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Warrior Macros

Warrior macros for WoW Forever: Charge and Intercept on one key, Overpower, Hamstring and Execute that change to the right stance first, Taunt and Mocking Blow on your mouseover, Shield Bash or Pummel on your focus, a shield swap, tanking keys and cooldowns. In Classic Tactical Mastery was an Arms talent; Forever teaches it to every Warrior at level 14 (you keep up to 10 Rage when you change stance), and the Arms talent Improved Tactical Mastery adds more (3 Rage at rank 1 in the client). Slam is a new trainer ability at 20, and Shield Wall and Shield Block work differently from Classic.

17 Warrior macros for WoW Forever, each with the code to copy, what it does, how to use it and the level it needs. Every spell name, rank and command is checked against the Forever beta client (build 1.60.1.70170); none has been tested in the beta yet. Macros above the level 30 cap are marked Speculation.

Stance dancing

The client numbers your stances in the order they sit on your stance bar: [stance:1] is Battle Stance, [stance:2] Defensive Stance (level 10 quest) and [stance:3] Berserker Stance (level 30 quest). Changing stance has no global cooldown in the client's data, only a 1 sec cooldown of its own, and each /cast line runs only one of its choices, so in these macros the first press changes stance and the second uses the ability. From level 14 Tactical Mastery keeps up to 10 Rage through the change; anything above that is lost.

Charge out of combat, Intercept in combat

#showtooltip
/cast [nocombat,stance:1] Charge; [combat,stance:3] Intercept; [nocombat] Battle Stance; Berserker Stance

What it does. Out of combat it Charges your target from Battle Stance. In combat it Intercepts from Berserker Stance. If you're in the wrong stance for the situation, the press changes stance instead, and the next press charges.

How to use it. Bind it to the key you pull with. Out of combat in Defensive Stance, press twice: once for Battle Stance, once for Charge. In combat, press twice to go to Berserker Stance and Intercept.

Why it's useful. Charge and Intercept do the same job at different times, and each needs its own stance. One key that picks the right one, and fixes your stance when it's wrong, saves a bar slot and a lot of fumbling at the start of a fight.

Needs: Charge (level 4), Intercept (level 30), Battle Stance (level 1), Berserker Stance (level 30).

Usable from level 4. 118/255 characters. Not yet tested in the beta.

  • The Forever client's Charge says "Cannot be used in combat": it generates 9 Rage at rank 1 (12 and 15 at ranks 2 and 3), stuns for 1 sec and has a 15 sec cooldown.
  • Intercept needs level 30 and Berserker Stance. It stuns for 3 sec and has a 30 sec cooldown. Below 30 the in-combat part does nothing.
  • Forever's new Protection talent Vanguard lets you Charge in Defensive Stance. If you take it, change [nocombat,stance:1] to [nocombat,stance:1/2] so a tank isn't pushed out of Defensive Stance.
  • Bloodrage counts as combat, so Charge first and Bloodrage after.

Overpower from any stance

#showtooltip Overpower
/startattack
/cast [stance:1] Overpower; Battle Stance

What it does. In Battle Stance it casts Overpower. In any other stance it changes you to Battle Stance, and the next press casts Overpower.

How to use it. Press it twice when your target dodges and Overpower lights up. The /startattack line keeps your swings going through the stance change.

Why it's useful. Overpower only appears after a dodge and only works in Battle Stance. From Defensive or Berserker Stance you'd otherwise need two keys and the right order under pressure.

Needs: Overpower (level 12), Battle Stance (level 1).

Usable from level 12. 77/255 characters. Not yet tested in the beta.

  • The Forever tooltip: weapon damage plus 5 at rank 1, only usable after the target dodges, can't be blocked, dodged or parried, 5 sec cooldown.
  • The client lists its cost as 5 Rage and 1 combo point: the dodge is what gives you that point, so Overpower only works against the enemy that dodged.
  • Forever's new Arms talent Bloodthrill gives your main-hand swings a chance to enable Overpower on a target that has your Rend.
  • A macro can't see whether Overpower is ready. Watch for it to light up on your bar.

Hamstring, out of Defensive Stance if needed

#showtooltip Hamstring
/startattack
/cast [stance:2] Battle Stance; Hamstring

What it does. Starts your auto-attack and Hamstrings your target, slowing it by 40%. In Defensive Stance the first press changes you to Battle Stance.

How to use it. Press it on anything that tries to run: fleeing humanoids while levelling, players in PvP. Press again if you were in Defensive Stance.

Why it's useful. Runners drag in more enemies. Hamstring stops that, and it doesn't work in Defensive Stance, which is easy to forget.

Needs: Battle Stance (level 1), Hamstring (level 8).

Usable from level 8. 77/255 characters. Not yet tested in the beta.

  • The Forever tooltip: 5 damage and 40% slower for 15 sec at rank 1, 10 Rage, usable in Battle or Berserker Stance.

Execute, out of Defensive Stance if needed

#showtooltip Execute
/startattack
/cast [stance:2] Battle Stance; Execute

What it does. Casts Execute on your target. In Defensive Stance the first press changes you to Battle Stance first.

How to use it. Press it when your target is at 20% health or lower. The macro can't read health, so it does nothing (an error message) above 20%.

Why it's useful. Execute is your best finisher and doesn't work in Defensive Stance. With Tactical Mastery keeping 10 Rage through the change, a tank can still finish off a runner.

Needs: Battle Stance (level 1), Execute (level 24).

Usable from level 24. 73/255 characters. Not yet tested in the beta.

  • The Forever tooltip: 125 damage at rank 1, and each extra point of Rage becomes 3 more damage. It costs 15 Rage and is usable in Battle or Berserker Stance.
  • Execute needs level 24 in the client.

Berserker Rage from any stance

#showtooltip Berserker Rage
/cast [stance:3] Berserker Rage; Berserker Stance

What it does. Casts Berserker Rage in Berserker Stance; in any other stance the first press moves you to Berserker Stance.

How to use it. Press it before a fear lands: when a Priest or Warlock starts casting, or before a boss's fear. It's also a Rage boost when you're taking damage.

Why it's useful. Berserker Rage makes you immune to Fear and Incapacitate effects for 10 sec, but only in Berserker Stance. One key gets you there and casts it.

Needs: Berserker Rage (level 30), Berserker Stance (level 30).

Usable from level 30. 77/255 characters. Not yet tested in the beta.

  • The Forever tooltip only promises immunity; it doesn't say it breaks a fear you're already in, so use it early.
  • It needs level 32, has a 30 sec cooldown and is on the global cooldown in the client's data.
  • The Fury talent Improved Berserker Rage adds 5 Rage when you use it and a 50% chance to remove movement impairing effects.

Tanking

Keys for holding enemies in Defensive Stance. Taunt only works in Defensive Stance and Mocking Blow only in Battle Stance, so these macros change stance for you when needed.

Taunt your mouseover, Shift for Mocking Blow

#showtooltip
/cast [mod:shift,stance:1,@mouseover,harm,nodead][mod:shift,stance:1] Mocking Blow; [mod:shift] Battle Stance; [stance:2,@mouseover,harm,nodead][stance:2] Taunt; Defensive Stance

What it does. Taunts the enemy under your mouse, or your target. With Shift it uses Mocking Blow instead. If you're in the wrong stance for either, the press changes stance first.

How to use it. Point at the enemy chewing on your healer and press it. When Taunt is on cooldown, hold Shift and press twice: once for Battle Stance, once for Mocking Blow, then press without Shift to go back to Defensive Stance.

Why it's useful. Loose enemies are rarely the one you're targeting. Mouseover taunting pulls them back without losing your main target, and your backup taunt sits on the same key.

Needs: Mocking Blow (level 16), Battle Stance (level 1), Taunt (level 10), Defensive Stance (level 10).

Usable from level 10. 191/255 characters. Not yet tested in the beta.

  • In the Forever client Taunt lasts 3 sec, has an 8 sec cooldown and has no effect on an enemy already attacking you.
  • Mocking Blow (level 16): 10 Rage, 22 damage at rank 1, forces the target to attack you for 6 sec, 2 min cooldown.
  • Both need you within melee range (5 yards).

Sunder Armor, finding a target first

#showtooltip Sunder Armor
/targetenemy [noharm][dead]
/startattack
/cast Sunder Armor

What it does. Picks the nearest enemy if you have no living enemy targeted, starts your auto-attack and casts Sunder Armor.

How to use it. Bind it to your main threat key and press it between your other attacks. In a group, point your party at the Sunder target with a Skull marker.

Why it's useful. Sunder Armor is the tank's main threat tool, and it helps everyone's damage. Starting your swings from the same key means you never stand there not attacking.

Needs: Sunder Armor (level 10).

Usable from level 10. 85/255 characters. Not yet tested in the beta.

  • The Forever tooltip: reduces armour by 90 per application at rank 1, stacks up to 5 times, lasts 30 sec, costs 15 Rage and causes a high amount of threat. It works in every stance.

Revenge and Shield Block together

#showtooltip Revenge
/startattack
/cast Revenge
/cast [nomod:shift] Shield Block

What it does. Casts Revenge when it's usable and Shield Block on the same press. Holding Shift uses only Revenge.

How to use it. Press it in Defensive Stance with a shield on whenever Revenge lights up. Hold Shift when you'd rather keep the 10 Rage Shield Block costs.

Why it's useful. Shield Block has no global cooldown in the client's data, so it can go off alongside Revenge. More blocks mean more Revenge, and Revenge is cheap, heavy threat.

Needs: Revenge (level 14), Shield Block (level 16).

Usable from level 16. 80/255 characters. Not yet tested in the beta.

  • Forever's Shield Block blocks up to 2 attacks within 7 sec (Classic's blocked 1 attack in 5 sec), for 10 Rage with a 5 sec cooldown. It needs a shield and Defensive Stance.
  • Revenge must follow a block, dodge or parry. When it isn't ready, its line just fails and the Shield Block line still runs, so this key spends Rage every time Shield Block is off cooldown.
  • Forever's new Protection talent Master of Defense gives a 50% chance of 5 Rage when you dodge or parry with a shield on.

Shield Wall from any stance, Shift for Last Stand

#showtooltip Shield Wall
/cast [mod:shift] Last Stand; [stance:2] Shield Wall; Defensive Stance

What it does. Casts Shield Wall in Defensive Stance, or changes you to Defensive Stance first. With Shift it casts Last Stand instead.

How to use it. Press it when a boss hits hard or a pull goes wrong. Last Stand is for the moment your health is about to run out.

Why it's useful. Your two emergency buttons share one key, and Shield Wall never fails because you were in the wrong stance.

Needs: Last Stand (level 20, Protection talent), Shield Wall (level 28), Defensive Stance (level 10).

Usable from level 28. 95/255 characters. Not yet tested in the beta.

  • Forever's Shield Wall reduces all damage taken by 60% for 12 sec (Classic: 75% for 10 sec). It needs a shield and level 28, and has a 15 min cooldown in the client.
  • Last Stand is a Protection talent (level 20 tier): 30% of your maximum health for 20 sec, lost again when it ends, 3 min cooldown and no global cooldown.

Disarm your mouseover or target

#showtooltip Disarm
/cast [stance:2,@mouseover,harm,nodead][stance:2] Disarm; Defensive Stance

What it does. Disarms the enemy under your mouse, or your target, from Defensive Stance. In another stance the first press changes you to Defensive Stance.

How to use it. Use it on hard-hitting weapon users: elite humanoids in dungeons, Rogues and Warriors in PvP.

Why it's useful. 10 seconds without a weapon is a big cut in damage, and mouseover means you can disarm the add hitting your healer.

Needs: Disarm (level 18), Defensive Stance (level 10).

Usable from level 18. 94/255 characters. Not yet tested in the beta.

  • The Forever tooltip: 10 sec, 60 sec cooldown, Defensive Stance only, level 18. The Protection talent Improved Disarm shortens the cooldown.
  • Many creatures can't be disarmed.

Interrupts and weapon swaps

Shield Bash needs a shield, so these two go together. The client puts Shield Bash and Pummel in the same cooldown category, and both are on the global cooldown.

Interrupt your focus: Shield Bash, or Pummel in Berserker Stance

#showtooltip
/cast [stance:3,@focus,harm,nodead][stance:3] Pummel; [@focus,harm,nodead][] Shield Bash

What it does. Uses Shield Bash on your focus, or on your target if you have no living enemy focus. In Berserker Stance it uses Pummel instead.

How to use it. Make the enemy caster or healer your focus (see Set your focus in the General macros). When its cast bar starts, press this while you keep hitting your own target.

Why it's useful. Interrupting the healer while you fight something else is a big part of dungeons and PvP. One key covers both of your interrupts.

Needs: Pummel (level 38), Shield Bash (level 12).

Usable from level 12. Works at the cap without Pummel (level 38): that part is above the beta's level 30 cap. 101/255 characters. Not yet tested in the beta.

  • Shield Bash (level 12): needs a shield and Battle or Defensive Stance, locks that school of magic for 6 sec at rank 1, 12 sec cooldown.
  • Pummel needs level 38 and Berserker Stance: 4 sec lockout and a 10 sec cooldown in the client.
  • Both trigger the global cooldown in the client's data, so an interrupt pressed just after another attack waits for it. Press early.

Sword and board, Shift for your two-hander

#showtooltip
/equip [mod:shift] {TWOHAND}
/equipslot [nomod] 16 {ONEHAND}
/equipslot [nomod] 17 {SHIELD}

What it does. Equips your one-handed weapon and shield. With Shift, equips your two-handed weapon instead.

How to use it. Type your weapons and shield in the boxes above the code. Press it before a pull you want to tank, or with Shift to go back to damage.

Why it's useful. Shield Bash, Shield Block, Shield Wall and Shield Slam all say "Requires a shield" in the client, and Spearing Strike needs a two-handed weapon. One key moves you between the two sets.

Needs: Large Axe, Worn Shortsword, Large Round Shield.

Usable from level 1. 120/255 characters. Not yet tested in the beta.

  • Weapons can be changed in combat, armour can't.
  • Slot 16 is your main hand, 17 your off hand.
  • If you carry two copies of the same item, /equip may pick either.

Damage and Rage

Keys for levelling and group damage. None of them choose for you: each press uses what it says, and a macro can't see your Rage, cooldowns or the enemy's health.

Heroic Strike, Shift for Cleave

#showtooltip
/startattack
/cast [mod:shift] Cleave; Heroic Strike

What it does. Starts your auto-attack and queues Heroic Strike on your next swing. With Shift it queues Cleave instead, which hits a second nearby enemy.

How to use it. Press it when you have Rage to spare. Hold Shift when two or more enemies stand in front of you.

Why it's useful. Heroic Strike and Cleave replace your next swing, so they can go alongside your other attacks. /startattack makes sure there is a swing to replace.

Needs: Cleave (level 20), Heroic Strike (level 1).

Usable from level 1. 65/255 characters. Not yet tested in the beta.

  • In the client's spell data both are "on next swing" abilities with no global cooldown.
  • Forever's Cleave hits "the target and a second nearby enemy" (20 Rage at rank 1, level 20). Heroic Strike costs 15 Rage.
  • The Fury talent Raging Blows (new in Forever) lowers Cleave's cost by 2 Rage.

Thunder Clap, Shift for Demoralizing Shout

#showtooltip
/cast [mod:shift] Demoralizing Shout; [stance:3] Battle Stance; Thunder Clap

What it does. Casts Thunder Clap on the enemies around you. With Shift it casts Demoralizing Shout. In Berserker Stance, where Thunder Clap doesn't work, the first press moves you to Battle Stance.

How to use it. Press it when a pack is on you: Thunder Clap to slow their attacks, Shift for the shout to weaken them.

Why it's useful. Your two area debuffs share one key, and both matter most in the same moment.

Needs: Demoralizing Shout (level 14), Battle Stance (level 1), Thunder Clap (level 6).

Usable from level 6. 89/255 characters. Not yet tested in the beta.

  • Forever's Thunder Clap: 10 damage and 20% slower attacks for 10 sec (10% in Classic) on up to 4 enemies at rank 1, 20 Rage, 6 sec cooldown, Battle or Defensive Stance.
  • Demoralizing Shout (level 14): 49 less melee attack power for 45 sec on enemies within 10 yards at rank 1, 10 Rage, any stance.

Bloodrage, then Battle Shout

#showtooltip Battle Shout
/cast Bloodrage
/cast Battle Shout

What it does. Uses Bloodrage for instant Rage and spends 10 of it on Battle Shout in the same press.

How to use it. Press it right after your Charge lands, or at the start of a pull when you have no Rage.

Why it's useful. Bloodrage has no global cooldown in the client's data, so the shout follows at once instead of waiting for Rage from your swings.

Needs: Bloodrage (level 10), Battle Shout (level 1).

Usable from level 10. 60/255 characters. Not yet tested in the beta.

  • Forever's Bloodrage: 10 Rage at once for some health, then 10 more over 10 sec, 1 min cooldown. "The warrior is considered in combat for the duration", so you can't Charge after it.
  • Every press uses Bloodrage when it's ready. If you only want the shout, use Battle Shout from your spellbook.

Death Wish with both trinkets

#showtooltip Death Wish
/cast Death Wish
/use 13
/use 14

What it does. Casts Death Wish and uses the Use effects of both your trinkets on one press.

How to use it. Press it at the start of a boss or a fight you want to end fast. Trinkets without a Use effect are skipped.

Why it's useful. Damage cooldowns are best lined up. Trinkets have no global cooldown, so they go off with Death Wish.

Needs: Death Wish (level 30, Fury talent).

Usable from level 30. 56/255 characters. Not yet tested in the beta.

  • Death Wish is a Fury talent (level 30 tier): 20% more Physical damage and immunity to Fear for 30 sec, but 5% more damage taken; 10 Rage, 3 min cooldown.
  • In the Forever client Death Wish itself is on the global cooldown.

Sweeping Strikes and Cleave

#showtooltip Sweeping Strikes
/startattack
/cast [stance:1] Sweeping Strikes; Battle Stance
/cast Cleave

What it does. Casts Sweeping Strikes (from Battle Stance, changing to it first if needed) and queues Cleave on the same press.

How to use it. Press it on packs of two or more. Afterwards keep using Cleave or your normal attacks while the charges last.

Why it's useful. Neither Sweeping Strikes nor Cleave triggers the global cooldown in the client's data, so both start at once and your next swings hit extra enemies straight away.

Needs: Sweeping Strikes (level 30, Arms talent), Battle Stance (level 1), Cleave (level 20).

Usable from level 30. 104/255 characters. Not yet tested in the beta.

  • Sweeping Strikes is an Arms talent (level 30 tier): your next 5 melee attacks strike an extra nearby enemy; 30 Rage, 30 sec cooldown, Battle Stance.
  • Together with Cleave that is 50 Rage. Without the Rage, Sweeping Strikes goes first and Cleave fails.

See also macros for every class, macro basics, the Warrior guide and Paladin macros, Hunter macros, Rogue macros, Priest macros, Shaman macros, Mage macros, Warlock macros, Druid macros.