# Combat rotation matrix Healer Man uses AzerothCore playerbots commit `531282e` as a read-only behavioral reference. The implementation is an independent TypeScript policy over Healer Man's executable catalog, not a port of playerbots C++. | Concern | Playerbots behavior translated into Healer Man | | --- | --- | | Core rotation | One deterministic priority profile for each of the 31 Wrath specializations. | | Maintenance | DoTs, debuffs, buffs, pets, and summons are refreshed only after their existing effect ends. | | Execute | Execute-category abilities move ahead of the normal profile below 20% target health. | | Multiple targets | Cleave gains value at two hostiles; area damage moves ahead at three or more. | | Healing | Critical, medium, and light triage bands begin below 30%, 60%, and 90% health. Area healing requires three injured allies. | | Threat | Tanks interrupt first and taunt a hostile that is not attacking them; non-tanks drop dangerous threat before continuing their profile. | | Control | Interrupts are reactive. Long crowd control is used only when an encounter requests control. | | Defense | Mitigation is used below 55% actor health and receives emergency priority below 35%. | | Resources | Low-resource generators are favored below 30%; spenders still have to pass runtime cost and rune validation. | | Combo points | Builders run below four points; finishers require at least four points on the current target. | | Major cooldowns | Offensive cooldowns of 60 seconds or longer are held for bosses or durable targets. | CoA and Runes of Magic builds use the same semantic rules when no classic profile applies. Runes of Magic candidates include primary, secondary-general, and primary/secondary elite skills through `abilitiesForCharacter`. ## Classic specialization profiles The leftmost available action wins after reactive rules, learned-talent gating, resource checks, maintenance checks, execute/AoE adjustments, and major-cooldown conservation. Maintenance entries are intentionally listed first; an active aura or pet removes that entry from consideration. | Class | Specialization | Maintenance and core priority | | --- | --- | --- | | Warrior | Arms | Battle Stance; Mortal Strike; Rend; Overpower; Execute; Slam; Heroic Strike | | Warrior | Fury | Berserker Stance; Bloodthirst; Whirlwind; Execute; Sunder Armor; Heroic Strike | | Warrior | Protection | Defensive Stance; Shield Slam; Revenge; Devastate; Thunder Clap; Sunder Armor; Heroic Strike | | Paladin | Holy | Concentration Aura; Blessing of Might; Holy Shock; Flash of Light; Holy Light; Sacred Shield; Judgement of Light | | Paladin | Protection | Devotion Aura; Blessing of Might; Hammer of the Righteous; Shield of Righteousness; Holy Shield; Consecration; Judgement of Wisdom | | Paladin | Retribution | Retribution Aura; Blessing of Might; Divine Storm; Crusader Strike; Judgement of Wisdom; Consecration; Exorcism; Hammer of Wrath | | Hunter | Beast Mastery | Aspect of the Dragonhawk/Hawk; Call Pet; Kill Command; Bestial Wrath; Serpent Sting; Arcane Shot; Multi-Shot; Steady Shot | | Hunter | Marksmanship | Aspect of the Dragonhawk/Hawk; Call Pet; Kill Shot; Chimera Shot; Aimed Shot; Serpent Sting; Arcane Shot; Steady Shot | | Hunter | Survival | Aspect of the Dragonhawk/Hawk; Call Pet; Kill Shot; Explosive Shot; Black Arrow; Serpent Sting; Aimed Shot; Arcane Shot; Steady Shot | | Rogue | Assassination | Envenom; Rupture; Mutilate; Eviscerate; Sinister Strike | | Rogue | Combat | Killing Spree; Blade Flurry; Eviscerate; Sinister Strike | | Rogue | Subtlety | Shadow Dance; Rupture; Eviscerate; Hemorrhage; Backstab | | Priest | Discipline | Inner Fire; Penance; Power Word: Shield; Flash Heal; Greater Heal; Renew | | Priest | Holy | Inner Fire; Circle of Healing; Prayer of Mending; Flash Heal; Greater Heal; Renew | | Priest | Shadow | Shadowform; Inner Fire; Vampiric Touch; Devouring Plague; Shadow Word: Pain; Mind Blast; Mind Flay; Shadow Word: Death | | Death Knight | Blood | Frost Presence (Blood Presence fallback); Heart Strike; Death Strike; Icy Touch; Plague Strike; Death Coil | | Death Knight | Frost | Blood Presence; Howling Blast; Obliterate; Frost Strike; Icy Touch; Plague Strike | | Death Knight | Unholy | Unholy Presence (Blood Presence fallback); Raise Dead; Scourge Strike; Death and Decay; Plague Strike; Icy Touch; Death Coil | | Shaman | Elemental | Flametongue Weapon (Rockbiter fallback); Lightning Shield; Flame Shock; Lava Burst; Chain Lightning; Lightning Bolt | | Shaman | Enhancement | Windfury Weapon (Rockbiter fallback); Lightning Shield; Feral Spirit; Stormstrike; Lava Lash; Earth Shock; Lightning Bolt | | Shaman | Restoration | Water Shield; Rockbiter Weapon; Lightning Shield; Riptide; Chain Heal; Lesser Healing Wave; Healing Wave; Earth Shield | | Mage | Arcane | Mage Armor; Arcane Barrage; Arcane Blast; Arcane Missiles | | Mage | Fire | Molten Armor; Living Bomb; Pyroblast; Fireball; Scorch; Fire Blast | | Mage | Frost | Frost Armor; Deep Freeze; Frostbolt; Ice Lance; Cone of Cold | | Warlock | Affliction | Fel Armor; Felhunter; Haunt; Unstable Affliction; Corruption; Curse of Agony; Drain Soul; Shadow Bolt | | Warlock | Demonology | Fel Armor; Felguard; Metamorphosis; Immolate; Corruption; Shadow Bolt | | Warlock | Destruction | Fel Armor; Imp; Chaos Bolt; Conflagrate; Immolate; Incinerate; Shadow Bolt | | Druid | Balance | Moonkin Form; Starfall; Moonfire; Insect Swarm; Starfire; Wrath | | Druid | Feral Bear | Dire Bear/Bear Form; Mangle; Lacerate; Swipe; Maul | | Druid | Feral Cat | Cat Form; Rip; Savage Roar; Mangle; Rake; Shred; Claw | | Druid | Restoration | Tree of Life; Wild Growth; Swiftmend; Lifebloom; Rejuvenation; Regrowth; Healing Touch | ## Ability audit classification Active abilities fall into one of three audit buckets: - **Conditional:** executable but selected only by a semantic trigger, such as interrupts, dispels, resurrection, threat control, movement, crowd control, executes, defensives, and long cooldowns. - **Unsupported:** the catalog has only `unsupported`, `scripted`, or noncombat `utility` payloads, or represents a noncombat summon such as a scouting eye, ritual object, portal, or mount. These remain player-visible when valid but are deliberately excluded from autonomous rotations. - **Rotation defect:** an executable learned ability with combat semantics that cannot be selected in its valid state. Profile-reference tests, shared-policy scenario tests, party damage audits, and the expanded-class audit treat these as failures.