Mythic+ DPS Rankings: Beta Tier List for Midnight (Patch 12.0.1 / Season 1)
Last Updated:Feb 22, 2026 - 10:53 AM
(4mo ago)
Petko
From the weakest to the strongest specialization, each spec provides
unique character distinction and adds value toward shaping the seasonal
"meta" of Mythic+. After in-depth testing on the Midnight Beta,
we have built the following progressive Tier-List based on a combination of
pure DPS strength and group-added-value such as utility, survivability, mobility,
and self sustain.
This list will be updated frequently as new tuning and class changes come out
over the course of leading up to the season's start and beyond.
Our analysis provides an estimate of the current Mythic+ meta with weekly
updates every Sunday live on stream,
until Season 1 arrives. However, it is important to remember that there will be
many more changes, and what you see is not the final product. Instead, it is
a progression of how each specialization performs from the start of the Beta to the
actual season release.
If you are interested in the Healer and Tank versions of this 12.0.1 Beta Tier List, check the links below!
Please note that anything I say is purely subjective and represents my opinion.
However, it is an educated guess based on numerous hours of Beta testing and extensive
discussions with some of the best theory crafters from each of their specs.
After the Beta testing is completed, we will compile all the data and create the official Tierlist of Season 1.
Thank you for reading, and enjoy!
1.1.
Criteria of the Tier List
This tier list was created based on the strength of each DPS specialization
during Beta testing for the upcoming Season 1 of Mythic+. The rankings
are determined by the toolkit and raw damage each spec provides to Mythic+ groups.
To fully understand the rankings, it is important to understand the
difference between each damage profile and the significance/sync of each class's toolkit
with other party members. Lastly, different dungeons require different sets of damage patterns;
some require more single-target, while others require you to have much more
focused AoE damage; all of this can bump some classes higher than others:
Damage is the most important major factor to rank the DPS classes: mass AoE,
burst AoE, sustain AoE, single-target, 2-target, 3-target, and spread-cleave
damage are among the types of damage profiles we examine.
Classes with unique party-wide buffs will always be rewarded. An example
of such is Druid's Mark of the Wild.
Classes with high survivability, self-sustain, or immunities will add
additional value to the rankings.
Another feature worth mentioning is the importance of priority-target damage and
funnel damage, often undervalued in Mythic+, which speeds up the whole dungeon if
executed correctly. Specs can earn extra "points" by having such a damage profile.
Please keep in mind that what you're about to read is a Progressive Tierlist of Patch 12.0
Season 1 in Midnight expansion, and it WILL change before the season is released.
All opinions are subjective and should be taken with a grain of salt.
I update this tier list every Sunday at 14:00 CEST live on my stream,
before being uploaded on the website. If you have any questions, please feel free to ask.
2.
DPS Tier List for Season 1 of Mythic+ in Midnight
Below, you can find the full rankings for DPS slots in Season 1
of Mythic+ in Midnight. We encourage you to read further and understand
why some classes are placed lower or higher than expected, with several
factors considered, such as having a 4-piece tier-set active at all times
and the key levels.
Last UPDATED -22nd of February.
S
Demonology Warlock
Demonology Warlock
got a major rework underway in the Midnight expansion, with a lot of quality-of-life
updates, especially within the utility department, thanks to Grimoire: Imp Lord /
Grimoire: Fel Ravager getting an extra Interrupt or Dispel option.
Their core rotation has also slightly changed, with Implosion now having
a cooldown, which makes you plan your cooldowns more carefully. At last, Warlock utility
toolkit is expanding with the introduction of a mass curse option - Blight of Weakness
or Blight of Tongues.
Augmentation Evoker
received quite a few changes leading up to the Midnight expansion, with the most significant
being the introduction of "arguably" the best Apex talents among all DPS specs. Overall,
you can expect your core rotation to remain fairly similar, with several defensive options being
removed from you, such as: Twin Guardian absorb shield and Renewing Blaze
not being a separate defensive option. Overall, their personal damage is at a record high level
and so is their ability to provide more damage to your allies compared to TWW. It
feels like Augmentation is ready for a full comeback at the top of the bracket, or are they?
Devourer Demon Hunter
is the newest (semi) Ranged DPS added in the Midnight expansion. The spec has several
core abilities like Void Ray as a spender, Reap, Consume,
Soul Immolation & Voidblade as a generator. The playstyle is focused on
building Fury, spending it and collecting enough souls to activate their major cooldown -
Void Metamorphosis, during which all damage is massively increased.
Their major cooldowns also introduces a mini game - once you collect "30" souls,
you will be able to cast Collapsing Star, which is the culmination of your
Void Metamorphosis. They do have similar utility as Havocs, but
benefit exclusively from Intellect, unlike them.
Unholy Death Knight has
received a major rework coming into Midnight expansion. This is one of the few specs
that had a complete 360. Some of the highlights being: No Festering Wound, you now have Lesser Ghouls,
Death and Decay no longer a must, smart disease spreading and a brand new
minor cooldown - Putrefy. Honestly, a lot has changed rotationally for Unholy DK.
Still, one thing is for sure: this is the biggest rework they have received in the past decade,
not just rotationally but also visually.
Arcane Mage
received its fair share of changes leading up to the Midnight expansion,
with some of the most notable being a complete Evocation rework
(no longer used as an offensive CD), better minor cooldowns (2x Touch of the Magi)
and a brand new talent to replace the "melee mage", (due to Arcane Explosion)
- Arcane Pulse. Although it is early to speculate yet, Arcane damage profile
will remain one of the unique ones, offering great priority-target damage as always,
but this time around also a better mass AoE thanks to Arcane Pulse. At last,
playing around Arcane Salvo will definitely be the new "mini-game" which can be
a ton of fun.
Elemental Shaman
has received a major rework coming into the Midnight expansion, with some of
the biggest changes being the removal of Icefury, Echoes of Great Sundering,
Deeply Rooted Elements and Ascendance nerf. Your rotation is now severely pruned
with only Chain Lighting/Lighting Bolt (generator) and Earthquake / Elemental Blast as a spender,
while using Tempests (if you go Stormbringer) or some passive damage if you decide to opt in
for Farseer. The priority-target damage has been hit severely, as well as the survivability
area (due to removal of Stoneskin Totem. We are still far away from the release
of the expansion, but for now, I remain hopeful that with the right tuning, Elemental
will shine through!
Fire Mage
received a major rework as we advance to Midnight expansion
with some of the highlights being: Sun King's Blessing, HyperthermiaShifting Power and Phoenix Flames removed, Mastery and Mastery: Ignite changes,
and the damage instead shifted towards beefier Flamestrike and Pyroblast.
Now that Combustion is flat 1 min cooldown (thanks to Kindling
flat CDR), the majority of your damage is baked inside that 1-minute, which makes Fire likely
the most CD-reliant spec in the game, as outside of CDs, damage is ... quite inferior.
Although it's still early, this makes me believe that on the high level of keys,
having Combustion on every pull will be amazing. At last, yes, as every
single Mage spec, Fire defensives are also nerfed (totally deserved).
Devastation Evoker
received its fair share of changes leading up to the Midnight expansion. Both of their Hero
Talents received major reworks, with Flameshaper winning the rework race due to the
Engulf being replaced by Consume Flame. Their damage profile will continue to be
bursty and extremely strong in an AoE environment, especially with the uncapped extension of
Dragonrage paired with their great Apex talents. Apart from some new cool talents
added (Azure Sweep being my personal favourite), Devastation Evoker lost some defensive
options and will be slightly more squishy in Midnight.
Balance Druid
received its fair share of changes leading up to the Midnight expansion, with the most prominent
change being its Eclipse rework to an active button which was previous a passive thus lowering
the uptime of it. You can expect the core rotation to stay similar to what it was in TWW, but
now, much more conservative with your Eclipse expenditure, as it will require some cooldown management.
Their utility toolkit remains mostly the same, and so will their defensive options (unfortunately).
Yes, they are still exceptional at mass AoE, even after their most recent Mastery change, which
lowers the ramp-up playstyle and helps in the lower-level keys where
mobs die too quickly.
Frost Mage
received a complete rework as we advance to the Midnight expansion,
as the new Frost has nothing to do with how the spec used to play before Midnight.
The main goal here is managing Freezing Stacks, which, upon
"popping them", you do damage. Comet Storm is now passive, castable after
Ray of Frost, which is now your major cooldown following Icy Veins
removal. Frozen Orb got a complete rework, Glacial Spike is now
baked inside Frostbolt (it upgrades to GS once you generate 5x Icicles)
and much more. This has been one of the most fun specs that I have the pleasure of
testing on Bet, and I am looking forward to how the future tuning will play out for them.
Sidenote, yes, as every other Mage spec, Frost is no exception to defensive toolkit
nerfs.
Shadow Priest
received a complete rework again with their playstyle and the majority of their talents leading
to the Midnight expansion. Some of the highlights are: Devouring Plague is now
called Shadow Word: Madness (same features, different name), Shadow Crash
is now Tentacle Slam (more quality-of-life DoT application) and so much more.
Their damage profile is quite similar to TWW; you can still expect great priority-target damage
while doing AoE (thanks to Psychic Link) and good on-demand burst during
Voidform & Power Infusion combo.
Affliction Warlock has seen
a complete 360 degree rework following the release of the expansion, with its
core rotation moved back to Seed of Corruption as an AoE Spender and Unstable Affliction
as a single-target spender, applying Agony for shard generation (Vile Taint
is gone, Shared Agony is being introduced) and waving Haunt for priority-target
damage and Apex talents triggering. Overall playstyle feels way smoother, resembling what
Affliction used to look like it back in the Legion Expansion. This is one of the few Ranged specs
I had a lot of fun testing due to its playstyle, and I am looking forward to seeing what
the future tuning has in store for the spec.
Feral Druid has received
a major rework going into Midnight expansion, with much of it focused on "dumbing down"
its rotation by removing some difficult features to play around, such as lowering the
snapshotting windows and the removal of Bloodtalons, Brutal Slash and
Adaptive Swarm talents. Although the playstyle is much easier in Midnight, some features
from your core rotation still exist such as focusing on applying bleeds via Rake and
Primal Wrath while using the free combo-points for extra Ferocious Bites.
They have added several new cool talents such as Frantic Frenzy and Chomp,
while keeping their utility toolkit unchanged. Overall, you can still expect Feral to have that
nice bursty-playstyle with significantly less energy issues as before!
Havoc Demon Hunter
received its fair share of changes, most notably trimming some spells
(Sigil of Flame / Sigil of Spite, which shortens your opener), adding great
quality-of-life updates such as Glaive Tempest being a passive,
all while keeping its core rotation similar. On top of this, Havoc will now benefit from
having 2x charges of Blur
and Demon Muzzle. You can expect this spec to be just as
much fun, while having great damage profile and even better defensive options!
Fury Warrior received
its fair share of changes going forward to Midnight. The core rotation of Fury
will remain quite similar to what players are used to in TWW, but this time around,
they are getting one of the biggest utility-package buffs any class has seen so far.
Extra interrupt thanks to Javelineer, uncapped AoE stop - Intimidating Shout
(previously target-cap), extra movement speed for allies once you pop Piercing Howl
and much more. Unfortunately, some of their issues persist in Midnight, and that is
the target cap talks, although an attempt has been made recently (Odyn's Fury going
to 8-target cap instead) ,this issue but further improved for them to shine fully.
Enhancement Shaman
received a complete rework leading up to the Midnight expansion, with some of the
highlights focusing on its extreme rotational prune. The button bloat is a thing
in the past for this, as it no longer feels like you actually need have PhD to fully
optimize its rotation. The main focus of the rotation is put upon Crash Lightning,
which your Apex talents further boost. Their damage profile remains strong, a good
way to do priority-target damage while doing AoE, as well as having funnel damage on
demand. Unfortunately, the issues from the past continue to haunt
them, a weak defensive profile and target-cap issues.
Survival Hunter
received a major rework leading up to the Midnight expansion, with some of the highlights being:
duel-wield option, physical (Boomstick) and Fire (Flamefang Pitch) major
pruning of their core rotation (Example: Butchery removed, Coordinated Assault and
Spearhead now being one talent - Takedown). Their core rotation has become
significantly easier, all while keeping their great sustain-damage profile. At last, Hunter specialization
will become slightly more durable in Midnight, followed by better utility options - new
Hunter's Mark raid buff and Roar of Sacrifice external defensive option.
Subtlety Rogue
received likely the biggest pruning across all DPS specs so far in the Midnight Beta,
to the point where it might actually be a 2-button spec to play the majority
of the time (Shuriken Storm / Black Powder in AoE). Not only that,
but several other changes were made to further help ease the rotation flow, such as the
removal of Rupture, Flagellation, Symbols of Death, baked
inside Shadow Dance and much more. Despite all of that, their damage profile
is looking great for Mythic+, short offensive cooldowns, good on-demand burst and
the ability to funnel/prio-target damage when needed. Only future tuning will
showcase how they will end up doing!.
Frost Death Knight
received minor changes leading up to the Midnight expansion, with the most notable
one being their Apex talents. The core rotation of the spec will remain similar
to the version of TWW, with the only difference being the addition of Frostwyrm's Fury
It is now a must-pick since it interacts with your Apex talents. Frost DK will continue
to excel at high burst damage, having high durability, and retain its unique utility
toolkit.
Windwalker Monk
received major rework leading up to the Midnight expansion, with some of
the most significant changes being: One combined major cooldown - Zenith
(a minor cooldown added if you play Conduit instead of Shado-Pan), Strike of the Windlord
is now a choice node with Whirling Dragon Punch and extensive nerfs
of behalf of your defensive choices. Your core rotation has been changed, and it will
vary depending on the Hero Talent choices. Your damage profile will, unfortunately, still
suffer from being target-cap, which means at large pulls, you will fall behind.
Although it is quite fun playing Windwalker monk, numbers are just not there (for now).
Marksmanship Hunter
received a ton of changes leading to the Midnight expansion, with some of the
most important being that they are the only Hunter spec that will feature Kill Shot
and a much slower rotational pace. While the core rotation remains identical,
Aimed Shot / Rapid Fire loop with consuming Precise Shots and Trick Shots,
it is worth pointing out the harder-hitting but much slower Aimed Shot cast-time.
Although the spec will continue to have its signature burst-oriented damage profile,
it currently struggles with sustaining damage and single-target, hopefully in future
tunings they will address that.
Outlaw Rogue
received a substantial rework going forward to Midnight, significantly
lowering the barrier to entry to play the spec. While core rotation remains
quite similar, (Sinister Strike and spending your combo-points on Between the Eyes,
Dispatch / Killing Spree) not having to play around
Stealth / Crackshot windows is already a huge quality-of-life update.
You won't have 100% uptime on Adrenaline Rush, which can be a game changer,
as well as, complete rework on Roll the Bones (less RNG right now). Beside
current tuning, the only other area where I would love to see Outlaw benefit is their
energy regen, at times they do struggle too!
Retribution Paladin
received its fair share of changes leading up to the Midnight expansion, with some
of the highlights being several quality-of-life talents presented to help the flow
of your core rotation better, redistributing some of their power tied to Hero Talents
onto its single-target (Final Verdict and AoE (Divine Storm) spenders
and some of their offensive cooldowns reworked (Divine Hammer is now only for Templar,
Execution Sentence is combined with Final Reckoning. Overall, the spec feels
if anything,g slightly more engaging in Midnight, and although an attempt was made to focus and
work on their damage profile; their priority-target issues still exist. We are far away from
the final tuning, but for now, we are hopeful to see some more changes coming their way.
Assassination Rogue
received some of the best quality-of-life changes, leading up to the Midnight expansion,
their DoT management will be significantly easier due to their
newly reworked Crimson Tempest (now a combo-point generator), leaving
Envenom as the only spender in Midnight. Less button bloat, no longer
needing to Shiv for damage and a major focus on not needing Stealth to
execute your Bleed management is also one of the features they are inheriting in Midnight.
Assassination will retain its great
damage profile - high burst and amazing funnel/priority-target damage, while
providing faster frontload damage. Besides tuning, the only concerning issue is still
Energy regen, yes, Apex Talents help, but don't entirely solve it; there are still
pockets of time where energy starvation occurs.
Beast Mastery Hunter
received quite a lot of changes leading up to the Midnight expansion, with the most
notably being the great addition of their Apex talents and significantly
easier Beast Cleave management due to Wild Thrash addition.
The spec will remain particularly welcoming for newcomers while simultaneously offering
min-max possibilities with the newly reworked Hero talents. Last but not least, BM
will become slightly more durable in Midnight and offer better utility too, thanks to the new
Hunter's Mark raid buff and Roar of Sacrifice external defensive.
Arms Warrior
received a lot of changes going forward to the next expansion, with a primary
focus being their Apex Talents, which makes juggling Heroic Strike
procs to your Slam a core part of your rotation (tons of fun). Just like
its sibling specs, Arms Warrior will benefit greatly from better party-wide utility.
Their damage profile will further expand in the execution-orientated playstyle thanks
to its brand new talent - Mass Execution. It's too early to have a stance on how they
currently perform, but one thing is sure: they have added some extra flavour to Arms, and we
love it.
Destruction Warlock
received minor changes leading up to the Midnight expansion, with the highlight of it
being their newly introduced Apex Talents. Their core rotation will remain quite similar
to the TWW version, with a few quality-of-life features like the Roaring Blaze rework,
allowing for much easier maintenance of Immolate / Wither once
Cataclysm is down. Future tuning will showcase how this spec will end up performing,
but for now we remain.
Extra Shielding effect triggered after
Breath of Eons cast.
Core
Prescience
Core
Wing Buffet
Pushback
Core
Expunge
Removing all Poison effects from an ally.
Core
Upheaval
Extra knock-up effect.
Optional
Timelessness
Reduces the threat to 1 friendly target.
Optional
Oppressing Roar
Increasing the duration of all crowd-control
effects on the affected enemies by 50%. You can
further talent into Overawe, removing 1
Enrage effect from each enemy (AoE Enrage Removal).
Optional
Sleep Walk
Single-target crowd-control effect that forces
the enemy to move towards you.
Optional
Bestow Weyrnstone
Enables one party/raid member to teleport to your
location within 100 yards.
Optional
Spatial Paradox
It enables your Healer of choice to move freely while
casting and increasing the range of most spells by 100%
for 11 sec.
A powerful elemental summon that helps you survive.
It can also tank non-boss-enemies.
Core
Capacitor Totem
-
Core
Earthquake
Has a chance for a knockdown effect.
Optional
Wind Rush Totem
On-demand extra movement speed, which can be
further bolstered by Jet Stream - removing all snares
on all targets interaction with Wind Rush Totem
(it is like a massive Blessing of Freedom).
Earthgrab Totem
AoE root effect. It replaces Earthbind Totem.
Optional
Cleanse Spirit
Removes all Curse effects from a friendly
target.
Optional
Purge
Removing 1 beneficial Magic effect
from an enemy.
Optional
Thunderstorm
AoE disturb effect that knocks away.
Optional
Poison Cleansing Totem
Removes all poison effects on a nearby party member
each 1.5 sec for 6 sec.
Single-target crowd-control effect that forces
the enemy to move towards you.
Optional
Source of Magic
Can be further bolstered by Potent Mana
Optional
Oppressing Roar
Increasing the duration of all crowd-control
effects on the affected enemies by 50%. You can
further talent into Overawe, removing 1
Enrage effect from each enemy (AoE Enrage Removal).
Optional
Spatial Paradox
It enables your Healer of choice to move freely while
casting and increasing the range of most spells by 100%
for 11 sec.
A powerful elemental summon that helps you survive.
It can also tank non-boss-enemies.
Optional
Wind Rush Totem
On-demand extra movement speed, which can be
further bolstered by Jet Stream - removing all snares
on all targets interaction with Wind Rush Totem
(it is like a massive Blessing of Freedom).
Earthgrab Totem
AoE root effect. It replaces Earthbind Totem.
Optional
Cleanse Spirit
Removes all Curse effects from a friendly
target.
Optional
Purge
Removing 1 beneficial Magic effect
from an enemy.
Optional
Poison Cleansing Totem
Removes all poison effects on a nearby party member
each 1.5 sec for 6 sec.
This guide has been written by Petko, one of the top Mythic+ players of all time.
He has accomplished several Rank 1 World & Europe Team and Solo seasonal
rankings, with multiple classes over the span of multiple expansions. You can catch his daily streams on
Twitch, and find many of his educational videos on
YouTube and TikTok.
3.
Changelog
21 Feb. 2026: Official Pre-Expnasion Midnight Mythic+ Tierlist for Season 1.
08 Feb. 2026: #8 Update Progressive Midnight Mythic+ Tierlist for Season 1.
01 Feb. 2026: #7 Update Progressive Midnight Mythic+ Tierlist for Season 1.
25 Jan. 2026: #6 Update Progressive Midnight Mythic+ Tierlist for Season 1.
18 Jan. 2026: #5 Update Progressive Midnight Mythic+ Tierlist for Season 1.
11 Jan. 2026: #4 Update Progressive Midnight Mythic+ Tierlist for Season 1.
21 Dec. 2025: #3 Update Progressive Midnight Mythic+ Tierlist for Season 1.
14 Dec. 2025: #2 Update Progressive Midnight Mythic+ Tierlist for Season 1.