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healer-man/docs/COMBAT_ROTATION_MATRIX.md
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Combat rotation matrix

Healer Man uses AzerothCore playerbots commit 531282e as a read-only behavioral reference. The complete historical checkout is available locally at ../wow-pvt-server-backups-2/azerothcore-wotlk/modules/mod-playerbots; do not modify it or treat it as the active project. The implementation is an independent TypeScript policy over Healer Man's executable catalog, not a port of playerbots C++.

The most useful upstream starting points are src/Ai/Class/<Class>/Strategy/ for actions, triggers, and relative priorities; conf/playerbots.conf.dist for the level-60 and level-80 PvE talent build links; src/PlayerbotAIConfig.cpp for parsing those links; and src/Bot/Factory/PlayerbotFactory.cpp plus src/Mgr/Talent/Talentspec.cpp for level-aware talent application. Translate these inputs through Healer Man's own talent legality, executable-effect, resource, encounter-state, and deterministic-simulation rules rather than copying C++ behavior literally.

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.

playerbots-inspired-v4 also generates legal level-scaled talent plans for all 31 classic specializations. Each level-80 plan spends 51 points in the selected tree and 20 in a compatible secondary tree, prefers executable active talents and their prerequisites, and sanitizes obsolete imported prerequisite links. Runtime resource generation is actor-authoritative without erasing the action's cooldown/GCD, and companion melee abilities share the formation combat-reach leeway already used by weapon swings.

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; Bloodrage; Rend; Mortal Strike; Bladestorm; Overpower; Execute; Slam; Heroic Strike
Warrior Fury Berserker/Battle Stance; Bloodrage; Bloodthirst; Whirlwind; Execute; Sunder Armor; Heroic Strike
Warrior Protection Defensive/Battle Stance; Bloodrage; 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; Icy Touch; Plague Strike; Howling Blast; Frost Strike; Obliterate
Death Knight Unholy Unholy Presence (Blood Presence fallback); Raise Dead; Plague Strike; Icy Touch; Scourge Strike; Death Coil; Death and Decay
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.