{"schemaVersion":1,"adviceReviewed":"2026-09-29","scope":"Tactical interpretations of the supplied beta spellbook, not a rotation simulator. Racial mechanics were checked against the linked Blizzard overview on 2026-09-29. Racial application checkpoints are not racial unlock levels.","racialSource":{"title":"Blizzard: Forever racial traits","url":"https://news.blizzard.com/en-us/article/24304075/create-the-hero-you-want-to-be-in-world-of-warcraft-forever","reviewed":"2026-09-29"},"classes":{"hunter":{"title":"Two positions. One plan.","promise":"A ranged damage dealer with a second body on the field, deliberate pulls and trap-based control.","outlook":{"solo":"Your pet can take contact while you choose the firing distance. The partnership becomes much more self-contained once Mend Pet joins the toolkit.","group":"Your distinction is the combination of pet orders, ranged pressure and a prepared trap. A spare enemy can be managed without asking the tank to hold everything.","pvp":"Protect your firing space with slows and traps while your pet pressures another position. A player will not obediently chase the nearest body."},"moments":[{"tools":["hunter-auto-shot","hunter-concussive-shot"],"title":"Distance becomes a resource.","advice":{"solo":"Slow an approaching enemy to buy another stretch of ranged attacks. Choose the space behind you before starting the pull.","group":"A slow can buy time when a creature runs toward a vulnerable ally. That is a contribution between shots, not a replacement for threat control.","pvp":"Concussive Shot can make distance for your next attack or slow someone chasing your healer. Pick which person needs the space."}},{"tools":["hunter-tame-beast","hunter-mend-pet"],"title":"A companion you can sustain.","advice":{"solo":"The pet can take the first contact and Mend Pet can sustain it. Learn to recall it before a leap or a bad path turns one pull into two.","group":"Bring a controlled extra combatant, not an extra accidental pull. Direct it to the agreed target and call it back before taking shortcuts.","pvp":"Your pet and your own character need not occupy the same ground. Sustain the companion when safe, but do not expose yourself just to keep it attacking."}},{"tools":["hunter-freezing-trap","hunter-multi-shot"],"title":"Choose what not to shoot.","advice":{"solo":"A trap can pause the second enemy while you finish the first. Multi-Shot asks the opposite question: are all nearby targets safe to damage?","group":"Freezing Trap gives the party a temporary answer to an extra target. Keep Multi-Shot and pet attacks away from it; your control is wasted if you immediately break it.","pvp":"Prepare a place an opponent must cross, rather than hoping they step onto a trap. It can protect a teammate or hold a pursuer while you reposition."}},{"tools":["hunter-feign-death"],"title":"An exit for the hunter, not the party.","advice":{"solo":"Feign Death gives a failed pull another possible ending. Check what your pet is still doing and where you will stand when you get up.","group":"Shedding your own attention does not erase the group encounter. Use the tool to recover personal threat without sending an uncontrolled enemy straight at the healer.","pvp":"A player can recognize the feint. Use it as a tactical disruption; do not treat it as invisibility or a guaranteed escape from a thinking opponent."}}],"specs":{"beast-mastery":{"focus":"Make the companion reliable.","advice":{"solo":"Build a routine around pet contact, your ranged attacks and safe Mend Pet windows.","group":"The useful Beast Mastery habit is exact pet control when packs move or split. A companion upgrade cannot correct a bad command.","pvp":"Keep your companion productive without following it into exposed ground."}},"marksmanship":{"focus":"Make your own firing window count.","advice":{"solo":"Choose firing room before committing to a target.","group":"Protect ranged uptime while retaining your trap and pet responsibilities.","pvp":"Use your slow to create a shot or deny an opponent a clean escape."}},"survival":{"focus":"Let preparation change the engagement.","advice":{"solo":"Think trap location and retreat first, damage second.","group":"A well-kept controlled target can matter more than hitting every target.","pvp":"Plan around approaches to the objective. This is not a claim of Retail melee Survival mechanics."}}}},"druid":{"title":"Change the job, not just the shape.","promise":"Bear attention control, cat stealth, healing and recovery tools live in the same class.","outlook":{"solo":"Your rhythm changes visibly: casting first, bear contact, then cat approaches. Switching to healing still costs a moment out of the fighting role.","group":"You can plan to tank, heal or deal damage, and later bring combat resurrection and mana recovery. Those are specific interventions, not instant competence at every role.","pvp":"Forms change how you approach or leave an encounter. Keeping a teammate alive can be a better use of your flexibility than another attack."},"moments":[{"tools":["druid-bear-form","druid-growl"],"title":"You can take the creature off someone.","advice":{"solo":"Bear Form gives a sturdier close-range answer than remaining a vulnerable caster. It changes the way you receive a pull, not just your appearance.","group":"Bear Form plus Growl introduces a real attention-control job. Prepare the equipment and form before offering to tank; Growl alone is not sustained threat.","pvp":"Growl is for creatures. Against a player, the bear form can change your survival plan, but its taunt does not dictate their target."}},{"tools":["druid-cat-form","druid-prowl","druid-rebirth"],"title":"Stealth and a second chance arrive together.","advice":{"solo":"Cat Form with Prowl lets you choose a quieter approach. Avoid assuming that skipping an enemy also clears your retreat.","group":"Rebirth can return an ally during combat; Revive is the after-combat tool. Recognize which kind of recovery the party needs before reaching for the wrong button.","pvp":"Prowl creates an approach and Rebirth creates a possible return for an ally. Neither removes the need to find a safe place and satisfy its use conditions."}},{"tools":["druid-travel-form","druid-dash"],"title":"Two different ways to move.","advice":{"solo":"Dash preserves Prowl, while Travel Form serves the outdoor journey. Pick the tool for a concealed approach versus covering open ground.","group":"Mobility helps you reach the next position, but do not leave an endangered group behind just because your travel button is ready.","pvp":"A stealth-preserving burst of movement changes an approach; an outdoor traveling shape changes a rotation. Use the one that matches where the encounter is happening."}},{"tools":["druid-innervate","druid-rebirth"],"title":"You can rescue a person or their mana.","advice":{"solo":"Innervate can support your own casting and recovery. Your selected tree does not remove these baseline tools from the reference spellbook.","group":"Innervate and Rebirth solve different failures: an active ally running dry and an ally already dead. Coordinate the recipient; another damage cast is not always your most valuable action.","pvp":"Restoring a teammate’s mana or finding a safe resurrection opportunity can extend the team’s pressure. Neither works as a substitute for protecting the target afterward."}}],"specs":{"feral":{"focus":"Decide between cat damage and bear responsibility.","advice":{"solo":"Use the cat approach for chosen engagements and the bear kit when you need to take contact.","group":"Feral is not one universal assignment. Bear tanking and cat damage need different equipment and attention; retain access to your class recovery tools.","pvp":"Practice a purposeful change of task: approach, take pressure, or support. Do not change forms without a reason."}},"balance":{"focus":"Keep a caster’s firing space.","advice":{"solo":"Wrath gives a ranged opening; recovery asks for the same mana budget.","group":"Your job emphasizes casting, while class-wide recovery remains worth coordinating.","pvp":"Make room to cast instead of assuming that having forms makes you immune to pressure."}},"restoration":{"focus":"Keep healing active while choosing the next intervention.","advice":{"solo":"Carry a deliberate damage routine rather than expecting healing investment to speed up every quest.","group":"Choose between maintaining healing and interrupting it for a class recovery tool. A valuable resurrection attempted at the wrong moment can cost another ally.","pvp":"Support from a position that leaves a route to move. Your ability to adapt matters only while you stay available to the team."}}}},"rogue":{"title":"Choose the opening. Interrupt the reply.","promise":"Stealth, pre-pull humanoid control, melee interrupts and deliberate stun windows.","outlook":{"solo":"You can decide which fights start and buy small windows inside them. A messy multi-target pull is a different problem from a carefully opened duel.","group":"Sap removes an eligible humanoid before combat; Kick contests casts during it. That sequence gives the party more than another melee damage slot.","pvp":"Opening from stealth, interrupting a critical cast and reserving a control window are separate decisions. Spend them for a purpose, not all at once."},"moments":[{"tools":["rogue-stealth","rogue-gouge"],"title":"An approach and a pause.","advice":{"solo":"Stealth lets you inspect an approach; Gouge can pause an enemy facing you. Stop damage during the pause and use it to reposition.","group":"Gouge is short control, not another attack to press into ongoing damage. Use it where your party will preserve the pause.","pvp":"Create a pause long enough to move or change pressure. A damage-over-time effect can undo the control you were counting on."}},{"tools":["rogue-sap","rogue-kick"],"title":"Control before the pull, denial inside it.","advice":{"solo":"Sap can separate a humanoid from the fight before it starts. Kick becomes useful when the remaining enemy tries to cast.","group":"Offer a Sap target before the tank engages, then save Kick for the cast the group wants stopped. These are two different phases of your utility.","pvp":"Interrupt the school that matters to the current exchange. An interrupt spent on an unimportant cast leaves a more valuable one uncontested."}},{"tools":["rogue-vanish","rogue-cheap-shot"],"title":"A reset can create another opening.","advice":{"solo":"Vanish can let you abandon a poor engagement, but ongoing damage and use conditions matter. Cheap Shot rewards a clean stealth approach.","group":"Resetting yourself does not reset the tank’s pull. Preserve the party’s target plan when seeking another opening.","pvp":"A fresh stealth opportunity can threaten another Cheap Shot. Read ongoing damage and the opponent’s answer before treating the reset as guaranteed."}},{"tools":["rogue-kidney-shot","rogue-blind"],"title":"Your control has an opportunity cost.","advice":{"solo":"Kidney Shot spends combo points on a stun instead of another finisher. Blind can hold another problem while you recover your plan.","group":"Choose a stun to stop immediate danger, not merely because the finisher is available. Blind needs the group to avoid breaking its control.","pvp":"Stun the current target or Blind another opponent to separate their responses. Chaining overlapping control can waste the very window you meant to create."}}],"specs":{"combat":{"focus":"Stay effective when the opener ends.","advice":{"solo":"Plan the ordinary sustained melee fight, not only the ambush.","group":"Keep attacking safely while keeping Kick available for the important cast.","pvp":"Evasion and contact management matter when the opponent survives your opening."}},"assassination":{"focus":"Commit to the target you chose.","advice":{"solo":"Choose a target you can finish without an uncontrolled second enemy.","group":"Concentrate pressure without sacrificing your interrupt assignment.","pvp":"Do not spoil breakable control with indiscriminate damage. Your target choice shapes the entire exchange."}},"subtlety":{"focus":"Make the reset part of the plan.","advice":{"solo":"Value choosing and leaving encounters as much as winning them quickly.","group":"Pre-pull control and a disciplined reset remain useful even when you are not chasing a damage number.","pvp":"Plan the next opening before spending the current escape. The planner does not grant specific talent cooldowns."}}}},"warrior":{"title":"Turn contact into control.","promise":"A weapon-led frontline with creature taunts, shield defense and close-range cast denial.","outlook":{"solo":"Weapons and deliberate pulls define the journey. Conditional recovery after a kill does not remove the danger of a fight you cannot finish.","group":"Your tank toolkit combines attention control with actual defensive tools. In a damage role, cast denial and a prepared defensive response still matter.","pvp":"You need contact to apply much of your toolkit. A gap closer creates contact, but does not by itself keep you alive once you arrive."},"moments":[{"tools":["warrior-charge","warrior-hamstring"],"title":"Getting there and keeping contact.","advice":{"solo":"Charge starts an eligible out-of-combat engagement; Hamstring makes it harder for a target to move away. Neither is a universal escape.","group":"Slow an eligible runner when another pack is close. A creature fleeing into extra enemies can matter more than your next damage attack.","pvp":"Charge has an out-of-combat condition. Hamstring supports continued contact; learn the difference before assuming you always have a gap closer."}},{"tools":["warrior-defensive-stance","warrior-taunt","warrior-shield-bash"],"title":"Threat control plus cast denial.","advice":{"solo":"Carry the shield setup that your defensive tools require. Selecting a tree cannot equip it for you.","group":"Taunt answers lost attention; Shield Bash answers a cast. A successful taunt does not make an incoming spell harmless, so learn both responses.","pvp":"Taunt does not force a player to attack you. Shield Bash can still contest a cast when its equipment and range requirements are satisfied."}},{"tools":["warrior-victory-rush","warrior-shield-wall"],"title":"Recovery after a kill is not prevention.","advice":{"solo":"Victory Rush depends on a qualifying kill. Shield Wall is a defensive response before you die; do not count on a future kill to rescue an already failing pull.","group":"Shield Wall is an encounter defensive, not a heal. Use it for expected danger with the required equipment, rather than waiting for the healer to catch up.","pvp":"Choose your defensive window before pressure becomes unrecoverable. Victory Rush is conditional, so it is not a reliable answer to every player attack."}},{"tools":["warrior-intercept","warrior-pummel"],"title":"A new connection and another interrupt.","advice":{"solo":"Intercept offers a different connection tool from the early Charge condition. Learn its restrictions rather than treating both as interchangeable.","group":"Pummel adds another close-range cast-denial option. Match your interrupt plan to your actual stance and equipment instead of discovering a mismatch during the cast.","pvp":"Intercept can create contact and Pummel can deny the reply. Spending the gap closer without a follow-up leaves the opponent room to escape again."}}],"specs":{"arms":{"focus":"Make the weapon commitment deliberate.","advice":{"solo":"Judge pulls around what the current weapon can reliably finish.","group":"Stay on the agreed target without forgetting cast-denial opportunities.","pvp":"Use contact and a slow to make an offensive window real, rather than charging away from support."}},"fury":{"focus":"Protect your time on target.","advice":{"solo":"Momentum is valuable until the next pull starts with no recovery plan.","group":"Sustained damage still depends on living through the encounter; keep a defensive setup available.","pvp":"An opponent who denies contact denies your preferred rhythm. Coordinate connection rather than chasing indefinitely."}},"protection":{"focus":"Separate taunting from surviving.","advice":{"solo":"Expect defense-first planning to feel different from damage-first leveling.","group":"Prepare threat recovery, shield defense and interrupt access as separate responsibilities.","pvp":"Creature attention control is not player control. Protect allies with positioning and usable disruption instead."}}}},"paladin":{"title":"A frontline with an ally’s emergency button.","promise":"Seals and Holy damage alongside friendly protection, healing and threat support.","outlook":{"solo":"Holy Strike gives an early active strike; healing and protective tools create a resilient rhythm without promising the fastest kills.","group":"Your distinction is targeted support while performing a chosen role. Freedom, Salvation and later Cleanse answer problems that more damage cannot.","pvp":"Freedom can free the team’s movement plan, and protective timing can save a pressure window. Choose the ally who needs the intervention, not automatically yourself."},"moments":[{"tools":["paladin-holy-strike","paladin-seal-of-fury","paladin-judgement"],"title":"A seal can change what Judgement does.","advice":{"solo":"Holy Strike makes the early weapon rhythm active. Seal of Fury changes Judgement’s job toward creature attention control.","group":"The recorded Seal of Fury interaction gives Judgement a taunt. This is not the old assumption that a Paladin has no taunt; sustained threat and survival still need preparation.","pvp":"The taunting interaction concerns creatures, not player target choice. Against players, use the class’s actual pressure and support instead."}},{"tools":["paladin-blessing-of-freedom","paladin-consecration","paladin-righteous-fury"],"title":"A ground effect, a threat plan, a rescue.","advice":{"solo":"Consecration can add area pressure, but every extra enemy also adds incoming danger. Righteous Fury changes threat, not the amount of protection you have.","group":"Consecration and Holy threat can help a tank hold a pack. Freedom separately helps an ally whose movement is being controlled; support is not reserved for Holy.","pvp":"Freedom can keep a teammate connected or let a vulnerable ally move. A ground effect does not force a player to remain in it."}},{"tools":["paladin-blessing-of-salvation","paladin-divine-shield"],"title":"Protect an ally’s threat budget.","advice":{"solo":"Divine Shield is protection with an outgoing-damage tradeoff. It buys a window; decide what that window should accomplish.","group":"Salvation reduces another character’s threat generation, rather than simply lowering your own. Coordinate who should receive it and do not undermine the person meant to hold enemies.","pvp":"A threat blessing is not the same as protection against players. Divine Shield buys a different sort of window, with restrictions and tradeoffs to read."}},{"tools":["paladin-cleanse","paladin-blessing-of-sacrifice"],"title":"Removing a problem or sharing its cost.","advice":{"solo":"Cleanse answers eligible effect types; Sacrifice transfers damage rather than deleting it. Read which problem is actually threatening you.","group":"Later, the class can remove eligible harmful effects or take some of an ally’s damage. Before Sacrifice, check your own health and the healing pressure it creates.","pvp":"Cleanse and Sacrifice offer different support decisions. Do not describe either as universal crowd-control removal or free damage prevention."}}],"specs":{"retribution":{"focus":"Strike without losing the ally view.","advice":{"solo":"Plan around weapon pressure with recovery between engagements.","group":"Keep your damage role, but make friendly support as reachable as your attack buttons.","pvp":"A timely Freedom can create more team pressure than chasing alone for another strike."}},"protection":{"focus":"Build Holy threat and an actual defensive plan.","advice":{"solo":"Distinguish a controllable pull from an oversized one you can merely tag.","group":"Practice the Seal of Fury interaction alongside Holy threat and shield use. Having a taunt does not finish the tanking job.","pvp":"Support and disruption remain useful, but creature taunts do not choose an opponent’s target."}},"holy":{"focus":"Make direct healing and support coexist.","advice":{"solo":"Carry a damage plan for your own quests rather than assuming a healing identity forbids solo play.","group":"Your value is not only a healing cast. Friendly movement support and effect removal can stop the next emergency.","pvp":"Choose safe healing positions and preserve a support response to the enemy’s next commitment."}}}},"priest":{"title":"Manage health and the effects around it.","promise":"Absorption, direct and periodic healing, plus magic removal on friendly or hostile targets.","outlook":{"solo":"You can combine steady damage with recovery, but they share your attention and resources. Anticipation is different from repairing an expensive mistake.","group":"Your distinctive decisions include shielding before damage and deciding which side needs Dispel Magic. Later group healing is not just a larger single-target heal.","pvp":"You can contest beneficial enemy magic while protecting allies. Every offensive dispel still competes with healing and the need to survive pressure."},"moments":[{"tools":["priest-power-word-shield","priest-renew","priest-fade"],"title":"Prevention, recovery, and your own threat.","advice":{"solo":"Shield and Renew offer different timings: absorb incoming harm or recover over time. Do not spend every resource before the enemy actually threatens you.","group":"A shield can prevent an emergency; Renew works over time. Fade temporarily lowers your own creature threat, not the tank’s responsibility to regain it.","pvp":"Fade concerns creatures. Against a player, absorption and healing matter, but a threat button does not command them to change targets."}},{"tools":["priest-dispel-magic","priest-flash-heal"],"title":"Sometimes the heal is not the answer.","advice":{"solo":"An eligible hostile effect can be the reason you keep losing health. Read it before repeating an expensive recovery loop.","group":"Dispel Magic can remove eligible harmful magic from an ally or beneficial magic from an enemy. Flash Heal fixes health quickly, but leaving the cause in place can create another emergency.","pvp":"An offensive dispel can remove protection before allied pressure, while a defensive one can free an ally from eligible magic. Recognize which side changes the exchange."}},{"tools":["priest-prayer-of-healing"],"title":"Think about the party cluster.","advice":{"solo":"A party-oriented heal is not automatically an efficient answer to damage on only yourself. Keep the right single-target tool in reach.","group":"Prayer of Healing uses the selected ally and nearby members of their party. Targeting and spacing matter; do not assume it heals every damaged person across the raid.","pvp":"A group heal needs a useful target and nearby party members. An opponent can pressure a dispersed team that your preferred cluster heal does not reach."}},{"tools":["priest-greater-heal","priest-prayer-of-fortitude"],"title":"Preparation and anticipation gain weight.","advice":{"solo":"A larger heal takes a longer cast. Choose a safe window instead of waiting until the next hit could end the fight.","group":"Prepare the broader stamina buff and anticipate larger healing needs. Reacting late with a long cast is not the same as selecting a stronger heal.","pvp":"Long casts give the opponent a chance to interrupt. Plan protection or spacing before committing to the healing window."}}],"specs":{"shadow":{"focus":"Keep offensive pressure and utility visible.","advice":{"solo":"Shadow Word: Pain gives damage time to work while you plan the next action.","group":"Arrive for a damage assignment but keep the class’s eligible dispel utility accessible.","pvp":"Pressure does not remove the value of reading enemy buffs and protecting your own casting."}},"holy":{"focus":"Read the next health deficit.","advice":{"solo":"Balance personal damage with recovery rather than turning every ordinary fight into a healing exercise.","group":"Match heal timing and target coverage to the damage pattern. Removing the harmful magic can be part of that healing decision.","pvp":"Keep a fast response for pressure and a safe plan for longer casts."}},"discipline":{"focus":"Value prevention before repair.","advice":{"solo":"Learn when absorption meaningfully changes a pull instead of casting it by habit.","group":"A prepared shield and a targeted dispel can prevent work for the next heal. This is not a Retail Atonement model.","pvp":"Think about which incoming action your defense is trying to answer, rather than spending protection on cooldown."}}}},"shaman":{"title":"Put the right answer on the ground.","promise":"Totem support with cast interruption, offensive magic removal and healing.","outlook":{"solo":"You can interrupt a dangerous cast early and change the ground with Earthbind. Positioning your support is part of the class, not a separate chore.","group":"Tremor and Grounding answer different dangers, while Purge contests enemy buffs. Moving totems with the group becomes its own useful skill.","pvp":"Your totems create local advantages that opponents can move around or attack. Choose placement for the next exchange, not the last one."},"moments":[{"tools":["shaman-earth-shock","shaman-earthbind-totem"],"title":"Stop a cast or slow an approach.","advice":{"solo":"Earth Shock can interrupt a dangerous cast; Earthbind buys movement space. Preserve the answer the next enemy action is likely to need.","group":"An early interrupt is useful beyond damage. Earth Shock carries extra threat, so contest the cast without forgetting who should hold the creature.","pvp":"Earthbind changes the ground around you; Earth Shock contests a cast. Choose between buying distance and denying the reply."}},{"tools":["shaman-purge","shaman-tremor-totem"],"title":"A party recovery tool, not a personal trinket.","advice":{"solo":"Purge can remove an eligible beneficial effect from your target. Tremor deals with a different problem: certain control effects around its position.","group":"Tremor helps nearby allies recover from fear, charm and sleep. Purge removes beneficial enemy magic. Neither is a substitute for a general friendly dispel.","pvp":"Keep the totem where allies can benefit, and expect an opponent to contest it. Purge the useful buff rather than spending every action on removal."}},{"tools":["shaman-totemic-projection","shaman-grounding-totem"],"title":"The useful ground can move.","advice":{"solo":"Projection lets a moving fight keep its totem support. Grounding concerns qualifying harmful spells, not a promise to absorb every kind of incoming damage.","group":"Projection reduces the mismatch between where the totems were placed and where the party now stands. Grounding is a spell-specific intervention, not an area-damage shield.","pvp":"Relocate totems toward the next engagement. Grounding can contest a qualifying spell, but area effects and other restrictions mean timing and spell recognition matter."}},{"tools":["shaman-chain-heal","shaman-reincarnation"],"title":"Recover a cluster, or recover after death.","advice":{"solo":"Reincarnation is a possible recovery after failure, not a reason to take a hopeless pull. Chain Heal earns its place when several allies can benefit.","group":"Chain Heal wants nearby injured allies so its jumps are useful. Reincarnation is a separate self-recovery decision: returning into the same lethal situation can waste it.","pvp":"A clustered team gives Chain Heal potential, but also gives the enemy a location to pressure. Choose a safe casting position rather than only an attractive health pattern."}}],"specs":{"enhancement":{"focus":"Take support into melee.","advice":{"solo":"Plan contact and recovery while keeping an interrupt in reserve.","group":"Melee damage does not excuse leaving totems behind the party.","pvp":"Keep yourself and your totems useful to the same engagement instead of chasing beyond support."}},"elemental":{"focus":"Make room for the cast.","advice":{"solo":"Use your interruption and slow to make a safer ranged exchange.","group":"Combine casting with Purge or an interrupt when the target demands it.","pvp":"Create a casting opportunity with ground control rather than trying to cast indefinitely under pressure."}},"restoration":{"focus":"Heal the people your ground is supporting.","advice":{"solo":"Use recovery deliberately without ignoring how you will finish ordinary enemies.","group":"Healing, totem placement and choosing a utility action all compete for attention. Plan which can wait.","pvp":"Keep allies within useful support while avoiding the position the opponent is trying to force you into."}}}},"mage":{"title":"Decide how many enemies get a turn.","promise":"Ranged spell pressure, repeatable eligible-target control, curse removal and a ranged interrupt.","outlook":{"solo":"Slow, root and movement tools let you change the distance instead of trading hits. The cost is that a bad retreat can bring fresh enemies.","group":"Polymorph can remove a target while Counterspell contests another caster. Decursing adds a separate party job; these tools matter alongside damage.","pvp":"You can interrupt from range and reposition suddenly. A good escape preserves the next casting opportunity rather than merely moving you somewhere new."},"moments":[{"tools":["mage-polymorph","mage-frost-nova"],"title":"A sheep is a smaller pull.","advice":{"solo":"Polymorph holds an eligible target and lets it recover health. Use it to split the problem, not to preserve damage you hoped would remain.","group":"One controlled target means one fewer active threat. Keep damage away from it; Frost Nova roots rather than fully disabling every enemy action.","pvp":"Polymorph and Frost Nova solve different problems. A root limits movement but can leave an enemy free to cast, while Polymorph is breakable control on eligible targets."}},{"tools":["mage-remove-lesser-curse","mage-blink","mage-evocation"],"title":"A cleanse, an escape, and a recovery window.","advice":{"solo":"Blink can create distance and Evocation can restore mana, but the channel still needs safety. A teleport into another pack is not recovery.","group":"Curse or bane removal is its own assignment. Blink protects your position; it does not perform the ally’s dispel for you.","pvp":"Blink’s recorded stun and immobilization escape differs from a simple speed increase. Use the new position to deny follow-up rather than re-entering the same danger."}},{"tools":["mage-counterspell","mage-cone-of-cold"],"title":"You can contest a cast without entering melee.","advice":{"solo":"Counterspell can stop a dangerous caster while Cone of Cold controls a closer approach. One tool denies a cast, the other creates movement space.","group":"Your ranged interrupt can contest an enemy the melee line cannot reach promptly. Agree on which cast deserves the school lockout.","pvp":"A ranged interrupt can protect an ally across the fight. Cone of Cold asks you to face the right direction and have a safe plan for the next step."}},{"tools":["mage-conjure-mana-agate","mage-evocation"],"title":"Carry recovery, do not improvise all of it.","advice":{"solo":"Prepare the mana reserve before it is needed. It offers a different recovery opportunity from a channel that needs uninterrupted time.","group":"A prepared reserve can reduce pressure to find a long recovery window during an encounter. Track your supplies alongside the group’s control plan.","pvp":"A channeled recovery can invite disruption. A prepared reserve does not remove that risk from Evocation; choose the appropriate recovery option."}}],"specs":{"frost":{"focus":"Make control earn another safe cast.","advice":{"solo":"Combine a slow with a clear retreat instead of repeatedly taking melee hits.","group":"Preserve controlled targets even when area damage looks tempting.","pvp":"Use distance to decide when your next exchange happens."}},"fire":{"focus":"Create a damage window without losing control.","advice":{"solo":"Choose a pull you can finish without spending every recovery option.","group":"Keep threat and breakable control in view before committing to aggressive damage.","pvp":"A strong offensive plan still needs protection from the opponent’s interruption."}},"arcane":{"focus":"Treat recovery as part of the casting plan.","advice":{"solo":"Know where the next mana recovery can safely happen.","group":"The class’s interrupt and decurse remain useful regardless of the chosen tree theme.","pvp":"Choose a cast window and a recovery plan instead of importing a Retail Arcane rotation."}}}},"warlock":{"title":"Bring supplies and a second chance.","promise":"Demonic companions, health and mana exchanges, transferable preparation, and specialized control.","outlook":{"solo":"A companion, Life Tap and Drain Life create a resource loop with real health risk. A sustainable pull is different from simply having mana left.","group":"Healthstones, prepared Soulstones and a summoning ritual are tangible party services. Banish later handles demons and elementals without sending them fleeing.","pvp":"Pressure over time and control can split an opponent’s attention. Damage and breakable control still have to cooperate rather than undo each other."},"moments":[{"tools":["warlock-life-tap","warlock-summon-voidwalker","warlock-create-healthstone"],"title":"Mana is paid for with health.","advice":{"solo":"A voidwalker and a prepared Healthstone support your resource loop. Life Tap does not create free safety; leave enough health for the actual encounter.","group":"A Healthstone gives an ally a prepared personal health reserve. Your own Life Tap is still your resource decision, not an automatic demand on the healer.","pvp":"Carry the prepared reserve and read pressure before converting health to mana. An opponent can punish a low-health resource exchange."}},{"tools":["warlock-create-soulstone","warlock-ritual-of-summoning"],"title":"Useful before anyone attacks.","advice":{"solo":"A Soulstone prepares a possible return after death. Choosing a good return situation matters as much as preparing the effect.","group":"A prepared Soulstone can protect a recovery plan; the summoning ritual brings a group member with two helpers. These are concrete services to arrange before the pull.","pvp":"Think about who benefits from a planned return and whether they can survive it. A resurrection possibility is not protection from the next lethal action."}},{"tools":["warlock-banish","warlock-fear"],"title":"Remove the right kind of enemy.","advice":{"solo":"Banish handles eligible demons and elementals by taking them out of action and damage. Fear instead risks a moving enemy and extra encounters.","group":"Banish is specialized control that also prevents damage to its target. Unlike sending it fleeing with Fear, it does not ask the group to pursue it. Know the eligible creature types.","pvp":"Recognize a legal Banish target rather than treating it as universal player control. Fear can create space, but your own damage can break the effect."}},{"tools":["warlock-death-coil","warlock-drain-life"],"title":"An immediate window versus sustained recovery.","advice":{"solo":"Death Coil combines brief horror, damage and healing. Drain Life asks for time to keep transferring health; they answer different moments of danger.","group":"A short control-and-heal response can stabilize your own position without abandoning the party’s target plan. It is not a replacement for the group’s healing assignment.","pvp":"Use Death Coil’s brief window to choose a follow-up: move, recover or pressure. Do not mistake a momentary interruption for a complete escape."}}],"specs":{"affliction":{"focus":"Give your pressure time to matter.","advice":{"solo":"Choose encounters in which effects over time can repay their setup.","group":"Do not put ongoing damage on the target the party means to preserve under breakable control.","pvp":"Split pressure only when you can survive the attention it draws."}},"demonology":{"focus":"Command the companion, do not follow it blindly.","advice":{"solo":"Make the demon’s positioning and recovery part of your pull routine.","group":"Keep the companion off controlled targets and out of unintended packs.","pvp":"Choose positions for both bodies instead of exposing yourself to keep the demon attacking."}},"destruction":{"focus":"Find the opportunity to cast.","advice":{"solo":"A direct-damage plan still needs safe resources and a controlled pull.","group":"Deliver damage without forgetting the supplies and recovery preparation your class brings.","pvp":"Use control and allied pressure to create a casting window instead of expecting one to appear."}}}}},"races":{"human":{"trait":"Will to Survive","mechanic":"Stun removal.","secondary":"Perception: stealth detection.","advice":{"solo":"Answer a stun before it turns the pull into an expensive recovery.","group":"Being stunned can prevent your assigned response; the racial can help restore your opportunity to act.","pvp":"Distinguish a stun from fear or a root before choosing this response."},"limit":"Cooldown sharing and acquisition are not modeled.","combos":{"warrior":{"tool":"warrior-shield-bash","text":"A stun can prevent your Shield Bash at the critical cast. Will to Survive can restore an opportunity to respond, but you still need the shield and range."},"paladin":{"tool":"paladin-blessing-of-freedom","text":"Freedom answers movement impairment; Will to Survive answers your stun. They solve different kinds of lost movement or action, not one interchangeable emergency."},"hunter":{"tool":"hunter-concussive-shot","text":"A stun can deny the Concussive Shot you need to make distance. Recover the ability to act, then choose a safe retreat; stun removal alone does not create range."},"rogue":{"tool":"rogue-vanish","text":"Stun removal can give you a chance to act before a reset. It does not remove every ongoing damage effect that could complicate Vanish."},"priest":{"tool":"priest-dispel-magic","text":"Your personal stun answer differs from Dispel Magic on an eligible friendly or hostile target. Read the effect before deciding which side of the fight needs the response."},"mage":{"tool":"mage-blink","text":"Blink already records a stun and immobilization escape. Read cooldown restrictions before building a plan around two independent escapes; the planner does not assume their cooldown relationship."},"warlock":{"tool":"warlock-death-coil","text":"After a stun ends, Death Coil can create a brief follow-up window. It is a second decision, not a guaranteed automatic escape sequence."}}},"dwarf":{"trait":"Stoneform","mechanic":"Bleed, poison and disease immunity; reduced physical damage.","secondary":"Find Treasure: chest tracking.","advice":{"solo":"Use its protective window for an actual physical or eligible-effect problem.","group":"This is personal protection, not a cleanse for the rest of the party.","pvp":"Its stated scope is narrower than all harmful effects; do not assume it answers magical control."},"limit":"Do not infer removal of existing effects or immunity to all damage.","combos":{"warrior":{"tool":"warrior-shield-wall","text":"Stoneform and Shield Wall are different defensive windows. Plan which incoming danger each is meant to answer rather than spending both without a reason."},"paladin":{"tool":"paladin-cleanse","text":"Cleanse can remove eligible poison, disease and magic; Stoneform supplies personal protection with a different scope. Neither is a universal answer to every control effect."},"hunter":{"tool":"hunter-aspect-of-the-cheetah","text":"Stoneform’s stated protections do not promise to cancel Cheetah’s on-hit daze risk. Turn off the risky movement plan when contact is likely instead of relying on an unverified interaction."},"rogue":{"tool":"rogue-vanish","text":"A protective Stoneform window may matter when planning a reset, but the overview does not establish that it clears every existing damage effect. Do not turn it into a guaranteed Vanish macro."},"priest":{"tool":"priest-flash-heal","text":"Personal physical protection can make a pressured healing moment less dangerous. It does not itself provide a heal or guarantee an uninterrupted Flash Heal."},"shaman":{"tool":"shaman-grounding-totem","text":"Grounding deals with qualifying spells; Stoneform is personal physical and eligible-effect protection. Choose the tool for the incoming danger rather than treating both as blanket immunity."}}},"night-elf":{"trait":"Shadowmeld","mechanic":"Stationary stealth.","secondary":"Elune’s Light: temporary critical-chance increase.","advice":{"solo":"You can hide while still, but that is not the same as moving through a route unseen.","group":"An immobile concealment tool is different from bringing a combat reset to the group.","pvp":"A hidden defender still needs to watch the approach. Moving changes the concealment plan."},"limit":"No universal combat escape or aggro reset is assumed.","combos":{"warrior":{"tool":"warrior-charge","text":"Stationary concealment can shape where an encounter begins. Charge still has its out-of-combat requirements; Shadowmeld is not assumed to reset them."},"hunter":{"tool":"hunter-freezing-trap","text":"A hidden stationary defender can watch a prepared approach, but moving and taking actions require their own checks. Shadowmeld does not turn a trap into undetectable guaranteed control."},"rogue":{"tool":"rogue-stealth","text":"Your class Stealth is a moving approach; Shadowmeld is stationary concealment. The racial is not the same tool twice and does not replace your later class reset."},"priest":{"tool":"priest-greater-heal","text":"Elune’s Light offers an offensive/healing critical-chance window, but a long Greater Heal still needs time to land. Do not confuse critical chance with cast speed."},"druid":{"tool":"druid-prowl","text":"Prowl gives the cat a concealed approach; Shadowmeld hides a still character. Choose between moving to the next position and waiting at the current one."}}},"gnome":{"trait":"Escape Artist","mechanic":"Brief root and snare immunity.","secondary":"Eureka!: reduced cost and boosted next three spells or abilities.","advice":{"solo":"Use the movement window for a deliberate route, not another uncontrolled pull.","group":"Roots can stop you reaching the job you need to do; identify the destination before using the window.","pvp":"A root or snare is not a stun. Choose the response for the effect actually limiting you."},"limit":"Engineering reliability is situational; it does not grant recipes or free devices.","combos":{"warrior":{"tool":"warrior-pummel","text":"Root/snare immunity can help you reach Pummel range. It does not supply the interrupt itself or answer a hard stun."},"rogue":{"tool":"rogue-kick","text":"A short movement window can get you back into Kick range. Save the interrupt for the cast you reached them to stop."},"priest":{"tool":"priest-flash-heal","text":"Eureka! affects the next three spells or abilities, so deliberately choosing those actions matters. Do not spend the window thoughtlessly before the heal you meant to support."},"mage":{"tool":"mage-blink","text":"Escape Artist’s root/snare window and Blink’s recorded stun/immobilization escape are not identical. Choose an effect-appropriate response without assuming unverified stacking or shared cooldown rules."},"warlock":{"tool":"warlock-drain-life","text":"Root/snare immunity can help you reach safer ground before trying to channel. It does not protect Drain Life from every interrupt or pressure source."}}},"orc":{"trait":"Blood Fury","mechanic":"Temporary attack-power and spell-power increase.","secondary":"Hardiness: shorter stuns.","advice":{"solo":"Choose a window in which you can actually attack or cast.","group":"It supports a caster as well as a weapon user; time it around usable uptime.","pvp":"Shorter stuns are not stun immunity, and offensive power does not prevent interruption."},"limit":"Shatter Curse covers curses/banes and magical protection, not every control effect.","combos":{"warrior":{"tool":"warrior-execute","text":"Time Blood Fury for a usable weapon window. Execute still needs its own low-health target condition; the racial does not bypass it."},"hunter":{"tool":"hunter-multi-shot","text":"Blood Fury can support your offensive window, but it does not make nearby targets safe to hit. Check the party’s control before Multi-Shot."},"rogue":{"tool":"rogue-kidney-shot","text":"Offensive power cannot make the opponent stay still. A chosen control window can create time to use pressure, but Kidney Shot spends combo points that have other uses."},"shaman":{"tool":"shaman-chain-heal","text":"Blood Fury includes spell power, so it is not merely a melee-themed button. Chain Heal still needs useful nearby targets; power cannot fix poor jump coverage."},"warlock":{"tool":"warlock-life-tap","text":"Blood Fury supports spell power, while Life Tap spends health for mana. Plan resources before the offensive window instead of using the window to repair avoidable preparation gaps."},"mage":{"tool":"mage-counterspell","text":"The spell-power component suits a caster, but your damage window still needs room to cast. Counterspell contests a reply; Blood Fury does not itself stop it."}}},"undead":{"trait":"Will of the Forsaken","mechanic":"Charm, fear and sleep removal.","secondary":"Cannibalize: corpse-based health and mana recovery.","advice":{"solo":"Between fights, corpse recovery can support the next pull; control removal answers a different emergency.","group":"A personal control answer can help you return to an assigned job when a healer cannot remove the effect.","pvp":"Identify charm, fear or sleep. This racial is not a general stun breaker."},"limit":"Eligible corpses and safe recovery windows still matter.","combos":{"warrior":{"tool":"warrior-intercept","text":"Removing fear can restore your chance to choose an Intercept follow-up. Read range and use conditions before assuming the first action after control must be a charge."},"paladin":{"tool":"paladin-cleanse","text":"Will of the Forsaken covers charm, fear and sleep; Cleanse lists eligible poison, disease and magic. These scopes are not interchangeable, even when the class is also a healer."},"rogue":{"tool":"rogue-vanish","text":"A fear or charm answer can restore control of your character, but it does not clear every ongoing damage effect that can interfere with Vanish."},"priest":{"tool":"priest-dispel-magic","text":"Personal fear/charm/sleep removal can restore your ability to help. Dispel Magic remains a separate targeting decision, not an assumed universal replacement for the racial."},"mage":{"tool":"mage-evocation","text":"Cannibalize adds corpse-based health and mana recovery to a class with Evocation. Check corpse eligibility and safety rather than treating either as guaranteed in-combat recovery."},"warlock":{"tool":"warlock-life-tap","text":"Corpse-based recovery can replenish health and mana between encounters. That makes preparation relevant to a class that spends health for mana, without making Life Tap free."}}},"tauren":{"trait":"War Stomp","mechanic":"Nearby stun.","secondary":"Cultivation: bonus herbs without Herbalism.","advice":{"solo":"A local pause can create room for your next action.","group":"Nearby control can protect a vulnerable ally, but cannot stand in for sustained tank threat.","pvp":"Use the pause to choose a follow-up; range and target immunity matter."},"limit":"Plainsrunning rewards sustained movement; do not invent a new unlock level.","combos":{"warrior":{"tool":"warrior-shield-bash","text":"War Stomp can pause nearby eligible enemies; Shield Bash interrupts a cast on your melee target. Recognize when you need a broad brief pause versus the specific interrupt."},"hunter":{"tool":"hunter-freezing-trap","text":"War Stomp is an emergency close-range pause after something reaches you. A trap is planned control; the racial does not mean you should choose melee contact as your default."},"shaman":{"tool":"shaman-lesser-healing-wave","text":"A nearby stun may buy an opportunity for a quick heal. It does not guarantee a complete Lesser Healing Wave before every opponent can answer."},"druid":{"tool":"druid-bash","text":"War Stomp and Bash both create local control opportunities. Check form restrictions and control interactions rather than assuming they always chain freely from any form."}}},"troll":{"trait":"Berserking","mechanic":"Temporary attack and casting speed.","secondary":"Rapid Regeneration: self health recovery over time.","advice":{"solo":"Use the speed window while able to keep attacking or casting.","group":"Faster action can matter for damage or healing, while self recovery remains personal.","pvp":"Speed cannot help a cast you cannot start. Create the opportunity before spending the window."},"limit":"Self regeneration is not party healing or instant full recovery.","combos":{"warrior":{"tool":"warrior-victory-rush","text":"Rapid Regeneration is self recovery over time; Victory Rush depends on a qualifying kill. Read which recovery condition is actually available before starting another pull."},"hunter":{"tool":"hunter-auto-shot","text":"Berserking is an attack-speed window, not permission to stand in danger. Your ranged position and pet plan still determine how much usable attack time you have."},"rogue":{"tool":"rogue-kidney-shot","text":"A stun can create usable attack time for a speed window. Decide whether control or a damage finisher is more valuable before spending your combo points."},"priest":{"tool":"priest-greater-heal","text":"Casting speed can matter when choosing a longer heal. Rapid Regeneration is your own recovery, not another party heal to assign to an ally."},"shaman":{"tool":"shaman-chain-heal","text":"A casting-speed window can support a healing response, but Chain Heal still wants nearby injured allies. Choose coverage, not just a fast cast."},"mage":{"tool":"mage-evocation","text":"Attack/casting speed and mana recovery are different resources. Do not assume the racial changes every channel’s tick behavior without checking the current spell rules."},"warlock":{"tool":"warlock-drain-life","text":"Self regeneration and Drain Life provide different recovery routes. Do not assume haste changes this channel exactly as it changes an ordinary cast."}}},"skyborne-alliance":{"trait":"Read Ley Line","mechanic":"Ley-line health and mana regeneration.","secondary":"Walk on Air: downward glide.","advice":{"solo":"Plan a route and landing, not just a dramatic jump.","group":"Travel utility helps positioning between encounters; it is not a substitute for a combat assignment.","pvp":"A useful change in elevation still needs a safe destination."},"limit":"Gliding is not flight; ley-line access and movement stacking are not simulated.","combos":{"warrior":{"tool":"warrior-charge","text":"A glide can change your approach to the ground. Charge still needs a legal target and its own conditions; neither is unrestricted flight."},"hunter":{"tool":"hunter-aspect-of-the-cheetah","text":"Gliding handles descent; Cheetah handles movement on the ground with a hit-related risk. Plan a safe landing instead of assuming the travel tools cancel each other’s restrictions."},"rogue":{"tool":"rogue-sprint","text":"A glide and Sprint serve different parts of a route. Landing safely remains important even when you have speed for the ground afterward."},"druid":{"tool":"druid-travel-form","text":"Travel Form serves outdoor ground movement, while the racial glide changes descent. No stacking, form eligibility or new level unlock is inferred from that pairing."},"mage":{"tool":"mage-evocation","text":"A usable ley line offers a location-dependent recovery opportunity; Evocation is a class channel. Choose the safe available method rather than assuming a ley line is always nearby."}}},"skyborne-horde":{"trait":"Skysight","mechanic":"Elemental movement blessing.","secondary":"Walk on Air: downward glide.","advice":{"solo":"Plan a route and landing, not just a dramatic jump.","group":"Travel utility helps positioning between encounters; it is not a substitute for a combat assignment.","pvp":"A useful change in elevation still needs a safe destination."},"limit":"Gliding is not flight; ley-line access and movement stacking are not simulated.","combos":{"warrior":{"tool":"warrior-charge","text":"A glide can change your approach to the ground. Charge still needs a legal target and its own conditions; neither is unrestricted flight."},"hunter":{"tool":"hunter-aspect-of-the-cheetah","text":"Gliding handles descent; Cheetah handles movement on the ground with a hit-related risk. Plan a safe landing instead of assuming the travel tools cancel each other’s restrictions."},"rogue":{"tool":"rogue-sprint","text":"A glide and Sprint serve different parts of a route. Landing safely remains important even when you have speed for the ground afterward."},"druid":{"tool":"druid-travel-form","text":"Travel Form serves outdoor ground movement, while the racial glide changes descent. No stacking, form eligibility or new level unlock is inferred from that pairing."},"shaman":{"tool":"shaman-ghost-wolf","text":"Skysight and Ghost Wolf both concern movement, but their stacking and form-use rules are not simulated. Do not add their bonuses together as a promised travel speed."}}}}}
