WoW Forever Macros

300 macros for the 9 classes, each built from the game 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.
Shift and Ctrl for more
Three spells of one family (your stings, your curses, your demons) fit one key: a press gives the one you use most, Shift and Ctrl the others. Past three it gets hard to remember, so we stop there unless Alt has an obvious job.
On yourself, whatever you target
Some spells you want on yourself right now, without dropping the enemy or the tank you have targeted. [@player] sends the spell to you and leaves your target alone.
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.
Pick a target first
A press wasted on “no target” or on a corpse is time lost. /targetenemy picks the nearest enemy, and the conditions in front of it ([noharm][dead]) only let it run when you have no live enemy targeted, so it never pulls you off the one you chose. [@targettarget] goes the other way: the spell lands on whatever your target is fighting.
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.
Racial with your trinkets
A racial cooldown belongs on the same press as your on-use trinkets. The macro names both Horde damage racials: the game skips the line for the race you aren’t, so one macro serves an Orc and a Troll.
Your own items
Weapon swaps and consumables go by item name, and only you know yours. The macro has a placeholder (Shield Name, Pet Food Name): replace it with the exact name of your item, as its tooltip spells it. /equip takes a weapon or shield in combat; /equipslot 16 is the main hand, 17 the off hand. Since Blizzard’s October 8 development notes, one press can again swap several weapons within the same global cooldown, a two-hander for a sword and shield for example. Forever has not announced a reversal; this has not been rechecked against client build 1.60.1.70862.
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

  • Mouseover and modifier conditions, pet commands, cast sequences, weapon swaps, and anything that targets or invites a player by name have not all been verified in the live game
  • Spells that change in later client builds; the pages are rebuilt when the client changes

Sources

How we choose and check sources