Mom
Legend
Tiers for Battlegrounds
- How it compares with other specs of the same class.
- How good it is at what it is supposed to do. (i.e. if it's a dps spec can it deal consistent damage and get killing blows)
- The utility of the spec like if it has stuns, slows, roots, knock-backs, silences, stealth, is a strong flag carrier etc.
- Can it function on its own in a battleground or does it constantly need either a healer or a peeler to look after it.
- Is the spec easy to counter or kite.
Tier at level 20/Tier at level 29. Otherwise, it's just the general tier for both 20 and 29.
- Druid
Feral Tier1. Ferals have a broken amount of burst damage and a powerful stun they can add to every rotation. It's not uncommon for ferals to Ferocious Bite for 2k and an agility stacked feral can crit for over 5k (in some circumstances as high as 8k). Ferals like all druids are hard to pin down or kite with very high reward and little risk on their behalf.
Guardian Tier3. Guardian druids are decent flag carriers if they have a pocket healer. With a few defensive abilities of their own and the ability to break any root or slow, a 7k health guardian druid is very hard to catch and kill.
Restoration Tier2. Restoration druids aren't strong healers but have plenty of utility. All a restoration druid is really good for is flag carrying(which they are indisputably the best at). This doesn't mean a restoration druid can't go Cat Form to deal damage or spam heals for their team, but more often than not, a restoration druid isn't a desirable healer in team fights.
- Hunter
Marksmanship Tier2/Tier1. Marksmanship hunters will have the highest overall dps among the 3 specs, but need to be out in the open for reliable damage. Their Aimed Shots can be easily avoided by stealthing, getting behind the hunter, or moving behind an obstacle.
Beastmastery Tier2. Beastmastery hunters have strong burst with Kill Command, but their overall damage is less than that of the other hunter's specs and they do very little damage if their pet dies. Like all hunters, they are still the best kiting class in the bracket.
- Mage
Fire Tier3/Tier2. Fire mages rely heavily on crits to do any damage at all. They have a smaller output of damage than arcane at level 20 and less crowd control than frost at level 20. At level 29 they get more damaging spells which makes them viable but need a friendly healer in battlegrounds.
Arcane Tier3/Tier2. Arcane mages have the greatest output of damage compared to the other specs at both level 20 and 29. However, like the other mage's specs, without a heal or a peel, they can easily be focused down.
- Monk
Windwalker Tier2/Tier1. Windwalker monks have a strong amount of damage and mobility and a very powerful damaging stun, Fists of Fury, which only has a 25 second cooldown. At 29, they have a decent amount of survivability with Touch of Karma and can slow and root enemies with Disable.
Mistweaver Tier3/Tier2. Mistweaver monks have very strong heals but 0 damage and 0 utility. They have plenty of ways of escaping, however, and past level 20, they do receive more strong abilities until they do become very difficult to stop.
- Paladin
Protection Tier3. Protection paladins have more health and a ranged silence they can throw out every 15 seconds. Other than that, they have poor damage and don't bring much utility for the team.
Holy Tier3. Holy paladins have some utility with Denounce preventing the target from critting, but without many ways of disengaging, and mediocre heals, they don't hold their own well against other healing classes.
- Priest
Shadow Tier3/Tier1. Shadow priests don't deal much damage at level 20, but at 29, they put out a massive amount of ranged burst and dots that can quickly wreck the entire enemy team if not focused down. Along with a strong shield and Spectral Guise, they become very difficult for non-healing classes to deal with.
Holy Tier3. Holy priests can't compete against disc piests in the bracket at level 20 or 29 without Penance or Holy Nova, and a 6 second cooldown on Power Word: Shield were discipline has no cooldown at all. The only perk they get is a 3 second ranged incapacitate that breaks upon taking any damage and has a 30 second cooldown.
- Rogue
Subtlety Tier3. Subtlety rogues can do minor damage with Hemorrhage, which also applies a small dot, but will rely heavily on their Eviscerate and Ambush for the majority of their damage. They also get a natural bonus to agility which slightly increases their auto attack damage, but their damage still falls off compared to the rogue's other specs.
Combat Tier2. Combat rogues have the strongest reliable damage among their specs and have the strongest Eviscerate. The skill cap for them is slightly higher because they have Revealing Strike which they add to their rotation, but will see the highest damage numbers compared to the rogue's other specs.
- Shaman
Restoration Tier2/Tier1. Restoration shamans get the biggest numbers when it comes to healing and have great mobility. They lack much damage but have enough utility in their kit at level 29 to offer plenty of help in a team fight.
Elemental Tier3/Tier2. Elemental shamans are barely viable at level 20 with their only perk over enhancement being Thunderstorm, but they have a clunky ranged attack with Fulmination being a slow ability to charge. However at level 29, they offer a huge amount of utility with slows, and can quickly charge their Fulmination with Chain Lightning. Elemental shamans have very good survivability and off-heals.
- Warlock
Affliction Tier3. Affliction locks do decent damage-over-time but their rotation is little more than 4 buttons and their kit doesn't offer very much in the form of burst damage. Like all locks, they are easily taken down without a friendly heal or peel.
Demonology Tier3. Demonology warlocks have the highest survivability and mobility with Metamorphosis and Demonic Leap. Unlike destruction warlocks, they can move while using many of their abilities, but they won't see as much burst. Demonology has easily the most complicated rotation among all of the warlock's specs and has a very unique playstyle.
- Warrior
Arms Tier2. Arms warriors have very reliable consistent damage with Mortal Strike, Rend, and Thunderclap and can often stay in Defensive Stance through their entire rotation because they still generate a bit of rage from auto attacks. Like fury warriors, they apply Mortal Wounds with their attacks, and like all warriors get an interrupt at 29 which makes them very strong against casters.
Protection Tier3. Protection warriors don't offer very much at all in the form of damage and also have the fewest self-heals among all tanking specs. They don't have Rend, don't have Piercing Howl, and don't apply Mortal Wounds with their attacks. Apart from the root/stun on the charge and the interrupt at 29, protection warriors will find themselves getting kited and abused without any support.
If you don't agree with something here, please post your opinion and I'll look into changing it.
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