The DPS Ranking

Slaariel

*The Only Real Life Girl Dev*
Who should do in a perfect world the most DPS? Post your lists here! I will go first! This is in general, figure a simple fight with little moving and also not a 2 hour long fight.

If you disagree post a FULL LIST and reasons why:

Wizard
Rogue
Necromancer
Magician
Ranger
Monk
Beastlord
Bard
Warrior
Shadow Knight
Shaman
Druid
Paladin
Cleric
Enchanter

Clearly, in a longer fight, all mana using classes will drop down the list. But I still think Rogues should be up there somewhere even for short fights. Also the last 4 or 5 slots could almost be in any order and I would be all right with it. Those classes don't really have "damage" as their raison d'etre.

Generally, the more basic utility each class has drops it down the list and keep in mind we are not talking about a difficult, long, drawn-out fight. This is a short, simple fight where one representative of each of the 15 classes decided to show up and swing/cast at. Clearly, the broad constraints and weird hypotheticals I am imposing on this scenario show why this is an issue that requires some thought but I really just mean there are 15 people hitting 15 mobs with everything they got... in which order should they fall?

I know you have all thought about this! Please do not just post class A should be better than class B that is not helpful. Full list, reasons why. And if you troll in this thread, you are dead.
 
I will say as an augment to this thread that considering anything but short duration buffs to be a balancing factor in regards to how much dps a class should be doing is really flawed thinking since the system supports a reality where many class buffs are a default on groups whether they are present in the group or not.
 
Here is my go at it.

Wizard
Rogue
Necromancer
Magician
Ranger
Monk
Beastlord
Bard
Shadow Knight
Warrior
Shaman
Druid
Enchanter
Paladin
Cleric

-Clerics are polar opposites of Wizards. Wizards make death. Clerics prevent Death.
-Paladins are part cleric and part warrior. So, of the 3 tanks, they should have the lowest dps.
-Shadow knights are part necro and part warrior. Necros should do decent dps, so Shadow knights should do more dps than Warriors.
-Enchanters were moved to put Clerics and Paladins at the bottom. Coupled with their utility, lower dps as a whole isn't such a bad thing. They get things like curses and charm and stuff like that to augment their companions dps. So, the dps in general that they provide would be "higher" in effect but the actual dps they do would be lower than many others.

Other than that, I wouldn't disagree with the rest of the ordering in regards to DPS.
 
I think the list is pretty spot on. Maybe swap necros and mages for shorter fights but the longer the fight the more sustained and leveled out necro dps would be.
 
The list seems accurate but I'd change it slightly:

Primary DPS Classes:

Wizard
Rogue
Necromancer
Magician
Ranger

Secondary DPS Classes:

Monk
Beastlord
Bard

Tanks/Healers/Enchanters

Warrior
Shadow Knight
Shaman
Druid
Paladin
Cleric
Enchanter

Any class in the Primary DPS section outparses any class in the Secondary DPS section handily on any non-gimmick fight. DPS for Tanks/Healers/Enchanters is a secondary consideration to their main roles on raids or in groups. Enchanters are also highly variable dependent on charm availability or who the enchanter is able to mimic.
 
Every single class that runs out of their capability to do damage quickly should top the list.

Burst
Wizard
Magician
Necro (runs out far less quickly than either of the above)

A single long fight shouldn't really be your bar of measurement either. A series of extended fights, with the amount of downtime factored in is a better measure. Considering most of the time anyone has, or will spend on a character in this game would fall into that category. The source of damage for mages being rains is somewhat of a confounding factor.

Furthermore, rogues should not fall in the caster range. They are:

1. Far sturdier (see physical enhancement, the generally higher ac, a whopping 10% chance to straight up dodge spells, a boost of 30% to dodge, weapon shield, oh and two stances that make them immune to melee and spell damage for a short time respectively).

2. Provide a limited amount of utility that is dependent on their presence (stun, root, snare, mana drain, and dispel from traps), can disarm traps (not a factor in most zones, but still), are pretty much required for an entire range of content (tmaps)

3. Have an entire minigame solely usable by them and bards (burglarizing homes. Honestly more of just a wtf than added utility)

4. As far as I understand they also get some slows and such in the form of intimidation (though this is not really predictable, it is free).

5. Can become invisible to a large variety of things, and move while doing it.

Some of those seem like things that should be minor considerations? So are most utility features. If we are talking short duration stances putting them up into the caster range, then seeing them drop back down, that is all well and good. As long as it takes them a while to recover.


Melees should not be doing as much damage as these casters in the short term. There is no real reason to have a glass cannon, if you can have an iron one that does just as much damage in most situations. In addition a fight where a particular kind of dps class is less effective because of a large amount of melee mitigation, or an immunity is not balancing a class, nor is it making them good or fun to play. It is just forcing you to bring a class to do a particular thing, regardless of how bad of an idea it would be under normal circumstances.

You can argue utility all you want, but in most cases, it just isn't a factor, and the past popularity of certain classes should indicate that.

This:
I will say as an augment to this thread that considering anything but short duration buffs to be a balancing factor in regards to how much dps a class should be doing is really flawed thinking since the system supports a reality where many class buffs are a default on groups whether they are present in the group or not.

is absolutely correct. If it can come along with you without the class being there, it isn't, nor should it be a factor. Things I am referencing include

1. Damage shield (spineskin would fall under a sturdiness increase really. Due to the ac)
2. Every line of hp buff
3. Miscellaneous resist buffs
4. Summonables that stick around
5. Pet (part of dps)
6. Other long-lasting miscellaneous buffs
7. Ports
8. Long duration mana regen buffs (Given that one can pretty much maintain mana on a healer, while performing your primary function, this is more a crutch so that casters aren't completely awful. Hilariously enough, most will still slow a group down even after the drastic speeding up of medding a few years ago)

Things that should be counted to modify the standing of a class on the spectrum of damage/healing. I'm sure I've missed a few here.

1. Sturdiness. The higher this, the lower dps should be with respect to the other classes. In addition, the higher this is, the lower healing output should be as well (see paladins).

2. Healing output=> The higher, the lower dps should be, and vice versa. Does not apply to pet-only heals which are just an extra cost to maintain your dps.

3. Endurance=> The higher this is, the lower the output of healing and dps should be.

4. Functions that are exclusive to a given class or small group of them, and can only be performed by having a member of that class present. This would include abilities such as feign death, mezzing, escape, elemental barrier, protection of the lady, etc. I'm not going down the entire list here, but think things that don't increase dps or healing.

5. Debuffs, especially quick and/or area of effect ones. Slow is highest, followed by things like druid archaic, and resist debuffs bringing up the tail end here. Some weird things in here, like the unmaking curse.

6. Methods of aggro reduction. A class that doesn't have a jolt, should probably be compensated in some other way. If they aren't, that is a problem.

Rogue

(Most of the following I don't have particularly strong opinions about where they should fall)

Ranger<=>monk (roughly equivalent, though I'm tempted to put ranger slightly behind as monks must be close in order to dps, whereas rangers can be like 8 miles away, avoiding things like whirlwind.)

Beastlord
Bard
Enchanter (I'm honestly tempted to put this class quite a bit higher, I'm not sure where though, so I just threw it in)
<=====>

(honestly could argue the following two either way)
Druid
Shaman

(Tanks somewhere in between the <===>'s)

Cleric (could honestly be above tanks, don't really care)
<====>


To recap, since this is a bit broken up

Wizard
Mage
Necro
Rogue
Ranger/monk
Beastlord
Bard
Enchanter
Druid
Shaman
Warrior
Sk
Paladin
Cleric
 
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Wizard
Rogue
Necromancer
Magician
Ranger
Monk
Beastlord
Bard
Warrior
Shadow Knight
Shaman
Druid
Paladin
Cleric
Enchanter

At first I saw this list and thought yeah that's exactly what mine is, but then...............

-Paladins and Clerics should not be right next to each other this bugs me A LOT (Father Xavier in the church leading a sermon vs. Crusader Ezekial crushing infidel heads on the battlefield i mean these should not be similar in dps)

-Honestly who should do more damage a person fighting with their fists or a person fighting with their fists AND A RABID DIRE ALLIGATOR (monks vs beastlords)

EDIT: Looking at other peoples' lists with Paladins at the bottom leaves me scratching my head
 
What do you even mean by "basic utility" anyway. This is a pretty broad term that can be lead to plenty of terrible ideas in a thread like this. Non-combat utility like items summoned, some skills, required buffs that don't make your character do way more damage than it normally does, and things like that which basically exist so that everyone is "useful" and that people don't stack certain "better" classes in favor of others. Why should those non-combat utilities even factor in to what a class does in DPS terms rather than their combat versatility, survivability, ability to dump hate and so on i.e. things that actually matter in combat.

People can and do make weird statements like "oh rogues can pick locks and hide/sneak and disarm traps so why are they so high on DPS" "mages can summon bread and peridots and cast a damage shield buff so why are they so high on DPS" "wizards can teleport groups/raids and cast blades so why are they so high on DPS" and so on when it comes to where they think a class "should be" on DPS. The only legitimate one there may be beastlord cunning buff because it's not a buff you can often bring with you without a beastlord and the buff itself is so overpowered in terms of how much damage it adds, but I am sure most beastlords would trade the damage increase portion of it to make their class do not bad damage.

A better way to compare classes for that kind of purpose would be weighing what they bring to a combat situation--how well they can survive, how hard they can push without making the monster angry at them, cast times on their spells relative to other classes.

Like take int casters:

Wizards have...
- Fastest casting spells of int caster classes, allowing them to do kiting things more effectively and allowing them to do damage better in fights that require a lot of moving. Direct damage as opposed to more dot-like mechanics on mage/necromancer primary damage spells, though least base mana effieicny. Gains the most from extra critical strike chance due to ultimate/primal blast. Easy to work with crowd control mechanics if you're attacking the primary DPS target like you should be.
- No real hate/aggro dump (concussion isn't really a whole lot but it can help with not pulling over a long fight)
- Familiar pet that sometimes mimics their spells.
- Self-rune spell, though generally pretty useless at the higher end of the game because it doesn't absorb much
- Like all int casters, if something that hits even moderately hard is hitting them, they are going to die quickly.

Mages have...
- Real slow casting spells across the board, though not accounting for criticals they are fairly mana efficient with rains. Slow cast speeds are bad for anything where you have to move/kite, and rains won't hit all ticks if the mob moves either. Rains have some bad critical hit penalty that needs a class tome 4 to negate, however, which makes their mana efficiency for anyone who does not have this tome sort of a huge trade-off since other classes do not have this kind of critical penalty on their primary damage spells. Rains hit two targets but it is rare outside of exp groups that you'll be getting that extra damage from hitting a second target. Rains not friendly at all with CC mechanics like mez and you'll have to switch to using a real bad single target nuke in many of those situations.
- No hate/aggro dump at all, though rains seem to generate less than direct nuking with a wizard so pulling will rarely be an issue with a tank near your tier.
- A pet that does mana-free damage, but has to be babysat so that it doesn't die to something sneezing on it on many high-end things. Sometimes this pet can generate more hate than you and die before you saving you from dying but the more dps the mage does from spells as they go up the tiers, the less likely this becomes. They also have monster summons which are good in any fight which doesn't have AOEs that blow them up almost immediately.

Necromancers have...
- Spells of "middling" cast times between mage and wizard, most mana efficiency (example: Necro Archaic: Claws of the Chill is a base 6.375 damage per mana whereas Mage Archaic: Sun Storm is 6.234, compared to Wizard's Archaic: Moon Comet at 4.904.). Damage over time spells not friendly with CC mechanics (like mez) so you'll likely need to just attack the primary dps target in those situations instead of throwing dots on multiple targets.
- Self-rune spell, though generally pretty useless at the higher end of the game because it doesn't absorb much
- Has instant complete hate/aggro dump in the form of feign death.
- Has a pet that has to be babysat, like a mage pet. Doesn't do as much damage as the mage pet, however.
- Like all int casters, if something that hits even moderately hard is hitting them, they are going to die quickly. Unlike the other 3, has 2 feign death spells and a feign death AA on a low reuse timer so it's unlikely that a necromancer who is not bad at video games will ever pull aggro.

Enchanters have...
- No real damage spells of their own. Debuffs, crowd control are their basics. Somatic Bond/Avatar of Destruction are needed to do any real DPS, generally the enchanter needs to be grouped/raided with a mage, necromancer or wizard, preferably more than one of them to do any real damage by using runic1 to mimic spells. Mimic spells are instant cast which is nice, but an enchanter is rarely called on to kite anything anyway.
- No real aggro dump but can cast a mez spell on themselves to save themselves, sometimes. Pulling aggro usually isn't a problem except when they mimic a lot of spells.
- Rune spells, though these are not often used or needed.
- In some zones, can charm some beefy mobs as a pet. Otherwise uses animation pet with the AA to increase survivability when hit by a small amount.
- Like all int casters, if something that hits even moderately hard is hitting them, they are going to die quickly.

To be honest I can't really think of any reason why wizards, mages, necromancers should do significantly more damage than each other except situationally where one class had an edge (i.e. moving around a lot it's clear that mages will be less able to cast spells so a necro and wizard will be able to get more in and do more damage). Or in a fight with not a lot of AOEs (or at least none that hit pets) a mage may be able to stack a lot of monster summons to add up to do more damage than the other two. When someone brings a wizard, mage or necromancer the expectation/role is to do damage, not summon people bread or do parlor tricks by naming your pet Tarutao and using voice graft to shout things.

Thank you for reading my effort post.
 
Okay, I have a couple of issues I have with your points, I'll address each in turn.

1. Far sturdier (see physical enhancement, the generally higher ac, a whopping 10% chance to straight up dodge spells, a boost of 30% to dodge, weapon shield, oh and two stances that make them immune to melee and spell damage for a short time respectively).

While we are far sturdier than casters, we rely entirely on, if you'll pardon the expression, being all up on the mob the whole fight. The second we have to try to avoid anything our dps goes straight to hell. Our 'oh crap' stances? The one does let us dodge all hits till exhausted, though most of the time I'll not have enough stamina for it to be much use, as a decent rogue is going to be using his dps stances as much as possible. Also, the spell dodge one isn't 100% chance, at least wasn't as of a few days ago and I didn't see any patch notes. In short, we are as survivable as we are because otherwise we simply couldn't do any dps at all period. We are the worst tanks among all of the melees/hybrids. Hell, I'm a worse tank than the healers I duo with.

How do casters survive things? Well, gate is a big'n. Necros can FD. We get escape... once an hour. And in a raid situation that's not likely to save you. A caster can out-range rampage and whirlwind and a smorgasbord of AEs.

2. Provide a limited amount of utility that is dependent on their presence (stun, root, snare, mana drain, and dispel from traps), can disarm traps (not a factor in most zones, but still), are pretty much required for an entire range of content (tmaps)

Wait what? We can produce cheap knock offs of some of the things casters can do, and we don't do them well. And we can't do them often.

Lets see about utility: Wizards have RBoW, ports, root, snare, and ae damage capability. Mages have, through their pets, stun and root (which occur way more often than via traps), a nearly indispensable damage shield through a lot of the raid game, and again, ae damage capability (they can also summon dots and everyone loves summoned dots). Necros, well first off they have FD, that's kind of a big one, they have snare root etc, incredible mana efficiency, even some mez.

And trap disarming is cool, but it is a mechanic put in there specifically to try to make us have some utility. Almost every trap in the game is one that is either easily avoided or easily overcome.

3. Have an entire minigame solely usable by them and bards (burglarizing homes. Honestly more of just a wtf than added utility)

Really? I burgled every building I knew of one night for fun. The total was about 300 plat. Like I said, it was fun, but come on man. Really?

4. As far as I understand they also get some slows and such in the form of intimidation (though this is not really predictable, it is free).

If the mob isn't immune to intimidation. If it doesn't fail. If it doesn't get overwritten by something stronger. If you're in a zone you can risk using it, lest it fears the mob and gets you killed by everything it trains on you. Yes, it is free, but with some abilities you get what you pay for.

5. Can become invisible to a large variety of things, and move while doing it.

Marginally more than classes that have invis (see: all casters). That being said, you can flop more places by far, and this is a nice thing to have to mess around with, but it won't help you duo, it won't help you in a group. It is a side benefit, but a nice one. But like I said, it's an improved invis, which all casters get.


Look, what it boils down to is most of the utility rogues have added to give them something to do other than just DPS. Our class role is defined by one thing and one thing along: Reliable sustained high dps. Everything else is flavor at best.
 
The list seems accurate but I'd change it slightly:

Primary DPS Classes:

Wizard
Rogue
Necromancer
Magician
Ranger

Secondary DPS Classes:

Monk
Beastlord
Bard

Tanks/Healers/Enchanters

Warrior
Shadow Knight
Shaman
Druid
Paladin
Cleric
Enchanter

Any class in the Primary DPS section outparses any class in the Secondary DPS section handily on any non-gimmick fight. DPS for Tanks/Healers/Enchanters is a secondary consideration to their main roles on raids or in groups. Enchanters are also highly variable dependent on charm availability or who the enchanter is able to mimic.

Bards and Beastlords both contribute more DPS overall than any class except Enchanters because of their buffs. Monks can pull (although how many spots need splitting varies from tier to tier) and offtank in desperate circumstances, but other than that all they do is their own personal DPS, and they have to sacrifice tanking ability to maximize it.

Rogues offer literally nothing except single target DPS and have to be in melee range. Wiz/mage/necro all have the luxury of being at range, but they also potentially run out of mana and suffer a huge DPS dropoff when that happens. Rangers kind of have the best of both worlds there.

For typical single target DPS on a raid mob, I'd say something like:

Rogue, Wiz, Mage, Necro should all be on top within 5-10% of each other
Ranger and Monk should be 10-15% lower than them
Beastlord and bard should be considerably lower, maybe 50% of top tier DPS
SK and Warrior somewhere similar to Beast/Bard, but a bit lower
Pallies
Shaman
Druid
Cleric
Ench
 
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For typical single target DPS on a raid mob, I'd say something like:

Rogue, Wiz, Mage, Necro should all be on top within 5-10% of each other
Ranger and Monk should be 10-15% lower than them
Beastlord and bard should be considerably lower, maybe 50% of top tier DPS
SK and Warrior somewhere similar to Beast/Bard, but a bit lower

Pallies
Shaman
Druid
Cleric
Ench

I would say the only thing here you are missing is that bards are doing 50% of top tier dps in this idea and currently. Its a fine line to draw on where they should end up at, having them be barely above tanks seems out of place.

Bards and Beastlords both contribute more DPS overall than any class except Enchanters because of their buffs
These two classes are still considered melee classes, and regardless of what buffs a class offers, melee damage which is an integrul part of the class mechanic and ability shouldn't put them that low imo. A beastlord description is kind of vague when creating a new character but bards are pretty strait forward about raid/group songs and personally I cant see how this should be something that makes thier already lowest melee dps, even lower.


Outside of that I think that list made by slaar I would use;
Wizard
Rogue
Necromancer
Magician
Ranger
Monk
Beastlord
Bard
Warrior
Shadow Knight
Paladin * would move paladin here*
Shaman
Druid
Cleric
Enchanter * this should be dependant on thier gog targets too.
 
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I would say the only thing here you are missing is that bards are doing 50% of top tier dps in this idea and currently making them lower would mean you want tank and healer classes to out dps them. I am not trying to troll you, I am just speaking from experience. I have no clue what beastlords do, we hardly get one to stick around enough to see.

Well it really depends on the fight. There's no real raid parse mob that would give us results like what Slaar wanted, it's all hypothetical. But in FWF raid parses from the last few months of them being active, the only times tanks parsed >50% of real DPS classes were Stryda with the pre-nerf scythe doing 1k dps because of ripostes and the endurance abilities not being scaled to weapon delay. Most fights had top DPS somewhere in the 1100-1200 range and SK/War were like 500-600 at most. Bango was significantly lower even though he tanked with Jyre, and there's really no reason that the best geared tank in the game with a one of a kind 2hander should get out damaged by healers autoattacking while healing but that was what usually happened.

So with Slaar's guidelines about a simple fight, with high end players, I'd expect top tier DPS to do 1200+ DPS and War/SK to do around 500-600. Bards and Beastlords both do well over 600 in a situation like that even though they're utility classes.
 
Something to consider was the items pre-nerf. From what I hear these changes did make bard dps lower than it was previously. I know on our fights, bards are above warriors, but fall far behind the one beastlord we had, and the other melee dps.

Also I edited my post mid your reply I think, sorry about that. Was trying to make things more clear.
 
Reehs parsed just under 500 DPS auto attacking gators with no song damage after custo sword nerf. Bard DPS takes off quite a bit in the endgame.
 
The change to the custodian dragon sword lowered the dps of the one active bard (probably not active now? Reehs?) who had one by quite a bit but I think that is it. He went from 600-something dps on a cmal 4.3 parse to just below 500.
 
1. Guys that don't tank/heal/support. Wizard = Magician = Necromancer = Rogue = Ranger = Monk = Beastlord

2. Guys that don't tank/heal but do support Bard = Enchanter

3. Guys that don't heal but do tank Warrior = Shadowknight

3. Guy that tanks and heals Paladin

4. Guys that heal Shaman = Druid = Cleric

and honestly, I wouldn't look for big jumps between power - biggest being 1 to 2 at 10-15% tops? 2 to 3 and so on being pretty small dips in dps potential, 5% maybe.



reasoning? this is a list for DPS potential - not what would happen in a raid or even a group environment. with that in mind I see two factors to take into consideration - tanking and healing, bards and enchanters do neither better than anything else listed below them, so they get a high spot.

a druid/shaman/cleric focusing entirely on hurting things shouldn't peak at 50% of a wizard/rogue doing the same.. more like 75%. yes a lot of classes have some great utility, but unless zero cooldown zero cast time happens, they can't heal and dps at the same time.

also - bard's being so high on my list is accounting for their songs, a bard meleeing+chanting+bellowing and not playing any buffs at all would fall at #5 on my list.

I personally see no reason why melee should do less dps than casters either, the ability to do damage from several yards out is a huge survivability boost, better than wearing leather/chain in a lot of cases.

I also see no reason why "hey this guy can mez so he shouldn't do any damage" was ever a reason at all, but I'm in the extreme minority there. I've also never understood why utility meant "do crap damage".. 'pure' dps shouldn't entitle you to double some poor saps best attempt at killing things when you're both geared/exped equivalently.. a gap sure.. but a small one.



- in closing, this list inverted should be something along the lines of "how well these people can keep you alive" - direct healing is a bigger boon than tanking, tanking better than mezzing, and well.. the rest don't really keep people alive in any way other than killing things -
 
Wizard
Mage
Necro
Rogue
Ranger
monk
Beastlord
Bard
Enchanter
Druid
Shaman
Warrior
Sk
Paladin
Cleric

In a vacuum like the first post yes this is how it should be. Please consider that many of these classes become extremely replaceable in many instances. The only thing in a boss fight that is not replaceable is the fact that he has HP that needs to be brought to 0 and DPS will always be needed. Yes some mobs have whirlwind or spell immiunities that make what damage them different.

What I'm getting at is yes its ok to have classes that do more damage then others as long as the content allows the less DPS classes to be utilized for their other abilities. Aside from clerics your classes at the bottom of that list will be quickly over looked when forming raids/groups

Your raid effectivness will turn into this:
1 tank Whirlwinding fight
Wizard
Mage (1/2 Null)
Necro (1/2 Null)
Rogue ( null )
Ranger
monk (Null)
Beastlord (Null)
Bard (Null)
Enchanter
Druid
Shaman
Warrior
Sk (Null)
Paladin (Null)
Cleric

My request is to give classes another means of being effective in areas where they would have no use. This can be done by tweaking encounters or adjustments to classes. I think each encounter tweaking would be better then class tweaks.

If this Whirl-winding 1 tank mob had his HP reduced a bit had 1 more thing to tank that was magic immune and perhaps a rampage phase. Giving all 3 tank classes a use and letting all DPS do what they do to DPS.
 
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I always liked WW fights and stacking DS. It does not negate us pet classes we just have to be more careful and with the new heal distance/check makes it much easier.

The bigest limitation are fights where movement occurs. This hurts all melees and mages (rains). Then again it hurts us all similairly so its not that big of a deal.

In a vacuum my opinion of dps list
Wizard/Rogue - top tier dps

mage/necro - mage on shorter fights and necros when longer and more efficient. Ideally a necro will do a consistantly dps regardless of duration, and mages should have a bit higher spike but with current setup this is difficult.

Ranger/Monk

Beastlord/bard/enchanter - these guys benefit the raid and significantly raise the raid dps

Warrior - highest damage of tanks and highest mitigation
Sk - second highest damage, high ST threat, second best mitigation
Paladin - self heal, lowest mitigation, lowest ST threat but AE threat (needs boosted), can ghot

Shaman - slows and can only st heal and has dots/debuffs
Druid - can gheal, ghot, like a alower gimpy cleric, would like to see more dps archaic helps raid
Cleric - best heals best tanking of priests should be lowest dps
 
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