WoW Forever Macros
177 macros for the 9 classes, each built from the beta client’s spell names, so they match the game letter for letter. Pick your class.
Why the macros are written this way
A macro here does one thing: it takes a step off your hands (a target change, a stance swap, a second key). It never decides for you, and one press is still one global cooldown. Every macro is built on one of these rules, named on its card.
- Mouseover
- A spell you cast on someone other than your target (a heal, a dispel, an interrupt, crowd control) shouldn’t cost you your target. The macro casts on the unit under your cursor and falls back to your target, so it still works as the plain spell.
- Shift for the second spell
- Two spells you never want on the same press (a single-target and an area attack, two traps, two wards) share one key: a press gives the one you use most, Shift the other. It saves bar space without hiding a choice from you.
- Stance or form first
- Abilities tied to a stance or form do nothing in the wrong one. The macro makes the swap on the first press and casts on the next: two presses, because a swap and an ability can’t share one.
- The game picks
- Where the right spell depends on something the game already knows (your stance, whether you’re in combat or stealthed, whether your pet is alive), the macro reads it and picks, so one key is right in both cases.
- A free cooldown first
- One press can only start one global cooldown. Two spells go on one press only when the first doesn’t use it (Presence of Mind, Nature’s Swiftness, Bloodrage). We never chain two spells that both do: the second would just fail.
- First choice, then fallback
- Some abilities only light up now and then: after a kill, a dodge or a proc. The macro tries that one first; when it can’t be cast, the press goes to your everyday attack, so the key is never dead.
- Start attacking
- A melee ability that fails (no Rage, no Energy, out of range) leaves you standing still. /startattack turns on your auto attack with the press, so you keep swinging either way.
- Clear the way first
- Escapes and interrupts fail for small reasons: a swing that lands a moment late, a cast still running, a pet that keeps fighting. The macro stops those first, so the spell does what you pressed it for.
- On and off
- An immunity is often worth ending early. The macro cancels the effect when it’s up and casts it when it isn’t, so the same key does both.
- Fixed order
- Used sparingly: only for two spells that always go in the same order. /castsequence casts the next one on each press and starts over when you change target or after a pause. We don’t build rotations with it, because a sequence can’t react to a miss or a cooldown.
- Trinkets with a cooldown
- On-use trinkets don’t use the global cooldown, so they fire with your damage cooldown on one press. /use 13 and /use 14 are the two trinket slots, so the macro keeps working when you change trinkets.
- Pet commands
- A pet command costs no global cooldown, so it rides along with the spell you were pressing anyway: mark and send, or call the pet back before you drop.
Not confirmed yet
- Whether every macro works the same in the live game: they are built from the beta client and not tested in game
- Spells that change in later beta builds; the pages are rebuilt when the client changes