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.

Warpwood Quarter (Dire Maul East)· 5 players · level 59 · 1 tank, 1 healer, 3 damage

Members are valued with the level-60 presets (nearest to the instance level 59); abilities are those learned by level 59.

Tank · 1

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

Healer · 1

  • Restoration Shaman344 HPS92% of best
    Dwarf / Windshaper Skyborne
    InterruptAoE damagePurge enemy buffsCure PoisonFear immunity / wardCure DiseaseFrost resistanceFire resistanceNature 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
  • Arms Warrior236 DPS63% of best
    Human / Undead
    AoE damageTauntInterrupt

What the group brings each other

Buffs, totems, aurasStrength of Earth Totem· Restoration ShamanMana Spring Totem· Restoration ShamanBattle Shout· Arms WarriorBlessing of Wisdom· Protection PaladinDevotion Aura· Protection PaladinWindfury Totem· Restoration Shaman
On the bossSunder Armor· Arms WarriorCurse 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

✓ Dispel MagicIntense Pain is a magic effect · Protection paladin
✓ Shadow resistanceIntense Pain deals shadow damage to the group · Protection paladin
Damage: shadow up to 1,000 (group)
Stun: Stuns — expect damage spikes the victim can’t react to.
✓ Dispel MagicRiptide is a magic effect · Protection paladin
✓ AoE damageSummon Massive Geyser brings adds · Protection paladin, Restoration shaman, Demonology warlock, Arms warrior, Destruction warlock
✓ Frost resistanceRiptide deals frost damage to the group · Protection paladin, Restoration shaman
Damage: frost up to 115 (group)
Disarm: Disarm — melee and tanks lose weapon damage briefly.
Knockback: Knockback — tank with a wall behind, keep away from ledges and packs.
✓ Dispel MagicImmolate is a magic effect · Protection paladin
✓ InterruptVoid Bolt is a 4.0 s cast · Restoration shaman, Arms warrior
✓ Fire resistanceImmolate deals fire damage · Protection paladin, Restoration shaman
✓ Shadow resistanceVoid Bolt deals shadow damage · Protection paladin
✗ Remove CurseCurse of Tongues is a curse effect (useful)
Damage: shadow up to 1,075 (group)fire up to 860
✓ Cure DiseaseFrost Fever is a disease effect · Protection paladin, Restoration shaman
✓ InterruptFireball is a 3.0 s cast · Restoration shaman, Arms warrior
✓ Fire resistanceBlast Wave deals fire damage to the group · Protection paladin, Restoration shaman
✓ Frost resistanceFrost Fever deals frost damage · Protection paladin, Restoration shaman
Damage: fire up to 1,520 (group)frost
Slow: Slows — kite or stay put, don’t run.
Stun: Stuns — expect damage spikes the victim can’t react to.
✓ Cure DiseaseWither is a disease effect · Protection paladin, Restoration shaman
✓ Dispel MagicThorns is a magic effect · Protection paladin
✓ Cure PoisonEnervate is a poison effect · Protection paladin, Restoration shaman
✓ Purge enemy buffsWild Regeneration is a magic buff on the boss · Restoration shaman
✓ Nature resistanceWither deals nature damage · Restoration shaman
Damage: nature up to 860
Disarm: Disarm — melee and tanks lose weapon damage briefly.
Knockback: Knockback — tank with a wall behind, keep away from ledges and packs.
Slow: Slows — kite or stay put, don’t run.

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.