wowfu

Raid & dungeon planner

The group that gets the most out of an instance: simulated throughput, the buffs members bring each other, and answers to every boss's mechanics — plus where the group should change between bosses.

Razorfen Downs· 5 players · level 39 · 1 tank, 1 healer, 3 damage

Members are valued with the level-40 presets (nearest to the instance level 39); abilities are those learned by level 39.

Tank · 1

  • Feral (Bear) Druid121 TPS93% of best
    Night Elf / Tauren
    Fire resistanceNature resistanceFrost resistanceShadow resistanceArcane resistanceTauntCure PoisonAoE damageCrowd controlBattle resurrectionRemove Curse

Healer · 1

  • Restoration Shaman184 HPS100% of best
    Dwarf / Windshaper Skyborne
    InterruptAoE damagePurge enemy buffsCure PoisonFear immunity / wardCure DiseaseFrost resistanceFire resistanceNature resistance

Damage · 3

  • Survival Hunter152 DPS89% of best
    Human / Windshaper Skyborne
    AoE damageCrowd control
  • Fury Warrior141 DPS83% of best
    Human / Windshaper Skyborne
    AoE damageTauntInterrupt
  • Arms Warrior125 DPS73% of best
    High Order Skyborne / Troll
    AoE damageTauntInterrupt

What the group brings each other

Buffs, totems, aurasMark of the Wild· Feral (Bear) DruidLeader of the Pack· Feral (Bear) DruidStrength of Earth Totem· Restoration ShamanMana Spring Totem· Restoration ShamanBattle Shout· Fury Warrior, Arms WarriorWindfury Totem· Restoration Shaman
On the bossFaerie Fire· Feral (Bear) DruidSunder Armor· Fury Warrior, Arms WarriorHunter's Mark· Survival Hunter

Each effect is valued by simulating every member with and without it (magnitudes from Forever spell data or tooltips). Totems, auras and Battle Shout reach the provider's party; a paladin gives one blessing, a warlock keeps one curse and a shaman one air totem.

Boss by boss

✓ Remove CurseCurse of Tuten'kash is a curse effect · Feral (Bear) druid
✓ Cure PoisonVirulent Poison is a poison effect · Feral (Bear) druid, Restoration shaman
✓ Nature resistanceVirulent Poison deals nature damage · Feral (Bear) druid, Restoration shaman
✓ Shadow resistanceCurse of Tuten'kash deals shadow damage to the group · Feral (Bear) druid
Damage: nature up to 1,052shadow (group)
Frontal cone: Frontal cone — only the tank in front; everyone else at the sides or behind.
Root: Roots/freezes — don’t stand in what follows.
✓ Cure DiseasePutrid Stench is a disease effect · Restoration shaman
✓ Shadow resistanceWithered Touch deals shadow damage · Feral (Bear) druid
Damage: shadow up to 36
Silence: Silence — healers spread so one is always free to cast.
Mana drain: Mana drain/burn — spread casters, keep mana users out of range.
✓ InterruptFireball is a 3.0 s cast · Restoration shaman, Fury warrior, Arms warrior
✓ Fire resistanceFire Nova deals fire damage to the group · Feral (Bear) druid, Restoration shaman
Damage: fire up to 1,006 (group)
Ragglesnoutunanswered mechanic
✓ Crowd controlDominate Mind takes control of a player · Feral (Bear) druid, Survival hunter
✓ InterruptHeal heals · Restoration shaman, Fury warrior, Arms warrior
✓ Shadow resistanceShadow Bolt deals shadow damage · Feral (Bear) druid
✗ Dispel MagicDominate Mind is a magic effect (important)
Damage: shadow up to 842
✓ Cure DiseaseDisease Cloud is a disease effect · Restoration shaman
✓ Nature resistanceDisease Cloud deals nature damage to the group · Feral (Bear) druid, Restoration shaman
Damage: nature (group)
Amnennar the Coldbringerunanswered mechanic
✓ AoE damageSummon Frost Spectres brings adds · Feral (Bear) druid, Restoration shaman, Fury warrior, Survival hunter, Arms warrior
✓ InterruptFrostbolt is a 3.0 s cast · Restoration shaman, Fury warrior, Arms warrior
✓ Frost resistanceFrost Nova deals frost damage to the group · Feral (Bear) druid, Restoration shaman
✗ Dispel MagicFrost Nova is a magic effect (important)
Damage: frost up to 1,316 (group)
Knockback: Knockback — tank with a wall behind, keep away from ledges and packs.
Slow: Slows — kite or stay put, don’t run.
Root: Roots/freezes — don’t stand in what follows.

How the planner decides

Group role split. The planner fills 5-player groups with 1 tank, 1 healer and 3 damage dealers; 10-player raids 2/3/5; 20-player raids 2/5/13; 40-player raids 3/10/27. Forever publishes no recommended raid make-up; these follow common practice and can be changed by locking members.

How the planner values a group. Each member counts as their simulated output relative to the best spec of the same role at the instance level (healers by HPS, tanks by the tier-list tank index), raised by the group buffs other members bring (each buff's gain is simulated per spec). Every boss mechanic the group can answer (dispel, interrupt, fear counter, resistance aura, crowd control…) adds a fixed bonus — 0.6 of a member for an important one and 0.15 for a useful one, scaled by raid size — so a missing answer outweighs a small throughput gap but not a large one. Mechanics come from Classic-era boss descriptions until Forever publishes encounter data.

Spec stacking limit. The planner takes at most one member of a spec per five players (one per spec in a dungeon, eight in a 40-player raid) and at most that many of a class (but always two in a dungeon). The simulator values every member against a single target in isolation, so without a limit it would stack the top spec; in game, duplicates compete for the same loot and share limited debuff and curse slots. Locked members are exempt.

Group buffs and boss debuffs. Magnitudes come from Forever spell data (auras, armor reductions, damage-taken) or, for totems and talent auras, the Forever tooltip. Rules the data doesn't state: Sunder Armor at 5 stacks and Expose Armor at 5 combo points (they don't stack with each other); Leader of the Pack and Moonkin Aura are exclusive (their tooltips say so); a party gets one air totem — Windfury for warriors, rogues and paladins, Grace of Air for hunters, shamans (own Windfury Weapon, per tooltip) and druids (forms don't use weapon imbues, 1.x rule); a raid has enough warlocks for both Curse of Recklessness and Curse of the Elements. Forever made Improved Scorch, Improved Shadow Bolt, Winter's Chill and Shadow Weaving personal, so they aren't group effects. No consumables or world buffs.

Boss ability lists are Classic-era (warcraft.wiki.gg boss pages); Forever has not published encounter journals. Where a boss spell exists in the Forever client, its school, dispel type and damage are read from it. New Forever bosses have no ability data yet, so only throughput and buffs decide those groups.