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.

Temple of Atal'Hakkar· 5 players · level 50 · 1 tank, 1 healer, 3 damage

Tank · 1

  • Feral (Bear) Druid163 TPS94% of best
    Night Elf / Tauren
    Fire resistanceNature resistanceFrost resistanceShadow resistanceArcane resistanceTauntCure PoisonAoE damageCrowd controlBattle resurrectionRemove Curse

Healer · 1

  • Restoration Shaman238 HPS100% of best
    Dwarf / Orc
    InterruptAoE damagePurge enemy buffsCure PoisonFear immunity / wardCure DiseaseFrost resistanceFire resistanceNature resistance

Damage · 3

  • Enhancement Shaman200 DPS89% of best
    Dwarf / Tauren
    InterruptAoE damagePurge enemy buffsCure PoisonFear immunity / wardCure DiseaseFrost resistanceFire resistanceNature resistance
  • Retribution Paladin187 DPS83% of best
    Dwarf / Undead
    Cure DiseaseCure PoisonShadow resistanceFrost resistanceFire resistanceAoE damageDispel Magic
  • Arms Warrior156 DPS70% 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 Shaman, Enhancement ShamanMana Spring Totem· Restoration Shaman, Enhancement ShamanBattle Shout· Arms WarriorWindfury Totem· Restoration ShamanGrace of Air Totem· Enhancement ShamanBlessing of Wisdom· Retribution PaladinDevotion Aura· Retribution Paladin
On the bossFaerie Fire· Feral (Bear) DruidSunder Armor· Arms Warrior

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

Nothing a composition needs to answer.

Stun: Stuns — expect damage spikes the victim can’t react to.
✓ Crowd controlCause Insanity takes control of a player · Feral (Bear) druid
✓ Remove CurseCurse of Tongues is a curse effect · Feral (Bear) druid
✓ Dispel MagicCause Insanity is a magic effect · Retribution paladin
✓ Shadow resistanceCurse of Tongues deals shadow damage to the group · Feral (Bear) druid, Retribution paladin
Damage: shadow (group)
Disarm: Disarm — melee and tanks lose weapon damage briefly.
Stun: Stuns — expect damage spikes the victim can’t react to.
✓ Nature resistanceAcid Breath deals nature damage to the group · Feral (Bear) druid, Restoration shaman, Enhancement shaman
Damage: nature (group)
Immunity: Immunity phase — switch to adds or wait it out.
Stun: Stuns — expect damage spikes the victim can’t react to.
✓ Nature resistanceAcid Breath deals nature damage to the group · Feral (Bear) druid, Restoration shaman, Enhancement shaman
Damage: nature (group)
✓ Nature resistanceAcid Breath deals nature damage to the group · Feral (Bear) druid, Restoration shaman, Enhancement shaman
Damage: nature up to 18 (group)
Frontal cone: Frontal cone — only the tank in front; everyone else at the sides or behind.
Knockback: Knockback — tank with a wall behind, keep away from ledges and packs.
✓ Nature resistanceAcid Breath deals nature damage to the group · Feral (Bear) druid, Restoration shaman, Enhancement shaman
Damage: nature (group)
✓ Nature resistanceAcid Breath deals nature damage to the group · Feral (Bear) druid, Restoration shaman, Enhancement shaman
Damage: nature up to 18 (group)
Frontal cone: Frontal cone — only the tank in front; everyone else at the sides or behind.
Knockback: Knockback — tank with a wall behind, keep away from ledges and packs.
✓ InterruptHealing Wave heals · Restoration shaman, Arms warrior, Enhancement shaman
✓ AoE damageEarthgrab Totem brings adds · Feral (Bear) druid, Restoration shaman, Arms warrior, Retribution paladin, Enhancement shaman
✓ Remove CurseCurse of Weakness is a curse effect · Feral (Bear) druid
✓ Fire resistanceFlamestrike deals fire damage to the group · Feral (Bear) druid, Restoration shaman, Retribution paladin, Enhancement shaman
✓ Shadow resistanceShadow Word: Pain deals shadow damage · Feral (Bear) druid, Retribution paladin
Damage: fire (group)shadow
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.