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.
Pummel needs Berserker Stance. Shield Wall needs Defensive Stance and a shield.
Pummel needs Berserker Stance. This swaps you there first, then a second press kicks.
First press changes stance if you’re not in Berserker (stance 3); the next press Pummels.
One gap-closer key: Charge before the fight, Intercept once it’s started.
Out of combat it Charges from Battle Stance, or swaps you there. In combat it Intercepts from Berserker Stance, or swaps you there. Works once you’ve learned Berserker Stance and Intercept.
Your target dodged and you’re in the wrong stance. Press twice and Overpower lands.
Overpower needs Battle Stance. First press swaps you there, keeping some Rage thanks to Tactical Mastery; the next press Overpowers.
Execute works in Battle or Berserker Stance. This gets you out of Defensive when the target’s nearly dead.
In Defensive Stance the first press moves you to Battle; the next press Executes.
Start a pull with Rage already in the bank and your shout up.
Bloodrage doesn’t trigger the global cooldown, so both go out on one press.
Swap to a one-hander and shield in one press, for Shield Bash, Shield Block or a rough moment.
Replace the capital words with your items’ exact names. Make a second copy with your usual weapon to swap back.
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.
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.
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.
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.
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 Arms Warrior talents