Warrior / Warrior / Shaman / Paladin / Priest
Two Mortal Strikes and three healers. The plan is violence, the backup plan is more violence, and the triple-healer backline means the violence never has to stop.
Specs
- Arms Warrior Melee DPS
- Arms Warrior Melee DPS
- Restoration Shaman Healer
- Holy Paladin Healer
- Discipline Priest Healer
Game plan
Both Warriors stack one target with Freedom and alternate Intercept stuns while three healers cross-cover every CC school: Tremor for fears, Cleanse for magic, shields for burst. Win by making the enemy team spend more mana answering pressure than you spend applying it.
Why it works: synergy
- Three healers cover each other's CC vulnerabilities almost completely.
- Double Mortal Strike uptime forces permanent triage from the enemy backline.
- Tremor, Cleanse and Dispel Magic between them answer every school of control.
- Warriors never need mana: pressure is constant regardless of how long the game runs.
Counters
Superior CC layering eventually isolates one healer, and Mana Burn beats a backline that must cast constantly.
Full-team kiting and DoT rot deny the Warriors uptime while three healers slowly drown.
Dangers: how this comp loses
- Almost no crowd control of its own: the enemy backline plays the whole game.
- Mana Burn against three mana bars is a race this comp did not sign up for.
- Kiting comps reduce two Warriors to spectators for long stretches.
What Forever changes
- In Classic this comp needed cross-faction impossibilities; Forever's confirmed Dwarf Shaman and Undead Paladin make the full backline legal on one team.
- Revamped Warrior-relevant racials could hand the comp the fear answers it historically lacked.
Keep going
Read the Forever PvP primer, classes and races in PvP and the talent calculator to build these specs yourself.