WOW FOREVER · HOW TO PLAY
Gameplay techniques
Updated October 30, 2026
The words you'll hear in every guide, stream and raid, explained for every class: what they mean, how to do them with keyboard and mouse, and who uses them. The technical name is in English because that's what everyone says (and the Forever client is in English). Everything here applies to WoW Forever because it comes from WoW Classic; when Forever changed something, or we don't know yet, the entry says so.
Movement and kiting
Kiting
Kiting
Keeping the enemy away from you while you keep dealing damage, like flying a kite. The recipe never changes: slow them (Frost Nova, Frostbolt, Concussive Shot, Wing Clip, Frost Shock, Hamstring, Crippling Poison), gain distance while they're slowed, and hit whenever you can without letting them catch you. Mages and hunters do it the most, but any class with a slow can kite in its own way. The techniques below (strafing, jump-turning, hit-and-step-out) are all ways to kite.
Strafe kiting
Strafe kiting
This is what some players call "the L": you open with your long cast from range, finish with instants, and move away by running sideways, so your body and your path form an angle and the enemy stays in front of you. In WoW "in front" is the whole front half-circle, so you can cast while strafing without turning your back. How: bind strafe left/right to A and D (instead of turning), hold right mouse button to steer your body, and point your front halfway between the enemy and where you're going. Strafing is as fast as running forward. It only works for instants (Fire Blast, Arcane Shot, Frost Shock, Corruption...): cast-time spells stop when you move.
Jump-turn / jump cast / jump shot
Jump-turning
You're running away from the enemy, jump, flick a half-turn in the air with the mouse (right button and a quick wrist move), fire an instant, and turn back before landing so you keep running the same way. You lose no ground at all. Hunters call it a jump shot (Concussive Shot, Arcane Shot), mages a jump cast (Fire Blast, Cone of Cold). Difference from strafing: here you run full speed in a straight line and only look back for a moment; when strafing you move sideways the whole time. It takes practice: the global cooldown means you can't chain two in one jump. Practice on a training dummy.
Back-pedaling
Back-pedaling
Moving with the walk-backwards key (S). It's a classic mistake: backwards you move at about 4.5 yards per second, versus 7 when running, so anyone chasing you closes the gap fast. Use it only for a tiny step (out of reach of a swing and back in). To actually get away, strafe or jump-turn.
Warrior Paladin Hunter Rogue Priest Shaman Mage Warlock Druid
Stutter-step / Hamstring kiting
Hit and step out
The melee trick with a slow weapon: you slow the target (Hamstring for warriors, Frost Shock for shamans, Wing Clip for hunters), land a hit, step out of their reach while your weapon "reloads", and step back in right when your next auto-attack is due. You keep hitting while a slowed melee enemy hits you less. You need to see your swing timer (see below). Careful: Classic has "leeway", extra melee reach when both players are moving, so you get hit from a bit further than it looks; Blizzard hasn't said whether Forever keeps it the same. The slower the weapon, the better it works.
Crowd control (CC)
CC (crowd control)
CC
Anything that stops an enemy from acting for a while: stuns (Kidney Shot, Hammer of Justice, Bash), fears (Fear, Psychic Scream, Intimidating Shout), transforms (Polymorph), sleeps and incapacitates (Sap, Gouge, Hibernate, Freezing Trap), roots (Frost Nova, Entangling Roots) and silences. In dungeons it takes a mob out of the fight; in PvP it removes the healer or buys time. Note: most CC other than stuns breaks on damage.
Warrior Paladin Hunter Rogue Priest Shaman Mage Warlock Druid
Diminishing returns (DR)
DR
If you use the same kind of CC on the same player in a short time, it lasts less: half the second time, a quarter the third, and the fourth doesn't land (immune). The counter clears after 15 to 20 seconds without that kind of CC. Each family (stuns, fears, Polymorph...) has its own counter. In practice: don't spend your best CC right after the enemy came out of a similar one. It mostly matters in PvP.
Warrior Paladin Hunter Rogue Priest Shaman Mage Warlock Druid
CC chain
CC chain
Linking CC from different families so the enemy can't act for a long time without running into diminishing returns. A rogue example: Sap, then Cheap Shot, then Kidney Shot, and when that ends, Gouge or Blind. In a group, each player casts their CC as the previous one ends, not at the same time (overlapping wastes it). Watch the time left on the enemy's debuff.
Rogue Mage Warlock Priest Hunter Druid Warrior Paladin Shaman
Interrupt
Interrupt / kick
Stopping the spell the enemy is casting. A successful interrupt also locks that school of magic for a few seconds. Classic interrupts: Kick (rogue), Pummel and Shield Bash (warrior), Earth Shock (shaman), Counterspell (mage), the Felhunter's Spell Lock (warlock) and the Silence talent (priest); a stun interrupts too. Tip: don't kick the moment the cast bar starts; wait for the last part or for the spells that matter (big heals, Polymorph, Fear), because good players will fake you out.
Juke / fake cast
Baiting the interrupt
Starting a cast and cancelling it on purpose so the enemy wastes their interrupt; then you cast for real while their kick is on cooldown. How: start casting, check whether the melee or mage is ready to kick, and halfway through take a step (or press a /stopcasting macro) to cancel. It works against players who kick early. Essential for healers and casters.
Peel
Peel
Getting enemies off a teammate in trouble, especially your healer: you slow, stun, fear or CC them so your teammate can escape or cast. Examples: the warrior's Hamstring or Intimidating Shout, the mage's Frost Nova, the paladin's Blessing of Protection, the hunter's trap. In battlegrounds, players who peel win more games than those who only watch their damage.
Warrior Paladin Hunter Rogue Priest Shaman Mage Warlock Druid
Trinket
PvP trinket
In Classic, the PvP trinket (Insignia of the Alliance / Insignia of the Horde) frees you from certain CC depending on your class, on a long cooldown. Some races have their own break (Will of the Forsaken against fear and charm, Escape Artist against roots and slows). Golden rule: save it for the CC that actually kills you (a long stun with the enemy on top of you), not the first one you get. Pending: how the trinket works in Forever; we'll check at launch.
Warrior Paladin Hunter Rogue Priest Shaman Mage Warlock Druid
Line of sight and terrain
Line of sight (LoS)
Breaking line of sight
To cast at you, the enemy has to see you. If you get behind a pillar, a house, a thick tree or a corner, they can't: the spell fails or never starts. Use it to escape casters, to stop a hunter shooting you, and to let your healer get safe. It also works the other way: if the enemy hides, walk around the obstacle to see them again. Forever detail: Arcane Missiles only checks line of sight when the channel starts, so hiding halfway no longer stops it.
Warrior Paladin Hunter Rogue Priest Shaman Mage Warlock Druid
Pillar humping
Pillar dancing
Staying close to an obstacle and circling it so the enemy never gets a clean view of you. Against a caster, every time they start casting you take a step and break line of sight. Against a slowed melee, you make them run all the way around while you buy time or cast from the other side. Learn the maps: battlegrounds are full of trees, rocks and buildings that work as pillars.
Dead zone
Dead zone
In Classic, bows and guns can't fire closer than 8 yards, and melee only reaches about 5. Between 5 and 8 yards a hunter can neither shoot nor hit: that's the dead zone. Hunters need to get out of it (Wing Clip and run, Concussive Shot, a trap), and anyone fighting a hunter tries to stay right there. Blizzard hasn't announced removing it in Forever; if it changes, we'll update this.
Dungeons and raids (PvE)
Threat / aggro
Threat / aggro
Every mob keeps a list of who annoys it most: damage and healing add threat. It attacks whoever is on top. Tanks have high-threat tools (Sunder Armor, Bear Form, Righteous Fury). To pull a mob off the tank you must exceed their threat by 10% in melee range and by 30% at range. Taunt, Growl and the like match the top threat and put you first. As DPS, start a couple of seconds after the tank. Forever has a built-in threat option: search "Threat" in the settings (Aggro Display). Full detail (taunts, threat drops, pets, totems and meters) in the "Threat (aggro): how it works" group.
Warrior Paladin Hunter Rogue Priest Shaman Mage Warlock Druid
Pull / body pull
Pull / body pull
Pulling means starting the fight by bringing the mobs to your group, not walking your group into them. Do it with a ranged attack (a shot, a wand or ranged Shoot, a spell) from a distance and then back off to your spot. A body pull is walking slowly to the edge of their aggro radius, without attacking, so only part of the pack comes. Mark targets first (skull, cross...) so everyone knows who CCs what.
LoS pull
LoS pull
Mobs that cast or shoot stay put and attack from range. To group them, the tank tags them from range and hides behind a corner or doorway with the whole party: since they lose sight, they have to walk over and end up stacked next to the tank, where you can hit them together. It's the standard way to handle caster packs in dungeons.
Tank and spank
Tank and spank
A boss with no special mechanics: the tank holds it, healers heal and everyone else hits without worrying about moving. You still need to watch threat and stay out of the boss's front. People say it about easy bosses, and it's a good time to practise your rotation.
Warrior Paladin Hunter Rogue Priest Shaman Mage Warlock Druid
Positioning (behind the boss) / parry haste
Positioning
As melee, hit from the boss's back. From the front the boss can parry your attacks, and every parry makes its next swing at the tank land sooner: that's parry haste, and it can kill the tank. Behind it you're also safe from frontal attacks. Only the tank stands in front, turning the boss away from the group. Forever beta warning: there was a bug where enemies could parry and block from behind if you stood too close; don't hug the hitbox, leave a small gap.
Cleave
Cleave
Two meanings. (1) A boss attack that hits everyone in front of it: if you're not the tank, stay out of its front. (2) Your own damage to several stacked targets (the warrior's Cleave and Whirlwind, Multi-Shot, Swipe...): "cleaving" means taking advantage of mobs standing together. In dungeons, don't AoE a mob that's under CC: you'll wake it up.
Warrior Paladin Hunter Rogue Priest Shaman Mage Warlock Druid
Leash / reset (evade)
Leash / reset
If you drag a mob or boss too far from its spot, it gives up, runs back, takes no damage on the way (you see "Evade") and starts over. In Classic, every hit you land extends that leash, so a mob you keep kiting can follow you a long way. In raids it's how you reset a bad pull: everyone runs away and the boss goes home. If you want it dead, keep it in its area.
Warrior Paladin Hunter Rogue Priest Shaman Mage Warlock Druid
Mob kiting / AoE kiting
Mob kiting
Kiting mobs so they never hit you. A hunter slows one and leaves it to the pet; a Frost mage gathers a pack, freezes it with Frost Nova, Blinks away and grinds it down with Blizzard and Cone of Cold while it's slowed. It works on mobs that don't cast or flee. Before starting, check your path for other packs: adding more mobs ends the trick.
Resources and timers
Five-second rule (FSR)
Five-second rule
After spending mana, your Spirit-based regeneration stops for 5 seconds. If 5 seconds pass without casting anything that costs mana, it comes back. Everything that costs mana counts, including instants and shaman totems. That's why healers pause between heals when the group is fine instead of casting non-stop, and why, while leveling, you should finish mobs with your wand or plain melee instead of another spell: the mob dies just the same and your mana starts coming back sooner. Exceptions: free casts (Clearcasting) and the mana-per-5-seconds stat (mp5), which always regenerates.
Mana tick
Mana tick
Mana and health don't refill smoothly, they jump every 2 seconds. Careful players watch the tick: they cast right after it lands to waste as little as possible, or wait half a second for the next one when they're short. Drinking works the same way: stand up a moment before the last tick and you lose that chunk.
Swing timer
Swing timer
The time until your weapon's next auto-attack (weapon speed: 3.6 is slow, 1.5 fast). In melee you use it to hit and step out, to avoid clipping your own swing and to fit on-swing abilities (Heroic Strike, Raptor Strike). Hunters have their own with Auto Shot: moving right before it fires delays it. A swing timer addon, or Forever's Cooldown Manager set up well, helps a lot. Instants like Hamstring don't reset your swing; Slam does.
On-next-swing attacks
Next-swing abilities
Heroic Strike, Cleave (warrior) and Maul (bear druid) aren't extra attacks: they replace your next auto-attack with a stronger one. That swing no longer gives the rage a normal hit would, so in practice they cost more than the tooltip says. Use them only when you have rage to spare (say, close to the cap); when rage is tight, let normal swings land and keep the rage for your core abilities.
Rage pooling
Rage pooling
Ending a fight with rage saved so you open the next one hitting hard from the first second; in raids, saving it between trash packs so you reach the boss with rage. How rage works in Forever: white-hit rage is normalized (a harder-hitting weapon doesn't give more rage per swing), crits give double, and neither armor nor absorb shields reduce the rage you get from being hit. Remember that switching stance dumps your stored rage, except what Tactical Mastery lets you keep.
Spell batching
Spell batching
Forever, like Classic, doesn't resolve actions one by one instantly: it groups them into very short time "batches", and anything in the same batch resolves together. You notice it in odd moments (two players stunning each other at the same time), and you can use it: press an instant right before a long cast finishes and both land together and benefit from the same effect. Frost mage example: with one Fingers of Frost charge, both Frostbolt and Ice Lance can benefit if the Ice Lance goes out right at the end of the Frostbolt. Practise it before relying on it.
Mage Warlock Priest Shaman Druid Hunter Rogue Warrior Paladin
Spell pushback
Pushback
When you get hit while casting, the cast bar slides back and the spell takes longer; channelled spells (Arcane Missiles, Drain Life, Mind Flay) get shortened instead. Counters: cast out of melee range, ask for peel, use Power Word: Shield (if it absorbs the whole hit there's no pushback) or the paladin's Concentration Aura. Some talents reduce it. In Forever, the warrior's Slam no longer suffers pushback, and Starshards resists it with the Twilight Focus talent.
Keybinds and macros
Keybinds vs clicking
Keybinding
A "clicker" fires abilities by clicking icons with the mouse; a player with keybinds has them on keys. With keys you react faster and can move at the same time. Rule of thumb: left hand on W A S D with abilities around it (1-5, Q, E, R, F, G, Z, X, C and the same with Shift); the more you use it, the closer the key. Side mouse buttons are great for interrupts and escapes. Set them in Options > Keybindings.
Warrior Paladin Hunter Rogue Priest Shaman Mage Warlock Druid
Mouse turning
Mouse turning
Always turn while holding the right mouse button, not with the turn keys. Keyboard turning is slow and fixed-speed; the mouse turns instantly, which is what you need to face a rogue behind you, to jump-turn, or to keep your target in view. Free up A and D for strafing. Both mouse buttons together make you run forward.
Warrior Paladin Hunter Rogue Priest Shaman Mage Warlock Druid
Mouseover macro
Mouseover
A macro that casts on whoever is under your mouse pointer, without changing target. For a healer it's gold: hover a party frame and press the key. Template: #showtooltip on the first line and /cast [@mouseover,help,nodead][] Flash of Light on the second (swap in your own spell; with nobody under the mouse it falls back to your target). Ground-targeted spells can use [@cursor].
Priest Paladin Shaman Druid Mage Warlock Rogue Warrior Hunter
Focus macro
Focus
You mark a second enemy as your "focus" (/focus) and cast on it without leaving your main target. Use it to refresh Polymorph or Sap on your CC target, or to kick the enemy healer while hitting someone else. Example: /cast [@focus,harm,nodead][] Polymorph. Forever supports focus macros (the beta notes fixed a bug with one).
Mage Rogue Warlock Priest Druid Hunter Shaman Warrior Paladin
/stopcasting + spell queue
Stopcasting and spell queuing
With /stopcasting on the first line of a macro, you stop whatever you're casting and fire the macro's spell instantly: perfect for an urgent interrupt or escape ("/stopcasting" then "/cast Counterspell"). And you don't need to wait for a cast to fully finish before pressing the next one: the game lets you queue the next spell if you press it just before the end, so you lose no time between casts. In Forever you can also place your key cooldowns anywhere with the Cooldown Manager (Options > Gameplay Enhancement) and move bars with Edit Mode.
Mage Priest Warlock Shaman Druid Paladin Hunter Rogue Warrior
Threat (aggro): how it works
Threat table (110% / 130%)
Threat table and pulling aggro
In PvE every mob keeps a list with the threat of each player and pet in the fight, and it attacks whoever is on top. In Classic each point of damage is one point of threat; healing is half a point per point healed, split across every mob fighting you; gaining mana, rage or energy adds a little too (Forever confirms it: it removed the threat two paladin talents caused when restoring mana). The mob doesn't switch the moment you pass the tank: you have to beat them by 10% in melee range and by 30% at range. That's why a mage casting from afar survives longer than a rogue glued to the boss, and why walking in close is dangerous when your threat is high: once you're in melee the margin drops from 130% to 110% and the mob turns on you without you doing anything else. These numbers come from Classic; Blizzard hasn't said Forever changes them.
Warrior Paladin Hunter Rogue Priest Shaman Mage Warlock Druid
Threat modifiers (stance / form)
Threat modifiers
Every class multiplies the threat it makes depending on its stance, form or aura. Confirmed in the Forever client: the warrior's Defensive Stance +80% (since Nov 2; was +30%) and the Defiance talent, up to 20% more; Bear Form and Dire Bear Form +115% (since Nov 2; it was +30% in Classic); the paladin's Righteous Fury, from level 10, +33% to all threat and an extra 90% on Holy attacks. Bear threat went up to make up for Salvation being removed. Tank abilities also add bonus threat on top of their damage: Sunder Armor, Revenge, Shield Slam and Heroic Strike for warriors; Maul, Lacerate and the new Primal Bite for bears (Forever doubled its threat); Holy Shield for paladins. In Classic, Battle Stance and Berserker Stance make less threat (×0.8), and so do Cat Form and rogues (×0.71); Forever hasn't announced changes there. During the beta some debuffs caused no threat (Demoralizing Shout, Demoralizing Roar, Faerie Fire in bear form); the patch notes say they're fixed.
Taunt
Taunting
The real taunts are the warrior's Taunt (Defensive Stance) and the bear druid's Growl; in Forever both have an 8 sec cooldown (10 in Classic). They set your threat equal to the top of the list and force the mob to attack you for a few seconds; after that you must keep generating threat or you'll lose it again. They do nothing if the mob is already hitting you, and they can miss: if you see "Resisted", go to plan B. Mocking Blow (warrior, Battle Stance) and the area ones, Challenging Shout (10 yards in Forever) and Challenging Roar, only force the mob onto you for 6 sec without raising your threat to the top: they're for saving a teammate while you regain control. Paladins have no taunt in Forever (Righteous Defense doesn't exist; it came in TBC). Pets have their own: the hunter's Growl and the warlock Voidwalker's Torment and Suffering, see "Pet tanking". Macro to taunt the enemy under your mouse without changing target: #showtooltip Taunt (swap Taunt for Growl as a druid).
/cast [@mouseover,harm,nodead][] Taunt
Threat drops
Dropping threat
If you're about to pull the mob off the tank, stop for a moment or shed threat. Feign Death (hunter): wipes you from the list, but it can be resisted (a talent raises its hit chance); if the mob keeps coming, it failed. Fade (priest): enemies ignore you for 10 sec; in Classic the threat comes back when it ends, so it buys time rather than clearing it (Forever removed the Improved Fade talent). Feint (rogue): lowers your threat permanently and can be used every 10 sec; on bosses, use it whenever it's ready. Cower (cat druid and hunter pet) and Disengage (hunter; Forever doubled how much it drops and it no longer takes you out of combat, it only stops your auto-attack). The paladin's Salvation no longer exists: Blizzard removed it on November 2 (along with Mass Salvation and Revoke) and raised bear and Defensive Stance threat a lot. Talents that lower threat: the priest's Silent Resolve (all spells in Forever) and the mage's Frost Channeling, among others. The warlock's Soulshatter isn't in Forever (it came in TBC): warlocks can only pause or use low-threat spells. Hunter macro: #showtooltip Feign Death (your pet stays on the list; /petfollow pulls it out of the fight). More in the hunter macros.
/stopattack
/petfollow
/cast Feign Death
Pet tanking (Growl autocast)
Pet tanking
Hunter pets and warlock demons have their own threat. For solo play it's the comfiest thing in the game: the pet goes in first and you start dealing damage a couple of seconds later. The hunter pet's Growl isn't a taunt like the warrior's: in Classic it's a big chunk of threat every 5 sec. The warlock's Voidwalker does taunt with Torment, and Suffering taunts everything within 10 yards. How to manage it: right-click Growl (or Torment) on the pet bar to toggle autocast (the spinning golden border). Solo: on. In a group with a tank: off, or your pet will steal the tank's mobs. If a mob comes after you, Intimidation (hunter) or Distracting Shot help you hand it back to the pet or the tank. Macros: /petautocasttoggle Growl (toggles autocast without hunting for the button) and #showtooltip Growl (sends the pet to the enemy under your mouse, or your target, and Growls when it arrives).
/petattack [@mouseover,harm,nodead][]
/cast Growl
Threat in PvP (pets and totems)
Threat in PvP
There's no threat between players: Taunt, Growl or Mocking Blow on a player doesn't force them to do anything, and Fade or Feint don't take you off their screen. What does follow threat is pets (hunter and warlock) when you leave them on their own (Defensive or Aggressive): they pick targets like a mob. That's why the shaman's Stoneclaw Totem, which taunts creatures within 8 yards, can pull enemy pets off the shaman for a few seconds; that's how it works in Classic, and we haven't seen it confirmed against player pets in Forever. The owner gets the pet back with an attack command. If you have a pet: near a shaman, don't leave it on autopilot, give the order yourself (/petattack). If you're a shaman: drop Stoneclaw as soon as a pet chases you, and use the time to get away.
Totem killing (with your pet)
Totem killing
Shaman totems are units with very little health: in the Forever client, Grounding, Earthbind and Tremor have 5 health, so any hit breaks them; Stoneclaw is tougher (206 to 486). Sending your pet is the cheapest answer: the shaman loses the slow (Earthbind), the fear protection (Tremor; great news for warlocks and priests) or the spell shield (Grounding). Totems are awkward to Tab to: turn on enemy nameplates (V key) and hover them. Macro: /petattack [@mouseover,harm,nodead][] (the pet attacks the totem under your mouse without changing your target; with nothing under the mouse, it attacks your target). You can also focus it (/focus) and use /petattack [@focus,harm,nodead]. No pet: shoot it (Shoot, Throw, Auto Shot) or hit it once; area damage (Arcane Explosion, Consecration, Holy Nova, Thunder Clap, Multi-Shot, Volley, Fire Nova...) wipes them without aiming.
Hunter Warlock Mage Priest Warrior Rogue Paladin Druid Shaman
Grounding Totem (eat it first)
Breaking Grounding Totem
Grounding Totem takes the next harmful spell cast at the shaman or their party near the totem (it doesn't redirect area spells). According to the beta patch notes, in Forever it breaks after redirecting one spell; it has 5 health, lasts 45 sec and the shaman can drop it again after 15 sec. The rule: never waste your big spell on it (Polymorph, Fear, Death Coil, Pyroblast). Break it first. Hunter, the "Growl" trick: send your pet at the totem with Growl or a normal attack; with 5 health it dies on the first hit. Macro, with your mouse over the totem: #showtooltip Growl. What's certain is that the pet's hit breaks it; whether the totem "eats" the Growl itself isn't confirmed in Forever (in modern WoW it did by mistake and was fixed in 2015). Casters: first cast rank 1 of a cheap instant at your target, and once the totem is gone, the real spell. Mage: Fire Blast (Rank 1). Priest: Shadow Word: Pain (Rank 1). Warlock: Curse of Weakness (Rank 1). Druid: Moonfire (Rank 1). Shaman: Earth Shock (Rank 1), though it shares a cooldown with the other shocks. Mage example:
/petattack [@mouseover,harm,nodead][]
/cast Growl#showtooltip. Warriors, rogues and paladins have no cheap ranged spell: break the totem with a hit or with Shoot or Throw. The "(Rank 1)" format is how Classic macros work; Forever's spellbook shows ranks the same way, but we haven't tested it in a Forever macro.
/cast [@mouseover,harm,nodead][] Fire Blast(Rank 1)
Hunter Mage Priest Warlock Druid Shaman Warrior Rogue Paladin
Leeway
Leeway
In Classic, when the attacker and their target are both moving, melee reach grows by about 2.7 yards (the figure comes from Classic guides; Blizzard never gave one). You feel it in PvP: a warrior chasing you keeps landing Hamstring when you look out of range, and the hunter's dead zone gets bigger. To the game, jumping also counts as moving, so jumping while you chase or flee can trigger that margin. What jumping does not do is extend the range of ranged spells: 30 or 40 yards stays 30 or 40, jump or not. What jumping does give casters is something else: casting instants mid-air while you turn (jump-turn, under "Movement and kiting"). Blizzard hasn't said whether leeway works the same in Forever: test it in a duel before relying on it.
Threat meter / Aggro Display
Threat meters
Forever has its own indicator: search "Threat" in the Options and the Aggro Display setting comes up (confirmed in the beta patch notes). To see numbers for the whole group there are add-ons with a Forever file (checked on CurseForge on 30 October 2026): ThreatClassic2, the usual Classic one, which now has a "forever" build; ForeverThreat, Omen-style and made for Forever; and a few smaller ones (ThreatLedger, Forever Simple Threat). Their authors say they read threat from the game itself, not the combat log, which is what Forever restricts for add-ons. One of them warns that on some enemies (bosses) the game hides the numbers and the meter can only sort the group. Rule for DPS: if your bar gets close to the tank's, stop or drop threat; remember the mob switches once you pass 110% or 130%.
Warrior Paladin Hunter Rogue Priest Shaman Mage Warlock Druid
Sources: Icy Veins: guía de subir de nivel del mago de Escarcha (WoW Forever) · Icy Veins: guía de subir de nivel del guerrero de Protección (WoW Forever) · Icy Veins: guía de subir de nivel del druida Feral (WoW Forever) · Notas de la beta de WoW Forever (foros de Blizzard) · Warcraft Wiki: Kiting (Classic y otras ediciones) · Warcraft Wiki: Speed (velocidades de carrera y hacia atrás) · Warcraft Wiki: Diminishing returns (reinicio de 15-20 s en Classic) · Warcraft Wiki: Threat · Warcraft Wiki: Five second rule · Warcraft Wiki: Parry · Warcraft Wiki: Dead zone · Warcraft Wiki: Leash · Warcraft Wiki: Pushback (reglas generales, de varias ediciones) · Foros de Blizzard: saltar y girar en combate (WoW Classic) · Foros de Blizzard: spell batching y leeway (WoW Classic) · Foros de Blizzard: hamstring kiting del guerrero (WoW Classic) · Icy Veins: guía de JcJ del guerrero (WoW Classic) · Warcraft Tavern: macros y consejos de cazador (WoW Classic) · Warcraft Tavern: introducción del pícaro a las arenas (TBC Classic) · Skill Capped: glosario de JcJ (Retail; solo las definiciones generales) · Wowhead (Classic, en castellano): Growl de la mascota = «Bramido» · Wowhead (Classic, en castellano): Growl del druida = «Bramido» · Warcraft Wiki: Grounding Totem · Warcraft Wiki: Growl (habilidad de mascota) · Foros de Blizzard: pruebas del leeway en la beta de WoW Classic · CurseForge: ThreatClassic2 (archivo «forever») · CurseForge: ForeverThreat - Threat Meter for WoW Forever · CurseForge: Forever Simple Threat.