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.

Scholomance· 5 players · level 60 · 1 tank, 1 healer, 3 damage

1 of 14 bosses have no ability data; they don't influence the composition.

Tank · 1

  • Protection Paladin318 TPS100% of best
    Human / Undead
    Cure DiseaseCure PoisonShadow resistanceFrost resistanceFire resistanceAoE damageDispel Magic

Healer · 1

  • Holy Priest373 HPS100% of best
    Gnome / Undead
    Cure DiseaseDispel MagicPurge enemy buffsFear immunity / wardCrowd controlAoE damageShadow resistance

Damage · 3

  • Demonology Warlock374 DPS100% of best
    Gnome / Orc
    Battle resurrectionCrowd controlAoE damage
  • Destruction Warlock358 DPS96% of best
    Human / Orc
    Battle resurrectionCrowd controlAoE damage
  • Arcane Mage326 DPS87% of best
    High Order Skyborne / Orc
    Crowd controlAoE damageRemove CurseInterrupt

What the group brings each other

Buffs, totems, aurasPower Word: Fortitude· Holy PriestArcane Intellect· Arcane MageBlessing of Wisdom· Protection PaladinDevotion Aura· Protection Paladin
On the bossCurse of the Elements· Demonology WarlockCurse of Recklessness· Destruction Warlock

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

✓ Crowd controlDominate Mind takes control of a player · Holy priest, Demonology warlock, Arcane mage, Destruction warlock
✓ Remove CurseCurse of Tongues is a curse effect · Arcane mage
✓ Dispel MagicDominate Mind is a magic effect · Protection paladin, Holy priest
✓ InterruptDominate Mind is a 2.0 s cast · Arcane mage
✓ Shadow resistanceCurse of Tongues deals shadow damage to the group · Protection paladin, Holy priest
✗ Nature resistanceWing Flap deals nature damage to the group (useful)
Damage: shadow up to 1,006 (group)nature (group)
Disarm: Disarm — melee and tanks lose weapon damage briefly.
Frontal cone: Frontal cone — only the tank in front; everyone else at the sides or behind.
Stun: Stuns — expect damage spikes the victim can’t react to.
Knockback: Knockback — tank with a wall behind, keep away from ledges and packs.
✓ Remove CurseCurse of Blood is a curse effect · Arcane mage
✓ Dispel MagicBanish is a magic effect · Protection paladin, Holy priest
✓ AoE damageSummon Illusions brings adds · Protection paladin, Holy priest, Demonology warlock, Arcane mage, Destruction warlock
✓ Shadow resistanceCurse of Blood deals shadow damage to the group · Protection paladin, Holy priest
Damage: shadow (group)
Stun: Stuns — expect damage spikes the victim can’t react to.

Nothing a composition needs to answer.

Knockback: Knockback — tank with a wall behind, keep away from ledges and packs.
Stun: Stuns — expect damage spikes the victim can’t react to.
✓ Purge enemy buffsShadow Shield is a magic buff on the boss · Holy priest
✓ Shadow resistanceDefiling Aura deals shadow damage to the group · Protection paladin, Holy priest
Damage: shadow up to 1,006 (group)
✓ InterruptFlamestrike is a 3.0 s cast · Arcane mage
✓ Fire resistanceBlast Wave deals fire damage to the group · Protection paladin
Damage: fire up to 1,093 (group)
Slow: Slows — kite or stay put, don’t run.
Stun: Stuns — expect damage spikes the victim can’t react to.
✓ Dispel MagicBloodlust is a magic effect · Protection paladin, Holy priest
✓ Purge enemy buffsBone Shield is a magic buff on the boss · Holy priest
✓ Shadow resistanceShadow Bolt Volley deals shadow damage to the group · Protection paladin, Holy priest
✗ Nature resistanceBloodlust deals nature damage to the group (useful)
Damage: shadow up to 1,006 (group)nature (group)
Ras Frostwhispererno ability data
✓ Remove CurseCall of the Grave is a curse effect · Arcane mage
✓ Dispel MagicCorruption is a magic effect · Protection paladin, Holy priest
✓ InterruptFlash Heal heals · Arcane mage
✓ Shadow resistanceCall of the Grave deals shadow damage to the group · Protection paladin, Holy priest
✗ Arcane resistanceSlow deals arcane damage to the group (useful)
Damage: shadow up to 2,807 (group)arcane (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.
✓ Cure DiseaseVolatile Infection is a disease effect · Protection paladin, Holy priest
✓ Dispel MagicCorrosive Acid is a magic effect · Protection paladin, Holy priest
✓ InterruptVolatile Infection is a 2.0 s cast · Arcane mage
✗ Nature resistanceCorrosive Acid deals nature damage to the group (useful)
Damage: nature up to 9 (group)

Nothing a composition needs to answer.

Knockback: Knockback — tank with a wall behind, keep away from ledges and packs.
✓ Remove CurseVeil of Shadow is a curse effect · Arcane mage
✓ Dispel MagicImmolate is a magic effect · Protection paladin, Holy priest
✓ Fire resistanceImmolate deals fire damage · Protection paladin
✓ Shadow resistanceUnholy Aura deals shadow damage to the group · Protection paladin, Holy priest
Damage: fire up to 1,719shadow up to 150 (group)
Healing reduced: Healing reduction on the target — heavier healing on whoever has it.
✓ Crowd controlDominate Mind takes control of a player · Holy priest, Demonology warlock, Arcane mage, Destruction warlock
✓ Remove CurseCurse of Agony is a curse effect · Arcane mage
✓ Dispel MagicDominate Mind is a magic effect · Protection paladin, Holy priest
✓ Fear immunity / wardFear fears · Holy priest
✓ InterruptDominate Mind is a 2.0 s cast · Arcane mage
✓ Shadow resistanceCurse of Agony deals shadow damage to the group · Protection paladin, Holy priest
✗ Nature resistanceSilence deals nature damage to the group (useful)
Damage: shadow up to 2,982 (group)nature (group)
Silence: Silence — healers spread so one is always free to cast.
✓ Remove CurseCurse of the Darkmaster is a curse effect · Arcane mage
✓ Purge enemy buffsShadow Shield is a magic buff on the boss · Holy priest
✗ Arcane resistanceArcane Missiles deals arcane damage (useful)
Damage: arcane up to 655

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.