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 Kraul· 5 players · level 29 · 1 tank, 1 healer, 3 damage

Members are valued with the level-30 presets (nearest to the instance level 29); abilities are those learned by level 29.

Tank · 1

Healer · 1

  • Restoration Shaman130 HPS100% of best
    Dwarf / Windshaper Skyborne
    InterruptAoE damagePurge enemy buffsCure PoisonFear immunity / wardCure DiseaseFrost resistanceFire resistance

Damage · 3

  • Marksmanship Hunter122 DPS95% of best
    Night Elf / Windshaper Skyborne
    AoE damageCrowd control
  • Beast Mastery Hunter121 DPS95% of best
    Human / Troll
    AoE damageCrowd control
  • Feral (Cat) Druid96 DPS75% of best
    Night Elf / Windshaper Skyborne
    TauntCure PoisonAoE damageCrowd controlBattle resurrectionRemove Curse

What the group brings each other

Buffs, totems, aurasBattle Shout· Protection WarriorStrength of Earth Totem· Restoration ShamanMana Spring Totem· Restoration ShamanMark of the Wild· Feral (Cat) Druid
On the bossSunder Armor· Protection WarriorHunter's Mark· Marksmanship Hunter, Beast Mastery HunterFaerie Fire· Feral (Cat) Druid

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

✓ InterruptLightning Bolt is a 3.0 s cast · Protection warrior, Restoration shaman
✗ Nature resistanceLightning Bolt deals nature damage (useful)
Damage: nature up to 503
✓ AoE damageSummon Boar Spirit brings adds · Protection warrior, Restoration shaman, Marksmanship hunter, Beast Mastery hunter, Feral (Cat) druid
Death Speaker Jargbaunanswered mechanicchange the group
  • Swap Restoration Shaman → Discipline Priest — answers Dominate Mind is a magic effect
✓ Crowd controlDominate Mind takes control of a player · Marksmanship hunter, Beast Mastery hunter, Feral (Cat) druid
✓ InterruptDominate Mind is a 2.0 s cast · Protection warrior, Restoration shaman
✗ Dispel MagicDominate Mind is a magic effect (important)
✗ Shadow resistanceShadow Bolt deals shadow damage (useful)
Damage: shadow up to 503
Overlord Ramtuskunanswered mechanicchange the group
  • Swap Restoration Shaman → Discipline Priest — answers Thunderclap is a magic effect
✗ Dispel MagicThunderclap is a magic effect (important)
✗ Nature resistanceThunderclap deals nature damage to the group (useful)
Damage: nature up to 39 (group)
Slow: Slows — kite or stay put, don’t run.

Nothing a composition needs to answer.

Stun: Stuns — expect damage spikes the victim can’t react to.
✓ InterruptChain Bolt is a 2.5 s cast · Protection warrior, Restoration shaman
✗ Dispel MagicRenew is a magic effect (useful)
✗ Nature resistanceChain Bolt deals nature damage (useful)
Damage: nature up to 156
Immunity: Immunity phase — switch to adds or wait it out.

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.