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Table of Contents

Mythic+ DPS Tier List in The War Within (Patch 11.1.5 / Season 2)

Updated 10 May 2025 | Author: Dmitro | ~18 min

Are you ready to crush Mythic+ Dungeons in Season 2 of The War Within? Looking to find out which DPS specs are leading the charge so you can push the highest keys, boost your IO score, and leave the competition in the dust? You’re in the right place.

In this guide, we’ll break down the top performing DPS specializations that are currently dominating the meta and highlight the ones that are struggling to keep up. From burst potential to utility and ease of play, we’ll explain exactly why each spec stands where it currently does.


Mythic+ Tier List: What Each Rank Means

Before diving into the tier lists themselves, let’s take a moment to clarify what these S, A, B, and Cs actually mean:

  • S tier: S-tier specs are the powerhouse performers in Mythic+. These specializations deliver exceptional damage, bring valuable utility, and shine in almost every mythic+ scenario. If you're aiming to climb the ladder or run with top-tier comps, these are the specs dominating the meta right now.
  • A tier: A-tier specs are strong, reliable picks that can comfortably handle high keys. While they may have a few minor shortcomings or require a bit more effort to reach their peak potential, they remain highly effective and are a common sight in M+ groups.
  • B tier: B-tier damage dealers are decent performers with situational strengths. They can clear 10–14 keys with the right setup and experienced players but might struggle to compete with higher-tier specs when it comes to raw output or utility in more demanding content.
  • C tier: C-tier specs are currently underwhelming in the Mythic+ environment. Whether due to lackluster damage, limited group utility, or a clunky rotation, these specs are rarely seen in high-level play. That said, they can still get the job done in casual or weekly 10 runs when played well.

Please keep in mind that for the vast majority of cases, you should choose to bring the better player and not the better specialization because in the average and above-average level of play personal skill makes way more difference than even the strongest of specs can!


Melee DPS Tier List

Mythic+ Melee DPS Tier List

S tier

Unholy Death Knight stands as a juggernaut in Season 2, dominating the Mythic+ with unparalleled AoE damage. This spec thrives on large pulls: it spreads diseases and summons undead minions that obliterate entire packs of mobs with exponential scaling. In high keys, an Unholy DK can deliver some of the highest overall damage thanks to its powerful burst and sustained AoE (when dozens of enemies are pulled, Unholy only keeps getting stronger).

It also brings useful utility like Death Grip and Anti-Magic Zone, which help CC dangerous mobs and protect the party. While its single-target boss damage is just respectable, Unholy truly shines when it can turn a dungeon into a plague-ridden battlefield. The spec isn’t very mobile and takes a bit of planning to set up its big burst windows, but an experienced DK will hardly feel these downsides. With solid self-healing and a battle resurrection in the toolkit, Unholy Death Knights combine survivability and group support with their top-tier damage. All of this cements Unholy DK firmly in S tier as a meta-defining melee DPS this season.

Feral Druid has clawed its way to the upper echelon of melee DPS in Season 2, tearing through Mythic+ dungeons with bleed damage. Feral’s sustained output is excellent: it can rake, rip, and shred enemies to pieces, maintaining high DoT pressure on both bosses and trash packs. Its AoE burst has also improved, thanks to talent tweaks and the ability to spread bleeds quickly with Primal Wrath, making large pulls far more manageable. Beyond raw damage, Feral brings the typical Druid utility suite that groups love: Battle Resurrection, Innervate, Soothe for enrages, and Mass Entanglement for crowd control. Feral is highly mobile and has strong personal defensives, though it can still feel a bit fragile if caught without resources since it’s limited to one major defensive cooldown. The spec isn’t the easiest to play optimally; energy starvation and moments of downtime in the rotation still occur, meaning players have to carefully pool energy and combo points. However, in the hands of a skilled player, a Feral Druid is one of the strongest melee DPS in this season’s Mythic+ roster – capable of top tier damage with the utility and agility to match.

A tier

Retribution Paladin remains a formidable melee contender after its recent rework, offering a balance of damage, durability, and utility that’s highly valued in Mythic+. The spec’s sustained single-target damage has improved as well, though it still lags slightly behind the very top melee on long tyrannical boss fights. What keeps Retribution firmly in A tier is its incredible group utility. Paladins bring Blessings (Freedom, Sacrifice, Protection) to support teammates, a party-wide damage reduction aura, and even off-healing through Word of Glory. Few DPS can save a run gone wrong quite like a Ret Paladin popping Lay on Hands on a tank or using Blessing of Protection to cheese a dangerous mechanic. Importantly, this spec is relatively easy to pick up and play effectively. Its rotation is straightforward, and the short cooldowns on core abilities mean Paladin players can react to dungeon events without being locked into long ramp cycles.

Enhancement Shaman charges into Season 2 as a well-rounded brawler, providing a mix of heavy damage and hybrid utility that secures its spot in A tier. One of its standout strengths is funnel damage – the spec can cleave multiple targets while still focusing damage into a priority kill target, which is invaluable on mixed packs of elites. Where Enhancement truly shines is in its utility and flexibility. As a hybrid, it can offheal allies in a pinch with Healing Surge, drop tactical totems (Tremor Totem for fears, Capacitor Totem for AoE stuns), and provide the group with Bloodlust if no Mage or Hunter is present. The spec’s personal survivability is decent, though it lacks the cheat death or immunity that some other classes have. The playstyle of Enhancement is fast-paced and frenetic, which can be difficult to master but very rewarding. It isn’t as dominating as it was in the previous season (when it might have been considered S-tier), but it’s comfortably one of the stronger melee DPS in Season 2. An Enhancement Shaman played well contributes not only respectable damage but also a variety of support tools, making it a valuable A-tier pick for pushing keys.

Windwalker Monk is a versatile whirlwind of damage. It brings some of the best AoE burst among melee specs and their burst is not just about raw numbers, but also frequency: Windwalkers have short cooldowns and resource-based AoE that allows them to dish out big damage on almost every pull. Even outside of major cooldowns, abilities like Fists of Fury provide consistent output, keeping their DPS competitive on both trash and bosses. On single-target fights, Windwalker is solid if not spectacular as it's rarely far behind thanks to its efficient rotation and the bonus damage it gains from not repeating abilities (courtesy of the Monk mastery).

This spec’s mobility is also exceptional – with it's Roll, Flying Serpent Kick, and Transcendence, Windwalkers can zip through dungeons and handle mechanics easily, a big advantage in many Mythic+ dungeons. And while they are not the tankiest melee by default, the Diffuse Magic and Dampen Harm give them answers to big hits, and their agility often lets them avoid damage outright. In terms of difficulty, Windwalker is moderately easy to pick up, but optimizing the rotation to never waste the combo potential separates the good from the great.

Assassination Rogue cuts a niche for itself in Mythic+ as a deadly single-target specialist with enough utility to warrant an A-tier spot. Among all Rogue specs, Assassination boasts the most potent sustained damage on priority targets – its poisons and bleeds can whittle down bosses and high-health mobs with relentless efficiency. In Season 2, this makes Assassination particularly relevant on tyrannical weeks or whenever a group needs a "boss killer" DPS. In pure AoE, Assassination is weaker than its Rogue counterparts, which is the main factor keeping it out of S tier. It lacks the wide-reaching blade flurries of Outlaw or the massive burst finishers of Subtlety. Assassination can still contribute in multi-target pulls by spreading poisons with Fan of Knives and using Crimson Tempest to bleed groups, but this output is more slow-burn and falls behind the instant burst damage that defines the Mythic+ meta.

Despite that, no one should mistake "weaker AoE" for "no AoE": an Assassination Rogue played well can manage respectable cleave damage; it just requires more setup and time, which fast-paced dungeon pulls don’t always afford. Fortunately, everything else a Rogue brings is fully available to Assassination. Assassination’s survivability is strong as well — Evasion for physical threats, Feint to passively reduce AoE damage taken, and even a literal Cheat Death is also available to them! Playing Assassination is moderately complex; juggling multiple bleeds and poisons on several targets requires attention and timing.

Havoc Demon Hunter continues to be a fan-favorite melee DPS and a reliable pick in Mythic+ Season 2, sitting solidly in A tier. The first thing you notice with Havoc is its incredible mobility: Demon Hunters practically have wings. They can double jump and Glide over hazards, Fel Rush to engage or reposition instantly, and even Vengeful Retreat out of danger, making them exceptionally good at handling mechanics and staying active on targets. This agility allows Havoc players to maximize uptime on enemies, which translates into more damage dealt when it matters. As for damage, Havoc delivers a mix of burst and sustained DPS that keeps it competitive.

A key contribution of Havoc to any Mythic+ team is the Chaos Brand debuff, which causes all enemies struck to take additional magic damage. This debuff is a huge boon if your party has spellcasters or elemental damage (and many do), effectively boosting the entire group’s DPS. In addition, Demon Hunters bring Darkness, a group utility defensive that can RNG-save lives by granting a chance for attacks to miss allies inside its radius – clutch during heavy AoE damage moments! In terms of difficulty, Havoc is relatively easy to play at a basic level as the rotation isn’t overly punishing, but mastering the Momentum build (which involves weaving movement abilities for damage buffs) or timing Meta for maximum gain can increase the skill ceiling. Overall, Havoc Demon Hunters might not utterly dominate the meters like the very top specs, but they bring a high-value package of damage, party buffs, CC, and mobility that makes any Mythic+ run smoother. They feel at home in A tier – reliably strong in almost every scenario.

Arms Warrior is a powerhouse of measured brutality this season, as it has proven to be the stronger of the Warrior DPS specs for dungeons, thanks to its superior multi-target damage profile and improved sustained output. Whenever there are multiple targets to hit, an Arms Warrior really gets to flex: abilities like Cleave and Whirlwind spread Deep Wounds to everything around, and Bladestorm turns the Warrior into a spinning blender of death on a moderate cooldown. These tools make Arms excel in extended AoE pulls and two-target cleave situations, such as boss fights with adds. Notably, the Execute phase is where Arms shines brightest; few classes can rival an Arms Warrior tunneling a boss in execute range, as each Execute can hit like a truck and potentially refresh itself, leading to a barrage of heavy finishers.

While Arms Warriors don’t bring any party-wide buffs (aside from the universal Battle Shout attack power buff all Warriors provide), they contribute in other ways. They have strong crowd-control utility for a melee: Storm Bolt to stun key targets at range, Intimidating Shout to fear and scatter groups of weaker mobs and the unique Spell Reflect, which can trivialize certain dangerous magic casts in dungeons or reduce their damage significantly for the whole party if timed well. In terms of survival, Arms is a bit of a sturdy brawler – wearing plate armor and carrying a big two-hander gives it decent physical durability. They also have Die by the Sword, which grants huge parry chance and damage reduction, allowing them to stand toe-to-toe with scary melee mobs for a short period. Rallying Cry provides a group-wide temporary health boost, which can save lives during intense damage spikes.

Playing Arms is straightforward in concept but mastering the timing (lining up Colossus Smash windows, managing rage for execute phases) is key to maximizing damage. It’s less frenetic than Fury, but each decision with Arms feels weighty. Right now, Arms Warriors sit in A tier because they excel at cleaving down packs and sustained fights, bringing reliable damage and just enough utility to be desirable. They might not have the crazy AoE of an Unholy DK or the group buffs of a Demon Hunter, but in the hands of a disciplined warrior, they will make quick work of any Mythic+ dungeon!

B tier

Subtlety Rogue is all about precision burst and finesse, and while it can deliver jaw-dropping damage, in Season 2 it lands in B tier due to how tricky it is to maximize that potential consistently. Sub shines when setting up big hits on priority targets — when you line up Shadow Dance, Symbols of Death, and Secret Technique, you can delete high-value enemies or chunk bosses in seconds. That makes Sub great for focused damage and eliminating dangerous mobs fast. It excels in smaller packs (3–5 targets), but can’t keep up in big pulls where others thrive. That said, all the classic Rogue perks are here: top-tier crowd control, survivability, and utility.

The catch? Subtlety requires tight cooldown management and smart energy usage. It’s not a fire-and-forget playstyle: if your timing is off or dungeon pulls are chaotic, your damage can feel very lackluster. In the hands of a skilled player, Sub can shine, but it takes more effort and planning than most specs this season. If you love the stealthy gameplay and setting up the perfect strike, it can be deeply rewarding — just know you’ll be working harder than others to just stay competitive.

Compared to the finesse and burst of Subtlety, Outlaw Rogue takes a more brawling, consistent approach in Season 2 Mythic+. While it doesn’t deliver the same flashy cooldown windows, it shines in steady, cleave-heavy fights thanks to Blade Flurry, which turns every single-target strike into multi-target damage. This gives Outlaw one of the most reliable AoE profiles around: no need to wait on major cooldowns, just keep slashing and pistol-shotting and the damage keeps flowing. Outlaw’s burst via Adrenaline Rush and Blade Rush is decent but not game-changing, and in uncapped AoE scenarios it can fall short due to Blade Flurry’s target cap. That’s part of why it sits in the B tier alongside Subtlety — both specs are strong in the right hands, but lack the raw meta breaking power or utility that would push them higher.

What Outlaw does bring, though, is a killer utility kit. Like all Rogues, it’s packed with stuns, poisons, Shroud for skips, and Tricks for threat, but it also brings Grappling Hook for incredible mobility and Between the Eyes for a hard-hitting ranged stun. The spec’s rotation is fast and fun: while Roll the Bones still brings a touch of RNG, it’s much smoother than in the past as you’re more in control now, and the spec rewards active, heads-up play without being overly punishing. All in all, if Subtlety is about planning and precision, Outlaw is about flow and uptime. Both Rogue specs bring valuable tools to a Mythic+ group, but they take different paths to get there. Outlaw isn’t the most explosive choice this season, but it’s rock-solid and rewarding if you enjoy staying active, cleaving packs, and zipping around the battlefield with style.

Frost Death Knight takes a straightforward approach to Mythic+ damage in Season 2: instead of applying dots and summoning endless minions like Unholy, Frost leans on frontloading damage via massive direct hits. When specced into Breath of Sindragosa, it picks up a stronger sustained AoE option, though that playstyle depends heavily on clean resource management and, more importantly, low movement. Frost works best in packs of 3–5, where it can cleave efficiently without being overwhelmed by target caps. Its two-target pressure is also solid, making it a decent pick for bosses with add waves. The downside is that on larger pulls or long fights, it tends to fall off compared to specs with more scalable AoE or stronger single-target. That puts it in B tier: effective in the right scenarios, but not flexible enough to consistently shine across all dungeons. Defensively, Frost brings the usual Death Knight tools: Death Grip for control, Blinding Sleet for group CC, and Raise Ally for combat resurrection. It’s also one of the sturdier DPS specs, with access to Anti-Magic Shell, Icebound Fortitude, and Death Strike for reactive healing. That makes it forgiving in terms of mistakes, even if its mobility is limited, especially when compared to other melee classes.

Fury Warrior is all about nonstop aggression: dual weapons, fast swings, and rage-fueled chaos. In Season 2 Mythic+, it lands in B tier. It’s a solid, reliable pick, but doesn’t quite hit the highs of top-tier specs when it comes to massive AoE bursts or handling the toughest parts of high keys. Fury’s main strength is its consistent, sustained damage. Unlike burst-focused specs, it keeps the pressure on at all times. Abilities like Bloodthirst, Raging Blow, and Rampage keep the bloody engine running non-stop, so when other classes are waiting on cooldowns, Fury just keeps swinging.

On bosses, it's solid but unremarkable. You’ll rarely be the top DPS, but you’re never dead weight either. The spec doesn't bring any standout group utility, but it does offer strong self-healing, good survivability, and one of the most forgiving melee playstyles. Interrupts are quick, movement is manageable, and the overall flow is fast and satisfying. Fury’s not the spec that defines the meta this season, but it’s dependable. It’s a great choice for players who want to stay active, contribute consistently, and not worry about perfect cooldown alignment or min-maxing every pull. It won’t carry a group, but it definitely won’t hold one back either!

C tier

Survival Hunter occupies the C tier in Mythic+ Season 2, reflecting its status as a spec that struggles to find a strong foothold in the current meta. As the only melee option in the Hunter class, Survival is something of a hybrid style – bringing a mix of ranged tricks and up-close skirmishing, but right now that mix isn’t translating into top-tier performance in dungeons. Survival does have some strengths: it can deal respectable single-target damage thanks to its focus on bleeds and bombs. The spec’s core loop involves applying a potent Serpent Sting, spending Focus on Raptor Strike or Mongoose Bite for direct damage, and weaving in Wildfire Bomb to hit multiple targets. When a Survival Hunter has time to set up on a boss or high-health target, they can maintain a decent bleed and chip away consistently, putting their damage output in an okay spot for sustained fights.

However, in practice, Survival Hunter faces multiple challenges that keep it in the bottom tier. For one, its AoE output is middling compared to other melee DPS. While Wildfire Bomb provides some AoE burst, it’s on a charge system and not spammable, and abilities like Carve simply don’t scale as powerfully into large-target scenarios as the tools that other classes have. In big Mythic+ pulls, Survival can contribute damage, but it rarely tops the charts. Mobility-wise, they have Harpoon to gap-close and Disengage to leap away, which actually makes them quite adept at sticking to targets or avoiding mechanics. But using these abilities effectively adds to the spec’s complexity: you’re juggling melee and ranged play, pet management, and personal movement, which can be a lot.

Speaking of complexity, Survival is not the easiest spec to play optimally. It demands maintaining DoTs, managing bomb charges, and capitalizing on Mongoose Bite windows to maximize damage. In Mythic+, where targets can die quickly or pulls can vary greatly in size, it’s challenging to keep a perfect rotation – oftentimes, things die before you fully ramp your damage, or you have downtime between packs where other specs might carry momentum better. This makes Survival’s damage output somewhat inconsistent, and unfortunately, inconsistency is not what groups look for in high keys. As a result, Survival Hunter has been relatively rare to see in top Mythic+ compositions this season, with most Hunters preferring to stay at range as Marksmanship or Beast Mastery where they can deal damage with less risk.


Range DPS Tier List

Mythic+ Range DPS Tier List

S tier

Balance Druid, often lovingly called "Boomkin", is soaring in Season 2 as one of the absolute best ranged DPS options for Mythic+. This spec brings a devastating combination of sustained damage, burst AoE, and unmatched utility, securing its spot in S tier. With Starfall raining down astral fury and the ability to dot up every enemy with Moonfire and Sunfire, a Balance Druid can continuously pressure entire packs of mobs. And thanks to recent buffs prior to 11.1.5, even their single-target damage has improved, so bosses no longer feel like a painful drop-off for them. It’s not uncommon to see a Boomkin top the damage meters on both trash and bosses in a dungeon. And when burst is needed, Balance can align Celestial Alignment to unleash a flurry of empowered spells, spiking their DPS at the perfect moment. They also adapt well to various target counts – from cleaving two targets to mass AoE to priority nuking, there’s a tool for every job in their kit.

Beyond pure damage, Balance Druid’s utility toolkit is arguably the best of any DPS spec. They contribute Innervate, which is incredibly useful in longer or healing-intensive pulls. They have Typhoon for crowd control, allowing them to knock back and gather mobs or interrupt casts en masse. Balance also brings Solar Beam, a ranged AoE silence, which can blanket-interrupt a group of caster mobs on a fairly short cooldown, making certain nasty pulls far more manageable. Let’s not forget Rebirth, giving the team a safety net to recover from mistakes or loss of a key player mid-fight. Then there’s Stampeding Roar, offering group-wide movement speed to handle kiting or get out of mechanics quickly. They also provide Mark of the Wild, a 3% Versatility buff to the whole party, subtly boosting both offense and defense for everyone. All these tools together mean a Balance Druid isn’t just a damage dealer; they’re a problem-solver in Mythic+ runs, able to cover a lot of gaps in a group’s composition.

Arcane Mage, long known for its big burst potential, firmly claims an S tier spot in Season 2 thanks to significant improvements in its consistency and scaling. The recent patch changes gave Arcane a shot in the arm, smoothing out its rotation and addressing its previous weakness of low sustained damage between bursts. Now, Arcane Mages stand as one of the highest-performing specs in high Mythic+, especially as keys get to extreme levels where their strengths amplify. The damage profile of Arcane Mage revolves around delivering massive priority damage through carefully planned burst windows. Abilities like Arcane Surge combined with Touch of the Magi means that when an Arcane Mage goes all-in, they can erase a dangerous mob or boss chunk in short order. This kind of focused firepower is incredibly valuable in Mythic+, where single-targeting down a priority target can make the difference between a smooth pull and a wipe. In the highest keys, where fights drag on, Arcane actually gains an edge as many other burst-reliant specs might start to run out of steam or cooldowns. It’s worth noting too that Arcane got a very strong tier set in this season, boosting some of their key spells effectiveness and granting extra mobility via clearcasting procs. That helped alleviate one of Arcane’s downsides — needing to stand and channel or cast a lot. Now with more instant-cast Barrages and clearcast Missiles, Arcane can keep pumping damage even while moving, rightfully securing their S-tier spot.

Fire Mage aka the most "stable" S-tier spec ever has ignited the Mythic+ scene in Season 2, finally rising (returning) to S tier thanks to its phenomenal burst damage, improved sustained output, and the classic Mage utility. After some adjustments in 11.1.5 and a new tier set that complements its kit, Fire Mage feels more powerful and user-friendly than ever, making it a top pick for pushing M+. The key to Fire Mage’s strength is burst AoE damage and short-cooldown nukes. With Combustion as the centerpiece, a Fire Mage can unleash an inferno of critical strikes in a short window – every few pulls, Combust comes back off cooldown, allowing the Mage to roast a pack of enemies with boosted Pyroblast and Flamestrike. The spec’s single-target and priority-target damage have also again become very competitive: a Combustion phase on a boss can chunk a massive portion of its health, and even between combusts, the Fire Mage can chain Pyroblast procs to keep the pressure up. Essentially, the higher the key level (and thus the more health mobs have), the more Fire Mage shines, because their Ignite spreading and extended Combustion rotations get full value. In high-end Mythic+, where packs live long enough for Ignite to tick hard and spread far, Fire Mages can top the overall damage charts handily.

A tier

Elemental Shaman is an excellent ranged DPS choice, firmly sitting in A tier due to its strong damage output and valuable utility, even if it falls just shy of the blistering pace set by the S-tier specs. Ele Shamans are masters of the elements, and their damage versatility shows it: they can blast packs with earth-shattering AoE and then turn around to focus down a priority target with lightning and lava. In Mythic+ dungeons, Elemental’s AoE capabilities are top-notch: Chain Lightning and Earthquake form a bread-and-butter combo for wrecking groups of enemies. On single-target, Elemental is solid as well with the combination of Flame Shock spread and Lava Burst procs which creates a sustained rotation that keeps the damage flowing. With their Mastery giving a chance for spells to cast a second time for free, Elemental sometimes gets "lucky" and cranks out significantly more spells than expected, which is a nice DPS bump that tends to average out to consistent pressure. They might not one-shot bosses like an Arcane Mage can, but they steadily chip away with little downtime. The spec also has flexible talent options to tailor damage towards AoE or single-target as needed, which good players will adjust per dungeon or affix to maximize impact.

The reason Elemental isn’t S tier, despite all these boons, usually comes down to raw output at the very top end. In extremely high keys or when comparing against the absolute cream of the crop (Balance, Fire, Arcane), Ele can sometimes lag a tiny bit in either single-target damage or extreme AoE scenarios, meaning it’s not quite as meta-defining. Also, being a turret caster at heart, Elemental can suffer during heavy movement encounters where they might not have as many instant casts available. Yet these are minor quibbles in an otherwise fantastic spec. For the vast majority of Mythic+ content, an Elemental Shaman is a huge asset to the team, bringing a balanced mix of damage, crowd control, and support.

Shadow Priest excels at spread cleave and sustained damage, turning fights of attrition into their personal playground. Their damage profile revolves around DoTs and powerful cooldowns that amplify those DoTs. A Shadow Priest will typically blanket targets with Vampiric Touch and Shadow Word: Pain, then use Devouring Plague to dump insanity for instant damage, and watch as their enemies wither under the onslaught of dark magic. With the recent reworks, Shadow’s gameplay has become more streamlined: Psychic Link, for instance, allows many of their single-target spells to cleave to other targets afflicted by Vampiric Touch, giving Shadow excellent two-to-five target cleave. This means that even while focusing on a priority target, a Shadow Priest is passively sprinkling damage onto all nearby foes, which is a fantastic trait in Mythic+ where you often want one enemy dead ASAP but also need to keep the overall damage numbers going. Shadow also benefits from execute phase with its Shadow Word: Death, which they can use twice thanks to a talent, making them quite good at finishing off low-health targets.

One of the strongest aspects of Shadow Priest is its survivability and offhealing (an often underestimated trait in Mythic+). Through Vampiric Embrace, a Shadow Priest can convert a hefty portion of their damage into group healing for a short time. This essentially lets the Shadow act as a second healer during heavy AoE damage phases; popping Vampiric Embrace during a big pull means as they unload their rotation, they are simultaneously healing the whole party, which can stabilize dangerous moments or at the very least ease the healer’s burden tremendously. They also bring Power Infusion, which in group content is often used on an ally rather than themselves – giving your Fire Mage or Unholy DK a PI is a massive boost to that person’s DPS, effectively increasing the group’s overall output and speed. With very good damage and outstanding group support, Shadow Priest sits comfortably in A tier – just a step below the very best in DPS output, but arguably an MVP in terms of the overall value brought to a Mythic+ team.

Demonology Warlock solidifies its place in A tier for Season 2, showcasing a fantastic blend of single-target dominance and durable survivability that makes it a prized ranged DPS in Mythic+. One just cannot talk about Demo Warlock without mentioning their tankiness as Demos are extremely durable for a DPS caster. They have Soul Link and generate passive shields via Soul Leech as they deal damage, making a Demo lock feel almost like they have a second health bar. Their pet can even off-tank minor enemies or hold threat on a stray mob if needed. Warlocks also have strong personal defensive cooldowns: Unending Resolve grants a hefty damage reduction and immunity to interrupts for a short period, which can be clutch when a big hit is coming or they need to free-cast through heavy incoming damage. If things get really dire, they can use Dark Pact to survive things that might otherwise kill them. And on top of all that, their high Stamina and ability to play around with Drain Life means a Warlock is one of the least likely DPS to die to random damage. In Mythic+ contexts, where attrition and avoidable damage are constant concerns, having a DPS that rarely needs babysitting from the healer is a massive plus.

The reason Demonology isn’t S tier is largely because, while it’s excellent, it doesn’t speedrun dungeons quite like the S-tier specs that can obliterate packs in seconds. Demo is more methodical: it ramps a bit, sets up its Tyrant, then crushes. If things die too fast, a Demo might not even get to fully shine. Additionally, Demo’s reliance on stationary casting (to build up demons you do need to stand and cast quite a bit, though many are instant, some key ones like Hand of Gul’dan require hard casts) can make heavy movement fights a little awkward – you often have to plan and reposition early to get your Tyrant off without interruption.

Destruction Warlock is another hard-hitting artillery cannon, blasting its way into A tier on the back of powerful AoE and solid all-around damage. The spec’s signature spells like Rain of Fire allow it to continuously bombard large areas, and since Rain has no target cap, a Destruction lock can scale to however many mobs you manage to gather up – the more targets, the more things are ignited by rain and fire. With enough resources (shards) banked, a Warlock can chain-cast Rain of Fire several times in a row, creating sustained AoE that few other specs can match on huge pulls. This sustained AoE is complemented by Chaos Bolt, an infamous hard-hitting spell that Destro Warlocks use to obliterate priority targets. Thanks to Havoc, they can duplicate those bolts onto a secondary target, effectively double-dipping on their singletarget damage whenever two targets are present. This makes Destruction particularly deadly in pulls with 2-3 "beefy" targets.

So why A tier and not S? Mainly because Destruction, while very powerful, tends to need a bit of time to ramp on AoE and its single-target, while good, isn’t usually breaking records compared to the likes of a fully juiced Fire Mage or Arcane Mage. It’s extremely close, though – some would argue that in keys where you can routinely pull big, a Destro lock is absolutely S-tier in performance. But in a generalized ranking, we place it A-tier because it is consistently strong but not quite overtaking the meta in representation or raw output like the S-tiers have.

Marksmanship Hunter has taken a position as a premier ranged physical DPS, landing in A tier due to its high burst damage and improved versatility after recent changes. In Mythic+ dungeons, Marksmanship is especially known for its bursty AoE. And with the somewhat recent rework in 11.1, Marksmanship has received more build flexibility and improved baseline kit, so they can tailor their damage profile a bit – for instance, opting into more Rapid Fire focus (which also cleaves) or emphasizing Aimed Shot crits, depending on what the dungeon or group needs. Importantly, Marksmanship’s single-target damage has improved compared to previous seasons, meaning they’re no longer all about AoE; they can hold their own on bosses quite well now too!

Survivability-wise, Marksmanship Hunters are still a bit of a glass cannon as they lack the passive durability of classes like Warlock or the self-healing of a Shadow Priest. They have to rely on being at range to avoid damage and using their defensive cooldowns smartly. Aspect of the Turtle is their immunity, which is fantastic for negating certain mechanics or surviving when things go wrong, but you can’t attack during it. Overall, the improvements in Marksmanship’s kit have cemented it as a top-tier dungeon spec outside of the absolute meta kings. It doesn’t bring a unique buff like Mage’s Intellect or DH’s magic debuff, but the the sheer damage output speaks for itself in some cases. The only real limitation is that Marksmanship’s big damage comes in bursts and careful setups; if a group pulls in a way that doesn’t let the hunter get full value from True Shot, it might feel less impactful.

Devastation Evoker, the DPS specialization of the "new" Evoker class, wields the magic of both red and blue Dragonflights to unleash flames and focused power in equal measure. In Mythic+ dungeons, Devastation Evokers offer a lot of burst damage in AoE and have improved their consistency with recent adjustments. Their gameplay involves empowered spells (abilities you charge up before releasing) which makes them quite unique among ranged specs. A fully charged Fire Breath will scorch a pack of enemies and leave a DoT that ticks hard, while a maxed Eternity Surge will lance through multiple targets, doing heavy burst damage to each. These abilities allow the Evoker to front-load big damage on packs of 5-8 targets with ease. In Season 2, the Evoker’s talent options have expanded so they can use both red and blue magic more flexibly. On single-target (boss fights), Evokers are competitive but perhaps not the very top as they dish out steady damage with Disintegrate and empowered Azure Strike, but the numbers are just not anywhere close to the the best specs right now.

The complexity of Devastation Evoker is moderate – managing empowered spell charging adds a new dimension to casting rhythm. They basically decide how long to charge an ability for varying effects, which can be odd at first but becomes second nature. They also have to keep track of essence (their resource for casting spells). But one might find it a bit more straightforward than something like a Warlock or Shadow Priest rotation, since it’s more about timing and target selection with big spells than juggling many DoTs or pet managements. So if you enjoy playing a spec that is relatively simple yet still has many nuances – go ahead, Devastation right now is both strong and fun in Mythic+ Season 2!

B tier

Frost Mage is not doing really great right now due to its lower ceiling on damage output in cutting-edge scenarios. In the absolute highest key levels or speed runs, groups tend to favor classes that can pump out extreme DPS to meet tight timers or burn bosses before mechanics overwhelm. Frost’s damage is kinda good but typically falls ~10-15% short of what the top-tier specs can do in those extremely tight windows. Usually, even a skilled Frost Mage will rarely top the meters against specs like Unholy DK or Fire Mage in M+, but they will provide very steady damage over the course of the dungeon – often you’ll see Frost Mages not far behind the leaders, and on some boss fights or sustained AoE they might even shine. Moreover, Frost’s damage tends to be very consistent and sustained; while others peak and valley with cooldowns, Frost can keep a relatively even keel (with some mini-bursts when Icy Veins is up, but that cooldown is relatively short and can be extended during combat by continuing to cast).

Survivability for Frost is also very high: they naturally slow everything, so in many cases, damage simply never reaches them or the party. They also have Ice Barrier which absorbs damage and prevents spell pushback. If they take the talent, every time they Ice Lance, they can stack a small shield on themselves too, further cushioning any hits. Combine that with the innate Mage ability to Blink out of danger or kiting patterns, and a Frost Mage is hard to pin down. Healers often appreciate having a Frost Mage because they generally require less healing intervention. Another piece of utility is Freeze (from Water Elemental) if they have the pet, which is like another ranged Frost Nova – sometimes Frost Mages will call their pet just to freeze an important moment then dismiss it again. So, we are looking at a quite decent spec that deals decent damage but nothing too crazy, thus Frost is currently residing in B-tier.

Beast Mastery Hunter has one crucial advantage over any other spec: full mobility. Unlike his Hunter counterpart, Marksmanship, a BM can cast nearly their entire rotation while moving, since the majority of their damage comes from their pets and instant shots. This means in Mythic+ they can dodge mechanics freely without losing DPS, maintain uptime while kiting or repositioning, and generally handle movement-heavy fights with extreme ease. This fluid playstyle makes them very consistent – their damage output is steady and reliable on the go. In terms of raw damage, Beast Mastery is also consistent but not explosive. They excel in sustained single-target and priority target damage, with their pair of pets relentlessly chewing on enemies and Kill Command hitting on cooldown. With Barbed Shot maintaining a Frenzy buff on their pets, they ramp up to a respectable attack speed and damage. With abilities like Stampede or Explosive Shot they can add some AoE burst, but again BM’s AoE tends to be moderate and sustained rather than spiky burst. In big pulls, a BM Hunter will do their job but might see themselves outshined by specs that can nuke large numbers of mobs quickly. However, BM does well on spread targets or when constant movement would hinder others, as mentioned.

The major drawback for Beast Mastery and why it’s B tier is that its ceiling for damage is lower and its utility, while decent, is not unique. In a world where Fire Mages and Balance Druids are laying waste to 10 mobs at once, BM’s 2-4 target focus can feel way less impactful. They also don’t bring any group-wide buff like Monk’s 5% physical or DH’s 5% magic, which further tanks their usefullness. It’s the spec that says "I will do decent damage while doing every mechanic perfectly". It won’t often top the charts in raw DPS if a similarly skilled player on a more meta spec is present, but it will always get the job done without fuss. That consistency and low likelihood of error is a strength in its own right.

C tier

Augmentation Evoker is a unique case in the DPS roster as it’s the only support-oriented DPS spec that, in Season 2, unfortunately falls to C tier due to significant nerfs and the evolving meta reducing its once-dominant status. Augmentation doesn’t deal the same kind of personal damage as other DPS; instead, it buffs its allies and increases the entire group’s output. In theory and in earlier seasons, this made Augmentation incredibly strong – almost like a cheat code that made your other S-tier DPS specs even more monstrous. However, after balance adjustments, Augmentation’s buffs are toned down, and the overall contribution doesn’t quite justify the spec in high end Mythic+ at the moment, unless you have a coordinated group built to leverage it. Augmentation Evokers use abilities like Ebon Might to increase allies’ primary stats, and Upheaval or Breath of Eons to mark enemies such that allied attacks do bonus damage. When these buffs are rolling, a group with Augmentation can see a significant spike in their damage. The Augvoker themselves doesn’t produce eye-popping numbers on the damage meter; much of their "DPS" is hidden as increases on others. This complicates direct comparisons, but one can evaluate their performance by overall group success. Right now, though, with Aug buffs reined in, many groups find that bringing a pure DPS yields better results because the pure DPS can contribute more direct damage and still provide utility.

For players, Augmentation can still be rewarding in coordinated play: it's almost like playing a support in a MOBA, you enable your carries to do great things. But for the purposes of a tier list focusing on pure performance, it’s down in C. Essentially, it doesn’t directly contribute enough damage or unique utility to warrant being higher, and relying on team synergy means in many cases it underperforms if that synergy isn’t perfect. If you love the playstyle, you can absolutely time high keys with Aug – it’s not unusable, but you’ll often hear "we’d be better off with another DPS" in pugs. Until Augmentation gets further tuning or the meta shifts to favor its buffs more, it’s going to remain a fringe pick.

Affliction Warlock, once the king of multi-target DoT damage, finds itself in C tier for Mythic+ Season 2, as it struggles to keep up with the pace and bursty nature of the current meta. Affliction’s strength traditionally lies in spreading agony and decay across many targets and excelling in prolonged fights where its numerous Damage-over-Time effects can fully ramp up. In current M+ dungeons, however, the pulls often die too fast or require front-loaded damage that Affliction has a hard time matching. An Affliction Warlock’s rotation involves applying Agony, Corruption, and Unstable Affliction to as many targets as possible, then unleashing Malefic Rapture to make all those DoTs tick extra damage simultaneously. When everything can live for a while, Affliction can dish out an impressive amount of sustained AoE damage – the kind that ramps up and just keeps going. In reality, though, many Mythic+ pulls are either smaller, shorter, or require focus damage on a priority mob, none of which are Affliction’s forte. If mobs die quickly, the Warlock might not even get Agony to high stacks or might only fire one Rapture before targets are dead, leading to mediocre overall output. Compare this to Demonology (who can burst with Tyrant) or Destruction (with instant cleave and Fire Rain) and you see Affliction needing a bit more time to shine, time that is a luxury in Mythic+.

In terms of utility and survivability, Affliction has all the general Warlock perks that we’ve highlighted for Demonology and Destruction. Warlocks are inherently tanky for a caster, so even if Affliction’s damage is lagging, they still contribute by withstanding lots of damage, self healing and providing Healthstone to the group. So ye, their utility set is the same as other Warlock specs – which is to say, quite good (battle rez especially is always useful). The main reason Affliction is considered C tier is output relative to effort and meta demands. It’s a spec that requires a lot of ramp-up and careful DoT management to reach its potential, and in Mythic+ that potential is rarely fully realized. It’s also prone to target swapping issues: if a new high-priority mob joins a fight (like an add spawn or a new pack merges), Affliction has to ramp up all over on that new target with fresh DoTs, whereas something like an Outlaw Rogue or Fire Mage can just swap and immediately hit hard. This makes Affliction feel clunky in dungeons where target focus can switch rapidly. Additionally, while Warlocks in general are welcome for utility, if you’re bringing a Warlock, Demonology or Destruction simply perform better in most M+ scenarios right now, leaving Affliction as the odd spec out.


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