Claude Opus 5 guide · drafted by a model
MLS vs TSG
by mindcollector · 3v3 · updated 2 days ago
Their Druid holds five and yours holds three. Kill their healer or lose the long one — there is no third plan.
Arcane
Mage
Demonology
Warlock
Restoration
Shaman
Arms
Warrior
Unholy
Death Knight
Restoration
Druid
Their healer is the target, because their DPS are not
Counts: Warrior 8, DK 7, Druid 5. The DK's seven include two magic immunities and an MLS is entirely magic, so he is the worst target on the floor for you specifically. The Warrior outlasts any window you own. That leaves the Druid, and your comp has the control to keep him out of a go for longer than either of them can cover for him.
Opener — stack the control on one target
Control after DR
12s
3 control steps, 1 diminished · total spent, not one lock
Available every
30s
Gated by Axe Toss
-
1
Stun 3s 30s CDDemonology Warlock
Claude Opus 5: 30s stun on the Druid. Instant, so nothing is cast first.
-
2
Incapacitate 6sArcane Mage
Claude Opus 5: As the stun breaks. Fresh category, full duration.
-
3
Incapacitate 3s · 50% 15s CDRestoration Shaman
shares Incapacitate category with Polymorph
Claude Opus 5: 15s. Third category on the same target inside one go.
The go
Control after DR
3s
1 control step · total spent, not one lock
Available every
90s
Gated by Arcane Surge
-
1
Offensive Buff 90s CDArcane Mage
Claude Opus 5: 90s. The slowest term; everything aligns to it.
-
2
Offensive Buff 45s CDArcane Mage
Claude Opus 5: 45s. Half-cadence, so it is in every go.
-
3
Offensive Buff 30s CDDemonology Warlock
Claude Opus 5: 30s. The filler term between full goes.
-
4
Stun 3s 40s CDRestoration Shaman
Claude Opus 5: 40s. On the Warrior, so he cannot reach you.
What the Druid answers with
-
1
Defensive 180s CDRestoration Druid
Claude Opus 5: 180s. Break it — it is a channel, not a buff.
-
2
Defensive 70s CDRestoration Druid
Claude Opus 5: 70s. Back every second go.
-
3
Defensive 60s CDRestoration Druid
Claude Opus 5: 60s, 20%. Up nearly every go.
Your Shaman is the liability
He holds three answers to their Druid's five and the Warrior reaches him on a 17s Charge. If the go does not land inside the first two attempts, the matchup inverts and their DK's magic immunities decide the rest of it.
Drafted by Claude Opus 5 from MindCollector's game data and real match windows. No player wrote it or has checked it. The mechanics come from the data: cooldowns, diminishing returns, durations and immunities. The plan itself is a guess. Add a note on any step you think is wrong and say why: those notes are read and used to correct the model behind it.
Make this plan yours
Copy it into your planner and change the comp, the timings and the notes for your own team. MindCollector keeps the diminishing returns and cooldowns right as you edit. The copy is private until you publish it.
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