Thanks for the thoughtful and well-informed comment — you clearly understand what I’m building with AutoSpec. So I’m going to give an overly detailed reply, partly for your benefit, and partly because I hope other people come across it too. My goal is to explain the actual thought process and decisions behind AutoSpec — not just what it does, but why it’s built the way it is.
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Performance in Real Gameplay
AutoSpec isn’t built to shine on a target dummy — it’s built to work in actual gameplay. The goal is to reduce the mental bandwidth players spend worrying about their rotation, so they can focus on what actually matters: mechanics, positioning, and awareness.
There are other addons for people who want that constant input, high-APM style of gameplay — and that’s fine. But that’s not what I’m building. The real strength of AutoSpec is in reducing cognitive load without sacrificing performance. I’m still pushing for high output — the rotation logic is carefully built to keep damage strong — but the system is designed so you don’t have to micromanage every second of it.
With AutoSpec, I can hop on my Balance Druid and run a Mythic+, then switch to Fury Warrior for another run, then jump into a Heroic raid on my Demonology Warlock — and everything just works, seamlessly. That’s what you’re getting with AutoSpec: consistent high performance across specs, without needing to constantly re-learn or fight your UI.
Yes, I could build something that mirrors a sim rotation line-by-line, but that’s not playable in the real world. I try to hit the right balance — automate the right parts, build the right prompts, and keep you focused on the fight instead of your keys.
If you’re spending half your attention managing rotation inputs, you’re missing opportunities to react, reposition, or support your team. That’s not efficient — even if your dummy parse says otherwise. Real gameplay demands more than just raw output — it demands clarity.
My Approach & Limitations
Yes, I’m trying to maximize damage. But I also have to make this manageable. There are 13 classes, dozens of specs — I rely on guides and feedback to keep things grounded. I’m not a specialist in every class, and I don’t pretend to be.
If people spot something off or want to suggest an improvement, I’m always open to that — I just ask they take a moment to understand how the WeakAura and GSE triggers are actually built before requesting changes. It’s a lot to track, and if I’ve been away from a spec for a bit, I might need a refresher too.
And just to clear it up again — GSE isn’t a scripting tool. It’s a priority-based system. I can control flow and influence probability, but I can’t force specific cast orders. Some abilities just don’t belong in the macro — they go into WeakAura prompts because of how strict their conditions are.
Sims vs. Reality
Whenever someone brings up sim data as the final word, I’ll be honest — it’s frustrating. I’m not claiming AutoSpec is perfect. It’s not. I’m constantly iterating, improving, and relying on community feedback. But a sim exists in a vacuum. It doesn’t represent actual gameplay.
Just because you can match a sim on a target dummy doesn’t mean you’ll perform well in real encounters. If anything, relying on that static ideal will leave you worse off. Here’s why:
A sim doesn’t move between packs. It doesn’t get stunned or feared. It doesn’t hold cooldowns for the right moment. It uses mobility abilities strictly for damage. It doesn’t pop defensives, heal itself, use trinkets, healthstones, dispel allies, or apply crowd control. It just runs a fixed sequence and outputs a number. It’s a math simulation — not a gameplay simulation.
There’s a huge difference between simming gear and simming a rotation. Gear is static — it doesn’t change once the run starts. Simming your gear gives useful, consistent data. But simming a rotation breaks down the second real decisions, movement, or interruptions are involved.
I’ve spent hundreds of hours thinking through this. I’ve released around ten finalized AutoSpec builds, but I’ve built dozens of systems before that — Aerrek’s UI, Combat Systems, Interface Systems. I’ve learned a lot by building, breaking, and rebuilding. Every AutoSpec sequence is designed around real gameplay, not dummy parsing.
Sims have value — they help shape theory. But treating them like gospel often misses the whole point of what makes a good player in real content.
Visual Design Philosophy
AutoSpec’s layout is deliberately simple — just two buttons and a minimal HUD. That’s not an oversight; it’s by design. I’ve seen plenty of other UIs packed with oversized elements, repeated trackers, and info layered on top of more info. It turns your screen into a mess — you end up watching your UI instead of the fight.
I’ve tested those kinds of layouts. They might look impressive at a glance, but they bury the gameplay under visual clutter. You don’t need to see the same cooldown or DoT in three different places, you just don’t.
AutoSpec avoids all of that. No action bars, no duplicate displays. Just clean, focused information in the right spot. Modifier inputs are placed where they make sense, and the whole interface is meant to support gameplay, not distract from it. The result is better clarity, fewer mistakes, and a smoother* more fun* overall experience.
How I Spend My Time
I’m not spending my time pushing +30 keys or chasing Mythic parses. Most of it is at a target dummy in Stormwind — building sequences, testing triggers, and refining logic.
Each spec takes 12–16 hours to get right. I don’t release half-baked work. I take pride in craftsmanship and don’t cut corners. It’s meticulous, often repetitive, sometimes straight-up boring — but it’s the foundation of the whole system, and I take it seriously.
I’m not saying that to make excuses — I’m saying it to invite help. If you main a spec and notice something off, let me know. That kind of feedback is what makes AutoSpec better.
You’re totally right about Execute firing too often. I’ll look at more resources and take a deeper look. That’s exactly the kind of input that helps.
Thanks again for putting in the time and thought. I appreciate it.
Let me know if you see anything else. I’m always listening.