Berserker Stance now generates Rage based on the damage dealt and received while Battle Stance generates higher Rage based on the damage dealt.

The most important change to their overall gameplay is the shift of Bloodthirst & Colossus Smash toward Rage Generators instead of Rage Spenders, allowing them to have a much more fluid playstyle and Rage Management, benefiting from even more procs than before. Their AoE is also enhanced since Whirlwind no longer has a cooldown. In addition, similar to their Arms Brethren, they gain access to multiple new abilities thanks to the new Talent layout. For Fury Warriors, Wild Strike, Skull Banner, Dragon Roar, and Avatar are the stars of the show while Slam is no longer part of their kit, allowing them to have huge burst moments in both Single-Target and AoE scenarios.

Sadly, the issue is the overall Critical Strike Chance available from the gear, with those new toys and overall playstyle barely being performant in the first phase of MoP Classic.

The good part is their utility is strong, just like with the other Warrior specializations with Banners, Shouts, Sunder Armor, Weakened Blows from Thunder Clap, and Rallying Cry being very helpful for the raid.

Frost Mage

Frost Mage shares the same fate as it did in the previous expansion, being expected to find itself in the C Tier in MoP Classic. Even though a lot of data online suggests that Frost Mage was one of the top contenders in MoP due to the Private Servers, a closer look at the original logs from 2014 suggests that the specialization was average or even below average, with its overall performance decreasing more and more as the expansion progressed.

One of the reasons why Frost Mage may prove us wrong with the arrival of the MoP Beta is the Mastery mechanic which may save its overall performance, considering that it should share the same effect it had in the original 5.4.8 patch of MoP. Compared to its Cataclysm Classic mechanics, the change to Mastery represents the biggest overhaul, as in the rest, the specialization plays the same. Frostbolt/Frostfire Bolt remain the primary abilities that prime the Fingers of Frost passive while Ice Lance & Deep Freeze act as spenders. However, Deep Freeze no longer deals damage, meaning that they have even fewer tools to work with.

In terms of Utility, they bring all the classic effects that other Mage specializations can bring, with Time Warp, Arcane Brilliance, Portals, and Mage Food being the classic options. Due to their expected performance, stackability is not an option.

D-Tier

Simply put, specs in the D-tier are considered to be not viable. They can be fun to play, but you will struggle to get invited to raids when playing one of these, and you may even find yourself getting kicked from groups, as your damage will be really bad.

Marksmanship Hunter

Marksmanship Hunter is at the bottom of the pack in MoP Classic, displaying one of the worst performances on the currently available logs in the later stages of the expansion. The specialization performs so poorly that most people choose not to play it entirely, considering either Survival or Beast Mastery being the staple Hunter specialization. As such, the same can be expected of the specialization at the beginning of MoP Classic, especially when considering its RNG-based components and high dependency on Gear.

While they keep most of their core mechanics such as Steady Shot, Chimera Shot, Serpent Sting, and Aimed Shot, they now receive a change in how Aimed Shot functions. Master Marksman now has a 50% chance to be triggered and requires only 3 stacks, which in theory should result in more Aimed Shot casts. However, the lower proc change combined with the overall RNG often means fewer casts, dampening their overall performance.

Their AoE is also considerably less powerful, as it is directly tied to their Weapon Damage. However, Bombardment did receive a buff that may trigger an additional DoT on the target, although the RNG doesn’t seem favorable either for this effect.

Their utility is the same as all other Hunter Specializations, especially when considering that Trueshot Aura is now a passive for all Hunters, meaning that they no longer have something special to bring for the raid. Furthermore, Silencing Shot is also no longer unique since Counter-Shot was added to all Hunter specializations.

Due to their expected poor performance, players won’t wish to stack Marksmanship Hunters in their groups, opting for BM/Survival Hunters instead.

Cataclysm Tier List / DPS Rankings

Nevermore Nevermore • Updated June 7, 2025

Welcome to the World of Warcraft: Cataclysm DPS tier list! We will be ranking each DPS class available for the expansion, as well as explaining each class’s position on the tier list. This tier list is currently updated for Phase 2 of Cataclysm Classic.

  • Overall Performance: The raw amount of damage the spec can deal, in single-target, cleave, and AoE encounters.
  • Utility: Any bonuses that the spec brings to a raid besides its damage, such as buffs, combat resses, etc.
  • Stackability: How many of this class you can bring to a raid without diminishing returns. For example, specs like Demonology Warlocks might be powerful, but aren’t as stackable as their Affliction counterpart

Note that this Tier List covers classes and specs in their patch-4.3.4 state. This works just like in previous Classic expansions: although we’re doing content starting with the very first phase, our spells, talents, and equipment are already in their finalized states, which has great implications for the metagame. We will be discussing this in more detail in the sections below.

s tier dps rankingsWow Mage Icon
Fire Mage
WoW Priest Icon
Shadow Priest
Wow Warlock Icon
Aff Warlock
WoW Hunter Icon
Survival Hunter

a tier dps rankingsWow Warlock Icon
Demo Warlock
WoW Paladin Icon
Ret Paladin
WoW Druid Icon
Balance Druid
WoW Death Knight Icon
Unholy DK
WoW Death Knight Icon
Frost DK
WoW Shaman Icon
Ele Shaman
Wow Mage Icon
Arcane Mage
WoW Rogue Icon
Assassin Rogue



b tier dps rankingsWoW Rogue Icon
Combat Rogue
WoW Druid Icon
Feral Druid
WoW Shaman Icon
Enh Shaman
WoW Hunter Icon
MM Hunter
WoW Warrior Icon
Arms Warrior
c tier dps rankingsWoW Warrior Icon
Fury Warrior
Wow Warlock Icon
Destro Warlock
WoW Hunter Icon
BM Hunter


d tier dps rankingsWoW Rogue Icon
Subtlety Rogue
Wow Mage Icon
Frost Mage

  1. Fire Mage (S-Tier)
  2. Shadow Priest (S-Tier)
  3. Affliction Warlock (S-Tier)
  4. Survival Hunter (S-Tier)
  5. Demonology Warlock (A-Tier)
  6. Retribution Paladin (A-Tier)
  7. Balance Druid (A-Tier)
  8. Unholy Death Knight (A-Tier)
  9. Frost Death Knight (A-Tier)
  10. Elemental Shaman (A-Tier)
  11. Arcane Mage (A-Tier)
  12. Assassination Rogue (A-Tier)
  13. Combat Rogue (B-Tier)
  14. Feral Druid (B-Tier)
  15. Enhancement Shaman (B- Tier)
  16. Marksmanship Hunter (B-Tier)
  17. Arms Warrior (B-Tier)
  18. Fury Warrior (C-Tier)
  19. Destruction Warlock (C-Tier)
  20. Beast Mastery Hunter (C-Tier)
  21. Subtlety Rogue (D-Tier)
  22. Frost Mage (D-Tier)

The first phase of World of Warcraft: Cataclysm comes with four available raids that feature a good balance of Single-Target Damage and Area-of-Effect fights. The most important factor to take into consideration is that each specialization’s performance heavily relies on the encounter itself, with some specializations that rank lower on the list outperforming higher-ranking tiers in certain specific scenarios.

  • Baradin Hold
  • Blackwing Descent
  • The Bastion of Twilight
  • Throne of the Four Winds

Another specific factor to keep in consideration is the vast difference between specializations when talking specifically about AoE encounters. While all specializations are capable of a form of AoE Damage, not all of them have the same proficiency in dealing AoE Damage. A clear example would be Demonology Warlocks which overtake Affliction Warlocks in terms of pure AoE damage thanks to the specialization’s overhaul. Another clear example would be Fire Mage completely dominating Arcane Mage, maintaining one of the best AoE Damage capabilities throughout the entirety of the expansion.

The current state of the expansion will see Caster Specializations performing better than Melee Specializations until they reach their BiS gear, with some S-Tier casters out-damaging most other specializations even when they achieve full BiS. Most notably, with the removal of Armor Penetration and the introduction of the Mastery Stat, several Melee Specializations have uniformized damage when compared to the previous expansion, WotLK.

This DPS Ranking list is a rough estimate based on previously available information from both retail and private servers’ damage logs! The list itself will receive an update once the Cataclysm Public Test Real becomes available for accurate information. While the items themselves won’t change in terms of item level and overall stats, the classes will most probably receive different revamps which will balance their gameplay.

Due to the Human Error component and the individual player skill involved in high-end PvE content, Tier S through B is highly relative, with only a few select specializations ranking clearly higher than the other specializations based on the currently available information.

S-Tier

The S-Tier represents the most powerful classes in the current meta – those with the highest damage and utility. These specializations are usually recruited in larger numbers due to their outstanding performance.

Fire Mage

Known as one of the best, if not the best damage specializations throughout the entirety of WotLK, Fire Mage makes a return as one of the top contenders in Cataclysm, bringing devastating Single-Target Damage and AoE Damage. Since Cataclysm Classic will work on the 4.3.4 patch, Fire Mage manages to beat Arcane Mage even at the beginning of the expansion, given enough gear.

The only reason this specialization may not be considered S-Tier in the first phase of the expansion is its dependency on gear, with Fire Mage requiring large amounts of Critical Strike Chance, Haste Rating, and Mastery to compete with other Caster Specializations early on. Once a Fire Mage reaches its BiS, they certainly deserve their S-Tier spot, however, they can be considered A-Tier before they gain their gear.

Fire Mage received a massive gameplay overhaul, with its entire playstyle changing from a single proc mechanic, Hot Streak, to a DoT management specialization with the massive change that applied to Combustion. Hot Streak still remains one of the most important aspects of a Fire Mage’s gameplay, however, knowing when to properly apply Combustion will make a huge difference between a good Fire Mage and a really bad Fire Mage.

Fire Mage’s Impact talent is another huge change when it comes to overall gameplay, which also synergizes with the change to Combustion. With the new Impact proc, you can now spread all existing dots on a target, including Combustion. This change allows Fire Mage to become an absolute monster when it comes to Cleave & AoE encounters.

The gameplay changes in themselves raised Fire Mage’s already high skill cap, turning it into one of the more complex specializations to master, especially as they are harder to scale. Albeit, they are superior to the other two Mage Specializations, with only the Arcane Mage out-damaging it before Fire gains the proper gear.

In terms of utility, Fire Mage provides a single unique buff, along with the typical mage buffs that the other two specializations can grant. Fire Mages can apply the Critical Mass debuff to a target, increasing the Critical Strike Chance of all spells against that target by 5%.

  • Critical Mass doesn’t stack with a Destruction Warlock’s Shadow and Flame talent!
  • This effect only applies to abilities that are categorized as Spells!

Aside from Critical Mass, Fire Mages receive the same utility spell adjustments as the other mage specializations:

  • Time Warp: An ability that enables a mage to grant the former Bloodlust/Heroism effect to their allies.
  • Arcane Brilliance: Now improves the target’s Spell Power by 6% in addition to granting an increase in mana.
    • Arcane Brilliance doesn’t stack with a Shaman’s Flametongue Totem.
  • Ring of Frost: A powerful Crowd Control ability that can be used to freeze mobs for a considerable amount of time. A very useful ability for delaying certain dungeon/raid mechanics.

Even with the increased difficulty and high gear requirement, Fire Mage proves to be one of the most powerful Caster Specializations in the entire expansion, especially as the expansion unfolds and legendary gear becomes available.

Shadow Priest

Shadow Priest proves to the world once again that it is one of the best damage specializations in the game, coming back even stronger in Cataclysm to claim a spot in the S-Tier. Not only that Shadow Priests deal crazy amounts of damage in Single-Target, Cleave, and AoE Encounters, but they also bring a large amount of utility to any group that accepts those sinister shadowy companions.

Shadow Priests retain most of the gameplay mechanics that they had in WotLK Classic, with only a few additional changes added to their overall toolkit. The specialization itself retains the role of a DoT specialist, with Haste Rating and the newly found Mastery Stat playing a huge role in their overall play style. They gain a few buffs through the form of the Evangelism, Shadowy Apparitions, Shadow Orbs, and Archangel talents alongside a major buff to their Mind Sear ability but their overall play style remains the same as it did in WotLK Classic.

While their Single-Target Damage remains as brokenly overpowered as it was back in WotLK Classic, their AoE and Cleave capabilities get enhanced even further since Mind Sear now also affects its main target.

The only issue Shadow Priests have in the first phase of the expansion is their gear dependency, with the specialization itself requiring a fairly high amount of gear until its damage ramps up.

Shadow Priest’s overall utility improves even further with the beginning of Cataclysm. They retain most of their overpowered utility abilities such as Mass Dispel, Fear Ward, Shackle Undead, Power Word: Fortitude, Hymn of Hope, Vampiric Touch, Dispersion, and Vampiric Embrace while also gaining additional utility through Leap of Faith.

While most of their utility abilities stack with any other spell effects, two of them can’t stack with any similar effect:

  • Vampiric Touch‘s Replenishment Effect can’t stack with:
    • A Retribution Paladin’s Communion.
    • A Destruction Warlock’s Soul Leech.
    • A Frost Mage’s Enduring Winter.
    • A Restoration Druid’s Revitalize.
  • Power Word: Fortitude doesn’t stack with:
    • A Warlock’s Blood Pact (Imp Buff).
    • A Warrior’s Commanding Shout.
  • Shadow Form doesn’t stack with:
    • A Balance Druid’s Moonkin Aura.
    • A Shaman’s Wrath of Air Totem.

Affliction Warlock

Affliction Warlocks are still on top of their game with the beginning of Cataclysm, having one of the strongest Single Target Damage outputs in the first phase of the expansion. However, their overall playstyle suffers a loss when it comes to AoE encounters as their overall rotation gets even more complicated as proper DoT management and special cooldowns require a high skill cap.

Warlocks receive a massive overhaul to their overall gameplay with several huge changes. The first and most notable change is the Soul Shard system which got completely revamped into a refillable 3-slot resource system as opposed to the previous system which relied on stacking a large quantity of Soul Shards in their bags. With this change, the new Soul Shard resource system was reworked in a specific way where it is used to empower other abilities through the Soulburn spell. Through this change, most of a Warlock’s former abilities that required a Soul Shard in order to be activated no longer require the reagent.

The issue with Soul Shards is that they are now limited to 3 per fight unless you manage to kill adds with Soul Drain. There are a few special conditions where Soul Shards may be used indefinitely such as Soulburn: Seed of Corruption which refunds the Soul Shard if the detonation is successful.

In addition, their Curse Effects were split into two different categories: Bane & Curses. The former spells Curse of Agony and Curse of Doom were transformed into Bane of Agony and Bane of Doom. This resulted in an additional DoT that needs to be placed on a target, generating a higher difficulty in performing their overall rotation.

Another huge change for Affliction Warlocks is their overall survivability, especially with the new Soulburn: Drain Life effect and Fel Armor that now heals you based on all the Single Target Damage you deal.

Affliction Warlock’s Single-Target Damage remains as strong as ever, with new additions such as Demon Soul, Mastery: Potent Afflictions, and the reworked Pandemic talent. Their Execution phase is one of the most potent in the entire expansion when compared to the rest of the classes, with only a few coming close in terms of overall Single-Target performance.

However, due to the new mechanics, Affliction Warlocks tend to suffer in heavy AoE situations when compared to other specializations. While there are certain mechanics to ensure Affliction Warlocks deal high amounts of damage in AoE encounters, their conditions are harder to meet, making the class take a huge hit in comparison to other caster specializations or its former AoE performance in WotLK Classic. One such effect is Soulburn: Seed of Corruption. As an example, Demonology Warlocks tend to outperform Affliction Warlocks in fights heavy AoE fights whereas Affliction Warlocks certainly outperform Demonology Warlocks in 2-3 targets Cleave Encounters.

As far as Warlock’s utility goes, it retains most of the spells it had available during WotLK Classic, with a few new additions that enhance its overall performance. Besides their Curses, Ritual of Summoning, Soulstones, Ritual of Souls, and Demonic Circle: Summoning, they also gain access to Dark Intent and the Jinx talent which allows them to effectively place Curse of Elements on up to 16 targets at the same time. However, all of those effects are available to all the warlock specializations, especially with how the Jinx talent only requires 7 points in the Affliction Specialization.

Keep in mind that Curse of the Elements and Jinx: Curse of the Elements don’t stack with:

  • An Unholy Death Knight’s Ebon Plaguebringer.
  • A Balance Druid’s Earth and Moon.
  • An Assassination Rogue’s Master Poisoner.

Survival Hunter

Trapweaving empowered? Extremely high Magic Damage? Very high utility and survivability tools? Survival Hunter offers them all as it claims a spot in the S-Tier in the first phase of Cataclysm. Quickly rising in popularity during WotLK Classic, Survival Hunter will surely retain its popularity during Cataclysm, as it brings extreme amounts of damage in both Single-Target and AoE encounters while also maintaining a fun play style.

The Hunter Class received a massive resource overhaul, with Mana being a thing of the past in favor of the new resource, Focus. Besides this huge change, Survival Hunters also received a lot of changes that further enhanced its damage potential while also fixing its issue with the lack of utility it had in WotLK Classic.

In terms of damage, Survival Hunters benefit from a plethora of changes and new additions that further enforce their right to the S-Tier spot, with abilities such as Cobra Shot, Black Arrow, and Explosive Shot synergizing perfectly with their new Mastery: Essence of the Viper.

Another big change in terms of damage is the ability to Auto-Shot while moving! Sadly, Survival Hunters don’t benefit as much from it since they have the Sniper Training mechanic. However, when paired up with the new Aspect of the Fox which allows them to cast both Cobra Shot and Steady Shot while moving, this change plays a huge role as most raid encounters have mechanics that require a fairly high amount of movement.

In terms of utility changes, there have been some massive overall changes to the Hunter class, with the Trap Launcher being one of the most potent ones. Albeit a change that came in Retail Cataclysm back in the day, WotLK Classic players will be familiar with the new Trap Launcher which now allows them to easily place all traps without needing to be in Melee Range.

In terms of unique raid utility, their Hunting Party talent has been revamped from a Replenishment Effect into an Attack Speed Increase Effect! This change allows them to be much more easily recruited into raids, as there are only 3 classes that can grant this buff.

  • Hunting Party doesn’t stack with a Shaman’s Windfury Totem or a Frost Death Knight’s Improved Icy Talons.

Besides those changes, Hunters retain their utility from the previous expansion through various traps such as Snake Trap, Freezing Trap, and Ice Trap and through abilities such as Misdirection, Tranquilizing Shot, and Distracting Shot which are extremely valuable in raid encounters.

A-Tier

The A-Tier represents strong DPS specializations that offer a great amount of damage and utility, but don’t offer the best possible damage output. They will be found in almost every raid group and it will be common to see more than one of each.

Demonology Warlock

Demonology Warlocks receive massive buffs with the arrival of Cataclysm, reaching the top of the A-Tier. Their kits deal very high amounts of damage in both Single-Target and AoE Encounters, with a newly found proficiency in heavy AoE encounters thanks to their overall revamped playstyle. They also bring in a large amount of utility, just like with the other Warlock Specializations, with the beloved Demonic Pact remaining one of the most sought-after buffs in the entire expansion.

Warlocks receive a massive overhaul to their overall gameplay with several huge changes. The first and most notable change is the Soul Shard system which got completely revamped into a refillable 3-slot resource system as opposed to the previous system which relied on stacking a large quantity of Soul Shards in their bags. With this change, the new Soul Shard resource system was reworked in a specific way where it is used to empower other abilities through the Soulburn spell. Through this change, most of a Warlock’s former abilities that required a Soul Shard in order to be activated no longer require the reagent.

The issue with Soul Shards is that they are now limited to 3 per fight unless you manage to kill adds with Soul Drain.

In addition, their Curse Effects were split into two different categories: Bane & Curses. The former spells Curse of Agony and Curse of Doom were transformed into Bane of Agony and Bane of Doom. This resulted in an additional DoT that needs to be placed on a target, generating a higher difficulty in performing their overall rotation.

Furthermore, Demonology Warlock received a massive revamp to both its Single-Target & AoE rotations with the addition of the Hand of Gul’dan spell and several other powerful talents such as Inferno, Cremation, and Impending Doom. With Metamorphosis being now available multiple times during a fight, their overall damage skyrocketed, even beating their fellow Affliction Warlocks brethren in heavy AoE scenarios.

As far as Warlock’s utility goes, it retains most of the spells it had available during WotLK Classic, with a few new additions that enhance its overall performance. Besides their Curses, Ritual of Summoning, Soulstones, Ritual of Souls, and Demonic Circle: Summoning, they also gain access to Dark Intent and the Jinx talent which allows them to effectively place Curse of Elements on up to 16 targets at the same time. However, the Jinx effect is harder to gain as a Demonology Warlock if you want to acquire the Shadow and Flame talent due to the lack of available points and other important existing talents.

Keep in mind that Curse of the Elements and Jinx: Curse of the Elements don’t stack with:

  • An Unholy Death Knight’s Ebon Plaguebringer.
  • A Balance Druid’s Earth and Moon.
  • An Assassination Rogue’s Master Poisoner.

With their massive revamp and easier toolkit, Demonology Warlocks have the potential to even reach S-Tier, especially when played properly. Their damage output is also far less reliant on gear, and much more reliant on the encounter itself, making them very sought-after not only for their buff but also for raids with heavy AoE Encounters.

Retribution Paladin

Just like in WotLK Classic, Retribution Paladins maintain their powerhouse status, having both great overall utility and extremely powerful burst damage. In Cataclysm, Retribution Paladins receive a massive plethora of changes to their kit, with a completely overhauled resource system, retaining plenty of their utility alongside their newly founded damage abilities.

The most important change is their newly found Holy Power resource, a bar that can be filled up to 3 slots in order to both utilize some of their new abilities and empower old ones. Thanks to this new resource, they now gain access to powerful abilities such as Templar’s Verdict, Inquisition, and Zealotry which can be used to deal devastating damage.

Another very notable change is the way Crusader Strike and Divine Storm function. In Cataclysm, both abilities now have the same cooldown, with Crusader Strike guaranteeing a charge of Holy Power in any situation while Divine Storm grants a charge only if the spell affects at least 4 targets or more. This change considerably dampens a Retribution Paladin’s Cleave capabilities if an encounter has only 2 or 3 targets.

Retribution Paladin’s overall damage can now be considered more potent in Single-Target encounters rather than AoE Encounters due to those changes, albeit they still shine bright even in Cleave & AoE situations. In the first phase of the expansion, you can expect a skilled Retribution Paladin to find itself among the higher parts of the meters, however, its true potential will be unlocked as the expansion unfolds when it gets access to more powerful items.

Their utility also receives a massive overhaul, with some of their old buffs being condensed into a single powerful ability that combines multiple old ones along with new abilities that can be used to mitigate dire situations.

There are three main changes to take into consideration:

  • Auras: Paladin auras have been condensed with multiple of their auras turned into a single spell that encompasses multiple old auras. All of their former resistance auras have been turned into a single aura named Resistance Aura. This change considerably reduced the need for multiple paladins in a raid group, especially since Aura Mastery is no longer available for Retribution Paladins.
  • Blessings: Paladins’ trademark blessings have been drastically modified, combining two out of three into a single powerful ability while also removing their reagent requirements. The former abilities Blessing of Wisdom and Blessing of Might have both their effects combined and under the newly empowered Blessing of Might while Blessing of Kings only grants a 5% stat boost but now also grants an increase to all resistances.
    • Blessing of Might doesn’t stack with Unleashed Rage/Trueshot Aura/Abomination’s Might
    • Blessing of Kings doesn’t stack with Mark of the Wild.
  • Word of Glory: Thanks to their new Holy Power resource, Retribution Paladins now gain access to a moderately powerful instant-cast healing effect that can be used with their new resource, specifically the Word of Glory spell. While this spell may not be as powerful in raid encounters where healers can completely overshadow its effect, it can prove to be a lifesaver in dire situations where every Health Point matters. This spell is also used as a method to empower a Retribution Paladin’s damage through the Selfless Healer talent whenever they aid an ally.

Retribution Paladins also bring in a 3% damage increase and a Replenishment Effect through the Communion talent.

  • Communion doesn’t stack with:
    • An Arcane Mage’s Arcane Tactics
    • A Beast Mastery Hunter’s Ferocious Inspiration.
    • A Shadow Priest’s Vampiric Touch.
    • A Destruction Warlock’s Soul Leech.
    • A Frost Mage’s Enduring Winter.
    • A Restoration Druid’s Revitalize.

While Retribution Paladins retain all of their specific “Hands” abilities and their auras, they lose access to former powerful spells from WotLK such as Aura Mastery, Divine Intervention, and Divine Sacrifice/Divine Guardian.

Balance Druid

If Boomies were a true force of nature to be reckoned with in the previous expansions, their powerhouse status is further reinforced in Cataclysm. Balance Druids receive several changes to their overall play style, with their new-found gameplay further enforcing their status as one of the top-tier Damage Specializations. Balance Druids excel in both Single-Target and AoE Encounters, with AoE encounters showcasing their true potential. Few specializations are able to hold their own when it comes to AoE encounters against a Balance Druid, with Fire Mage, Demonology Warlocks, Survival Hunters, and Unholy Death Knights being the only ones able to hold their own against them.

While Balance Druids retained most of their basic abilities, they received an entire revamp to their Eclipse mechanic, with Solar Eclipse and Lunar Eclipse receiving an entire overhaul. This resulted in a new resource bar being added to their UI for both easier management and further reinforcement of the mechanic itself. Whenever a Balance Druid casts a spell that is categorized under the “Lunar” category it fills up their resource bar, resulting in a Solar Eclipse. This works vice-versa, with every “Solar” spell adding more points toward a Lunar Eclipse. This mechanic changed a Balance Druid’s old “monotone” play style into a much more interactive and proc-based one.

This change in turn modified several of their abilities while also adding new exciting ones that further enhance both their Single-Target Damage and their AoE Damage. We can look at exciting abilities and talents such as Sunfire, Starsurge, Wild Mushroom, Euphoria, and Lunar Shower. Although many great mechanics were added to Balance Druid, a large amount of nerfs were also introduced when it came to MP5. Most of their mana regeneration now comes from Euphoria and Dreamstate, with the latter effect being conditional based on whether Innervate is available or not.

The only issue Balance Druids have in terms of damage output is their dependency on gear, with their full potential coming online once they approach their BiS. The new interactive play style also requires a higher skill cap, meaning that some players might find it more difficult to top the damage meters. Once a Balance Druid approaches its BiS, you can expect it to always be in the top spots of the damage meters, especially during any AoE Encounter.

In terms of utility, Druids remain one of the most impressive classes. They offer a lot of utility through effects such as Cyclone, Innervate, Stampeeding Roar, Rebirth, Remove Corruption, and Mark of the Wild. In addition to all those effects, Balance Druids bring other unique utility spells and effects such as Typhoon, Moonkin Aura, and Earth and Moon.

While a Balance Druid brings a plethora of effects, the following ones can’t stack with other similar effects:

  • Mark of the Wild doesn’t stack with Blessing of Kings.
  • Earth and Moon doesn’t stack with Curse of the Elements, Ebon Plaguebringer, or Master Poisoner.
  • Moonkin Aura doesn’t stack with Shadow Form and Wrath of Air Totem.

Unholy Death Knight

The masters of Death and Decay make a solid return in Cataclysm, with both beneficial and detrimental changes to their onslaught! Unholy Death Knights retain their position as one of the strongest Damage Dealer specializations, however, their AoE potential took quite a hit in Cataclysm when compared to WotLK Classic.

While the majority of their gameplay remains the same, their overall system gets revamped in favor of easier rune management. This effect is achieved through the reworked Reaping passive, which now generates consistent Death Runes. Unholy Death Knights retain their amazing Single-Target potential with a few added bonuses such as Dark Transformation which further enhance their damage capabilities. However, they suffer a huge loss when it comes to AoE encounters since the Wandering Plague talent is no longer a part of their kit.

In the first phase of the expansion, they will still perform extremely well in Cleave and AoE encounters, even without having the most optimal gear setup. Once they get close to their BiS, their damage potential skyrockets, with the new Outbreak spell allowing them to easily spread their diseases when paired up with Pestilence.

One thing to keep in mind is that their Frost brethren can sometimes outperform them, especially in Single-Target encounters early on. In the later parts of the first phase, both specializations have a great damage output, with the player’s skill playing a huge role in their overall performance. If we think about their potential throughout the entirety of the expansion, their overall damage will be quite underwhelming at the beginning, especially as Unholy Death Knights will continuously scale throughout the expansion.

As for an Unholy Death Knight’s utility, they retain all the debuffs and utility spells that all Death Knights can bring to the fold in addition to one powerful unique effect, the Ebon Plaguebringer talent. They have access to general utility effects such as Frost Fever, Death Grip, Chains of Ice, Path of Frost, and Horn of Winter which remain the same as they were back in WotLK Classic. They also receive changes to Raise Ally which now acts as a proper battle resurrection ability, a huge change that now increases their overall desirability besides the Ebon Plaguebringer effect.

Keep in mind that the following spells can’t stack with any other similar effects:

  • Ebon Plaguebringer doesn’t stack with Earth and Moon, Curse of the Elements, and Master Poisoner.
  • Horn of Winter doesn’t stack with Battle Shout or Strength of Earth Totem.

Frost Death Knight

Frost Death Knight is among the few specializations that haven’t seen many changes with the arrival of Cataclysm. The specialization has insane Single-Target and AoE capabilities, with Single-Target Encounters being its favorite environment. While the specialization was not revamped or completely overhauled as some specializations, its proc mechanics were vastly improved, with Rime and Killing Machine proccing constantly. If compared to the old retail Cataclysm, Frost Death Knight sees massive improvements considering we will experience it in the state it was during the 4.3.4 patch.

While Frost Death Knight prefers Single-Target encounters, it does not shy away from any Cleave or AoE encounters. Compared to its previous state during WotLK Classic, Frost Death Knight receives a massive buff to Howling Blast, with the spell itself no longer having any cooldown. This enhanced Frost Deathknight’s overall AoE potential, albeit, it also raised the difficulty cap since spamming Howling Blast is not always the best course of action. Players will want to be mindful of their rune management and avoid depleting all of their runes without spreading their DoTs first.

The specialization itself is extremely potent early on, with its proc-based gameplay allowing it to achieve some impressive numbers, even without powerful equipment. As it progresses towards its BiS, you can expect a skilled Frost Death Knight to place itself in the higher parts of the damage meter, and in some situations, even outdamage Unholy Death Knight. This is especially true for the early parts of the phase, as Frost produces a higher damage output than Unholy at a low Ilvl.

As for a Frost Death Knight’s utility, they retain all the debuffs and utility spells that all Death Knights can bring to the fold in addition to one powerful unique effect, the Improved Icy Talons talent. They have access to general utility effects such as Frost Fever, Death Grip, Chains of Ice, Path of Frost, and Horn of Winter which remain the same as they were back in WotLK Classic. They also receive changes to Raise Ally which now acts as a proper battle resurrection ability, a huge change that now increases their overall desirability besides the Brittle Bones and Improved Icy Talons effects.

Keep in mind that the following spells can’t stack with any other similar effects:

  • Ebon Plaguebringer doesn’t stack with Earth and Moon, Curse of the Elements, and Master Poisoner.
  • Horn of Winter doesn’t stack with Battle Shout or Strength of Earth Totem.
  • Brittle Bones doesn’t stack with Savage Combat and Blood Frenzy.

Elemental Shaman

Elemental Shaman has received some of the best possible buffs it could have hoped for with the arrival of Cataclysm! The specialization has received massive improvements in Single-Target, Cleave, and AoE Encounters while also receiving massive buffs to its overall mana management and overall utility. With the hopes that Elemental Shaman will also retain the buffs they received during WotLK Classic, the specialization itself will perform extraordinarily well throughout the entirety of the expansion, even during its very first phase.

Elemental Shamans received massive improvements to both their mobility and overall damage, with a lot of “quality of life” changes such as:

  • A revamped Lightning Shield mechanic through the Rolling Thunder and Fulmination talents.
  • A massive boost to Elemental Mastery and the new Feedback talent which allows the player to reduce Elemental Mastery‘s cooldown
  • The complete removal of Chain Lightning‘s cooldown
  • The addition of Spiritwalker’s Grace which allows a Shaman to cast non-instant spells for 15 seconds while moving

Those changes, along with other minor buffs to the rest of the abilities and the former changes from WotLK Classic such as Fire Elemental Totem‘s reset after each encounter, place Elemental Shaman among the top Damage Specializations even during the first phase of the expansion. Their overall damage remains consistent throughout the rest of the expansion, with their damage really picking up once the legendary caster staff becomes available.

When it comes to a Shaman’s overall utility, they are a complete powerhouse that can be compared to a Paladin. Their overall utility comes from their totems, their abilities ranging from increased Armor, Spell Haste, Melee Haste, Damage Negation, Strength, Agility, Mana Regeneration, and many more. They also have access to abilities such as Purge which removes magical effects and the well-known Heroism/Bloodlust.

The main issue that Shamans encounter during Cataclysm is the added mage spell, Time Warp, which grants the same effect as Heroism/Bloodlust. This drastically reduced the need for Shamans in raid comps, as they were the only ones that could provide this buff in the previous expansions.

Furthermore, the Elemental Specialization receives huge buffs for its unique effects, with the old Totem of Wrath being completely revamped into the Totemic Wrath talent. This buff allows an Elemental Shaman to bring the same type of utility that the beloved Demonology Warlock brings! They also retain their Elemental Oath unique buff, just like they did in WotLK Classic.

Keep in mind that the following spells don’t stack with similar effects:

  • Totemic Wrath doesn’t stack with Demonic Pact
  • Elemental Oath doesn’t stack with:
    • A Feral Druid’s Leader of the Pack.
    • A Fury Warrior’s Rampage.
    • A Subtlety Rogue’s Honor Among Thieves.
  • Wrath of Air Totem doesn’t stack with:
    • A Balance Druid’s Moonkin Aura
    • A Shadow Priest’s Shadow Form
  • Strength of Earth Totem doesn’t stack with:
    • A Death Knight’s Horn of Winter.
    • A Warrior’s Battle Shout.
  • Mana Spring Totem doesn’t stack with:
    • A Paladin’s Blessing of Might.
    • A Felhunter’s Fel Intelligence. (Warlock Pet)

Arcane Mage

Not much has changed for old trusty Arcane Mage, other than its clear mana hunger. If Arcane Mage was renowned for being a very hard class to master due to its hard mana management, it is now even harder. Arcane Mage sits on the A-Tier only thanks to its massive burst capabilities, however in reality, it deserves a far lower spot if we take into consideration how hard it is to avoid becoming OoM.

While it is easy to spam one button and top the damage meters in Single-Target Encounters, given that you manage to not reach the OoM state in under 1 minute. Arcane Mage suffers from a huge lack of AoE Damage, with its only available AoE ability being Arcane Explosion, which has the risk of generating too much threat while also requiring you to be way too close to your target.

Apart from the One-Trick Pony show that it can present, Cataclysm didn’t offer any severe changes to Arcane Mage, with most of its gameplay remaining the same. Even with Evocation and Conjure Mana Gems, the specialization is not sustainable in the long run and the lack of mobility lowers its overall damage in encounters where mobility is simply a crucial mechanic. Improved Blink attempts to fix its mobility issues, however, it’s generally not enough in most cases.

Besides the normal utility spells that all Mage Specializations have access to, Arcane Mage has two separate unique effects, one of which can’t stack with other similar.

  • Arcane Tactics: Increases every raid member’s overall damage by 3%.
    • Arcane Tactics doesn’t stack with Ferocious Inspiration or Communion
  • Focus Magic: Increases the target’s chance to critically hit with spells by 3%. Gain a 3% increased Critical Strike Chance with spells whenever your target deals a Spell Critical Strike.

Just like with the other Mage Specializations, the Arcane Mage received the following changes to their utility abilities:

  • Time Warp: An ability that enables a mage to grant the former Bloodlust/Heroism effect to their allies.
  • Arcane Brilliance: Now improves the target’s Spell Power by 6% in addition to granting an increase in mana.
    • Arcane Brilliance doesn’t stack with a Shaman’s Flametongue Totem.
  • Ring of Frost: A powerful Crowd Control ability that can be used to freeze mobs for a considerable amount of time. A very useful ability for delaying certain dungeon/raid mechanics.

The only way Arcane Mage can become truly viable in Cataclysm, especially in the upcoming phases is if Blizzard decides to tweak its huge mana management issues. As the specialization currently stands, it will probably top the damage meters in the first phase of the expansion if the player manages its mana properly, only to be completely overshadowed by Fire Mage entirely in the upcoming phases.

Assassination Rogue

Assassination Rogue finds itself in an outstanding spot with the arrival of Cataclysm, bringing extreme Single-Target & AoE Damage along with some very powerful utility tools. Assassination Rogue benefits from a huge Talent Tree overhaul, especially with the addition of the new Mastery stat. With Armor Penetration being a thing of the past, Assassination Rogues’ poisons make quick work of any target unfortunate enough to catch their gaze.

Assassination Rogue’s fate really took a 180 turn with the revamp of several of its talents, gaining overall increased damage, mobility, survivability, and energy regeneration. Talents such as Master Poisoner, Venomous Wounds, Cut to the Chase, Murderous Intent, and Quickening emphasize those aspects, turning Assassination Rogue into one of the most potent Damage Dealers throughout the entirety of the expansion. While their damage is not necessarily top-notch during the first phase of the expansion, their damage scales up extremely well, reaching an insane amount once they get their hands on the legendary daggers at the end of the expansion.

Assassination Rogue remains one of the few specializations that retains its rotation almost entirely when compared to WotLK Classic. Veteran rogues will have a pleasant surprise finding that they can perform the same rotation while also having the benefit of dealing insane amounts of damage with fewer cooldowns to keep track of.

In terms of utility, Rogues bring a large array of abilities that can be used to crowd-control targets and provide situational assistance. Abilities such as Cheap Shot, Kidney Shot, Kick, Sap, Distract, Tricks of the Trade, Blind, Disarm Trap, Wound Poison, Expose Armor, and Gouge provide extreme amounts of crowd-control and utility, allowing a rogue to assist in any dire situation. Besides those effects, Assassination Rogues provide a powerful unique effect, namely Master Poisoner. While the effect is powerful, it sadly can’t stack with any other similar effects.

  • Master Poisoner can’t stack with:
    • A Balance Druid’s Earth and Moon.
    • An Unholy Death Knight’s Ebon Plaguebringer.
    • A Warlock’s Curse of the Elements.

B-Tier

The B-Tier represents mediocre damage specializations. They are still considered viable, as they do a decent amount of damage, but they typically cannot compete with the A-tier specs on the damage meters. However, in many cases, they provide valuable raid buffs that make them worth bringing anyway, as their utility makes up for their deficiency in raw damage.

Combat Rogue

Combat Rogue finds itself at the top of the B-Tier, with a very possible chance of being considered an A-Tier specialization if played properly. In Cataclysm, Combat Rogue receives the most changes to its overall talent structure, going as far as possible from the idea of specific weapon categories. What this means is that Combat Rogues can now use any type of weapon they desire, without having to suffer any penalty. In addition to that, they receive massive beneficial changes to multiple of their talents, resulting in a much more dynamic gameplay.

While their gameplay is not necessarily based on procs like the other specializations, they now rely on talents that reduce their major cooldowns such as Restless Blades. This now encourages them to optimize their finishing moves as much as possible to regain Adrenaline Rush and Killing Spree ASAP. They also have another mechanic they have to carefully manage, especially in Cleave encounters, namely Bandit’s Guile. As such, Combat Rogues actually perform better in Cleave environments rather than Single-Target or AoE encounters, as Bandit’s Guile forces them to cycle through opponents in order to benefit from a huge damage buff.

While previously considered the most “Faceroll” specialization out of all the 3 Rogue Specializations, in Cataclysm Combat Rogue became one of the harder specializations to execute properly, as their new mechanics really pressure the player into energy and combo points micromanagement. If you expect to spam Sinister Strike, Eviscerate, and Rapture like you previously did, you will now find that you will carefully have to think about every finishing move and make sure that Revealing Strike is always a part of your rotation.

Luckily, their AoE rotation remains a no-brainer with Fan of Knives remaining one of the strongest AoE abilities in the game. However, keep in mind that this ability received a very big nerf, meaning that a player should hunt for a great Thrown Weapon to mitigate any damage loss.

In terms of utility, Rogues bring a large array of abilities that can be used to crowd-control targets and provide situational assistance. Abilities such as Cheap Shot, Kidney Shot, Kick, Sap, Distract, Tricks of the Trade, Blind, Disarm Trap, Wound Poison, Expose Armor, and Gouge provide extreme amounts of crowd-control and utility, allowing a rogue to assist in any dire situation. Besides those effects, Combat Rogues provide a powerful unique effect, namely Savage Combat. While the effect is powerful, it sadly can’t stack with any other similar effects.

  • Savage Combat can’t stack with Blood Frenzy or Brittle Bones.

Feral Druid

Feral Druids, find themselves in a decent spot at the beginning of Cataclysm, with their entire talent tree receiving a massive overhaul. Once known as the most “ferocious” damage dealer in WotLK Classic, Feral Druid makes a rather weak comeback at the beginning of the expansion when compared to their former glory. The main issue is their overall high skill cap, with Cataclysm bringing them even more mechanics to keep track of combined with a rather big dependency on gear. The one thing we can be certain about is that experienced Feral Druids will manage to conquer the B-Tier and even secure themselves a spot among the top A-Tier specializations if played properly.

Feral Druids also see a shift towards a Damage-over-Time emphasized gameplay with their new mastery, Mastery: Savage Claws. Since Armor Penetration is no longer a thing, Feral Druids are under a lot more pressure to properly maintain their DoTs active at all times.

There are two main changes that affect the Single-Target Rotation, the Stampede talent and the Blood in the Water talent. While the latter effect is specifically made to ensure that Feral Druid has an easier rotation during the execute phase, the former introduces a possible new “Bearweaving” mechanic into the rotation. The Melee Haste buff could be a potential game changer for druids, albeit a hard one to optimize and accomplish. All and all, it really depends on the encounter you find yourself in, as it will require you to shapeshift and charge your target.

As for the AoE encounters, Feral Druid retains the same issues it had in WotLK classic, with no other reliable AoE abilities other than Swipe.

In terms of utility, Druids remain one of the most impressive classes. They offer a lot of utility through effects such as Cyclone, Innervate, Stampeeding Roar, Rebirth, Remove Corruption, and Mark of the Wild. In addition to all those effects, Feral Druids bring three powerful unique effects, namely Mangle, Infected Wounds, and Leader of the Pack. The effects themselves are extremely potent, although they can be replaced by other similar abilities. While they can be replaced, a raid comp would require several multiple different classes to bring what a Feral Druid brings in terms of utility.

Keep in mind that the following effects don’t stack with any other similar ones:

  • Mark of the Wild doesn’t stack with Blessing of Kings.
  • Leader of the Pack doesn’t stack with:
    • A Fury Warrior’s Rampage.
    • A Subtlety Rogue’s Honor Among Thieves.
    • An Elemental Shaman’s Elemental Oath.
  • Infected Wounds doesn’t stack with:
    • A Death Knight’s Frost Fever.
    • A Shaman’s Earth Shock.
    • A Protection Paladin’s Judgements of the Just.
    • A Warrior’s Thunder Clap.
  • Mangle doesn’t stack with:
    • An Arms Warrior’s Blood Frenzy.
    • A Subtlety Rogue’s Hemorrhage.

Enhancement Shaman

Elemental Shaman finds itself in a very weird spot in Cataclysm when compared to WotLK Classic. The main issue with the specialization is that it seems to receive a massive revamp with each expansion. Those changes retain some of the core mechanics of the specialization but alter its overall play style and rotation in a sense that it deeply impacts the class identity.

The most impactful change that comes with Cataclysm is one of Enhancement’s revamped innate passives, Mental Quickness. While Enhancement was a highly customizable specialization in the past expansions, with builds such as Spellhance ravaging the damage meters, such builds are no longer available. This is because of how Mental Quickness removes the ability to gain Spell Power from any source other than Attack Power.

Its Single-Target and AoE rotations suffered huge modifications, with Lava Lash and Searing Totem playing a much larger part in both rotations. While their Single-Target rotation looks similar to the one they previously used in WotLK, with Lightning Bolt weaving playing a huge part, their AoE rotation now requires a skillful use of Chain Lightning, Fire Nova, Fire Totem, and Magma Totem to pull off efficiently.

Hopefully, Fire Elemental Totem‘s reset after each encounter will be retained during Cataclysm, allowing Enhancement Shaman to have a burst phase along with its Feral Spirits.

Sadly, all those changes place Enhancement Shaman in a weird spot, with most of its damage output depending entirely on the player’s individual skill and the encounter itself. Needless to say, Enhancement Shaman is also extremely gear-dependent, making it one of the weakest specializations when they are at a low Ilvl.

When it comes to a Shaman’s overall utility, they are a complete powerhouse that can be compared to a Paladin. Their overall utility comes from their totems, their abilities ranging from increased Armor, Spell Haste, Melee Haste, Damage Negation, Strength, Agility, Mana Regeneration, and many more. They also have access to abilities such as Purge which removes magical effects and the well-known Heroism/Bloodlust.

The main issue that Shamans encounter during Cataclysm is the added mage spell, Time Warp, which grants the same effect as Heroism/Bloodlust. This drastically reduced the need for Shamans in raid comps, as they were the only ones that could provide this buff in the previous expansions.

Furthermore, the Enhancement Specialization has a very easily replaceable unique buff, namely Unleashed Rage. Since Paladins are usually in constant demand, Enhancement’s unique buff becomes extremely situational, with Blessing of Might also providing an MP5 effect.

Keep in mind that the following spells don’t stack with similar effects:

  • Unleashed Rage doesn’t stack with:
    • A Paladin’s Blessing of Might.
    • A Blood Death Knight’s Abomination’s Might.
    • A Marksmanship Hunter’s Trueshot Aura.
  • Wrath of Air Totem doesn’t stack with:
    • A Balance Druid’s Moonkin Aura
    • A Shadow Priest’s Shadow Form
  • Strength of Earth Totem doesn’t stack with:
    • A Death Knight’s Horn of Winter.
    • A Warrior’s Battle Shout.
  • Mana Spring Totem doesn’t stack with:
    • A Paladin’s Blessing of Might.
    • A Felhunter’s Fel Intelligence. (Warlock Pet)

Marksmanship Hunter

Marksmanship Hunter doesn’t find itself in such a pretty spot when compared to the previous expansion, and sadly, this is mainly due to the 4.3.4 patch. In Retail Cataclysm, Marksmanship Hunters used to deal large amounts of damage in both Single-Target and AoE encounters. However, that applied for the first patch of the expansion before their overall damage got nerfed and Survival Hunters received massive improvements which were meant to outperform Marksmanship Hunter in every possible way.

The Hunter Class received a massive resource overhaul, with Mana being a thing of the past in favor of the new resource, Focus. Besides this huge change, Marksmanship Hunters also received a lot of changes that further modified its play style while also fixing its issue with the lack of mobility it had in WotLK Classic.

Another big change in terms of damage is the ability to Auto-Shot while moving! This change is great for Marksmanship Hunters as they don’t have to deal with Sniper Training as Survival Hunters do. When paired up with the new Aspect of the Fox which allows them to cast both Cobra Shot and Steady Shot while moving, this change plays a huge role as most raid encounters have mechanics that require a fairly high amount of movement.

In terms of overall damage, their damage is situated around the middle segment of the damage meters, with their overall damage output depending entirely on the player’s skill. Their talents revolve around Focus management, with many effects such as Bombardment, Rapid Recuperation, Termination, and Master Marksman emphasizing the very concept. Since their talents revolve around resource management, they get outperformed by other specializations that either grant both resource management and damage empowerment or simply focus on damage-enhancing effects.

In terms of utility changes, there have been some massive overall changes to the Hunter class, with the Trap Launcher being one of the most potent ones. Albeit a change that came in Retail Cataclysm back in the day, WotLK Classic players will be familiar with the new Trap Launcher which now allows them to easily place all traps without needing to be in Melee Range.

Besides those changes, Hunters retain their utility from the previous expansion through various traps such as Snake Trap, Freezing Trap, and Ice Trap and through abilities such as Misdirection, Tranquilizing Shot, and Distracting Shot which are extremely valuable in raid encounters.

As for unique effects granted by Marksmanship Hunters, they provide Trueshot Aura and Readiness. While the first effect can be considered utterly useless since it doesn’t stack with other similar buffs, the second effect is very valuable as it can be used to double every single utility ability in your kit. This means that vital abilities such as Misdirection and Freezing Trap can be chained for maximum crowd control.

  • Trueshot Aura doesn’t stack with:
    • A Paladin’s Blessing of Might.
    • An Enhancement Shaman’s Unleashed Rage.
    • A Blood Death Knight’s Abomination’s Might.

Arms Warrior

All hail the most unexpected comeback in terms of pure damage dealers, a huge congratulations to Arms Warriors in Cataclysm! Since Cataclysm Classic will work on the 4.3.4 patch, Arms Warriors fully benefit from some of the most broken talents, empowering both their Single-Target Damage and AoE Damage. Their overall rotation took a complete 180, jumping from possibly the most underwhelming and meme specialization in WotLK Classic, to one of the most interactive and dynamic specializations in Cataclysm.

However, while they might excel at Single-Target, Cleave, and AoE Encounters, their damage output is not yet that insane at the beginning of the expansion, as their true potential unravels later on. For those of you who know, Gurthalak is sadly obtainable only at the end of the expansion, so do be patient! As such, they rank B-Tier with a mention that they can be considered A-Tier if properly played and close to their BiS equipment.

The most impactful change for Arms Warriors is their new-found insane procs and talents that further emphasize them, with Wrecking Crew, Sudden Death, and Lambs to the Slaughter providing insanely powerful bonuses. All of those talents enhance an Arm’s Warrior’s Single-Target capabilities, although you can count them as very useful even during AoE encounters as they would all apply with Sweeping Strikes. Bladestorm now actually provides a large amount of AoE damage, as opposed to WotLK Classic, while Rend can now be easily applied to all targets with the Blood and Thunder talent.

In terms of utility, Arms Warrior grants the same general utility spells that are available for all warriors with only two unique effects that they grant to a raid comp. Cataclysm enhanced Warrior’s overall utility, with the new Rallying Cry added on top of the existing Commanding Shout, Battle Shout, and Demoralizing Shout utility spells. Luckily, this addition added to the overall desirability of the warrior class, with the ability itself acting as a huge panic button to prevent raid wipes.

Arms Warrior has two powerful utility passive effects, with the latter one actually bringing two different effects at the same time. The first effect, Mortal Strike, received a huge nerf when compared to WotLK Classic, however, it still provides one of the most easily accessible healing reduction effects in the game. The second effect, Blood Frenzy, has two components, the first of which empowers all other Physical Damage Dealers while the second effect empowers all bleed damage received by the target by a substantial amount. Just like with many other specializations, their unique effects could be easily replaced by similar abilities since they don’t stack. However, in 10-man raids, their effects would require multiple different classes to replace.

Keep in mind that the following utility effects don’t stack with other similar effects:

  • Battle Shout doesn’t stack with Horn of Winter or Strength of Earth Totem.
  • Commanding Shout doesn’t stack with Power Word: Fortitude or Blood Pact.
  • Mortal Strike doesn’t stack with:
    • A Fury Warrior’s Furious Attacks.
    • A Rogue’s Wound Poison.
    • A Hunter’s Widow Venom.
    • A Shadow Priest’s Improved Mind Blast.
    • A Felguard’s Legion Strike. (Warlock Pet)
  • Blood Frenzy doesn’t stack with:
    • A Feral Druid’s Mangle.
    • A Subtlety Rogue’s Hemorrhage.
    • A Combat Rogue’s Savage Combat.
    • A Frost Death Knight’s Brittle Bones.

C-Tier

The specializations that make up the C-Tier are on the weaker side of the DPS spectrum. They can still be considered viable, occasionally offering useful buffs and debuffs, and can very often be very fun to play. However, you aren’t likely to be in the top places of DPS meters with these specs, and you won’t have the easiest time finding a raid group, as they aren’t in high demand.

Fury Warrior

Sadly, Fury Warriors see a complete downfall in Cataclysm, with each warrior enthusiast favoring Arms Warriors instead. The specialization in itself is not bad at all as it manages to deal high numbers in the first phase of the expansion, however, it’s completely outclassed by Arms as a whole. This is mainly due to the lack of improvements Fury Warriors received, with many of the changes themselves being minimal. If the expansion had taken a normal course like it did back in the original retail, Fury Warriors would have completely dominated Arms. However, since the 4.3.4 changes apply from the very first phase, this is sadly not the case.

The most important change and most definitely the most troublesome one for Fury Warrior is the proc-based gameplay. While in theory, it should generate smooth gameplay with constant procs for solid damage output, the reality is that the very procs you are forced to rely on may never even “proc”. This often results in a state in which you simply wait for your procs to appear while mindlessly spamming Bloodthirst, Cleave, and Whirlwind. While its Single-Target Damage can be considered decently high, it is by far lower than the other Melee Damage Dealers and nowhere near the Caster Specializations. Albeit its poor proficiency in Single-Target encounters, Fury Warrior seems to perform very well in Cleave and AoE encounters, with talents such as Meat Cleaver enhancing its overall performance.

In terms of utility, Fury Warrior grants the same general utility spells that are available for all warriors with only two unique effects that they grant to a raid comp. Cataclysm enhanced Warrior’s overall utility, with the new Rallying Cry added on top of the existing Commanding Shout, Battle Shout, and Demoralizing Shout utility spells. Luckily, this addition added to the overall desirability of the warrior class, with the ability itself acting as a huge panic button to prevent raid wipes.

The main issue with Fury Warriors is that their unique utility effects can be easily replaced by much more favorable effects, with Rampage being usually replaced by Moonkin Aura or Leader of the Pack and Furious Attacks being easily replaced by Mortal Strike, Widow Venom, Wound Poison, or Improved Mind Blast.

Keep in mind that the following utility effects don’t stack with other similar effects:

  • Battle Shout doesn’t stack with Horn of Winter or Strength of Earth Totem.
  • Commanding Shout doesn’t stack with Power Word: Fortitude or Blood Pact.
  • Furious Attacks don’t stack with:
    • An Arm’s Warrior’s Mortal Strike.
    • A Rogue’s Wound Poison.
    • A Hunter’s Widow Venom.
    • A Shadow Priest’s Improved Mind Blast.
    • A Felguard’s Legion Strike. (Warlock Pet)
  • Rampage doesn’t stack with:
    • A Feral Druid’s Leader of the Pack.
    • An Elemental Shaman’s Elemental Oath.
    • A Subtlety Rogue’s Honor Among Thieves.

Destruction Warlock

Destruction Warlocks find themselves in a rather bad spot with the arrival of Cataclysm, with the word “Average” describing them best. The problem with Destruction Warlock is that its overall damage is completely average in all types of encounters, whether we talk about Single-Target, Cleave, or AoE situations. They do receive minor buffs to their overall kit, however, they simply can’t contend with the more popular specs or their fellow warlock brethren. While the specialization is extremely potent in PvP, it is completely reduced to “just another caster” in PvE environments. Nonetheless, you should not feel discouraged as they can certainly deal a lot of damage if played properly. Their Single-Target Damage picks up pretty decently as the expansion unfolds, especially in fights where Cleave is also involved.

Warlocks receive a massive overhaul to their overall gameplay with several huge changes. The first and most notable change is the Soul Shard system which got completely revamped into a refillable 3-slot resource system as opposed to the previous system which relied on stacking a large quantity of Soul Shards in their bags. With this change, the new Soul Shard resource system was reworked in a specific way where it is used to empower other abilities through the Soulburn spell. Through this change, most of a Warlock’s former abilities that required a Soul Shard in order to be activated no longer require the reagent.

In addition, their Curse Effects were split into two different categories: Bane & Curses. The former spells Curse of Agony and Curse of Doom were transformed into Bane of Agony and Bane of Doom. This resulted in an additional DoT that needs to be placed on a target, generating a higher difficulty in performing their overall rotation.

In terms of Single-Target Damage, Destruction Warlocks remain pretty much the same, with their rotation barely receiving any major changes. The two most impactful changes that increase the dynamic of their rotation are the Empowered Imp talent which can now trigger instant Soulfire casts and the new Shadowburn which acts as an execute. Yes, Destruction Warlocks finally get an execution tool!

In terms of AoE and Cleave encounters, Destruction Warlocks gain a unique Bane when compared to the other Warlock Specializations, namely the Bane of Havoc, which aims to improve their Cleave potential.

Although they do receive this minor Cleave improvement, their overall AoE damage is a complete joke when compared to the other Warlock Specializations or any of the other Caster Specializations.

As far as Warlock’s utility goes, it retains most of the spells it had available during WotLK Classic, with a few new additions that enhance its overall performance. Besides their Curses, Ritual of Summoning, Soulstones, Ritual of Souls, and Demonic Circle: Summoning, they also gain access to Dark Intent and the Jinx talent which allows them to effectively place Curse of Elements on up to 16 targets at the same time. However, all of those effects are available to all the warlock specializations, especially with how the Jinx talent only requires 7 points in the Affliction Specialization.

Keep in mind that the following effects don’t stack with any other similar effects:

  • Curse of the Elements doesn’t stack with:
    • An Unholy Death Knight’s Ebon Plaguebringer.
    • A Balance Druid’s Earth and Moon.
    • An Assassination Rogue’s Master Poisoner.
  • Blood Pact doesn’t stack with:
    • A Priest’s Power Word: Fortitude.
    • A Warrior’s Commanding Shout.

Beast Mastery Hunter

Beast Mastery Hunters stands at the bottom of the C-Tier with very low PvE expectations in Cataclysm. This is mainly due to the fact that Blizzard enforced the idea that Beast Mastery Hunter is supposed to be a leveling specialization and a strict PvP specialization. Although this was the initial intent, many players attempted to bring this spec into the PvE scene, albeit with little to no success. The problem with Beast Mastery Hunter is that it is way too reliant on its pet which is liable to being killed easily and its overall gear. Its talents are not necessarily the best with its entire gameplay revolving around quick burst damage which is much more favorable in PvP.

You could argue that the burst itself is enough, however, there are no powerful Single-Target enhancing abilities for BM Hunter like there are for MM and Survival Hunter that could compete with the rest of the Damage Specializations.

The Hunter Class received a massive resource overhaul, with Mana being a thing of the past in favor of the new resource, Focus. Another big change in terms of damage is the ability to Auto-Shot while moving! This change is great for Beast Mastery Hunters as they don’t have to deal with Sniper Training as Survival Hunters do. When paired up with the new Aspect of the Fox which allows them to cast both Cobra Shot and Steady Shot while moving, this change plays a huge role as most raid encounters have mechanics that require a fairly high amount of movement.

In terms of utility changes, there have been some massive overall changes to the Hunter class, with the Trap Launcher being one of the most potent ones. Albeit a change that came in Retail Cataclysm back in the day, WotLK Classic players will be familiar with the new Trap Launcher which now allows them to easily place all traps without needing to be in Melee Range.

Besides those changes, Hunters retain their utility from the previous expansion through various traps such as Snake Trap, Freezing Trap, and Ice Trap and through abilities such as Misdirection, Tranquilizing Shot, and Distracting Shot which are extremely valuable in raid encounters.

In terms of unique effects, Beast Mastery Hunters bring only one valuable effect, namely Ferocious Inspiration. The issue with this ability is that it doesn’t stack with any other similar abilities, meaning that it will end up being entirely useless. As much more in-demand specializations such as Retribution Paladins and Arcane Mages bring this effect, a Beast Mastery Hunter’s unique effects are reduced to 0.

One might argue that they can bring utility effects in the form of exotic pets with unique abilities, however, many consider that to be a hassle and simply prefer traditional buffs over situational ones provided by pets.

D-Tier

Simply put, specs in the D-tier are considered to be not viable. They can be fun to play, but you will struggle to get invited to raids when playing one of these, and you may even find yourself getting kicked from groups, as your damage will be really bad.

Subtlety Rogue

Subtlety Rogues have been considered complete jokes in PvE encounters by the community for many years, or at least that was the norm before the launch of Cataclysm. While their kit is mostly created for PvP encounters, several changes have increased their overall viability in both Dungeon and Raid encounters.

While Subtlety Rogues will certainly rank among the bottom tiers of the damage meters in the first phases of the expansion, their damage will ramp up quickly with the arrival of the legendary daggers in the latter parts of the expansion. In this current phase of the expansion, their damage is completely overshadowed by their Assassination and Combat brethren. However, they can still provide certain interesting effects in case a raid comp misses a Feral Druid or an Arms Warrior.

The main changes to their damage come from two specific effects that allow them to be functional, namely Mastery: Executioner and Serrated Blades. Thanks to their specific mastery, they receive a massive bonus for any finishing move that they use while Serrated Blades allows them to maintain Rupture constantly on a target.

Besides their damaging abilities, Subtlety Rogue grants all the specific Rogue utility abilities that the other two specializations bring, with only two unique effects that sadly don’t stack with similar effects brought by other classes.

Subtlety Rogue unique effects:

  • Honor Among Thieves: A buff that increases Critical Strike Chance for all raid and party members by 5%.
    • Honor Among Thieves doesn’t stack with Rampage, Leader of the Pack, and Elemental Oath.
  • Hemorrhage: Increases the effectiveness of all Bleed Effects by 30% on the target.
    • Hemorrhage doesn’t stack with Mangle and Blood Frenzy.

Frost Mage

In Cataclysm, Frost Mages receive a massive overhaul to their entire gameplay, having a very interactive proc-based gameplay. However, the cruel reality is that the spec itself is considered a meme by the community, especially as Fire Mage and Arcane Mage dominate the scene, with the former being considered the best damage spec throughout the entirety of the expansion.

The main change to their gameplay is how Frostbolt applies the chilled effect, having massively improved proc chances. Thanks to the Piercing Chill talent, their proc effects were also enhanced, allowing them to generate Fingers of Frost procs much more easily in Cleave Encounters. While their Fingers of Frost effect was significantly harder to apply in WotLK, it is now vastly improved in Cataclysm, making the spec much more viable in PvE.

Since chill effects are much more easily applied, Frost Mages can now consistently enhance their Ice Lance while also using Deep Freeze on cooldown. Another change that makes their PvE gameplay possible is the Brain Freeze talent effectively generating consistent stacks since Chill Effects are now easily applied. All of those changes combined allow Frost Mage to have a decently strong PvE rotation, especially when compared to its former situation in WotLK.

As far as their utility goes, Frost Mages have three distinct effects, Replenishment, Chilled, and Frozen. They retain their Replenishment Effect through the Enduring Winter talent. However, this effect can’t stack with other refreshment effects such as:

  • A Retribution Paladin’s Communion.
  • A Destruction Warlock’s Soul Leech.
  • A Shadow Priest’s Vampiric Touch.
  • A Restoration Druid’s Revitalize.

The main issue with the Chilled and Frozen effects is that they are not as useful in Raid Encounters when compared to Dungeon Encounters. This reduces a Frost Mage’s unique utility, especially since the other two special effects they can grant are shared with the other Mage Specializations. Just like with the other Mage Specializations, the Frost Mage received the following changes to their utility abilities:

  • Time Warp: An ability that enables a mage to grant the former Bloodlust/Heroism effect to their allies.
  • Arcane Brilliance: Now improves the target’s Spell Power by 6% in addition to granting an increase in mana.
    • Arcane Brilliance doesn’t stack with a Shaman’s Flametongue Totem.
  • Ring of Frost: A powerful Crowd Control ability that can be used to freeze mobs for a considerable amount of time. A very useful ability for delaying certain dungeon/raid mechanics.
s tier dps rankingsWow Mage Icon
Fire Mage
Wow Warlock Icon
Demo Warlock
WoW Shaman Icon
Ele Shaman
WoW Death Knight Icon
Unholy DK
WoW Warrior Icon
Arms Warrior
a tier dps rankingsWoW Druid Icon
Balance Druid
WoW Hunter Icon
Survival Hunter
WoW Rogue Icon
Assassin Rogue
WoW Rogue Icon
Combat Rogue
WoW Death Knight Icon
Frost DK
b tier dps rankingsWow Warlock Icon
Aff Warlock
WoW Priest Icon
Shadow Priest
Wow Warlock Icon
Destro Warlock
WoW Paladin Icon
Ret Paladin
WoW Shaman Icon
Enh Shaman
c tier dps rankingsWoW Warrior Icon
Fury Warrior
Wow Mage Icon
Arcane Mage
WoW Rogue Icon
Subtlety Rogue
WoW Druid Icon
Feral Druid
WoW Hunter Icon
BM Hunter
d tier dps rankingsWoW Hunter Icon
MM Hunter
Wow Mage Icon
Frost Mage

  1. Fire Mage (S-Tier)
  2. Demonology Warlock (S-Tier)
  3. Elemental Shaman (S-Tier)
  4. Unholy Death Knight (S-Tier)
  5. Arms Warrior (S-Tier)
  6. Balance Druid (A-Tier)
  7. Survival Hunter (A-Tier)
  8. Assassination Rogue (A-Tier)
  9. Combat Rogue (A-Tier)
  10. Frost Death Knight (A-Tier)
  11. Affliction Warlock (B-Tier)
  12. Shadow Priest (B-Tier)
  13. Destruction Warlock (B-Tier)
  14. Retribution Paladin (B-Tier)
  15. Enhancement Shaman (B- Tier)
  16. Fury Warrior (C-Tier)
  17. Arcane Mage (C-Tier)
  18. Subtlety Rogue (C-Tier)
  19. Feral Druid (C-Tier)
  20. Beast Mastery Hunter (C-Tier)
  21. Marksmanship Hunter (D-Tier)
  22. Frost Mage (D-Tier)

The second phase of World of Warcraft: Cataclysm, Rise of the Zandalari, comes with two new additional dungeons: Zul’Gurub, and Zul’Aman. While the new dungeons only work as a catch-up mechanic, some interesting changes have been observed in the overall meta since Phase 1, with some underhanded DPS Specializations performing far better than expected.

The most important factor to take into consideration is that each specialization’s performance heavily relies on the encounter itself, with some specializations that rank lower on the list outperforming higher-ranking tiers in certain specific scenarios. Another specific factor to keep in consideration is the vast difference between specializations when talking specifically about AoE encounters. While all specializations are capable of a form of AoE Damage, not all of them have the same proficiency in dealing AoE Damage.

The current state of the expansion in Phase 2 is fairly similar to Phase 1, with a mix of Caster Specializations and Melee Specializations placing themselves among the first ranks. However, the fact that Caster Specializations tend to perform better is still true, with Fire Mage, Elemental Shaman, and Demonology Warlock dominating the ladders.

This DPS Ranking list is a rough estimate based on the available information from retail damage logs! While the items themselves won’t change in terms of item level and overall stats, the classes will most probably receive different revamps which will balance their gameplay.

Due to the Human Error component and the individual player skill involved in high-end PvE content, Tier S through B is highly relative, with only a few select specializations ranking clearly higher than the other specializations based on the currently available information.

S-Tier

The S-Tier represents the most powerful classes in the current meta – those with the highest damage and utility. These specializations are usually recruited in larger numbers due to their outstanding performance.

Fire Mage

Fire Mages have proven to be absolute monsters in Phase 1 of Cataclysm Classic, as everyone expected them to be, with this legacy carrying on in Phase 2. Their damage output is absolutely insane, in both AoE and Single-Target encounters, however, while many people love them and try to stack as many of them as possible in a raid, they do have a main drawback.

The issue that Fire Mage encounters, even in Phase 2, is the dependency on RNG. Since RNG plays such a heavy role in their overall performance, bad RNG can easily result in a less than favorable performance, resulting in them being quickly outclassed by other S-Tier top DPS specializations. Although, even with the possibility of encountering bad RNG on a row, Fire Mage manages to deliver tremendous amounts of damage even in such states. When encountering favorable RNG, their new redefined gameplay turns them into the kings and queens of the DPS Meters, being completely uncontestable by any other specialization.

Fire Mage received a massive gameplay overhaul, with its entire playstyle changing from a single proc mechanic, Hot Streak, to a DoT management specialization with the massive change that applied to Combustion. Hot Streak remains one of the most important aspects of a Fire Mage’s gameplay, however, knowing when to properly apply Combustion will make a huge difference between a good Fire Mage and a really bad Fire Mage.

Fire Mage’s Impact talent is another huge change when it comes to overall gameplay, which also synergizes with the change to Combustion. With the new Impact proc, you can now spread all existing dots on a target, including Combustion. This change allows Fire Mage to become an absolute monster when it comes to Cleave & AoE encounters.

In terms of utility, Fire Mage provides a single unique buff, along with the typical mage buffs that the other two specializations can grant. Fire Mages can apply the Critical Mass debuff to a target, increasing the Critical Strike Chance of all spells against that target by 5%.

Aside from Critical Mass, Fire Mages also bring Time Warp, a most coveted effect that works the same as Bloodlust and Heroism!

Demonology Warlock

As predicted before the beginning of Phase 1 of Cataclysm Classic, the Demonology Warlocks have truly showcased their real potential, reaching to the S-Tier. Thanks to the new overhauls to their kit, their damage output is absolutely phenomenal in both Single-Target and AoE encounters, with close to no RNG involved in their gameplay. However, they do have one weakness that can make or break their performance and that is the nature of the encounter itself. Demonology Warlocks are heavily reliant on being able to be static and continuously cast, with any slight movement change seriously dampening their DPS output. Whenever there are encounters that require them to consistently move, Demonology Warlocks get easily outmatched by other Caster Specializations.

Nonetheless, their phenomenal damage while standing still is remarkable while they also continue providing the beloved Demonic Pact buff to all of their allies.

Warlocks receive a massive overhaul to their overall gameplay with several huge changes. The first and most notable change is the Soul Shard system which got completely revamped into a refillable 3-slot resource system as opposed to the previous system which relied on stacking a large quantity of Soul Shards in their bags. With this change, the new Soul Shard resource system was reworked in a specific way where it is used to empower other abilities through the Soulburn spell. Through this change, most of a Warlock’s former abilities that required a Soul Shard in order to be activated no longer require the reagent.

In addition, their Curse Effects were split into two different categories: Bane & Curses. The former spells Curse of Agony and Curse of Doom were transformed into Bane of Agony and Bane of Doom. This resulted in an additional DoT that needed to be placed on a target, generating a higher difficulty in performing their overall rotation.

Furthermore, Demonology Warlock received a massive revamp to both its Single-Target & AoE rotations with the addition of the Hand of Gul’dan spell and several other powerful talents such as Inferno, Cremation, and Impending Doom. With Metamorphosis being now available multiple times during a fight, their overall damage skyrocketed!

As far as Warlock’s utility goes, it retains most of the spells it had available during WotLK Classic, with a few new additions that enhance its overall performance. Besides their Curses, Ritual of Summoning, Soulstones, Ritual of Souls, and Demonic Circle: Summon, they also gain access to Dark Intent and the Jinx talent which allows them to effectively place Curse of the Elements on up to 16 targets at the same time. However, the Jinx effect is harder to gain as a Demonology Warlock if you want to acquire the Shadow and Flame talent due to the lack of available points and other important existing talents.

Elemental Shaman

Surprising to some, and entirely expected by others, Elemental Shamans climbed to the S-Tier in Phase 2 of Cataclysm Classic, displaying a truly mindblowing performance. Not only did all the buffs they received live up to their expectations, but they also showcased how powerful Elemental Shamans can become once they have the proper equipment.

In Phase 2, Elemental Shamans can only be described as powerhouses, keeping close to other top performers such as Demonology Warlocks and Fire Mages. Unlike Fire Mages and Demonology Warlocks, they are not plagued by either RNG or restricted movement, dealing extreme amounts of damage even in encounters where heavy movement is required.

Elemental Shamans keep all of the modifications and effects from Phase 1, receiving massive improvements to both their mobility and overall damage, with a lot of “quality of life” changes such as:

Those changes, along with other minor buffs to the rest of the abilities and the former changes from WotLK Classic such as Fire Elemental Totem‘s reset after each encounter, place Elemental Shaman among the top Damage Specializations even during the first phase of the expansion.

When it comes to a Shaman’s overall utility, they are a complete powerhouse that can be compared to a Paladin. Their overall utility comes from their totems, their abilities ranging from increased Armor, Spell Haste, Melee Haste, Damage Negation, Strength, Agility, Mana Regeneration, and many more. They also have access to abilities such as Purge which removes magical effects and the well-known Heroism/Bloodlust.

The main issue that Shamans encounter during Cataclysm is the added mage spell, Time Warp, which grants the same effect as Heroism/Bloodlust. This drastically reduced the need for Shamans in raid comps, as they were the only ones that could provide this buff in the previous expansions.

Furthermore, the Elemental Specialization receives huge buffs for its unique effects, with the old Totem of Wrath being completely revamped into the Totemic Wrath talent. This buff allows an Elemental Shaman to bring the same type of utility that the beloved Demonology Warlock brings! They also retain their Elemental Oath unique buff, just like they did in WotLK Classic.

Unholy Death Knight

While Unholy Death Knights were expected to be very similar to their Frost Death Knights brethren, they rose up to the occasion and climbed to the S-Tier, displaying a truly astonishing performance in both Single-Target and AoE encounters! Based on the logs for the past few weeks, including the start of Phase 2, Unholy Death Knights have steadily maintained their spot among the top positions, identifying as one of the few Melee Specializations that can keep up with the Casters.

It is yet impossible to foresee whether their current fame and glory will continue in the later parts of the expansion, however, it is clear that their current scaling is tremendous, especially as players get closer and closer to their full BiS sets.

The majority of their gameplay remains the same as it was in Phase 1, with their overall system being revamped in favor of easier rune management. This effect is achieved through the reworked Reaping passive, which now generates consistent Death Runes. Unholy Death Knights retain their amazing Single-Target potential with a few bonuses such as Dark Transformation which further enhance their damage capabilities. Even with the hurtful loss of Wandering Plague from WotLK, Unholy Death Knights manage to display an astonishing AoE performance in Phase 2 through the use of Outbreak and Pestilence.

As for an Unholy Death Knight’s utility, they retain all the debuffs and utility spells that all Death Knights can bring to the fold in addition to one powerful unique effect, the Ebon Plaguebringer talent. They have access to general utility effects such as Frost Fever, Death Grip, Chains of Ice, Path of Frost, and Horn of Winter which remain the same as they were back in WotLK Classic. They also receive changes to Raise Ally which now acts as a proper battle resurrection ability, a huge change that now increases their overall desirability besides the Ebon Plaguebringer effect.

Arms Warrior

We all expected Arms Warrior to quickly climb the ladder and turn into a real monster in terms of performance, but none of us expected it to happen so soon! Arms Warrior showcases a shocking performance in Phase 2 of Cataclysm Classic, as it quickly scales and demonstrates great damage output in both Single-Target and AoE encounters.

However, even if their current performance is simply amazing, their output is severely impacted by their current equipment, even more so than other DPS specializations that somehow manage to pump high numbers even without impressive equipment. Since Arm Warrior’s true performance is locked behind the best available equipment, their “spectacular” performance may not even be truly observed by players who haven’t yet gained the proper equipment.

In terms of gameplay changes, Arms Warriors keeps all the modifications that occurred in Phase 1. The most impactful change for Arms Warriors is their new-found insane procs and talents that further emphasize them, with Wrecking Crew, Sudden Death, and Lambs to the Slaughter providing insanely powerful bonuses. All of those talents enhance an Arm’s Warrior’s Single-Target capabilities, although you can count them as very useful even during AoE encounters as they would all apply with Sweeping Strikes. Bladestorm now actually provides a large amount of AoE damage, as opposed to WotLK Classic, while Rend can now be easily applied to all targets with the Blood and Thunder talent.

Although all of those changes are extraordinary, with the new “All-Star”, Colossus Smash, truly granting Arms Warriors a special spot, they suffer from the same issue that plagues Fire Mages, a dependency on RNG. Since Sudden Death is what truly allows Arms Warrior to shine, whenever the effect doesn’t consistently occur, the damage output plummets.

In terms of utility, Arms Warrior grants the same general utility spells that are available for all warriors with only two unique effects that they grant to a raid comp. Cataclysm enhanced Warrior’s overall utility, with the new Rallying Cry added on top of the existing Commanding Shout, Battle Shout, and Demoralizing Shout utility spells. Luckily, this addition added to the overall desirability of the warrior class, with the ability itself acting as a huge panic button to prevent raid wipes.

A-Tier

The A-Tier represents strong DPS specializations that offer a great amount of damage and utility, but don’t offer the best possible damage output. They will be found in almost every raid group and it will be common to see more than one of each.

Balance Druid

Did someone say “Owl Supremacy”? Well, our beloved Boomies are surely showcasing a praise-worthy performance as they keep their A-Tier status in Phase 2 of Cataclysm Classic. Their DPS output is great in Single-Target and AoE encounters, however, they truly shine in encounters where they can Multi-Dot.

They, however, retain their issue with Gear dependency, requiring quite a substantial amount of gear before their damage truly skyrockets.

While Balance Druids retained most of their basic abilities, they received an entire revamp to their Eclipse mechanic, with Solar Eclipse and Lunar Eclipse receiving an entire overhaul. This resulted in a new resource bar being added to their UI for both easier management and further reinforcement of the mechanic itself. Whenever a Balance Druid casts a spell that is categorized under the “Lunar” category it fills up their resource bar, resulting in a Solar Eclipse. This works vice-versa, with every “Solar” spell adding more points toward a Lunar Eclipse. This mechanic changed a Balance Druid’s old “monotone” play style into a much more interactive and proc-based one.

This change in turn modified several of their abilities while also adding new exciting ones that further enhance both their Single-Target Damage and their AoE Damage. We can look at exciting abilities and talents such as Sunfire, Starsurge, Wild Mushroom, Euphoria, and Lunar Shower. Most of their mana regeneration now comes from Euphoria and Dreamstate, with the latter effect being conditional based on whether Innervate is available or not.

Balance Druid is the only specialization that received a big gameplay change in Phase 2 of Cataclysm Classic besides the changes that occurred at the beginning of Phase 1. The Eclipse counter now resets to 0 upon engaging a Boss to prevent Snapshotting. To compensate for this, Insect Swarm was empowered to now deal both Arcane Damage and Nature Damage since Balance Druid players were abusing the Solar Eclipse state.

In terms of utility, Druids remain one of the most impressive classes. They offer a lot of utility through effects such as Cyclone, Innervate, Stampeding Roar, Rebirth, Remove Corruption, and Mark of the Wild. In addition to all those effects, Balance Druids bring other unique utility spells and effects such as Typhoon, Moonkin Aura, and Earth and Moon.

Survival Hunter

While they were extremely potent in Phase 1 of Cataclysm Classic, Survival Hunters face a slight downfall in Phase 2, as they fall to the A-Tier. This is mostly due to the rise of the other specializations and not necessarily due to any nerf to the Survival Specialization in itself. The specialization kept all of the buffs and revamped effects it received during Phase 1, albeit it also kept one unfavorable weakness, a somewhat poor scaling when compared to the tremendous potency of S-Tier specializations.

Survival Hunters were extremely potent with minimal amounts of gear, their performance somewhat throttled as every specialization managed to get its hands on some powerful equipment, with Survival Hunters now being eclipsed by specializations such as Balance Druid, Assassination Rogue, and even Arms Warrior and Unholy Death Knight.

The Hunter Class received a massive resource overhaul, with Mana being a thing of the past in favor of the new resource, Focus. Besides this huge change, Survival Hunters also received a lot of changes that further enhanced its damage potential while also fixing its issue with the lack of utility it had in WotLK Classic.

Another big change in terms of damage is the ability to Auto-Shot while moving! Sadly, Survival Hunters don’t benefit as much from it since they have the Sniper Training mechanic. However, when paired up with the new Aspect of the Fox which allows them to cast both Cobra Shot and Steady Shot while moving, this change plays a huge role as most raid encounters have mechanics that require a fairly high amount of movement.

In terms of utility changes, there have been some massive overall changes to the Hunter class, with the Trap Launcher being one of the most potent ones. Albeit a change that came in Retail Cataclysm back in the day, WotLK Classic players will be familiar with the new Trap Launcher which now allows them to easily place all traps without needing to be in Melee Range.

In terms of unique raid utility, their Hunting Party talent has been revamped from a Replenishment Effect into an Attack Speed Increase Effect! This change allows them to be much more easily recruited into raids, as there are only 3 classes that can grant this buff.

Besides those changes, Hunters retain their utility from the previous expansion through various traps such as Snake Trap, Freezing Trap, and Ice Trap and through abilities such as Misdirection, Tranquilizing Shot, and Distracting Shot which are extremely valuable in raid encounters.

Assassination Rogue

The “Assassination Spree” carries on, as Assassination Rogues maintain their amazing performance in Phase 2 of Cataclysm Classic, showcasing powerful Single-Target and AoE Damage. In terms of any changes compared to the last phase, Assassination Rogue performs absolutely the same while also maintaining all the changes that occurred in Phase 1. The only real change is its overall spot on the list, as its damage output with full BiS seems to be considerably higher than expected based on the logs.

Assassination Rogue’s fate really took a 180 turn with the revamp of several of its talents, gaining overall increased damage, mobility, survivability, and energy regeneration. Talents such as Master Poisoner, Venomous Wounds, Cut to the Chase, Murderous Intent, and Quickening emphasize those aspects, turning Assassination Rogue into one of the most potent Damage Dealers throughout the entirety of the expansion. While their damage is still far from their true potential in Phase 2, their damage scales up extremely well, reaching an insane amount once they get their hands on the legendary daggers at the end of the expansion.

Assassination Rogue remains one of the few specializations that retains its rotation almost entirely when compared to WotLK Classic. Veteran rogues will have a pleasant surprise finding that they can perform the same rotation while also having the benefit of dealing insane amounts of damage with fewer cooldowns to keep track of.

In terms of utility, Rogues bring a large array of abilities that can be used to crowd-control targets and provide situational assistance. Abilities such as Cheap Shot, Kidney Shot, Kick, Sap, Distract, Tricks of the Trade, Blind, Disarm Trap, Wound Poison, Expose Armor, and Gouge provide extreme amounts of crowd-control and utility, allowing a rogue to assist in any dire situation. Besides those effects, Assassination Rogues provide a powerful unique effect, namely Master Poisoner. While the effect is powerful, it sadly can’t stack with any other similar effects.

Combat Rogue

Combat Rogue showcases a better overall performance in Phase 2 of Cataclysm Classic as it climbs to the A-Tier! While there haven’t been any changes that occurred since Phase 1, the actual DPS output is higher than expected as Combat Rogues get closer and closer to their full BiS sets.

While considered better in AoE and Cleave encounters, Combat Rogue manages to perform decently well in Single-Target encounters as well! Still, Combat’s main selling point is its insane AoE and Cleave capacity.

In Cataclysm, Combat Rogue receives the most changes to its overall talent structure, going as far as possible from the idea of specific weapon categories. What this means is that Combat Rogues can now use any type of weapon they desire, without having to suffer any penalty. In addition to that, they receive massive beneficial changes to multiple of their talents, resulting in a much more dynamic gameplay.

While their gameplay is not necessarily based on procs like the other specializations, they now rely on talents that reduce their major cooldowns such as Restless Blades. This now encourages them to optimize their finishing moves as much as possible to regain Adrenaline Rush and Killing Spree ASAP. They also have another mechanic they have to carefully manage, especially in Cleave encounters, namely Bandit’s Guile. As such, Combat Rogues actually perform better in Cleave environments rather than Single-Target or AoE encounters, as Bandit’s Guile forces them to cycle through opponents in order to benefit from a huge damage buff.

While previously considered the most “Faceroll” specialization out of all the 3 Rogue Specializations, in Cataclysm Combat Rogue became one of the harder specializations to execute properly, as their new mechanics really pressure the player into energy and combo points micromanagement. If you expect to spam Sinister Strike, Eviscerate, and Rupture like you previously did, you will now find that you will carefully have to think about every finishing move and make sure that Revealing Strike is always a part of your rotation.

Luckily, their AoE rotation remains a no-brainer with Fan of Knives remaining one of the strongest AoE abilities in the game. However, keep in mind that this ability received a very big nerf, meaning that a player should hunt for a great Thrown Weapon to mitigate any damage loss.

In terms of utility, Rogues bring a large array of abilities that can be used to crowd-control targets and provide situational assistance. Abilities such as Cheap Shot, Kidney Shot, Kick, Sap, Distract, Tricks of the Trade, Blind, Disarm Trap, Wound Poison, Expose Armor, and Gouge provide extreme amounts of crowd-control and utility, allowing a rogue to assist in any dire situation. Besides those effects, Combat Rogues provide a powerful unique effect, namely Savage Combat. While the effect is powerful, it sadly can’t stack with any other similar effects.

Frost Death Knight

Frost Death Knight finds itself in exactly the same spot it had in the previous phase, with Phase 2 bringing stagnation for the specialization. This is by no means bad news, as Frost Death Knights showcase powerful Damage Output in Single-Target and AoE encounters! While the consensus was that Frost Death Knights were stronger than Unholy Death Knights in Single Target encounters, Phase 2 proves that they are sadly worse than their brethren, displaying an overall weaker performance, even in AoE encounters.

Additionally, there were no changes that occurred to the specialization, maintaining all of the modifications that occurred with the arrival of Cataclysm. The specialization has amazing Single-Target and AoE capabilities, with Single-Target Encounters being its favorite environment. While the specialization was not revamped or completely overhauled as some specializations, its proc mechanics were vastly improved, with Rime and Killing Machine proccing constantly.

While Frost Death Knight prefers Single-Target encounters, it does not shy away from any Cleave or AoE encounters. Compared to its previous state during WotLK Classic, Frost Death Knight receives a massive buff to Howling Blast, with the spell itself no longer having any cooldown. This enhanced Frost Deathknight’s overall AoE potential, albeit, it also raised the difficulty cap since spamming Howling Blast is not always the best course of action. Players will want to be mindful of their rune management and avoid depleting all of their runes without spreading their DoTs first.

As for a Frost Death Knight’s utility, they retain all the debuffs and utility spells that all Death Knights can bring to the fold in addition to one powerful unique effect, the Improved Icy Talons talent. They have access to general utility effects such as Frost Fever, Death Grip, Chains of Ice, Path of Frost, and Horn of Winter which remain the same as they were back in WotLK Classic. They also receive changes to Raise Ally which now acts as a proper battle resurrection ability, besides the Brittle Bones and Improved Icy Talons effects.

B-Tier

The B-Tier represents mediocre damage specializations. They are still considered viable, as they do a decent amount of damage, but they typically cannot compete with the A-tier specs on the damage meters. However, in many cases, they provide valuable raid buffs that make them worth bringing anyway, as their utility makes up for their deficiency in raw damage.

Affliction Warlock

“Auch” is all we can say about Affliction Warlocks when we compare the expectations versus reality, as the specialization is a lot weaker than expected. Thought to be kings and queens of Single-Target Damage and explicitly, “Execution Damage”, the reality is that Affliction Warlock has somewhat of a mediocre Damage Output when compared to other caster specializations which sit in the A and S tiers.

The main selling point of Affliction Warlock remains as it ever was, it’s Multi-Dot capabilities. As the specialization thrives in AoE and Cleave encounters, it is safe to say that it will eventually scale way better, as the raids in Phase 1 don’t necessarily showcase the best scenarios for Affliction Warlock.

In terms of changes, Affliction Warlock maintains all the changes that occurred in Phase 1.

Warlocks receive a massive overhaul to their overall gameplay with several huge changes. The first and most notable change is the Soul Shard system which got completely revamped into a refillable 3-slot resource system as opposed to the previous system which relied on stacking a large quantity of Soul Shards in their bags. With this change, the new Soul Shard resource system was reworked in a specific way where it is used to empower other abilities through the Soulburn spell. Through this change, most of a Warlock’s former abilities that required a Soul Shard to be activated no longer require the reagent.

The issue with Soul Shards is that they are now limited to 3 per fight unless you manage to kill adds with Drain Soul. There are a few special conditions where Soul Shards may be used indefinitely such as Soulburn: Seed of Corruption which refunds the Soul Shard if the detonation is successful.

In addition, their Curse Effects were split into two different categories: Bane & Curses. The former spells Curse of Agony and Curse of Doom were transformed into Bane of Agony and Bane of Doom. This resulted in an additional DoT that needed to be placed on a target, generating a higher difficulty in performing their overall rotation.

As far as Warlock’s utility goes, it retains most of the spells it had available during WotLK Classic, with a few new additions that enhance its overall performance. Besides their Curses, Ritual of Summoning, Soulstones, Ritual of Souls, and Demonic Circle: Summon, they also gain access to Dark Intent and the Jinx talent which allows them to effectively place Curse of the Elements on up to 16 targets at the same time. However, all of those effects are available to all the warlock specializations, especially with how the Jinx talent only requires 7 points in the Affliction Specialization.

Shadow Priest

Shadow Priest seems to find itself in a weird spot when compared to the previous phase. In Phase 2 of Cataclysm Classic, Shadow Priest seems to find itself struggling to stand out when compared to other Caster Specializations, showcasing a somewhat mediocre performance that is very similar to the Affliction Warlocks based on what we can observe on the logs.

As we know that the specialization has tremendous potential for scaling, we can only safely assume that this current state is only temporary and that the specialization will slowly but surely climb the Damage Meters once more, providing a spectacular performance. In their current state, they deal good damage in both Single-Target and AoE encounters. Thankfully, they are not plagued by RNG but they do suffer from movement issues. They can still easily Multi-Dot their targets when they are required to move, but they do need to sit still to generate a good damage output.

In terms of changes, they keep all of the changes that occurred during Phase 1!

Shadow Priests retain most of the gameplay mechanics that they had in WotLK Classic, with only a few additional changes added to their overall toolkit. The specialization itself retains the role of a DoT specialist, with Haste Rating and the newly found Mastery Stat playing a huge role in their overall play style. They gain a few buffs through the form of the Evangelism, Shadowy Apparition, Shadow Orbs, and Archangel talents alongside a major buff to their Mind Sear ability but their overall play style remains the same as it did in WotLK Classic.

Shadow Priest’s overall utility improves even further with the beginning of Cataclysm. They retain most of their overpowered utility abilities such as Mass Dispel, Fear Ward, Shackle Undead, Power Word: Fortitude, Hymn of Hope, Vampiric Touch, Dispersion, and Vampiric Embrace while also gaining additional utility through Leap of Faith.

Destruction Warlock

Destruction Warlocks continue the trend of being the most “Average” specialization in Phase 2, becoming the true definition of “Middle of the Pack”. As they don’t excel in either Single-Target or AoE, they provide average Damage Output in both encounters. The only situation in which they tend to excel at something is Cleave encounters with only two targets. While the specialization is extremely potent in PvP, it is completely reduced to “just another caster” in PvE environments. Nonetheless, you should not feel discouraged as they can certainly deal a lot of damage if played properly.

Destruction Warlocks maintain all the changes that occurred in Phase 1, with no buff or nerf being added in Phase 2!

Warlocks receive a massive overhaul to their overall gameplay with several huge changes. The first and most notable change is the Soul Shard system which got completely revamped into a refillable 3-slot resource system as opposed to the previous system which relied on stacking a large quantity of Soul Shards in their bags. With this change, the new Soul Shard resource system was reworked in a specific way where it is used to empower other abilities through the Soulburn spell. Through this change, most of a Warlock’s former abilities that required a Soul Shard in order to be activated no longer require the reagent.

In addition, their Curse Effects were split into two different categories: Bane & Curses. The former spells Curse of Agony and Curse of Doom were transformed into Bane of Agony and Bane of Doom. This resulted in an additional DoT that needed to be placed on a target, generating a higher difficulty in performing their overall rotation.

In terms of Single-Target Damage, Destruction Warlocks remain pretty much the same, with their rotation barely receiving any major changes. The two most impactful changes that increase the dynamic of their rotation are the Empowered Imp talent which can now trigger instant Soul Fire casts and the new Shadowburn which acts as an execute. Yes, Destruction Warlocks finally get an execution tool!

In terms of AoE and Cleave encounters, Destruction Warlocks gain a unique Bane when compared to the other Warlock Specializations, namely the Bane of Havoc, which aims to improve their Cleave potential.

Although they do receive this minor Cleave improvement, their overall AoE damage is a complete joke when compared to the other Warlock Specializations or any of the other Caster Specializations.

As far as Warlock’s utility goes, it retains most of the spells it had available during WotLK Classic, with a few new additions that enhance its overall performance. Besides their Curses, Ritual of Summoning, Soulstones, Ritual of Souls, and Demonic Circle: Summon, they also gain access to Dark Intent and the Jinx talent which allows them to effectively place Curse of the Elements on up to 16 targets at the same time. However, all of those effects are available to all the warlock specializations, especially with how the Jinx talent only requires 7 points in the Affliction Specialization.

Retribution Paladin

Retribution Paladins find themselves in a slightly weaker spot in Phase 2 of Cataclysm Classic from a pure DPS Output perspective, however, they maintain their incredible Utility! Since many consider Retribution Paladin a utility-based specialization, its actual placement in a DPS Ranking List is tough to accurately consider. Its overall Damage Output in Phase 2 is weaker than in Phase 1, showcasing a performance similar to Shadow Priests and Affliction Warlocks. However, its utility makes the specialization worthy of the A-Tier, so the actual placement of Retribution Paladin is much more subjective than the other specializations.

They retain the changes that occurred to them in Phase 1, with no other additional modifications!

The most important change is their newly found Holy Power resource, a bar that can be filled up to 3 slots to both utilize some of their new abilities and empower old ones. Thanks to this new resource, they now gain access to powerful abilities such as Templar’s Verdict, Inquisition, and Zealotry which can be used to deal devastating damage.

Another very notable change is the way Crusader Strike and Divine Storm function. In Cataclysm, both abilities now have the same cooldown, with Crusader Strike guaranteeing a charge of Holy Power in any situation while Divine Storm grants a charge only if the spell affects at least 4 targets or more. This change considerably dampens a Retribution Paladin’s Cleave capabilities if an encounter has only 2 or 3 targets.

Retribution Paladin’s overall damage can now be considered more potent in Single-Target encounters rather than AoE Encounters due to those changes, albeit they still shine bright even in Cleave & AoE situations.

Their utility also receives a massive overhaul, with some of their old buffs being condensed into a single powerful ability that combines multiple old ones along with new abilities that can be used to mitigate dire situations.

There are three main changes to take into consideration:

  • Auras: Paladin auras have been condensed with multiple of their auras turned into a single spell that encompasses multiple old auras. All of their former resistance auras have been turned into a single aura named Resistance Aura. This change considerably reduced the need for multiple paladins in a raid group, especially since Aura Mastery is no longer available for Retribution Paladins.
  • Blessings: Paladins’ trademark blessings have been drastically modified, combining two out of three into a single powerful ability while also removing their reagent requirements. The former abilities Blessing of Wisdom and Blessing of Might have both their effects combined and under the newly empowered Blessing of Might while Blessing of Kings only grants a 5% stat boost but now also grants an increase to all resistances.
  • Word of Glory: Thanks to their new Holy Power resource, Retribution Paladins now gain access to a moderately powerful instant-cast healing effect that can be used with their new resource, specifically the Word of Glory spell. While this spell may not be as powerful in raid encounters where healers can completely overshadow its effect, it can prove to be a lifesaver in dire situations where every Health Point matters. This spell is also used as a method to empower a Retribution Paladin’s damage through the Selfless Healer talent whenever they aid an ally.

Retribution Paladins also bring in a 3% damage increase and a Replenishment Effect through the Communion talent.

Enhancement Shaman

Elemental Shamans find themselves in a similar spot with Retribution Paladins in Phase 2 of Cataclysm Classic. Their Damage Output is not bad yet not great either, having somewhat of a mediocre output. Although their damage is mediocre, their utility is extreme, making them complete powerhouses. Their placement on the list is subjective, just like with Retribution Paladins. However, one could argue that Enhancement Shaman can simply be replaced by Elemental Shaman, which has an extremely high Damage Output and almost the same utility tools.

They retain the changes that occurred to them in Phase 1, with no other additional modifications!

The most impactful change that comes with Cataclysm is one of Enhancement’s revamped innate passives, Mental Quickness. While Enhancement was a highly customizable specialization in the past expansions, with builds such as Spellhance ravaging the damage meters, such builds are no longer available. This is because of how Mental Quickness removes the ability to gain Spell Power from any source other than Attack Power.

When it comes to a Shaman’s overall utility, they are a complete powerhouse that can be compared to a Paladin. Their overall utility comes from their totems, their abilities ranging from increased Armor, Spell Haste, Melee Haste, Damage Negation, Strength, Agility, Mana Regeneration, and many more. They also have access to abilities such as Purge which removes magical effects and the well-known Heroism/Bloodlust.

The main issue that Shamans encounter during Cataclysm is the added mage spell, Time Warp, which grants the same effect as Heroism/Bloodlust. This drastically reduced the need for Shamans in raid comps, as they were the only ones that could provide this buff in the previous expansions.

Furthermore, the Enhancement Specialization has a very easily replaceable unique buff, namely Unleashed Rage. Since Paladins are usually in constant demand, Enhancement’s unique buff becomes extremely situational, with Blessing of Might also providing an MP5 effect.

C-Tier

The specializations that make up the C-Tier are on the weaker side of the DPS spectrum. They can still be considered viable, occasionally offering useful buffs and debuffs, and can very often be very fun to play. However, you aren’t likely to be in the top places of DPS meters with these specs, and you won’t have the easiest time finding a raid group, as they aren’t in high demand.

Fury Warrior

Fury Warrior is somewhat in a better state than it previously was in Phase 1, as most Fury Warriors managed to gain a bit of gear in Phase 2 of Cataclysm Classic. Yet, even with all the powerful equipment, the specialization is a wild card that is simply weaker than many other specializations while also not providing any unique effect that can’t be replaced by any other DPS specialization.

We can observe a slight rise in performance based on the logs, however, its complete lack of utility and utter completely weaker performance when compared to Arms makes the Fury specialization rather undesirable, leaving it as more of a niched preference for some players.

Fury Warriors maintained all the changes that occurred in Phase 1, and sadly, didn’t receive any buffs that may ameliorate their context.

The most important change and most definitely the most troublesome one for Fury Warrior is the proc-based gameplay. While in theory, it should generate smooth gameplay with constant procs for solid damage output, the reality is that the very procs you are forced to rely on may never even “proc”. This often results in a state in which you simply wait for your procs to appear while mindlessly spamming Bloodthirst, Cleave, and Whirlwind. While its Single-Target Damage can be considered decently high, it is by far lower than the other Melee Damage Dealers and nowhere near the Caster Specializations. Albeit its poor proficiency in Single-Target encounters, Fury Warrior seems to perform very well in Cleave and AoE encounters, with talents such as Meat Cleaver enhancing its overall performance.

In terms of utility, Fury Warrior grants the same general utility spells that are available for all warriors with only two unique effects that they grant to a raid comp. Cataclysm enhanced Warrior’s overall utility, with the new Rallying Cry added on top of the existing Commanding Shout, Battle Shout, and Demoralizing Shout utility spells. Luckily, this addition added to the overall desirability of the warrior class, with the ability itself acting as a huge panic button to prevent raid wipes.

Arcane Mage

Arcane Mage finds itself in Phase 2 with the same issues that it encountered back in Phase 1! Arcane Mage has a very strong burst and Single-Target Damage potential, but it’s severely plagued by a very tiresome and hard-to-manage Mana Management mechanic. As it is extremely hard to avoid reaching an OoM state, many players simply prefer choosing the vastly more powerful Fire specialization which is superior from every point of view.

This leads to the specialization being considered a niche thing, only for those who wish to challenge themselves and make it somehow “work” just like the Caster specializations from the upper tiers. By observing the logs, we can clearly see how even the top players struggle to keep up with the other Caster specializations.

While it may seem easy to spam one button and top the damage meters in Single-Target Encounters, you will quickly reach an OoM state if you choose to do so. Additionally, Arcane Mage suffers from a huge lack of AoE Damage, with its only available AoE ability being Arcane Explosion, which has the risk of generating too much threat while also requiring you to be way too close to your target.

Apart from the One-Trick Pony show that it can present, Cataclysm didn’t offer any severe changes to Arcane Mage, with most of its gameplay remaining the same. Even with Evocation and Mana Gems, the specialization is not sustainable in the long run.

Besides the normal utility spells that all Mage Specializations have access to, Arcane Mage has two separate unique effects, Arcane Empowerment and Focus Magic. The former counts as a “unique” effect yet it can be replaced by other similar effects while the latter can provide truly unique utility.

The only way Arcane Mage can become truly viable in Cataclysm, especially in the upcoming phases is if Blizzard decides to tweak its huge mana management issues. As the specialization currently stands, it will probably top the damage meters in the first phase of the expansion if the player manages its mana properly, only to be completely overshadowed by Fire Mage entirely in the upcoming phases.

Subtlety Rogue

While none expected it, Subtlety Rogue climbed the DPS Meter in Phase 2, securing a spot in the C-Tier! Even if Subtlety Rogue is very far away from gaining the legendary daggers, its overall performance seems to actually hold up on its own when compared to other C-Tier specializations. By observing the logs, we can actually notice fights where Subtlety Rogue outperforms some of the C-Tier specializations, meaning that it no longer can be treated as a joke in PvE!

Subtlety Rogues maintain the same changes that occurred in Phase 1, receiving no buffs or nerfs in Phase 2! Their overall better performance can be attributed to the gear that players managed to acquire along with multiple efforts from the player base to find an actual working rotation that can compete with the rest of the DPS specializations.

The main changes to their damage come from two specific effects that allow them to be functional, namely Mastery: Executioner and Serrated Blades. Thanks to their specific mastery, they receive a massive bonus for any finishing move that they use while Serrated Blades. allows them to maintain Rupture constantly on a target.

Besides their damaging abilities, Subtlety Rogue grants all the specific Rogue utility abilities that the other two specializations bring, with only two unique effects that sadly don’t stack with similar effects brought by other classes.

Subtlety Rogue unique effects:

  • Honor Among Thieves: A buff that increases Critical Strike Chance for all raid and party members by 5%.
  • Hemorrhage: Increases the effectiveness of all Bleed Effects by 30% on the target.

Feral Druid

Oh, how the mighty have fallen. Feral Druid is now a complete joke in Phase 2 of Cataclysm Classic, as its damage output is beyond lame compared to what was expected of the specialization. While in theory, the specialization should deal damage, the main issue it has is the overall extremely high skill cap that it requires, with even professional players struggling to keep up with the rest of the DPS specializations. The overall complexity of the specialization and the overall preference of having Feral Druids as Off-Tanks, have completely shattered the hopes of “Cats”, making them completely useless when compared to their fellow brethren.

In terms of changes, Feral Druids retained all of the modifications that occurred in Phase 1, receiving no buffs or nerfs in Phase 2!

Feral Druids also see a shift towards a Damage-over-Time emphasized gameplay with their new mastery, Mastery: Savage Claws. Since Armor Penetration is no longer a thing, Feral Druids are under a lot more pressure to properly maintain their DoTs active at all times.

Two main changes affect the Single-Target Rotation, the Stampede talent and the Blood in the Water talent. While the latter effect is specifically made to ensure that Feral Druid has an easier rotation during the execute phase, the former introduces a possible new “Bearweaving” mechanic into the rotation. The Melee Haste buff could be a potential game changer for druids, albeit a hard one to optimize and accomplish. All and all, it really depends on the encounter you find yourself in, as it will require you to shapeshift and charge your target.

As for the AoE encounters, Feral Druid retains the same issues it had in WotLK classic, with no other reliable AoE abilities other than Swipe.

In terms of utility, Druids remain one of the most impressive classes. They offer a lot of utility through effects such as Cyclone, Innervate, Stampeding Roar, Rebirth, Remove Corruption, and Mark of the Wild. In addition to all those effects, Feral Druids bring three powerful unique effects, namely Mangle, Infected Wounds, and Leader of the Pack. The effects themselves are extremely potent, although they can be replaced by other similar abilities. While they can be replaced, a raid comp would require several multiple different classes to bring what a Feral Druid brings in terms of utility.

Beast Mastery Hunter

Beast Mastery Hunters stick to their legacy of being considered a mainly PvP specialization, however, they do manage to bring one very unexpected surprise in Phase 2 of Cataclysm Classic. In an odd twist of fate, Beast Mastery Hunters manage to outperform Marksmanship Hunters, bringing a better overall Damage Output than them. While this doesn’t change much when considering all the other specializations, especially their Survival brethren, it is still a considerable win for the Beast Mastery specialization.

As this twist of fate unfolds, we observe a resurgence of Beast Mastery players on the logs, with the player base attempting to make the specialization viable for PvE. Yet in the grand scheme of things, Beast Mastery Hunter remains a C-Tier specialization, with some considering it even a D-Tier specialization since it is far too difficult to make it viable when compared to the simple possibility of swapping to Survival.

There have been no specific changes that occurred to Beast Mastery when compared to their state in Phase 1, meaning that they retain all of the modifications in Phase 2 as well.

Another big change in terms of damage is the ability to Auto-Shot while moving! This change is great for Beast Mastery Hunters since they don’t have to deal with the Sniper Training mechanic. However, when paired up with the new Aspect of the Fox which allows them to cast both Cobra Shot and Steady Shot while moving, this change plays a huge role as most raid encounters have mechanics that require a fairly high amount of movement.

In terms of utility changes, there have been some massive overall changes to the Hunter class, with the Trap Launcher being one of the most potent ones. Albeit a change that came in Retail Cataclysm back in the day, WotLK Classic players will be familiar with the new Trap Launcher which now allows them to easily place all traps without needing to be in Melee Range.

Besides those changes, Hunters retain their utility from the previous expansion through various traps such as Snake Trap, Freezing Trap, and Ice Trap and through abilities such as Misdirection, Tranquilizing Shot, and Distracting Shot which are extremely valuable in raid encounters.

In terms of unique effects, Beast Mastery Hunters bring only one valuable effect, namely Ferocious Inspiration. The issue with this ability is that it doesn’t stack with any other similar abilities, meaning that it will end up being entirely useless. As much more in-demand specializations such as Retribution Paladins and Arcane Mages bring this effect, a Beast Mastery Hunter’s unique effects are reduced to 0.

One might argue that they can bring utility effects in the form of exotic pets with unique abilities, however, many consider that to be a hassle and simply prefer traditional buffs over situational ones provided by pets.

D-Tier

Simply put, specs in the D-tier are considered to be not viable. They can be fun to play, but you will struggle to get invited to raids when playing one of these, and you may even find yourself getting kicked from groups, as your damage will be really bad.

Marksmanship Hunter

Something rather odd has occurred with the Marksmanship Hunter specialization, and that is visible in Phase 2 of Cataclysm Classic. While in theory, the specialization should deal a fairly decent amount of damage, the reality is that it is one of the worst-performing specializations in the entire expansion, if not the worst.

The phenomenon is quite hard to explain, as by all means the specialization should be on par with some of the C-Tier or B-Tier specializations, however, by checking the logs and even the entries of the top players, we can clearly observe an extremely weak Damage Output.

It is currently unknown whether Blizzard plans on addressing the matter or not, but by comparing Marksmanship to Survival, the specialization feels like playing an entirely different game altogether.

In terms of changes, it retained all of the changes that occurred in Phase 1!

The Hunter Class received a massive resource overhaul, with Mana being a thing of the past in favor of the new resource, Focus. Besides this huge change, Marksmanship Hunters also received a lot of changes that further modified its play style while also fixing its issue with the lack of mobility it had in WotLK Classic.

Another big change in terms of damage is the ability to Auto-Shot while moving! This change is great for Marksmanship since they don’t have to deal with the Sniper Training mechanic. However, when paired up with the new Aspect of the Fox which allows them to cast both Cobra Shot and Steady Shot while moving, this change plays a huge role as most raid encounters have mechanics that require a fairly high amount of movement.

In terms of utility changes, there have been some massive overall changes to the Hunter class, with the Trap Launcher being one of the most potent ones. Albeit a change that came in Retail Cataclysm back in the day, WotLK Classic players will be familiar with the new Trap Launcher which now allows them to easily place all traps without needing to be in Melee Range.

Besides those changes, Hunters retain their utility from the previous expansion through various traps such as Snake Trap, Freezing Trap, and Ice Trap and through abilities such as Misdirection, Tranquilizing Shot, and Distracting Shot which are extremely valuable in raid encounters.

As for unique effects granted by Marksmanship Hunters, they provide Trueshot Aura and Readiness. While the first effect can be considered utterly useless since it doesn’t stack with other similar buffs, the second effect is very valuable as it can be used to double every single utility ability in your kit. This means that vital abilities such as Misdirection and Freezing Trap can be chained for maximum crowd control.

Frost Mage

In Cataclysm, Frost Mages receive a massive overhaul to their entire gameplay, having a very interactive proc-based gameplay. However, the cruel reality is that the spec itself is considered a meme by the community, especially as Fire Mage and Arcane Mage dominate the scene, with the former being considered the best damage spec throughout the entirety of the expansion. This specific statement remains true even in Phase 2, as nothing changed for Frost Mage!

In regards to the changes that occurred to Frost Mage in Phase 2, the specialization retained all the mechanics it gained in Phase 1.

The main change to their gameplay is how Frostbolt applies the chilled effect, having massively improved proc chances. Thanks to the Piercing Chill talent, their proc effects were also enhanced, allowing them to generate Fingers of Frost procs much more easily in Cleave Encounters. While their Fingers of Frost effect was significantly harder to apply in WotLK, it is now vastly improved in Cataclysm, making the spec much more viable in PvE.

Since chill effects are much more easily applied, Frost Mages can now consistently enhance their Ice Lance while also using Deep Freeze on cooldown. Another change that makes their PvE gameplay possible is the Brain Freeze talent effectively generating consistent stacks since Chill Effects are now easily applied. All of those changes combined allow Frost Mage to have a decently strong PvE rotation, especially when compared to its former situation in WotLK.

As far as their utility goes, Frost Mages have three distinct effects, Replenishment, Chilled, and Frozen. They retain their Replenishment Effect through the Enduring Winter talent. However, this effect can’t stack with other refreshment effects such as:

The main issue with the Chilled and Frozen effects is that they are not as useful in Raid Encounters when compared to Dungeon Encounters. This reduces a Frost Mage’s unique utility, especially since the other two special effects they can grant are shared with the other Mage Specializations.

s tier dps rankingsWow Mage Icon
Fire Mage
WoW Shaman Icon
Ele Shaman
WoW Warrior Icon
Arms Warrior
WoW Druid Icon
Balance Druid
WoW Rogue Icon
Subtlety Rogue
WoW Hunter Icon
Survival Hunter
a tier dps rankingsWoW Death Knight Icon
Unholy DK
WoW Death Knight Icon
Frost DK
WoW Rogue Icon
Combat Rogue
Wow Warlock Icon
Demo Warlock
b tier dps rankingsWoW Rogue Icon
Assassin Rogue
WoW Shaman Icon
Enh Shaman
WoW Paladin Icon
Ret Paladin
Wow Warlock Icon
Destro Warlock
WoW Priest Icon
Shadow Priest
c tier dps rankingsWow Warlock Icon
Aff Warlock
Wow Mage Icon
Frost Mage
WoW Druid Icon
Feral Druid
WoW Hunter Icon
BM Hunter

WoW Warrior Icon
Fury Warrior
d tier dps rankingsWoW Hunter Icon
MM Hunter
Wow Mage Icon
Arcane Mage
WoW Rogue Icon
Subtlety Rogue

  1. Fire Mage (S-Tier)
  2. Elemental Shaman (S-Tier)
  3. Arms Warrior (S-Tier)
  4. Balance Druid (S-Tier)
  5. Survival Hunter (S-Tier)
  6. Subtlety Rogue (S-Tier)
  7. Unholy Death Knight (A-Tier)
  8. Frost Death Knight (A-Tier)
  9. Demonology Warlock (A-Tier)
  10. Combat Rogue (A-Tier)
  11. Assassination Rogue (B-Tier)
  12. Enhancement Shaman (B-Tier)
  13. Retribution Paladin (B-Tier)
  14. Destruction Warlock (B-Tier)
  15. Shadow Priest (B-Tier)
  16. Affliction Warlock (C-Tier)
  17. Frost Mage (C-Tier)
  18. Feral Druid (C-Tier)
  19. Beast Mastery Hunter (C-Tier)
  20. Fury Warrior (C-Tier)
  21. Arcane Mage (D-Tier)
  22. Marksmanship Hunter (D-Tier)

The third phase of World of Warcraft: Cataclysm, Rage of the Firelands, comes with the long-awaited Firelands raid and the newly created heroic dungeons, Elemental Rune Dungeons! While the new dungeons may not seem like much of a challenge to most players, the fiery realm of Ragnaros brings back many memories to old players and thrilling challenges to new ones. All players are in for a surprise as the raid was released in its non-nerfed version, making the challenge even more difficult.

This DPS Ranking List was created exactly one month after the release of the Firelands raid, factoring in the current performance of multiple player brackets with the help of WarcraftLogs.com and the expected performance based on the expected overall performance of the classes.

The third phase is difficult to evaluate because of the massive difference that Caster DPS classes have before and after acquiring Dragonwrath, Tarecgosa’s Rest. Hunters or Melee-based specializations are far easier to place on the list in this phase since their gameplay is only altered by the new trinkets and Tier12 sets.

In addition, the amount of gear a specialization has vastly changed its performance, especially when evaluated from an overall parsing perspective. A player that parses perfectly might find himself outputting underwhelming damage. In the same sense, a player with a large quantity of gear may perform the rotation incorrectly and parse extremely badly, resulting in weird outputs as well. This can be observed on WarcraftLogs.com when looking at different percentiles and the gear possessed by players qualifying in said percentiles.

As always, the most important factor to consider besides those mentioned before is the encounter itself! Each specialization’s performance heavily depends on the encounter itself and its role in that particular encounter. Since the Firelands raid is one of the most mechanically-imbued raids in Cataclysm, each class will find itself serving a specific purpose depending on the encounter, which alters their overall Damage Output.

Remember that due to the Human Error component and the individual player skill involved in high-end PvE content, Tier S through B is highly relative, with only a few select specializations ranking clearly higher than the other specializations based on the currently available information.

S-Tier

The S-Tier represents the most powerful classes in the current meta – those with the highest damage and utility. These specializations are usually recruited in larger numbers due to their outstanding performance.

Fire Mage

Fire Mages find themselves once again in the S-tier, yet their exact position fluctuates quite heavily depending on the encounter, the gear they have, and the performance of other S-tier specializations! They are widely known as one of the best damage specializations, especially in encounters such as Alysrazor, where they generate the highest DPS by far compared to any other DPS specialization.

Looking at the logs we can see them consistently place themselves in the top spots on the higher percentiles. However, their issue with the dependency on RNG still plays a huge role in their performance. Since Hot Streak is such a huge part of their damage output, Fire Mages can expect to see hectic performances from time to time. The rest of their kit remains the same with Combustion and Impact still playing a huge role. This issue is seen predominantly in the lower percentiles and with players that have a low overall Critical Strike Chance due to the lack of gear.

Luckily, Phase 3 blesses Fire Mage with the wonderful T12 4-item set bonus which allows them to proc Hot Streak more easily. However, besides the new T12 bonuses, Fire Mage is amongst the strongest Dragonwrath, Tarecgosa’s Rest users!

The effect of Dragonwrath when combined with the t12 4-item set bonus offers Fire Mage the possibility to proc consistent Hot Streaks, making them almost behave like a Pyroblast turret!

In terms of utility, Fire Mage retains the same utility tools, including Critical Mass and Time Warp! Since their performance is so amazing, many raid groups choose to stack multiple Fire Mages, making the class heavily desired. The major problem Fire Mages have in this phase is that everyone wishes to play them, resulting in quite some nasty grouping issues where many players find themselves without spots due to the specialization being overplayed.

Elemental Shaman

Elemental Shamans are absolute monsters in Phase 3, displaying some of the most consistent DPS Output in both Heroic and Normal Firelands! They maintain one of the strongest S-Tier spots, having strong Single-Target and AoE damage! No matter what percentile we look at on the logs, Elemental Shamans manage to find themselves in the top spots, displaying a phenomenal overall performance.

Their damage is evened out across the board, unlike other caster specializations, which shine during the Alysrazor encounter.

Elemental Shamans are truly in for a treat in Phase 3 due to the T12 set bonuses and Dragonwrath, Tarecgosa’s Rest. Both their 2-set bonus and 4-set bonus can be considered broken with the 2-set allowing them to use Fire Elemental multiple times during an encounter while the 4-item set allows them to instant cast Lava Burst whenever Lava Surge triggers. Once Elemental Shamans acquire Dragonwrath, Tarecgosa’s Rest, their Damage Output skyrockets enormously, especially since they rely on Haste Rating, their overall casts are pretty quick and the proc can trigger from the instant cast Lava Burst.

However, one thing to keep in mind is that Elemental Shaman is amongst the specializations that heavily rely on gear to perform, meaning that it will feel very underwhelming to play until the appropriate items are acquired.

Besides their amazing Damage Output, Elemental Shamans continue to be Utility powerhouses granting their allies a plethora of buffs through their totems alongside the coveted Heroism/Bloodlust. Since their overall performance is so amazing, many raid groups choose to prefer multiple Elemental Shamans, especially since they can offer Off-Healing in emergency situations as well.

Arms Warrior

As the expansion progresses, Arms Warrior approaches closer and closer to its peak performance, dominating the Damage Meters! In Phase 3, Arms Warriors secured themselves the S-Tier spot, having an overall phenomenal performance across all percentiles!

Their overall damage is split across all of their standard abilities such as Overpower, Deep Wounds, Mortal Strike, and Execute with the T12 set being somewhat weaker compared to how impactful it is for other S-Tier specializations and below S-Tier. The T12 2-item set bonus is stronger than the 4-set item bonus since it allows them to enhance their burst and control it at will by using Commanding Shout or Battle Shout. However, the free Fiery Damage triggered by the 4-item set bonus is nothing to scoff at either.

While their overall performance is astonishing on the Heroic version of the raid, by observing the logs we can clearly see that on Normal, their performance is around the middle of the pack. This is mostly tied to the gear aspect rather than the player skill, as Arms Warriors are highly gear-dependent, being somewhat similar to casters. Nonetheless, once they gain their gear, their damage output is consistently high in all the encounters of Firelands!

The utility remains the same, however, this time we can be sure that either Commanding Shout or Battle Shout will have 100% uptime since they are now tied to the T12 set. In terms of stackability, players can expect to see at least 2-3 Arms Warriors per raid, especially since the specialization is highly popular.

Balance Druid

Balance Druids secure themselves a solid S-Tier spot in Phase 3 of Cataclysm, displaying a phenomenal new performance in both Single-Target and AoE situations! However, this astonishing new performance is tied directly to their overall gear, with the specialization being extremely gear-dependent. Balance Druids are part of the caster group that has an amazing performance during the Alysrazor encounter but they also perform extraordinarily during the Lord Rhyolith fight!

By observing the logs at different percentiles and analyzing players from the brackets, we can see that Balance Druids find themselves at the middle of the pack when ungeared, sometimes even at the bottom of the list. However, as they progressively gain gear and manage to unlock the T12 4-item set bonus, their entire Damage Output skyrockets. While many might think it’s the same for all specializations, Balance Druids are far more impacted by gear discrepancies.

The reason for this is that Balance Druids are heavily dependent on their Eclipse mechanic which the T12 set enhances massively. The 4-item set bonus granted by the set allows Balance Druids to enter either Eclipse (Solar) or Eclipse (Lunar) far more easily, allowing them to consistently burst their targets. Furthermore, they are the third specialization that heavily benefits from Dragonwrath, Tarecgosa’s Rest when compared to other lower-tier caster specializations. The staff’s effect allows them to stack Solar & Lunar Energy much faster, triggering the Eclipse mechanic even more often.

Sadly, the removal of the snapshotting mechanic before pulling the boss is still in effect, meaning that Balance Druids can no longer benefit from it.

Lastly, their utility remains as amazing as ever, being among the first to provide a battle Ress, Rebirth, among many other useful buffs. However, in terms of stackability, many raids choose to bring only one Balance Druid, although multiple would be favorable, especially due to Innervate for longer encounters and Typhoon for added control.

Survival Hunter

Survival Hunters find themselves among the best specializations in Phase 3 of Cataclysm across all percentiles in both Heroic and Normal Firelands! Their proc-based mechanics remain strong, with the new T12 set further enforcing their playstyle!

While Survival Hunters don’t receive a massive the best or the most impactful T12 set bonuses like other specializations do, the ones they get enhance their RNG proc-based mechanics even further. The 2-set bonus grants them a free Fire Damage shot that can proc when they cast Cobra Shot while the 4-set bonus allows their Auto-Shot to remove the cost of one of their next Shot or Kill Command. When we think about those bonuses and compare them to much stronger ones such as the one gained by Fire Mage or Balance Druid, the Hunter bonuses feel rather underwhelming. However, the true power comes from their own abilities with the free Shot often massively empowering their overall DPS. Their strongest damage sources continue to be Explosive Shot, Cobra Shot, Serpent Sting, and Multishot!

One of the great things about Survival Hunters is that they are not as dependent on gear as other specializations! Even with minimal gear, Survival Hunters manage to stay among the top spots on the damage meters due to their proc-based gameplay and RNG. While RNG can be unfavorable, in most cases, the RNG heavily favors most of the Hunters.

Their overall Damage Output combined with the effective crowd control provided by the traps make them very desirable in many raid groups, with most groups choosing to bring at least 2-3 Survival Hunters!

Subtlety Rogue

Through an extremely surprising change of events, Subtlety Rogues find themselves in the S-Tier without access to the legendary daggers yet! This change has surprised many players, especially as the specialization surpassed both its Combat and Assassination brethren.

This enormous raw damage can be observed across all the percentiles with Subtlety Rogues placing themselves among the top spots in both the Heroic and Normal difficulties of Firelands! This odd occurrence seems to happen even with low gear in the low 20-30th percentiles where Subtlety Rogue actually places itself on the first spot on the logs.

One explanation for this extraordinary performance is the new T12 set, vastly empowering the overall stats of Subtlety Rogues due to the 4-item set bonus. With the new set, whenever Tricks of the Trade is used, they gain a 25% bonus to one of their main stats for 30 seconds, resulting in a massive overall boost throughout the encounter. Still, even without the T12 set bonuses, Subtlety Rogues seem to massively outperform other specializations by Auto-Attacking and using Backstab, proving how strong the new Firelands items are.

Funnily enough, the changes to Mastery: Executioner play absolutely no role in their performance. As can be observed on the logs, Rupture barely deals damage compared to Auto-Attack, Backstab, and Eviscerate.

The only fight where they are weaker than their counterpart specializations, Combat, and Assassination, is Alysrazor.

While their newfound damage is certainly astonishing, their overall utility and stackability are quite low, with most groups choosing to bring only one Subtlety Rogue.

A-Tier

The A-Tier represents strong DPS specializations that offer a great amount of damage and utility, but don’t offer the best possible damage output. They will be found in almost every raid group and it will be common to see more than one of each.

Unholy Death Knight

Historically, Unholy Death Knights have always maintained themselves among the top spots of the damage meters and this phase is no exception to that rule! Unholy Death Knights place themselves in the A-Tier in Phase 3 of Cataclysm, showcasing an amazing performance on Heroic and Normal Firelands.

Unlike the other specializations, this performance is not dependent on the new T12 bonuses, but rather on the consistent mechanics of the specialization itself. There is no massive shift in their gameplay nor any buffs that place them in this spot, with the majority of the damage being dealt by their pets, Scourge Strike, Death Coil, and Melee Attacks.

Luckily, their kit is strong enough to offset the poor bonuses granted by the T12 set. The 2-item set bonus grants them a bit passive Runic Power generation tool which may be useful for throwing in an extra Death Coil while the 4-item set bonus barely grants them a 6% additional Fire Damage when using Scourge Strike. Compared to the rest of the specializations, those bonuses are extremely underwhelming, meaning it’s not reliant on the T12 at all. However, gear does play its part, being vastly important for all Unholy Death Knights. A huge difference can be observed in the logs between geared and non-geared players, although, the mechanics of the specialization result in a consistently high damage output even for players with low Ilvl gear.

Their overall kit stays the same, including the utility they bring with Ebon Plaguebringer being the strongest effect! Due to their overall great performance, many raids choose to bring multiple Unholy Death Knights, making them desirable from a stackability point of view.

Frost Death Knight

Just like their Unholy Death Knights brethren, Frost Death Knights showcase a great performance, landing in the A-Tier. Their overall performance is extremely similar to that of the Unholy Death Knights in the sense that they showcase a high Damage Output throughout multiple percentiles, even while being at a low-level gear.

They find themselves in the same situation as the Unholy Death Knights where the T12 bonuses barely impact their overall gameplay. The 2-item set bonus allows them to passively generate Runic Power while the 4-item set grants them the same 6% Fire Damage bonus to Obliterate. What truly sets them apart from their brethren is their highly RNG-based playstyle and burst sequences.

Most of their damage comes from the Howling Blast, making the specialization good for AoE encounters such as Lord Rhyolith, Shannox, and Ragnaros. Ironically, the 4-item set bonus is not really used since Obliterate is among the lowest damaging spells according to the logs. The 2-item set is actually more useful to them since Frost Strike is among the strongest abilities in their kit.

Their overall performance is consistent throughout all fights, with no specific fight inflating their general Damage Output.

Their utility remains the same while their overall stackability stays low, with most raids choosing to bring only one Frost Death Knight at a time for the Improved Icy Talons effect.

Demonology Warlock

Demonology Warlocks continue their glorious streak, placing themselves in the A-Tier as one of the strongest caster specializations! Their overall performance is astonishing yet not surprising when looking at the previous phases. However, the strong Damage Output they display is better on the Heroic difficulty than the Normal one, as can be clearly observed on the logs.

While on the higher percentiles, they secure the top spots, dealing exquisite Damage, their performance on the lower percentiles is around the middle of the pack. Since the specialization has a higher skill cap than other caster specializations, their high skill ceiling is often the downfall of the specialization.

The T12 set is part of the reason why Demonology Warlocks are so powerful at the moment, however, the main reason remains Metamorphosis and how strong Mastery is for them. The T12 2-item set bonus is not necessarily the strongest for them, but the 4-item set bonus is a huge performance improvement. Since they deal hefty amounts of both Shadow & Fire Damage, the 20% bonus damage they receive improves their overall Damage Output considerably. This bonus is even stronger when factoring in Dragonwrath, Tarecgosa’s Res, allowing them to proc the effect far easier while also benefiting from its short duration more.

In addition, due to the T12 set, the new meta has shifted towards the Felhunter pet in a surprising turn of events, with the Felguard no longer being the main pet for Demonology Warlocks.

Their overall utility remains the same while their general stackability is still as high as ever. Raid groups will choose to bring multiple Demonology Warlocks if given the chance due to how reliant their Damage Output currently is!

Combat Rogue

Combat Rogue maintained a steady spot in the A-Tier, displaying a great overall performance. However, its general display was dethroned by the Subtlety Rogue, having a somewhat lower overall Damage Output. The specialization is not bad per se, but it is highly gear-dependent since the majority of its damage comes from Melee Attacks rather than any ability.

They are affected in the same way as Subtlety and Assassination when it comes to the Tier12 set, with the 4-item set bonus granting them by far the most impactful due to the 25% increased random stats. However, players must remember that the heavy RNG will produce various results from fight to fight.

Other than that, there is not much else to mention about Combat Rogues. They maintain the same playstyle with no specific gameplay changes. Their overall stackability is desired due to Savage Combat but their rotation can be bland since simple Melee Attacks make up most of their Damage Output. Besides that, they provide the same utility effects as all other Rogue Specializations.

B-Tier

The B-Tier represents mediocre damage specializations. They are still considered viable, as they do a decent amount of damage, but they typically cannot compete with the A-tier specs on the damage meters. However, in many cases, they provide valuable raid buffs that make them worth bringing anyway, as their utility makes up for their deficiency in raw damage.

Assassination Rogue

Assassination Rogues perform very similarly to Combat Rogues, and in some cases perform even better in fights such as Alysrazor or Majordomo Staghelm. Their current spot is B-Tier, although, in some cases, they can be considered A-Tier when compared with the general performance of other A-Tier specializations.

Just like the other two Rogue Specializations, they vastly benefit from the T12 4-item set bonus. However, they are plagued by the same RNG element, just like the other two specializations.

By observing the logs, their performance can be seen on the higher spots of the damage meters, especially on the higher percentiles. On the lower percentiles, their performance is around the middle of the pack, suggesting that their overall Magic Damage keeps up with the rest of the specializations, even without the proper skill or gear.

Most of their damage comes from Instant Poison, Melee Attacks, Mutilate, and Envenom, although the largest part is done exclusively by Instant Poison.

They offer the same utility as all other Rogue Specializations, although, Master Poisoner makes them far more desirable than the other specializations, especially if no Balance Druid or Unholy Death Knight is present in the raid group.

Enhancement Shaman

Enhancement Shamans retain the same spot as they did in the previous phase, landing themselves in the B-Tier. The main reason for this is their average damage which seems to situate itself around the middle of the pack on all percentiles. The main issue that Enhancement Shamans have is that their overall performance is not massively improved by the gear itself when compared to other DPS specializations.

The T12 set for Enhancement Shaman is also somewhat unfair. The bonuses are extremely lackluster when compared with what Elemental Shamans get which is a chance to reset Fire Elemental Totem. However, even if they don’t get to reset their Fire Elemental, the T12 set 2-item bonus improves their Lava Lash considerably, which is quite important given the fact that Lava Lash is the second most potent ability in their tool kit. The 4-item set bonus gives a slight 6% bonus damage buff to most of their abilities, yet it is not a colossal buff such as in the case of other specializations.

Overall their damage is solid but stuck at the middle of the pack, the biggest issue right now with the specialization is that its overall gameplay feels awfully clunky and hard to pull off when compared with other more attractive specializations that have a generally higher overall performance.

The same old problems also remain, their utility is mostly replaceable by either Retribution Paladins or Elemental Shamans, making them less desirable. Generally, most groups only have one Enhancement Shaman, not necessarily out of necessity but rather due to players finding the specialization fun to play.

Retribution Paladin

Retribution Paladins find themselves in a really tough spot, landing in the B-Tier. While some players hoped that their performance would improve with the arrival of Firelands, the reality is that many believe them to be stuck between C-Tier and B-Tier with their overall performance being either severely mediocre or stuck in the middle of the pack.

The T12 set bonuses they gain access to in Phase 3 are quite strong, with the 4-item set bonus being especially good since it extends the duration of Zealotry by 15 seconds. However, even with the amazing T12 set, their Damage Output simply can’t compete with the rest of the pure DPS specializations. Their overall utility is what truly saves them, as their overall Damage Output can simply be replaced by a far more potent class/specialization.

What makes them worth playing, even with the average Damage Output is their overall interactive rotation and frequent burst sequences.

In terms of stackability, the only real reason to bring multiple Retribution Paladins is their overall huge utility kit. The downside of bringing multiple such specializations however is that bosses such as Baleroc which are effective DPS checks will be very hard to overcome.

Destruction Warlock

Weirdly situated is what we can say about Destruction Warlocks. They can be considered B-Tier, however, their Damage Output leaves much to be desired, with Demonology Warlocks completely overshadowing them. Their overall performance is average at best with some percentiles displaying them in the lower half of the damage meters.

The only thing they have going for them is the T12 set with the 20% increased Fire Damage from the 4-item set bonus but besides that, not much else. Once they get access to Dragonwrath, Tarecgosa’s Rest, their damage may skyrocket, boosting them to the higher ends of the damage meters, however, they would still rely on huge RNG to do so. Since Incinerate makes up most of their damage, Destruction Warlocks are quite in a tough spot at the moment.

Since they have no outstanding utility and absolutely average or even below Damage Output, their general stackability is extremely low, especially when considering that Demonology Warlocks are simply much more desired.

Shadow Priest

Shadow Priests are extremely tough to properly pin on the Tier List. If we observe their Normal logs, both their Damage Output and overall score can be seen as among the top DPS specializations. However, if we peek at the Heroic logs, we can clearly see them as being among the worst specializations, showcasing below-average DPS.

This can be boiled down to two different things, skill level, and overall gear. In addition, it can be resumed to a simple comparison between the overall capabilities of Shadow Priests and the rest of the DPS specializations in terms of raw power. However, certain fights clearly favor them such as Baleroc where they can soak, and Alysrazor where they can actually showcase an astonishing performance.

One of the reasons why their performance is not necessarily the best is the T12 4-set item bonus which ties to Mind Blast. Because of its cooldown and the fact that Mind Flay is the main damaging ability, Shadow Priests lose a lot of ground when compared to other casters. Luckily Dragonwrath, Tarecgosa’s Rest improves their performance massively when it comes to Mind Blast.

All and all, Shadow Priests are considered D-Tier by some while B or C-Tier by others, we chose to place them in the B-Tier at the current moment.

C-Tier

The specializations that make up the C-Tier are on the weaker side of the DPS spectrum. They can still be considered viable, occasionally offering useful buffs and debuffs, and can very often be very fun to play. However, you aren’t likely to be in the top places of DPS meters with these specs, and you won’t have the easiest time finding a raid group, as they aren’t in high demand.

Affliction Warlock

Affliction Warlocks sadly find themselves among the weaker caster specializations, displaying a somewhat pitiful performance compared to their WotLK glory days. The specialization has fallen severely, reaching down to the C-Tier. Whether it’s an issue with the gear or the current skill level displayed by the players, one thing it’s certain. The specialization is severely underperforming.

By looking at the current logs, we can assess that Affliction only performs well when extremely min-maxed and close to BiS gear, as most players who do not meet those criteria seem to be generating a mediocre Damage Output.

While technically the T12 4-item set bonus plays heavily in their favor, the specialization simply seems to not be able to hold up to any of its counterparts, let alone other higher-tier specializations. Since most of the damage comes from DoT effects, Dragonwrath, Tarecgosa’s Rest doesn’t synergize as well with Affliction Warlocks, making them less desirable to play overall.

The only fight where they seem to be holding their own is Alysrazor where they can compete with other casters.

In terms of utility and stackability, they can easily be replaced by other classes/specializations, making them even less desirable. Nonetheless, even with their mediocre performance, players choose to play the specialization for the sheer interactive gameplay it brings.

Frost Mage

Frost Mage is in a similarly weird spot like Shadow Priest, showcasing a real mixed performance. According to multiple logs, they surprisingly sit at the middle of the pack while according to others, they barely fit as a viable DPS specialization. The reality is somewhere in between, as Frost Mages simply spam Frostbolt and Frostfire Bolt throughout the entirety of an encounter. This means that their performance is highly based on RNG and whether or not they are required to perform certain tactics or not.

The T12 set is not as impactful for Frost Mage as it is for Fire Mage, since Frostfire Bolt deals significantly reduced damage than Pyroblast, even while used through the Brain Freeze proc. Nonetheless, with heavy positive RNG, the 4-item set bonus can significantly increase the overall performance.

According to the Logs, Frost Mages seem to perform far better in Normal difficulty rather than Heroic difficulty, landing themselves in the C-Tier. The specialization can be considered an off-meta pick, especially when looking at how strong Fire Mages are.

Feral Druid

Terrible days keep befalling the once kings of the jungle, as their performance continues to worsen as the expansion progresses. No matter what percentiles we check on the logs or what individual player we scan, Feral Druids continue placing themselves at the bottom of the damage meters, displaying one truly horrifying performance.

This is mainly due to the high skill floor of the specialization itself combined with the somewhat mediocre values that their abilities received. In addition, the T12 4-item set bonus requires precise timing and quite a hefty amount of skill to pull off, as it’s tied to the Berserk effect. Since players need to efficiently min-max their energy consumption, this can lead to many mistakes, even among the pro veterans.

Nonetheless, the reality is that even the top players barely manage to fit in with the other specializations, producing a somewhat similar Damage Output.

The specialization lands itself in C-Tier with many believing that it is simply better to bring other Melee Specializations such as Arms Warrior or Unholy Death Knights instead. However, Feral Druids do bring a vast amount of utility which may save them some raid spots.

Beast Mastery Hunter

Beast Mastery Hunters find themselves in the same spot as Feral Druids, holding a sad spot in the C-Tier. While they do manage to compete with other C-Tier specializations, the reality is that they are more of a gimmick specialization played by fans rather than a meta or viable one. Their overall Damage Output is horrendous, especially when compared to the higher-tier specializations.

Not much can be said about the specialization itself other than the fact that it was built for PvP rather than PvE, with many players attempting to find a way to make it viable for PvE as well. Historically, Phase 3 of Cataclysm is among the closest points since WoW Classic where Beast Mastery Hunters become somewhat viable for PvE.

The T12 set bonuses don’t help that much either, since they force the specialization to fiercely rely on RNG to gain an advantage.

Fury Warrior

Once mighty beyond belief, Fury Warriors continue to maintain their spot in the C-Tier, having one nearly disastrous performance. Their overall Damage Output is horrible, with only a few exceptions showing off on the logs where they manage to stand their ground among the other specializations.

The reality is that Fury Warriors are simply no longer viable, with Arms Warriors completely dominating the PvE scene in Phase 3 of Cataclysm. According to the logs, only the top parsers manage to keep their performance in acceptable levels, while the vast majority simply don’t make the cut.

The problem is how the specialization itself is tuned, not necessarily the skill level of the players. Without receiving some hefty buffs, the specialization will continue to underperform, especially moving forward into the next phase. While the T12 set may bring them somewhat of an advantage just as it does for Arms Warriors, the issue is that it is simply not enough to fill in the massive gap they currently find themselves in.

D-Tier

Simply put, specs in the D-tier are considered to be not viable. They can be fun to play, but you will struggle to get invited to raids when playing one of these, and you may even find yourself getting kicked from groups, as your damage will be really bad.

Marksmanship Hunter

Marksmanship Hunters continues the trend of being one of the absolute worst DPS specializations in the game in Phase 3 of Cataclysm. Their overall performance is laughable at best, with players choosing to ignore the specialization entirely.

Even with the specialization underperforming massively when compared to others, some still choose to play it, managing to do well in encounters such as Majordomo Staghelm.

Arcane Mage

If Arcane Mage was playable in the last phase, in this one, it became one of the worst specializations. Phase 3 brings a sad surprise to any Arcane enjoyer, as the specialization is overthrown even by Frost Mages. Its overall performance is similar to that of the Marksmanship Hunter, being almost completely unplayable when compared to its counterparts.

No matter whether we check the highest percentiles or the lowest ones on the logs, Arcane Mage always finds itself at the bottom of the damage meters, indicating that it’s not a skill or gear issue. The specialization itself is simply not properly optimized, especially since the T12 set barely grants any meaningful bonus, granting a mere mana cost reduction effect.

DPS Rankings / Tier List – WoW Classic Era

Furious Furious • Updated June 7, 2025

Here you can find the DPS rankings for World of Warcraft Classic Era. These rankings are based upon in game data recordings from all phases of WoW Classic with data captured by warcraftlogs.com.

WoW Classic Era

Below you can find historical DPS rankings from each raid in WoW Classic Era. These numbers reflect DPS based upon available gear at the time.

Naxxramas DPS Rankings
ClassSpecDPS
Warrior 1140.7
Rogue 1002.9
MageFire905.89
Warlock 768.94
Hunter 717.37
DruidFeral703.79
ShamanElemental649.74
MageFrost616.27
ShamanEnhancement580.85
Priest 496.99
Paladin 469.91
DruidBalance450.23
AQ40 DPS Rankings
ClassSpecDPS
Warrior 499.44
MageFire470.4
Rogue 466.14
ShamanElemental383.73
Warlock 369.24
Hunter 357.54
DruidFeral354.95
Priest 352.01
MageFrost329.54
ShamanEnhancement291.7
DruidBalance282.2
Paladin 254.88
Zul’Gurub DPS Rankings
ClassSpecDPS
Warrior 571.22
Rogue 552.36
Hunter 458.6
Mage 419.52
Warlock 403.68
ShamanElemental384.89
DruidFeral377.32
Priest 373.95
ShamanEnhancement345.45
Paladin 300.68
DruidBalance273.94
BWL DPS Rankings
ClassSpecDPS
Rogue 594.7
Warrior 580.79
DruidFeral424.52
Mage 383.11
Hunter 375.09
Warlock 368.44
Priest 360.89
ShamanElemental317.53
ShamanEnhancement308.18
Warrior 293
Paladin 271.78
DruidBalance244.87
Onyxia DPS Rankings
ClassSpecDPS
Rogue 309.84
Hunter 300.17
Warrior 273.44
Mage 244.54
Warlock 231.33
Priest 219.47
DruidFeral189.17
ShamanElemental173.90
Paladin 158.38
DruidBalance154.09
ShamanEnhancement151.16
Molten Core DPS Rankings
ClassSpecDPS
Warrior 620.39
Rogue 606.27
Hunter 458.96
Mage 417.9
Warlock 401.19
Priest 391.28
ShamanElemental380.2
DruidFeral355.54
ShamanEnhancement346.67
Paladin 310.77
DruidBalance259.95

Warrior

Because of their access to some of the most powerful weapons in the game, Warriors tend to dominate the top damage rankings for DPS in World of Warcraft. This is especially true when they are outfitted with the best raid gear available, after which they are the clear winners in raw damage output. Their advantage over other melee classes is their AoE with abilities like Cleave and Whirlwind and with the right enchantments, buffs and flasks, some Warriors (and Rogues for that matter) are even breaking 1000 DPS.

Rogue

Rogues, like Warriors tend to be at the very top of the DPS Rankings, both because of their access to very powerful weapons and their specialization in single target DPS. Where the Warrior gains advantage with access to AoE attacks, the Rogue doubles down on making sure a single enemy is deader than dead. This, coupled with their surprise and stealth burst damaging abilities, makes the Rogue an absolute powerhouse of damage, especially after they acquire their raid gear.

Mage

Mages, while also being extremely important providers of Crowd Control, are also the absolute masters of AoE DPS in the game. One of their main advantages, with respect to damage, is that many of their spells have a particularly high base damage, especially the AoE spells. Their single target DPS is impressive as well, though it pales in comparison to either of the top tier entries. In later phases, mages scale a lot better with access to spell power centric gear, but in the earlier game, they are limited to only being kind of awesome at everything but healing.

Warlock

Warlock’s would be far higher in the DPS rankings, if not for a few glaring issues that hamstring them from point go. First, outside of PvP, Warlocks perform less well at AoE, because of threat, which means that if they want to do DPS, they must use Hellfire and be in melee range. Another issue with threat that plagues the class is the unusually high amount of it generated by Shadow Bolt, one of their staple damage dealing spells. While Warlocks are capable of damage that might even excel the Mage’s, their handicap with respect to threat management means that they are always going to be middling in the Raid DPS Rankings, unfortunately.

Hunter

Like some of their caster compatriots, Hunter’s have always brought critical utilitarian abilities to any raid group, with abilities like Tranquilizing Shot and Trueshot Aura. This is one of the reasons that they tend to fall behind other pure DPS classes when it comes to straight damage. They are not the lowest damage dealers at all, easily keeping ahead of even the Mage, which is a feat in itself, but they fall somewhat noticeably behind the Rogue and Warrior. Another reason for this is, of course, the fact that they are the absolute masters of ranged DPS, bar none, which is why it’s important to make sure to gear them properly.

Druid (Feral)

Never anyone’s first choice to fill the role of damage dealing, the Druid has an uphill slog to compete with most of the other classes, being outpaced, at time, even by the Shadow Priest. Because they have access to some of their BiS gear long before most other classes, they tend to hold a place of power for awhile. Right up until they are ready for raiding, where they fall behind. Druids’ main problem is that they were never designed to replace any one class at any specific role, but to supplement multiple roles and support other classes. So they can fill in as off DPS, but won’t ever get their damage quite as high as other classes that specialize in damage dealing.

Shaman (Elemental)

Shaman’s share a lot of their troubles with Druids, as both classes are built more for utility and their multitude of disparate abilities than for damage at all. They also both suffer heavily from a need for an abundance of extra mana. Elemental Shaman’s suffer even more, as they do not offer their raid group any sort of unique, or stackable buff. For these reasons, more often than not, most groups prefer a Restoration Shaman.

Shaman (Enhancement)

Built far more to support and increase the overall damage of their allies, enhancement shaman have to rely both on their critical striking and good gear to get anywhere with respect to damage. Unlike Elemental Shamans, Enhancement Shamans don’t have any of the talents that directly increase the damage of their spells and abilities, just the amount of damage that their totems provide. It is exactly because of this that, while they don’t often do as much damage as their fellows, they are almost always a welcome addition to any raid group.

Priest

Shadow Priests are deceptively adept at dealing damage in a Raid, trailing not at all far behind the Warlock, or even the Mage in the damage rankings. While they are limited to only a few spells that can actually be used in a raid situation and their AoE is non-existent, they still manage to maintain a surprisingly high spot on the tier. Their primary offering in a raid group is to increase a target’s Shadow Damage taken with Shadow Weaving, which increases the damage of Warlocks, other Shadow Priests and some Hunters.

Paladin

While almost always sought out for their healing efficacy, Paladin’s sometimes lag behind when it comes to damage in a raid situation. Their direct single target damage can be impressive, but their AoE is less than, though they can do some decent AoE when spec’d for tanking. All of that aside, their adeptness at tanking and their rare ability to heal while doing so often get them a spot in any Alliance raid group.

Druid (Balance)

Another great class, built for utility that struggles mightily when it comes to damage output, the Balance Druid is almost unseen in a raid group where their Restoration counterparts are far more welcome. The main trouble that Balance Druids have is the same one that Feral Druids and Elemental Shaman have – mana. Most of their spells and abilities are mana hogs and aren’t as damaging as the spells of other classes. The one real contribution that Balance Druids can bring to a raid group is enhanced Crowd Control and the utility of their form shifting, but that’s not always enough to get them an invite.

World of Warcraft DPS Rankings – The War Within 11.0.7

Astrael Astrael • Updated June 7, 2025

World Of Warcraft Shaman Class
Shaman (Elemental)
1,786,915
100%
World Of Warcraft Shaman Class
Shaman (Enhancement)
1,763,270
98.7%
World Of Warcraft Rogue Class
Rogue (Assassination)
1,747,592
97.8%
World Of Warcraft Rogue Class
Rogue (Subtlety)
1,726,369
96.6%
World Of Warcraft Mage Icon
Mage (Fire)
1,703,458
95.3%
World Of Warcraft Hunter Class
Hunter (Survival)
1,682,529
94.2%
World Of Warcraft Warlock Class
Warlock (Destruction)
1,681,884
94.1%
World Of Warcraft Hunter Class
Hunter (Marksmanship)
1,674,723
93.7%
World Of Warcraft Warrior Class
Warrior (Arms)
1,670,418
93.5%
World Of Warcraft Rogue Class
Rogue (Outlaw)
1,432,503
93%
Evoker Class Crest
Evoker (Devastation)
1,657,340
92.7%
World Of Warcraft Paladin Class
Paladin (Retribution)
1,654,179
92.6%
World Of Warcraft Warlock Class
Warlock (Affliction)
1,648,690
92.3%
World Of Warcraft Mage Icon
Mage (Arcane)
1,646,413
92.1%
World Of Warcraft Priest Class
Priest (Shadow)
1,646,412
92.1%
World Of Warcraft Demon Hunter Class
Demon Hunter (Havoc)
1,642,675
91.9%
World Of Warcraft Mage Icon
Mage (Frost)
1,637,174
91.6%
World Of Warcraft Druid Class
Druid (Feral)
1,633,478
91.4%
World Of Warcraft Hunter Class
Hunter (Beast Mastery)
1,629,907
91.2%
World Of Warcraft Warrior Class
Warrior (Fury)
1,619,632
90.6%
World Of Warcraft Monk Class
Monk (Windwalker)
1,616,681
90.5%
World Of Warcraft Death Knight Class
Death Knight (Unholy)
1,610,363
90.1%
World Of Warcraft Druid Class
Druid (Balance)
1,597,000
89.4%
World Of Warcraft Warlock Class
Warlock (Demonology)
1,581,959
88.5%
World Of Warcraft Death Knight Class
Death Knight (Frost)
1,548,709
86.7%
Evoker Class Crest
Evoker (Augmentation)
1,490,746
83.4%

Here you can find the DPS rankings for World of Warcraft The War Within patch 11.0.7. These rankings are based upon in game data recordings from Nerub-ar Palace provided by warcraftlogs.com and will be updated as WoW progresses through content and new raids are introduced.

WotLK Tier List / DPS Rankings

Nevermore Nevermore • Updated June 7, 2025

Welcome to the World of Warcraft: Wrath of the Lich King DPS tier list! We will be ranking each DPS class available for the expansion, as well as explaining each class’s position on the tier list.

  • Overall Performance: The raw amount of damage the spec can deal, in single-target, cleave, and AoE encounters.
  • Utility: Any bonuses that the spec brings to a raid besides its damage, such as buffs, combat resses, etc.
  • Stackability: How many of this class you can bring to a raid without diminishing returns. For example, specs like Demonology Warlocks might be powerful, but aren’t as stackable as their Affliction counterpart

Note that this Tier List covers classes and specs in their patch-3.3.5 state. This works just like in previous Classic expansions: although we’re doing content starting with the very first phase, our spells, talents, and equipment are already in their finalized states, which has great implications on the metagame. We will be discussing this in more detail in the sections below.

s tier dps rankingsWow Warlock Icon
Aff Warlock
WoW Death Knight Icon
Unholy DK
WoW Death Knight Icon
Frost DK
WoW Rogue Icon
Assassin Rogue
Wow Mage Icon
Arcane Mage
a tier dps rankingsWow Warlock Icon
Demo Warlock


WoW Druid Icon
Balance Druid
WoW Hunter Icon
Survival Hunter

WoW Shaman Icon
Enh Shaman
WoW Hunter Icon
MM Hunter
WoW Priest Icon
Shadow Priest
b tier dps rankingsWow Mage Icon
Fire Mage
WoW Paladin Icon
Ret Paladin
WoW Druid Icon
Feral Druid
WoW Rogue Icon
Combat Rogue
c tier dps rankingsWoW Shaman Icon
Ele Shaman
WoW Warrior Icon
Arms Warrior
Wow Warlock Icon
Destro Warlock
WoW Warrior Icon
Fury Warrior
WoW Hunter Icon
BM Hunter
d tier dps rankingsWoW Death Knight Icon
Blood DK
WoW Rogue Icon
Subtlety Rogue
Wow Mage Icon
Frost Mage
  1. Affliction Warlock (S-Tier)
  2. Unholy Death Knight (S-Tier)
  3. Assassination Rogue (S-Tier)
  4. Frost Death Knight (S-Tier)
  5. Arcane Mage (S-Tier)
  6. Demonology Warlock (A-Tier)
  7. Balance Druid (A-Tier)
  8. Survival Hunter (A-Tier)
  9. Enhancement Shaman (A-Tier)
  10. Marksmanship Hunter (A-Tier)
  11. Shadow Priest (A-Tier)
  12. Fire Mage (B-Tier)
  13. Retribution Paladin (B-Tier)
  14. Feral Druid (B-Tier)
  15. Combat Rogue (B-Tier)
  16. Elemental Shaman (C-Tier)
  17. Arms Warrior (C-Tier)
  18. Destruction Warlock (C-Tier)
  19. Fury Warrior (C-Tier)
  20. Beast Mastery Hunter (C-Tier)
  21. Blood Death Knight (D-Tier)
  22. Subtlety Rogue (D-Tier)
  23. Frost Mage (D-Tier)

Our equipment is at its weakest in Phase 1, and that has major implications on the meta.

For example, armor penetration is very rare in Phase 1 gear. This means that physical DPS specs that also inherently deal magic damage will have a major advantage in this phase, as their damage bypasses armor. This includes specs such as Assassination Rogues and Survival Hunters; they do really well in this phase, but fall off once armor penetration becomes more common.

Furthermore, DPS specs that have good scaling but low base damage will unfortunately be at their worst during this phase. Fire Mages and Fury Warriors, for instance, will have to wait a while for their turn to shine in the spotlight, as they lack the stats they need in order to succeed, such as crit and armor penetration.

S-Tier

The S-Tier represents the most powerful classes in the current meta – those with the highest damage and utility. These specializations are usually recruited in larger numbers due to their outstanding performance.

Affliction Warlock

Affliction Warlocks see a drastic shift in playstyle in WotLK. We go from a budget version of Destruction, spamming Shadow Bolt, to a fully-fledged, damage-over-time-focused spec. No longer are we a strictly support spec; instead, we take the number one spot in any DPS charter and a well-deserved spot in the S-tier in Phase 1 of WotLK.

Affliction has great single-target damage, thanks to our high damage-over-time and Drain Soul’s new execute-like component. Where we truly shine, however, is in cleave & AoE fights, thanks to our multi-dotting ability — you will very commonly be on the top of the DPS meters on those fights.

Utility is one area where Affliction Warlocks have seen a major nerf in WotLK. Our Curse of the Elements and Improved Shadow Bolt are no longer unique — we don’t even use the former anymore, since Balance Druids and Unholy DKs apply it automatically, though we’re still the best at applying the latter. This means our unique utility is now limited to Healthstones, Soulstones, and summoning, which is by no means bad, but we aren’t the utility powerhouses we once were.

Even if fights will tend to be shorter in WotLK Classic when compared to the OG WotLK, Affliction Warlocks will still deal massive amounts of single-target damage. While the health pool of some of the Bosses has been diminished, Drain Soul‘s damage still proves to be one deadly execution ability.

Unholy Death Knight

Unholy Death Knights are often forgotten about in Phase 1 DPS discussions because Frost Death Knights are slightly flashier, but that doesn’t make them weak at all. In fact, the opposite is true — by most metrics, they belong in the S-tier.

The reason here is quite simple: the bulk of our damage is magic, meaning it bypasses armor. Thus, we don’t care about the lack of armor penetration on Phase 1 gear. 

Just like our Frost brothers, we Unholy DKs bring some top-tier AoE & cleave damage on top of our stellar single-target damage. It should be said, however, that we are typically slightly weaker than Frost in short AoE encounters, as our diseases take a while to deal their damage, while Frost DK’s Howling Blast damage is front-loaded. We also have slightly weaker utility than Frost: we offer Horn of Winter just the same, but we lack Improved Icy Talons, trading it off for Ebon Plaguebringer, which isn’t a great trade since Balance Druids automatically apply the same debuff.

Unholy stays competitive throughout every Phase in WotLK, and eventually outshines Frost during the last phase, with the Icecrown Citadel raid. Thus, if you’re looking for a solid melee DPS class to play for the entire expansion, Unholy is a great pick.

Assassination Rogue

Assassination Rogues find themselves in the top spots of the DPS charts in the first Phase, commonly considered to be one of the best damage-dealing specs.

The reasons are clear: a very big percentage of an Assassination Rogue’s damage comes from poison effects (Deadly Poison, Envenom), and thus bypasses their enemy’s armor. This makes them relatively unaffected by the scarcity of the armor penetration stat on Phase 1 equipment.

Assassination Rogues don’t have the utility many other specs do, but we more than make up for this deficiency with raw damage — particularly in single-target fights, where Assassination Rogues will typically top the meters. Furthermore, the addition of Fan of Knives makes our AoE top-tier as well. Yet, we do lack slightly in the cleave department, since Death Knights will usually beat us in fights with 2-3 targets.

The biggest drawback of the Assassination specialization is that it’s seen as a “temporary” spec, so to speak. We never really become useless, but Combat begins outscaling us starting with the next phase (Ulduar), and the gap only gets bigger with every phase. This means that the amazing daggers you picked up in Phase 1 aren’t as impactful later on, so keep an eye out for some good Combat gear for the future phases instead.

Frost Death Knight

Frost Death Knights are the new kids on the block in Wrath of the Lich King, and they certainly make a splash — instantly finding themselves near the top of DPS rankings.

Similar to the Top Dogs (the Unholy Death Knights and Affliction Warlocks), this will happen largely because Frost DK’s damage (Frost Strike, Howling Blast, etc.) is magic, and thus bypasses armor. Where other melee DPS get held back by the lack of armor penetration on Phase 1 gear, a Frost DK shines.

Frost DKs have incredible single-target damage, lagging very slightly behind Assassination Rogues. However, we have something they don’t: an excellent cleave tool, in Howling Blast. This means that, on cleave-type fights in specific, you will likely be at the top of the damage meter. Yet, damage isn’t all we have going on for us: Frost DKs bring some excellent raid utility, in the form of Horn of Winter and Improved Icy Talons (only shared with Shamans), making them a highly desirable spec.

Frost DKs remain a highly competitive specialization throughout WotLK. However, in Phase 4 (Icecrown Citadel) our Unholy brothers become noticeably stronger and steal the spotlight. Seeing how that’s the last phase in the game, however, you can roll a Frost DK and not regret it at all.

Arcane Mage

Arcane Mages were a powerhouse for most of TBC, and they’re still very much a powerhouse in early Wrath. While they barely cling onto their S-tier spot for this first phase, there’s nobody who doubts just how powerful their damage is.

Single-target damage is what Arcane Mages always excelled at, and this is very much still the case. Our cleave damage is virtually non-existent, but our single-target damage is absolutely jaw-dropping. Phase 1 fights are typically pretty short, meaning we don’t have to worry about mana and can just go to town, pumping Arcane Blasts to our heart’s content. It won’t be rare to see Arcane Mages at the top of the DPS meters, particularly on some of the more melee-unfriendly fights.

What’s more, Arcane Mage gets a modest utility buff in WotLK. On top of the the brand-new Focus Magic buff available to all Mages, we get the Arcane-exclusive Arcane Empowerment. Your raid now has no reason to bring a BM Hunter at all, as our buff doesn’t stack with their Ferocious Inspiration, and we deal far superior damage. Only the strong will survive; sorry, BM friends.

Arcane has the same issue as Assassination for Rogues — our Fire specialization has superior scaling and eventually surpasses us in damage, particularly in phases 3 & 4. Still, it’s a very solid specialization for most of the expansion and is highly recommended for people who enjoy machine-gunning Arcane Blasts.

A-Tier

The A-Tier represents strong DPS specializations that offer a great amount of damage and utility, but not offering the best possible damage output. They will be found in almost every raid group and it will be common to see more than one of each.

Demonology Warlock

Demonology also sees a drastic playstyle shift in WotLK, going from a PvP-focused spec to a fully fleshed-out DPS spec. It typically lags slightly behind Affliction in terms of raw damage, but offers a unique piece of utility in Demonic Pact that makes the spec worthy of the A-tier.

Demonology’s single-target DPS has been greatly buffed, with a multitude of new talents empowering our Felguard pet. Our single-target is now respectable, and we even see an improvement in our AoE and cleave capabilities. Our new Metamorphosis cooldown gives us access to 2 AoE abilities (Shadow Cleave & Immolation Aura), which help our AoE a lot. In shorter fights, where we get to have Metamorphosis active for a big chunk of the fight, our damage will be very good — though, it’ll suffer and fall behind some of the other A-tier specs in longer fights.

The main benefit of Demonology is in our utility. While Warlocks in general saw a utility nerf, Demonology didn’t have that much to begin with, and it now gets access to Demonic Pact. This is an improved version of the spell power buff offered by Shamans (Flametongue Totem), though an Elemental Shaman’s version (Totem of Wrath) will be slightly superior until you have attained more than 2800 spell power. Many raids will elect not to bring an Elemental Shaman, however, so caster-heavy groups will definitely bring a Demonology Warlock instead.

The main disadvantage of Demonology is that you only need one for Demonic Pact, and more than that is pointless, as Affliction typically does superior damage. Thus, if you’re interested in playing Demonology, you should coordinate with your guild’s other Warlocks — but, if you get the Demo spot, you’re in for a very solid Wrath of the Lich King experience.

Balance Druid

Balance Druids, also affectionately called Boomies or Boomkins by the community, are in a similar boat to Shadow Priests — massive buffs to our damage take us from zero to hero when compared to our performance in TBC. We’re now a solid A-tier spec.

Boomie single-target damage goes from the laughingstock of DPS specs to being very respectable — particularly in the earlier phases, before other casters take off due to their superior scaling. Our new 51-point talent, Starfall, deals great AoE damage on a 1-minute cooldown, so it won’t be rare to see Boomkins near the top of the damage meter in fights that have lots of adds.

Incredibly, our utility also saw a buff in WotLK. We still have the Druid staples like Gift of the Wild and Innervate. Furthermore, we gain access to the new 3% haste buff (Improved Moonkin Form, shared with Ret Paladins) and 13% spell damage debuff (Earth and Moon, shared with Warlocks and Unholy DKs). In exchange, our Moonkin Form’s 5% spell crit buff can now also be offered by Elemental Shamans, but they generally aren’t as strong as we are. Finally, our Improved Faerie Fire has been changed to provide 3% spell hit rather than physical hit, and it can now be applied by Shadow Priests as well, which is a bit of a bummer but not a huge deal.

We also have a brand new rotation, focusing on alternating between Wrath and Starfire based on the new Eclipse mechanic, which is incredibly fun. If being a giant chicken of doom was something you were interested in previously, but have been put off by the low DPS of a Boomie, you now have nothing to worry about — it remains a solid, desirable spec for all of Wrath, usually near the middle of the damage meters.

Survival Hunter 

Survival Hunter has received a massive revamp with the coming of WotLK. Gone are the days of being a budget version of Marksmanship — we now have many unique talents and abilities, such as Explosive Shot and Black Arrow, that give us a playstyle distinct from other specs.

Survival Hunters find themselves solidly in the A-tier during Phase 1 of WotLK, thanks to the fact that our main DPS spells, Explosive Shot, Explosive Trap, and Black Arrow, deal magical damage and thus bypass armor, so we aren’t as affected by the lack of armor penetration on Phase 1 gear.

Survival Hunters deal excellent single-target damage, and we have an edge over many other ranged damage-dealers, since most of our abilities are instant and thus we aren’t interrupted by movement. Explosive Shot and Explosive Trap both deal AoE damage, meaning we also have extremely good cleave / AoE damage, unlike our Marksman brothers. However, we have been penalized in the utility department, as Expose Weakness has been nerfed to only being able to increase our own attack power, meaning that Misdirection is the only utility we can bring to a raid.

Survival is one of the “temporary” specs of WotLK, as our scaling is somewhat lacking. Marksmanship eventually surpasses us in damage in the later phases, when armor penetration starts becoming more plentiful. It still remains decently competitive in Phases 2 and 3, but if you’re interested in playing Hunter, you might want to look into Marksmanship as well, so you’re ready for Phases 3/4.

Enhancement Shaman

Enhancement also gets a fairly major revamp in WotLK, shifting away from the support-centric gameplay of TBC, to a fully-fledged DPS spec in WotLK. We have a brand-new playstyle with a new ability, the Lava Lash, and a combo-point-esque system, the Maelstrom Weapon.

Enhancement has very solid single-target damage, dealing both physical and magical damage. Thanks to the Maelstrom Weapon, Enhancement Shamans have a very dynamic rotation through Lightning Bolt weaving in between their abilities. Due to this brand-new mechanic, we can claim a much higher spot on the DPS charters in Single-Target fights. Our cleave damage is slightly better thanks to Chain Lightning, but it’s still not as good as the “big boys” above us and, as a result, we lack a unique niche, a type of a boss fight where we really excel.

Compared to our glory days of TBC, Enhancement suffers a tragic fall from grace in the utility department. We still have access to a thousand different totems, but almost none of our buffs are now Shaman-exclusive. Even the once highly sought-after Unleashed Rage buff is no longer Enhancement-exclusive, as MM Hunters and Blood DKs both can bring it. The days of stacking Enhancement Shamans are long gone: most raids will bring 1 Shaman of any spec for Heroism / Bloodlust, then possibly 1 more in order to round up totem buffs, and that’s about it.

There is some theorycrafting showing that a spell power version of Enhancement, dubbed “Spellhance”, could have some potential, though it remains to be seen if that pans out in WotLK Classic. If it doesn’t, things won’t be looking great for Enhancement, as we only get weaker from this point on, usually finding ourselves in the lower middle parts of DPS meters. Still, if you enjoy the playstyle, Enhancement is very much viable, so if your guild’s looking for an extra Shaman to fill all totem slots, you shouldn’t hesitate to give it a go.

Marksmanship Hunter

Marksmanship saw some minimal changes to its playstyle, with Chimera Shot entering the mix and Aimed Shot now being instant. More importantly, it saw some minor damage buffs, finding itself at the bottom of the A-tier for the first phase of WotLK.

The reason for this relatively low placement is simple — while Chimera Shot does Nature damage, the rest of our abilities are physical, meaning we suffer greatly from the lack of armor penetration on gear in these first few phases, just like the most of physical damage-dealers. Furthermore, while we have very respectable single-target damage, we lack powerful AoE, meaning we fall behind on fights with many adds where our Survival counterparts can reach some of the top spots of the DPS meters.

Marksmanship has also seen a small nerf to its utility, as Trueshot Aura now offers the same 10% attack power buff that Enhancement Shamans and Blood DKs offer, without stacking. This means that the only unique utility we have is Misdirection, which is great, but unfortunately doesn’t really make up for our disadvantage in raw damage.

Still, Marksmanship is very much still competitive, so long-time Marksmanship veterans could stick to their guns (har-har, pun intended) if they don’t enjoy Survival’s playstyle. Our damage is not that far behind Survival and, starting in Phase 3, we completely blow their damage out of the water thanks to the abundance of armor penetration. So, if you enjoy your Hunter, Marksmanship is not a bad choice at all!

Shadow Priest

Shadow Priests were the butt of all jokes in TBC due to our low DPS, but nobody’s laughing now — our damage has been buffed significantly in WotLK, and we no longer will be dead last on the DPS meters. As a result, Shadow Priests belong solidly in the A-tier of the DPS rankings.

DoTs scale with haste in WotLK, and we have a decent amount of it early on, meaning Shadow Priests are at a good spot in Phase 1. This is particularly true in fights with multiple targets, where multi-dotting pushes us high on the DPS meters. This comes at a cost, though, as our single-target damage is just about average.

Shadow Priest utility saw a fairly substantial nerf in WotLK, but it’s still top-notch. We’re no longer the mana batteries we once were, but we still get to support our group with Prayer of Fortitude, Prayer of Spirit, and Vampiric Embrace. We’re arguably the best at offering the Replenishment mana restoration buff, since we proc it all the time. Moreover, every raid will want at least 1 Shadow Priest or Balance Druid for the spell hit debuff, which we offer with Misery.

The bad news here is that that this is our best phase — we only get weaker from this point on, though we’re never really bad per se, just consistently average. Regardless, Shadow Priests will always be highly desirable in raids thanks to the amazing utility and great multi-dot damage. So, if that’s something you find appealing, Shadow Priest may just be the spec for you.

B-Tier

The B-Tier represents mediocre damage specializations. They are still considered viable, as they do a decent amount of damage, but they typically cannot compete with the A-tier specs on the damage meters. However, in many cases they provide valuable raid buffs that make them worth bringing anyway, as their utility makes up for their deficiency in raw damage.

Fire Mage

Fire Mage has received a complete overhaul in WotLK, intended to restore the spec to its former Classic glory. Most of our talent tree has been reworked, and gameplay is now completely different — focused on machine-gunning instant Pyroblasts with the Hot Streak and, to a lesser extent, on the upkeep of the new Living Bomb DoT. 

Fire Mages have the potential to be one of the most powerful specs in the game, with incredible single-target and AoE damage. But therein lies the issue: we cannot yet actualize that potential in Phase 1. Our scaling is superb, but in the earlier phases of the game we lack the crit necessary for Hot Streak to take off, meaning we lag significantly far behind our Arcane brothers, finding ourselves in the B-tier. On the plus side, while we lose on single-target damage, we do have very respectable AoE and cleave damage, unlike Arcane, which has almost 0 cleave.

Besides the lack of crit, we also suffer from a minor lack of utility. We offer most of the same utility as the other Mage specs, such as Arcane Brilliance and the brand-new Focus Magic — our only Fire-exclusive utility is the 5% spell crit debuff (Improved Scorch). Unfortunately, this one is redundant, since every single spec of the ubiquitous Warlock class will be applying it automatically.

None of this should dissuade you from playing a Mage if Fire looks interesting to you, however, as we tie Arcane in Phase 2, and then finally blossom into one of the strongest specs in the game in Phases 3 & 4. You may want to try Arcane for Phase 1, but start window shopping for Fire gear right away.

Retribution Paladin

Retribution Paladins used to be considered a weak spec in OG TBC, though that ended up not being the case in TBC Classic. Blizzard reworked them dramatically in WotLK and, for a short period afterwards, Ret was wildly overpowered. Blizzard quickly brought the nerf-hammer upon our specialization and, as a result, we are now about as average as it gets, finding ourselves in the middle of the B-tier.

Ret single-target damage is slightly underwhelming, if we’re being honest, typically being middle of the flock. However, our new ability, Divine Storm, pushes our cleave damage to an upper A-tier level — that’s how strong it is. However, the majority of Phase 1 boss fights are primarily single-target, so we don’t get to take advantage of this strength as much as we’d like just yet.

But what Ret may lack in single-target damage it more than makes up for by having arguably the most useful raid buffs & debuffs of any spec in the game. We, of course, have Paladin staples, like the Blessings, but there are also many Retribution-exclusive goodies: Judgements of the Wise, Heart of the Crusader, Sanctified Retribution, and Swift Retribution. We have so much utility that nearly every raid will bring a Ret, and many will bring multiple.

If you are a fan of the Paladin class but feel disappointed by the low ranking of Ret, don’t be. We are the definition of a late bloomer: while our damage is just about average in the first 3 phases of the game, Phase 4 turns is into absolute monsters of cleave damage, thanks to Shadowmourne and our overpowered Tier 10 set 2-piece bonus. Ret Paladins will very commonly be near the top of damage meters in Phase 4, so you could see your Ret as a long-term investment who also provides crucial utility to your raid. You will never struggle to get a raid spot as a Ret.

Feral Druid

Feral Druid gets a massive change in playstyle in WotLK. Powershifting is gone, to the dismay of players that enjoyed it, and is replaced by a more straightforward energy management system. We gain a whole lot of DPS tools focused around bleed effects, meaning we are no longer a tank spec that can occasionally DPS if tanking is not needed — flipping the roles, many Ferals will now be cat mains that occasionally off-tank when needed.

Ferals have great single-target damage, keeping up with or surpassing some of the specs mentioned above. Ferals can also boast of incredible AoE in the form of the newly-introduced Swipe (Cat). Their main drawback is that they lack powerful cleave abilities, and that a big chunk of their DPS comes from bleeds, which take a while to apply, so we’re kinda slow to start. They will do really well with some fights, but they will struggle with some others. This inconsistency is why we find ourselves near the bottom of the B-tier.

Feral utility is basically unchanged compared to TBC. We still have Druid staples like the Gift of the Wild and Innervate. Sure, our 5% crit buff (Leader of the Pack) and bleed damage debuff (Mangle) can now be applied by Fury & Arms Warriors respectively, which is technically a nerf, but we’re still the best at applying it overall, so our utility is not at all threatened.

The great news about Feral Druids is that we only get better from this point. We’re S-tier in Phase 2, and we remain incredibly competitive for the rest of the expansion, meaning that you have nothing to fear if you like the Cat playstyle. The fact that you can double up as a tank when needed will always be a great boon as well, with many guilds running multiple Ferals for this exact reason.

Combat Rogue

Blizzard took a very simple “if it ain’t broke, don’t fix it” approach with Combat Rogues, as there’s barely any changes to their gameplay in WotLK. We gain a new DPS cooldown in Killing Spree, and we can finally use weapons other than swords, as the Sword Specialization talent becomes Hack and Slash. The biggest change we see is being liberated from our Expose Armor duties — we no longer use it in Wrath.

Combat Rogues suffer from a very common melee issue in Phase 1: our gear is simply too weak and there’s almost no armor penetration on it. We have incredible damage scaling, but we can’t use it yet, so both our single-target and AoE / cleave damage is hampered. So, we find ourselves at the bottom of the B-tier as a result, looking at our Assassination counterparts at the top of the DPS meters with jealousy.

To make things worse for us, we have extremely little utility. Expose Armor is no longer our responsibility, as mentioned above, so the only thing we really offer is the spec-agnostic Tricks of the Trade, which Assassination is better at thanks to their superior damage. Our only Combat-exclusive utility is Savage Combat, which only a single Rogue needs to bring and Arms Warriors can offer as well.

The great news here is that all of our damage issues are limited to Phase 1. Unlike other scaling DPS specs, which typically don’t become strong enough until Phase 3 or 4, Combat Rogues immediately propel to the top of the DPS meters starting in Phase 2 with the Ulduar raid, and remain S-tier to A-tier for the rest of the expansion. So, get your daggers ready for Phase 1, Assassinate some bosses, and then prepare yourself for Combat glory in Phase 2!

C-Tier

The specializations that make up the C-Tier are on the weaker side of the DPS spectrum. They can still be considered viable, occasionally offering useful buffs and debuffs, and can very often be very fun to play. However, you aren’t likely to be on the top places of DPS meters with these specs, and you won’t have the easiest time finding a raid group, as they aren’t in high demand.

Elemental Shaman

Elemental Shamans see very few changes in WotLK. The main difference is the addition of a new spell, Lava Burst, but that doesn’t amount to much more than a differently colored nuke button. Our improvements are more under-the-hood: we now do much more competitive damage compared to TBC, and our mana issues are gone thanks to Thunderstorm.

While our damage is much more competitive overall, the single-target side of it is just about average, hence our position at the top of the C-tier. However, our cleave damage is very decent thanks to Chain Lightning — it’s just a shame there aren’t more cleave-heavy fights in Phase 1 where we can take advantage of this strength.

Similar to our other Shaman brothers, Elemental experiences a major nerf in utility in Wrath, since nearly all of our totems stop offering Shaman-exclusive buffs. For Phase 1 in specific, we still offer the strongest spell power buff with Totem of Wrath, but Demonology Warlocks close the cap with their own spell power buff in every phase. Most guilds will bring 1-2 Shamans of any spec for Heroism / Bloodlust + totem buffs, and that may or may not be an Elemental.

Elemental Shamans are still very much viable, so if your guild needs a 2nd Shaman for totem buffs and you enjoy the playstyle, you don’t have to feel bad about playing one at all, as you more than pull your weight; you’re just not likely to see yourself near the top of the DPS meters. But, if you’re a long-time Elemental main you’re probably used to that, so it isn’t a deal-breaker.

Arms Warrior

Arms is another case of Blizzard’s “if it ain’t broke, don’t fix it” policy, having very few changes in WotLK when compared to other specs. Our biggest change is the addition of Bladestorm, as well as Sweeping Strikes being moved back to the Arms tree after a brief stint in the Fury tree. 

The two changes mentioned above heavily slant Arms damage towards the cleave side and, indeed, we have some of the best cleave damage in the game — especially in shorter fights, where we get to enjoy high cooldown uptime. But, at the same time, our single-target damage is unimpressive. This issue is further compounded by the lack of armor penetration on Phase 1 gear, with our damage being 100% physical. Thus, we find ourselves in the C-tier, since, unfortunately, most Phase 1 fights are single-target focused.

Furthermore, it would appear that Blizzard had a bone to pick with Arms Warriors in PvE, as our utility is severely nerfed compared to TBC. Our Battle Shout no longer stacks with Blessing of Might, and Combat Rogues can bring our previously exclusive Blood Frenzy. Even our shiny new debuff, Trauma, is applied automatically by a much more powerful spec, Feral Druids.

Many Warriors will roll Arms for Phase 1, as it’s generally stronger than Fury, while being more fun to play and easier to gear to boot. However, Fury starts outscaling us as early as Phase 2, so have as much fun as you can spinning-to-win with Bladestorm in Phase 1, but prepare a second two-handed weapon in the meanwhile!

Destruction Warlock

Well, well, well, how the mighty have fallen. Destruction Warlocks go from an undisputed S-tier spec in TBC, to the lower echelons of the tier lists under the C-tier in WotLK. It’s pretty clear that this has, in large part, happened due to the removal of the Demonic Sacrifice spell and a lack of new abilities to replace it — newcomer Chaos Bolt simply doesn’t do enough to close the gap.

Our single-target damage is decent, and our AoE damage is still very competitive. Yet, we simply do not excel in either category. This is further compounded by the fact that Destruction has virtually non-existent utility in WotLK — the only Destruction-exclusive utility we have is Replenishment (Improved Soul Leech), which is also offered by significantly stronger specs. We, of course, have access to Warlock staples, like Demonic Soulstones, but our other specs are better, so there’s unfortunately no reason to bring a Demonology Warlock.

Destruction sees a brief jump in power during Phase 2, reaching the A-tier temporarily. So, if you enjoy Destruction, you could stick with it for a while. However, only the biggest Destruction die-hards will play Destruction past that point, as most of the Warlocks will gravitate towards our other specs.

Fury Warrior

A titan has fallen. Fury went from the #1 single-target and top-3 cleave DPS spec in TBC, to the pits of the C-tier during WotLK’s Phase 1. “How could that even happen?” some may ask, since barely anything changes for Fury in the expansion. If anything, our weapons are bigger thanks to Titan’s Grip, and we get instant Slams with Bloodsurge, so we should be stronger, surely?

It’s tragic, but all of our damage is physical, and there’s almost no armor penetration in Phase 1, so our powerful 2-handers hit like wet noodles. Our single-target damage is comparable to Arms, but their cleave damage is significantly better, so Fury tragically finds itself replaced by our traditionally weaker brother. It should be noted that our cleave damage is still okay, so it could be argued that we’re perfectly viable, but Arms’ is just better.

Our utility is nothing to write home about either. We gain access to the 5% crit buff with Rampage, but Feral Druids still have it and are all-around way better than us, so we usually don’t even pick up the talent. Meanwhile, our Battle Shout no longer stacks with Blessing of Might, so our utility has seen an overall nerf, which puts the last nail on our titanic coffin.

The good news is, this is all temporary. Fury Warriors famously have the best scaling in the game next to Fire Mages, becoming better with every phase. Every single phase sees us jump up a tier, until we’re finally the strongest DPS spec in the game during Phase 4 — truly a “zero to hero” line of evolution. So, if you’re looking for a DPS spec to play, don’t let Fury’s low place in the Phase 1 rankings deceive you — it just takes a while for it to reach its potential.

Beast Mastery Hunter

Beast Mastery is last in the line of specializations that fell from grace. An S-tier single-target DPS spec in TBC, now near the bottom of the totem pole in Wrath. How did things go so wrong?

You may have heard this story before, but all of BM Hunter’s damage is physical, so the lack of armor penetration on Phase 1 gear cripples us. Our only major change is the addition of Beast Mastery, which pushes our single-target damage to acceptable levels (at best), while doing nothing for our sub-par cleave and AoE damage. Ret Paladins also offer our BM-exclusive utility, Ferocious Inspiration, so there’s no real reason to play BM over any of our other specs.

Unlike many of the other “fallen titan” specs that find themselves lower in the DPS rankings than where they used to be, things don’t ever get better for BM. Our damage is never truly and utterly garbage, but it’s never good either — meaning that only the most dedicated Beast Masters will run this spec.

D-Tier

Simply put, specs in the D-tier are considered to be not viable. They can be fun to play, but you will struggle to get invited to raids when playing one of these, and you may even find yourself getting kicked from groups, as your damage will be really bad.

Blood Death Knight

Blizzard tried their best to make all 3 of the Death Knight specializations viable as both tanks and DPS. At the start of the expansion, Blood was actually the strongest DPS spec, since Death Knights in general were wildly overpowered. However, in Classic, we have to play on the last patch of the expansion, which sees Blood’s DPS nerfed to being completely lackluster. This spec shines as a tank instead, due to a plethora of self-healing and mitigation abilities which give it a distinct edge over other specs when it comes to tanking.

Yet, our damage is the worst in the game, plainly put — both single-target & cleave. However, it can be argued that we’re better than the other D-tier specs due to our exclusive access to Hysteria, the most powerful buff in the game. Sadly, though, a tank Blood DK can offer this buff all the same, and no sane guild will bring a DPS Blood DK just for an extra Hysteria.

Blood DPS is sadly a meme, and not all memes can be dreams. If you’re interested in a DPS spec that can moonlight as a tank, have a look at Feral Druids — they’re actually very good.

Subtlety Rogue

Subtlety is traditionally a PvP-focused spec, and Blizzard made no effort to change that in WotLK. Our new cooldown, Shadow Dance, gives us okay damage for 8 seconds, but then we go back to dealing some of the worst damage in the game. Coupled with the fact that Subtlety has no unique utility whatsoever, you get a highly undesirable spec for PvE.

Frost Mage

Frost Mages cause terror on their enemies inside battlegrounds and the arena… but, unfortunately, their reign of terror does not extend beyond PvP, as they’re an awful PvE spec. Blizzard made an effort to make us more PvE-viable with Deep Freeze, but it was simply not enough — our single target damage is so low that several classes can beat us while half-AFK.

s tier dps rankingsWow Warlock Icon
Aff Warlock
WoW Death Knight Icon
Unholy DK

a tier dps rankingsWow Warlock Icon
Demo Warlock
Wow Mage Icon
Arcane Mage
WoW Rogue Icon
Assassin Rogue
WoW Hunter Icon
Survival Hunter
WoW Death Knight Icon
Frost DK
WoW Rogue Icon
Combat Rogue
Wow Mage Icon
Fire Mage
WoW Druid Icon
Balance Druid
WoW Shaman Icon
Enh Shaman
WoW Priest Icon
Shadow Priest
b tier dps rankingsWoW Hunter Icon
MM Hunter
WoW Shaman Icon
Ele Shaman

Wow Warlock Icon
Destro Warlock

WoW Druid Icon
Feral Druid

WoW Warrior Icon
Fury Warrior


c tier dps rankingsWoW Paladin Icon
Ret Paladin
WoW Hunter Icon
BM Hunter

d tier dps rankings WoW Warrior Icon
Arms Warrior
WoW Death Knight Icon
Blood DK
Wow Mage Icon
Frost Mage
WoW Rogue Icon
Subtlety Rogue
  1. Affliction Warlock (S-Tier)
  2. Unholy Death Knight (S-Tier)
  3. Demonology Warlock (A-Tier)
  4. Arcane Mage (A-Tier)
  5. Assassination Rogue (A-Tier)
  6. Survival Hunter (A-Tier)
  7. Frost Death Knight (A-Tier)
  8. Combat Rogue (A-Tier)
  9. Fire Mage (A-Tier)
  10. Balance Druid (A-Tier)
  11. Enhancement Shaman (A-Tier)
  12. Shadow Priest (A-Tier)
  13. Marksmanship Hunter (B-Tier)
  14. Elemental Shaman (B-Tier)
  15. Destruction Warlock (B-Tier)
  16. Feral Druid (B-Tier)
  17. Fury Warrior (B-Tier)
  18. Retribution Paladin(C-Tier)
  19. Beast Mastery Hunter (C-Tier)
  20. Arms Warrior (D-Tier)
  21. Blood Death Knight (D-Tier)
  22. Frost Mage (D-Tier)
  23. Subtlety Rogue (D-Tier)

Armor penetration starts to become more common in Phase 2 with the introduction of the Ulduar raid, which means that physical DPS classes are starting to ascend toward their most powerful states. However, that does not mean our beloved casters find themselves in worse spots! On the contrary, we will find quite a few caster specializations among the top spots on the Damage Meters. Everyone gets a bit stronger, and specs with good scaling start moving higher in the DPS rankings.

The main difference between this raid tier compared to Phase 1 is that there are a lot of AoE- and cleave-type fights in Ulduar. This has major implications on the metagame, with some big winners (as you can see on the tier list!), and some specs that are visibly starting to lag behind.

S-Tier

The S-Tier represents the most powerful classes in the current meta – those with the highest damage and utility. These specializations are usually recruited in larger numbers due to their outstanding performance.

Affliction Warlock

Since the release of WotLK Classic, Affliction Warlocks,have been high on the tier list — they are simply on a whole ‘nother level! Affliction Warlocks retain the S-Tier mark, becoming utter monsters in terms of both Single-Target and Area-of-Effect damage. They also bring a wide range of Utility tools for the raid in addition to their insane capacity for pumping out damage.

Since Ulduar is designed around longer fights with high health pools and a multitude of adds, Afflictions Warlocks will shine both in terms of “Multi-Dotting” and “Execution Phase. They will achieve this by spamming their overpowered curses and afflictions upon multiple enemies at the same time while also focusing on “Draining the Soul” out of their main target.

Not only do Affliction Warlocks bring insane amounts of DPS to the Raid setup, but they also possess extreme survivability, being healed by the afflictions they spread! Besides the overpowered damage, they also have a variety of debuffs (their curses), and a variety of utility spells that can aid the raid group in achieving victory. Since our DPS Tier List does not take into account only the raw damage output of a class, specialization spells such as Ritual of Souls, Create Soulstone, and Ritual of Summoning combined with the vast array of curse spells available to Affliction Warlocks truly put them in the first spot in our Tier List.

Besides the capacity for extreme AoE damage through multi-dotting (applying damage-over-time effects to multiple targets), Affliction Warlocks also have one incredibly powerful tool in their arsenal, the Seed of Corruption. With this spell, they are able to output very similar damage to Unholy Death Knights, and we all know that Unholy Death Knights have long held the title of “AoE Kings”.

Affliction Warlocks will be well-rounded in the majority of the fights. They also excel in fights such as XT-002, Kologarn, Iron Council, Mimiron, Hodir, and Yogg-Saron, since all of those fights favor multi-dotting and their powerful execution tool, Drain Soul. The best possible fight for Affliction Warlocks will be Yogg-Saron, since they will be able to spread their malicious DoTs on all the tentacles.

Unholy Death Knight

Phase 2 greets Unholy Death Knights with a big grin, granting them spectacular boons. First of all, the new “Morb” spec seems to have completely popped off, granting Unholy an entirely new way of playing the specialization. Secondly, Unholy Death Knights hold the crown of AoE Kings — they’re one of the most proficient AoE specs in the entire expansion. This is mainly based on their Wandering Plague talent, granting them insane AoE capabilities as a form of passive damage that has no special prerequisite in order to be triggered.

Not only is their AoE damage is completely insane, but their Single-Target damage is also quite astonishing. This is thanks to the hybrid damage they produce, both from their own attacks and that of their pets. Besides their spectacular damage, Unholy Death Knights also grant a high amount of utility through different spells such as Death Grip and talents such as Ebon Plaguebringer, helping their raid by providing displacement, a magical damage-increasing debuff, and many more effects.

While it may take a while for Unholy Death Knights to produce their best damage output, their efficiency can be seen even at the beginning stages of Ulduar, especially in AoE fights! You can expect to display similar types of damage output whether you play the new “Morb” specialization or choose a much more traditional two-handed standard build.

While Unholy Death Knights are very well-rounded and powerful in the majority of fights, they will especially shine in fights such as Mimiron, Razorscale, Kolorgarn, Iron Council, and Yogg-Saron. This is mainly due to how powerful their AoE spread is and how much damage they produce through Wandering Plague.

A-Tier

The A-Tier represents strong DPS specializations that offer a great amount of damage and utility, but not the best possible damage output. They will be found in almost every raid group, and it will be common to see more than one of each.

Demonology Warlock

Demonology is in an interesting spot in Phase 2. On one hand, fights are starting to get longer, so this spec experiences a slight drop-off in damage due to having a lower uptime on Metamorphosis. On the other hand, there are a lot of AoE-heavy fights, allowing Demonology Warlocks to spam Seed of Corruption with Immolation Aura for some incredibly high burst AoE damage. So, while they don’t gain quite as much out of their Tier 8 set (Deathbringer Garb) as the other 2 specs do, Demonology is still very competitive, finding itself near the top of the A-tier.

With the changes that Ulduar brings to its items, Demonology Warlocks have an even greater potential, going as far as reaching the first spot in the A-Tier and bringing along enough utility to be considered low S-Tier. Not only are they incredibly tanky — meaning that survivability will never be an issue — but they also bring in a vast array of utility spells. Spells such as the Ritual of Souls, Create Soulstone, and Ritual of Summoning allow them to aid their teammates in many situations.

Furthermore, as our gear sees improvements, so does our Demonic Pact — the main reason why many caster-heavy raids will be bringing a Demo Warlock. Since the Demonic Pact is so powerful, many raids choose to offer their loot to Demonology Warlocks before gearing up any other caster, with the exception of Affliction Warlocks.

Demonology Warlocks will shine in fights such as Thorim, Algalon, Ignis, and XT-002, providing plenty of AoE with their Immolation Aura and Seed of Corruption, especially since getting rid of the adds as fast as possible will be one of their top tasks during the encounters.

Arcane Mage

With the changes to Ulduar reverting back to the “Pre-Nerf” and the item updates, Arcane Mages find themselves in a far better spot than they were before. In some fights, they can be particularly powerful, reaching as far as the top 3 spots of the DPS Meter. Arcane Mages are extremely powerful in regards to Single-Target, however, they have issues performing on the same basis when it comes to AoE fights, as they have to rely on Arcane Explosion.

While they may be one of the most powerful damage dealers in the entirety of Phase 2, they do suffer from a rather serious mana management issue. In the short term, they have the potential to produce an astonishing amount of damage, but it will make them run OOM extremely fast. Since Ulduar’s fights have been prolonged, Arcane Mages find themselves having a harder time with mana management, however, if Arcane Mage players do manage to find the right balance between pumping damage and maintaining a healthy mana pool, they can be very powerful.

Mages get two seriously powerful set bonuses out of the new Tier 8 set (Kirin Tor Garb) obtainable in Ulduar, and Arcane gets great use out of both of them. However, fights start to get a bit longer in this phase, meaning our mana problems start showing up.

Besides their amazing damage, Arcane Mages also bring a special type of utility in the form of Arcane Empowerment, granting all nearby allies a powerful 3% damage-increase buff. However, everyone should keep in mind that this buff will not stack with other similar buffs, such as BM Hunter’s buff.

Since Arcane Mages are very potent yet face huge mana issues, the fights where they will excel the most will be Ignis the Furnace Master, Razorscale, Kolorgarn, General Vezax, and Algalon.

Assassination Rogue

While everyone thought that Assassination Rogue will be inferior to Combat Rogue, the changes to Ulduar’s bosses and the items themselves have entirely shifted the meta toward Assassination Rogue. While they have little to no utility besides Tricks of the Trade, Assassination Rogues excel at completely obliterating a target via single-target damage, and with little to no specific prerequisite (as most of their damage comes from poisons).

Their single-target damage will still be superb as Assassination, and their AoE damage will be stronger than a Combat Rogue’s. This is because they still get to exploit the 2-set’s Fan of Knives boosting gimmick with Deadly Poison while also benefiting from the double daggers bonus. However, while they have very high Single-Target damage, their low survivability combined with the lack of utility skills (besides Tricks of the Trade) does not allow Assassination Rogues to go higher than A Tier.

There are no specific fights where Assassination Rogues thrive, as they always must be close to their targets, and they mainly specialize in single-target damage.

Survival Hunter 

With the upcoming changes to Ulduar, Survival Hunter seems to gain the complete upper hand compared to the other two Hunter Specializations, given the new “Trapweave” meta and 4-3-4 rotation. However, with time, they will be eventually out-scaled by MM Hunters.

While Survival Hunters are the most efficient throughout the majority of Ulduar — both from a DPS perspective and in regards to mana efficiency — they will tend to fall short towards the later stages of Ulduar once other classes start to scale up.

As far as survivability itself goes, well, “Survival Hunter”, am I right? Survival Hunters benefit from a high health pool and quite sturdy defensive stats, due to them stacking as much Agility as possible.

There are no specific fights that benefit a Survival Hunter, being overall very well-rounded both in AoE fights and single-target fights.

Frost Death Knight

Frost Death Knights remain extremely competitive in Phase 2. They find themselves in a great place among the top spots of the A-Tier, with the potential of being considered S-Tier when compared to Unholy in some fights. While they don’t gain as much of a benefit from armor penetration stat found on Phase 2 gear, the Tier 8 set (Darkruned Battlegear) has 2 incredible set bonuses for Frost.

Frost DK single-target damage is still top-tier in this phase, as they continue to hit like absolute trucks. However, their cleave and AoE damage starts to lag very slightly behind what Unholy can do, as Howling Blast‘s 8-second cooldown means they don’t get to spam it as much as they’d like. Still, there’s no way you could call Frost’s damage poor by any metric so, if you enjoy the playstyle, there’s no real reason to swap to Unholy if you don’t want to.

Since Ulduar will receive some major changes with a shift toward heavy AoE fights, Frost Death Knights will still pull insane amounts of damage, even if they do not benefit from a very strong effect such as Wandering Plague. Additionally, in some fights, Frost Death Knights will prove to be monsters in Single-Target damage output, managing to even out-damage Unholy Death Knights in some cases.

Frost Death Knights also benefit from very high survivability due to their Unbreakable Armor while also providing the raid with Improved Icy Talons, a buff that grants 20% increased melee haste for all nearby raid members. Coupled with the increased haste and on-demand no cost interrupt effect, they can provide plenty of utility besides the normal Death Knight utility spells available to all the specializations.

Combat Rogue

Combat Rogues find themselves just a few spots below their Assassination Rogues brethren once again in the second phase of the expansion. However, they find themselves in a way better spot compared to the first phase of the expansion. This is in part because of their superb scaling, and the armor penetration stat finally becoming more widely available, but largely because of our new Tier 8 set (Terrorblade Battlegear) with its two fantastic set bonuses.

Both of these set bonuses are great for single-target damage, which the spec typically deals. However, the 2-piece set bonuses have major implications on our AoE damage. Fan of Knives ability already does top levels of AoE damage, but the fact that it applies poisons (including Deadly Poison for the 2-set bonus effect) means Combat Rogues will also be constantly regenerating a high amount of energy in AoE-heavy fights, thus overcoming Fan of Knives‘ major weakness — its high energy cost. The spec won’t be putting out quite as much damage as Ferals with their Swipe (Cat) spam, but with superior single-target damage, they remain extremely competitive within this tier.

However, besides the standard Tricks of the Trade utility tool that all Rogue Specializations have access to, Combat Rogues do not actually bring in any utility, and their overall survivability is quite low. Nevertheless, they can confidently say that they will bring “tons of damage” in every possible fight, especially with the Tier 8 item set bonus (since the new Ulduar will have an emphasis on AoE-heavy fights).

Compared to Assassination Rogues, Combat Rogues have the potential to out-scale, if they manage to acquire enough gear. In the end, both specs have the potential for tremendous amounts of damage, and it really depends on player skill as much as the specialization itself.

Fire Mage

Fire Mage finds itself in a very good spot at the beginning of the second phase of the expansion! This is the very beginning of their ascent, as they only become stronger from this point forward. However, the spec itself scales slowly, meaning that Arcane Mages will be a lot stronger, especially in the beginning and throughout the progression of Ulduar.

As Fire Mages gain more Critical Strike Chance, their Hot Streak becomes exponentially stronger. Coupled with the incredibly powerful set bonuses found on the new Tier 8 set (Kirin Tor Garb) we can obtain in Ulduar, Fire Mage finally manages to reach the A-tier.

Arcane still has the superior single-target damage, athough — as mentioned in their section — they’re starting to get held back by their mana issues. Additionally, Fire has slightly better AoE damage, thanks to being able to use Flamestrike from afar. You’ll still likely see better performance by staying Arcane in this phase, but every single Ulduar item you get shrinks that gap a little. By the time you’re fully Ulduar-geared, you could switch to Fire without any issues if you prefer the playstyle, or want to prepare in advance for the phases to come.

In terms of staying alive, Fire Mages suffer from the same issue as Arcane Mages. While they do not have to worry about their mana, their extremely low survivability coupled up with the increased difficulty of Ulduar will force them to be a bit warier of their environment instead of the DPS Meter.

Balance Druid

Balance Druid finds itself in quite a favorable spot in the A-Tier list, due to their strong damage potential for both single-target and AoE fights. The spec also brings some powerful utility!

Despite two incredible set bonuses on their Tier 8 set (Nightsong Garb), Balance Druid’s lack the single-target damage to compete with some of the “big boys” above them. However, thanks to Starfall, they have great AoE damage during an AoE-heavy raid tier, meaning they’ll still very often find themselves decently high on the damage meters.

Since Ulduar has been reverted to its “Pre-Nerf” state, a “Boomy”‘s AoE damage will be in high demand, especially in fights such as Freya, Mimiron, and Yogg-Saron! Since Ulduar fights will be significantly harder, all the utility a Balance Druid brings, together with its high survivability, will make them one of the most desired specializations in any raid. To some extent, Balance Druids become even more wanted than Feral Druids, often taking their spots.

Besides Rebirth — a spell that will be crucial to any raid to prevent horrible wipes — Balance Druids pack a big punch in terms of utility through different effects and spells such as Improved Faerie Fire and Moonkin Aura.

Enhancement Shaman 

Enhancement Shamans find themselves in an great spot during the second phase of the expansion, as we currently witness the rise of both standard Enhancement and Spellhance. Not only do they have the capacity to deal extremely high amounts of Single-Target Damage through their Maelstrom Weapon procs and their Fire Elemental Totem, but they also offer heavy utility that can amplify other strong specializations such as Unholy Death Knights.

Enhancement gets two incredibly powerful set bonuses from their Tier 8 set (Worldbreaker Battlegear), and decent use out of the additional armor penetration gained in Phase 2. As a result, the spec has some incredibly solid single-target damage. However, since Ulduar is generally comprised of multiple AoE fights, Enhancement Shamans seem to be at a massive disadvantage in that department.

Probably the biggest weakness of an Enhancement Shaman is their extremely low survivability, especially due to the high amounts of AoE damage that happen during a standard fight. This usually means that while they do have the potential to output extreme amounts of damage., they tend to die before they manage to do so. Luckily, the more items they acquire, the more they can mitigate this weakness.

Shadow Priest

Previously, we mentioned that Shadow Priests will struggle to compete with other casters at the beginning of Ulduar, however, they quickly proved that they can dish out damage just like any Mage or Warlock out there. While they were previously placed in the C-tier, we can now count them among the most powerful DPS specializations in the A-tier. This is mainly due to their enormous potential for scaling, especially when acquiring vast amounts of Haste.

Thanks to the two very strong set bonuses on the new Tier 8 set (Sanctification Garb), Shadow Priests excel in Single-Target encounters, managing to be on par with Arcane Mages and even coming close to Affliction Warlocks. Besides proving that they can dish out tremendous amounts of damage in Single-Target Encounters, they also possess excellent cleave damage (thanks to multi-dotting) and AoE damage (thanks to Mind Sear).

Shadow Priests have some interesting and solid pure utility tools: Dispersion, Vampiric Touch, and Vampiric Embrace. While the AoE healing effect can certainly be useful, it won’t make a tremendous difference in fights where your allies can be quickly burst down. Sadly, Vampiric Touch‘s replenishment effect can’t stack with a Retribution Paladin’s replenishment effect nor with a Destruction Warlock’s replenishment effect on the same person. However, it will still play a vital role, since replenishment effects have separate cooldowns with only a limited amount of players that can benefit from them. It will help out your raid greatly when it comes to mana management since there will simply be more people benefiting from the effect.

You will quickly notice that Dispersion is one of the reasons why Shadow Priests are great; it will especially shine in that coveted fight against Algalon the Observer, preventing wipes for many of the raid compositions.

B-Tier

The B-Tier represents mediocre damage specializations. They are still considered viable, as they do a decent amount of damage, but they typically cannot compete with the A-tier specs on the damage meters. However, in many cases, they provide valuable raid buffs that make them worth bringing anyway, as their utility makes up for their deficiency in raw damage.

Marksmanship Hunter

Marksmanship once again finds itself in a solid position. However, they’re slightly behind their Survival brethren, right on the top of B Tier. The spec is starting to carve out a very decent niche for itself, thanks to some amazing single-target damage brought about by superior scaling, new armor penetration items (such as Mjolnir Runestone), and the powerful 4-piece set bonus of the Tier 8 set, Scourgestalker Battlegear.

However, at the beginning of Ulduar and throughout its progression, Marksmanship Hunter will be completely overshadowed by Survival. This changes when the spec manages to reach their actual BiS. Still, as they are completely dependent on Armor Penetration procs from items such as Mjolnir Runestone, they can only be situated in the B-Tier, since their damage can be inconsistent.

As far as utility goes, Marksmanship Hunter has a 10% increased attack power that can be quite extraordinary, however, it does not stack with similar effects. What makes them truly shine in terms of pure utility and a tad of DPS burst is their Readiness spell. Through it, Marksmanship Hunters can use double Misdirection, and get an instant cooldown refill for their most powerful shots! However, compared to Survival Hunters, they struggle with their mana management.

Elemental Shaman

Elemental Shaman finds itself in quite a good spot, considering how bad its general scaling is. While its single-target and AoE damage is mostly mediocre when compared to other caster specializations, they are generally brought to a raid for their high survivability combined with the plethora of buffs that they can bring. However, some of their buffs do not stack, meaning that they will often be overshadowed by either a Demonology Warlock or a Balance Druid.

Elemental Shamans get two very decent set bonuses with the new Tier 8 set, Worldbreaker Garb. However, compounded by their mediocre scaling, neither of these bonuses really boosts the spec’s damage to the point where it can complete with most of the specs listed above, hence its position in the B-tier. Furthermore, Elemental Shamans also don’t really have all that much AoE damage to speak of, so they can’t take advantage of Ulduar’s AoE meta. Regardless, you’re unlikely to lose your raid spot as an Elemental Shaman, at least at the beginning of Ulduar (until Enhancement Shamans manage to get their hands on some gear to boost their extremely low survivability).

Destruction Warlock

Destruction sees a temporary surge in power in Phase 2, surprisingly finding itself among the top specializations of the B-Tier as a spec that’s commonly considered “bad”. This is partly because both of the Tier 8 sets (Deathbringer Garb) bonuses are very good for Destruction. More importantly, however, is that they have access to something that very, very few other specs do: an AoE stun in the form of Shadowfury, and with a pretty low cooldown to boot. This is incredibly useful in this phase, as the phase finally introduces hard-mode versions of fights that pose a greater challenge, and having an AoE stun fmakes the fights significantly easier to manage.

Destruction Warlocks are widely used for their Blood Pact during fights such as Freya, The Iron Council, and Algalon, greatly aiding the raid by offering vastly improved survivability. However, if we take into account their pure damage output — both single-target and AoE — as they approach their BiS gear, they will be completely overshadowed by many other caster specializations, potentially dropping as far as the mid to low parts of the C-Tier.

Feral Druid

Feral Druids find themselves in a rather tough spot, mostly due to the difficulty of the specialization itself. Still, Ferals have the potential to deal tremendous amounts of damage while also bringing in heavy utility through Mangle and Rebirth.

The main reason for their high damage is both of the set bonuses of their new Tier 8 set (Nightsong Battlegear) which are absolutely amazing. They boost Feral’s single-target damage a ton but, more importantly, they allow Feral Druids to produce astonishing AoE damage to levels other specs simply cannot reach. Swipe (Cat)‘s main drawback is the high energy cost, which is now circumvented by the fact that Feral’s are procing Clearcasting constantly thanks to the 2-set bonus. This allows the spec to spam Swipe (Cat) like there’s no tomorrow, topping the DPS meters comfortably on the many AoE-heavy fights.

However, even with all the boosts they receive from their new Tier 8 set, the high skill requirement combined with the lack of abundant Armor Penetration will place Feral Druids in the B-Tier, being simply surpassed by other specializations that can produce a higher damage output and better overall utility.

One aspect that Feral Druids benefit from is extreme survivability, not only through shapeshifting into a bear for an overall higher health pool, but also due to powerful defensive spells such as Barkskin.

Fury Warrior

Fury Warriors find themselves in quite a better spot compared to the last phase of the expansion, as they ascend to the B-Tier. However, their damage output can be chaotic, and it really depends a lot on how lucky they are with loot drops. There is a vast difference between a Fury Warrior that has just breached the gates of Ulduar and a Fury Warrior that has pillaged Ulduar a significant number of times. That being said, they find themselves in quite a sweet spot, especially since there is no abundance of Armor Penetration to help them ascend to a higher tier.

Their gameplay is entirely dictated by RNG, making it a tricky specialization to evaluate properly. However, they will provide invaluable AoE damage with their cleave potential, and they also pack quite a high amount of utility through Heroic Throw and Sunder Armor. If we consider a fully geared Fury Warrior with proper experience, they may as well be among the top places of B-Tier, being held back only by the lack of consistent Armor Penetration.

Fury Warriors will find themselves dealing hefty amounts of damage in fights that heavily employ AoE damage, however, they will have to be careful of any incoming damage (as they will only be protected against physical damage).

C-Tier

The specializations that make up the C-Tier are on the weaker side of the DPS spectrum. They can still be considered viable, occasionally offering useful buffs and debuffs, and can very often be very fun to play. However, you aren’t likely to be on the top places of DPS meters with these specs, and you won’t have the easiest time finding a raid group, as they aren’t in high demand.

Retribution Paladin 

Retribution Paladins find themselves in a weird spot with the opening of Ulduar’s gates. Depending on the itemization and the fight itself, they can put out some interesting numbers, making their damage seem rather impressive. However, that is often not true for the majority of Ulduar, the specialization itself being brought more for its undeniable utility rather than pure damage output. Thus, they earn first C-Tier spot, with a possible argument for them being low B-Tier.

Their Tier 8 set (Aegis Battlegear) lacks any impressive set bonuses compared to what some of the higher tier specs get. Moreover, Divine Storm is limited to only damaging up to 4 targets — meaning they’re great in those cleave fights, but not so much in AoE fights. Still, things aren’t worse for Ret Paladins either, and their incredible utility means that they’ll still be commonly brought to raids.

Retribution Paladins will perform very well in fights such as Kolorgarn, Iron Council, Ignis, Freya, and Mimiron from a pure damage output perspective, however, they will be provide excellent utility throughout the entirety of Ulduar.

Keep in mind that due to their huge utility granted through multiple auras, various “Hands” spells, Divine Sacrifice, Lay on Hands, and Aura Mastery, they are an invaluable asset to any raid.

Shadow Priest

Shadow Priests find themselves in a tougher position compared to the other caster specializations in Phase 2. However, they maintain a solid damage output, even if they do not benefit from a powerful execution tool. Yet since Ulduar has been buffed, Shadow Priests will have a hard time competing throughout the progression of Ulduar with classes such as Balance Druids, Affliction Warlocks, Arcane, and Fire Mages in terms of pure DPS.

Despite two very strong set bonuses on our new Tier 8 set (Sanctification Garb), the spec simply lacks the single-target damage needed to compete with the DPS superstars, so it drops to the C-Tier. However, this flaw is somewhat mitigated by excellent cleave damage (thanks to multi-dotting) and AoE damage (thanks to Mind Sear).

One thing to keep in mind is their potential for scaling — meaning, with the right equipment and skillset, they may as well simply jump to the middle of the B-Tier.

Shadow Priests have some interesting and solid pure utility tools: Dispersion, Vampiric Touch, and Vampiric Embrace. While the AoE healing effect can certainly be useful, it won’t make a tremendous difference in fights where your allies can be quickly burst down. Sadly, Vampiric Touch‘s replenishment effect can’t stack with a Retribution Paladin’s replenishment effect nor with a Destruction Warlock’s replenishment effect on the same person. However, it will still play a vital role, since replenishment effects have separate cooldowns with only a limited amount of players that can benefit from them. It will help out your raid greatly when it comes to mana management since there will simply be more people benefiting from the effect.

You will quickly notice that Dispersion is one of the reasons why Shadow Priests are great; it will especially shine in that coveted fight against Algalon the Observer, preventing wipes for many of the raid compositions.

Beast Mastery Hunter

Nothing has really changed for Beast Mastery, as it finds itself at the bottom of the C-tier once again. The Tier 8 set’s (Scourgestalker Battlegear) bonuses aren’t particularly amazing for Beast Mastery, and, lacking the scaling to keep up with the other specs, it remains a fairly redundant spec that only the most die-hard Beast Masters will play. Its damage teeters on the edge of viability, which isn’t really a compliment.

This specialization is far better suited for beginner players and for PvP content, especially since their 3% damage buff is easily replaced by Arcane Mages. Since Beast Mastery Hunters don’t bring any other powerful benefits, they quickly find themselves quite underwhelming during Ulduar.

D-Tier

Simply put, specs in the D-tier are considered to be not viable. They can be fun to play, but you will struggle to get invited to raids when playing one of these, and you may even find yourself getting kicked from groups, as your damage will be really bad.

Arms Warrior

Arms Warrior finds itself in the very unfortunate position of being outclassed by Fury, which has now ascended to the B-tier, while remaining firmly stuck between the C-tier and the D-tier. Arms Warrios have a lot of the same upsides that Fury Warrios do — armor penetration items such as Mjolnir Runestone help a lot, and both Tier 8 set bonuses (Siegebreaker Battlegear) are great. Cleave damage is still great, but single-target damage is starting to fall off. As a result, most Warriors will likely be switching to Fury in this phase, after they’ve gotten a few upgrades and a 2nd powerful two-handed weapon.

Another reason why Arms Warriors find themselves in the top D-Tier – low C-Tier is due to Feral Druids and Combat Rogues completely annihilating their role and obliterating their “Bleed” buff. Basically, whatever an Arms Warrior can do, a Feral Druid or a Combat Rogue can simply do better. Since Arms Warriors are so reliant on Armor Penetration, Ulduar simply does not provide enough for them to deliver consistent damage.

Blood Death Knight

The gap between Blood’s damage and that of the other DK specializations becomes larger in this phase, as Blood sorely lacks AoE tools. The spec still offers an extra Hysteria buff, but tank Blood can do that, so there’s just no reason to play Blood DPS. If you’re interested in playing a class / spec that can alternate between a tank and DPS, try Feral — they’re very powerful damage dealers.

Just like Arms Warrior, Blood Death Knight suffers from the lack of consistency regarding Armor Penetration, meaning that they will begin to deal damage later on in the expansion when Armor Penetration becomes more available.

Frost Mage

Nothing changes for Frost — it still suffers from poor damage due to a large PvP focus on a lot of its talents. It has decent AoE, but that does not begin to patch up its horrible single-target damage.

This is mainly due to the fact that Frost Mage is highly dependant on the “Shatter” aspect of its gameplay. As there is no actual way to freeze a raid boss, this mechanic can simply not occur.

Subtlety Rogue

Subtlety is in the same boat as Frost is for Mages — the majority of its talents are tailored for PvP, so in the D-tier it remains. While the spec has access to Fan of Knives (as the other Rogue specializations), it has no talents to make it stronger. So, it has by far the worst version of the ability, along with terrible single-target damage and non-existent cleave damage.

There have been numerous attempts to make Subtlety Rogues viable for PvE content, however, it simply seems like the specialization itself has been crafted by Blizzard with the sole purpose of obliterating squishy targets in PvP content, with no real applicability in massive PvE content.

s tier dps rankingsWoW Death Knight Icon
Unholy DK
Wow Warlock Icon
Aff Warlock
Wow Mage Icon
Fire Mage

a tier dps rankingsWoW Druid Icon
Feral Druid
WoW Rogue Icon
Assassin Rogue
WoW Hunter Icon
Survival Hunter
Wow Warlock Icon
Demo Warlock
WoW Rogue Icon
Combat Rogue
WoW Death Knight Icon
Frost DK
WoW Shaman Icon
Enh Shaman
WoW Priest Icon
Shadow Priest
b tier dps rankingsWoW Paladin Icon
Ret Paladin
WoW Druid Icon
Balance Druid
WoW Warrior Icon
Fury Warrior
WoW Hunter Icon
MM Hunter
Wow Mage Icon
Arcane Mage
WoW Shaman Icon
Ele Shaman
Wow Warlock Icon
Destro Warlock
c tier dps rankingsWoW Death Knight Icon
Blood DK
WoW Hunter Icon
BM Hunter

d tier dps rankingsWoW Warrior Icon
Arms Warrior
WoW Rogue Icon
Subtlety Rogue
Wow Mage Icon
Frost Mage
  1. Unholy Death Knight (S-Tier)
  2. Affliction Warlock (S-Tier)
  3. Fire Mage (S-Tier)
  4. Feral Druid (A-Tier)
  5. Assassination Rogue (A-Tier)
  6. Survival Hunter (A-Tier)
  7. Demonology Warlock (A-Tier)
  8. Combat Rogue (A-Tier)
  9. Frost Death Knight (A-Tier)
  10. Enhancement Shaman (A-Tier)
  11. Shadow Priest (A-Tier)
  12. Retribution Paladin (B-Tier)
  13. Balance Druid (B-Tier)
  14. Fury Warrior (B-Tier)
  15. Marksmanship Hunter (B-Tier)
  16. Elemental Shaman (B-Tier)
  17. Arcane Mage (B-Tier)
  18. Destruction Warlock (B-Tier)
  19. Blood Death Knight (C-Tier)
  20. Beast Mastery Hunter (C-Tier)
  21. Arms Warrior (D-Tier)
  22. Subtlety Rogue (D-Tier)
  23. Frost Mage (D-Tier)

The third phase of Wrath of the Lich King sees the introduction of the Trial of the Crusader (ToC) raid, a raid that brings a lot of Cleave opportunities, along side the return of Onyxia. None of the bosses featured are fought entirely by themselves, heavily tipping the balance in favor of Classes that can dish out both high Single-Target and passive Cleave damage.

Armor Penetration is now found as a passive stat on gear rather than a Trinket proc, and Weapons are overall stronger in this Phase, which greatly favors Physical Damage dealers, and specs with good scaling.

While some specs such as Fury Warrior may perform better than Assassination Rogue or Feral Druid in a strict Cleave scenario, their overall performance will still be lower due to weaker Single-Target in the early weeks of Trial of the Grand Crusader (ToGC). As soon as players approach their BiS, their damage outputs will shift considerably according to the performance of the player and the overall performance of the raid group. As the majority of the ToGC fights are Cleave fights, you can expect classes that are capable of dealing both AoE & Single Target damage to climb up the damage meters as long as they are played properly.

Some specializations such as Balance Druid, Shadow Priest, and Retribution Paladin are still used primarily for their utility instead of their actual damage output. Even if mainly desired for their utility, Balance Druids and Shadow Priests still scale well, with the latter being especially strong as it approaches its BiS gear.

S-Tier

The S-Tier represents the most powerful classes in the current meta – those with the highest damage and utility. These specializations are usually recruited in larger numbers due to their outstanding performance. Those specific specializations provide outstanding performances throughout the entirety of ToGC, with both peak BiS Gear and Progression Gear taken into account.

Unholy Death Knight

By far the most powerful specialization in Phase 3. While you will see a change to the Dual-Wield Build in favor of Scourge Strike for the new Sigil. You will still be able to use the Dual-Wield build to generate the highest damage output, followed up very closely by the standard Two-Handed Build.

The DK Tier 9 set, Thassarian’s Battlegear, has powerful set bonuses that keep us firmly planted in S-tier. However, the main reason Unholy Death Knights are so strong this Phase is ToC consisting primarily of Cleave-type fights. This means we go to town with Pestilence and Wandering Plague, topping damage meters. Unfortunately, there are some encounters where Unholy Death Knights won’t shine quite as bright, such as the Northrend Beasts. Since this fight has large portions with no Cleave, our DPS suffers accordingly. Luckily, Gargoyle can potentially be used multiple times during that fight.

Besides their insane damage output, Unholy Death Knights will continue to provide powerful utility effects such as Ebon Plaguebringer. Death Knights are also incredibly value due to Death Grips many uses.

Affliction Warlock

The kings of execution phases, Affliction Warlocks retain their position as one of the most powerful specializations in the entire expansion. Among other things, two of the main reasons are execution Drain Soul, and their heavy Multi-DoT/Cleave capabilities.

Besides their damage and crowd control capabilities, Warlocks provide a variety of class-specific utility spells, including Ritual of SoulsCreate Soulstone, and Ritual of Summoning. Their passive survivability is also very high due to the Siphon Life talent.

Fire Mage

Fire Mages have historically always scaled massively with gear. ToGC gear can give upwards of 45-60% Crit chance. This lets Hot Streak proc repeatedly for massive damage, as we finally overtake Arcane in nearly every single aspect. It obviously helps a lot that both of our Tier 9 (Khadgar’s Regalia) set bonuses seem tailor-made for Fire.

Our single-target damage is in a league of its own, with very few classes capable of catching up to us, particularly when we get lucky. While our Cleave damage isn’t the highest in the game, the ability to apply Living Bomb on multiple targets and then spam Pyroblasts works pretty well. Most Mages will swap to Fire here for this reason, and some guilds will start stacking Fire Mages.

The primary downside of Fire Mage is their weak execution damage and high reliance on gear. Fire Mages will be heavily reliant on the Tier 9 4-item set bonuses. The most dominant fight for Fire Mage is Lord Jaraxxus, as you can Spellsteal the damage-increase buff, resulting in an insane damage output. However, due to their low execution damage, you can expect guilds to heavily prioritize Affliction Warlocks instead of Fire Mages, even if their Single-Target Damage is somewhat similar.

A-Tier

The A-Tier represents strong DPS specializations that offer a great amount of damage and utility, but not the best possible damage output. They are found in almost every raid group and it is common to see more than one of each.

Feral Druid

Did someone say King of the Jungle? Well, with the buffs Feral Druids received, they might become the kings of DPS when played properly. Feral Druids received a massive buff to their Faerie Fire (Feral) in the form of Glyph of Omen of Clarity as it will now always grant the Omen of Clarity effect! Feral Druids have an outstanding Single-Target damage output when played properly, but the class has a high skill cap and can be very lacking in Cleave Damage.

The main issue is that Swipe reduces your overall Single-Target damage output without impressive AoE damage. Unfortunately due to the way Combo Points work, this is often your only choice for AoE damage.

Despite the lacking AoE damage, Druids bring invaluable buffs for their raid group. Innervate and Rebirth are among the most powerful mechanics in the entire expansion, making them truly invaluable. These two spells are available to every other Druid Specialization, meaning that you won’t necessarily need a Feral Druid for those effects. Fortunately, you can stack multiple Druids to cast more Innervates and Rebirths per encounter!

Feral Druids provide two raid buffs, shared with Warriors. The first is an increased Bleed damage debuff with Mangle. The second is a 5% Critical Strike Chance increase through Leader of the Pack. Those two raid-wide buffs are mutually exclusive with Trauma and Rampage respectively.

Assassination Rogue

Assassination Rogues find themselves in an amazing spot when it comes to dishing out Single-Target damage with their main issue being a lack of Cleave Damage and utility. Their Single-Target damage is absolutely amazing, coming close to the S-Tier Specializations. The main issue is that Fan of Knives is poorly suited to Cleave, needing a lot more enemies to be worth using. This is very similar to the Feral Druid Specialization, lacking a solid way of multi-DoTting adds or target swapping due to the way Combo Points work.

Their utility is also lackluster as they only provide a single raid tool, Tricks of the Trade. However, while they might lack utility, they pack a large amount of crowd-control abilities that are extremely useful for the Faction Champions encounter. You will often see Rogues assigned on Healers or Casters during this encounter in order to permanently CC-lock them.

Survival Hunter 

ToGC is a fantastic raid for Trapweaving, allowing Survival Hunters to blast as one of the top-tier DPS Specializations, bringing both high Single-Target Damage and Cleave Damage. However, they lack consistent utility tools, leaving them in the A-Tier.

Due to the focus on Cleave in ToGC, Survival Hunter should outperform Marksmanship Hunter. Survival Hunters can constantly dish out great Cleave Damage, and as the majority of the fights will feature adds and movement, you can expect them to perform way better than most Single-Target Specializations. Survival Hunters also have the option of speccing into Aimed Shot for Anub’arak to bring healing reduction in case the raid composition lacks another method.

The only downside of Survival Hunters is that it doesn’t bring any unique effects for the raid group. Replenishment is provided by other classes, Misdirection is provided by other any Hunters.

Demonology Warlock

Demonology Warlocks are definitely one of the most important specs. Since Demonology DPS is generally worse than Affliction, the spec is brought for Support over pure DPS. This comes from Demonic Pact, which not only cements at least one Demonology spot for every raid, it only ever gets stronger as we move throughout the expansion.

This buff alone places the Demonology Specialization close to an S-Tier Rank. Since they lack the Multi-DoT capabilities of their Affliction Specialization counterpart, they make up for it with short heavy AoE burst damage from Metamorphosis & Immolation Aura. They also have Seed of Corruption, however, this generally isn’t enough to keep up with Affliction.

Besides their damage and crowd control capabilities, Warlocks provide a variety of class-specific utility spells, including Ritual of SoulsCreate Soulstone, and Ritual of Summoning. Although, ideally the Afflictions should be providing Summons & Healthstones, as Demonology does not generate any Soul Shards with their standard rotation.

Combat Rogue 

Combat Rogues are very close to Assassination Rogues with the main differences being their improved Cleave Damage over Assassination Rogues. While they benefit from a higher AoE damage output, they have weaker Single-Target Damage, albeit, by a small percentage.

The reason why they excel at Cleave Damage is due to Killing Spree and Blade Furry, which are especially useful during Twin Valkyrs and Anub’arak.

Combat Rogue bring the raid debuff Savage Combat, which increases Physical Damage taken by 4%. This debuff is only provided by Arms Warriors and Combat Rogues, and most raids will generally want to avoid bringing Arms Warriors. Because of this, Combat Rogues almost always find a spot in any raid comp.

Just like Assassination, Combat Rogues are especially useful for the Faction Champions due to the large amounts of crowd-control available to the Rogue Class.

Frost Death Knight

Frost Death Knights find themselves falling further behind their Unholy brethren. They can still deal a considerable amount of damage in both Single-Target and Cleave. While their Single-Target Damage is comparable to the other Top Tier Specs, their main issue is their Cleave can be quite difficult to integrate properly into their rotation. Their AoE Damage is also considerably weaker than Unholy due to their proc-based gameplay. Even with all the mechanical difficulties, their AoE Damage can still hold its own against other classes such as Enhancement Shaman, Shadow Priests, and Fire Mages.

Their Tier 9 set, Thassarian’s Battlegear provides them a massive bonus to their Blood Plague. Unfortunately, this is considerably lower than the bonus provided to the Unholy Specialization. One of their main strengths is the unique utility they bring, namely Improved Icy Talons. This buff is extremely useful if you can’t bring any Enhancement Shamans to your raid, as the buff is mutually exclusive with the Windfury Totem.

You can consider Frost Death Knights to be the Jack of all Trades, as they are great at every single aspect but they do not excel at a single particular thing.

Enhancement Shaman 

Enhancement Shamans find themselves in a great spot with solid Single-Target and Cleave Damage paired with a plethora of utility spells. Their overall damage was also buffed with the Fire Elemental reset change. Since ToGC is a Cleave-centered raid, Enhancement Shamans will see their AoE damage skyrocket by consistently using Chain Lightning with Maelstrom Weapon procs. Both Enhancement and Spellhance are completely viable during Phase 3, with Spellhance having better Cleave, and standard Enhancement having better Single Target.

Enhancement brings two buffs to any raid composition, Windfury Totem and Unleashed Rage. These buffs aren’t unique to Enhancement though. Windfury Totem can be replaced by a Blood/Frost Death Knight’s Improved Icy Talons while Unleashed Rage can be replaced by Abomination’s Might and Trueshot Aura. However, as they can bring buffs that would require multiple raid spots to fulfill, Enhancement quickly became one of the favorite specializations for the top guilds.

As for the other utility effects that they can provide, the most impactful will be Bloodlust/Heroism, followed by Nature Resistance Totem, and Wrath of Air Totem. They can also use Purge for Lord Jaraxxus if your raid doesn’t have any Mages!

Shadow Priest

Shadow Priests find themselves in a great spot for Phase 3, having great scaling. Both their Single-Target & Cleave damage is great with a lot of tools for both Single-Target and AoE situations. For Single-Target damage , they benefit from a unique effect, namely Mind Flay activating Reign of the Dead. This means that the trinket will constantly proc while performing your standard Single-Target Rotation resulting in ramping damage output. As for AoE Damage, they have serious multi-DoT capabilities with Vampiric Touch and Shadow Word: Pain. The only issue with their AoE Damage is that it is completely dependent on the position of the adds in relation to the boss as Mind Sear has a low range.

Their T9 set (Zabra’s Regalia) also brings them a very potent 2-item set bonus that enhances their overall multi-dot capabilities, transforming Vampiric Touch into an amazing Cleave ability.

Shadow Priests also bring in a large amount of Utility, being almost mandatory for any raid composition. They provide a Spell Hit boost, shared with Balance Druids and a large damage soak using Dispersion. They can also provide a large amount of mana through the use of Vampiric Touch & Hymn of Hope.

B-Tier

The B-Tier represents mediocre damage specializations. They are still considered viable, as they do a decent amount of damage, but they typically cannot compete with the A-tier specs on the damage meters. However, in many cases, they provide valuable raid buffs that make them worth bringing anyway, as their utility makes up for their deficiency in raw damage.

Retribution Paladin

One of the most debated specializations to place in a Tier List, Retribution Paladins are a mandatory addition to any raid composition. This is mostly due to the plethora of utility effects that they bring rather than their Damage. Though they are mainly wanted for their utility, their damage is nothing to scoff at, having both decent Single Target & Cleave Damage.

Their Single-Target Damage has been improved due to one massive change which turns Hand of Reckoning from a taunt into a pure damage ability through Glyph of Reckoning. This allows them to gain an additional offensive button, raising their damage substantially. Sadly, this won’t be enough to top the meters. With most bosses in ToGC bringing Cleave opportunities, Retribution manages to make up for their low Single-Target Damage through the use of powerful AoE abilities such as Divine Storm, Consecration, and Seal of Command.

Fortunately, they grant a plethora of effects ranging from different Auras such as Fire Resistance Aura, Frost Resistance Aura, and Shadow Resistance Aura to “Hands” (Hand of Salvation, Hand of Freedom), and even passive effects. These include a 3% damage increase buff, Sanctified Retribution, and a 3% increase in Critical Strike Chance from the Heart of the Crusader talent.

Retribution Paladins also have two massive defensive cooldowns that are almost mandatory for any raid. Aura Mastery and Divine Sacrifice/Divine Guardian provide massive survivability to the entire raid group and are crucial for certain encounters such as Twin Valkyrs and Anub’arak.

Balance Druid

Balance Druids find themselves in the middle of the pack with decent Single-Target Damage and outstanding Cleave Damage. While their Single Target Damage is quite similar to the other Middle-Tier Damage Specializations, they have outstanding AoE Burst potential due to how powerful Starfall is. Since the majority of ToGC is Cleave-oriented, most of their damage will come from these burst AoE phases. Their damage also varies significantly based on fight duration, favoring longer fights.

While Balance Druids lack in Single-Target Damage, they make up for it with solid survivability and a plethora of raid-wide effects. Their Moonkin Form grants them a lot of survivability while also giving increased Critical Strike Chance and Haste to any raid member in their vicinity. They can also provide a Spell Hit Debuff in the form of Improved Faerie Fire that enhances all other caster’s Hit Rating.

Besides those effects, they also have access to the staple Class-wide utility effects such as Innervate and Rebirth which are mandatory for any solid raid composition. You can also choose to stack multiple druids to ensure that you maximize the potency of those two effects and reduce any Raid Wipe possibilities.

Fury Warrior

With the release of ToGC, Fury Warriors became a potent specialization since the fights are Cleave-Oriented. While their Single-Target Damage is still underwhelming, their AoE damage is particularly strong, especially in fights such as Lord Jaraxxus, Twin Valkyrs, and Anub’arak. Their performance is hard to gauge since they are extremely gear dependent, with the initial weeks and middle of ToGC progression looking grim for Fury Warriors. Once they manage to acquire BiS gear, Fury Warriors receive a massive bump in their damage output.

They bring only one passive raid buff, Rampage, that can’t stack with the Feral Druid’s Leader of the Pack. However, Fury Warriors will be able to provide Commanding Shout in the absence of a Protection Warrior which will increase the raid’s general survivability. Fury Warriors will also be useful for the application of Sunder Armor in the eventuality that there is no Protection Warrior in the raid group or no Rogue whatsoever. With the Glyph of Sunder Armor, they can effectively stack the effect on multiple targets, doing a better job than Rogues. Finally, they also provide Shattering Throw, adding a little bit extra to your raids burst phases.

Marksmanship Hunter

Marksmanship Hunter trails behind Survival Specialization and its outstanding AoE capabilities. They will remain stuck around the middle of the Tier List with a few tools and surprisingly good Single-Target damage.

Marksmanship excels at single-target damage, particularly burst damage. Unlike many of the other ranged DPS specs, they aren’t really penalized by having to move, as most of their spells are instant cast anyway — which is a very big bonus in TotC, with many of the fights requiring frequent movement. Their cleave damage is limited to Multi-Shot, which isn’t the strongest cleave ability out there, but the overall damage you deal will be good enough that that’s not a major issue.

They also benefit from the T9 set (Windrunner’s Pursuit), putting them nearly above the Survival Hunter Specialization in terms of pure Single-Target Damage.

Marksmanship Hunters will offer two unique effects, with the latter being useful in multiple situations. The first unique effect is Trueshot Aura which grants a 10% increase in Attack Power. The only issue is that it can be replaced by other similar effects such as Unleashed Rage and Abomination’s Might. The second effect is truly unique and can’t be replaced by any other class or specialization in the game, namely, Readiness. This effect can be used in two pivotal ways, you can use it for two consecutive Misdirection casts or you can use it for two consecutive Detterence casts during the Twin Valkyr Vortex soak phase.

The primary issue is that Marksmanship is a very mana-hungry specialization, running out of mana fairly quickly. This forces the specialization to constantly switch aspects and micromanage their mana reserves.

Arcane Mage

Arcane has the potential to top the damage meters since ToGC encounters are fairly short. The specialization is unique due to how mana-hungry it is. Arcane Mages will find it harder to manage their overall mana since ToGC requires a lot of movement. This factor paired with how easy it is to run out of mana as an Arcane Mage, especially as a beginner, will place Arcane Mage at the lower end of B-Tier.

Arcane also suffers from a complete lack of Cleave Damage which places them way below all the other specializations capable of dealing large amounts of AoE damage. Luckily, our Single-Target Damage outweighs that to an extent. While the spec is viable, the majority of Arcane Mages will prefer to respec to Fire once they get close to that 45-50% Crit Chance point, despite doing very respectable damage as Arcane.

Besides its high Single-Target Damage, Arcane Mages also bring one powerful damage-enhancing effect, Arcane Empowerment. This does not stack with Retribution Paladins Sanctified Retribution, so you only need one or the other. Since Retribution Paladins are one of the most useful specializations in the entirety of the expansion, you can expect Arcane Empowerment to be entirely useless unless all of your Retribution Paladins meet an untimely demise.

Elemental Shaman

Since the last phase of the expansion, Elemental Shamans have steadily climbed the damage meters, transforming from a bottom-tier low-end DPS specialization into a heavy burst specialization with consistent damage thanks to the ability to reset Fire Elemental Totem after every encounter. Since we can snapshot Fire Elemental, this allows us to deal powerful damage, both in Single-Target and AoE situations.

We now also get to fully utilize Chain Lightning, as all the ToGC encounters are have Cleave components. An issue with Elemental is that it requires proper positioning and in-depth knowledge of the encounters, as you can lose a significant portion of your damage if you’re out of position. Since almost all the encounters require a significant amount of movement, you will find yourself heavily relying on instant-cast spells while moving around.

The Tier 9 set Thrall’s Regalia also provides us with a big damage increase once we have the 4-set bonus. Elemental Shamans will struggle until they can gain the majority of their BiS equipment, with the first early weeks being rough.

While our damage is great once we get close to the BiS set, another issue we will encounter is with our utility effects. All of our utility can be replaced by other specializations. Our Elemental Oath won’t stack with a Balance Druid’s Moonkin Aura, and our Totem of Wrath will get obliterated by Demonic Pact. However, Demonic Pact will be empowered by Totem of Wrath before it activates, meaning that our spell still brings in some utility.

Besides the effects that don’t stack, all the rest of our utility spells can be brought by either a Restoration Shaman or an Enhancement Shaman, meaning that our specialization doesn’t actually bring any unique benefit to the raid. This means that raid compositions will tend to prefer bringing Enhancement Shamans or Restoration Shamans instead.

Destruction Warlock

Destruction Warlocks retain their position as one of the strong contenders in the B-Tier due to their impressive Single-Target damage output. The main issue with this specialization and the reason why it remains stuck in B-Tier is its lack of Execution Damage and Cleave Damage that the other two Warlock Specializations provide.

They retain the same utility spells (Ritual of SoulsCreate Soulstone, and Ritual of Summoning) and crowd-control as the other two Warlock Specializations, with Fear being just as useful for Faction Champions. In addition to Fear, they can also use Shadowfury which can be used as a powerful crowd-control tool in the Faction Champions encounter. You may also use Shadowfury to temporarily stun adds tanked by the Off-Tank if they find themselves in a dangerous situation. Besides Replenishment and Shadowfury, Destruction Warlocks bring no unique effects whatsoever, rendering them the weakest of the three Warlock Specializations.

C-Tier

The specializations that make up the C-Tier are on the weaker side of the DPS spectrum. They can still be considered viable, occasionally offering useful buffs and debuffs, and can very often be very fun to play. However, you aren’t likely to be in the top places of DPS meters with these specs, and you won’t have the easiest time finding a raid group, as they aren’t in high demand.

Blood Death Knight

With the recent changes, Blood Death Knights have increased in popularity as a DPS spec. They received a massive revamp to Dancing Rune Weapon, fixing the majority of the issues the spell previously had. In addition to those changes, we see a rise in Armor Penetration gear through ToGC, which can make us expect Blood Death Knights to gain a massive damage buff. Still, even with all those changes, their overall damage is weaker when compared to the rest of the DPS Specializations, only coming close once they attain their BiS.

The Tier 9 set Thassarian’s Battlegear will bump up our overall damage once we hit the 4-item set bonus, however, we can still expect our damage to be lower than the majority of the B, A, and S-Tiers.

The main issue Blood Death Knights face is the lack of utility buffs that they can provide. The first buff, Abomination’s Might, is easily replaceable by Trueshot Aura or Unleashed Rage. Since the majority of raid compositions will prefer an Enhancement Shaman or a Marksmanship Hunter, you will have a tough time finding a raid group. The second buff that they provide is actually unique and can’t be granted by any other classes, namely Unholy Frenzy. The issue with Unholy Frenzy is that you will sacrifice a DPS spot for a simple potential damage increase for your main Physical DPS. This means that Blood Death Knights take on a more supportive role as they are often chosen just for this effect. Furthermore, you can also gain the same effect from a Blood Death Knight Tank if you tweak their builds a bit.

Beast Mastery Hunter

Beast Mastery Hunters reading this are probably looking at the Tier 9 set Windrunner’s Battlegears 4-set bonus and getting excited for this phase. Yes, it’s a very strong proc, boosting our damage by a decent bit but unfortunately, it’s just not enough to put us on the damage meters for real. Our Sngle-Target is serviceable for now, but our Cleave isn’t really impressive enough for this to have an impact.

Besides the strong 4-set bonus, Beast Mastery Hunters have nothing going on for them, as their utility is completely replaced by the other Hunter Specializations and their damage-enhancing buff, Ferocious Inspiration, is simply replaced by an Arcane Mage’s Arcane Empowerment and Retribution Paladin’s Sanctified Retribution.

D-Tier

Simply put, specs in the D-tier are considered to be not viable. They can be fun to play, but you will struggle to get invited to raids when playing one of these, and you may even find yourself getting kicked from groups, as your damage will be really bad.

Arms Warrior

Arms Warriors find themselves in the worst possible spot in the third phase of the expansion. While the specialization has the potential for generating a large amount of Cleave Damage, its high cooldowns such as (Bladestorm & Sweeping Strikes) will result in subpar damage output. Furthermore, their utility effects such as healing reduction from Mortal Strike and increased bleed damage from Trauma are provided by effects such as Wound Poison and Mangle.

Their Single-Target damage is also terrible compared to most of the DPS specializations, with Fury Warrior completely out-damaging Arms Warrior from any point of view. The only reason why you might want to bring an Arms Warrior in a raid composition is due to their Trauma talent. However, you will really want to opt for a Feral Druid in almost any scenario, as it brings the same effect and a lot more Single Target Damage.

Subtlety Rogue

Subtlety Rogue is designed around PvP content as it has no long-term impactful Single-Target damage output while also lacking any form of Cleave Damage. You might argue that the only encounter in the entire ToGC where Subtlety Rogue may be viable is the Faction Champions encounter. This is due to the heavy array of crowd control that Subtlety possesses, resulting in a viable supporting role for completely inhibiting one or two of the caster mobs.

Frost Mage

Just like with the Arms and Subtlety Specializations, Frost Mage was designed for PvP content. Even so, a dedicated community of Frost Mages has made several attempts at making the specialization viable for PvE content. As such, several ways to enhance Frost Mage’s damage have been discovered, albeit, with no real success in generating comparable damage to the rest of the specializations. As their damage is completely subpar to the other Mage Specializations, you will only want to use this specialization if you want to enjoy an “Ice Master” fantasy.

s tier dps rankingsWoW Druid Icon
Feral Druid
Wow Mage Icon
Fire Mage
Wow Warlock Icon
Aff Warlock
WoW Warrior Icon
Fury Warrior
WoW Priest Icon
Shadow Priest
WoW Hunter Icon
MM Hunter
WoW Druid Icon
Balance Druid
WoW Paladin Icon
Ret Paladin

a tier dps rankingsWoW Rogue Icon
Combat Rogue
Wow Warlock Icon
Demo Warlock
WoW Death Knight Icon
Unholy DK
WoW Death Knight Icon
Frost DK
WoW Hunter Icon
Survival Hunter
b tier dps rankingsWoW Shaman Icon
Ele Shaman
WoW Shaman Icon
Enh Shaman
Wow Warlock Icon
Destro Warlock
WoW Rogue Icon
Assassin Rogue
Wow Mage Icon
Arcane Mage
c tier dps rankingsWoW Death Knight Icon
Blood DK
WoW Hunter Icon
BM Hunter
WoW Warrior Icon
Arms Warrior

d tier dps rankingsWoW Rogue Icon
Subtlety Rogue
Wow Mage Icon
Frost Mage

  1. Feral Druid (S-Tier)
  2. Fire Mage (S-Tier)
  3. Affliction Warlock (S-Tier)
  4. Fury Warrior (S-Tier)
  5. Shadow Priest (S-Tier)
  6. Marksmanship Hunter (S-Tier)
  7. Balance Druid (S-Tier)
  8. Retribution Paladin (S-Tier)
  9. Combat Rogue (A-Tier)
  10. Demonology Warlock (A-Tier)
  11. Unholy Death Knight (A-Tier)
  12. Frost Death Knight (A-Tier)
  13. Survival Hunter (A-Tier)
  14. Elemental Shaman (B-Tier)
  15. Enhancement Shaman (B-Tier)
  16. Destruction Warlock (B-Tier)
  17. Assassination Rogue (B-Tier)
  18. Arcane Mage (B-Tier)
  19. Blood Death Knight (C-Tier)
  20. Beast Mastery Hunter (C-Tier)
  21. Arms Warrior (C-Tier)
  22. Subtlety Rogue (D-Tier)
  23. Frost Mage (D-Tier)

The last phase of Wrath of the Lich King sees the introduction of the raid that everyone has been waiting for: The Ruby Sanctum! Just kidding — we’re, of course, referring to the Icecrown Citadel, featuring the final battle against Arthas, the Lich King himself.

Our gear is at its absolute prime in this phase, with many of the scaling DPS classes finally maturing into their final, most powerful states. This holds doubly true for physical damage dealers, as Icecrown Citadel items are overflowing with the armor penetration stat, allowing them to hit like jet-powered trucks. The raid itself features a good balance of single-target, cleave, and AoE fights, so specs that excel at different types of damage will all get their turn in the spotlight.

Phase 4 is vastly different when compared to the previous phases, with the overall damage of all classes uniformizing. This makes it extremely difficult to accurately estimate their ranking since the majority of the specializations deal similar damage. Since both Melee DPS and Caster DPS specializations can now deal with similar damage outputs, Human Error becomes a much more important factor when talking about overall performances.

This DPS Ranking list is a rough estimate based on the changes that occurred in WotLK Classic Phase 3! The list itself will receive an update once the Phase 4 Public Test Real becomes available for accurate information. While the items themselves won’t change in terms of item level and overall stats, the classes will most probably receive different revamps which will balance their gameplay.

Due to the Human Error component and the individual player skill involved in high-end PvE content, Tier S through B is highly relative, with only a few select specializations ranking clearly higher than the other specializations based on the currently available information.

S-Tier

The S-Tier represents the most powerful classes in the current meta – those with the highest damage and utility. These specializations are usually recruited in larger numbers due to their outstanding performance. With Icecrown Citadel offering a good balance between Single-Target fights and AoE fights, the S-Tier specializations are capable of performing extremely well in both situations in terms of pure damage output while also providing a great amount of utility.

Feral Druid

All hail the king, the King of the Jungle! If Armor Penetration was a luxury in the previous phase of the expansion, ICC brings an abundance of Armor Penetration which secures the top spot for Feral Druid! Furthermore, if there won’t be any changes to Faerie Fire (Feral) and the Glyph of Omen of Clarity, we can expect Feral Druid to top the damage meters in the majority of the fights. If you are not aware of the changes,  Feral Druids received a massive buff to their Faerie Fire (Feral) in the form of Glyph of Omen of Clarity as it will now always grant the Omen of Clarity effect!

Besides the insane buff they received in the previous phase of the expansion, Feral Druids also receive a massive buff once they manage to activate the Lasherweave Battlegear‘s 4-item set bonus. T10 allows Rake‘s periodic ticks to deal critical strikes, increasing our overall damage even more!

Feral Druids have an outstanding Single-Target damage output when played properly, but the class has a high skill cap and can be very lacking in Cleave Damage. The main issue is that Swipe (Cat) reduces your overall Single-Target damage output without impressive AoE damage. Unfortunately due to the way Combo Points work, this is often your only choice for AoE damage.

Despite the lacking AoE damage, Druids bring invaluable buffs for their raid group. Innervate and Rebirth are among the most powerful mechanics in the entire expansion, making them truly invaluable. These two spells are available to every other Druid Specialization, meaning that you won’t necessarily need a Feral Druid for those effects. Fortunately, you can stack multiple Druids to cast more Innervates and Rebirths per encounter!

Feral Druids provide two raid buffs, shared with Warriors. The first is an increased Bleed damage debuff with Mangle (Cat). The second is a 5% Critical Strike Chance increase through Leader of the Pack. Those two raid-wide buffs are mutually exclusive with Trauma and Rampage respectively.

Fire Mage

Fire Mage truly reached its peak in this phase of the expansion, overcoming even the mighty Affliction Warlock! This is mostly due to the extremely powerful ICC items, but more importantly, due to its amazing T10 item-set bonuses. While there haven’t been any significant class changes, with Blizzard promising to take a look over the Ignite Munching mechanic, we can expect Fire Mages to have amazing damage outputs in both Single-Target and Cleave scenarios. While Fire Mages are extremely good in both scenarios, we can clearly see that their Single-Target damage output far exceeds their Cleave damage output, with other specializations such as Balance Druids, Fury Warriors, Retribution Paladins, and Affliction Warlocks dominating Fire Mages in AoE situations.

The main star of the show in this phase of the expansion is the T10 set, Bloodmage’s Regalia, which grants us access to two very powerful effects. The 2-item set bonus is especially strong as it grants us 12% Spell Haste each time you proc Hot Streak and use Pyroblast! This is especially convenient for us as we can technically benefit from a permanent Haste bonus as long as we keep on proccing Hot Streak.

Secondly, the T10 set empowers our Mirror Image spell, offering us an additional offensive cooldown! We will now benefit from an overall 18% overall damage buff for 30 seconds after casting Mirror Image.

Without knowing the changes that may occur during the Phase 4 PTR, we can confidently assume that Fire Mage will top the DPS meters in every single fight. Realistically, even if the class receives some heavy nerfs, we will still expect them to be at least in the top 5 of the damage dealers during the fourth phase of the expansion.

Affliction Warlock

Affliction Warlocks find themselves in a slightly weaker spot than they did in the previous phases of the expansion when compared to other top-tier specializations, however, they still retain their S-Tier spot as one of the most powerful DPS specializations in the entire expansion. They retained the majority of their gameplay mechanics without huge changes, albeit, one could argue that the specialization is pretty balanced already.

Affliction Warlocks retain their extremely powerful execution tool, Drain Soul, while also retaining their Multi-DoT/Cleave capabilities. Their Multi-Dot is especially useful in Icecrown Citadel as the majority of the fights include adds that will move around. They also benefit from an insane amount of survivability in any encounter that features adds, as Siphon Life procs on any Corruption tick.

Affliction Warlocks also benefit a great deal from Multi-Dotting thanks to Dark Coven’s Regalia‘s 4-item set bonus. While the 2-item set bonus is quite decent, the 4-item set bonus is extremely powerful, granting us a 10% overall damage increase based on Unstable Affliction‘s damage ticks. This is directly correlated to our Multi-Dot mechanic, as you will increase the frequency of the 4-item set bonus proc the more targets you afflict with the debuff.

Besides their damage and crowd control capabilities, Warlocks provide a variety of class-specific utility spells, including Ritual of SoulsCreate Soulstone, and Ritual of Summoning.

Fury Warrior

Fury Warriors finally get their time to shine! With the release of ICC, Armor Penetration can be acquired in abundance, going as far as reaching near the 1400 AP Cap. This means that their overall damage skyrockets, both in Single-Target encounters and AoE encounters. Their Cleave Damage clearly outshines their Single-Target Damage, however, there is one major concern when it comes to the specialization. Fury Warriors require a large amount of gear until their damage becomes sizeable, with Shadowmourne boosting their DPS by a considerably high amount. Until you can acquire Shadowmourne, your Single-Target Damage will be completely overwhelmed by other classes such as Feral Druid, Shadow Priest, Marksmanship Hunter, and even Retribution Paladin.

Keep in mind that Shadowmourne is extremely hard to acquire, meaning that you will need to have an entire guild dedicated to creating this legendary weapon if you want to acquire it. On the plus side, Glorenzelg, High-Blade of the Silver Hand is a great weapon that can be dual-wielded in case you can’t manage to acquire Shadowmourne.

The T10 Ymirjar Lord’s Battlegear doesn’t grant us bonuses as strong as the other DPS specializations, however, the 4-item set bonus can be extremely strong for us since it massively boosts Execute. The 2-item set bonus can also be quite powerful, however, its proc chance is extremely low. This makes it very unreliable in Single-Target encounters where there are no adds available to place multiple Deep Wounds debuffs.

If the changes from Phase 3 stick in Phase 4, Fury Warriors also gain access to one strong utility ability without losing their DPS anymore. With the Glyph of Shattering Throw, Fury Warriors can now instantly cast the ability at the cost of no longer removing vulnerabilities and no longer being able to target other players with the ability. With this change that occurred in Phase 3, Fury Warriors gained access to a powerful utility ability, namely Shattering Throw, that can be used to empower the entire raid without DPS loss anymore.

Just like in the previous phase of the expansion, they bring only one passive raid buff, Rampage, that can’t stack with the Feral Druid’s Leader of the Pack. However, Fury Warriors will be able to provide Commanding Shout in the absence of a Protection Warrior which will increase the raid’s general survivability. Fury Warriors will also be useful for the application of Sunder Armor in the eventuality that there is no Protection Warrior in the raid group or no Rogue whatsoever. With the Glyph of Sunder Armor, they can effectively stack the effect on multiple targets, doing a better job than Rogues. 

Shadow Priest

Shadow Priests are here to win glory and fame as they ascend to the S-Tier with one of the best Single Target Damage in this phase and quite strong Cleave Damage potential that is almost on par with Affliction Warlocks and Balance Druids. Due to the T10 Crimson Acolyte’s Regalia‘s 4-item set bonus, their Single Target rotation mainstreamed into Mind Flay spam, completely replacing the use of Mind Blast.

As for AoE Damage, they have serious multi-DoT capabilities with Vampiric Touch and Shadow Word: Pain. The only issue with their AoE Damage is that it is completely dependent on the position of the adds in relation to the boss as Mind Sear has a low range. Since ICC has adds that tend to move around, you will heavily rely on Multi-Dotting as your main AoE damage source. This is of course valid only for the Boss Encounters, as the adds in between bosses will always be found in large groups. The Phylactery of the Nameless Lich trinket plays a huge role in boosting both our Single-Target and Cleave Damage as we will find ourselves placing DoTs consistently in both situations!

Shadow Priests also bring in a large amount of Utility, being almost mandatory for any raid composition. They provide a Spell Hit boost, shared with Balance Druids, and a large damage soak using Dispersion. They can also provide a large amount of mana through the use of Vampiric Touch & Hymn of Hope.

Dispersion is seen as an extremely valuable tool for the Lich King encounter as Shadow Priests are expected to be the main damage soakers for the spirits in the last phase of the encounter!

Marksmanship Hunter

Marksmanship Hunters find themselves in an amazing spot, climbing the ladder all the way up to the S-Tier! This is mostly due to several factors, the most important among them being the abundance of Armor Penetration that Icecrown Citadel offers. This is a clear shift when compared to the previous phase of the expansion where Survival Hunters entirely dominated the playfield. One of the other factors is that Trap Weaving now becomes a general standard for all the Hunter Specializations, albeit, done in a weaker version by the Marksmanship and Beast Mastery specializations.

Another one of the important factors is the massively overpowered Ahn’Kahar Blood Hunter’s Battlegear. Both the 2-item set bonus and the 4-item set bonus provide a massive damage boost for both ourselves and our pets. The only issue with the T10 set is that its proc chances are quite low, with the 4-item set bonus coming in stronger in AoE encounters rather than Single-Target encounters. This is due to the fact that the proc itself can be triggered more easily if you have multiple Serpent Stings active.

Marksmanship Hunters offer two unique effects, with the latter being useful in multiple situations. The first unique effect is Trueshot Aura which grants a 10% increase in Attack Power. The only issue is that it can be replaced by other similar effects such as Unleashed Rage and Abomination’s Might. The second effect is truly unique and can’t be replaced by any other class or specialization in the game, namely, Readiness. This effect can be used in two pivotal ways. You can use it for two consecutive Misdirection casts or you can use it to reset your entire burst, with the best use being a reset of Rapid Fire. The first method implies that you won’t fully benefit from two consecutive Rapid Fire casts if you are the only Hunter in the raid or if your tank barely holds aggro and you need to aid him immediately.

Balance Druid

Balance Druids find themselves among the best DPS specializations in the fourth phase of the expansion, however, this is only at first glance with the current available data. In theory, both their Single-Target Damage and AoE Damage are insane once they acquire most of their BiS ICC gear. Depending on whether or not changes might happen during PTR, we can expect them to consistently dominate the AoE encounters by using Starfall and to place themselves among the top spots on the damage meters in Single-Target encounters.

While Balance Druids won’t benefit from the Glyph of Omen of Clarity as Feral Druids do, they will get a massive boost from their Lasherweave Regalia‘s item-set bonuses whenever Omen of Clarity procs! Furthermore, Balance Druids will also gain a new DoT thanks to the 4-item set bonus which works perfectly in conjunction with the Phylactery of the Nameless Lich.

Their Moonkin Form grants them a lot of survivability while also giving increased Critical Strike Chance and Haste to any raid member in their vicinity. They can also provide a Spell Hit Debuff in the form of Improved Faerie Fire that enhances all other casters’ Hit Rating.

Besides those effects, they also have access to the staple Class-wide utility effects such as Innervate and Rebirth which are mandatory for any solid raid composition. You can also choose to stack multiple druids to ensure that you maximize the potency of those two effects and reduce any Raid Wipe possibilities.

Retribution Paladin

Just like we mentioned in the previous phase, Retribution Paladins are a mandatory addition to any raid composition. This is mostly due to the plethora of utility effects that they bring rather than their Damage. However, unlike the previous phase, their damage receives a massive boost, especially since they will now be able to access Shadowmourne. Even without the legendary weapon, Retribution Paladins place themselves among the top DPS specializations in the fourth phase, displaying an extraordinary performance in both Single-Target and AoE encounters.

Keep in mind that Shadowmourne is extremely hard to acquire, meaning that you will need to have an entire guild dedicated to creating this legendary weapon if you want to acquire it. On the plus side, either one of Glorenzelg, High-Blade of the Silver Hand, or Oathbinder, Charge of the Ranger-General are great weapons that can be used in case you can’t manage to acquire Shadowmourne.

Another major improvement that Retribution Paladins benefit from is their substantial gameplay changes thanks to the Lightsworn Battlegear‘s set bonuses. The most impactful change that the set brings is the 2-item set bonus which now allows us to reset our Divine Storm after each physical attack. The proc chance itself is 40%, meaning that a high amount of Haste Rating and trinkets such as Tiny Abomination in a Jar will heavily boost Retribution Paladin’s damage output. Another thing to take into consideration is that all abilities that are categorized as Physical Damage abilities can proc this effect, meaning that Judgement, Crusader Strike, Auto-Attacks, and even Divine Storm in itself can proc the effect.

Retribution Paladins will also continue to benefit from the changes that occurred during the second phase of the expansion. Their Single-Target Damage has been improved due to one massive change which turns Hand of Reckoning from a taunt into a pure damage ability through Glyph of Reckoning. However, it is up to you whether or not you will want to sacrifice one of your other Glyphs for an additional cooldown, as Retribution Paladins should focus on proccing as many Divine Storm resets as possible.

Known for their massive utility besides their damage, they grant a plethora of effects ranging from different Auras such as Fire Resistance AuraFrost Resistance Aura, and Shadow Resistance Aura to “Hands” (Hand of SalvationHand of Freedom), and even passive effects. These include a 3% damage increase buff, Sanctified Retribution, and a 3% increase in Critical Strike Chance from the Heart of the Crusader talent.

Retribution Paladins also have two massive defensive cooldowns that are almost mandatory for any raid. Aura Mastery and Divine Sacrifice/Divine Guardian provide massive survivability to the entire raid group and are crucial for certain encounters such as Lord Marrowgar, Festergut, Professor Putricide, and even the Lich King!

A-Tier

The A-Tier represents strong DPS specializations that offer a great amount of damage and utility, but don’t offer the best possible damage output. They will be found in almost every raid group and it will be common to see more than one of each. The A-Tier specializations in Phase 4 will have a very similar damage output to the S-Tier specializations, with individual skill playing a big part in the overall performance of each specialization.

Combat Rogue

Combat Rogues retain their A-Tier spot, with the mention that they could easily earn a spot in the S-Tier if played properly! The reason why they remain in A-Tier is large due to the uniformization of the damage output across the DPS specializations. Although there are other specializations that provide an overall higher damage output, Combat Rogues may as well be considered the last S-Tier specialization due to one very specific effect that almost no other class can bring. Combat Rogue brings the Savage Combat debuff for the raid, which increases Physical Damage taken by 4%. This debuff is only provided by Arms Warriors and Combat Rogues, and most raids will generally want to avoid bringing Arms Warriors. Because of this, Combat Rogues almost always find a spot in any raid comp.

Their Single-Target and AoE damage also skyrockets due to the abundance of Armor Penetration that they can get their hands on, with the most optimal setup granting them around 90% Armor Penetration! They perform far better than their Assassination Rogues brethren, with Fan of Knives, Killing Spree, and Blade Flurry constituting their best tools for AoE encounters. We can all remember the Sindragosa whelps, right?

Sadly, their T10 Shadowblade’s Battlegear‘s item-set bonuses are quite underwhelming when compared to the majority of the other DPS specializations. The main issue with it is that its 4-item set bonus proc chance is quite low when compared to other specializations, making it heavily reliant on RNG. This creates a damage drawback when compared to other specializations, albeit by a low amount.

Besides Savage Combat, they also provide three raid tools, Tricks of the Trade, Distract, and Expose Armor. They also possess a large number of Crowd-Control abilities that they can also use to stunlock trash mobs or certain adds during boss encounters.

Demonology Warlock

Demonology Warlocks find themselves in the same position as they did for the majority of the expansion. Just like previous phases, their damage output is lower than Affliction Warlocks, especially as they have a primarily supportive role due to Demonic Pact. Phase 4 is definitely the moment when Demonic Pact truly begins to shine, quickly becoming a must-have for heavy caster compositions. Demonology Warlocks are vital even in heavy melee comps since their buff also empowers healers.

Nonetheless, their overall damage is nothing to scoff at, being comparable to Combat Rogues and even surpassing them in certain scenarios where their execution damage kicks in. This specialization heavily relies on individual player skill for the majority of an encounter’s length, quickly becoming a “One-Button Wonder” once a fight reaches the execution phase. They certainly have a strong potential in both Single-Target and AoE situations.

Since they lack the Multi-DoT capabilities of their Affliction Specialization counterpart, they make up for it with short heavy AoE burst damage from Metamorphosis & Immolation Aura. They also have Seed of Corruption, however, this generally isn’t enough to keep up with Affliction. Metamorphosis will also play a huge role in Single-Target encounters, especially in situations such as Festergut and Rotface where burst damage is essential.

Just like Affliction Warlocks and Destruction Warlocks, they can benefit from Dark Coven’s Regalia by Multi-Dotting any enemy in sight to proc the effect faster!

Besides their damage and crowd control capabilities, Warlocks provide a variety of class-specific utility spells, including Ritual of SoulsCreate Soulstone, and Ritual of Summoning. Although, ideally the Afflictions should be providing Summons & Healthstones, as Demonology does not generate any Soul Shards with their standard rotation.

Unholy Death Knight

Unholy Death Knights certainly take a hit during the fourth phase of the expansion when it comes to Single-Target Damage, however, they retain their monstrous capabilities in any AoE encounter. Of course, their damage output is also heavily reliant on the individual player’s skill and whether or not they acquire Shadowmourne. If played properly, they have the potential to rise up to the S-Tier once again, especially in Cleave-oriented encounters!

Even if their Single-Target damage output is similar to Frost Death Knights, their AoE potential clearly puts them in a league of their own when compared to Frost Death Knights. You can expect Unholy Death Knights to always dominate a Frost Death Knight in Cleave encounters thanks to Wandering Plague!

One of the biggest changes that come to Unholy Death Knights in Phase 4 is the complete transition from the new meta Dual-Wield Unholy to the standard 2-Handed Unholy build. This is mostly due to Shadowmourne but also due to the existence of the Sigil of the Hanged Man which forces players to use Scourge Strike in order to obtain the proc.

Keep in mind that Shadowmourne is extremely hard to acquire, meaning that you will need to have an entire guild dedicated to creating this legendary weapon if you want to acquire it.

The main issue that Death Knight encounters during this phase is their unimpressive item-set bonuses from their T10 Scourgelord’s Battlegear. They only receive a 10% damage increase for Scourge Strike and a measly 3% damage increase whenever all their runes are depleted. Those two bonuses are extremely weak when compared to the majority of the other DPS specializations that receive game-changing damage-enhancing buffs.

For players that are not aware yet of this change or simply forgot, Summon Gargoyle no longer takes into consideration the initial Haste Rating Snapshot but rather adjusts itself with each one of the Gargoyle’s attacks based on the current Haste Rating that you have. This means that Snapshotting remains redundant even in Phase 4 unless changes are made during the PTR period.

Wandering Plague along with Pestilence remain the most powerful AoE tools in an Unholy Death Knight’s possession, resulting in an almost complete domination of any Cleave situation. Their overall AoE is mostly comparable to Balance Druids, Retribution Paladins, Combat Rogues, Fire Mages, and Affliction Warlocks.

Besides their insane damage output, Unholy Death Knights will continue to provide powerful utility effects such as Ebon Plaguebringer. Death Knights are also incredibly valuable due to Death Grips’ many uses.

Frost Death Knight

Frost Death Knights remain pretty much in the same spot as in the previous phase, albeit with one major mention. Current sims show Frost having higher single-target DPS than Unholy, however, it completely loses when it comes to Unholy when it comes to Cleave situations. This is mostly due to a lack of tools when compared to Unholy’s Wandering Plague which results in massive damage.

Nonetheless, their Single-Target damage is quite insane once they manage to acquire the BiS items. The main issue with Frost Death Knights is that their damage is comparable to most of the other A-Tier and S-Tier specializations, fluctuating around the exact same damage output as many other DPS specializations. This removes any uniqueness from the specialization, with their main benefit being their Improved Icy Talons. This buff is extremely useful if you can’t bring any Enhancement Shamans to your raid, as the buff is mutually exclusive with Windfury Totem.

Just like with Unholy Death Knight, Frost Death Knight encounters the same issue during this phase with their unimpressive item-set bonuses from their T10 Scourgelord’s Battlegear. They only receive a 10% damage increase for Obliterate and a measly 3% damage increase whenever all their runes are depleted. Those two bonuses are extremely weak when compared to the majority of the other DPS specializations that receive overpowered damage-enhancing buffs.

Survival Hunter 

Survival Hunters find themselves in a weaker spot when compared to the previous phase of the expansion. This is mainly due to the abundance of Armor Penetration found in ICC, with Marksmanship Hunter surpassing Survival Hunter by quite a decent amount. While Marksmanship benefits more from Armor Penetration, Survival Hunter still manages to hold its own and maintain a good spot in the A-Tier. Trap Weaving now becomes a general standard for all the Hunter Specializations, albeit, Survival Hunter comes on top in this regard when compared to its brethren thanks to its special talents.

Another one of the important factors is the massively overpowered Ahn’Kahar Blood Hunter’s Battlegear. Both the 2-item set bonus and the 4-item set bonus provide a massive damage boost for both ourselves and our pets. The only issue with the T10 set is that its proc chances are quite low, with the 4-item set bonus coming in stronger in AoE encounters rather than Single-Target encounters. This is due to the fact that the proc itself can be triggered more easily if you have multiple Serpent Stings active.

The only downside of Survival Hunters is that it doesn’t bring any unique effects for the raid group. Replenishment is provided by other classes, Misdirection is provided by other any Hunters. While they might not provide any unique effects, Survival Hunters are very well known for their insane survivability with their insane stamina.

B-Tier

The B-Tier represents mediocre damage specializations. They are still considered viable, as they do a decent amount of damage, but they typically cannot compete with the A-tier specs on the damage meters. However, in many cases, they provide valuable raid buffs that make them worth bringing anyway, as their utility makes up for their deficiency in raw damage.

Elemental Shaman

Elemental Shamans see a steady growth compared to the last phase, climbing all the way to the top of the B Tier. Their damage output now exceeds Enhancement Shamans, albeit by a small amount. Since they retain most of the bonuses from the previous phases, including the reset for Fire Elemental Totem after every encounter. This is mostly due to the amazing item-set bonuses they receive from their T10 Frost Witch’s Regalia. The 4-item set bonus synergizes extremely well with the Phylactery of the Nameless Lich, granting them enough damage output to even outperform their Enhancement Brethren.

All of this is of course available, only once they reach their BiS gear, as their overall damage is extremely dependent on the current gear that they possess. Without the proper ICC gear setup, their overall damage falls on the mediocre side, with the trinkets and T10 set playing a huge role in their damage output capabilities.

Besides their great damage capabilities, they encounter the same issues with their utility abilities as they encountered during the previous phases of the expansion.

All of their utility effects can be replaced by other specializations. Elemental Oath won’t stack with a Balance Druid’s Moonkin Aura, and Totem of Wrath will get obliterated by Demonic Pact. However, Demonic Pact will be empowered by Totem of Wrath before it activates, meaning that their spell still brings in some utility.

Besides the effects that don’t stack, all the rest of their utility spells can be brought by either a Restoration Shaman or an Enhancement Shaman, meaning that the specialization doesn’t actually bring any unique benefit to the raid. This means that raid compositions will tend to prefer bringing Enhancement Shamans or Restoration Shamans instead.

Among the few reasons why raid compositions might prefer an Elemental Shaman instead of an Enhancement Shaman is their overall higher survivability, with Elemental Shamans having a higher armor value due to their shields.

Enhancement Shaman 

Enhancement Shamans see a decline in their performance when compared to the last phase of the expansion, although, we can certainly say that their damage is not the cause! With the major uniformization of the damage output across the board, a large majority of the mediocre classes have risen to unexpected heights. This resulted in a large amount of DPS specializations performing extremely well while also requiring far less skill than Enhancement Shamans.

While Enhancement Shamans and Spellhance Shamans have received massive damage boosts from the changes that occurred in the previous phases, their low survivability and high skill requirement have remained one of the major issues that make the specialization fluctuate in the DPS Tier List. They certainly have the ability to outperform more popular specializations such as Combat Rogue or Frost Death Knight, however, they require additional effort and quite a hefty amount of gear until they can manage to do so.

One thing Enhancement Shamans have really got going for them is their T10 Frost Witch’s Battlegear‘s item-set bonuses, which are extremely strong. Both their 2-item set bonus and 4-item set bonus provide massive damage-enhancing effects, with the 4-item set bonus providing a considerable Attack Power buff if their Maelstrom Weapon procs are consistent.

Apart from their damage, Enhancement brings two buffs to any raid composition, Windfury Totem and Unleashed Rage. These buffs aren’t unique to Enhancement though. Windfury Totem can be replaced by a Blood/Frost Death Knight’s Improved Icy Talons while Unleashed Rage can be replaced by Abomination’s Might and Trueshot Aura. However, as they can bring buffs that would require multiple raid spots to fulfill, Enhancement quickly became one of the favorite specializations for the top guilds.

As for the other utility effects that they can provide, the most impactful will be Bloodlust/Heroism, followed by Nature Resistance Totem, and Wrath of Air Totem

Destruction Warlock

Destruction Warlock finds itself in a surprising spot, especially as it’s known for its overall weak damage output. Thanks to the potent ICC caster items, Destruction Warlock finds itself in a position where it has comparable damage to Elemental Shaman and Enhancement Shaman. As multiple specializations have their damage output uniformized, Destruction Warlocks find themselves in a spot where both their Single-Target damage & Cleave damage are quite strong. The main issue that Destruction Warlocks face, especially when compared to the other Warlock specializations is the lack of of an execution tool. As such, their damage can fall short when compared to the S-tier and A-tier specializations.

Just like Affliction Warlocks and Demonology Warlocks, they can benefit from Dark Coven’s Regalia by Multi-Dotting any enemy in sight to proc the effect faster!

They retain the same utility spells (Ritual of SoulsCreate Soulstone, and Ritual of Summoning) and crowd-control as the other two Warlock Specializations, with Fear being just as useful for a few specific trash mobs. In addition to Fear, they can also use Shadowfury which can be used as a powerful crowd-control tool in Deathbringer Saurfang’s encounter. You may also use Shadowfury during multiple Cleave situations when you clear trash mobs, but the effect itself is quite inconsequential. Besides Replenishment and Shadowfury, Destruction Warlocks bring no unique effects whatsoever, rendering them the weakest of the three Warlock Specializations.

Assassination Rogue

Assassination Rogues find themselves in a weaker spot when compared to the previous phases of the expansion. As Armor Penetration becomes more abundant, their overall damage output shrinks when compared to their counterpart and the majority of the other physical damage dealers. However, this doesn’t mean that their overall damage is considerably weaker. Their overall damage output is on the high end of the damage meters, especially once they manage to get their hands on unique items such as Tiny Abomination in a Jar.

In terms of AoE damage, their output is considerably lower than their Combat Rogues counterpart. This is mainly due to the fact that Fan of Knives is mostly influenced by Armor Penetration, as it deals direct damage connected to your Weapon Damage.

Their utility is also lackluster as they only provide three raid tools, Tricks of the Trade, Distract, and Expose Armor. You could argue that their true utility comes in the form of Crowd-Control abilities, with many of them being functional on adds. One perfect example of this would be the trash mobs before Blood-Queen Lana’thel.

Arcane Mage

The Arcane Mage specialization finds itself in a weird spot when compared to the previous phases. It certainly has a large damage output, with the potential of overpowering even S-Tier specializations, however, it suffers from a general lack of mobility while also having major issues with mana management. The main issue with the specialization is that it manages to deal a large amount of damage in a very quick burst but it completely becomes OOM after roughly 20-30 seconds in the encounter. Even with Evocation and Mana Gems, the specialization is not sustainable in the long run and the lack of mobility lowers its overall damage in encounters where mobility is simply a crucial mechanic.

Besides their unreliable Single-Target Damage, Arcane Mages suffer from a notoriously low performance in AoE encounters, with the only reliable AoE that they have access to being Arcane Explosion. This ability generates a high amount of threat and makes them susceptible to being one-shot, as the ability itself has a low range which forces them to be right next to the mobs.

They have the same benefits from the T10 set, Bloodmage’s Regalia‘s item-set bonuses, however, their 2-item set bonus is considerably weaker for them when compared to a Fire Mage. This mostly happens due to the innate rotation of the specialization itself, even if Arcane Mage benefits more from Haste Rating than Fire Mage.

Apart from inconsistent damage, the specialization itself brings absolutely nothing in terms of utility for the raid. The only buff that they grant is a damage-enhancing effect, Arcane Empowerment. This, sadly, does not stack with Retribution Paladins Sanctified Retribution, so you only need one or the other. Since Retribution Paladins are one of the most useful specializations in the entirety of the expansion, you can expect Arcane Empowerment to be entirely useless unless all of your Retribution Paladins meet an untimely demise.

We might see a rise in popularity for the Arcane Mage specialization if Blizzard decides to tune its mana issues during the PTR of Phase 4. Until then, we can assume its performance will be entirely up to the respective player’s skill cap, and how lucky their RNG is.

C-Tier

The specializations that make up the C-Tier are on the weaker side of the DPS spectrum. They can still be considered viable, occasionally offering useful buffs and debuffs, and can very often be very fun to play. However, you aren’t likely to be in the top places of DPS meters with these specs, and you won’t have the easiest time finding a raid group, as they aren’t in high demand.

Blood Death Knight

Blood Death Knights find themselves in the same spot as the previous phase of the expansion, however, they will gain access to large amounts of Armor Penetration in Phase 4. With the hope that Blood Death Knights will retain their buffs to the Dancing Rune Weapon from the previous phase, their damage output based on current simulations seems to be on the upper echelon. Their damage output, if they manage to get enough Armor Penetration, can be seen as high C-Tier, with the potential of even being classified as low-end B-Tier.

The main issue that Death Knight encounters during this phase is their unimpressive item-set bonuses from their T10 Scourgelord’s Battlegear. They only receive a 10% damage increase for Scourge Strike and a measly 3% damage increase whenever all their runes are depleted. Those two bonuses are extremely weak when compared to the majority of the other DPS specializations that receive game-changing damage-enhancing buffs.

The main issue Blood Death Knights face, just like in the previous phase of the expansion, is the lack of utility buffs that they can provide. The first buff, Abomination’s Might, is easily replaceable by Trueshot Aura or Unleashed Rage. Since the majority of raid compositions will prefer an Enhancement Shaman or a Marksmanship Hunter, you will have a tough time finding a raid group. The second buff that they provide is actually unique and can’t be granted by any other classes, namely Unholy Frenzy. The issue with Unholy Frenzy is that you will sacrifice a DPS spot for a simple potential damage increase for your main Physical DPS. This means that Blood Death Knights take on a more supportive role as they are often chosen just for this effect. Furthermore, you can also gain the same effect from a Blood Death Knight Tank if you tweak their builds a bit.

Beast Mastery Hunter

Compared to the previous phases of the expansion, Beast Mastery Hunters finally become playable. In this phase, the abundance of Armor Penetration increases their overall damage by a great amount while the T10 set vastly improves their pet’s damage. However, their damage output remains subpar when compared to the majority of the other DPS specializations, with only Arms Warriors and Blood Death Knights being similar to them.

The Ahn’Kahar Blood Hunter’s Battlegear set will also increase your overall damage when you manage to activate the 2-item set bonus, however, your damage output will be very low until you manage to activate it.

Besides the strong 2-set bonus, Beast Mastery Hunters have nothing going on for them, as their utility is completely replaced by the other Hunter Specializations and their damage-enhancing buff, Ferocious Inspiration, is simply replaced by an Arcane Mage’s Arcane Empowerment and Retribution Paladin’s Sanctified Retribution.

Arms Warrior

Arms Warriors, sadly, won’t be desired in the fourth phase of the expansion. While Arms Warriors can benefit from the abundance of Armor Penetration in ICC, the specialization is simply completely overshadowed by their counterpart, the Fury Warriors. Furthermore, their utility effects such as healing reduction from Mortal Strike and increased bleed damage from Trauma are provided by effects such as Wound Poison VII and Mangle (Cat).

Unlike the previous phase of the expansion, they find themselves in the C-Tier due to the abundance of Armor Penetration which makes their damage output close to BM Hunter & Blood Death Knight. However, they are more of a “meme” specialization, with 99% of warriors preferring the Fury Specialization due to its overall better gameplay and far better damage output.

D-Tier

Simply put, specs in the D-tier are considered to be not viable. They can be fun to play, but you will struggle to get invited to raids when playing one of these, and you may even find yourself getting kicked from groups, as your damage will be really bad.

Subtlety Rogue

Subtlety Rogue is designed around PvP content as it has no long-term impactful Single-Target damage output while also lacking any form of Cleave Damage. You might argue that Subtlety Rogues provide a decent damage output by using the extremely powerful ICC items, however, their damage is completely subpar.

Frost Mage

Just like in the previous phases, Frost Mage was designed for PvP content. Even so, a dedicated community of Frost Mages has made several attempts at making the specialization viable for PvE content. As such, several ways to enhance Frost Mage’s damage have been discovered, albeit, with no real success in generating comparable damage to the rest of the specializations. As their damage is completely subpar to the other Mage Specializations, you will only want to use this specialization if you want to enjoy an “Ice Master” fantasy.

s tier dps rankingsWow Mage Icon
Fire Mage
WoW Druid Icon
Feral Druid
Wow Warlock Icon
Aff Warlock
WoW Warrior Icon
Fury Warrior
WoW Priest Icon
Shadow Priest
WoW Paladin Icon
Ret Paladin



a tier dps rankingsWoW Hunter Icon
Survival Hunter
WoW Hunter Icon
MM Hunter
WoW Druid Icon
Balance Druid
WoW Rogue Icon
Combat Rogue
Wow Warlock Icon
Demo Warlock
WoW Death Knight Icon
Unholy DK
WoW Death Knight Icon
Frost DK

b tier dps rankingsWoW Rogue Icon
Assassin Rogue
WoW Shaman Icon
Ele Shaman
WoW Shaman Icon
Enh Shaman
WoW Death Knight Icon
Blood DK
Wow Warlock Icon
Destro Warlock
Wow Mage Icon
Arcane Mage

c tier dps rankingsWoW Hunter Icon
BM Hunter
WoW Warrior Icon
Arms Warrior


d tier dps rankingsWoW Rogue Icon
Subtlety Rogue
Wow Mage Icon
Frost Mage

  1. Fire Mage (S-Tier)
  2. Feral Druid (S-Tier)
  3. Fury Warrior (S-Tier)
  4. Affliction Warlock (S-Tier)
  5. Shadow Priest (S-Tier)
  6. Retribution Paladin (S-Tier)
  7. Survival Hunter (A-Tier)
  8. Marksmanship Hunter (A-Tier)
  9. Balance Druid (A-Tier)
  10. Combat Rogue (A-Tier)
  11. Demonology Warlock (A-Tier)
  12. Unholy Death Knight (A-Tier)
  13. Frost Death Knight (A-Tier)
  14. Assassination Rogue (B-Tier)
  15. Elemental Shaman (B-Tier)
  16. Enhancement Shaman (B-Tier)
  17. Blood Death Knight (B-Tier)
  18. Destruction Warlock (B-Tier)
  19. Arcane Mage (B-Tier)
  20. Beast Mastery Hunter (C-Tier)
  21. Arms Warrior (C-Tier)
  22. Subtlety Rogue (D-Tier)
  23. Frost Mage (D-Tier)

The last phase of Wrath of the Lich King sees the introduction of a small raid in addition to the popular Icecrown Citadel: the Ruby Sanctum. The raid features one of the deadliest offspring of Sinestra, the Twilight Destroyer, Halion. While the raid itself is small, with only 4 bosses, 3 of which are mini-bosses, Halion the Twilight Destroyer proves itself to be a difficult fight, especially in a 25-man Heroic setting.

Phase 5 is a small addition to the overall changes that occurred in Phase 4, with the Ruby Sanctum offering a small yet very powerful loot table. Most specializations display the same performance that they did in Phase 4 while others manage to considerably elevate their status through powerful trinkets such as the Sharpened Twilight Scale or the Charred Twilight Scale.

This DPS Ranking list is a rough estimate based on the changes that occurred in Phase 5 and the overall performance displayed by various players on Warcraftlogs. Due to the Human Error component and the individual player skill involved in high-end PvE content, Tier S through B is highly relative, with only a few select specializations ranking higher than the other specializations based on the currently available information.

S-Tier

The S-Tier represents the most powerful classes in the current meta – those with the highest damage and utility. These specializations are usually recruited in larger numbers due to their outstanding performance. With Icecrown Citadel offering a good balance between Single-Target fights and AoE fights, the S-Tier specializations are capable of performing extremely well in both situations in terms of pure damage output while also providing a great amount of utility.

Fire Mage

Fire Mage’s performance is further increased as Phase 5 is released, becoming the highest damage dealer specialization even as Halion threatens to destroy everything. Fire Mage can acquire 3 powerful items from the Ruby Sanctum, with the Cloak of Burning Dusk being the strongest addition to your P4 set. While the Charred Twilight Scale is a great addition in theory, it’s slightly out-damaged by the Dislodged Foreign Object by a slight amount.

Fire Mage excels in both AoE and Single-Target Damage, having strong points in every single encounter of the Ruby Sanctum. For Halion, the Fire Mage will mainly stay outside the Twilight Realm, dealing extremely high damage to Halion and consistent AoE Damage to the Embers and Inferno adds that spawn. Even though the elementals themselves are Fire Elementals, Fire Mages can still apply Living Bomb to deal massive amounts of damage while also using Flamestrike and Arcane Explosion to quickly deal with the small adds.

Feral Druid

Feral Druid solidifies its place on the ranking list even further with the arrival of the Ruby Sanctum. Items such as the Umbrage Armbands and the Sharpened Twilight Scale improve Feral’s already outstanding performance placing it on top of the damage meters in most encounters. The damage is on par with Fire Mage on the majority of the encounters, with some exceptions in which a Feral Druid manages to out-damage a Fire Mage thanks to Unholy Frenzy.

As for the Ruby Sanctum raid itself, Feral Druid is one of the strongest damage dealers, having one of the best Single-Target Damage outputs. The only encounter where Feral Druid has a low amount of downtime in terms of damage output is the Saviana Ragefire fight where the boss can’t be damaged by Melee DPS whilst it’s airborne.

The main issue that Feral Druid encounters in the Ruby Sanctum is the lack of AoE Damage as its only reliable AoE tool is Swipe (Cat). Thankfully, since Feral Druid is a Melee DPS specialization, it will spend 75% of the Halion encounter’s duration in the Twilight Realm. This means that on the 25-man Heroic version of the encounter, they will only have to deal AoE Damage to the Embers and Inferno that spawn in the “Real World” for only a quarter of the fight’s duration as they can safely focus on Single-Target Damage in the Twilight Realm.

Additionally, just like with the other two Druid Specializations, Feral Druids provide massive utility. The Rebirth spell is especially used in the Halion encounter and can redeem players who die because of the Twilight Cutter, Fiery Combustion, or Soul Consumption.

Fury Warrior

Fury Warrior reaches its true potential as Halion allows them to finally get the best trinket they can acquire, the Sharpened Twilight Scale. Thanks to this item, their DPS output is significantly improved, allowing them to also shift some of their other gear slots. Their damage output increases in both ICC and the Ruby Sanctum, with their performance being significantly better in the former.

In the Ruby Sanctum, Fury Warriors are great at dealing Single-Target Damage, generating one of the highest outputs tying them close to other S-Tier specializations. While they are extremely good at dealing AoE Damage as well, the main issue with Fury Warriors is that they will spend up to 75% of the Halion’s encounter duration in the Twilight Realm. This means that they will barely manage to use their Cleave on the Ember and Inferno adds in the 25-man Heroic version of the fight.

They also suffer from the same plight as all other Melee DPS specializations, with the Saviana Ragefire fight being troublesome due to the airborne phase.

Affliction Warlock

Affliction Warlock remains a powerhouse in Phase 5, with the Ruby Sanctum providing some worthwhile upgrades to their gear. Their overall damage doesn’t change from Phase 4, with their DPS output gaining a slight improvement thanks to the Cloak of Burning Dusk and Bracers of Fiery Night. While they can also use the Charred Twilight Scale, the Dislodged Foreign Object proves itself to remain the better option by a slight amount.

In the Ruby Sanctum, their damage output is slightly lower due to a lack of targets for Multi-Dotting. They also suffer from the fact that the Embers and Inferno adds have a relatively low health pool in the Halion 25-man Heroic encounter. As such, they often don’t have time to multi-dot their targets efficiently, having to resort to Seed of Corruption for the small adds.

While their Multi-Dotting capacity is reduced, their Single-Target Damage remains one of the highest among the Ranged DPS thanks to their powerful execution tool.

Their overall utility remains the same, with Soulstones playing a special role in case there is any unfortunate death caused by the Twilight Cutter, Fiery Combustion, or Soul Consumption in the Halion encounter.

Shadow Priest

Shadow Priests have their already astonishing performance improved by the arrival of Halion. This is due to the Cloak of Burning Dusk, Bracers of Fiery Night, and Charred Twilight Scale which help Shadow Priest reach its true potential. While the damage boost is not colossal, the overall performance is visibly improved.

In the Ruby Sanctum, Shadow Priests excel at both Single-Target Damage and AoE Damage, with the only issue they encounter being the low health of the adds during the 25-man Heroic version of Halion. Due to the low HP that Embers have, their only reliable way of DPS-ing them is Mind Sear, leaving them unable to Multi-Dot. However, their Single-Target Damage combined with Mind Sear is simply enough to outweigh the Multi-Dotting issue.

While a Shadow Priest’s utility is extremely useful in Icecrown Citadel, with Dispersion being a very powerful spell, a Shadow Priest’s utility is slightly restricted in the Ruby Sanctum. The most powerful utility ability that a Shadow Priest can bring in the Ruby Sanctum is Fear Ward which is useful for one of the mini-bosses. Vampiric Embrace, Vampiric Touch, and Misery retain their powerful utility tools status, however, Dispersion will be entirely useless.

Retribution Paladin

Retribution Paladins retain their S-Tier spot in Phase 5 thanks to their exceptional damage output in both Single-Target and AoE scenarios and their overall great utility. While other specializations perform better in terms of pure raw damage compared to Retribution Paladins, their overall huge utility solidifies their S-Tier spot.

While other specializations simply increase their overall stats with items from the Ruby Sanctum that have similar stats with their previous BiS options, Retribution Paladins can now play the Armor Penetration variant of their build thanks to the Sharpened Twilight Scale.

Their overall performance is greatly improved in Icecrown Citadel, however, their overall damage is quite low when compared to other S-Tier specializations in the Ruby Sanctum. While Retribution Paladin has great cleave, it shares the main issue that other Melee DPS Specializations have, the fact that it gets stuck in the Twilight Realm for 75% of the Halion encounter.

A-Tier

The A-Tier represents strong DPS specializations that offer a great amount of damage and utility, but don’t offer the best possible damage output. They will be found in almost every raid group and it will be common to see more than one of each. The A-Tier specializations in Phase 4 will have a very similar damage output to the S-Tier specializations, with individual skill playing a big part in the overall performance of each specialization.

Survival Hunter 

Survival Hunters are even better in Phase 5, all thanks to their insane AoE capabilities. While their damage is mainly magical, they benefit from Armor Penetration just as well as Marksmanship Hunters, meaning that the Sharpened Twilight Scale improves their already strong damage.

In terms of raw damage output, they are very similar to Marksmanship Hunters, however, they have the upper hand in the Ruby Sanctum. Since Hunters will mainly stay outside the Twilight Realm, Survival Hunter has the upper hand against Ember and Inferno adds thanks to its empowered Explosive Trap. In terms of Single-Target damage, it has the potential to overshadow Marksmanship if played properly.

Survival Hunter has two main issues in the Ruby Sanctum. The first issue is that Sniper Training is hard to maintain properly in the Twilight realm due to the Twilight Cutter. This means that Survival has a lower damage output in the second phase of the fight. The second issue that Survival Hunter has is that it doesn’t bring any unique utility tools, with all of its effects being easily replaceable by other classes. Furthermore, your raid group may suffer from the lack of a second Misdirection if you only have a single Survival Hunter in the group, as opposed to a single Marksmanship Hunter who can use it twice.

Marksmanship Hunter

Marksmanship Hunters receive minor improvements to their overall performance thanks to the additional Armor Penetration in Phase 5, however, their damage remains fairly similar to the P4 damage output with many of the other specializations outscaling them. Due to the way other specializations receive better damage boosts, their position drops from S-Tier to A-Tier. The Sharpened Twilight Scale is a great addition to their gear sets, however, it won’t drastically improve their overall performance if they already had a set close to the Armor Penetration cap.

Marksmanship Hunters have great Single-Target Damage often having the same damage output or even surpassing their Survival counterpart, however, their AoE Damage is significantly lower. In the Ruby Sanctum, they should focus as much as possible on dealing Single-Target Damage on Halion and the Inferno add. As a Marksmanship Hunter, you should always let the small pack of Embers be dealt with by your caster group, as they can dispatch it faster.

In terms of utility, they bring the same utility as they’ve always had, with the most impactful being the Misdirection reset by using Readiness and Trueshot Aura.

Balance Druid

Balance Druids largely remain in the same spot on the tier list with the arrival of Phase 5. This is mostly because they don’t necessarily receive huge improvements through gear changes, with the most powerful item, Charred Twilight Scale, from the Ruby Sanctum being outperformed by the Dislodged Foreign Object.

As such, they receive minor improvements by acquiring Cloak of Burning Dusk and Bracers of Fiery Night which slightly increase their overall performance in ICC. In the Ruby sanctum, their AoE capabilities are amazing at dealing with the small Ember adds that spawn outside the Twilight Realm during the 25-man Heroic version of the raid. However, their Single-Target performance is mostly impaired by the Twilight Cutter in the Twilight Realm due to their static nature.

Additionally, just like with the other two Druid Specializations, Balance Druids provide massive utility. Among their utility effects, two are extremely potent: The first one, Rebirth, is especially used in the Halion encounter and can redeem players who die because of the Twilight Cutter, Fiery Combustion, or Soul Consumption. The second one, Improved Faerie Fire, enhances all other casters’ Hit Rating.

Combat Rogue

Combat Rogues have a significantly better performance in Phase 5 as they can finally reach the Armor Penetration cap! Thanks to the Sharpened Twilight Scale both their Single-Target Damage and their AoE Damage get significantly improved.

In the Ruby Sanctum, they are mostly tasked with sitting in the Twilight Realm, however, their insane AoE damage from Fan of Knives is one of the preferred ways of getting rid of Ember adds in the 25-man Heroic version of the raid. Just like with all the Melee DPS Specializations, they also perform poorly in the Saviana Ragefire fight due to the airborne phase.

In terms of utility, they continue bringing the vital Savage Combat debuff for all other Physical Damage Dealers to benefit from along with the rest of their crowd control tools.

Demonology Warlock

Same as the last 2 phases of the expansion, Demonology retains its spot as one of the peak supportive DPS Specializations all thanks to the Demonic Pact effect. However, as we all know, both the Single-Target and AoE damage output of the Demonology Warlock is nothing to scoff at. They are especially effective in close quarters thanks to Metamorphosis & Immolation Aura, providing a solid amount of AoE Damage.

Same as with the other Warlock Specializations, Demonology will not benefit from the Charred Twilight Scale as the Dislodged Foreign Object proves itself to remain the better option. As such, the Cloak of Burning Dusk and Bracers of Fiery Night are the only viable upgrades that enhance a Demonology’s Warlock performance slightly compared to Phase 4.

The main issue that Demonology Warlock has in the Ruby Sanctum can be seen in the 25-man Heroic version of the raid, where adds spawn outside the Twilight Realm. The issue is that Demonology Warlock has a limited AoE burst while Metamorphosis is active, meaning that the only way to maximize their damage output is by timing Metamorphosis when the first set of adds spawns. This can be very limiting and since the fight duration won’t be long enough for two Metamorphosis casts, its use depends entirely on how strong your group is.

Their overall utility remains the same besides Demonic Pact, with Soulstones playing a special role in case there is any unfortunate death caused by the Twilight Cutter, Fiery Combustion, or Soul Consumption in the Halion encounter.

Unholy Death Knight

Unholy Death Knight finds itself in the same spot as it did in Phase 4, gaining a few improvements in Phase 5 in terms of Armor Penetration. While it’s impossible to achieve the Armor Penetration cap, every additional point increases its overall performance, both in Single-Target Damage and AoE Damage. As such, items such as the Sharpened Twilight Scale and the Penumbra Pendant brought by Halion’s defeat increase its overall performance considerably.

In the Ruby Sanctum, Unholy Death Knight produces a vastly higher damage output than its Frost and Blood cousins, with its AoE capabilities truly shining the 25-man Heroic version of the raid. The majority of its damage comes from its AoE damage output, meaning that in the normal version of the raid, its overall damage is reduced.

It suffers from the same issue as all other Melee DPS Specializations, having a much lesser performance in the Saviana Ragefire mini-boss encounter.

Frost Death Knight

Frost Death Knight finds itself in the precise same spot as in the last phase of the expansion, with its performance slightly improved by the new Armor Penetration items brought by Halion’s defeat. In terms of overall performance, Frost Death Knights have great Single-Target Damage when played properly, with a rather weak AoE damage output by comparison.

In Icecrown Citadel, its overall performance is among the top DPS Specializations, however, the situation is rather different in the Ruby Sanctum. Since its gameplay is heavily reliant on proc effects, its performance is very reliant on RNG. As such, depending on Rime procs, it can either deal massive amounts of damage to the Living Embers or it can find itself short on the required runes to even cast it. Since the Living Ember adds in the 25-man version of the raid don’t have high health pools, proper timing and rune management are required if a Frost Death Knight hopes to get a chance to damage them properly.

While Frost Death Knight has great Single-Target Damage, its overall performance, including the AoE Damage part in a 25-man Heroic encounter will be entirely dependent on the player’s skill and proper resource management.

In terms of utility, Frost Death Knights will still bring the invaluable Improved Icy Talons, providing much-needed Haste in case there is no Shaman available in the raid to use Windfury Totem.

B-Tier

The B-Tier represents mediocre damage specializations. They are still considered viable, as they do a decent amount of damage, but they typically cannot compete with the A-tier specs on the damage meters. However, in many cases, they provide valuable raid buffs that make them worth bringing anyway, as their utility makes up for their deficiency in raw damage.

Assassination Rogue

Assassination Rogue finds itself at the top of the B-Tier list in the last phase, having both good Single-Target Damage and AoE Damage. In terms of overall damage, the specialization is very close in performance to Combat Rogue, with Combat outshining it by a slight amount. Assassination Rogue is known to benefit less from Armor Penetration since it relies more on poison damage, the Sharpened Twilight Scale will replace the Tiny Abomination in a Jar. While it might seem unnatural to do so, Assassination Rogue greatly improves its performance by doing so, benefiting from the Attack Power proc.

As such, its overall performance greatly improves in Icecrown Citadel, both in terms of Single-Target Damage and AoE Damage thanks to the Ruby Sanctum items.

In Ruby Sanctum, Assassination Rogue finds itself in the middle of the roster, with decently high Single-Target and AoE Damage. Its performance is very similar to Combat Rogue, Frost Death Knight, and Unholy Death Knight, producing a similar damage output. Assassination Rogue spends most of its time in the Twilight Realm during the Halion encounter.

Elemental Shaman

Elemental Shamans find themselves in a slightly weaker spot than they were in Phase 4, with Phase 5 bringing slight improvements to their overall performance. While multiple items from the Ruby Sanctum can benefit an Elemental Shaman, its damage output is not necessarily significantly improved.

The main issue that Elemental Shamans face is their static gameplay, with the Twilight Realm second phase severely limiting their damage output. Luckily, they will spend most of the fight outside it, meaning that they only have to worry about meteors and Fiery Combustion.

While Elemental Shaman’s Single-Target damage can be viewed as mediocre when compared to other caster specializations, its AoE damage truly shines in the 25-man Heroic version of the raid, where Embers and Inferno adds spawn outside the Twilight Realm.

In terms of utility, Elemental Shaman brings a vast variety of useful tools, however, it retains the same issue it had in Phase 4. All of its utility effects can be replaced by other specializations.

Enhancement Shaman 

Among all the Damage Specializations, Enhancement Shaman has the highest amount of versatility in the builds it can create with the arrival of Phase 5. Since Enhancement Shaman can be played both as Spellhance and Windfury (Normal Enhancement), its damage output varies depending on the build. Nonetheless, it finds itself in the same position as it previously did in Phase 4 on the tier list, with its overall damage output being slightly improved on all possible builds.

Its overall performance is slightly improved in Icecrown Citadel, however, its damage output heavily depends on the encounter itself. In the Ruby Sanctum Enhancement Shaman can deal great Single-Target Damage and AoE Damage, meaning it won’t have any issues with the adds that spawn during the 25-man heroic version of the raid. The specialization itself is one of the few that can be played both in the Twilight Realm and outside it since it can deal burst AoE damage fairly quickly.

In terms of utility, Enhancement Shaman brings a vast variety of useful tools, however, it shares the same issue that Elemental Shaman has. All of its utility effects can be replaced by other specializations.

Blood Death Knight

Blood Death Knights benefit from a huge change of scenery as Phase 5 arrives. Their damage output further ramps up thanks to all the new Armor Penetration available from Sharpened Twilight Scale and Penumbra Pendant. While their damage output is certainly impressive thanks to all the additional Armor Penetration, they significantly suffer from the fact that they will always have to use Unholy Frenzy on the A-Tier and S-Tier Physical Damage dealers. Without the buff used on themselves, their damage output can only be considered B-Tier in the most favorable conditions. If they manage to use the buff on themselves, their damage output can easily be considered worthy of the middle parts of the A-Tier.

In the Ruby Sanctum, their overall damage is far better in terms of Single-Target Damage as opposed to AoE Damage since adds have low health pools. Since they will spend the majority of their time in the Twilight Realm, this is not necessarily an issue. Blood Death Knights are mostly used in the Ruby Sanctum as a support role for their Unholy Frenzy to buff Feral Druids, Fury Warriors, Combat Rogues, and Marksmanship Hunters.

Destruction Warlock

Destruction Warlock is sadly in the same spot as it found itself during Phase 4, with Phase 5 barely improving anything in terms of raw performance. The specialization has the same issues it encountered in Phase 4, the main one being a serious lack of impactful AoE damage. Additionally, the specialization also lacks the execution tools available for the other two Warlock Specializations, meaning that its damage output is considerably harder to scale as the fight progresses.

In the Ruby Sanctum, Destruction Warlock brings a mediocre Single-Target damage output that is easily beaten by all the other DPS specializations above it in the tier list. Furthermore, since it lacks a solid form of AoE Damage, it can barely aid the group with the Ember adds that spawn in the 25-man Heroic version of the raid.

The only unique effect that they bring which is useful for the 25-man Heroic version of the raid is Shadowfury. Since it affects Embers, it can be used to protect your caster group and kill the group of adds more efficiently. The rest of their overall utility remains the same, with Soulstones playing a special role in case there is any unfortunate death caused by the Twilight Cutter, Fiery Combustion, or Soul Consumption in the Halion encounter. It encounters the same issue as with all the low-tier specializations where unique effects such as Replenishment are instantly replaced by better specializations such as Retribution Paladin or Shadow Priest.

Arcane Mage

Arcane Mage is in the same position in Phase 5 as it found itself in Phase 4. While it technically receives a huge buff by acquiring the Cloak of Burning Dusk and the Charred Twilight Scale, it still experiences huge mana management issues. Furthermore, while it does have amazing Single-Target damage output in short bursts, the majority of the other caster specializations can simply provide a similar damage output with a substantially reduced risk of ever going OoM.

Additionally, all the unique buffs that Arcane Mage may provide are simply replaceable by better specializations such as Retribution Paladin.

There is not much more to add about Arcane Mage, as Fire Mage truly outshines it in every possible way.

C-Tier

The specializations that make up the C-Tier are on the weaker side of the DPS spectrum. They can still be considered viable, occasionally offering useful buffs and debuffs, and can very often be very fun to play. However, you aren’t likely to be in the top places of DPS meters with these specs, and you won’t have the easiest time finding a raid group, as they aren’t in high demand.

Beast Mastery Hunter

Beast Mastery Hunter becomes a bit stronger with the release of the Ruby Sanctum, however, it finds itself in a very similar position. Whilst they can boost their overall damage with the Sharpened Twilight Scale, their damage output is still considered one of the lowest among all the DPS Specializations. They don’t offer any specific bonuses, with all their utility being completely overwritten by Arcane Mages and Retribution Paladins.

Furthermore, the other two Hunter DPS Specializations entirely overshadow them, with Beast Mastery Hunter lacking the Single-Target Damage potential of the Marksmanship Hunter and the AoE Damage potential of the Survival Hunter. While they can still make use of Explosive Trap to damage the Embers and Inferno adds outside the Twilight Realm in the Halion 25-man Heroic encounter, their sub-par Single-Target Damage will heavily make the other two Hunter specializations shine in comparison.

Arms Warrior

Arms Warrior is in a weird spot, once again. The new Armor Penetration items that can be acquired from the Ruby Sanctum increase its overall damage output by a decent amount, however, it truly pales when compared to the other Melee DPS Specializations. Simply put, from a DPS output perspective without considering any of the other utility effects, you are better off stacking multiple other Melee DPS Specializations than getting an Arms Warrior.

It also doesn’t help with how all of their special utility effects can be replaced by Retribution Paladins, Combat Rogues, and Feral Druids, with all of the three specializations being vastly more popular and powerful.

While their damage output is decent in ICC, in the Ruby Sanctum, their performance is below average. This is mainly because of their sub-par Single-Target damage and their long cooldowns for AoE abilities. They also spend 75% of the entire Halion fight in the Twilight Realm, meaning they can’t aid with the Embers and Infernos that spawn outside of it unless specifically placed there.

D-Tier

Simply put, specs in the D-tier are considered to be not viable. They can be fun to play, but you will struggle to get invited to raids when playing one of these, and you may even find yourself getting kicked from groups, as your damage will be really bad.

Subtlety Rogue

Subtlety Rogue is designed around PvP content as it has no long-term impactful Single-Target damage output while also lacking any form of Cleave Damage. You might argue that Subtlety Rogues provide a decent damage output by using the extremely powerful ICC items, however, their damage is completely subpar.

Frost Mage

Just like in the previous phases, Frost Mage was designed for PvP content. Even so, a dedicated community of Frost Mages has made several attempts at making the specialization viable for PvE content. As such, several ways to enhance Frost Mage’s damage have been discovered, albeit, with no real success in generating comparable damage to the rest of the specializations. As their damage is completely subpar to the other Mage Specializations, you will only want to use this specialization if you want to enjoy an “Ice Master” fantasy.

TBC DPS Rankings

Furious Furious • Updated June 1, 2025

Here you can find the DPS rankings for World of Warcraft The Burning Crusade. These rankings are based upon in game data recordings from multiple raids provided by warcraftlogs.com.

Phase 1

This raid tier includes Karazhan, Gruul’s Lair, and Magtheridon’s Lair and represents a snapshot of the end of phase 1 in TBC Classic.

Karazhan DPS Rankings

Class Spec DPS DPS %
Mage Arcane 1,835.58 100.00%
Warlock Destruction 1,410.39 76.84%
Warrior Fury 1,384.48 75.42%
Mage Fire 1,382.63 75.32%
Hunter Beast Mastery 1,377.76 75.06%
Warlock Demonology 1,328.34 72.37%
Shaman Elemental 1,305.88 71.14%
Warlock Affliction 1,244.07 67.78%
Hunter Survival 1,238.77 67.49%
Warrior Arms 1,184.66 64.54%
Shaman Enhancement 1,167.01 63.58%
Paladin Retribution 1,143.36 62.29%
Mage Frost 1,133.77 61.77%
Rogue Combat 1,127.72 61.44%
Priest Shadow 1,123.12 61.19%
Druid Feral 1,094.50 59.63%
Druid Balance 1,087.86 59.27%
Hunter Marksmanship 1,067.17 58.14%
Rogue Assassination 909.98 49.57%
Rogue Subtlety 834.03 45.44%

 

Gruul’s Lair/Magtheridon’s Lair DPS Rankings

Class Spec DPS DPS %
Hunter Beast Mastery 1,464.96 100.00%
Hunter Survival 1,449.57 98.95%
Mage Arcane 1,409.82 96.24%
Warlock Destruction 1,403.12 95.78%
Warlock Demonology 1,324.79 90.43%
Warrior Fury 1,295.10 88.41%
Mage Fire 1,248.90 85.25%
Warrior Arms 1,232.03 84.10%
Priest Shadow 1,230.44 83.99%
Warlock Affliction 1,229.49 83.93%
Shaman Elemental 1,223.92 83.55%
Paladin Retribution 1,172.88 80.06%
Shaman Enhancement 1,163.38 79.41%
Rogue Combat 1,151.01 78.57%
Druid Feral 1,122.98 76.66%
Hunter Marksmanship 1,108.39 75.66%
Druid Balance 1,091.25 74.49%
Mage Frost 1,021.63 69.74%
Rogue Assassination 942.64 64.35%
Rogue Subtlety 827.61 56.49%

 

Phase 2

This raid tier includes Serpentshrine Cavern and Tempest Keep (The Eye) and has been updated for phase 2 in TBC Classic. Phase 2 released on September 16th 2021.

Class Spec DPS DPS %
Hunter Beast Mastery 1,964.47 100.00%
Warrior Fury 1,926.13 98.05%
Warlock Destruction 1,920.37 97.76%
Mage Arcane 1,878.50 95.62%
Paladin Retribution 1,848.87 94.12%
Hunter Survival 1,839.96 93.66%
Rogue Combat 1,811.86 92.23%
Warrior Arms 1,784.78 90.85%
Druid Feral 1,780.29 90.62%
Warlock Affliction 1,760.71 89.63%
Warlock Demonology 1,746.08 88.88%
Shaman Enhancement 1,718.18 87.46%
Mage Fire 1,664.57 84.73%
Hunter Marksmanship 1,562.86 79.56%
Rogue Assassination 1,550.94 78.95%
Druid Balance 1,469.62 74.81%
Mage Frost 1,436.51 73.12%
Shaman Elemental 1,368.07 69.64%
Priest Shadow 1,324.01 67.40%
Rogue Subtlety 1,175.89 59.86%
Warrior Gladiator 702.64 35.77%

 

Phase 3

This raid tier includes Hyjal Summit and Black Temple. Phase 3 was released on 2 separate days: January 17th and January 27th.

Class Spec DPS DPS %
Warrior Fury 2,212.44 100.00%
Warlock Destruction 2,135.57 96.53%
Rogue Combat 2,083.66 94.18%
Hunter Beast Mastery 2,047.00 92.52%
Warrior Arms 1,881.08 85.02%
Warlock Demonology 1,857.65 83.96%
Mage Arcane 1,853.46 83.77%
Paladin Retribution 1,814.58 82.02%
Shaman Enhancement 1,760.21 79.56%
Warlock Affliction 1,755.91 79.37%
Hunter Survival 1,700.67 76.87%
Druid Feral 1,683.78 76.11%
Rogue Assassination 1,676.67 75.78%
Hunter Marksmanship 1,675.76 75.74%
Mage Fire 1,645.01 74.35%
Rogue Subtlety 1,474.67 66.65%
Druid Balance 1,465.13 66.22%
Shaman Elemental 1,441.05 65.13%
Mage Frost 1,421.75 64.26%
Priest Shadow 1,324.91 59.88%

 

Phase 4

This raid tier includes Zul’Aman. Phase 4 was released on March 22nd.

Class Spec DPS DPS %
Mage Arcane 1,747.61 100%
Warlock Destruction 1,690.54 96.73%
Hunter Beast Mastery 1,633.52 93.47%
Hunter Survival 1,549.75 88.68%
Warrior Fury 1,547.81 88.57%
Rogue Combat 1,525.11 87.27%
Warlock Affliction 1,520.69 87.02%
Mage Fire 1,505.98 86.17%
Paladin Retribution 1,492.09 85.38%
Warlock Demonology 1,471.62 84.21%
Warrior Arms 1,423.69 81.46%
Hunter Marksmanship 1,400.45 80.14%
Shaman Elemental 1,392.18 79.66%
Shaman Enhancement 1,377.78 78.84%
Druid Balance 1,311.41 75.04%
Priest Shadow 1,292.67 73.97%
Rogue Assassination 1,273.59 72.88%
Mage Frost 1,271.84 72.78%
Druid Feral 1,196.17 68.45%
Rogue Subtlety 1,159.29 66.34%