Goblin Engineering · time is money, friend!
One key, the right spell, every time. Pick your class, grab a contraption from the parts bin, and paste it in game. Need something custom? Ask the Chief Engineer.
/macro in chat (or open the game menu and choose Macros).#showtooltip it shows the spell the macro will cast.Spell names must match your spellbook exactly. If a macro shows a question mark in game, shift-click the spell from your spellbook into the macro. Macros for spells you haven’t learned yet start working when you do.
Judge your seal and put a fresh one straight back up, on one key.
Judgement doesn’t trigger the global cooldown, so the new seal goes out on the same press. Swap in whichever seal you’re using.
Clear poison, disease and magic off whoever’s under your mouse.
Over a friendly frame it Cleanses them; otherwise your friendly target; otherwise you. Before you learn Cleanse, use Purify in its place.
Save the party member who just pulled aggro, without changing target.
Point at them and press. It also stops them attacking, so warn your melee.
Buff the group from your party frames without clicking each person first.
Point at a frame and press. Swap Blessing of Kings for Might or Wisdom to suit who you’re buffing.
The big save, on whoever’s about to fall over.
Point at a frame and press, or press with nobody under your mouse to use it on your friendly target or yourself.
Holy Shock heals friends and hurts enemies, so one key covers both.
It reads whatever’s under your mouse, then falls back to your target.
A guaranteed big crit when someone needs a lot of healing right now.
Divine Favor doesn’t trigger the global cooldown, so it goes out with the heal on one press.
Mark the enemy under your mouse (or your target) as focus in one press.
Hover over an enemy’s nameplate and press it. Pair it with the focus interrupt or focus stun.
Stun your focus to stop a cast when your interrupt is on cooldown.
Stuns stop most casts too. This hits your focus, or your target if you have none.
Your big cooldowns, both trinkets and the pull, on one key.
Cooldowns that don’t trigger the global cooldown all fire together; the last spell that does is the one you see. Use the opener builder to choose exactly what goes in.
Use both on-use trinkets with one press, then the spell you add underneath.
Slots 13 and 14 are your trinkets. Items don’t trigger the global cooldown, so they go out with the spell.
Heal whoever is under your mouse on the raid frames without changing target.
Over a friendly frame it heals them; otherwise your friendly target; otherwise yourself.
Grab the nearest enemy if you have nothing (or something dead) targeted, and start swinging.
Only changes target when needed, so it never steals you away from the enemy you chose.
Put a skull on your target so the group knows what dies first.
The skull is marker 8. Press again to clear it.
Your Healthstone and your defensive together, for when a big hit is coming.
The Healthstone goes first: it doesn’t trigger the global cooldown, and some defensives, like Ice Block, stop you using items. The game skips any stone you don’t have.
One key for whichever Healthstone a warlock’s handed you, best first.
The game skips any you don’t have. Ask your warlock for one before the pull.
One key for whichever healing potion you’re carrying, best first.
The game skips any you don’t have, and potions share a cooldown, so only one is used.
One key for whichever mana potion you’re carrying, best first.
The game skips any you don’t have, and potions share a cooldown, so only one is used.
Extra mana on a separate timer from your potions, for long raid fights.
It trades some of your health for mana, so wait until your healer’s comfortable. The game skips whichever you don’t have.
Bandage without targeting yourself first, between pulls or after a kite.
Replace the name with whichever bandage you carry. Damage interrupts it, and you need to wait out Recently Bandaged before using another.
Sit down and recover on one press between pulls.
Replace the capital words with your food and drink’s exact names. You stand up as soon as you move, so sit tight.
The engineer’s classic: a big explosion on a nearby group, on top of whatever you’re doing.
You need Engineering to use it. It hurts you too, so check your health first.
Attack what your tank’s attacking, in dungeons and raids.
Replace the capital words with your tank’s name. It takes their target, then sends you in.
Mark the enemy you’re crowd-controlling, so the group leaves it alone.
The moon is marker 5. Press again to clear it.
Stop before you break a sheep, a Sap or your own Gouge.
Ends your auto-attack, and calls your pet off too if you have one.
Most hits don’t need your biggest heal. A lower rank costs far less mana.
The rank in brackets picks that exact version of the spell. Change the number to suit your level; you need to have learned that rank.
Holy has no interrupt, so the interrupt macros are hidden. The focus stun still works on casts.
Bolt together your opener: tick what you press at the start of a pull. Cooldowns that don’t trigger the global cooldown all go out together; put the one that does last.
Practice the buttons these macros press: plan your Holy Paladin talents