Which Class Should You Playin WotLK? My Honest Take
An honest look at all ten WotLK classes from a player who keeps one of each: every spec with its real spells, talents and glyphs (with tooltips), what it brings to ICC and Ruby Sanctum, and how to choose yours.
There is no such thing as the ultimate class. Every class is good at something and has a reason to exist. In WotLK PvE the balance is good, and what a raid really needs is the right composition. What matters most is what fits you and what makes you feel good while playing.
The real problem is tunnel vision: playing one class for years and never trying another. On my main account I keep ten characters, one of every class. I like some more and some less, but I know all of them from the inside. So don't wait: try different classes and decide for yourself.
This is not a tier list. It is what I have seen and played in 25-player Icecrown Citadel and Ruby Sanctum. Gear, group and fight change the picture, and I will update this page when I learn something new.
Every spec below lists its spells, talents and glyphs. Hover (or tap) any coloured name for its tooltip: spells in light blue, talents in blue, glyphs in purple. Talents and glyphs come from our own 3.3.5a talent calculator data, the spell texts from Wowhead's game data, so a few numbers can differ slightly on your server.
1.What the endgame really asks of you
If you want to reach the end-game in Wrath of the Lich King, every class has strict requirements in the Icecrown Citadel and Ruby Sanctum fights just to keep up. Icecrown is a little easier because of the raid buff (up to 30%). Ruby Sanctum has no buff at all, which makes it the ultimate end-game raid, and Halion is a beast. Before you pick a class for raiding, read what your role will be asked to do; the raid preparation guide is a good place to start, and the Icecrown Citadel and Ruby Sanctum guides go boss by boss. Still leveling? Read the leveling tips for every class.
Paladin: the support class that never stops pressing buttons
Roles: Tank · Healer · Melee DPS
Paladin is more of a support class than anything else. Hand of Freedom, Hand of Salvation, Hand of Sacrifice, Divine Sacrifice, Aura Mastery, Hand of Protection and Lay on Hands all help the raid in different ways. If you plan to play the end-game as Retribution, expect to use a lot of keybinds, because raid leaders will ask for these spells constantly.
Two examples. Swapping between your Frost Resistance Aura, Shadow Resistance Aura and Fire Resistance Aura is part of the job. On Lord Marrowgar, who deals a crazy amount of frost damage during Bone Storm, you use Aura Mastery together with the Frost aura, and that can literally save the group. Divine Sacrifice will be called on almost every boss, several times if you have more than one Paladin that can use it, and tanks in high-tier progression will also ask for your Hand of Sacrifice.
HolyHealer51/20/0
On roughly 80% of the bosses the strongest healer you can bring is a Holy Paladin. Only the Discipline Priest can stand next to it, and even that depends on the fight, the mechanics and some RNG. Most of your healing is a slow, big Holy Light, with Flash of Light when the target only needs a top-up and Holy Shock as your instant. Put Beacon of Light on the main tank and every heal you cast on someone else lands on the tank too. People say Holy Paladins are only tank healers. Then watch this video by Iqui of a Holy Paladin solo-healing a Lich King 25 Heroic kill, and go and drop him a sub.
Spells you live onHoly Light · Flash of Light · Holy Shock · Beacon of Light · Divine Favor · Divine Illumination · Divine Plea · Lay on Hands
Talents that define itBeacon of Light · Divine Illumination · Judgements of the Pure · Infusion of Light · Aura Mastery · Divine Sacrifice
Glyphs we runGlyph of Holy Light · Glyph of Seal of Wisdom · Glyph of Beacon of Light(swap options: Glyph of Divinity, Glyph of Flash of Light)
What it brings The raid cooldowns above, plus Judgement of Light for a little healing on every hit the raid lands. Keep Divine Plea for the moments when mana matters more than healing, because it cuts the healing you do while it is active.
Straight after the Death Knight, the Protection Paladin is the perfect off-tank. It also works as a main tank, but the Death Knight keeps a slight edge: the life-saving cooldowns from the four-piece Tier 10 bonus, better threat, and great AoE pulls. The Paladin is the AoE king: Consecration, Hammer of the Righteous and Holy Shield hold a lot of mobs at once. The classic loop (people call it the 969 rotation) goes Holy Shield, Shield of Righteousness, Judgement, Hammer of the Righteous, Consecration, Shield of Righteousness, and then it starts again. Done right you never have downtime, you always have aggro, and Holy Shield never drops.
Spells you live onAvenger's Shield · Holy Shield · Shield of Righteousness · Hammer of the Righteous · Consecration · Judgement of Light · Righteous Fury · Divine Protection
Talents that define itHammer of the Righteous · Avenger's Shield · Holy Shield · Ardent Defender · Shield of the Templar · Divine Sacrifice
Glyphs we runGlyph of Divine Plea · Glyph of Seal of Vengeance · Glyph of Righteous Defense
What it bringsHand of Protection and Hand of Sacrifice for the raid, Divine Sacrifice for raid damage, and the same Divine Protection that you should use often rather than saving it for later. Keep your seal on Seal of Vengeance (or Seal of Corruption on the Horde side) for bosses. The full guide is the Protection Paladin tank guide.
On the bosses Pull with Avenger's Shield so you have threat before the DPS start, and reach the 540 defense that makes you uncrittable before you take a raid tank slot.
Do not expect to see yourself at #1 in the damage meters of the best PvE groups. You should still perform like a beast, but the class is more support than pure DPS. Rogues, Warriors, Ferals, Mages and Hunters will almost always be in front of you, even with Shadowmourne. What you press: Judgement first, Crusader Strike and Divine Storm on cooldown, Consecration between them, Exorcism when the The Art of War proc lights up, and Hammer of Wrath in the execute phase.
Spells you live onSeal of Vengeance · Judgement of Wisdom · Crusader Strike · Divine Storm · Consecration · Exorcism · Hammer of Wrath · Avenging Wrath
Talents that define itSanctified Retribution · Swift Retribution · The Art of War · Crusader Strike · Vengeance · Aura Mastery
Glyphs we runGlyph of Judgement · Glyph of Seal of Vengeance · Glyph of Consecration(swap options: Glyph of Avenging Wrath, Glyph of Exorcism)
What it brings The Sanctified Retribution and Swift Retribution talents make your Retribution Aura give the whole raid extra damage and haste, on top of the support spells above. Horde Paladins use Seal of Corruption where Alliance Paladins use Seal of Vengeance.
Unlike Paladins, Warriors are a pure DPS class. They have their own uses, but their job in end-game raids is damage, and at best-in-slot gear they do a LOT of it. More damage means a shorter fight, fewer mechanics to survive and fewer chances to fail as a group.
Yes, there is a tank spec, and yes, you can tank end-game content with it. But in WotLK people avoid it because Warriors have serious threat problems and are not built for PvE tanking as well as other tanks. Many people will argue with this, so I will say it again: possible, but not preferable. It is better to bring a Fury Warrior for the damage and let the Rogues trade Tricks of the Trade between themselves for extra damage on some bosses, instead of fighting the Warrior tank for aggro.
ArmsMelee DPS55/8/8
Arms is the slower, heavier hitter: a two-hander with a rhythm of Rend, Mortal Strike and Overpower, and Slam to fill the gaps. Bladestorm is your AoE button on add phases and a good pick when you are low on rage. The guides we read agree on one thing: keep Rend rolling, never let rage sit at the cap, and use Execute when Sudden Death procs.
Spells you live onMortal Strike · Rend · Overpower · Slam · Execute · Bladestorm · Sweeping Strikes · Heroic Strike
Talents that define itBladestorm · Mortal Strike · Blood Frenzy · Trauma · Sudden Death · Wrecking Crew
Glyphs we runGlyph of Mortal Strike · Glyph of Rending · Glyph of Execution
What it bringsBlood Frenzy makes every physical attacker in the raid hit harder on a target you keep Rend on, and Trauma does the same for bleeds, which is why Feral Druids like an Arms Warrior next to them.
Fury is the one raid leaders ask for: two two-handers with Titan's Grip, and a very simple priority. Bloodthirst and Whirlwind on cooldown, Slam only when Bloodsurge makes it free, Execute at the end, and Heroic Strike queued to spend spare rage. Save Death Wish and Recklessness for your burst windows, and do not stance-dance carelessly, because it costs you rage.
Spells you live onBloodthirst · Whirlwind · Slam · Heroic Strike · Execute · Death Wish · Recklessness · Heroic Throw
Talents that define itTitan's Grip · Bloodsurge · Unending Fury · Flurry · Improved Berserker Stance · Death Wish
Glyphs we runGlyph of Whirlwind · Glyph of Heroic Strike · Glyph of Execution
What it bringsBattle Shout for the group attack power (or Commanding Shout for health when your raid asks for it) and Pummel as an interrupt.
The Warrior tank is the one people avoid, for the threat reasons above, and it takes real effort to reach the hit and expertise caps that make it work. What it does well is mitigation: Shield Block, Shield Wall and Last Stand make a strong toolbox, and Vigilance on a raid member reduces the damage he takes and sends part of the threat he causes onto you.
Spells you live onShield Slam · Devastate · Revenge · Thunder Clap · Shield Block · Shield Wall · Last Stand · Vigilance
Talents that define itShockwave · Sword and Board · Devastate · Vigilance · Critical Block · Last Stand
Glyphs we runGlyph of Taunt · Glyph of Shield Wall · Glyph of Last Stand
What it bringsIntervene to take a hit for a squishy raid member, Spell Reflection for magic, and Taunt for the pulls where you swap with the other tank.
Death Knight: the tank everyone wants, and a lot more
Roles: Tank · Melee DPS
When Wrath came out, ten of us kids crowded around one net-cafe computer just to watch the owner play a Death Knight for the first time, and the class still lives up to the hype. It is the best end-game tank in the game, and it also has two strong melee DPS specs. What you need to learn is rune management: your abilities are tied to runes that come back on a timer, so you cannot just press buttons at random. Keep Frost Fever and Blood Plague on the target with Icy Touch and Plague Strike, and spend your runes before your runic power.
BloodTank43/23/5
The main tank. Threat comes from Icy Touch (spam it when you need a lot of aggro), Plague Strike and Blood Strike, and Death Strike is both your damage and your heal. Rune Strike burns spare runic power without taking a global cooldown. Your survival kit is the biggest in the game: Vampiric Blood, Rune Tap, Icebound Fortitude and Anti-Magic Shell, and the four-piece Tier 10 tank bonus makes it even harder to kill. Add Death Grip, which pulls adds and loose bosses back to the group, and you can see why a raid always asks for at least one.
Spells you live onIcy Touch · Plague Strike · Blood Strike · Death Strike · Rune Strike · Vampiric Blood · Rune Tap · Icebound Fortitude · Anti-Magic Shell · Death Grip
Talents that define itVampiric Blood · Rune Tap · Will of the Necropolis · Blade Barrier · Veteran of the Third War · Abomination's Might
Glyphs we runGlyph of Disease · Glyph of Dark Command · Glyph of Vampiric Blood
What it bringsAbomination's Might gives the melee group extra attack power, Horn of Winter buffs the raid, and Dark Command is your taunt. Two things people forget: cap your defense at 540, and be careful with parry haste on Sindragosa and Halion. The full guide is the Blood Death Knight tank guide.
Steady melee damage on a single target, with strong burst when your procs line up. Obliterate is your main hit, Frost Strike spends runic power, and Howling Blast is for when Rime gives you a free one. Always prefer spending runes over runic power, and use Blood Tap and Unbreakable Armor together to squeeze extra Obliterates out of your runes. Never attack without both diseases on the target.
Spells you live onObliterate · Frost Strike · Howling Blast · Icy Touch · Plague Strike · Unbreakable Armor · Blood Tap · Empower Rune Weapon
Glyphs we runGlyph of Disease · Glyph of Obliterate · Glyph of Frost Strike(swap options: Glyph of Icy Touch, Glyph of Howling Blast)
What it bringsImproved Icy Talons gives the whole raid a big melee haste buff, and Horn of Winter keeps your strength buff and your runic power topped up.
Constant damage that gets even better when there is more than one target. Your bread and butter is Scourge Strike with Blood Strike beside it, Death Coil for spare runic power, and Death and Decay when there are two or more targets. Your Summon Gargoyle takes a snapshot of your attack power and haste when you cast it, so line it up with your procs. Keep Bone Shield up.
Spells you live onScourge Strike · Blood Strike · Death Coil · Death and Decay · Summon Gargoyle · Bone Shield · Empower Rune Weapon · Icy Touch
Talents that define itSummon Gargoyle · Ebon Plaguebringer · Wandering Plague · Scourge Strike · Bone Shield · Rage of Rivendare
Glyphs we runGlyph of Dark Death · Glyph of Icy Touch · Glyph of the Ghoul(swap options: Glyph of Disease)
What it bringsEbon Plaguebringer makes every caster in the group happier by increasing the magic damage the target takes, and the melee group likes the extra disease damage. Anti-Magic Shell is your emergency answer to spell damage.
Hunters are insane damage dealers. All three DPS specs (Survival, Marksmanship and Beast Mastery) can do crazy damage, and it is possible to top the meters with any of them. But a Hunter is not as easy as a Fury Warrior, because of the support work that never ends:
traps on certain bosses, for example Frost Trap on Deathbringer Saurfang to slow the adds;
Tranquilizing Shot to remove the enrage from the Shambling Horrors on the Lich King (and from Saviana Ragefire in Ruby Sanctum);
constant Misdirection on the tank;
holding the Kinetic Bombs on the Blood Prince Council;
keeping your pet alive with Mend Pet, and pulling trash with Eyes of the Beast in Icecrown.
A lot more work than a simple DPS, but the damage is crazy and it is really fun to play.
Beast MasteryRanged DPS54/17/0
Steady Shot is your bread and butter and the biggest share of your damage. Keep Serpent Sting on the target, fire Kill Shot in the execute phase, and macro Kill Command to your shots because it does not take a global cooldown. Use Bestial Wrath on cooldown, and open a fight with Rapid Fire and your pet cooldowns together. Feed your pet and level it to 80 before you raid, because the pet is a big part of a Beast Mastery Hunter's damage.
Spells you live onSteady Shot · Arcane Shot · Kill Shot · Kill Command · Serpent Sting · Bestial Wrath · Rapid Fire · Multi-Shot
Talents that define itBeast Mastery · The Beast Within · Ferocious Inspiration · Kindred Spirits · Serpent's Swiftness · Cobra Strikes
Glyphs we runGlyph of Bestial Wrath · Glyph of Steady Shot · Glyph of Serpent Sting
What it bringsFerocious Inspiration: the whole raid does more damage while it is near your pet. Devilsaur is the usual pet for pure damage, and Wolf is the utility pet if you want to bring Furious Howl.
The precision spec. Lead with Chimera Shot, follow with Aimed Shot, and keep Steady Shot as your filler. Silencing Shot is an interrupt and a talent you can bind to your other shots so it fires without costing a global cooldown. Rapid Fire and Readiness together give you a strong burst window. It rewards movement, so it suits fights like Blood Prince Council and Valithria Dreamwalker.
Spells you live onChimera Shot · Aimed Shot · Steady Shot · Silencing Shot · Serpent Sting · Kill Shot · Rapid Fire · Readiness
Talents that define itChimera Shot · Marked for Death · Trueshot Aura · Silencing Shot · Master Marksman · Wild Quiver
Glyphs we runGlyph of Steady Shot · Glyph of Serpent Sting · Glyph of Kill Shot
What it bringsTrueshot Aura gives the raid extra attack power on top of the traps and Misdirection, and Tranquilizing Shot is still your dispel for enrages.
A DoT-and-burst spec built around Explosive Shot, which can be 35 to 42% of your damage, so you never let its cooldown go to waste. Keep Black Arrow and Serpent Sting up and use Steady Shot as your filler. Never clip an Explosive Shot that is still ticking. Explosive Trap is very strong on adds, and it is worth weaving into your rotation on a single target as well.
Spells you live onExplosive Shot · Black Arrow · Serpent Sting · Steady Shot · Aimed Shot · Kill Shot · Explosive Trap · Wyvern Sting
Talents that define itExplosive Shot · Black Arrow · Hunting Party · Sniper Training · Thrill of the Hunt · Wyvern Sting
Glyphs we runGlyph of Explosive Trap · Glyph of Explosive Shot · Glyph of Serpent Sting
What it bringsHunting Party gives the raid mana back when your shots crit, which healers love, and the same Misdirection and traps as every Hunter.
The Rogue is one of the highest single-target damage dealers in the game, and for raiding one spec has proven itself above the others: Combat. Assassination and Subtlety exist, but if you want the safe choice that raid leaders trust, it is Combat. The spec does not forgive laziness: if you let your energy cap or your buffs fall off, you lose damage immediately.
Rogues are also a support class in disguise, and that is what makes them wanted: Tricks of the Trade gives another player extra damage for a short time and two Rogues can trade it between each other, Kick, Blind, Kidney Shot and Sap are all used in raids, and Cloak of Shadows, Evasion and Feint are your own life-savers.
CombatMelee DPS20/51/0
Keep Slice and Dice up all the time, build combo points with Sinister Strike, spend them on Rupture when it is not on the target and on Eviscerate the rest of the time, and use Blade Flurry, Adrenaline Rush and Killing Spree on cooldown. You cannot go on autopilot here: a Combat Rogue that wastes energy loses damage immediately.
Spells you live onSinister Strike · Slice and Dice · Rupture · Eviscerate · Blade Flurry · Adrenaline Rush · Killing Spree · Tricks of the Trade
Talents that define itKilling Spree · Savage Combat · Adrenaline Rush · Blade Flurry · Combat Potency · Surprise Attacks
Glyphs we runGlyph of Sinister Strike · Glyph of Killing Spree · Glyph of Tricks of the Trade
What it bringsSavage Combat makes physical attackers hit harder on enemies you have poisoned. Keep Deadly Poison on the boss. Some Rogues also bring Wound Poison to reduce boss healing on fights like Anub'arak.
Assassination revolves around Mutilate and Envenom, with Hunger for Blood for a damage bonus while a bleed is on the target and Cold Blood for a guaranteed critical finisher. It is the other serious Rogue option, and it leans on Deadly Poison, so it is more of a poison-and-bleed rotation than the fast Combat rhythm.
Spells you live onMutilate · Envenom · Rupture · Hunger for Blood · Cold Blood · Slice and Dice · Deadly Poison · Tricks of the Trade
Talents that define itHunger for Blood · Mutilate · Master Poisoner · Cut to the Chase · Overkill · Cold Blood
Glyphs we runGlyph of Mutilate · Glyph of Hunger for Blood · Glyph of Tricks of the Trade
What it brings The same Tricks of the Trade as every Rogue, and the extra critical strike chance that Master Poisoner gives everyone against a poisoned target.
The stealth-and-burst spec. Shadow Dance lets you use opening abilities in the middle of a fight, Shadowstep gets you behind the boss quickly, and Premeditation and Preparation keep your cooldowns coming. It is less common in progression raids than Combat.
Spells you live onHemorrhage · Shadow Dance · Shadowstep · Premeditation · Preparation · Rupture · Slice and Dice · Tricks of the Trade
Talents that define itShadow Dance · Shadowstep · Honor Among Thieves · Slaughter from the Shadows · Premeditation · Preparation
Glyphs we runGlyph of Tricks of the Trade · Glyph of Rupture · Glyph of Shadow Dance
What it bringsHonor Among Thieves rewards you with a combo point whenever anyone in your group crits, so it is better with a group that crits a lot.
Priest: shields, heals and a mana battery for the raid
Roles: Healer · Ranged DPS
Priests are healers first, with one strong damage spec on the side, and two of the three specs are wanted in almost every high-end raid. Every Priest also brings Prayer of Fortitude, Divine Spirit and Prayer of Shadow Protection for the group, Fear Ward and Mass Dispel for the fights that need them, and Levitate for movement. If you want to be the reason a raid is alive, play a Priest.
DisciplineHealer53/18/0
All about shields. You always spam Power Word: Shield, so it is the top of your list, and you cast it before the damage lands instead of after. Penance is your other main heal, Prayer of Mending goes on the tank, and Flash Heal covers the gaps. Do not cast without a Borrowed Time buff if you can help it: it gives your next cast 25% haste. Discipline is easier to learn than Holy, a great choice for a newer healer, and on fights like the Lich King a Discipline Priest that shields enough keeps the whole raid healthier.
Spells you live onPower Word: Shield · Penance · Prayer of Mending · Flash Heal · Greater Heal · Pain Suppression · Power Infusion · Shadowfiend · Hymn of Hope
Talents that define itPenance · Borrowed Time · Divine Aegis · Rapture · Grace · Pain Suppression
Glyphs we runGlyph of Power Word: Shield · Glyph of Penance · Glyph of Flash Heal
What it bringsPower Infusion goes on your Holy Paladin or Restoration Shaman first, Pain Suppression on a tank that is about to take a big hit, and Rapture is your mana tool: use it well and you will not need another source of mana. Do not waste it on tanks when it is not on cooldown.
On the bossesLich King: start pre-shielding about 20 seconds before the pull (everyone except the tanks), put Prayer of Mending on the tank right after, and start a Penance on the tank at the last second so the Divine Aegis proc absorbs the first hit. Cast one Penance just before the Soul Reaper shadow damage lands: that is when tanks die. If you shield enough, few players will carry the Infest debuff, and the other healers can concentrate on the tank.
The group healer. Circle of Healing bounces between the melee groups, Prayer of Healing covers raid damage, Prayer of Mending stays on the tanks, and Greater Heal or Flash Heal fixes the tank. It shines on fights with steady raid damage and fewer sharp spikes, and on a lot of fights it does better than Discipline if your raid composition allows it. Binding Heal heals you and another target at the same time, so you never waste a global cooldown healing yourself.
Spells you live onCircle of Healing · Prayer of Healing · Prayer of Mending · Renew · Binding Heal · Greater Heal · Flash Heal · Divine Hymn · Guardian Spirit
Talents that define itGuardian Spirit · Divine Providence · Empowered Healing · Serendipity · Surge of Light · Spiritual Healing
Glyphs we runGlyph of Circle of Healing · Glyph of Guardian Spirit · Glyph of Flash Heal
What it bringsGuardian Spirit is your tank cooldown, and Divine Hymn is your emergency raid heal. Time them before the big damage, not after.
On the bossesLich King: pre-cast your Greater Heal just before Soul Reaper's shadow damage lands, so the tank is at full health when it does.
Ranged damage with damage-over-time spells. Open with Vampiric Touch, Devouring Plague, Mind Blast and Mind Flay, and add Shadow Word: Pain and Shadow Word: Death as the fight calls for them. The most important habit is not to clip a DoT before its last tick: refresh it after it finishes, and if Vampiric Touch and Devouring Plague run out together, put Vampiric Touch back first. Shadow Priests are valuable in both 10 and 25 player groups because they help the raid with mana while they do good damage, and they can stand in and soak mechanics that would hurt other classes.
Spells you live onVampiric Touch · Shadow Word: Pain · Devouring Plague · Mind Blast · Mind Flay · Shadow Word: Death · Mind Sear · Shadowfiend · Dispersion
Glyphs we runGlyph of Shadow · Glyph of Mind Flay · Glyph of Dispersion(swap options: Glyph of Mind Sear)
What it bringsVampiric Touch returns mana to up to ten party or raid members when you deal damage with Mind Blast, and Misery makes the target easier to hit for every caster. Use Shadowfiend at the start of the fight for your own mana.
A Shaman can be a melee DPS, a ranged DPS or a healer, and every one of them can drop Heroism or Bloodlust on the raid, which is why a group always wants at least one Shaman. Totems are your other superpower: Windfury Totem, Strength of Earth Totem, Wrath of Air Totem, Tremor Totem and Grounding Totem all change how a fight plays out.
RestorationHealer0/16/55
Shaman healing is insane. There are tank-healing builds that can "replace" the Holy Paladin, and in Ruby Sanctum you heal inside the Twilight Realm with one main job: keep the tank alive against Halion's brutal attacks, with no 30% buff to help you. Keep Earth Shield on the tank and Water Shield on yourself, use Chain Heal when the raid is taking damage, and Riptide, Healing Wave and Lesser Healing Wave for spot healing.
Spells you live onEarth Shield · Riptide · Chain Heal · Healing Wave · Lesser Healing Wave · Water Shield · Nature's Swiftness · Mana Tide Totem
Glyphs we runGlyph of Earth Shield · Glyph of Lesser Healing Wave · Glyph of Chain Heal
What it bringsMana Tide Totem gives the healers mana, Healing Stream Totem heals the group passively, and Heroism or Bloodlust is yours to call. Haste is the stat that your healing loves most.
It is hard to top the damage meters, but it does decent damage. Not many people play it. Most of the time a Restoration Shaman swaps to Elemental on certain bosses, and in a 10-player group you might bring an Elemental Shaman just to have Heroism or Bloodlust. Lightning Bolt does most of the work, Lava Burst whenever it is ready, and Flame Shock kept on the target.
Spells you live onLightning Bolt · Lava Burst · Flame Shock · Chain Lightning · Thunderstorm · Totem of Wrath · Elemental Mastery · Fire Elemental Totem
Talents that define itThunderstorm · Totem of Wrath · Lightning Overload · Elemental Oath · Elemental Mastery · Lava Flows
Glyphs we runGlyph of Lava · Glyph of Lightning Bolt · Glyph of Totem of Wrath
What it bringsTotem of Wrath should be up all the time in most raids, and Elemental Oath gives the whole group extra spell critical strike chance while you have Clearcasting.
The sexy part of the class. You can do crazy damage and you have top-5 potential, but it is most likely the hardest DPS to play, with a demanding rotation and a lot of spells to use. Stormstrike and Lava Lash on cooldown, alternate Flame Shock and Earth Shock, and spend five stacks of Maelstrom Weapon on Lightning Bolt (or Chain Lightning on more targets). Press Feral Spirit and Shamanistic Rage when the fight gives you the chance.
Spells you live onStormstrike · Lava Lash · Flame Shock · Earth Shock · Lightning Bolt · Fire Nova · Feral Spirit · Shamanistic Rage
Glyphs we runGlyph of Stormstrike · Glyph of Feral Spirit · Glyph of Windfury Weapon
What it bringsUnleashed Rage gives the melee group extra attack power, Windfury Totem gives the raid melee haste, and Wind Shear is your interrupt. There is also a spell-heavy "Spellhance" variant in our talent calculator.
Mages are pure ranged damage dealers with a huge toolbox. Two specs are used in serious raiding, and which one is better depends a lot on your gear. Then there is the utility: Arcane Brilliance for the whole group, Focus Magic for a partner, Spellsteal, Counterspell, Invisibility, portals for the guild and Conjure Refreshment and Ritual of Refreshment for food and water for everyone. A good Mage is loved by the guild long before the boss dies. It is also one of the easiest classes to play, but the hardest to play well, because there is always more damage to squeeze out.
ArcaneRanged DPS56/3/12
The safe raiding choice, especially while your gear is still growing, and a great spec for short, stationary fights (the guides we read like it on Deathbringer Saurfang and Valithria Dreamwalker). Stack Arcane Blast and use Arcane Missiles when Missile Barrage procs, and keep Arcane Barrage as your instant cast for when you have to move. Arcane Power and Presence of Mind are your burst, and Mirror Image is a second cooldown.
Spells you live onArcane Blast · Arcane Missiles · Arcane Barrage · Arcane Power · Presence of Mind · Mirror Image · Evocation · Focus Magic
Talents that define itMissile Barrage · Arcane Empowerment · Arcane Power · Netherwind Presence · Arcane Instability · Focus Magic
Glyphs we runGlyph of Arcane Blast · Glyph of Arcane Missiles · Glyph of Molten Armor
What it bringsArcane Empowerment gives the whole raid a small damage bonus, which is why a group likes to have an Arcane Mage even when the personal damage is lower than Fire.
At high gear levels Fire is just as good as Arcane, and it is stronger on long fights with movement (the guides we read prefer it on the Lich King and on Halion). It needs a lot of critical strike and haste, so it comes into its own later: around 47% crit with Focus Magic is the number people quote before switching. Living Bomb and Fireball are the base, Pyroblast is free with Hot Streak, and Combustion is your big cooldown.
Spells you live onFireball · Living Bomb · Pyroblast · Scorch · Fire Blast · Combustion · Dragon's Breath · Focus Magic
Talents that define itLiving Bomb · Hot Streak · Combustion · Burnout · Empowered Fire · Pyromaniac
Glyphs we runGlyph of Living Bomb · Glyph of Molten Armor · Glyph of Fireball
What it brings A Fire Mage that can move and still cast instant Pyroblast and Fire Blast is exactly what the movement-heavy phases want. There is also a Frostfire Bolt variant in our talent calculator.
Excellent for leveling and for staying alive, and one of the best burst specs in the game early on, but in PvE raids at end-game it is behind Arcane and Fire, and most raid groups will not ask for it. It is still really fun: Frostbolt into Ice Lance or Deep Freeze when Fingers of Frost procs, and Summon Water Elemental for a pet that does its own damage.
Spells you live onFrostbolt · Ice Lance · Deep Freeze · Summon Water Elemental · Icy Veins · Cold Snap · Ice Barrier · Frost Nova
Talents that define itDeep Freeze · Fingers of Frost · Brain Freeze · Enduring Winter · Chilled to the Bone · Ice Barrier
Glyphs we runGlyph of Eternal Water · Glyph of Frostbolt · Glyph of Molten Armor
What it bringsIce Barrier and Frost Nova keep you safe, and Icy Veins is your cooldown.
Warlock: damage over time, and the summoning stone
Roles: Ranged DPS
Warlocks are ranged damage dealers who win fights with damage over time, and two of their specs are wanted in end-game raids. On top of the damage, the Warlock keeps the raid moving: Create Healthstone and Ritual of Souls for everyone, a Soulstone for a second chance, Ritual of Summoning for the friend who is late (there is always one), and Curse of the Elements on the boss for the rest of the group. Life Tap keeps your mana running.
AfflictionRanged DPS55/0/16
Usually the highest single-target damage of the class, and it keeps doing that damage while you move, which helps on fights with a lot of movement. Keep Corruption, Unstable Affliction and Curse of Agony up and keep the Haunt debuff on the target (do not just press it on cooldown). Fill with Shadow Bolt, and switch to Drain Soul once the boss is below 25% health. Your Felhunter is the usual pet.
Spells you live onHaunt · Unstable Affliction · Corruption · Curse of Agony · Shadow Bolt · Drain Soul · Life Tap · Curse of the Elements
Glyphs we runGlyph of Quick Decay · Glyph of Life Tap · Glyph of Haunt
What it bringsCurse of the Elements on the boss for everyone, plus Healthstones and a Soulstone. Below 35% health Death's Embrace makes your execute phase even stronger.
Raid leaders like it because of the buff it gives the whole group: Demonic Pact. Many groups prefer a Demonology Warlock for that reason, even when the pure damage of Affliction is higher. It is the most gear-dependent spec. Use a Felguard, use Demonic Empowerment every time it is ready, keep Corruption and Immolate up, use Incinerate when Molten Core procs, and switch to Soul Fire in the execute phase with Decimation. Metamorphosis is your main cooldown, so learn when to use it.
Spells you live onMetamorphosis · Demonic Empowerment · Summon Felguard · Corruption · Immolate · Incinerate · Shadow Bolt · Soul Fire · Life Tap
Glyphs we runGlyph of Life Tap · Glyph of Felguard · Glyph of Quick Decay(swap options: Glyph of Metamorphosis)
What it bringsDemonic Pact for the raid, and Curse of the Elements when there is no Unholy Death Knight or Balance Druid in the group to provide the same debuff.
Playable, but the least used of the three in end-game raiding. It performs well even with lower gear. The fire spells do the work: Immolate, Conflagrate, Incinerate and Chaos Bolt, and Backdraft speeds your casts up after a Conflagrate.
Spells you live onChaos Bolt · Conflagrate · Incinerate · Immolate · Shadow Bolt · Shadowburn · Life Tap · Curse of the Elements
Talents that define itChaos Bolt · Backdraft · Fire and Brimstone · Shadow and Flame · Pyroclasm · Empowered Imp
Glyphs we runGlyph of Life Tap · Glyph of Immolate · Glyph of Conflagrate
What it brings The same utility as every Warlock, and a good choice if you like a rotation with big single hits.
A Druid can fill any role in a raid, and they bring Innervate and Rebirth, so almost every group wants at least one. The catch is that you have to actually choose: the class is good at all its jobs, but each job is a different way of playing. If you cannot decide on a role, the Druid is the class that lets you decide later.
RestorationHealer18/0/53
A healing-over-time healer. You put Rejuvenation, Lifebloom and Wild Growth on the raid before the damage arrives instead of reacting to it, and you stack Lifebloom on the tank for steady healing. You are not a tank healer that spams big heals, and playing it like one wastes your mana. Use Nourish and Regrowth for spot healing and Swiftmend when someone needs a lot of healing quickly. Haste, to reach a one-second global cooldown, matters more than most other stats.
Talents that define itWild Growth · Gift of the Earthmother · Revitalize · Improved Tree of Life · Empowered Rejuvenation · Swiftmend
Glyphs we runGlyph of Wild Growth · Glyph of Rejuvenation · Glyph of Nourish
What it bringsInnervate for another healer's mana, Rebirth to bring back someone in the middle of a fight, and Tree of Life for a stronger healing form.
A strong main tank with huge health and armor, and a rotation that is one of the easiest in the game, so you can focus on positioning and awareness. Mangle (Bear), Lacerate and Maul are your threat, Faerie Fire keeps the armor debuff on, and Swipe holds the adds. A bear only makes rage by taking damage, so your threat depends on your gear. In Ruby Sanctum a bear main tank is a normal pick: keep your Icecrown glyphs, and take the Frenzied Regeneration glyph if you are the main tank or the Maul glyph if you are the add tank.
Spells you live onMangle (Bear) · Lacerate · Maul · Swipe (Bear) · Faerie Fire (Feral) · Growl · Survival Instincts · Barkskin · Frenzied Regeneration
Talents that define itProtector of the Pack · Natural Reaction · Improved Mangle · Survival of the Fittest · Berserk · Primal Gore
Glyphs we runGlyph of Survival Instincts · Glyph of Mangle · Glyph of Maul
What it bringsLeader of the Pack gives the raid extra critical strike chance while you are in Bear Form.
Melee damage with bleeds that you keep rolling and a lot of cleave. It shines when there are many targets, which is why Ferals are popular on Halion. Keep Rip and Rake up, keep Savage Roar active for the damage bonus, build combo points with Shred (or Mangle (Cat) if you need the bleed effect), and use Ferocious Bite when your timers are safe. Tiger's Fury and Berserk are your cooldowns. The downside is that the rotation depends on timers and luck, so it has a high skill ceiling.
Spells you live onRip · Rake · Savage Roar · Shred · Mangle (Cat) · Ferocious Bite · Tiger's Fury · Berserk · Faerie Fire (Feral)
Talents that define itBerserk · Rend and Tear · Primal Gore · Leader of the Pack · Predatory Instincts · King of the Jungle
Glyphs we runGlyph of Savage Roar · Glyph of Shred · Glyph of Rip
What it bringsLeader of the Pack for the raid, plus Rebirth and Innervate as secondary duties.
A ranged damage spec that is not played as much as the others, but with the biggest pile of raid buffs of any damage dealer. The core is Eclipse: cast Wrath during a Solar Eclipse and Starfire during a Lunar Eclipse, refresh Moonfire and Insect Swarm when you are out of Eclipse, and use Starfall and Force of Nature on cooldown. Keep Faerie Fire on the boss.
Spells you live onWrath · Starfire · Moonfire · Insect Swarm · Starfall · Force of Nature · Typhoon · Faerie Fire · Moonkin Form
Talents that define itStarfall · Eclipse · Earth and Moon · Improved Faerie Fire · Improved Moonkin Form · Typhoon
Glyphs we runGlyph of Focus · Glyph of Insect Swarm · Glyph of Starfall
What it bringsImproved Faerie Fire, Improved Moonkin Form and Earth and Moon together give the group extra hit, haste and spell damage, and your Moonkin Form aura adds spell critical strike chance.
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