Welcome to the World of Warcraft: Cataclysm DPS tier list! We will be ranking each DPS class available for the expansion, as well as explaining each class’s position on the tier list. This tier list is currently updated for Phase 2 of Cataclysm Classic.
Fire Mage | Shadow Priest | Aff Warlock | Survival Hunter | ||
Demo Warlock Ret Paladin | Balance Druid Unholy DK | Frost DK Ele Shaman | Arcane Mage Assassin Rogue | ||
Combat Rogue | Feral Druid | Enh Shaman | MM Hunter | Arms Warrior | |
Fury Warrior | Destro Warlock | BM Hunter | |||
Subtlety Rogue |
- Fire Mage (S-Tier)
- Shadow Priest (S-Tier)
- Affliction Warlock (S-Tier)
- Survival Hunter (S-Tier)
- Demonology Warlock (A-Tier)
- Retribution Paladin (A-Tier)
- Balance Druid (A-Tier)
- Unholy Death Knight (A-Tier)
- Frost Death Knight (A-Tier)
- Elemental Shaman (A-Tier)
- Arcane Mage (A-Tier)
- Assassination Rogue (A-Tier)
- Combat Rogue (B-Tier)
- Feral Druid (B-Tier)
- Enhancement Shaman (B- Tier)
- Marksmanship Hunter (B-Tier)
- Arms Warrior (B-Tier)
- Fury Warrior (C-Tier)
- Destruction Warlock (C-Tier)
- Beast Mastery Hunter (C-Tier)
- Subtlety Rogue (D-Tier)
- Frost Mage (D-Tier)
The first phase of World of Warcraft: Cataclysm comes with four available raids that feature a good balance of Single-Target Damage and Area-of-Effect fights. The most important factor to take into consideration is that each specialization’s performance heavily relies on the encounter itself, with some specializations that rank lower on the list outperforming higher-ranking tiers in certain specific scenarios.
- Baradin Hold
- Blackwing Descent
- The Bastion of Twilight
- Throne of the Four Winds
Another specific factor to keep in consideration is the vast difference between specializations when talking specifically about AoE encounters. While all specializations are capable of a form of AoE Damage, not all of them have the same proficiency in dealing AoE Damage. A clear example would be Demonology Warlocks which overtake Affliction Warlocks in terms of pure AoE damage thanks to the specialization’s overhaul. Another clear example would be Fire Mage completely dominating Arcane Mage, maintaining one of the best AoE Damage capabilities throughout the entirety of the expansion.
The current state of the expansion will see Caster Specializations performing better than Melee Specializations until they reach their BiS gear, with some S-Tier casters out-damaging most other specializations even when they achieve full BiS. Most notably, with the removal of Armor Penetration and the introduction of the Mastery Stat, several Melee Specializations have uniformized damage when compared to the previous expansion, WotLK.
This DPS Ranking list is a rough estimate based on previously available information from both retail and private servers’ damage logs! The list itself will receive an update once the Cataclysm Public Test Real becomes available for accurate information. While the items themselves won’t change in terms of item level and overall stats, the classes will most probably receive different revamps which will balance their gameplay.
Due to the Human Error component and the individual player skill involved in high-end PvE content, Tier S through B is highly relative, with only a few select specializations ranking clearly higher than the other specializations based on the currently available information.
S-Tier
The S-Tier represents the most powerful classes in the current meta – those with the highest damage and utility. These specializations are usually recruited in larger numbers due to their outstanding performance.
Fire Mage
Known as one of the best, if not the best damage specializations throughout the entirety of WotLK, Fire Mage makes a return as one of the top contenders in Cataclysm, bringing devastating Single-Target Damage and AoE Damage. Since Cataclysm Classic will work on the 4.3.4 patch, Fire Mage manages to beat Arcane Mage even at the beginning of the expansion, given enough gear.
The only reason this specialization may not be considered S-Tier in the first phase of the expansion is its dependency on gear, with Fire Mage requiring large amounts of Critical Strike Chance, Haste Rating, and Mastery to compete with other Caster Specializations early on. Once a Fire Mage reaches its BiS, they certainly deserve their S-Tier spot, however, they can be considered A-Tier before they gain their gear.
Fire Mage received a massive gameplay overhaul, with its entire playstyle changing from a single proc mechanic, Hot Streak, to a DoT management specialization with the massive change that applied to Combustion. Hot Streak still remains one of the most important aspects of a Fire Mage’s gameplay, however, knowing when to properly apply Combustion will make a huge difference between a good Fire Mage and a really bad Fire Mage.
Fire Mage’s Impact talent is another huge change when it comes to overall gameplay, which also synergizes with the change to Combustion. With the new Impact proc, you can now spread all existing dots on a target, including Combustion. This change allows Fire Mage to become an absolute monster when it comes to Cleave & AoE encounters.
The gameplay changes in themselves raised Fire Mage’s already high skill cap, turning it into one of the more complex specializations to master, especially as they are harder to scale. Albeit, they are superior to the other two Mage Specializations, with only the Arcane Mage out-damaging it before Fire gains the proper gear.
In terms of utility, Fire Mage provides a single unique buff, along with the typical mage buffs that the other two specializations can grant. Fire Mages can apply the Critical Mass debuff to a target, increasing the Critical Strike Chance of all spells against that target by 5%.
- Critical Mass doesn’t stack with a Destruction Warlock’s Shadow and Flame talent!
- This effect only applies to abilities that are categorized as Spells!
Aside from Critical Mass, Fire Mages receive the same utility spell adjustments as the other mage specializations:
- Time Warp: An ability that enables a mage to grant the former Bloodlust/Heroism effect to their allies.
- Arcane Brilliance: Now improves the target’s Spell Power by 6% in addition to granting an increase in mana.
- Arcane Brilliance doesn’t stack with a Shaman’s Flametongue Totem.
- Ring of Frost: A powerful Crowd Control ability that can be used to freeze mobs for a considerable amount of time. A very useful ability for delaying certain dungeon/raid mechanics.
Even with the increased difficulty and high gear requirement, Fire Mage proves to be one of the most powerful Caster Specializations in the entire expansion, especially as the expansion unfolds and legendary gear becomes available.
Shadow Priest
Shadow Priest proves to the world once again that it is one of the best damage specializations in the game, coming back even stronger in Cataclysm to claim a spot in the S-Tier. Not only that Shadow Priests deal crazy amounts of damage in Single-Target, Cleave, and AoE Encounters, but they also bring a large amount of utility to any group that accepts those sinister shadowy companions.
Shadow Priests retain most of the gameplay mechanics that they had in WotLK Classic, with only a few additional changes added to their overall toolkit. The specialization itself retains the role of a DoT specialist, with Haste Rating and the newly found Mastery Stat playing a huge role in their overall play style. They gain a few buffs through the form of the Evangelism, Shadowy Apparitions, Shadow Orbs, and Archangel talents alongside a major buff to their Mind Sear ability but their overall play style remains the same as it did in WotLK Classic.
While their Single-Target Damage remains as brokenly overpowered as it was back in WotLK Classic, their AoE and Cleave capabilities get enhanced even further since Mind Sear now also affects its main target.
The only issue Shadow Priests have in the first phase of the expansion is their gear dependency, with the specialization itself requiring a fairly high amount of gear until its damage ramps up.
Shadow Priest’s overall utility improves even further with the beginning of Cataclysm. They retain most of their overpowered utility abilities such as Mass Dispel, Fear Ward, Shackle Undead, Power Word: Fortitude, Hymn of Hope, Vampiric Touch, Dispersion, and Vampiric Embrace while also gaining additional utility through Leap of Faith.
While most of their utility abilities stack with any other spell effects, two of them can’t stack with any similar effect:
- Vampiric Touch‘s Replenishment Effect can’t stack with:
- A Retribution Paladin’s Communion.
- A Destruction Warlock’s Soul Leech.
- A Frost Mage’s Enduring Winter.
- A Restoration Druid’s Revitalize.
- Power Word: Fortitude doesn’t stack with:
- A Warlock’s Blood Pact (Imp Buff).
- A Warrior’s Commanding Shout.
- Shadow Form doesn’t stack with:
- A Balance Druid’s Moonkin Aura.
- A Shaman’s Wrath of Air Totem.
Affliction Warlock
Affliction Warlocks are still on top of their game with the beginning of Cataclysm, having one of the strongest Single Target Damage outputs in the first phase of the expansion. However, their overall playstyle suffers a loss when it comes to AoE encounters as their overall rotation gets even more complicated as proper DoT management and special cooldowns require a high skill cap.
Warlocks receive a massive overhaul to their overall gameplay with several huge changes. The first and most notable change is the Soul Shard system which got completely revamped into a refillable 3-slot resource system as opposed to the previous system which relied on stacking a large quantity of Soul Shards in their bags. With this change, the new Soul Shard resource system was reworked in a specific way where it is used to empower other abilities through the Soulburn spell. Through this change, most of a Warlock’s former abilities that required a Soul Shard in order to be activated no longer require the reagent.
The issue with Soul Shards is that they are now limited to 3 per fight unless you manage to kill adds with Soul Drain. There are a few special conditions where Soul Shards may be used indefinitely such as Soulburn: Seed of Corruption which refunds the Soul Shard if the detonation is successful.
In addition, their Curse Effects were split into two different categories: Bane & Curses. The former spells Curse of Agony and Curse of Doom were transformed into Bane of Agony and Bane of Doom. This resulted in an additional DoT that needs to be placed on a target, generating a higher difficulty in performing their overall rotation.
Another huge change for Affliction Warlocks is their overall survivability, especially with the new Soulburn: Drain Life effect and Fel Armor that now heals you based on all the Single Target Damage you deal.
Affliction Warlock’s Single-Target Damage remains as strong as ever, with new additions such as Demon Soul, Mastery: Potent Afflictions, and the reworked Pandemic talent. Their Execution phase is one of the most potent in the entire expansion when compared to the rest of the classes, with only a few coming close in terms of overall Single-Target performance.
However, due to the new mechanics, Affliction Warlocks tend to suffer in heavy AoE situations when compared to other specializations. While there are certain mechanics to ensure Affliction Warlocks deal high amounts of damage in AoE encounters, their conditions are harder to meet, making the class take a huge hit in comparison to other caster specializations or its former AoE performance in WotLK Classic. One such effect is Soulburn: Seed of Corruption. As an example, Demonology Warlocks tend to outperform Affliction Warlocks in fights heavy AoE fights whereas Affliction Warlocks certainly outperform Demonology Warlocks in 2-3 targets Cleave Encounters.
As far as Warlock’s utility goes, it retains most of the spells it had available during WotLK Classic, with a few new additions that enhance its overall performance. Besides their Curses, Ritual of Summoning, Soulstones, Ritual of Souls, and Demonic Circle: Summoning, they also gain access to Dark Intent and the Jinx talent which allows them to effectively place Curse of Elements on up to 16 targets at the same time. However, all of those effects are available to all the warlock specializations, especially with how the Jinx talent only requires 7 points in the Affliction Specialization.
Keep in mind that Curse of the Elements and Jinx: Curse of the Elements don’t stack with:
- An Unholy Death Knight’s Ebon Plaguebringer.
- A Balance Druid’s Earth and Moon.
- An Assassination Rogue’s Master Poisoner.
Survival Hunter
Trapweaving empowered? Extremely high Magic Damage? Very high utility and survivability tools? Survival Hunter offers them all as it claims a spot in the S-Tier in the first phase of Cataclysm. Quickly rising in popularity during WotLK Classic, Survival Hunter will surely retain its popularity during Cataclysm, as it brings extreme amounts of damage in both Single-Target and AoE encounters while also maintaining a fun play style.
The Hunter Class received a massive resource overhaul, with Mana being a thing of the past in favor of the new resource, Focus. Besides this huge change, Survival Hunters also received a lot of changes that further enhanced its damage potential while also fixing its issue with the lack of utility it had in WotLK Classic.
In terms of damage, Survival Hunters benefit from a plethora of changes and new additions that further enforce their right to the S-Tier spot, with abilities such as Cobra Shot, Black Arrow, and Explosive Shot synergizing perfectly with their new Mastery: Essence of the Viper.
Another big change in terms of damage is the ability to Auto-Shot while moving! Sadly, Survival Hunters don’t benefit as much from it since they have the Sniper Training mechanic. However, when paired up with the new Aspect of the Fox which allows them to cast both Cobra Shot and Steady Shot while moving, this change plays a huge role as most raid encounters have mechanics that require a fairly high amount of movement.
In terms of utility changes, there have been some massive overall changes to the Hunter class, with the Trap Launcher being one of the most potent ones. Albeit a change that came in Retail Cataclysm back in the day, WotLK Classic players will be familiar with the new Trap Launcher which now allows them to easily place all traps without needing to be in Melee Range.
In terms of unique raid utility, their Hunting Party talent has been revamped from a Replenishment Effect into an Attack Speed Increase Effect! This change allows them to be much more easily recruited into raids, as there are only 3 classes that can grant this buff.
- Hunting Party doesn’t stack with a Shaman’s Windfury Totem or a Frost Death Knight’s Improved Icy Talons.
Besides those changes, Hunters retain their utility from the previous expansion through various traps such as Snake Trap, Freezing Trap, and Ice Trap and through abilities such as Misdirection, Tranquilizing Shot, and Distracting Shot which are extremely valuable in raid encounters.
A-Tier
The A-Tier represents strong DPS specializations that offer a great amount of damage and utility, but don’t offer the best possible damage output. They will be found in almost every raid group and it will be common to see more than one of each.
Demonology Warlock
Demonology Warlocks receive massive buffs with the arrival of Cataclysm, reaching the top of the A-Tier. Their kits deal very high amounts of damage in both Single-Target and AoE Encounters, with a newly found proficiency in heavy AoE encounters thanks to their overall revamped playstyle. They also bring in a large amount of utility, just like with the other Warlock Specializations, with the beloved Demonic Pact remaining one of the most sought-after buffs in the entire expansion.
Warlocks receive a massive overhaul to their overall gameplay with several huge changes. The first and most notable change is the Soul Shard system which got completely revamped into a refillable 3-slot resource system as opposed to the previous system which relied on stacking a large quantity of Soul Shards in their bags. With this change, the new Soul Shard resource system was reworked in a specific way where it is used to empower other abilities through the Soulburn spell. Through this change, most of a Warlock’s former abilities that required a Soul Shard in order to be activated no longer require the reagent.
The issue with Soul Shards is that they are now limited to 3 per fight unless you manage to kill adds with Soul Drain.
In addition, their Curse Effects were split into two different categories: Bane & Curses. The former spells Curse of Agony and Curse of Doom were transformed into Bane of Agony and Bane of Doom. This resulted in an additional DoT that needs to be placed on a target, generating a higher difficulty in performing their overall rotation.
Furthermore, Demonology Warlock received a massive revamp to both its Single-Target & AoE rotations with the addition of the Hand of Gul’dan spell and several other powerful talents such as Inferno, Cremation, and Impending Doom. With Metamorphosis being now available multiple times during a fight, their overall damage skyrocketed, even beating their fellow Affliction Warlocks brethren in heavy AoE scenarios.
As far as Warlock’s utility goes, it retains most of the spells it had available during WotLK Classic, with a few new additions that enhance its overall performance. Besides their Curses, Ritual of Summoning, Soulstones, Ritual of Souls, and Demonic Circle: Summoning, they also gain access to Dark Intent and the Jinx talent which allows them to effectively place Curse of Elements on up to 16 targets at the same time. However, the Jinx effect is harder to gain as a Demonology Warlock if you want to acquire the Shadow and Flame talent due to the lack of available points and other important existing talents.
Keep in mind that Curse of the Elements and Jinx: Curse of the Elements don’t stack with:
- An Unholy Death Knight’s Ebon Plaguebringer.
- A Balance Druid’s Earth and Moon.
- An Assassination Rogue’s Master Poisoner.
With their massive revamp and easier toolkit, Demonology Warlocks have the potential to even reach S-Tier, especially when played properly. Their damage output is also far less reliant on gear, and much more reliant on the encounter itself, making them very sought-after not only for their buff but also for raids with heavy AoE Encounters.
Retribution Paladin
Just like in WotLK Classic, Retribution Paladins maintain their powerhouse status, having both great overall utility and extremely powerful burst damage. In Cataclysm, Retribution Paladins receive a massive plethora of changes to their kit, with a completely overhauled resource system, retaining plenty of their utility alongside their newly founded damage abilities.
The most important change is their newly found Holy Power resource, a bar that can be filled up to 3 slots in order to both utilize some of their new abilities and empower old ones. Thanks to this new resource, they now gain access to powerful abilities such as Templar’s Verdict, Inquisition, and Zealotry which can be used to deal devastating damage.
Another very notable change is the way Crusader Strike and Divine Storm function. In Cataclysm, both abilities now have the same cooldown, with Crusader Strike guaranteeing a charge of Holy Power in any situation while Divine Storm grants a charge only if the spell affects at least 4 targets or more. This change considerably dampens a Retribution Paladin’s Cleave capabilities if an encounter has only 2 or 3 targets.
Retribution Paladin’s overall damage can now be considered more potent in Single-Target encounters rather than AoE Encounters due to those changes, albeit they still shine bright even in Cleave & AoE situations. In the first phase of the expansion, you can expect a skilled Retribution Paladin to find itself among the higher parts of the meters, however, its true potential will be unlocked as the expansion unfolds when it gets access to more powerful items.
Their utility also receives a massive overhaul, with some of their old buffs being condensed into a single powerful ability that combines multiple old ones along with new abilities that can be used to mitigate dire situations.
There are three main changes to take into consideration:
- Auras: Paladin auras have been condensed with multiple of their auras turned into a single spell that encompasses multiple old auras. All of their former resistance auras have been turned into a single aura named Resistance Aura. This change considerably reduced the need for multiple paladins in a raid group, especially since Aura Mastery is no longer available for Retribution Paladins.
- Blessings: Paladins’ trademark blessings have been drastically modified, combining two out of three into a single powerful ability while also removing their reagent requirements. The former abilities Blessing of Wisdom and Blessing of Might have both their effects combined and under the newly empowered Blessing of Might while Blessing of Kings only grants a 5% stat boost but now also grants an increase to all resistances.
- Blessing of Might doesn’t stack with Unleashed Rage/Trueshot Aura/Abomination’s Might
- Blessing of Kings doesn’t stack with Mark of the Wild.
- Word of Glory: Thanks to their new Holy Power resource, Retribution Paladins now gain access to a moderately powerful instant-cast healing effect that can be used with their new resource, specifically the Word of Glory spell. While this spell may not be as powerful in raid encounters where healers can completely overshadow its effect, it can prove to be a lifesaver in dire situations where every Health Point matters. This spell is also used as a method to empower a Retribution Paladin’s damage through the Selfless Healer talent whenever they aid an ally.
Retribution Paladins also bring in a 3% damage increase and a Replenishment Effect through the Communion talent.
- Communion doesn’t stack with:
- An Arcane Mage’s Arcane Tactics
- A Beast Mastery Hunter’s Ferocious Inspiration.
- A Shadow Priest’s Vampiric Touch.
- A Destruction Warlock’s Soul Leech.
- A Frost Mage’s Enduring Winter.
- A Restoration Druid’s Revitalize.
While Retribution Paladins retain all of their specific “Hands” abilities and their auras, they lose access to former powerful spells from WotLK such as Aura Mastery, Divine Intervention, and Divine Sacrifice/Divine Guardian.
Balance Druid
If Boomies were a true force of nature to be reckoned with in the previous expansions, their powerhouse status is further reinforced in Cataclysm. Balance Druids receive several changes to their overall play style, with their new-found gameplay further enforcing their status as one of the top-tier Damage Specializations. Balance Druids excel in both Single-Target and AoE Encounters, with AoE encounters showcasing their true potential. Few specializations are able to hold their own when it comes to AoE encounters against a Balance Druid, with Fire Mage, Demonology Warlocks, Survival Hunters, and Unholy Death Knights being the only ones able to hold their own against them.
While Balance Druids retained most of their basic abilities, they received an entire revamp to their Eclipse mechanic, with Solar Eclipse and Lunar Eclipse receiving an entire overhaul. This resulted in a new resource bar being added to their UI for both easier management and further reinforcement of the mechanic itself. Whenever a Balance Druid casts a spell that is categorized under the “Lunar” category it fills up their resource bar, resulting in a Solar Eclipse. This works vice-versa, with every “Solar” spell adding more points toward a Lunar Eclipse. This mechanic changed a Balance Druid’s old “monotone” play style into a much more interactive and proc-based one.
This change in turn modified several of their abilities while also adding new exciting ones that further enhance both their Single-Target Damage and their AoE Damage. We can look at exciting abilities and talents such as Sunfire, Starsurge, Wild Mushroom, Euphoria, and Lunar Shower. Although many great mechanics were added to Balance Druid, a large amount of nerfs were also introduced when it came to MP5. Most of their mana regeneration now comes from Euphoria and Dreamstate, with the latter effect being conditional based on whether Innervate is available or not.
The only issue Balance Druids have in terms of damage output is their dependency on gear, with their full potential coming online once they approach their BiS. The new interactive play style also requires a higher skill cap, meaning that some players might find it more difficult to top the damage meters. Once a Balance Druid approaches its BiS, you can expect it to always be in the top spots of the damage meters, especially during any AoE Encounter.
In terms of utility, Druids remain one of the most impressive classes. They offer a lot of utility through effects such as Cyclone, Innervate, Stampeeding Roar, Rebirth, Remove Corruption, and Mark of the Wild. In addition to all those effects, Balance Druids bring other unique utility spells and effects such as Typhoon, Moonkin Aura, and Earth and Moon.
While a Balance Druid brings a plethora of effects, the following ones can’t stack with other similar effects:
- Mark of the Wild doesn’t stack with Blessing of Kings.
- Earth and Moon doesn’t stack with Curse of the Elements, Ebon Plaguebringer, or Master Poisoner.
- Moonkin Aura doesn’t stack with Shadow Form and Wrath of Air Totem.
Unholy Death Knight
The masters of Death and Decay make a solid return in Cataclysm, with both beneficial and detrimental changes to their onslaught! Unholy Death Knights retain their position as one of the strongest Damage Dealer specializations, however, their AoE potential took quite a hit in Cataclysm when compared to WotLK Classic.
While the majority of their gameplay remains the same, their overall system gets revamped in favor of easier rune management. This effect is achieved through the reworked Reaping passive, which now generates consistent Death Runes. Unholy Death Knights retain their amazing Single-Target potential with a few added bonuses such as Dark Transformation which further enhance their damage capabilities. However, they suffer a huge loss when it comes to AoE encounters since the Wandering Plague talent is no longer a part of their kit.
In the first phase of the expansion, they will still perform extremely well in Cleave and AoE encounters, even without having the most optimal gear setup. Once they get close to their BiS, their damage potential skyrockets, with the new Outbreak spell allowing them to easily spread their diseases when paired up with Pestilence.
One thing to keep in mind is that their Frost brethren can sometimes outperform them, especially in Single-Target encounters early on. In the later parts of the first phase, both specializations have a great damage output, with the player’s skill playing a huge role in their overall performance. If we think about their potential throughout the entirety of the expansion, their overall damage will be quite underwhelming at the beginning, especially as Unholy Death Knights will continuously scale throughout the expansion.
As for an Unholy Death Knight’s utility, they retain all the debuffs and utility spells that all Death Knights can bring to the fold in addition to one powerful unique effect, the Ebon Plaguebringer talent. They have access to general utility effects such as Frost Fever, Death Grip, Chains of Ice, Path of Frost, and Horn of Winter which remain the same as they were back in WotLK Classic. They also receive changes to Raise Ally which now acts as a proper battle resurrection ability, a huge change that now increases their overall desirability besides the Ebon Plaguebringer effect.
Keep in mind that the following spells can’t stack with any other similar effects:
- Ebon Plaguebringer doesn’t stack with Earth and Moon, Curse of the Elements, and Master Poisoner.
- Horn of Winter doesn’t stack with Battle Shout or Strength of Earth Totem.
Frost Death Knight
Frost Death Knight is among the few specializations that haven’t seen many changes with the arrival of Cataclysm. The specialization has insane Single-Target and AoE capabilities, with Single-Target Encounters being its favorite environment. While the specialization was not revamped or completely overhauled as some specializations, its proc mechanics were vastly improved, with Rime and Killing Machine proccing constantly. If compared to the old retail Cataclysm, Frost Death Knight sees massive improvements considering we will experience it in the state it was during the 4.3.4 patch.
While Frost Death Knight prefers Single-Target encounters, it does not shy away from any Cleave or AoE encounters. Compared to its previous state during WotLK Classic, Frost Death Knight receives a massive buff to Howling Blast, with the spell itself no longer having any cooldown. This enhanced Frost Deathknight’s overall AoE potential, albeit, it also raised the difficulty cap since spamming Howling Blast is not always the best course of action. Players will want to be mindful of their rune management and avoid depleting all of their runes without spreading their DoTs first.
The specialization itself is extremely potent early on, with its proc-based gameplay allowing it to achieve some impressive numbers, even without powerful equipment. As it progresses towards its BiS, you can expect a skilled Frost Death Knight to place itself in the higher parts of the damage meter, and in some situations, even outdamage Unholy Death Knight. This is especially true for the early parts of the phase, as Frost produces a higher damage output than Unholy at a low Ilvl.
As for a Frost Death Knight’s utility, they retain all the debuffs and utility spells that all Death Knights can bring to the fold in addition to one powerful unique effect, the Improved Icy Talons talent. They have access to general utility effects such as Frost Fever, Death Grip, Chains of Ice, Path of Frost, and Horn of Winter which remain the same as they were back in WotLK Classic. They also receive changes to Raise Ally which now acts as a proper battle resurrection ability, a huge change that now increases their overall desirability besides the Brittle Bones and Improved Icy Talons effects.
Keep in mind that the following spells can’t stack with any other similar effects:
- Ebon Plaguebringer doesn’t stack with Earth and Moon, Curse of the Elements, and Master Poisoner.
- Horn of Winter doesn’t stack with Battle Shout or Strength of Earth Totem.
- Brittle Bones doesn’t stack with Savage Combat and Blood Frenzy.
Elemental Shaman
Elemental Shaman has received some of the best possible buffs it could have hoped for with the arrival of Cataclysm! The specialization has received massive improvements in Single-Target, Cleave, and AoE Encounters while also receiving massive buffs to its overall mana management and overall utility. With the hopes that Elemental Shaman will also retain the buffs they received during WotLK Classic, the specialization itself will perform extraordinarily well throughout the entirety of the expansion, even during its very first phase.
Elemental Shamans received massive improvements to both their mobility and overall damage, with a lot of “quality of life” changes such as:
- A revamped Lightning Shield mechanic through the Rolling Thunder and Fulmination talents.
- A massive boost to Elemental Mastery and the new Feedback talent which allows the player to reduce Elemental Mastery‘s cooldown
- The complete removal of Chain Lightning‘s cooldown
- The addition of Spiritwalker’s Grace which allows a Shaman to cast non-instant spells for 15 seconds while moving
Those changes, along with other minor buffs to the rest of the abilities and the former changes from WotLK Classic such as Fire Elemental Totem‘s reset after each encounter, place Elemental Shaman among the top Damage Specializations even during the first phase of the expansion. Their overall damage remains consistent throughout the rest of the expansion, with their damage really picking up once the legendary caster staff becomes available.
When it comes to a Shaman’s overall utility, they are a complete powerhouse that can be compared to a Paladin. Their overall utility comes from their totems, their abilities ranging from increased Armor, Spell Haste, Melee Haste, Damage Negation, Strength, Agility, Mana Regeneration, and many more. They also have access to abilities such as Purge which removes magical effects and the well-known Heroism/Bloodlust.
The main issue that Shamans encounter during Cataclysm is the added mage spell, Time Warp, which grants the same effect as Heroism/Bloodlust. This drastically reduced the need for Shamans in raid comps, as they were the only ones that could provide this buff in the previous expansions.
Furthermore, the Elemental Specialization receives huge buffs for its unique effects, with the old Totem of Wrath being completely revamped into the Totemic Wrath talent. This buff allows an Elemental Shaman to bring the same type of utility that the beloved Demonology Warlock brings! They also retain their Elemental Oath unique buff, just like they did in WotLK Classic.
Keep in mind that the following spells don’t stack with similar effects:
- Totemic Wrath doesn’t stack with Demonic Pact
- Elemental Oath doesn’t stack with:
- A Feral Druid’s Leader of the Pack.
- A Fury Warrior’s Rampage.
- A Subtlety Rogue’s Honor Among Thieves.
- Wrath of Air Totem doesn’t stack with:
- A Balance Druid’s Moonkin Aura
- A Shadow Priest’s Shadow Form
- Strength of Earth Totem doesn’t stack with:
- A Death Knight’s Horn of Winter.
- A Warrior’s Battle Shout.
- Mana Spring Totem doesn’t stack with:
- A Paladin’s Blessing of Might.
- A Felhunter’s Fel Intelligence. (Warlock Pet)
Arcane Mage
Not much has changed for old trusty Arcane Mage, other than its clear mana hunger. If Arcane Mage was renowned for being a very hard class to master due to its hard mana management, it is now even harder. Arcane Mage sits on the A-Tier only thanks to its massive burst capabilities, however in reality, it deserves a far lower spot if we take into consideration how hard it is to avoid becoming OoM.
While it is easy to spam one button and top the damage meters in Single-Target Encounters, given that you manage to not reach the OoM state in under 1 minute. Arcane Mage suffers from a huge lack of AoE Damage, with its only available AoE ability being Arcane Explosion, which has the risk of generating too much threat while also requiring you to be way too close to your target.
Apart from the One-Trick Pony show that it can present, Cataclysm didn’t offer any severe changes to Arcane Mage, with most of its gameplay remaining the same. Even with Evocation and Conjure Mana Gems, the specialization is not sustainable in the long run and the lack of mobility lowers its overall damage in encounters where mobility is simply a crucial mechanic. Improved Blink attempts to fix its mobility issues, however, it’s generally not enough in most cases.
Besides the normal utility spells that all Mage Specializations have access to, Arcane Mage has two separate unique effects, one of which can’t stack with other similar.
- Arcane Tactics: Increases every raid member’s overall damage by 3%.
- Arcane Tactics doesn’t stack with Ferocious Inspiration or Communion
- Focus Magic: Increases the target’s chance to critically hit with spells by 3%. Gain a 3% increased Critical Strike Chance with spells whenever your target deals a Spell Critical Strike.
Just like with the other Mage Specializations, the Arcane Mage received the following changes to their utility abilities:
- Time Warp: An ability that enables a mage to grant the former Bloodlust/Heroism effect to their allies.
- Arcane Brilliance: Now improves the target’s Spell Power by 6% in addition to granting an increase in mana.
- Arcane Brilliance doesn’t stack with a Shaman’s Flametongue Totem.
- Ring of Frost: A powerful Crowd Control ability that can be used to freeze mobs for a considerable amount of time. A very useful ability for delaying certain dungeon/raid mechanics.
The only way Arcane Mage can become truly viable in Cataclysm, especially in the upcoming phases is if Blizzard decides to tweak its huge mana management issues. As the specialization currently stands, it will probably top the damage meters in the first phase of the expansion if the player manages its mana properly, only to be completely overshadowed by Fire Mage entirely in the upcoming phases.
Assassination Rogue
Assassination Rogue finds itself in an outstanding spot with the arrival of Cataclysm, bringing extreme Single-Target & AoE Damage along with some very powerful utility tools. Assassination Rogue benefits from a huge Talent Tree overhaul, especially with the addition of the new Mastery stat. With Armor Penetration being a thing of the past, Assassination Rogues’ poisons make quick work of any target unfortunate enough to catch their gaze.
Assassination Rogue’s fate really took a 180 turn with the revamp of several of its talents, gaining overall increased damage, mobility, survivability, and energy regeneration. Talents such as Master Poisoner, Venomous Wounds, Cut to the Chase, Murderous Intent, and Quickening emphasize those aspects, turning Assassination Rogue into one of the most potent Damage Dealers throughout the entirety of the expansion. While their damage is not necessarily top-notch during the first phase of the expansion, their damage scales up extremely well, reaching an insane amount once they get their hands on the legendary daggers at the end of the expansion.
Assassination Rogue remains one of the few specializations that retains its rotation almost entirely when compared to WotLK Classic. Veteran rogues will have a pleasant surprise finding that they can perform the same rotation while also having the benefit of dealing insane amounts of damage with fewer cooldowns to keep track of.
In terms of utility, Rogues bring a large array of abilities that can be used to crowd-control targets and provide situational assistance. Abilities such as Cheap Shot, Kidney Shot, Kick, Sap, Distract, Tricks of the Trade, Blind, Disarm Trap, Wound Poison, Expose Armor, and Gouge provide extreme amounts of crowd-control and utility, allowing a rogue to assist in any dire situation. Besides those effects, Assassination Rogues provide a powerful unique effect, namely Master Poisoner. While the effect is powerful, it sadly can’t stack with any other similar effects.
- Master Poisoner can’t stack with:
- A Balance Druid’s Earth and Moon.
- An Unholy Death Knight’s Ebon Plaguebringer.
- A Warlock’s Curse of the Elements.
B-Tier
The B-Tier represents mediocre damage specializations. They are still considered viable, as they do a decent amount of damage, but they typically cannot compete with the A-tier specs on the damage meters. However, in many cases, they provide valuable raid buffs that make them worth bringing anyway, as their utility makes up for their deficiency in raw damage.
Combat Rogue
Combat Rogue finds itself at the top of the B-Tier, with a very possible chance of being considered an A-Tier specialization if played properly. In Cataclysm, Combat Rogue receives the most changes to its overall talent structure, going as far as possible from the idea of specific weapon categories. What this means is that Combat Rogues can now use any type of weapon they desire, without having to suffer any penalty. In addition to that, they receive massive beneficial changes to multiple of their talents, resulting in a much more dynamic gameplay.
While their gameplay is not necessarily based on procs like the other specializations, they now rely on talents that reduce their major cooldowns such as Restless Blades. This now encourages them to optimize their finishing moves as much as possible to regain Adrenaline Rush and Killing Spree ASAP. They also have another mechanic they have to carefully manage, especially in Cleave encounters, namely Bandit’s Guile. As such, Combat Rogues actually perform better in Cleave environments rather than Single-Target or AoE encounters, as Bandit’s Guile forces them to cycle through opponents in order to benefit from a huge damage buff.
While previously considered the most “Faceroll” specialization out of all the 3 Rogue Specializations, in Cataclysm Combat Rogue became one of the harder specializations to execute properly, as their new mechanics really pressure the player into energy and combo points micromanagement. If you expect to spam Sinister Strike, Eviscerate, and Rapture like you previously did, you will now find that you will carefully have to think about every finishing move and make sure that Revealing Strike is always a part of your rotation.
Luckily, their AoE rotation remains a no-brainer with Fan of Knives remaining one of the strongest AoE abilities in the game. However, keep in mind that this ability received a very big nerf, meaning that a player should hunt for a great Thrown Weapon to mitigate any damage loss.
In terms of utility, Rogues bring a large array of abilities that can be used to crowd-control targets and provide situational assistance. Abilities such as Cheap Shot, Kidney Shot, Kick, Sap, Distract, Tricks of the Trade, Blind, Disarm Trap, Wound Poison, Expose Armor, and Gouge provide extreme amounts of crowd-control and utility, allowing a rogue to assist in any dire situation. Besides those effects, Combat Rogues provide a powerful unique effect, namely Savage Combat. While the effect is powerful, it sadly can’t stack with any other similar effects.
- Savage Combat can’t stack with Blood Frenzy or Brittle Bones.
Feral Druid
Feral Druids, find themselves in a decent spot at the beginning of Cataclysm, with their entire talent tree receiving a massive overhaul. Once known as the most “ferocious” damage dealer in WotLK Classic, Feral Druid makes a rather weak comeback at the beginning of the expansion when compared to their former glory. The main issue is their overall high skill cap, with Cataclysm bringing them even more mechanics to keep track of combined with a rather big dependency on gear. The one thing we can be certain about is that experienced Feral Druids will manage to conquer the B-Tier and even secure themselves a spot among the top A-Tier specializations if played properly.
Feral Druids also see a shift towards a Damage-over-Time emphasized gameplay with their new mastery, Mastery: Savage Claws. Since Armor Penetration is no longer a thing, Feral Druids are under a lot more pressure to properly maintain their DoTs active at all times.
There are two main changes that affect the Single-Target Rotation, the Stampede talent and the Blood in the Water talent. While the latter effect is specifically made to ensure that Feral Druid has an easier rotation during the execute phase, the former introduces a possible new “Bearweaving” mechanic into the rotation. The Melee Haste buff could be a potential game changer for druids, albeit a hard one to optimize and accomplish. All and all, it really depends on the encounter you find yourself in, as it will require you to shapeshift and charge your target.
As for the AoE encounters, Feral Druid retains the same issues it had in WotLK classic, with no other reliable AoE abilities other than Swipe.
In terms of utility, Druids remain one of the most impressive classes. They offer a lot of utility through effects such as Cyclone, Innervate, Stampeeding Roar, Rebirth, Remove Corruption, and Mark of the Wild. In addition to all those effects, Feral Druids bring three powerful unique effects, namely Mangle, Infected Wounds, and Leader of the Pack. The effects themselves are extremely potent, although they can be replaced by other similar abilities. While they can be replaced, a raid comp would require several multiple different classes to bring what a Feral Druid brings in terms of utility.
Keep in mind that the following effects don’t stack with any other similar ones:
- Mark of the Wild doesn’t stack with Blessing of Kings.
- Leader of the Pack doesn’t stack with:
- A Fury Warrior’s Rampage.
- A Subtlety Rogue’s Honor Among Thieves.
- An Elemental Shaman’s Elemental Oath.
- Infected Wounds doesn’t stack with:
- A Death Knight’s Frost Fever.
- A Shaman’s Earth Shock.
- A Protection Paladin’s Judgements of the Just.
- A Warrior’s Thunder Clap.
- Mangle doesn’t stack with:
- An Arms Warrior’s Blood Frenzy.
- A Subtlety Rogue’s Hemorrhage.
Enhancement Shaman
Elemental Shaman finds itself in a very weird spot in Cataclysm when compared to WotLK Classic. The main issue with the specialization is that it seems to receive a massive revamp with each expansion. Those changes retain some of the core mechanics of the specialization but alter its overall play style and rotation in a sense that it deeply impacts the class identity.
The most impactful change that comes with Cataclysm is one of Enhancement’s revamped innate passives, Mental Quickness. While Enhancement was a highly customizable specialization in the past expansions, with builds such as Spellhance ravaging the damage meters, such builds are no longer available. This is because of how Mental Quickness removes the ability to gain Spell Power from any source other than Attack Power.
Its Single-Target and AoE rotations suffered huge modifications, with Lava Lash and Searing Totem playing a much larger part in both rotations. While their Single-Target rotation looks similar to the one they previously used in WotLK, with Lightning Bolt weaving playing a huge part, their AoE rotation now requires a skillful use of Chain Lightning, Fire Nova, Fire Totem, and Magma Totem to pull off efficiently.
Hopefully, Fire Elemental Totem‘s reset after each encounter will be retained during Cataclysm, allowing Enhancement Shaman to have a burst phase along with its Feral Spirits.
Sadly, all those changes place Enhancement Shaman in a weird spot, with most of its damage output depending entirely on the player’s individual skill and the encounter itself. Needless to say, Enhancement Shaman is also extremely gear-dependent, making it one of the weakest specializations when they are at a low Ilvl.
When it comes to a Shaman’s overall utility, they are a complete powerhouse that can be compared to a Paladin. Their overall utility comes from their totems, their abilities ranging from increased Armor, Spell Haste, Melee Haste, Damage Negation, Strength, Agility, Mana Regeneration, and many more. They also have access to abilities such as Purge which removes magical effects and the well-known Heroism/Bloodlust.
The main issue that Shamans encounter during Cataclysm is the added mage spell, Time Warp, which grants the same effect as Heroism/Bloodlust. This drastically reduced the need for Shamans in raid comps, as they were the only ones that could provide this buff in the previous expansions.
Furthermore, the Enhancement Specialization has a very easily replaceable unique buff, namely Unleashed Rage. Since Paladins are usually in constant demand, Enhancement’s unique buff becomes extremely situational, with Blessing of Might also providing an MP5 effect.
Keep in mind that the following spells don’t stack with similar effects:
- Unleashed Rage doesn’t stack with:
- A Paladin’s Blessing of Might.
- A Blood Death Knight’s Abomination’s Might.
- A Marksmanship Hunter’s Trueshot Aura.
- Wrath of Air Totem doesn’t stack with:
- A Balance Druid’s Moonkin Aura
- A Shadow Priest’s Shadow Form
- Strength of Earth Totem doesn’t stack with:
- A Death Knight’s Horn of Winter.
- A Warrior’s Battle Shout.
- Mana Spring Totem doesn’t stack with:
- A Paladin’s Blessing of Might.
- A Felhunter’s Fel Intelligence. (Warlock Pet)
Marksmanship Hunter
Marksmanship Hunter doesn’t find itself in such a pretty spot when compared to the previous expansion, and sadly, this is mainly due to the 4.3.4 patch. In Retail Cataclysm, Marksmanship Hunters used to deal large amounts of damage in both Single-Target and AoE encounters. However, that applied for the first patch of the expansion before their overall damage got nerfed and Survival Hunters received massive improvements which were meant to outperform Marksmanship Hunter in every possible way.
The Hunter Class received a massive resource overhaul, with Mana being a thing of the past in favor of the new resource, Focus. Besides this huge change, Marksmanship Hunters also received a lot of changes that further modified its play style while also fixing its issue with the lack of mobility it had in WotLK Classic.
Another big change in terms of damage is the ability to Auto-Shot while moving! This change is great for Marksmanship Hunters as they don’t have to deal with Sniper Training as Survival Hunters do. When paired up with the new Aspect of the Fox which allows them to cast both Cobra Shot and Steady Shot while moving, this change plays a huge role as most raid encounters have mechanics that require a fairly high amount of movement.
In terms of overall damage, their damage is situated around the middle segment of the damage meters, with their overall damage output depending entirely on the player’s skill. Their talents revolve around Focus management, with many effects such as Bombardment, Rapid Recuperation, Termination, and Master Marksman emphasizing the very concept. Since their talents revolve around resource management, they get outperformed by other specializations that either grant both resource management and damage empowerment or simply focus on damage-enhancing effects.
In terms of utility changes, there have been some massive overall changes to the Hunter class, with the Trap Launcher being one of the most potent ones. Albeit a change that came in Retail Cataclysm back in the day, WotLK Classic players will be familiar with the new Trap Launcher which now allows them to easily place all traps without needing to be in Melee Range.
Besides those changes, Hunters retain their utility from the previous expansion through various traps such as Snake Trap, Freezing Trap, and Ice Trap and through abilities such as Misdirection, Tranquilizing Shot, and Distracting Shot which are extremely valuable in raid encounters.
As for unique effects granted by Marksmanship Hunters, they provide Trueshot Aura and Readiness. While the first effect can be considered utterly useless since it doesn’t stack with other similar buffs, the second effect is very valuable as it can be used to double every single utility ability in your kit. This means that vital abilities such as Misdirection and Freezing Trap can be chained for maximum crowd control.
- Trueshot Aura doesn’t stack with:
- A Paladin’s Blessing of Might.
- An Enhancement Shaman’s Unleashed Rage.
- A Blood Death Knight’s Abomination’s Might.
Arms Warrior
All hail the most unexpected comeback in terms of pure damage dealers, a huge congratulations to Arms Warriors in Cataclysm! Since Cataclysm Classic will work on the 4.3.4 patch, Arms Warriors fully benefit from some of the most broken talents, empowering both their Single-Target Damage and AoE Damage. Their overall rotation took a complete 180, jumping from possibly the most underwhelming and meme specialization in WotLK Classic, to one of the most interactive and dynamic specializations in Cataclysm.
However, while they might excel at Single-Target, Cleave, and AoE Encounters, their damage output is not yet that insane at the beginning of the expansion, as their true potential unravels later on. For those of you who know, Gurthalak is sadly obtainable only at the end of the expansion, so do be patient! As such, they rank B-Tier with a mention that they can be considered A-Tier if properly played and close to their BiS equipment.
The most impactful change for Arms Warriors is their new-found insane procs and talents that further emphasize them, with Wrecking Crew, Sudden Death, and Lambs to the Slaughter providing insanely powerful bonuses. All of those talents enhance an Arm’s Warrior’s Single-Target capabilities, although you can count them as very useful even during AoE encounters as they would all apply with Sweeping Strikes. Bladestorm now actually provides a large amount of AoE damage, as opposed to WotLK Classic, while Rend can now be easily applied to all targets with the Blood and Thunder talent.
In terms of utility, Arms Warrior grants the same general utility spells that are available for all warriors with only two unique effects that they grant to a raid comp. Cataclysm enhanced Warrior’s overall utility, with the new Rallying Cry added on top of the existing Commanding Shout, Battle Shout, and Demoralizing Shout utility spells. Luckily, this addition added to the overall desirability of the warrior class, with the ability itself acting as a huge panic button to prevent raid wipes.
Arms Warrior has two powerful utility passive effects, with the latter one actually bringing two different effects at the same time. The first effect, Mortal Strike, received a huge nerf when compared to WotLK Classic, however, it still provides one of the most easily accessible healing reduction effects in the game. The second effect, Blood Frenzy, has two components, the first of which empowers all other Physical Damage Dealers while the second effect empowers all bleed damage received by the target by a substantial amount. Just like with many other specializations, their unique effects could be easily replaced by similar abilities since they don’t stack. However, in 10-man raids, their effects would require multiple different classes to replace.
Keep in mind that the following utility effects don’t stack with other similar effects:
- Battle Shout doesn’t stack with Horn of Winter or Strength of Earth Totem.
- Commanding Shout doesn’t stack with Power Word: Fortitude or Blood Pact.
- Mortal Strike doesn’t stack with:
- A Fury Warrior’s Furious Attacks.
- A Rogue’s Wound Poison.
- A Hunter’s Widow Venom.
- A Shadow Priest’s Improved Mind Blast.
- A Felguard’s Legion Strike. (Warlock Pet)
- Blood Frenzy doesn’t stack with:
- A Feral Druid’s Mangle.
- A Subtlety Rogue’s Hemorrhage.
- A Combat Rogue’s Savage Combat.
- A Frost Death Knight’s Brittle Bones.
C-Tier
The specializations that make up the C-Tier are on the weaker side of the DPS spectrum. They can still be considered viable, occasionally offering useful buffs and debuffs, and can very often be very fun to play. However, you aren’t likely to be in the top places of DPS meters with these specs, and you won’t have the easiest time finding a raid group, as they aren’t in high demand.
Fury Warrior
Sadly, Fury Warriors see a complete downfall in Cataclysm, with each warrior enthusiast favoring Arms Warriors instead. The specialization in itself is not bad at all as it manages to deal high numbers in the first phase of the expansion, however, it’s completely outclassed by Arms as a whole. This is mainly due to the lack of improvements Fury Warriors received, with many of the changes themselves being minimal. If the expansion had taken a normal course like it did back in the original retail, Fury Warriors would have completely dominated Arms. However, since the 4.3.4 changes apply from the very first phase, this is sadly not the case.
The most important change and most definitely the most troublesome one for Fury Warrior is the proc-based gameplay. While in theory, it should generate smooth gameplay with constant procs for solid damage output, the reality is that the very procs you are forced to rely on may never even “proc”. This often results in a state in which you simply wait for your procs to appear while mindlessly spamming Bloodthirst, Cleave, and Whirlwind. While its Single-Target Damage can be considered decently high, it is by far lower than the other Melee Damage Dealers and nowhere near the Caster Specializations. Albeit its poor proficiency in Single-Target encounters, Fury Warrior seems to perform very well in Cleave and AoE encounters, with talents such as Meat Cleaver enhancing its overall performance.
In terms of utility, Fury Warrior grants the same general utility spells that are available for all warriors with only two unique effects that they grant to a raid comp. Cataclysm enhanced Warrior’s overall utility, with the new Rallying Cry added on top of the existing Commanding Shout, Battle Shout, and Demoralizing Shout utility spells. Luckily, this addition added to the overall desirability of the warrior class, with the ability itself acting as a huge panic button to prevent raid wipes.
The main issue with Fury Warriors is that their unique utility effects can be easily replaced by much more favorable effects, with Rampage being usually replaced by Moonkin Aura or Leader of the Pack and Furious Attacks being easily replaced by Mortal Strike, Widow Venom, Wound Poison, or Improved Mind Blast.
Keep in mind that the following utility effects don’t stack with other similar effects:
- Battle Shout doesn’t stack with Horn of Winter or Strength of Earth Totem.
- Commanding Shout doesn’t stack with Power Word: Fortitude or Blood Pact.
- Furious Attacks don’t stack with:
- An Arm’s Warrior’s Mortal Strike.
- A Rogue’s Wound Poison.
- A Hunter’s Widow Venom.
- A Shadow Priest’s Improved Mind Blast.
- A Felguard’s Legion Strike. (Warlock Pet)
- Rampage doesn’t stack with:
- A Feral Druid’s Leader of the Pack.
- An Elemental Shaman’s Elemental Oath.
- A Subtlety Rogue’s Honor Among Thieves.
Destruction Warlock
Destruction Warlocks find themselves in a rather bad spot with the arrival of Cataclysm, with the word “Average” describing them best. The problem with Destruction Warlock is that its overall damage is completely average in all types of encounters, whether we talk about Single-Target, Cleave, or AoE situations. They do receive minor buffs to their overall kit, however, they simply can’t contend with the more popular specs or their fellow warlock brethren. While the specialization is extremely potent in PvP, it is completely reduced to “just another caster” in PvE environments. Nonetheless, you should not feel discouraged as they can certainly deal a lot of damage if played properly. Their Single-Target Damage picks up pretty decently as the expansion unfolds, especially in fights where Cleave is also involved.
Warlocks receive a massive overhaul to their overall gameplay with several huge changes. The first and most notable change is the Soul Shard system which got completely revamped into a refillable 3-slot resource system as opposed to the previous system which relied on stacking a large quantity of Soul Shards in their bags. With this change, the new Soul Shard resource system was reworked in a specific way where it is used to empower other abilities through the Soulburn spell. Through this change, most of a Warlock’s former abilities that required a Soul Shard in order to be activated no longer require the reagent.
In addition, their Curse Effects were split into two different categories: Bane & Curses. The former spells Curse of Agony and Curse of Doom were transformed into Bane of Agony and Bane of Doom. This resulted in an additional DoT that needs to be placed on a target, generating a higher difficulty in performing their overall rotation.
In terms of Single-Target Damage, Destruction Warlocks remain pretty much the same, with their rotation barely receiving any major changes. The two most impactful changes that increase the dynamic of their rotation are the Empowered Imp talent which can now trigger instant Soulfire casts and the new Shadowburn which acts as an execute. Yes, Destruction Warlocks finally get an execution tool!
In terms of AoE and Cleave encounters, Destruction Warlocks gain a unique Bane when compared to the other Warlock Specializations, namely the Bane of Havoc, which aims to improve their Cleave potential.
Although they do receive this minor Cleave improvement, their overall AoE damage is a complete joke when compared to the other Warlock Specializations or any of the other Caster Specializations.
As far as Warlock’s utility goes, it retains most of the spells it had available during WotLK Classic, with a few new additions that enhance its overall performance. Besides their Curses, Ritual of Summoning, Soulstones, Ritual of Souls, and Demonic Circle: Summoning, they also gain access to Dark Intent and the Jinx talent which allows them to effectively place Curse of Elements on up to 16 targets at the same time. However, all of those effects are available to all the warlock specializations, especially with how the Jinx talent only requires 7 points in the Affliction Specialization.
Keep in mind that the following effects don’t stack with any other similar effects:
- Curse of the Elements doesn’t stack with:
- An Unholy Death Knight’s Ebon Plaguebringer.
- A Balance Druid’s Earth and Moon.
- An Assassination Rogue’s Master Poisoner.
- Blood Pact doesn’t stack with:
- A Priest’s Power Word: Fortitude.
- A Warrior’s Commanding Shout.
Beast Mastery Hunter
Beast Mastery Hunters stands at the bottom of the C-Tier with very low PvE expectations in Cataclysm. This is mainly due to the fact that Blizzard enforced the idea that Beast Mastery Hunter is supposed to be a leveling specialization and a strict PvP specialization. Although this was the initial intent, many players attempted to bring this spec into the PvE scene, albeit with little to no success. The problem with Beast Mastery Hunter is that it is way too reliant on its pet which is liable to being killed easily and its overall gear. Its talents are not necessarily the best with its entire gameplay revolving around quick burst damage which is much more favorable in PvP.
You could argue that the burst itself is enough, however, there are no powerful Single-Target enhancing abilities for BM Hunter like there are for MM and Survival Hunter that could compete with the rest of the Damage Specializations.
The Hunter Class received a massive resource overhaul, with Mana being a thing of the past in favor of the new resource, Focus. Another big change in terms of damage is the ability to Auto-Shot while moving! This change is great for Beast Mastery Hunters as they don’t have to deal with Sniper Training as Survival Hunters do. When paired up with the new Aspect of the Fox which allows them to cast both Cobra Shot and Steady Shot while moving, this change plays a huge role as most raid encounters have mechanics that require a fairly high amount of movement.
In terms of utility changes, there have been some massive overall changes to the Hunter class, with the Trap Launcher being one of the most potent ones. Albeit a change that came in Retail Cataclysm back in the day, WotLK Classic players will be familiar with the new Trap Launcher which now allows them to easily place all traps without needing to be in Melee Range.
Besides those changes, Hunters retain their utility from the previous expansion through various traps such as Snake Trap, Freezing Trap, and Ice Trap and through abilities such as Misdirection, Tranquilizing Shot, and Distracting Shot which are extremely valuable in raid encounters.
In terms of unique effects, Beast Mastery Hunters bring only one valuable effect, namely Ferocious Inspiration. The issue with this ability is that it doesn’t stack with any other similar abilities, meaning that it will end up being entirely useless. As much more in-demand specializations such as Retribution Paladins and Arcane Mages bring this effect, a Beast Mastery Hunter’s unique effects are reduced to 0.
One might argue that they can bring utility effects in the form of exotic pets with unique abilities, however, many consider that to be a hassle and simply prefer traditional buffs over situational ones provided by pets.
D-Tier
Simply put, specs in the D-tier are considered to be not viable. They can be fun to play, but you will struggle to get invited to raids when playing one of these, and you may even find yourself getting kicked from groups, as your damage will be really bad.
Subtlety Rogue
Subtlety Rogues have been considered complete jokes in PvE encounters by the community for many years, or at least that was the norm before the launch of Cataclysm. While their kit is mostly created for PvP encounters, several changes have increased their overall viability in both Dungeon and Raid encounters.
While Subtlety Rogues will certainly rank among the bottom tiers of the damage meters in the first phases of the expansion, their damage will ramp up quickly with the arrival of the legendary daggers in the latter parts of the expansion. In this current phase of the expansion, their damage is completely overshadowed by their Assassination and Combat brethren. However, they can still provide certain interesting effects in case a raid comp misses a Feral Druid or an Arms Warrior.
The main changes to their damage come from two specific effects that allow them to be functional, namely Mastery: Executioner and Serrated Blades. Thanks to their specific mastery, they receive a massive bonus for any finishing move that they use while Serrated Blades allows them to maintain Rupture constantly on a target.
Besides their damaging abilities, Subtlety Rogue grants all the specific Rogue utility abilities that the other two specializations bring, with only two unique effects that sadly don’t stack with similar effects brought by other classes.
Subtlety Rogue unique effects:
- Honor Among Thieves: A buff that increases Critical Strike Chance for all raid and party members by 5%.
- Honor Among Thieves doesn’t stack with Rampage, Leader of the Pack, and Elemental Oath.
- Hemorrhage: Increases the effectiveness of all Bleed Effects by 30% on the target.
- Hemorrhage doesn’t stack with Mangle and Blood Frenzy.
Frost Mage
In Cataclysm, Frost Mages receive a massive overhaul to their entire gameplay, having a very interactive proc-based gameplay. However, the cruel reality is that the spec itself is considered a meme by the community, especially as Fire Mage and Arcane Mage dominate the scene, with the former being considered the best damage spec throughout the entirety of the expansion.
The main change to their gameplay is how Frostbolt applies the chilled effect, having massively improved proc chances. Thanks to the Piercing Chill talent, their proc effects were also enhanced, allowing them to generate Fingers of Frost procs much more easily in Cleave Encounters. While their Fingers of Frost effect was significantly harder to apply in WotLK, it is now vastly improved in Cataclysm, making the spec much more viable in PvE.
Since chill effects are much more easily applied, Frost Mages can now consistently enhance their Ice Lance while also using Deep Freeze on cooldown. Another change that makes their PvE gameplay possible is the Brain Freeze talent effectively generating consistent stacks since Chill Effects are now easily applied. All of those changes combined allow Frost Mage to have a decently strong PvE rotation, especially when compared to its former situation in WotLK.
As far as their utility goes, Frost Mages have three distinct effects, Replenishment, Chilled, and Frozen. They retain their Replenishment Effect through the Enduring Winter talent. However, this effect can’t stack with other refreshment effects such as:
- A Retribution Paladin’s Communion.
- A Destruction Warlock’s Soul Leech.
- A Shadow Priest’s Vampiric Touch.
- A Restoration Druid’s Revitalize.
The main issue with the Chilled and Frozen effects is that they are not as useful in Raid Encounters when compared to Dungeon Encounters. This reduces a Frost Mage’s unique utility, especially since the other two special effects they can grant are shared with the other Mage Specializations. Just like with the other Mage Specializations, the Frost Mage received the following changes to their utility abilities:
- Time Warp: An ability that enables a mage to grant the former Bloodlust/Heroism effect to their allies.
- Arcane Brilliance: Now improves the target’s Spell Power by 6% in addition to granting an increase in mana.
- Arcane Brilliance doesn’t stack with a Shaman’s Flametongue Totem.
- Ring of Frost: A powerful Crowd Control ability that can be used to freeze mobs for a considerable amount of time. A very useful ability for delaying certain dungeon/raid mechanics.
Fire Mage | Demo Warlock | Ele Shaman | Unholy DK | Arms Warrior | |
Balance Druid | Survival Hunter | Assassin Rogue | Combat Rogue | Frost DK | |
Aff Warlock | Shadow Priest | Destro Warlock | Ret Paladin | Enh Shaman | |
Fury Warrior | Arcane Mage | Subtlety Rogue | Feral Druid | ||
MM Hunter |
- Fire Mage (S-Tier)
- Demonology Warlock (S-Tier)
- Elemental Shaman (S-Tier)
- Unholy Death Knight (S-Tier)
- Arms Warrior (S-Tier)
- Balance Druid (A-Tier)
- Survival Hunter (A-Tier)
- Assassination Rogue (A-Tier)
- Combat Rogue (A-Tier)
- Frost Death Knight (A-Tier)
- Affliction Warlock (B-Tier)
- Shadow Priest (B-Tier)
- Destruction Warlock (B-Tier)
- Retribution Paladin (B-Tier)
- Enhancement Shaman (B- Tier)
- Fury Warrior (C-Tier)
- Arcane Mage (C-Tier)
- Subtlety Rogue (C-Tier)
- Feral Druid (C-Tier)
- Beast Mastery Hunter (C-Tier)
- Marksmanship Hunter (D-Tier)
- Frost Mage (D-Tier)
The second phase of World of Warcraft: Cataclysm, Rise of the Zandalari, comes with two new additional dungeons: Zul’Gurub, and Zul’Aman. While the new dungeons only work as a catch-up mechanic, some interesting changes have been observed in the overall meta since Phase 1, with some underhanded DPS Specializations performing far better than expected.
The most important factor to take into consideration is that each specialization’s performance heavily relies on the encounter itself, with some specializations that rank lower on the list outperforming higher-ranking tiers in certain specific scenarios. Another specific factor to keep in consideration is the vast difference between specializations when talking specifically about AoE encounters. While all specializations are capable of a form of AoE Damage, not all of them have the same proficiency in dealing AoE Damage.
The current state of the expansion in Phase 2 is fairly similar to Phase 1, with a mix of Caster Specializations and Melee Specializations placing themselves among the first ranks. However, the fact that Caster Specializations tend to perform better is still true, with Fire Mage, Elemental Shaman, and Demonology Warlock dominating the ladders.
This DPS Ranking list is a rough estimate based on the available information from retail damage logs! While the items themselves won’t change in terms of item level and overall stats, the classes will most probably receive different revamps which will balance their gameplay.
Due to the Human Error component and the individual player skill involved in high-end PvE content, Tier S through B is highly relative, with only a few select specializations ranking clearly higher than the other specializations based on the currently available information.
S-Tier
The S-Tier represents the most powerful classes in the current meta – those with the highest damage and utility. These specializations are usually recruited in larger numbers due to their outstanding performance.
Fire Mage
Fire Mages have proven to be absolute monsters in Phase 1 of Cataclysm Classic, as everyone expected them to be, with this legacy carrying on in Phase 2. Their damage output is absolutely insane, in both AoE and Single-Target encounters, however, while many people love them and try to stack as many of them as possible in a raid, they do have a main drawback.
The issue that Fire Mage encounters, even in Phase 2, is the dependency on RNG. Since RNG plays such a heavy role in their overall performance, bad RNG can easily result in a less than favorable performance, resulting in them being quickly outclassed by other S-Tier top DPS specializations. Although, even with the possibility of encountering bad RNG on a row, Fire Mage manages to deliver tremendous amounts of damage even in such states. When encountering favorable RNG, their new redefined gameplay turns them into the kings and queens of the DPS Meters, being completely uncontestable by any other specialization.
Fire Mage received a massive gameplay overhaul, with its entire playstyle changing from a single proc mechanic, Hot Streak, to a DoT management specialization with the massive change that applied to Combustion. Hot Streak remains one of the most important aspects of a Fire Mage’s gameplay, however, knowing when to properly apply Combustion will make a huge difference between a good Fire Mage and a really bad Fire Mage.
Fire Mage’s Impact talent is another huge change when it comes to overall gameplay, which also synergizes with the change to Combustion. With the new Impact proc, you can now spread all existing dots on a target, including Combustion. This change allows Fire Mage to become an absolute monster when it comes to Cleave & AoE encounters.
In terms of utility, Fire Mage provides a single unique buff, along with the typical mage buffs that the other two specializations can grant. Fire Mages can apply the Critical Mass debuff to a target, increasing the Critical Strike Chance of all spells against that target by 5%.
Aside from Critical Mass, Fire Mages also bring Time Warp, a most coveted effect that works the same as Bloodlust and Heroism!
Demonology Warlock
As predicted before the beginning of Phase 1 of Cataclysm Classic, the Demonology Warlocks have truly showcased their real potential, reaching to the S-Tier. Thanks to the new overhauls to their kit, their damage output is absolutely phenomenal in both Single-Target and AoE encounters, with close to no RNG involved in their gameplay. However, they do have one weakness that can make or break their performance and that is the nature of the encounter itself. Demonology Warlocks are heavily reliant on being able to be static and continuously cast, with any slight movement change seriously dampening their DPS output. Whenever there are encounters that require them to consistently move, Demonology Warlocks get easily outmatched by other Caster Specializations.
Nonetheless, their phenomenal damage while standing still is remarkable while they also continue providing the beloved Demonic Pact buff to all of their allies.
Warlocks receive a massive overhaul to their overall gameplay with several huge changes. The first and most notable change is the Soul Shard system which got completely revamped into a refillable 3-slot resource system as opposed to the previous system which relied on stacking a large quantity of Soul Shards in their bags. With this change, the new Soul Shard resource system was reworked in a specific way where it is used to empower other abilities through the Soulburn spell. Through this change, most of a Warlock’s former abilities that required a Soul Shard in order to be activated no longer require the reagent.
In addition, their Curse Effects were split into two different categories: Bane & Curses. The former spells Curse of Agony and Curse of Doom were transformed into Bane of Agony and Bane of Doom. This resulted in an additional DoT that needed to be placed on a target, generating a higher difficulty in performing their overall rotation.
Furthermore, Demonology Warlock received a massive revamp to both its Single-Target & AoE rotations with the addition of the Hand of Gul’dan spell and several other powerful talents such as Inferno, Cremation, and Impending Doom. With Metamorphosis being now available multiple times during a fight, their overall damage skyrocketed!
As far as Warlock’s utility goes, it retains most of the spells it had available during WotLK Classic, with a few new additions that enhance its overall performance. Besides their Curses, Ritual of Summoning, Soulstones, Ritual of Souls, and Demonic Circle: Summon, they also gain access to Dark Intent and the Jinx talent which allows them to effectively place Curse of the Elements on up to 16 targets at the same time. However, the Jinx effect is harder to gain as a Demonology Warlock if you want to acquire the Shadow and Flame talent due to the lack of available points and other important existing talents.
Elemental Shaman
Surprising to some, and entirely expected by others, Elemental Shamans climbed to the S-Tier in Phase 2 of Cataclysm Classic, displaying a truly mindblowing performance. Not only did all the buffs they received live up to their expectations, but they also showcased how powerful Elemental Shamans can become once they have the proper equipment.
In Phase 2, Elemental Shamans can only be described as powerhouses, keeping close to other top performers such as Demonology Warlocks and Fire Mages. Unlike Fire Mages and Demonology Warlocks, they are not plagued by either RNG or restricted movement, dealing extreme amounts of damage even in encounters where heavy movement is required.
Elemental Shamans keep all of the modifications and effects from Phase 1, receiving massive improvements to both their mobility and overall damage, with a lot of “quality of life” changes such as:
- A revamped Lightning Shield mechanic through the Rolling Thunder and Fulmination talents.
- A massive boost to Elemental Mastery and the new Feedback talent which allows the player to reduce Elemental Mastery‘s cooldown
- The addition of the Glyph of Unleashed Lightning which allows the use of Lightning Bolt while moving!
- The addition of Spiritwalker’s Grace which allows a Shaman to cast non-instant spells for 15 seconds while moving
Those changes, along with other minor buffs to the rest of the abilities and the former changes from WotLK Classic such as Fire Elemental Totem‘s reset after each encounter, place Elemental Shaman among the top Damage Specializations even during the first phase of the expansion.
When it comes to a Shaman’s overall utility, they are a complete powerhouse that can be compared to a Paladin. Their overall utility comes from their totems, their abilities ranging from increased Armor, Spell Haste, Melee Haste, Damage Negation, Strength, Agility, Mana Regeneration, and many more. They also have access to abilities such as Purge which removes magical effects and the well-known Heroism/Bloodlust.
The main issue that Shamans encounter during Cataclysm is the added mage spell, Time Warp, which grants the same effect as Heroism/Bloodlust. This drastically reduced the need for Shamans in raid comps, as they were the only ones that could provide this buff in the previous expansions.
Furthermore, the Elemental Specialization receives huge buffs for its unique effects, with the old Totem of Wrath being completely revamped into the Totemic Wrath talent. This buff allows an Elemental Shaman to bring the same type of utility that the beloved Demonology Warlock brings! They also retain their Elemental Oath unique buff, just like they did in WotLK Classic.
Unholy Death Knight
While Unholy Death Knights were expected to be very similar to their Frost Death Knights brethren, they rose up to the occasion and climbed to the S-Tier, displaying a truly astonishing performance in both Single-Target and AoE encounters! Based on the logs for the past few weeks, including the start of Phase 2, Unholy Death Knights have steadily maintained their spot among the top positions, identifying as one of the few Melee Specializations that can keep up with the Casters.
It is yet impossible to foresee whether their current fame and glory will continue in the later parts of the expansion, however, it is clear that their current scaling is tremendous, especially as players get closer and closer to their full BiS sets.
The majority of their gameplay remains the same as it was in Phase 1, with their overall system being revamped in favor of easier rune management. This effect is achieved through the reworked Reaping passive, which now generates consistent Death Runes. Unholy Death Knights retain their amazing Single-Target potential with a few bonuses such as Dark Transformation which further enhance their damage capabilities. Even with the hurtful loss of Wandering Plague from WotLK, Unholy Death Knights manage to display an astonishing AoE performance in Phase 2 through the use of Outbreak and Pestilence.
As for an Unholy Death Knight’s utility, they retain all the debuffs and utility spells that all Death Knights can bring to the fold in addition to one powerful unique effect, the Ebon Plaguebringer talent. They have access to general utility effects such as Frost Fever, Death Grip, Chains of Ice, Path of Frost, and Horn of Winter which remain the same as they were back in WotLK Classic. They also receive changes to Raise Ally which now acts as a proper battle resurrection ability, a huge change that now increases their overall desirability besides the Ebon Plaguebringer effect.
Arms Warrior
We all expected Arms Warrior to quickly climb the ladder and turn into a real monster in terms of performance, but none of us expected it to happen so soon! Arms Warrior showcases a shocking performance in Phase 2 of Cataclysm Classic, as it quickly scales and demonstrates great damage output in both Single-Target and AoE encounters.
However, even if their current performance is simply amazing, their output is severely impacted by their current equipment, even more so than other DPS specializations that somehow manage to pump high numbers even without impressive equipment. Since Arm Warrior’s true performance is locked behind the best available equipment, their “spectacular” performance may not even be truly observed by players who haven’t yet gained the proper equipment.
In terms of gameplay changes, Arms Warriors keeps all the modifications that occurred in Phase 1. The most impactful change for Arms Warriors is their new-found insane procs and talents that further emphasize them, with Wrecking Crew, Sudden Death, and Lambs to the Slaughter providing insanely powerful bonuses. All of those talents enhance an Arm’s Warrior’s Single-Target capabilities, although you can count them as very useful even during AoE encounters as they would all apply with Sweeping Strikes. Bladestorm now actually provides a large amount of AoE damage, as opposed to WotLK Classic, while Rend can now be easily applied to all targets with the Blood and Thunder talent.
Although all of those changes are extraordinary, with the new “All-Star”, Colossus Smash, truly granting Arms Warriors a special spot, they suffer from the same issue that plagues Fire Mages, a dependency on RNG. Since Sudden Death is what truly allows Arms Warrior to shine, whenever the effect doesn’t consistently occur, the damage output plummets.
In terms of utility, Arms Warrior grants the same general utility spells that are available for all warriors with only two unique effects that they grant to a raid comp. Cataclysm enhanced Warrior’s overall utility, with the new Rallying Cry added on top of the existing Commanding Shout, Battle Shout, and Demoralizing Shout utility spells. Luckily, this addition added to the overall desirability of the warrior class, with the ability itself acting as a huge panic button to prevent raid wipes.
A-Tier
The A-Tier represents strong DPS specializations that offer a great amount of damage and utility, but don’t offer the best possible damage output. They will be found in almost every raid group and it will be common to see more than one of each.
Balance Druid
Did someone say “Owl Supremacy”? Well, our beloved Boomies are surely showcasing a praise-worthy performance as they keep their A-Tier status in Phase 2 of Cataclysm Classic. Their DPS output is great in Single-Target and AoE encounters, however, they truly shine in encounters where they can Multi-Dot.
They, however, retain their issue with Gear dependency, requiring quite a substantial amount of gear before their damage truly skyrockets.
While Balance Druids retained most of their basic abilities, they received an entire revamp to their Eclipse mechanic, with Solar Eclipse and Lunar Eclipse receiving an entire overhaul. This resulted in a new resource bar being added to their UI for both easier management and further reinforcement of the mechanic itself. Whenever a Balance Druid casts a spell that is categorized under the “Lunar” category it fills up their resource bar, resulting in a Solar Eclipse. This works vice-versa, with every “Solar” spell adding more points toward a Lunar Eclipse. This mechanic changed a Balance Druid’s old “monotone” play style into a much more interactive and proc-based one.
This change in turn modified several of their abilities while also adding new exciting ones that further enhance both their Single-Target Damage and their AoE Damage. We can look at exciting abilities and talents such as Sunfire, Starsurge, Wild Mushroom, Euphoria, and Lunar Shower. Most of their mana regeneration now comes from Euphoria and Dreamstate, with the latter effect being conditional based on whether Innervate is available or not.
Balance Druid is the only specialization that received a big gameplay change in Phase 2 of Cataclysm Classic besides the changes that occurred at the beginning of Phase 1. The Eclipse counter now resets to 0 upon engaging a Boss to prevent Snapshotting. To compensate for this, Insect Swarm was empowered to now deal both Arcane Damage and Nature Damage since Balance Druid players were abusing the Solar Eclipse state.
In terms of utility, Druids remain one of the most impressive classes. They offer a lot of utility through effects such as Cyclone, Innervate, Stampeding Roar, Rebirth, Remove Corruption, and Mark of the Wild. In addition to all those effects, Balance Druids bring other unique utility spells and effects such as Typhoon, Moonkin Aura, and Earth and Moon.
Survival Hunter
While they were extremely potent in Phase 1 of Cataclysm Classic, Survival Hunters face a slight downfall in Phase 2, as they fall to the A-Tier. This is mostly due to the rise of the other specializations and not necessarily due to any nerf to the Survival Specialization in itself. The specialization kept all of the buffs and revamped effects it received during Phase 1, albeit it also kept one unfavorable weakness, a somewhat poor scaling when compared to the tremendous potency of S-Tier specializations.
Survival Hunters were extremely potent with minimal amounts of gear, their performance somewhat throttled as every specialization managed to get its hands on some powerful equipment, with Survival Hunters now being eclipsed by specializations such as Balance Druid, Assassination Rogue, and even Arms Warrior and Unholy Death Knight.
The Hunter Class received a massive resource overhaul, with Mana being a thing of the past in favor of the new resource, Focus. Besides this huge change, Survival Hunters also received a lot of changes that further enhanced its damage potential while also fixing its issue with the lack of utility it had in WotLK Classic.
Another big change in terms of damage is the ability to Auto-Shot while moving! Sadly, Survival Hunters don’t benefit as much from it since they have the Sniper Training mechanic. However, when paired up with the new Aspect of the Fox which allows them to cast both Cobra Shot and Steady Shot while moving, this change plays a huge role as most raid encounters have mechanics that require a fairly high amount of movement.
In terms of utility changes, there have been some massive overall changes to the Hunter class, with the Trap Launcher being one of the most potent ones. Albeit a change that came in Retail Cataclysm back in the day, WotLK Classic players will be familiar with the new Trap Launcher which now allows them to easily place all traps without needing to be in Melee Range.
In terms of unique raid utility, their Hunting Party talent has been revamped from a Replenishment Effect into an Attack Speed Increase Effect! This change allows them to be much more easily recruited into raids, as there are only 3 classes that can grant this buff.
Besides those changes, Hunters retain their utility from the previous expansion through various traps such as Snake Trap, Freezing Trap, and Ice Trap and through abilities such as Misdirection, Tranquilizing Shot, and Distracting Shot which are extremely valuable in raid encounters.
Assassination Rogue
The “Assassination Spree” carries on, as Assassination Rogues maintain their amazing performance in Phase 2 of Cataclysm Classic, showcasing powerful Single-Target and AoE Damage. In terms of any changes compared to the last phase, Assassination Rogue performs absolutely the same while also maintaining all the changes that occurred in Phase 1. The only real change is its overall spot on the list, as its damage output with full BiS seems to be considerably higher than expected based on the logs.
Assassination Rogue’s fate really took a 180 turn with the revamp of several of its talents, gaining overall increased damage, mobility, survivability, and energy regeneration. Talents such as Master Poisoner, Venomous Wounds, Cut to the Chase, Murderous Intent, and Quickening emphasize those aspects, turning Assassination Rogue into one of the most potent Damage Dealers throughout the entirety of the expansion. While their damage is still far from their true potential in Phase 2, their damage scales up extremely well, reaching an insane amount once they get their hands on the legendary daggers at the end of the expansion.
Assassination Rogue remains one of the few specializations that retains its rotation almost entirely when compared to WotLK Classic. Veteran rogues will have a pleasant surprise finding that they can perform the same rotation while also having the benefit of dealing insane amounts of damage with fewer cooldowns to keep track of.
In terms of utility, Rogues bring a large array of abilities that can be used to crowd-control targets and provide situational assistance. Abilities such as Cheap Shot, Kidney Shot, Kick, Sap, Distract, Tricks of the Trade, Blind, Disarm Trap, Wound Poison, Expose Armor, and Gouge provide extreme amounts of crowd-control and utility, allowing a rogue to assist in any dire situation. Besides those effects, Assassination Rogues provide a powerful unique effect, namely Master Poisoner. While the effect is powerful, it sadly can’t stack with any other similar effects.
Combat Rogue
Combat Rogue showcases a better overall performance in Phase 2 of Cataclysm Classic as it climbs to the A-Tier! While there haven’t been any changes that occurred since Phase 1, the actual DPS output is higher than expected as Combat Rogues get closer and closer to their full BiS sets.
While considered better in AoE and Cleave encounters, Combat Rogue manages to perform decently well in Single-Target encounters as well! Still, Combat’s main selling point is its insane AoE and Cleave capacity.
In Cataclysm, Combat Rogue receives the most changes to its overall talent structure, going as far as possible from the idea of specific weapon categories. What this means is that Combat Rogues can now use any type of weapon they desire, without having to suffer any penalty. In addition to that, they receive massive beneficial changes to multiple of their talents, resulting in a much more dynamic gameplay.
While their gameplay is not necessarily based on procs like the other specializations, they now rely on talents that reduce their major cooldowns such as Restless Blades. This now encourages them to optimize their finishing moves as much as possible to regain Adrenaline Rush and Killing Spree ASAP. They also have another mechanic they have to carefully manage, especially in Cleave encounters, namely Bandit’s Guile. As such, Combat Rogues actually perform better in Cleave environments rather than Single-Target or AoE encounters, as Bandit’s Guile forces them to cycle through opponents in order to benefit from a huge damage buff.
While previously considered the most “Faceroll” specialization out of all the 3 Rogue Specializations, in Cataclysm Combat Rogue became one of the harder specializations to execute properly, as their new mechanics really pressure the player into energy and combo points micromanagement. If you expect to spam Sinister Strike, Eviscerate, and Rupture like you previously did, you will now find that you will carefully have to think about every finishing move and make sure that Revealing Strike is always a part of your rotation.
Luckily, their AoE rotation remains a no-brainer with Fan of Knives remaining one of the strongest AoE abilities in the game. However, keep in mind that this ability received a very big nerf, meaning that a player should hunt for a great Thrown Weapon to mitigate any damage loss.
In terms of utility, Rogues bring a large array of abilities that can be used to crowd-control targets and provide situational assistance. Abilities such as Cheap Shot, Kidney Shot, Kick, Sap, Distract, Tricks of the Trade, Blind, Disarm Trap, Wound Poison, Expose Armor, and Gouge provide extreme amounts of crowd-control and utility, allowing a rogue to assist in any dire situation. Besides those effects, Combat Rogues provide a powerful unique effect, namely Savage Combat. While the effect is powerful, it sadly can’t stack with any other similar effects.
Frost Death Knight
Frost Death Knight finds itself in exactly the same spot it had in the previous phase, with Phase 2 bringing stagnation for the specialization. This is by no means bad news, as Frost Death Knights showcase powerful Damage Output in Single-Target and AoE encounters! While the consensus was that Frost Death Knights were stronger than Unholy Death Knights in Single Target encounters, Phase 2 proves that they are sadly worse than their brethren, displaying an overall weaker performance, even in AoE encounters.
Additionally, there were no changes that occurred to the specialization, maintaining all of the modifications that occurred with the arrival of Cataclysm. The specialization has amazing Single-Target and AoE capabilities, with Single-Target Encounters being its favorite environment. While the specialization was not revamped or completely overhauled as some specializations, its proc mechanics were vastly improved, with Rime and Killing Machine proccing constantly.
While Frost Death Knight prefers Single-Target encounters, it does not shy away from any Cleave or AoE encounters. Compared to its previous state during WotLK Classic, Frost Death Knight receives a massive buff to Howling Blast, with the spell itself no longer having any cooldown. This enhanced Frost Deathknight’s overall AoE potential, albeit, it also raised the difficulty cap since spamming Howling Blast is not always the best course of action. Players will want to be mindful of their rune management and avoid depleting all of their runes without spreading their DoTs first.
As for a Frost Death Knight’s utility, they retain all the debuffs and utility spells that all Death Knights can bring to the fold in addition to one powerful unique effect, the Improved Icy Talons talent. They have access to general utility effects such as Frost Fever, Death Grip, Chains of Ice, Path of Frost, and Horn of Winter which remain the same as they were back in WotLK Classic. They also receive changes to Raise Ally which now acts as a proper battle resurrection ability, besides the Brittle Bones and Improved Icy Talons effects.
B-Tier
The B-Tier represents mediocre damage specializations. They are still considered viable, as they do a decent amount of damage, but they typically cannot compete with the A-tier specs on the damage meters. However, in many cases, they provide valuable raid buffs that make them worth bringing anyway, as their utility makes up for their deficiency in raw damage.
Affliction Warlock
“Auch” is all we can say about Affliction Warlocks when we compare the expectations versus reality, as the specialization is a lot weaker than expected. Thought to be kings and queens of Single-Target Damage and explicitly, “Execution Damage”, the reality is that Affliction Warlock has somewhat of a mediocre Damage Output when compared to other caster specializations which sit in the A and S tiers.
The main selling point of Affliction Warlock remains as it ever was, it’s Multi-Dot capabilities. As the specialization thrives in AoE and Cleave encounters, it is safe to say that it will eventually scale way better, as the raids in Phase 1 don’t necessarily showcase the best scenarios for Affliction Warlock.
In terms of changes, Affliction Warlock maintains all the changes that occurred in Phase 1.
Warlocks receive a massive overhaul to their overall gameplay with several huge changes. The first and most notable change is the Soul Shard system which got completely revamped into a refillable 3-slot resource system as opposed to the previous system which relied on stacking a large quantity of Soul Shards in their bags. With this change, the new Soul Shard resource system was reworked in a specific way where it is used to empower other abilities through the Soulburn spell. Through this change, most of a Warlock’s former abilities that required a Soul Shard to be activated no longer require the reagent.
The issue with Soul Shards is that they are now limited to 3 per fight unless you manage to kill adds with Drain Soul. There are a few special conditions where Soul Shards may be used indefinitely such as Soulburn: Seed of Corruption which refunds the Soul Shard if the detonation is successful.
In addition, their Curse Effects were split into two different categories: Bane & Curses. The former spells Curse of Agony and Curse of Doom were transformed into Bane of Agony and Bane of Doom. This resulted in an additional DoT that needed to be placed on a target, generating a higher difficulty in performing their overall rotation.
As far as Warlock’s utility goes, it retains most of the spells it had available during WotLK Classic, with a few new additions that enhance its overall performance. Besides their Curses, Ritual of Summoning, Soulstones, Ritual of Souls, and Demonic Circle: Summon, they also gain access to Dark Intent and the Jinx talent which allows them to effectively place Curse of the Elements on up to 16 targets at the same time. However, all of those effects are available to all the warlock specializations, especially with how the Jinx talent only requires 7 points in the Affliction Specialization.
Shadow Priest
Shadow Priest seems to find itself in a weird spot when compared to the previous phase. In Phase 2 of Cataclysm Classic, Shadow Priest seems to find itself struggling to stand out when compared to other Caster Specializations, showcasing a somewhat mediocre performance that is very similar to the Affliction Warlocks based on what we can observe on the logs.
As we know that the specialization has tremendous potential for scaling, we can only safely assume that this current state is only temporary and that the specialization will slowly but surely climb the Damage Meters once more, providing a spectacular performance. In their current state, they deal good damage in both Single-Target and AoE encounters. Thankfully, they are not plagued by RNG but they do suffer from movement issues. They can still easily Multi-Dot their targets when they are required to move, but they do need to sit still to generate a good damage output.
In terms of changes, they keep all of the changes that occurred during Phase 1!
Shadow Priests retain most of the gameplay mechanics that they had in WotLK Classic, with only a few additional changes added to their overall toolkit. The specialization itself retains the role of a DoT specialist, with Haste Rating and the newly found Mastery Stat playing a huge role in their overall play style. They gain a few buffs through the form of the Evangelism, Shadowy Apparition, Shadow Orbs, and Archangel talents alongside a major buff to their Mind Sear ability but their overall play style remains the same as it did in WotLK Classic.
Shadow Priest’s overall utility improves even further with the beginning of Cataclysm. They retain most of their overpowered utility abilities such as Mass Dispel, Fear Ward, Shackle Undead, Power Word: Fortitude, Hymn of Hope, Vampiric Touch, Dispersion, and Vampiric Embrace while also gaining additional utility through Leap of Faith.
Destruction Warlock
Destruction Warlocks continue the trend of being the most “Average” specialization in Phase 2, becoming the true definition of “Middle of the Pack”. As they don’t excel in either Single-Target or AoE, they provide average Damage Output in both encounters. The only situation in which they tend to excel at something is Cleave encounters with only two targets. While the specialization is extremely potent in PvP, it is completely reduced to “just another caster” in PvE environments. Nonetheless, you should not feel discouraged as they can certainly deal a lot of damage if played properly.
Destruction Warlocks maintain all the changes that occurred in Phase 1, with no buff or nerf being added in Phase 2!
Warlocks receive a massive overhaul to their overall gameplay with several huge changes. The first and most notable change is the Soul Shard system which got completely revamped into a refillable 3-slot resource system as opposed to the previous system which relied on stacking a large quantity of Soul Shards in their bags. With this change, the new Soul Shard resource system was reworked in a specific way where it is used to empower other abilities through the Soulburn spell. Through this change, most of a Warlock’s former abilities that required a Soul Shard in order to be activated no longer require the reagent.
In addition, their Curse Effects were split into two different categories: Bane & Curses. The former spells Curse of Agony and Curse of Doom were transformed into Bane of Agony and Bane of Doom. This resulted in an additional DoT that needed to be placed on a target, generating a higher difficulty in performing their overall rotation.
In terms of Single-Target Damage, Destruction Warlocks remain pretty much the same, with their rotation barely receiving any major changes. The two most impactful changes that increase the dynamic of their rotation are the Empowered Imp talent which can now trigger instant Soul Fire casts and the new Shadowburn which acts as an execute. Yes, Destruction Warlocks finally get an execution tool!
In terms of AoE and Cleave encounters, Destruction Warlocks gain a unique Bane when compared to the other Warlock Specializations, namely the Bane of Havoc, which aims to improve their Cleave potential.
Although they do receive this minor Cleave improvement, their overall AoE damage is a complete joke when compared to the other Warlock Specializations or any of the other Caster Specializations.
As far as Warlock’s utility goes, it retains most of the spells it had available during WotLK Classic, with a few new additions that enhance its overall performance. Besides their Curses, Ritual of Summoning, Soulstones, Ritual of Souls, and Demonic Circle: Summon, they also gain access to Dark Intent and the Jinx talent which allows them to effectively place Curse of the Elements on up to 16 targets at the same time. However, all of those effects are available to all the warlock specializations, especially with how the Jinx talent only requires 7 points in the Affliction Specialization.
Retribution Paladin
Retribution Paladins find themselves in a slightly weaker spot in Phase 2 of Cataclysm Classic from a pure DPS Output perspective, however, they maintain their incredible Utility! Since many consider Retribution Paladin a utility-based specialization, its actual placement in a DPS Ranking List is tough to accurately consider. Its overall Damage Output in Phase 2 is weaker than in Phase 1, showcasing a performance similar to Shadow Priests and Affliction Warlocks. However, its utility makes the specialization worthy of the A-Tier, so the actual placement of Retribution Paladin is much more subjective than the other specializations.
They retain the changes that occurred to them in Phase 1, with no other additional modifications!
The most important change is their newly found Holy Power resource, a bar that can be filled up to 3 slots to both utilize some of their new abilities and empower old ones. Thanks to this new resource, they now gain access to powerful abilities such as Templar’s Verdict, Inquisition, and Zealotry which can be used to deal devastating damage.
Another very notable change is the way Crusader Strike and Divine Storm function. In Cataclysm, both abilities now have the same cooldown, with Crusader Strike guaranteeing a charge of Holy Power in any situation while Divine Storm grants a charge only if the spell affects at least 4 targets or more. This change considerably dampens a Retribution Paladin’s Cleave capabilities if an encounter has only 2 or 3 targets.
Retribution Paladin’s overall damage can now be considered more potent in Single-Target encounters rather than AoE Encounters due to those changes, albeit they still shine bright even in Cleave & AoE situations.
Their utility also receives a massive overhaul, with some of their old buffs being condensed into a single powerful ability that combines multiple old ones along with new abilities that can be used to mitigate dire situations.
There are three main changes to take into consideration:
- Auras: Paladin auras have been condensed with multiple of their auras turned into a single spell that encompasses multiple old auras. All of their former resistance auras have been turned into a single aura named Resistance Aura. This change considerably reduced the need for multiple paladins in a raid group, especially since Aura Mastery is no longer available for Retribution Paladins.
- Blessings: Paladins’ trademark blessings have been drastically modified, combining two out of three into a single powerful ability while also removing their reagent requirements. The former abilities Blessing of Wisdom and Blessing of Might have both their effects combined and under the newly empowered Blessing of Might while Blessing of Kings only grants a 5% stat boost but now also grants an increase to all resistances.
- Word of Glory: Thanks to their new Holy Power resource, Retribution Paladins now gain access to a moderately powerful instant-cast healing effect that can be used with their new resource, specifically the Word of Glory spell. While this spell may not be as powerful in raid encounters where healers can completely overshadow its effect, it can prove to be a lifesaver in dire situations where every Health Point matters. This spell is also used as a method to empower a Retribution Paladin’s damage through the Selfless Healer talent whenever they aid an ally.
Retribution Paladins also bring in a 3% damage increase and a Replenishment Effect through the Communion talent.
Enhancement Shaman
Elemental Shamans find themselves in a similar spot with Retribution Paladins in Phase 2 of Cataclysm Classic. Their Damage Output is not bad yet not great either, having somewhat of a mediocre output. Although their damage is mediocre, their utility is extreme, making them complete powerhouses. Their placement on the list is subjective, just like with Retribution Paladins. However, one could argue that Enhancement Shaman can simply be replaced by Elemental Shaman, which has an extremely high Damage Output and almost the same utility tools.
They retain the changes that occurred to them in Phase 1, with no other additional modifications!
The most impactful change that comes with Cataclysm is one of Enhancement’s revamped innate passives, Mental Quickness. While Enhancement was a highly customizable specialization in the past expansions, with builds such as Spellhance ravaging the damage meters, such builds are no longer available. This is because of how Mental Quickness removes the ability to gain Spell Power from any source other than Attack Power.
When it comes to a Shaman’s overall utility, they are a complete powerhouse that can be compared to a Paladin. Their overall utility comes from their totems, their abilities ranging from increased Armor, Spell Haste, Melee Haste, Damage Negation, Strength, Agility, Mana Regeneration, and many more. They also have access to abilities such as Purge which removes magical effects and the well-known Heroism/Bloodlust.
The main issue that Shamans encounter during Cataclysm is the added mage spell, Time Warp, which grants the same effect as Heroism/Bloodlust. This drastically reduced the need for Shamans in raid comps, as they were the only ones that could provide this buff in the previous expansions.
Furthermore, the Enhancement Specialization has a very easily replaceable unique buff, namely Unleashed Rage. Since Paladins are usually in constant demand, Enhancement’s unique buff becomes extremely situational, with Blessing of Might also providing an MP5 effect.
C-Tier
The specializations that make up the C-Tier are on the weaker side of the DPS spectrum. They can still be considered viable, occasionally offering useful buffs and debuffs, and can very often be very fun to play. However, you aren’t likely to be in the top places of DPS meters with these specs, and you won’t have the easiest time finding a raid group, as they aren’t in high demand.
Fury Warrior
Fury Warrior is somewhat in a better state than it previously was in Phase 1, as most Fury Warriors managed to gain a bit of gear in Phase 2 of Cataclysm Classic. Yet, even with all the powerful equipment, the specialization is a wild card that is simply weaker than many other specializations while also not providing any unique effect that can’t be replaced by any other DPS specialization.
We can observe a slight rise in performance based on the logs, however, its complete lack of utility and utter completely weaker performance when compared to Arms makes the Fury specialization rather undesirable, leaving it as more of a niched preference for some players.
Fury Warriors maintained all the changes that occurred in Phase 1, and sadly, didn’t receive any buffs that may ameliorate their context.
The most important change and most definitely the most troublesome one for Fury Warrior is the proc-based gameplay. While in theory, it should generate smooth gameplay with constant procs for solid damage output, the reality is that the very procs you are forced to rely on may never even “proc”. This often results in a state in which you simply wait for your procs to appear while mindlessly spamming Bloodthirst, Cleave, and Whirlwind. While its Single-Target Damage can be considered decently high, it is by far lower than the other Melee Damage Dealers and nowhere near the Caster Specializations. Albeit its poor proficiency in Single-Target encounters, Fury Warrior seems to perform very well in Cleave and AoE encounters, with talents such as Meat Cleaver enhancing its overall performance.
In terms of utility, Fury Warrior grants the same general utility spells that are available for all warriors with only two unique effects that they grant to a raid comp. Cataclysm enhanced Warrior’s overall utility, with the new Rallying Cry added on top of the existing Commanding Shout, Battle Shout, and Demoralizing Shout utility spells. Luckily, this addition added to the overall desirability of the warrior class, with the ability itself acting as a huge panic button to prevent raid wipes.
Arcane Mage
Arcane Mage finds itself in Phase 2 with the same issues that it encountered back in Phase 1! Arcane Mage has a very strong burst and Single-Target Damage potential, but it’s severely plagued by a very tiresome and hard-to-manage Mana Management mechanic. As it is extremely hard to avoid reaching an OoM state, many players simply prefer choosing the vastly more powerful Fire specialization which is superior from every point of view.
This leads to the specialization being considered a niche thing, only for those who wish to challenge themselves and make it somehow “work” just like the Caster specializations from the upper tiers. By observing the logs, we can clearly see how even the top players struggle to keep up with the other Caster specializations.
While it may seem easy to spam one button and top the damage meters in Single-Target Encounters, you will quickly reach an OoM state if you choose to do so. Additionally, Arcane Mage suffers from a huge lack of AoE Damage, with its only available AoE ability being Arcane Explosion, which has the risk of generating too much threat while also requiring you to be way too close to your target.
Apart from the One-Trick Pony show that it can present, Cataclysm didn’t offer any severe changes to Arcane Mage, with most of its gameplay remaining the same. Even with Evocation and Mana Gems, the specialization is not sustainable in the long run.
Besides the normal utility spells that all Mage Specializations have access to, Arcane Mage has two separate unique effects, Arcane Empowerment and Focus Magic. The former counts as a “unique” effect yet it can be replaced by other similar effects while the latter can provide truly unique utility.
The only way Arcane Mage can become truly viable in Cataclysm, especially in the upcoming phases is if Blizzard decides to tweak its huge mana management issues. As the specialization currently stands, it will probably top the damage meters in the first phase of the expansion if the player manages its mana properly, only to be completely overshadowed by Fire Mage entirely in the upcoming phases.
Subtlety Rogue
While none expected it, Subtlety Rogue climbed the DPS Meter in Phase 2, securing a spot in the C-Tier! Even if Subtlety Rogue is very far away from gaining the legendary daggers, its overall performance seems to actually hold up on its own when compared to other C-Tier specializations. By observing the logs, we can actually notice fights where Subtlety Rogue outperforms some of the C-Tier specializations, meaning that it no longer can be treated as a joke in PvE!
Subtlety Rogues maintain the same changes that occurred in Phase 1, receiving no buffs or nerfs in Phase 2! Their overall better performance can be attributed to the gear that players managed to acquire along with multiple efforts from the player base to find an actual working rotation that can compete with the rest of the DPS specializations.
The main changes to their damage come from two specific effects that allow them to be functional, namely Mastery: Executioner and Serrated Blades. Thanks to their specific mastery, they receive a massive bonus for any finishing move that they use while Serrated Blades. allows them to maintain Rupture constantly on a target.
Besides their damaging abilities, Subtlety Rogue grants all the specific Rogue utility abilities that the other two specializations bring, with only two unique effects that sadly don’t stack with similar effects brought by other classes.
Subtlety Rogue unique effects:
- Honor Among Thieves: A buff that increases Critical Strike Chance for all raid and party members by 5%.
- Hemorrhage: Increases the effectiveness of all Bleed Effects by 30% on the target.
Feral Druid
Oh, how the mighty have fallen. Feral Druid is now a complete joke in Phase 2 of Cataclysm Classic, as its damage output is beyond lame compared to what was expected of the specialization. While in theory, the specialization should deal damage, the main issue it has is the overall extremely high skill cap that it requires, with even professional players struggling to keep up with the rest of the DPS specializations. The overall complexity of the specialization and the overall preference of having Feral Druids as Off-Tanks, have completely shattered the hopes of “Cats”, making them completely useless when compared to their fellow brethren.
In terms of changes, Feral Druids retained all of the modifications that occurred in Phase 1, receiving no buffs or nerfs in Phase 2!
Feral Druids also see a shift towards a Damage-over-Time emphasized gameplay with their new mastery, Mastery: Savage Claws. Since Armor Penetration is no longer a thing, Feral Druids are under a lot more pressure to properly maintain their DoTs active at all times.
Two main changes affect the Single-Target Rotation, the Stampede talent and the Blood in the Water talent. While the latter effect is specifically made to ensure that Feral Druid has an easier rotation during the execute phase, the former introduces a possible new “Bearweaving” mechanic into the rotation. The Melee Haste buff could be a potential game changer for druids, albeit a hard one to optimize and accomplish. All and all, it really depends on the encounter you find yourself in, as it will require you to shapeshift and charge your target.
As for the AoE encounters, Feral Druid retains the same issues it had in WotLK classic, with no other reliable AoE abilities other than Swipe.
In terms of utility, Druids remain one of the most impressive classes. They offer a lot of utility through effects such as Cyclone, Innervate, Stampeding Roar, Rebirth, Remove Corruption, and Mark of the Wild. In addition to all those effects, Feral Druids bring three powerful unique effects, namely Mangle, Infected Wounds, and Leader of the Pack. The effects themselves are extremely potent, although they can be replaced by other similar abilities. While they can be replaced, a raid comp would require several multiple different classes to bring what a Feral Druid brings in terms of utility.
Beast Mastery Hunter
Beast Mastery Hunters stick to their legacy of being considered a mainly PvP specialization, however, they do manage to bring one very unexpected surprise in Phase 2 of Cataclysm Classic. In an odd twist of fate, Beast Mastery Hunters manage to outperform Marksmanship Hunters, bringing a better overall Damage Output than them. While this doesn’t change much when considering all the other specializations, especially their Survival brethren, it is still a considerable win for the Beast Mastery specialization.
As this twist of fate unfolds, we observe a resurgence of Beast Mastery players on the logs, with the player base attempting to make the specialization viable for PvE. Yet in the grand scheme of things, Beast Mastery Hunter remains a C-Tier specialization, with some considering it even a D-Tier specialization since it is far too difficult to make it viable when compared to the simple possibility of swapping to Survival.
There have been no specific changes that occurred to Beast Mastery when compared to their state in Phase 1, meaning that they retain all of the modifications in Phase 2 as well.
Another big change in terms of damage is the ability to Auto-Shot while moving! This change is great for Beast Mastery Hunters since they don’t have to deal with the Sniper Training mechanic. However, when paired up with the new Aspect of the Fox which allows them to cast both Cobra Shot and Steady Shot while moving, this change plays a huge role as most raid encounters have mechanics that require a fairly high amount of movement.
In terms of utility changes, there have been some massive overall changes to the Hunter class, with the Trap Launcher being one of the most potent ones. Albeit a change that came in Retail Cataclysm back in the day, WotLK Classic players will be familiar with the new Trap Launcher which now allows them to easily place all traps without needing to be in Melee Range.
Besides those changes, Hunters retain their utility from the previous expansion through various traps such as Snake Trap, Freezing Trap, and Ice Trap and through abilities such as Misdirection, Tranquilizing Shot, and Distracting Shot which are extremely valuable in raid encounters.
In terms of unique effects, Beast Mastery Hunters bring only one valuable effect, namely Ferocious Inspiration. The issue with this ability is that it doesn’t stack with any other similar abilities, meaning that it will end up being entirely useless. As much more in-demand specializations such as Retribution Paladins and Arcane Mages bring this effect, a Beast Mastery Hunter’s unique effects are reduced to 0.
One might argue that they can bring utility effects in the form of exotic pets with unique abilities, however, many consider that to be a hassle and simply prefer traditional buffs over situational ones provided by pets.
D-Tier
Simply put, specs in the D-tier are considered to be not viable. They can be fun to play, but you will struggle to get invited to raids when playing one of these, and you may even find yourself getting kicked from groups, as your damage will be really bad.
Marksmanship Hunter
Something rather odd has occurred with the Marksmanship Hunter specialization, and that is visible in Phase 2 of Cataclysm Classic. While in theory, the specialization should deal a fairly decent amount of damage, the reality is that it is one of the worst-performing specializations in the entire expansion, if not the worst.
The phenomenon is quite hard to explain, as by all means the specialization should be on par with some of the C-Tier or B-Tier specializations, however, by checking the logs and even the entries of the top players, we can clearly observe an extremely weak Damage Output.
It is currently unknown whether Blizzard plans on addressing the matter or not, but by comparing Marksmanship to Survival, the specialization feels like playing an entirely different game altogether.
In terms of changes, it retained all of the changes that occurred in Phase 1!
The Hunter Class received a massive resource overhaul, with Mana being a thing of the past in favor of the new resource, Focus. Besides this huge change, Marksmanship Hunters also received a lot of changes that further modified its play style while also fixing its issue with the lack of mobility it had in WotLK Classic.
Another big change in terms of damage is the ability to Auto-Shot while moving! This change is great for Marksmanship since they don’t have to deal with the Sniper Training mechanic. However, when paired up with the new Aspect of the Fox which allows them to cast both Cobra Shot and Steady Shot while moving, this change plays a huge role as most raid encounters have mechanics that require a fairly high amount of movement.
In terms of utility changes, there have been some massive overall changes to the Hunter class, with the Trap Launcher being one of the most potent ones. Albeit a change that came in Retail Cataclysm back in the day, WotLK Classic players will be familiar with the new Trap Launcher which now allows them to easily place all traps without needing to be in Melee Range.
Besides those changes, Hunters retain their utility from the previous expansion through various traps such as Snake Trap, Freezing Trap, and Ice Trap and through abilities such as Misdirection, Tranquilizing Shot, and Distracting Shot which are extremely valuable in raid encounters.
As for unique effects granted by Marksmanship Hunters, they provide Trueshot Aura and Readiness. While the first effect can be considered utterly useless since it doesn’t stack with other similar buffs, the second effect is very valuable as it can be used to double every single utility ability in your kit. This means that vital abilities such as Misdirection and Freezing Trap can be chained for maximum crowd control.
Frost Mage
In Cataclysm, Frost Mages receive a massive overhaul to their entire gameplay, having a very interactive proc-based gameplay. However, the cruel reality is that the spec itself is considered a meme by the community, especially as Fire Mage and Arcane Mage dominate the scene, with the former being considered the best damage spec throughout the entirety of the expansion. This specific statement remains true even in Phase 2, as nothing changed for Frost Mage!
In regards to the changes that occurred to Frost Mage in Phase 2, the specialization retained all the mechanics it gained in Phase 1.
The main change to their gameplay is how Frostbolt applies the chilled effect, having massively improved proc chances. Thanks to the Piercing Chill talent, their proc effects were also enhanced, allowing them to generate Fingers of Frost procs much more easily in Cleave Encounters. While their Fingers of Frost effect was significantly harder to apply in WotLK, it is now vastly improved in Cataclysm, making the spec much more viable in PvE.
Since chill effects are much more easily applied, Frost Mages can now consistently enhance their Ice Lance while also using Deep Freeze on cooldown. Another change that makes their PvE gameplay possible is the Brain Freeze talent effectively generating consistent stacks since Chill Effects are now easily applied. All of those changes combined allow Frost Mage to have a decently strong PvE rotation, especially when compared to its former situation in WotLK.
As far as their utility goes, Frost Mages have three distinct effects, Replenishment, Chilled, and Frozen. They retain their Replenishment Effect through the Enduring Winter talent. However, this effect can’t stack with other refreshment effects such as:
The main issue with the Chilled and Frozen effects is that they are not as useful in Raid Encounters when compared to Dungeon Encounters. This reduces a Frost Mage’s unique utility, especially since the other two special effects they can grant are shared with the other Mage Specializations.
Fire Mage | Ele Shaman | Arms Warrior | Balance Druid | Subtlety Rogue Survival Hunter | |
Unholy DK | Frost DK | Combat Rogue | Demo Warlock | ||
Assassin Rogue | Enh Shaman | Ret Paladin | Destro Warlock | Shadow Priest | |
Aff Warlock | Frost Mage | Feral Druid | BM Hunter | ||
MM Hunter | Arcane Mage | Subtlety Rogue |
- Fire Mage (S-Tier)
- Elemental Shaman (S-Tier)
- Arms Warrior (S-Tier)
- Balance Druid (S-Tier)
- Survival Hunter (S-Tier)
- Subtlety Rogue (S-Tier)
- Unholy Death Knight (A-Tier)
- Frost Death Knight (A-Tier)
- Demonology Warlock (A-Tier)
- Combat Rogue (A-Tier)
- Assassination Rogue (B-Tier)
- Enhancement Shaman (B-Tier)
- Retribution Paladin (B-Tier)
- Destruction Warlock (B-Tier)
- Shadow Priest (B-Tier)
- Affliction Warlock (C-Tier)
- Frost Mage (C-Tier)
- Feral Druid (C-Tier)
- Beast Mastery Hunter (C-Tier)
- Fury Warrior (C-Tier)
- Arcane Mage (D-Tier)
- Marksmanship Hunter (D-Tier)
The third phase of World of Warcraft: Cataclysm, Rage of the Firelands, comes with the long-awaited Firelands raid and the newly created heroic dungeons, Elemental Rune Dungeons! While the new dungeons may not seem like much of a challenge to most players, the fiery realm of Ragnaros brings back many memories to old players and thrilling challenges to new ones. All players are in for a surprise as the raid was released in its non-nerfed version, making the challenge even more difficult.
This DPS Ranking List was created exactly one month after the release of the Firelands raid, factoring in the current performance of multiple player brackets with the help of WarcraftLogs.com and the expected performance based on the expected overall performance of the classes.
The third phase is difficult to evaluate because of the massive difference that Caster DPS classes have before and after acquiring Dragonwrath, Tarecgosa’s Rest. Hunters or Melee-based specializations are far easier to place on the list in this phase since their gameplay is only altered by the new trinkets and Tier12 sets.
In addition, the amount of gear a specialization has vastly changed its performance, especially when evaluated from an overall parsing perspective. A player that parses perfectly might find himself outputting underwhelming damage. In the same sense, a player with a large quantity of gear may perform the rotation incorrectly and parse extremely badly, resulting in weird outputs as well. This can be observed on WarcraftLogs.com when looking at different percentiles and the gear possessed by players qualifying in said percentiles.
As always, the most important factor to consider besides those mentioned before is the encounter itself! Each specialization’s performance heavily depends on the encounter itself and its role in that particular encounter. Since the Firelands raid is one of the most mechanically-imbued raids in Cataclysm, each class will find itself serving a specific purpose depending on the encounter, which alters their overall Damage Output.
Remember that due to the Human Error component and the individual player skill involved in high-end PvE content, Tier S through B is highly relative, with only a few select specializations ranking clearly higher than the other specializations based on the currently available information.
S-Tier
The S-Tier represents the most powerful classes in the current meta – those with the highest damage and utility. These specializations are usually recruited in larger numbers due to their outstanding performance.
Fire Mage
Fire Mages find themselves once again in the S-tier, yet their exact position fluctuates quite heavily depending on the encounter, the gear they have, and the performance of other S-tier specializations! They are widely known as one of the best damage specializations, especially in encounters such as Alysrazor, where they generate the highest DPS by far compared to any other DPS specialization.
Looking at the logs we can see them consistently place themselves in the top spots on the higher percentiles. However, their issue with the dependency on RNG still plays a huge role in their performance. Since Hot Streak is such a huge part of their damage output, Fire Mages can expect to see hectic performances from time to time. The rest of their kit remains the same with Combustion and Impact still playing a huge role. This issue is seen predominantly in the lower percentiles and with players that have a low overall Critical Strike Chance due to the lack of gear.
Luckily, Phase 3 blesses Fire Mage with the wonderful T12 4-item set bonus which allows them to proc Hot Streak more easily. However, besides the new T12 bonuses, Fire Mage is amongst the strongest Dragonwrath, Tarecgosa’s Rest users!
The effect of Dragonwrath when combined with the t12 4-item set bonus offers Fire Mage the possibility to proc consistent Hot Streaks, making them almost behave like a Pyroblast turret!
In terms of utility, Fire Mage retains the same utility tools, including Critical Mass and Time Warp! Since their performance is so amazing, many raid groups choose to stack multiple Fire Mages, making the class heavily desired. The major problem Fire Mages have in this phase is that everyone wishes to play them, resulting in quite some nasty grouping issues where many players find themselves without spots due to the specialization being overplayed.
Elemental Shaman
Elemental Shamans are absolute monsters in Phase 3, displaying some of the most consistent DPS Output in both Heroic and Normal Firelands! They maintain one of the strongest S-Tier spots, having strong Single-Target and AoE damage! No matter what percentile we look at on the logs, Elemental Shamans manage to find themselves in the top spots, displaying a phenomenal overall performance.
Their damage is evened out across the board, unlike other caster specializations, which shine during the Alysrazor encounter.
Elemental Shamans are truly in for a treat in Phase 3 due to the T12 set bonuses and Dragonwrath, Tarecgosa’s Rest. Both their 2-set bonus and 4-set bonus can be considered broken with the 2-set allowing them to use Fire Elemental multiple times during an encounter while the 4-item set allows them to instant cast Lava Burst whenever Lava Surge triggers. Once Elemental Shamans acquire Dragonwrath, Tarecgosa’s Rest, their Damage Output skyrockets enormously, especially since they rely on Haste Rating, their overall casts are pretty quick and the proc can trigger from the instant cast Lava Burst.
However, one thing to keep in mind is that Elemental Shaman is amongst the specializations that heavily rely on gear to perform, meaning that it will feel very underwhelming to play until the appropriate items are acquired.
Besides their amazing Damage Output, Elemental Shamans continue to be Utility powerhouses granting their allies a plethora of buffs through their totems alongside the coveted Heroism/Bloodlust. Since their overall performance is so amazing, many raid groups choose to prefer multiple Elemental Shamans, especially since they can offer Off-Healing in emergency situations as well.
Arms Warrior
As the expansion progresses, Arms Warrior approaches closer and closer to its peak performance, dominating the Damage Meters! In Phase 3, Arms Warriors secured themselves the S-Tier spot, having an overall phenomenal performance across all percentiles!
Their overall damage is split across all of their standard abilities such as Overpower, Deep Wounds, Mortal Strike, and Execute with the T12 set being somewhat weaker compared to how impactful it is for other S-Tier specializations and below S-Tier. The T12 2-item set bonus is stronger than the 4-set item bonus since it allows them to enhance their burst and control it at will by using Commanding Shout or Battle Shout. However, the free Fiery Damage triggered by the 4-item set bonus is nothing to scoff at either.
While their overall performance is astonishing on the Heroic version of the raid, by observing the logs we can clearly see that on Normal, their performance is around the middle of the pack. This is mostly tied to the gear aspect rather than the player skill, as Arms Warriors are highly gear-dependent, being somewhat similar to casters. Nonetheless, once they gain their gear, their damage output is consistently high in all the encounters of Firelands!
The utility remains the same, however, this time we can be sure that either Commanding Shout or Battle Shout will have 100% uptime since they are now tied to the T12 set. In terms of stackability, players can expect to see at least 2-3 Arms Warriors per raid, especially since the specialization is highly popular.
Balance Druid
Balance Druids secure themselves a solid S-Tier spot in Phase 3 of Cataclysm, displaying a phenomenal new performance in both Single-Target and AoE situations! However, this astonishing new performance is tied directly to their overall gear, with the specialization being extremely gear-dependent. Balance Druids are part of the caster group that has an amazing performance during the Alysrazor encounter but they also perform extraordinarily during the Lord Rhyolith fight!
By observing the logs at different percentiles and analyzing players from the brackets, we can see that Balance Druids find themselves at the middle of the pack when ungeared, sometimes even at the bottom of the list. However, as they progressively gain gear and manage to unlock the T12 4-item set bonus, their entire Damage Output skyrockets. While many might think it’s the same for all specializations, Balance Druids are far more impacted by gear discrepancies.
The reason for this is that Balance Druids are heavily dependent on their Eclipse mechanic which the T12 set enhances massively. The 4-item set bonus granted by the set allows Balance Druids to enter either Eclipse (Solar) or Eclipse (Lunar) far more easily, allowing them to consistently burst their targets. Furthermore, they are the third specialization that heavily benefits from Dragonwrath, Tarecgosa’s Rest when compared to other lower-tier caster specializations. The staff’s effect allows them to stack Solar & Lunar Energy much faster, triggering the Eclipse mechanic even more often.
Sadly, the removal of the snapshotting mechanic before pulling the boss is still in effect, meaning that Balance Druids can no longer benefit from it.
Lastly, their utility remains as amazing as ever, being among the first to provide a battle Ress, Rebirth, among many other useful buffs. However, in terms of stackability, many raids choose to bring only one Balance Druid, although multiple would be favorable, especially due to Innervate for longer encounters and Typhoon for added control.
Survival Hunter
Survival Hunters find themselves among the best specializations in Phase 3 of Cataclysm across all percentiles in both Heroic and Normal Firelands! Their proc-based mechanics remain strong, with the new T12 set further enforcing their playstyle!
While Survival Hunters don’t receive a massive the best or the most impactful T12 set bonuses like other specializations do, the ones they get enhance their RNG proc-based mechanics even further. The 2-set bonus grants them a free Fire Damage shot that can proc when they cast Cobra Shot while the 4-set bonus allows their Auto-Shot to remove the cost of one of their next Shot or Kill Command. When we think about those bonuses and compare them to much stronger ones such as the one gained by Fire Mage or Balance Druid, the Hunter bonuses feel rather underwhelming. However, the true power comes from their own abilities with the free Shot often massively empowering their overall DPS. Their strongest damage sources continue to be Explosive Shot, Cobra Shot, Serpent Sting, and Multishot!
One of the great things about Survival Hunters is that they are not as dependent on gear as other specializations! Even with minimal gear, Survival Hunters manage to stay among the top spots on the damage meters due to their proc-based gameplay and RNG. While RNG can be unfavorable, in most cases, the RNG heavily favors most of the Hunters.
Their overall Damage Output combined with the effective crowd control provided by the traps make them very desirable in many raid groups, with most groups choosing to bring at least 2-3 Survival Hunters!
Subtlety Rogue
Through an extremely surprising change of events, Subtlety Rogues find themselves in the S-Tier without access to the legendary daggers yet! This change has surprised many players, especially as the specialization surpassed both its Combat and Assassination brethren.
This enormous raw damage can be observed across all the percentiles with Subtlety Rogues placing themselves among the top spots in both the Heroic and Normal difficulties of Firelands! This odd occurrence seems to happen even with low gear in the low 20-30th percentiles where Subtlety Rogue actually places itself on the first spot on the logs.
One explanation for this extraordinary performance is the new T12 set, vastly empowering the overall stats of Subtlety Rogues due to the 4-item set bonus. With the new set, whenever Tricks of the Trade is used, they gain a 25% bonus to one of their main stats for 30 seconds, resulting in a massive overall boost throughout the encounter. Still, even without the T12 set bonuses, Subtlety Rogues seem to massively outperform other specializations by Auto-Attacking and using Backstab, proving how strong the new Firelands items are.
Funnily enough, the changes to Mastery: Executioner play absolutely no role in their performance. As can be observed on the logs, Rupture barely deals damage compared to Auto-Attack, Backstab, and Eviscerate.
The only fight where they are weaker than their counterpart specializations, Combat, and Assassination, is Alysrazor.
While their newfound damage is certainly astonishing, their overall utility and stackability are quite low, with most groups choosing to bring only one Subtlety Rogue.
A-Tier
The A-Tier represents strong DPS specializations that offer a great amount of damage and utility, but don’t offer the best possible damage output. They will be found in almost every raid group and it will be common to see more than one of each.
Unholy Death Knight
Historically, Unholy Death Knights have always maintained themselves among the top spots of the damage meters and this phase is no exception to that rule! Unholy Death Knights place themselves in the A-Tier in Phase 3 of Cataclysm, showcasing an amazing performance on Heroic and Normal Firelands.
Unlike the other specializations, this performance is not dependent on the new T12 bonuses, but rather on the consistent mechanics of the specialization itself. There is no massive shift in their gameplay nor any buffs that place them in this spot, with the majority of the damage being dealt by their pets, Scourge Strike, Death Coil, and Melee Attacks.
Luckily, their kit is strong enough to offset the poor bonuses granted by the T12 set. The 2-item set bonus grants them a bit passive Runic Power generation tool which may be useful for throwing in an extra Death Coil while the 4-item set bonus barely grants them a 6% additional Fire Damage when using Scourge Strike. Compared to the rest of the specializations, those bonuses are extremely underwhelming, meaning it’s not reliant on the T12 at all. However, gear does play its part, being vastly important for all Unholy Death Knights. A huge difference can be observed in the logs between geared and non-geared players, although, the mechanics of the specialization result in a consistently high damage output even for players with low Ilvl gear.
Their overall kit stays the same, including the utility they bring with Ebon Plaguebringer being the strongest effect! Due to their overall great performance, many raids choose to bring multiple Unholy Death Knights, making them desirable from a stackability point of view.
Frost Death Knight
Just like their Unholy Death Knights brethren, Frost Death Knights showcase a great performance, landing in the A-Tier. Their overall performance is extremely similar to that of the Unholy Death Knights in the sense that they showcase a high Damage Output throughout multiple percentiles, even while being at a low-level gear.
They find themselves in the same situation as the Unholy Death Knights where the T12 bonuses barely impact their overall gameplay. The 2-item set bonus allows them to passively generate Runic Power while the 4-item set grants them the same 6% Fire Damage bonus to Obliterate. What truly sets them apart from their brethren is their highly RNG-based playstyle and burst sequences.
Most of their damage comes from the Howling Blast, making the specialization good for AoE encounters such as Lord Rhyolith, Shannox, and Ragnaros. Ironically, the 4-item set bonus is not really used since Obliterate is among the lowest damaging spells according to the logs. The 2-item set is actually more useful to them since Frost Strike is among the strongest abilities in their kit.
Their overall performance is consistent throughout all fights, with no specific fight inflating their general Damage Output.
Their utility remains the same while their overall stackability stays low, with most raids choosing to bring only one Frost Death Knight at a time for the Improved Icy Talons effect.
Demonology Warlock
Demonology Warlocks continue their glorious streak, placing themselves in the A-Tier as one of the strongest caster specializations! Their overall performance is astonishing yet not surprising when looking at the previous phases. However, the strong Damage Output they display is better on the Heroic difficulty than the Normal one, as can be clearly observed on the logs.
While on the higher percentiles, they secure the top spots, dealing exquisite Damage, their performance on the lower percentiles is around the middle of the pack. Since the specialization has a higher skill cap than other caster specializations, their high skill ceiling is often the downfall of the specialization.
The T12 set is part of the reason why Demonology Warlocks are so powerful at the moment, however, the main reason remains Metamorphosis and how strong Mastery is for them. The T12 2-item set bonus is not necessarily the strongest for them, but the 4-item set bonus is a huge performance improvement. Since they deal hefty amounts of both Shadow & Fire Damage, the 20% bonus damage they receive improves their overall Damage Output considerably. This bonus is even stronger when factoring in Dragonwrath, Tarecgosa’s Res, allowing them to proc the effect far easier while also benefiting from its short duration more.
In addition, due to the T12 set, the new meta has shifted towards the Felhunter pet in a surprising turn of events, with the Felguard no longer being the main pet for Demonology Warlocks.
Their overall utility remains the same while their general stackability is still as high as ever. Raid groups will choose to bring multiple Demonology Warlocks if given the chance due to how reliant their Damage Output currently is!
Combat Rogue
Combat Rogue maintained a steady spot in the A-Tier, displaying a great overall performance. However, its general display was dethroned by the Subtlety Rogue, having a somewhat lower overall Damage Output. The specialization is not bad per se, but it is highly gear-dependent since the majority of its damage comes from Melee Attacks rather than any ability.
They are affected in the same way as Subtlety and Assassination when it comes to the Tier12 set, with the 4-item set bonus granting them by far the most impactful due to the 25% increased random stats. However, players must remember that the heavy RNG will produce various results from fight to fight.
Other than that, there is not much else to mention about Combat Rogues. They maintain the same playstyle with no specific gameplay changes. Their overall stackability is desired due to Savage Combat but their rotation can be bland since simple Melee Attacks make up most of their Damage Output. Besides that, they provide the same utility effects as all other Rogue Specializations.
B-Tier
The B-Tier represents mediocre damage specializations. They are still considered viable, as they do a decent amount of damage, but they typically cannot compete with the A-tier specs on the damage meters. However, in many cases, they provide valuable raid buffs that make them worth bringing anyway, as their utility makes up for their deficiency in raw damage.
Assassination Rogue
Assassination Rogues perform very similarly to Combat Rogues, and in some cases perform even better in fights such as Alysrazor or Majordomo Staghelm. Their current spot is B-Tier, although, in some cases, they can be considered A-Tier when compared with the general performance of other A-Tier specializations.
Just like the other two Rogue Specializations, they vastly benefit from the T12 4-item set bonus. However, they are plagued by the same RNG element, just like the other two specializations.
By observing the logs, their performance can be seen on the higher spots of the damage meters, especially on the higher percentiles. On the lower percentiles, their performance is around the middle of the pack, suggesting that their overall Magic Damage keeps up with the rest of the specializations, even without the proper skill or gear.
Most of their damage comes from Instant Poison, Melee Attacks, Mutilate, and Envenom, although the largest part is done exclusively by Instant Poison.
They offer the same utility as all other Rogue Specializations, although, Master Poisoner makes them far more desirable than the other specializations, especially if no Balance Druid or Unholy Death Knight is present in the raid group.
Enhancement Shaman
Enhancement Shamans retain the same spot as they did in the previous phase, landing themselves in the B-Tier. The main reason for this is their average damage which seems to situate itself around the middle of the pack on all percentiles. The main issue that Enhancement Shamans have is that their overall performance is not massively improved by the gear itself when compared to other DPS specializations.
The T12 set for Enhancement Shaman is also somewhat unfair. The bonuses are extremely lackluster when compared with what Elemental Shamans get which is a chance to reset Fire Elemental Totem. However, even if they don’t get to reset their Fire Elemental, the T12 set 2-item bonus improves their Lava Lash considerably, which is quite important given the fact that Lava Lash is the second most potent ability in their tool kit. The 4-item set bonus gives a slight 6% bonus damage buff to most of their abilities, yet it is not a colossal buff such as in the case of other specializations.
Overall their damage is solid but stuck at the middle of the pack, the biggest issue right now with the specialization is that its overall gameplay feels awfully clunky and hard to pull off when compared with other more attractive specializations that have a generally higher overall performance.
The same old problems also remain, their utility is mostly replaceable by either Retribution Paladins or Elemental Shamans, making them less desirable. Generally, most groups only have one Enhancement Shaman, not necessarily out of necessity but rather due to players finding the specialization fun to play.
Retribution Paladin
Retribution Paladins find themselves in a really tough spot, landing in the B-Tier. While some players hoped that their performance would improve with the arrival of Firelands, the reality is that many believe them to be stuck between C-Tier and B-Tier with their overall performance being either severely mediocre or stuck in the middle of the pack.
The T12 set bonuses they gain access to in Phase 3 are quite strong, with the 4-item set bonus being especially good since it extends the duration of Zealotry by 15 seconds. However, even with the amazing T12 set, their Damage Output simply can’t compete with the rest of the pure DPS specializations. Their overall utility is what truly saves them, as their overall Damage Output can simply be replaced by a far more potent class/specialization.
What makes them worth playing, even with the average Damage Output is their overall interactive rotation and frequent burst sequences.
In terms of stackability, the only real reason to bring multiple Retribution Paladins is their overall huge utility kit. The downside of bringing multiple such specializations however is that bosses such as Baleroc which are effective DPS checks will be very hard to overcome.
Destruction Warlock
Weirdly situated is what we can say about Destruction Warlocks. They can be considered B-Tier, however, their Damage Output leaves much to be desired, with Demonology Warlocks completely overshadowing them. Their overall performance is average at best with some percentiles displaying them in the lower half of the damage meters.
The only thing they have going for them is the T12 set with the 20% increased Fire Damage from the 4-item set bonus but besides that, not much else. Once they get access to Dragonwrath, Tarecgosa’s Rest, their damage may skyrocket, boosting them to the higher ends of the damage meters, however, they would still rely on huge RNG to do so. Since Incinerate makes up most of their damage, Destruction Warlocks are quite in a tough spot at the moment.
Since they have no outstanding utility and absolutely average or even below Damage Output, their general stackability is extremely low, especially when considering that Demonology Warlocks are simply much more desired.
Shadow Priest
Shadow Priests are extremely tough to properly pin on the Tier List. If we observe their Normal logs, both their Damage Output and overall score can be seen as among the top DPS specializations. However, if we peek at the Heroic logs, we can clearly see them as being among the worst specializations, showcasing below-average DPS.
This can be boiled down to two different things, skill level, and overall gear. In addition, it can be resumed to a simple comparison between the overall capabilities of Shadow Priests and the rest of the DPS specializations in terms of raw power. However, certain fights clearly favor them such as Baleroc where they can soak, and Alysrazor where they can actually showcase an astonishing performance.
One of the reasons why their performance is not necessarily the best is the T12 4-set item bonus which ties to Mind Blast. Because of its cooldown and the fact that Mind Flay is the main damaging ability, Shadow Priests lose a lot of ground when compared to other casters. Luckily Dragonwrath, Tarecgosa’s Rest improves their performance massively when it comes to Mind Blast.
All and all, Shadow Priests are considered D-Tier by some while B or C-Tier by others, we chose to place them in the B-Tier at the current moment.
C-Tier
The specializations that make up the C-Tier are on the weaker side of the DPS spectrum. They can still be considered viable, occasionally offering useful buffs and debuffs, and can very often be very fun to play. However, you aren’t likely to be in the top places of DPS meters with these specs, and you won’t have the easiest time finding a raid group, as they aren’t in high demand.
Affliction Warlock
Affliction Warlocks sadly find themselves among the weaker caster specializations, displaying a somewhat pitiful performance compared to their WotLK glory days. The specialization has fallen severely, reaching down to the C-Tier. Whether it’s an issue with the gear or the current skill level displayed by the players, one thing it’s certain. The specialization is severely underperforming.
By looking at the current logs, we can assess that Affliction only performs well when extremely min-maxed and close to BiS gear, as most players who do not meet those criteria seem to be generating a mediocre Damage Output.
While technically the T12 4-item set bonus plays heavily in their favor, the specialization simply seems to not be able to hold up to any of its counterparts, let alone other higher-tier specializations. Since most of the damage comes from DoT effects, Dragonwrath, Tarecgosa’s Rest doesn’t synergize as well with Affliction Warlocks, making them less desirable to play overall.
The only fight where they seem to be holding their own is Alysrazor where they can compete with other casters.
In terms of utility and stackability, they can easily be replaced by other classes/specializations, making them even less desirable. Nonetheless, even with their mediocre performance, players choose to play the specialization for the sheer interactive gameplay it brings.
Frost Mage
Frost Mage is in a similarly weird spot like Shadow Priest, showcasing a real mixed performance. According to multiple logs, they surprisingly sit at the middle of the pack while according to others, they barely fit as a viable DPS specialization. The reality is somewhere in between, as Frost Mages simply spam Frostbolt and Frostfire Bolt throughout the entirety of an encounter. This means that their performance is highly based on RNG and whether or not they are required to perform certain tactics or not.
The T12 set is not as impactful for Frost Mage as it is for Fire Mage, since Frostfire Bolt deals significantly reduced damage than Pyroblast, even while used through the Brain Freeze proc. Nonetheless, with heavy positive RNG, the 4-item set bonus can significantly increase the overall performance.
According to the Logs, Frost Mages seem to perform far better in Normal difficulty rather than Heroic difficulty, landing themselves in the C-Tier. The specialization can be considered an off-meta pick, especially when looking at how strong Fire Mages are.
Feral Druid
Terrible days keep befalling the once kings of the jungle, as their performance continues to worsen as the expansion progresses. No matter what percentiles we check on the logs or what individual player we scan, Feral Druids continue placing themselves at the bottom of the damage meters, displaying one truly horrifying performance.
This is mainly due to the high skill floor of the specialization itself combined with the somewhat mediocre values that their abilities received. In addition, the T12 4-item set bonus requires precise timing and quite a hefty amount of skill to pull off, as it’s tied to the Berserk effect. Since players need to efficiently min-max their energy consumption, this can lead to many mistakes, even among the pro veterans.
Nonetheless, the reality is that even the top players barely manage to fit in with the other specializations, producing a somewhat similar Damage Output.
The specialization lands itself in C-Tier with many believing that it is simply better to bring other Melee Specializations such as Arms Warrior or Unholy Death Knights instead. However, Feral Druids do bring a vast amount of utility which may save them some raid spots.
Beast Mastery Hunter
Beast Mastery Hunters find themselves in the same spot as Feral Druids, holding a sad spot in the C-Tier. While they do manage to compete with other C-Tier specializations, the reality is that they are more of a gimmick specialization played by fans rather than a meta or viable one. Their overall Damage Output is horrendous, especially when compared to the higher-tier specializations.
Not much can be said about the specialization itself other than the fact that it was built for PvP rather than PvE, with many players attempting to find a way to make it viable for PvE as well. Historically, Phase 3 of Cataclysm is among the closest points since WoW Classic where Beast Mastery Hunters become somewhat viable for PvE.
The T12 set bonuses don’t help that much either, since they force the specialization to fiercely rely on RNG to gain an advantage.
Fury Warrior
Once mighty beyond belief, Fury Warriors continue to maintain their spot in the C-Tier, having one nearly disastrous performance. Their overall Damage Output is horrible, with only a few exceptions showing off on the logs where they manage to stand their ground among the other specializations.
The reality is that Fury Warriors are simply no longer viable, with Arms Warriors completely dominating the PvE scene in Phase 3 of Cataclysm. According to the logs, only the top parsers manage to keep their performance in acceptable levels, while the vast majority simply don’t make the cut.
The problem is how the specialization itself is tuned, not necessarily the skill level of the players. Without receiving some hefty buffs, the specialization will continue to underperform, especially moving forward into the next phase. While the T12 set may bring them somewhat of an advantage just as it does for Arms Warriors, the issue is that it is simply not enough to fill in the massive gap they currently find themselves in.
D-Tier
Simply put, specs in the D-tier are considered to be not viable. They can be fun to play, but you will struggle to get invited to raids when playing one of these, and you may even find yourself getting kicked from groups, as your damage will be really bad.
Marksmanship Hunter
Marksmanship Hunters continues the trend of being one of the absolute worst DPS specializations in the game in Phase 3 of Cataclysm. Their overall performance is laughable at best, with players choosing to ignore the specialization entirely.
Even with the specialization underperforming massively when compared to others, some still choose to play it, managing to do well in encounters such as Majordomo Staghelm.
Arcane Mage
If Arcane Mage was playable in the last phase, in this one, it became one of the worst specializations. Phase 3 brings a sad surprise to any Arcane enjoyer, as the specialization is overthrown even by Frost Mages. Its overall performance is similar to that of the Marksmanship Hunter, being almost completely unplayable when compared to its counterparts.
No matter whether we check the highest percentiles or the lowest ones on the logs, Arcane Mage always finds itself at the bottom of the damage meters, indicating that it’s not a skill or gear issue. The specialization itself is simply not properly optimized, especially since the T12 set barely grants any meaningful bonus, granting a mere mana cost reduction effect.