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.
Spell Lock is your Felhunter’s, so the interrupt macros only work with one summoned.
One key that does the right thing for whichever demon you have out.
Felhunter: Spell Lock. Succubus or Incubus: Seduction. Voidwalker: Suffering. Imp: Firebolt. It depends on the demon having learned the ability.
The start of nearly every solo fight, on one key.
The demon goes in first and gets a head start on threat while your cast finishes.
Put your damage over time on the target, one press at a time.
Each press does the next spell, and the sequence restarts when you change target. An unlearned spell stalls the list, so remove any you don’t have yet.
Spread a Bane to a second enemy without changing target.
Point at the enemy and press. Curse of Agony is called Bane of Agony in Forever.
Fear the add under your mouse while your DoTs tick on your target.
Point at the enemy and press. Watch where it runs, because it can bring friends back.
Keep a demon or elemental out of the fight while you stay on your target.
Set it as focus, then press this to banish it and to refresh it. Works only on demons and elementals.
Stone the person under your mouse before the pull.
Replace Major Soulstone with the one you’ve made if yours is a lower rank.
Something’s on you: cancel the cast, send it running and heal yourself.
/stopcasting ends your current spell, then Death Coil goes out on your target.
A stronger Bane of Agony, on one press.
Amplify Curse doesn’t trigger the global cooldown, so it goes out with the Bane.
Interrupt your focus target without losing your current target. Falls back to your target when you have no focus.
Set a dangerous caster as focus at the start of the pull, keep hitting the boss, and press this when the caster starts casting.
For casters: cancels the spell you’re casting so the interrupt goes out straight away.
/stopcasting ends your current cast, then the interrupt fires on your focus or target.
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.
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.
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.
Send your pet at the enemy under your mouse, or your target.
Handy for tagging a second enemy while you keep your own target.
Classic casters: start wanding without accidentally switching it off.
The "!" means pressing it again never cancels your wand.
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.
Pull your pet out of a fight before it wakes up the next group.
Sets it to passive so it won’t run back in, then brings it to your side.
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 Affliction Warlock talents