Tier list
Every spec with optimised talents and gear (build 1.60.1.70374), ranked within its role, with the best Alliance and Horde race for it. Generated from the simulations — it updates with every data import.
Damage · DPS · level 60 · Pre-raid
In planned groups: 8/33 dungeons · 3/3 raids
In planned groups: 23/33 dungeons · 1/3 raids
In planned groups: 0/33 dungeons · 0/3 raids
In planned groups: 15/33 dungeons · 0/3 raids
In planned groups: 20/33 dungeons · 0/3 raids
In planned groups: 0/33 dungeons · 0/3 raids
In planned groups: 2/33 dungeons · 3/3 raids
Healer · HPS · level 60 · Pre-raid
In planned groups: 21/33 dungeons · 2/3 raids
In planned groups: 0/33 dungeons · 3/3 raids
Tank · tank index (threat + survival) · level 60 · Pre-raid
In planned groups: 2/33 dungeons · 3/3 raids
535 damage taken/s · 10,477 effective health
In planned groups: 29/33 dungeons · 1/3 raids
580 damage taken/s · 8,378 effective health
In planned groups: 2/33 dungeons · 0/3 raids
563 damage taken/s · 10,639 effective health
In optimal groups · share of all planned slots across 33 dungeons and 3 raids
| Class | Share of slots | Specs (dungeons / raids it appears in) |
|---|---|---|
14.9% | Protection 29/1 · Retribution 2/3 | |
14.9% | Marksmanship 20/0 · Beast Mastery 15/0 | |
14.9% | Demonology 8/3 · Destruction 13/0 | |
14.0% | Restoration 21/2 · Enhancement 0/2 | |
13.2% | Arcane 8/3 · Fire 9/0 | |
13.2% | Feral (Cat) 23/1 · Restoration 0/3 · Feral (Bear) 2/0 | |
11.1% | Holy 8/3 · Discipline 4/0 · Shadow 0/1 | |
3.4% | Protection 2/3 | |
0.4% | Combat 1/0 |
From the group planner: every instance planned at its own level with throughput, group buffs and boss mechanics (dispels, interrupts, fear counters, resistances) — see its assumptions for the details.
How to read this
Tiers are bands relative to the best spec of the same role: S within 5% of it, A within 12%, B within 20%, C within 30%, D below. Each spec uses its own optimised talents and best launch-obtainable gear at that level (at 60: the chosen gear tier — pre-raid, each raid's loot added in turn, or an item-level cap), no buffs, against a raid boss for 3 minutes (PvP: the PvP preset, scored as output × √(health ÷ 2000)). Race percentages are relative to that spec's best race overall.
Notable model effects: warlocks never run out of mana because Life Tap's health cost isn't tracked; melee specs gain more from raid buffs (+5–16%) than casters (+0–8%), which narrows but doesn't reorder the damage tiers; hunter and warlock pets are approximations.
Everything here inherits the engine assumptions on the Data page and the talents that can't be simulated yet. Treat it as a model of Forever's published numbers — expect it to move as Blizzard tunes classes and as loot tables are published.