Druid, snare root dot #1 dot #2 (or a direct damage) heal damage shield buff slot (sow, skin, invis, etc) gate or succor OR root dot heal dam shield camo buff slot succor gate
1) dps nuke or dot. Normally just the best one. Maybe two depending on class. 2) best debuffs 3) best buffs 3) invis 4) gate So it goes offensive to defensive I buy only spells I NEED to level... not all the stuff between. I also buy the lowest mana cost spell for each type so I can spam skill up as needed.
ohohoh let me do wizard! Rain Nuke (big nuke or lure depending on content) Snare Evac empty empty empty Harvest This will work until omens, no lie. (maybe a spellshield thrown in their if thats your job on raids)
Mine's mostly the same for the Mage and Wizard, with the first two slots reversed to avoid the TrueBox surprise DC mechanic. Mage 1) Shock of Whatever 2) Bolt of Whatever 3) Rain of Whatever 4) DS 5) Burnout 6) Invisibility / Summons (rotate during downtime) 7) Gate / Bind Affinity 8) Shielding Wizard 1) Bolt of Whatever 2) Shock of Whatever 3) Rain of Whatever 4) Targeted AE Nuke 5) Root (Wiz) 6) Invisibility 7) Gate / Bind Affinity 8) Shielding Got sick of trying to alternate all spell keys beyond Shock and Bolt, so I just manually delay Rains and Shielding, and whatever else, to keep from getting DC'd.
Necro: Tap Snare Poison nuke (if applicable)/Undead nuke/something else Poison DoT Fire DoT Screaming Terror/Root Lich, if it's the early one that only lasts six minutes/ Resist debuff/Charm FD/Gate Swap in undead-related spells when appropriate. Starting at 34 ultimately it boils down to lifetap, snare, FD and Venom of the Snake/E-Bolt, with undead charms as necessary. I always have my out spell on my last gem (8-12, depending on era). Most of the time it's FD, though I'll use Gate if mobs have ways of disrupting FD or I can bind outside camp (example: diaku death knights snare, so it's more effective to just bind in Tranquility at the Tactics zone and gate when something goes wrong). Tap is on 1 and Snare is on 2, just by force of habit. Then DoTs, then utility spells. In group settings, often your poison nukes will be more effective damage per mana than DoTs that don't get full duration, so I'll slot those in after snare. If the resist debuffs and undead charm aren't needed, I'll put Screaming Terror in at 6 and Root at 7. Ranger: Flame Lick/Immolate Snare Call of Flame Magic DoT Situational, sometimes Immolate Situational, often Harmony Healing Root Depends whether you've got pulling or tanking responsibilities or both or neither. I usually keep Flame Lick for snap aggro. Damage shields slot in if I'm the only source. Call of Flame is the only in-era nuke worth prepping, unless you've got some weird situation where you're out of arrows but need to pull from range. Maybe you'd slot another nuke in if you were using a slow two-hander and could cast between swings. I've never gone that route in classic. Honestly you haven't got many spells worth memorizing if you're tanking or pulling fast; there's just not enough mana regen to keep up. It's all what you'd want in an emergency.
It's always been painfully obvious to me that Wizards should've gotten mezzes. :\ Even if just single target only.
Exactly my lineup. The Shock is important to get in there early. Otherwise your Conjuration skill will suck and you'll burn your mana bar trying to cast your pet.
Wizards should have gotten a series of root + short punt spells hitting magic / fire / cold with twice normal refresh times.
Wiz 1-Relevant rain 2-Relevant single nuke 3-Magic nuke 4-Stun 5-Rune 6-Evac 7-Invis or Dispel or Snare 8-Root