{
 "_note": "Starter builds for the WoW Forever spec guide pages. order = talents in the order you buy them from level 10; the generator checks prerequisites, row gates, max ranks and the 51-point total, and fails the build if anything is off.",
 "builds": [
  {
   "cls": "Warrior",
   "spec": "Arms",
   "role": "Melee DPS (two-handed)",
   "race": "Orc",
   "summary": "Arms is the big-weapon Warrior. Mortal Strike hits hard, Deep Wounds bleeds, and Sweeping Strikes turns a two-target fight into free damage. The Fury points add crit and Enrage so your swings land harder.",
   "order": [
    [
     "Improved Heroic Strike",
     3
    ],
    [
     "Deflection",
     2
    ],
    [
     "Improved Tactical Mastery",
     5
    ],
    [
     "Improved Overpower",
     2
    ],
    [
     "Anger Management",
     1
    ],
    [
     "Improved Rend",
     3
    ],
    [
     "Deep Wounds",
     3
    ],
    [
     "Two-Handed Weapon Specialization",
     3
    ],
    [
     "Impale",
     2
    ],
    [
     "Sweeping Strikes",
     1
    ],
    [
     "Weaponmaster",
     5
    ],
    [
     "Mortal Strike",
     1
    ],
    [
     "Cruelty",
     5
    ],
    [
     "Unbridled Wrath",
     5
    ],
    [
     "Furious Precision",
     3
    ],
    [
     "Lingering Rage",
     2
    ],
    [
     "Enrage",
     5
    ]
   ],
   "stats": "Hit to 9%, then Strength (attack power), then crit, then Agility. Weapon damage and speed matter more than any stat: a slow two-hander with a high top-end makes Mortal Strike and Overpower hit hardest.",
   "stats_note": "Use the pre-raid dungeon two-handers until raid drops; a 3.6+ speed weapon beats a faster one with more DPS on paper."
  },
  {
   "cls": "Warrior",
   "spec": "Fury",
   "role": "Melee DPS (dual wield)",
   "race": "Orc",
   "summary": "Fury is two one-handers swinging as fast as possible. Flurry and Enrage speed you up after crits, Bloodthirst is your main hit, and Death Wish is the burst button. Arms points give Deep Wounds and Anger Management for rage.",
   "order": [
    [
     "Cruelty",
     5
    ],
    [
     "Unbridled Wrath",
     5
    ],
    [
     "Furious Precision",
     3
    ],
    [
     "Lingering Rage",
     2
    ],
    [
     "Dual Wield Specialization",
     5
    ],
    [
     "Enrage",
     5
    ],
    [
     "Improved Execute",
     2
    ],
    [
     "Death Wish",
     1
    ],
    [
     "Flurry",
     5
    ],
    [
     "Bloodthirst",
     1
    ],
    [
     "Improved Heroic Strike",
     3
    ],
    [
     "Deflection",
     2
    ],
    [
     "Improved Tactical Mastery",
     5
    ],
    [
     "Anger Management",
     1
    ],
    [
     "Improved Rend",
     3
    ],
    [
     "Deep Wounds",
     3
    ]
   ],
   "stats": "Hit to 9% first (dual wield misses a lot), then crit, then Strength/attack power, then Agility. Haste matters once Flurry is up.",
   "stats_note": "Two one-handers: slow main hand, fast off-hand. Rage is never the problem in a raid; misses are."
  },
  {
   "cls": "Warrior",
   "spec": "Protection",
   "role": "Tank",
   "race": "Human",
   "summary": "Protection is the shield tank. Shield Slam and Concussion Blow hold threat, Bastion and Shield Specialization keep you alive, and Last Stand plus Improved Shield Wall are your emergency buttons. The Arms points are parry and Tactical Mastery for stance dancing.",
   "order": [
    [
     "Improved Bloodrage",
     2
    ],
    [
     "Shield Specialization",
     5
    ],
    [
     "Anticipation",
     5
    ],
    [
     "Master of Defense",
     2
    ],
    [
     "Defiance",
     3
    ],
    [
     "Last Stand",
     1
    ],
    [
     "Improved Sunder Armor",
     3
    ],
    [
     "Vanguard",
     1
    ],
    [
     "Concussion Blow",
     1
    ],
    [
     "Focused Rage",
     3
    ],
    [
     "Improved Revenge",
     3
    ],
    [
     "Bastion",
     5
    ],
    [
     "Shield Slam",
     1
    ],
    [
     "Improved Shield Bash",
     2
    ],
    [
     "Improved Shield Wall",
     2
    ],
    [
     "Improved Thunder Clap",
     3
    ],
    [
     "Deflection",
     5
    ],
    [
     "Improved Tactical Mastery",
     4
    ]
   ],
   "stats": "Stamina and Defense (toward 440 at 60), then Dodge, Parry and Block Value, then Strength for threat and Hit to 9%.",
   "stats_note": "Shield Slam scales with Block Value, so a good shield is a threat upgrade, not just a survival one."
  },
  {
   "cls": "Paladin",
   "spec": "Holy",
   "role": "Healer",
   "race": "Human",
   "summary": "Holy is the single-target healer with the deepest mana pool. Illumination refunds mana on crits, Holy Shock gives you an instant heal, and Light's Vigil is the capstone. Protection points add stamina, Anticipation and Guardian's Favor for a longer Blessing of Protection.",
   "order": [
    [
     "Divine Intellect",
     5
    ],
    [
     "Spiritual Focus",
     2
    ],
    [
     "Healing Light",
     3
    ],
    [
     "Reverence",
     3
    ],
    [
     "Purifying Power",
     2
    ],
    [
     "Illumination",
     5
    ],
    [
     "Divine Favor",
     1
    ],
    [
     "Infusion of Light",
     2
    ],
    [
     "Holy Shock",
     1
    ],
    [
     "Divine Precision",
     3
    ],
    [
     "Holy Power",
     5
    ],
    [
     "Light's Vigil",
     1
    ],
    [
     "Toughness",
     5
    ],
    [
     "Guardian's Favor",
     2
    ],
    [
     "Anticipation",
     5
    ],
    [
     "Sacred Duty",
     2
    ],
    [
     "Precision",
     3
    ],
    [
     "Improved Hammer of Justice",
     1
    ]
   ],
   "stats": "Healing power, then Intellect (bigger pool and more Illumination crits), then Spell Crit, then mp5 and Spirit.",
   "stats_note": "Crit is a mana stat for Holy because Illumination refunds the heal. Do not sleep on it."
  },
  {
   "cls": "Paladin",
   "spec": "Protection",
   "role": "Tank",
   "race": "Dwarf",
   "summary": "Protection is the Paladin tank. Holy Shield and Redoubt make your block the main defense, Reckoning turns hits taken into extra swings, and Improved Righteous Fury multiplies your threat. Holy points give Strength and Intellect so you keep swinging and keep casting.",
   "order": [
    [
     "Toughness",
     5
    ],
    [
     "Redoubt",
     5
    ],
    [
     "Precision",
     3
    ],
    [
     "Anticipation",
     5
    ],
    [
     "Improved Righteous Fury",
     3
    ],
    [
     "Shield Specialization",
     3
    ],
    [
     "Sacred Duty",
     2
    ],
    [
     "One-Handed Weapon Specialization",
     3
    ],
    [
     "Templar's Bulwark",
     1
    ],
    [
     "Reckoning",
     5
    ],
    [
     "Iron Creed",
     5
    ],
    [
     "Holy Shield",
     1
    ],
    [
     "Divine Intellect",
     5
    ],
    [
     "Divine Strength",
     5
    ]
   ],
   "stats": "Stamina, Defense and avoidance first, then Block Value (Holy Shield and Reckoning), then Spell Power for Holy Shield and Consecration threat, then Intellect for the mana to keep casting.",
   "stats_note": "Threat is spell-based, so a caster mace plus shield can out-tank a 'tank' weapon."
  },
  {
   "cls": "Paladin",
   "spec": "Retribution",
   "role": "Melee DPS (two-handed)",
   "race": "Human",
   "summary": "Retribution is the two-handed Paladin. Seal of Command procs are the damage, Conviction adds crit and Vengeance turns each crit into more damage, and Repentance is your stun. Holy points add Strength, Intellect and Improved Seals for a cheaper rotation.",
   "order": [
    [
     "Benediction",
     5
    ],
    [
     "Improved Judgement",
     2
    ],
    [
     "Conviction",
     5
    ],
    [
     "Sanctified Judgement",
     3
    ],
    [
     "Seal of Command",
     1
    ],
    [
     "Pursuit of Justice",
     2
    ],
    [
     "Sacred Arbiter",
     1
    ],
    [
     "Holy Conduit",
     2
    ],
    [
     "Two-Handed Weapon Specialization",
     3
    ],
    [
     "Vengeance",
     3
    ],
    [
     "Repentance",
     1
    ],
    [
     "Champion of the Light",
     3
    ],
    [
     "Instrument of Law",
     2
    ],
    [
     "Twist of Light",
     1
    ],
    [
     "Divine Strength",
     5
    ],
    [
     "Divine Intellect",
     5
    ],
    [
     "Improved Seals",
     3
    ],
    [
     "Purifying Power",
     2
    ],
    [
     "Reverence",
     2
    ]
   ],
   "stats": "Strength and attack power, Hit to 9%, Crit (Conviction and Vengeance), then Agility. A slow two-hander drives Seal of Command.",
   "stats_note": "Seal of Command procs scale with weapon damage, so weapon speed and damage range beat any single stat."
  },
  {
   "cls": "Hunter",
   "spec": "Beast Mastery",
   "role": "Ranged DPS (pet-focused)",
   "race": "Orc",
   "summary": "Beast Mastery makes the pet the star. Unleashed Fury and Ferocity buff its damage and crit, Frenzy speeds it up, and Bestial Wrath is the burst cooldown. Marksmanship points add Lethal Attacks crit, Efficiency mana and Mortal Shots.",
   "order": [
    [
     "Deadly Aspects",
     5
    ],
    [
     "Focused Fire",
     2
    ],
    [
     "Endurance Training",
     3
    ],
    [
     "Unleashed Fury",
     5
    ],
    [
     "Bestial Swiftness",
     1
    ],
    [
     "Ferocity",
     5
    ],
    [
     "Intimidation",
     1
    ],
    [
     "Spirit Bond",
     2
    ],
    [
     "Bestial Discipline",
     2
    ],
    [
     "Frenzy",
     5
    ],
    [
     "Bestial Wrath",
     1
    ],
    [
     "Lethal Attacks",
     5
    ],
    [
     "Efficiency",
     5
    ],
    [
     "Careful Aim",
     5
    ],
    [
     "Mortal Shots",
     4
    ]
   ],
   "stats": "Agility (attack power and crit), Hit to 9%, Crit, then Intellect (Careful Aim if you took it) and Stamina for the pet-swap moments.",
   "stats_note": "Pet talents matter as much as yours; keep the pet at your level and fed."
  },
  {
   "cls": "Hunter",
   "spec": "Marksmanship",
   "role": "Ranged DPS",
   "race": "Troll",
   "summary": "Marksmanship is the bow-and-gun spec. Careful Aim turns Intellect into attack power, Mortal Shots makes crits hit harder, Trueshot Aura buffs the party's ranged attack power, and Sniper Shot is the capstone. Survival points give Surefooted hit and Deterrence.",
   "order": [
    [
     "Lethal Attacks",
     5
    ],
    [
     "Efficiency",
     5
    ],
    [
     "Careful Aim",
     5
    ],
    [
     "Rapid Killing",
     2
    ],
    [
     "Hawk Eye",
     3
    ],
    [
     "Trueshot Aura",
     1
    ],
    [
     "Mortal Shots",
     5
    ],
    [
     "Barrage",
     3
    ],
    [
     "Ranged Weapon Specialization",
     5
    ],
    [
     "Sniper Shot",
     1
    ],
    [
     "Scatter Shot",
     1
    ],
    [
     "Improved Tracking",
     5
    ],
    [
     "Survivalist",
     5
    ],
    [
     "Surefooted",
     3
    ],
    [
     "Deterrence",
     1
    ],
    [
     "Clever Traps",
     1
    ]
   ],
   "stats": "Hit to 9%, then Agility, then Crit (Mortal Shots), then Intellect (Careful Aim turns it into attack power), then attack power.",
   "stats_note": "Ranged weapon DPS is the stat; upgrade the bow or gun before anything else."
  },
  {
   "cls": "Hunter",
   "spec": "Survival",
   "role": "Ranged DPS / utility",
   "race": "Night Elf",
   "summary": "Survival is traps, kiting and toughness. Predator's Edge and Lightning Reflexes are the damage talents, Counterattack and Deterrence handle melee, and Lacerating Strikes is the capstone. Marksmanship points add crit, mana and Careful Aim.",
   "order": [
    [
     "Improved Tracking",
     5
    ],
    [
     "Survivalist",
     5
    ],
    [
     "Savage Strikes",
     2
    ],
    [
     "Surefooted",
     3
    ],
    [
     "Deterrence",
     1
    ],
    [
     "Clever Traps",
     2
    ],
    [
     "Predator's Edge",
     5
    ],
    [
     "Counterattack",
     1
    ],
    [
     "Expose Prey",
     2
    ],
    [
     "Resourcefulness",
     2
    ],
    [
     "Survivalist's Discipline",
     2
    ],
    [
     "Lightning Reflexes",
     5
    ],
    [
     "Lacerating Strikes",
     1
    ],
    [
     "Lethal Attacks",
     5
    ],
    [
     "Efficiency",
     5
    ],
    [
     "Careful Aim",
     5
    ]
   ],
   "stats": "Agility first (Lightning Reflexes makes it 10% better), Hit to 9%, Crit, then Stamina for the melee moments Counterattack creates.",
   "stats_note": "Traps scale with nothing, so the gear plan is the same as Marksmanship minus the Intellect."
  },
  {
   "cls": "Rogue",
   "spec": "Assassination",
   "role": "Melee DPS (daggers)",
   "race": "Undead",
   "summary": "Assassination is daggers, poisons and combo points. Mutilate is the builder, Seal Fate gives extra combo points on crits, Cold Blood guarantees a crit finisher, and Venom is the capstone. Combat points add Precision hit, Dual Wield Specialization and parry.",
   "order": [
    [
     "Malice",
     5
    ],
    [
     "Remorseless Attacks",
     2
    ],
    [
     "Ruthlessness",
     3
    ],
    [
     "Murder",
     2
    ],
    [
     "Lethality",
     5
    ],
    [
     "Relentless Strikes",
     1
    ],
    [
     "Improved Poisons",
     5
    ],
    [
     "Cold Blood",
     1
    ],
    [
     "Mutilate",
     1
    ],
    [
     "Vigor",
     2
    ],
    [
     "Seal Fate",
     5
    ],
    [
     "Venom",
     1
    ],
    [
     "Improved Eviscerate",
     3
    ],
    [
     "Lightning Reflexes",
     2
    ],
    [
     "Precision",
     3
    ],
    [
     "Puncturing Wounds",
     3
    ],
    [
     "Deflection",
     3
    ],
    [
     "Endurance",
     1
    ],
    [
     "Dual Wield Specialization",
     3
    ]
   ],
   "stats": "Hit to 9% (poisons also need spell hit), Agility, Crit (Seal Fate), then attack power, then Stamina. Daggers with high top-end damage for Mutilate.",
   "stats_note": "Instant Poison on both daggers; Venom makes poison a big slice of your damage."
  },
  {
   "cls": "Rogue",
   "spec": "Combat",
   "role": "Melee DPS (swords/maces)",
   "race": "Human",
   "summary": "Combat is the stand-and-swing Rogue. Sinister Strike builds, Blade Flurry hits two targets, Adrenaline Rush doubles your energy, and Weapon Expertise plus Hack and Slash make every auto-attack count. Assassination points add Malice crit, Lethality and Relentless Strikes.",
   "order": [
    [
     "Improved Sinister Strike",
     2
    ],
    [
     "Improved Eviscerate",
     3
    ],
    [
     "Precision",
     3
    ],
    [
     "Deflection",
     2
    ],
    [
     "Improved Sprint",
     2
    ],
    [
     "Lightning Reflexes",
     3
    ],
    [
     "Dual Wield Specialization",
     5
    ],
    [
     "Blade Flurry",
     1
    ],
    [
     "Hack and Slash",
     5
    ],
    [
     "Weapon Expertise",
     2
    ],
    [
     "Aggression",
     3
    ],
    [
     "Adrenaline Rush",
     1
    ],
    [
     "Improved Kick",
     2
    ],
    [
     "Malice",
     5
    ],
    [
     "Ruthlessness",
     3
    ],
    [
     "Improved Slice and Dice",
     3
    ],
    [
     "Murder",
     2
    ],
    [
     "Relentless Strikes",
     1
    ],
    [
     "Lethality",
     3
    ]
   ],
   "stats": "Hit to 9%, then Agility, then Crit, then attack power. Slow main hand (sword or mace), fast off-hand. Haste is strong with Blade Flurry.",
   "stats_note": "Hack and Slash is weapon-type specific, so match your talents to the weapons you actually own."
  },
  {
   "cls": "Rogue",
   "spec": "Subtlety",
   "role": "Melee DPS / PvP",
   "race": "Night Elf",
   "summary": "Subtlety is the stealth and opener spec. Improved Ambush and Initiative make openers hit hard, Preparation resets your cooldowns, Hemorrhage is a cheap builder, and Thousand Cuts is the capstone. Assassination points add crit, Lethality and Relentless Strikes.",
   "order": [
    [
     "Master of Deception",
     3
    ],
    [
     "Opportunity",
     2
    ],
    [
     "Camouflage",
     3
    ],
    [
     "Elusiveness",
     2
    ],
    [
     "Improved Ambush",
     3
    ],
    [
     "Initiative",
     3
    ],
    [
     "Ghostly Strike",
     1
    ],
    [
     "Premeditation",
     1
    ],
    [
     "Serrated Blades",
     3
    ],
    [
     "Preparation",
     1
    ],
    [
     "Hemorrhage",
     1
    ],
    [
     "Dirty Deeds",
     2
    ],
    [
     "Cutthroat",
     5
    ],
    [
     "Thousand Cuts",
     1
    ],
    [
     "Malice",
     5
    ],
    [
     "Remorseless Attacks",
     2
    ],
    [
     "Ruthlessness",
     3
    ],
    [
     "Murder",
     2
    ],
    [
     "Lethality",
     5
    ],
    [
     "Relentless Strikes",
     1
    ],
    [
     "Improved Slice and Dice",
     2
    ]
   ],
   "stats": "Agility and Crit for openers, Hit to 9%, Stamina for PvP survival, then attack power. A high top-end dagger for Ambush.",
   "stats_note": "Subtlety is burst, so weapon damage range beats steady stats."
  },
  {
   "cls": "Priest",
   "spec": "Discipline",
   "role": "Healer / support",
   "race": "Dwarf",
   "summary": "Discipline is shields and mana. Improved Power Word: Shield and Soul Warding make the bubble your first heal, Penance is a fast channel, Divine Aegis adds a shield on crits, and Power Infusion is the raid buff capstone. Holy points add Renew, Divine Fury and Inspiration.",
   "order": [
    [
     "Twin Disciplines",
     5
    ],
    [
     "Mental Strength",
     5
    ],
    [
     "Silent Resolve",
     3
    ],
    [
     "Improved Power Word: Shield",
     3
    ],
    [
     "Inner Focus",
     1
    ],
    [
     "Meditation",
     3
    ],
    [
     "Mental Agility",
     3
    ],
    [
     "Soul Warding",
     1
    ],
    [
     "Penance",
     1
    ],
    [
     "Renewed Hope",
     5
    ],
    [
     "Divine Aegis",
     3
    ],
    [
     "Power Infusion",
     1
    ],
    [
     "Improved Renew",
     3
    ],
    [
     "Holy Specialization",
     4
    ],
    [
     "Divine Fury",
     5
    ],
    [
     "Inspiration",
     3
    ],
    [
     "Improved Healing",
     2
    ]
   ],
   "stats": "Healing power (shields scale with it), Intellect (mana pool and crit), Spell Crit (Divine Aegis and Inspiration), then Spirit with Meditation, then mp5.",
   "stats_note": "Shield absorb scales with healing power, so it is still a healer's gear set."
  },
  {
   "cls": "Priest",
   "spec": "Holy",
   "role": "Healer",
   "race": "Human",
   "summary": "Holy is the raid healer. Spiritual Guidance turns Spirit into healing power, Spiritual Healing and Improved Healing make the big heals bigger and cheaper, and Prayer of Mending bounces between tanks. Discipline points add Intellect, Improved Shield, Inner Focus and Meditation.",
   "order": [
    [
     "Improved Renew",
     3
    ],
    [
     "Holy Specialization",
     5
    ],
    [
     "Divine Fury",
     5
    ],
    [
     "Inspiration",
     3
    ],
    [
     "Improved Healing",
     3
    ],
    [
     "Holy Reach",
     2
    ],
    [
     "Binding Heal",
     1
    ],
    [
     "Spirit of Redemption",
     1
    ],
    [
     "Spiritual Guidance",
     5
    ],
    [
     "Spiritual Healing",
     3
    ],
    [
     "Prayer of Mending",
     1
    ],
    [
     "Twin Disciplines",
     5
    ],
    [
     "Mental Strength",
     5
    ],
    [
     "Improved Power Word: Shield",
     3
    ],
    [
     "Inner Focus",
     1
    ],
    [
     "Meditation",
     3
    ],
    [
     "Silent Resolve",
     2
    ]
   ],
   "stats": "Healing power, Spirit (Spiritual Guidance turns it into healing), Intellect, Spell Crit (Inspiration), then mp5.",
   "stats_note": "Spirit is a real throughput stat for Holy here, not just regen."
  },
  {
   "cls": "Priest",
   "spec": "Shadow",
   "role": "Ranged DPS",
   "race": "Undead",
   "summary": "Shadow is the damage Priest. Mind Flay and Mind Blast are the rotation, Shadow Weaving stacks a debuff for the whole raid, Vampiric Embrace heals the party from your damage, and Shadowform is the capstone. Discipline points add instant-cast power, Intellect and Inner Focus.",
   "order": [
    [
     "Spirit Tap",
     5
    ],
    [
     "Shadow Focus",
     5
    ],
    [
     "Improved Shadow Word: Pain",
     2
    ],
    [
     "Shadow Reach",
     2
    ],
    [
     "Improved Mind Blast",
     5
    ],
    [
     "Mind Flay",
     1
    ],
    [
     "Improved Mind Flay",
     2
    ],
    [
     "Shadow Weaving",
     3
    ],
    [
     "Vampiric Embrace",
     1
    ],
    [
     "Dark Inspiration",
     5
    ],
    [
     "Silence",
     1
    ],
    [
     "Devouring Contagion",
     2
    ],
    [
     "Darkness",
     5
    ],
    [
     "Shadowform",
     1
    ],
    [
     "Twin Disciplines",
     5
    ],
    [
     "Mental Strength",
     5
    ],
    [
     "Inner Focus",
     1
    ]
   ],
   "stats": "Spell Hit to 16% (10% with Shadow Focus), then Shadow spell power, then Spell Crit, then Intellect, then Spirit (Spirit Tap).",
   "stats_note": "Shadow Weaving means the whole raid's shadow damage benefits from your uptime; stay alive and keep casting."
  },
  {
   "cls": "Shaman",
   "spec": "Elemental",
   "role": "Ranged DPS",
   "race": "Troll",
   "summary": "Elemental is the lightning caster. Lightning Overload gives free extra bolts, Lava Burst is the big hit, Elemental Fury makes crits hurt, and Elemental Mastery is the capstone that cuts cast times and removes the Chain Lightning cooldown. Restoration points add Tidal Focus, Totemic Focus and Water Shield for mana.",
   "order": [
    [
     "Convection",
     5
    ],
    [
     "Concussion",
     5
    ],
    [
     "Call of Flame",
     3
    ],
    [
     "Elemental Alacrity",
     3
    ],
    [
     "Elemental Focus",
     1
    ],
    [
     "Eye of the Storm",
     3
    ],
    [
     "Elemental Reach",
     2
    ],
    [
     "Lava Burst",
     1
    ],
    [
     "Lightning Overload",
     3
    ],
    [
     "Elemental Fury",
     5
    ],
    [
     "Elemental Mastery",
     1
    ],
    [
     "Tidal Focus",
     5
    ],
    [
     "Totemic Focus",
     5
    ],
    [
     "Natural Grace",
     3
    ],
    [
     "Water Shield",
     1
    ],
    [
     "Mindfulness",
     3
    ],
    [
     "Tidal Mastery",
     2
    ]
   ],
   "stats": "Spell Hit (Elemental Precision is not here, so gear it), Nature spell power, Spell Crit (Elemental Fury doubles crit damage), then Intellect, then mp5.",
   "stats_note": "Lightning Overload makes crit worth more than its number suggests."
  },
  {
   "cls": "Shaman",
   "spec": "Enhancement",
   "role": "Melee DPS",
   "race": "Orc",
   "summary": "Enhancement is the melee Shaman. Stormstrike is the signature hit, Flurry speeds you up after crits, Maelstrom Weapon turns melee swings into instant spells, and Rage of the Farseer is the capstone. Elemental points add Convection, Concussion and Call of Flame for your shocks.",
   "order": [
    [
     "Ancestral Knowledge",
     5
    ],
    [
     "Thundering Strikes",
     5
    ],
    [
     "Mental Dexterity",
     3
    ],
    [
     "Elemental Weapons",
     3
    ],
    [
     "Shamanistic Focus",
     1
    ],
    [
     "Flurry",
     5
    ],
    [
     "Stormstrike",
     1
    ],
    [
     "Spirit Weapons",
     1
    ],
    [
     "Mental Quickness",
     2
    ],
    [
     "Improved Stormstrike",
     2
    ],
    [
     "Maelstrom Weapon",
     5
    ],
    [
     "Rage of the Farseer",
     1
    ],
    [
     "Convection",
     5
    ],
    [
     "Concussion",
     5
    ],
    [
     "Call of Flame",
     3
    ],
    [
     "Elemental Focus",
     1
    ],
    [
     "Elemental Alacrity",
     3
    ]
   ],
   "stats": "Hit to 9%, Strength and attack power, Crit (Flurry), then Agility, then Stamina. A slow two-hander or two slow one-handers for Windfury.",
   "stats_note": "Windfury scales with weapon speed and top-end damage; it is the stat that matters most."
  },
  {
   "cls": "Shaman",
   "spec": "Restoration",
   "role": "Healer",
   "race": "Tauren",
   "summary": "Restoration is the totem healer. Healing Way and Purification make Healing Wave the main tool, Mana Tide Totem refills the group, Nature's Swiftness is the instant emergency heal, and Riptide is the capstone. Elemental points add Convection and Reverberation for cheaper, faster shocks.",
   "order": [
    [
     "Improved Healing Wave",
     5
    ],
    [
     "Tidal Focus",
     5
    ],
    [
     "Totemic Focus",
     5
    ],
    [
     "Natural Grace",
     3
    ],
    [
     "Ancestral Healing",
     3
    ],
    [
     "Healing Focus",
     2
    ],
    [
     "Water Shield",
     1
    ],
    [
     "Tidal Mastery",
     5
    ],
    [
     "Mana Tide Totem",
     1
    ],
    [
     "Healing Way",
     3
    ],
    [
     "Nature's Swiftness",
     1
    ],
    [
     "Purification",
     5
    ],
    [
     "Riptide",
     1
    ],
    [
     "Mindfulness",
     3
    ],
    [
     "Convection",
     5
    ],
    [
     "Reverberation",
     3
    ]
   ],
   "stats": "Healing power, mp5 and Intellect, then Spell Crit (Ancestral Healing), then Spirit. Chain Heal and Riptide scale with raw healing power.",
   "stats_note": "Totems cost mana; Totemic Focus plus mp5 keeps the toolkit affordable."
  },
  {
   "cls": "Mage",
   "spec": "Arcane",
   "role": "Ranged DPS",
   "race": "Gnome",
   "summary": "Arcane is the burst caster. Arcane Blast and Arcane Wrath are the damage, Arcane Power and Presence of Mind are the cooldown combo, and Arcane Concentration plus Meditation keep the mana going. Fire points add Ignite, Pyroblast and Master of Elements.",
   "order": [
    [
     "Arcane Focus",
     5
    ],
    [
     "Missile Barrage",
     2
    ],
    [
     "Arcane Concentration",
     5
    ],
    [
     "Arcane Impact",
     3
    ],
    [
     "Arcane Blast",
     1
    ],
    [
     "Arcane Meditation",
     3
    ],
    [
     "Arcane Wrath",
     1
    ],
    [
     "Presence of Mind",
     1
    ],
    [
     "Arcane Mind",
     5
    ],
    [
     "Arcane Instability",
     3
    ],
    [
     "Improved Counterspell",
     1
    ],
    [
     "Arcane Power",
     1
    ],
    [
     "Incineration",
     3
    ],
    [
     "Improved Fireball",
     2
    ],
    [
     "Ignite",
     5
    ],
    [
     "Pyroblast",
     1
    ],
    [
     "Burning Soul",
     3
    ],
    [
     "Impact",
     1
    ],
    [
     "Master of Elements",
     3
    ],
    [
     "Improved Scorch",
     2
    ]
   ],
   "stats": "Spell Hit to 16%, Spell power, Spell Crit (Arcane Instability), Intellect (Arcane Blast scales with it), then Spirit with Arcane Meditation.",
   "stats_note": "Arcane Blast stacking means Intellect pulls double duty here."
  },
  {
   "cls": "Mage",
   "spec": "Fire",
   "role": "Ranged DPS",
   "race": "Gnome",
   "summary": "Fire is the crit caster. Ignite makes every crit burn for more, Critical Mass and Fire Power stack crit and damage, Heating Up feeds Pyroblast, and Combustion is the capstone. Arcane points add Arcane Focus hit, Arcane Concentration and Arcane Impact.",
   "order": [
    [
     "Improved Fireball",
     5
    ],
    [
     "Incineration",
     3
    ],
    [
     "Ignite",
     5
    ],
    [
     "Impact",
     2
    ],
    [
     "Flame Throwing",
     2
    ],
    [
     "Burning Soul",
     3
    ],
    [
     "Pyroblast",
     1
    ],
    [
     "Improved Scorch",
     3
    ],
    [
     "Master of Elements",
     3
    ],
    [
     "Heating Up",
     1
    ],
    [
     "Critical Mass",
     5
    ],
    [
     "Blast Wave",
     1
    ],
    [
     "Fire Power",
     3
    ],
    [
     "Combustion",
     1
    ],
    [
     "Arcane Focus",
     5
    ],
    [
     "Arcane Concentration",
     5
    ],
    [
     "Arcane Impact",
     3
    ]
   ],
   "stats": "Spell Hit to 16%, Fire spell power, Spell Crit (Ignite is 40% of every crit), Intellect, then mp5.",
   "stats_note": "Crit is king for Fire; past the hit cap it is the stat to chase."
  },
  {
   "cls": "Mage",
   "spec": "Frost",
   "role": "Ranged DPS / control",
   "race": "Gnome",
   "summary": "Frost is control and survival. Shatter and Fingers of Frost make frozen targets crit, Ice Block and Ice Barrier keep you alive, Winter's Chill sets up a bigger Cone of Cold, and Cold Snap resets it all. Arcane points add hit, Arcane Concentration and Arcane Subtlety. Reflects the Oct 20 hotfix: Piercing Ice is gone and Elemental Precision is 3 ranks of 2% hit.",
   "order": [
    [
     "Improved Frostbolt",
     5
    ],
    [
     "Elemental Precision",
     3
    ],
    [
     "Ice Shards",
     5
    ],
    [
     "Frost Warding",
     2
    ],
    [
     "Improved Frost Nova",
     2
    ],
    [
     "Frostbite",
     1
    ],
    [
     "Permafrost",
     2
    ],
    [
     "Frost Channeling",
     3
    ],
    [
     "Ice Lance",
     1
    ],
    [
     "Ice Block",
     1
    ],
    [
     "Shatter",
     3
    ],
    [
     "Arctic Reach",
     2
    ],
    [
     "Cold Snap",
     1
    ],
    [
     "Fingers of Frost",
     2
    ],
    [
     "Winter's Chill",
     5
    ],
    [
     "Ice Barrier",
     1
    ],
    [
     "Arcane Focus",
     5
    ],
    [
     "Arcane Concentration",
     5
    ],
    [
     "Arcane Subtlety",
     2
    ]
   ],
   "stats": "Spell Hit to 16% (Elemental Precision covers 5%), Frost spell power, Spell Crit (Shatter), Intellect, then Stamina for PvP.",
   "stats_note": "Frost's crit comes from Shatter on frozen targets, so raw crit matters less than keeping targets frozen."
  },
  {
   "cls": "Warlock",
   "spec": "Affliction",
   "role": "Ranged DPS (damage over time)",
   "race": "Undead",
   "summary": "Affliction is curses and dots. Improved Corruption, Shadow Mastery and Pandemic make the dots hit harder, Siphon Life and Soul Siphon heal you back, Nightfall gives instant Shadow Bolts, and Wrack is the capstone. Destruction points add Improved Shadow Bolt, Bane and Cataclysm.",
   "order": [
    [
     "Suppression",
     5
    ],
    [
     "Improved Corruption",
     5
    ],
    [
     "Improved Life Tap",
     2
    ],
    [
     "Grim Reach",
     2
    ],
    [
     "Amplify Curse",
     1
    ],
    [
     "Improved Bane of Agony",
     2
    ],
    [
     "Pandemic",
     3
    ],
    [
     "Nightfall",
     2
    ],
    [
     "Malevolence",
     5
    ],
    [
     "Siphon Life",
     1
    ],
    [
     "Soul Siphon",
     3
    ],
    [
     "Shadow Mastery",
     5
    ],
    [
     "Wrack",
     1
    ],
    [
     "Improved Shadow Bolt",
     5
    ],
    [
     "Bane",
     5
    ],
    [
     "Cataclysm",
     3
    ],
    [
     "Destructive Reach",
     1
    ]
   ],
   "stats": "Spell Hit to 16% (Suppression covers 5%), Shadow spell power (every dot scales), Spell Crit (Pandemic), Intellect, then Stamina for Life Tap room.",
   "stats_note": "Stamina is a mana stat for Warlocks through Life Tap; do not gear like a Mage."
  },
  {
   "cls": "Warlock",
   "spec": "Demonology",
   "role": "Ranged DPS / pet tank",
   "race": "Orc",
   "summary": "Demonology is the pet spec. Soul Link shares damage with your demon, Master Demonologist buffs you based on which pet is out, Demonic Sacrifice trades the pet for a big buff, and Demonic Pact is the capstone. Destruction points add Improved Shadow Bolt, Bane and Cataclysm.",
   "order": [
    [
     "Demonic Embrace",
     5
    ],
    [
     "Unholy Power",
     5
    ],
    [
     "Fel Vitality",
     3
    ],
    [
     "Demonic Aegis",
     2
    ],
    [
     "Master Summoner",
     2
    ],
    [
     "Demonic Sacrifice",
     1
    ],
    [
     "Fel Domination",
     1
    ],
    [
     "Demonic Brand",
     3
    ],
    [
     "Decimation",
     2
    ],
    [
     "Soul Link",
     1
    ],
    [
     "Demonic Knowledge",
     3
    ],
    [
     "Master Demonologist",
     5
    ],
    [
     "Demonic Pact",
     1
    ],
    [
     "Demonic Energies",
     2
    ],
    [
     "Improved Shadow Bolt",
     5
    ],
    [
     "Bane",
     5
    ],
    [
     "Cataclysm",
     3
    ],
    [
     "Destructive Reach",
     2
    ]
   ],
   "stats": "Spell Hit to 16%, spell power, Stamina (Soul Link and Life Tap), Intellect, then Spell Crit.",
   "stats_note": "Demonic Knowledge turns pet stats into your spell power; pet survival gear is your gear."
  },
  {
   "cls": "Warlock",
   "spec": "Destruction",
   "role": "Ranged DPS (direct damage)",
   "race": "Gnome",
   "summary": "Destruction is direct damage. Ruin doubles crit damage, Shadowburn and Conflagrate are instant hits, Shadow and Flame boosts both schools, and Incinerate is the capstone. Affliction points add Suppression hit, Improved Corruption and Improved Life Tap.",
   "order": [
    [
     "Improved Shadow Bolt",
     5
    ],
    [
     "Bane",
     5
    ],
    [
     "Cataclysm",
     3
    ],
    [
     "Destructive Reach",
     2
    ],
    [
     "Ruin",
     5
    ],
    [
     "Shadowburn",
     1
    ],
    [
     "Conflagrate",
     1
    ],
    [
     "Intensity",
     3
    ],
    [
     "Bane of Havoc",
     1
    ],
    [
     "Fire and Brimstone",
     3
    ],
    [
     "Shadow and Flame",
     5
    ],
    [
     "Incinerate",
     1
    ],
    [
     "Agonizing Flames",
     3
    ],
    [
     "Suppression",
     5
    ],
    [
     "Improved Corruption",
     5
    ],
    [
     "Improved Life Tap",
     2
    ],
    [
     "Grim Reach",
     1
    ]
   ],
   "stats": "Spell Hit to 16%, Fire and Shadow spell power, Spell Crit (Ruin doubles crit damage), Intellect, then Stamina.",
   "stats_note": "Ruin makes crit the best stat after hit; chase it on every slot."
  },
  {
   "cls": "Druid",
   "spec": "Balance",
   "role": "Ranged DPS",
   "race": "Tauren",
   "summary": "Balance is the Moonkin caster. Vengeance and Moonfury make Starfire and Wrath crit for more, Eclipse swaps you between the two spells, Nature's Grace speeds the next cast after a crit, and Moonkin Form is the capstone. Restoration points add Furor and Naturalist.",
   "order": [
    [
     "Improved Wrath",
     5
    ],
    [
     "Genesis",
     5
    ],
    [
     "Moonglow",
     3
    ],
    [
     "Improved Moonfire",
     2
    ],
    [
     "Nature's Majesty",
     2
    ],
    [
     "Nature's Reach",
     2
    ],
    [
     "Nature's Splendor",
     1
    ],
    [
     "Vengeance",
     5
    ],
    [
     "Improved Starfire",
     5
    ],
    [
     "Insect Swarm",
     1
    ],
    [
     "Nature's Grace",
     1
    ],
    [
     "Eclipse",
     3
    ],
    [
     "Moonfury",
     5
    ],
    [
     "Moonkin Form",
     1
    ],
    [
     "Furor",
     5
    ],
    [
     "Naturalist",
     5
    ]
   ],
   "stats": "Spell Hit to 16%, Arcane and Nature spell power, Spell Crit (Vengeance and Nature's Grace), Intellect, then Spirit.",
   "stats_note": "Moonkin Form's armor lets you take Stamina a little less seriously than a Mage."
  },
  {
   "cls": "Druid",
   "spec": "Feral Combat",
   "role": "Melee DPS / Tank (cat and bear)",
   "race": "Tauren",
   "summary": "Feral covers both cat and bear. Shredding Attacks, Predatory Strikes and Rend and Tear are the cat damage, Feral Charge is the gap-closer and interrupt, Primal Bite is the bear threat builder, Leader of the Pack gives the group crit, and Berserk is the capstone. Restoration points add Furor and Natural Shapeshifter for cheaper shifting.",
   "order": [
    [
     "Ferocity",
     5
    ],
    [
     "Heart of the Wild",
     5
    ],
    [
     "Feral Instinct",
     3
    ],
    [
     "Feral Swiftness",
     2
    ],
    [
     "Sharpened Claws",
     2
    ],
    [
     "Savage Fury",
     2
    ],
    [
     "Feral Charge",
     1
    ],
    [
     "Shredding Attacks",
     3
    ],
    [
     "Predatory Strikes",
     3
    ],
    [
     "Primal Bite",
     1
    ],
    [
     "Blood Frenzy",
     2
    ],
    [
     "Shifting Power",
     1
    ],
    [
     "Leader of the Pack",
     1
    ],
    [
     "Natural Instinct",
     2
    ],
    [
     "Rend and Tear",
     5
    ],
    [
     "Berserk",
     1
    ],
    [
     "Improved Shifting Power",
     2
    ],
    [
     "Furor",
     5
    ],
    [
     "Natural Shapeshifter",
     3
    ],
    [
     "Naturalist",
     2
    ]
   ],
   "stats": "Cat: Hit to 9%, Agility, Strength, Crit, attack power. Bear: Stamina, Agility (dodge and armor), Strength, Hit.",
   "stats_note": "Weapon stats matter, weapon damage does not: feral attack power comes from the weapon's stats only."
  },
  {
   "cls": "Druid",
   "spec": "Restoration",
   "role": "Healer",
   "race": "Night Elf",
   "summary": "Restoration is the heal-over-time healer. Improved Rejuvenation and Improved Regrowth make the HoTs the core, Swiftmend cashes them in for a burst heal, Nature's Swiftness is the instant emergency button, and Wild Growth is the capstone. Balance points add Improved Wrath, Moonglow mana savings and Nature's Reach.",
   "order": [
    [
     "Nature's Focus",
     5
    ],
    [
     "Naturalist",
     5
    ],
    [
     "Gift of Nature",
     5
    ],
    [
     "Reflection",
     3
    ],
    [
     "Gift of the Earthmother",
     1
    ],
    [
     "Tranquil Spirit",
     5
    ],
    [
     "Improved Rejuvenation",
     3
    ],
    [
     "Swiftmend",
     1
    ],
    [
     "Nature's Swiftness",
     1
    ],
    [
     "Living Spirit",
     3
    ],
    [
     "Improved Regrowth",
     5
    ],
    [
     "Wild Growth",
     1
    ],
    [
     "Subtlety",
     3
    ],
    [
     "Improved Wrath",
     5
    ],
    [
     "Moonglow",
     3
    ],
    [
     "Nature's Reach",
     2
    ]
   ],
   "stats": "Healing power, Spirit (Living Spirit), Intellect, mp5, then Spell Crit (Improved Regrowth).",
   "stats_note": "HoTs scale with healing power only, so stack it and keep Spirit for regen."
  }
 ]
}