[11.1.5] 💠 AutoSpec: FURY // ST/AoE detection, Improved Whirlwind logic, Enrage-tuned flow — Built for Cleave Efficiency, Execute Power, and Seamless Control

:diamond_with_a_dot: AutoSpec: Fury Warrior is Back and Smarter Than Ever!

Hey everyone — I’m pumped to finally re-release the Fury Warrior version of AutoSpec!

This rebuild features:

  • Smart Execute logic for ST and AoE
  • Avatar + Recklessness synergy handling
  • Dynamic rotation triggers based on procs and debuffs
  • Minimalist UI with built-in range detection, focus support, and more

Whether you’re melting faces in PvP or cleaving packs in keys, this setup adapts automatically and just works.
No bloated visuals, no janky macros — just a clean, intelligent system built for speed and clarity.

Let me know how it runs for you or if anything feels off — I’ll keep refining.

The WA is not importing and I can’t find it on Wago. TY

Hey @Solanthious,

The copy button above seems to be working for me but you can try to seach for “:diamond_with_a_dot: AutoSpec: Core” or my Wago username, Aerrek_WoW

EDIT: All WA links link across all specs are the same “Core” import.

Thanks appreciate it, are you going to do an arms version?

It’s on the to-do list, maybe two or three specs away

Awesome as usual!
One thing odd i’ve noticed is the inclusion of Execute in both the WA and sequence (specifically for M+ Thane). Best logs show something like 3-4 casts maximum of this spell over the full duration of key runs, so I’d be curious to know which priority algorithm you followed (unless i’ve missed something and it’s not intented for M+ ofc).

1 Like

For Fury I used Icy veins:

W_F_ST_Execute
image

W_F_MT_Execute
image

The multi-target Execute is lower on the list so when you are single target you should be seeing it much more often, according to the guides.

The more I make ‘exceptions’ for getting off the guides priorities the harder it is to keep all the systems straight in my head for when I have to come back to them but if you find its critical to gameplay to make an adjustment I can do that. Please be specific for me so I don’t have to do much research. It takes a lot of time to relearn every spec when I come back to work on them :+1:

To be fair Wowhead and Icy Veins guides are great for your day-to-day, but once you’re aiming for a consistent 95%+ parses (which I think you are with your great macro + wa suites), they are a bit doo-doo.
To see exactly the best, mathematical, damage priority algorithm, a good resource is the simc priority. For fury, you can find it here.

It’s unfortunately not enough in our spammy-spammy scenario because priority is neat, but in our case it’s EXTREMELY rare that all the conditions before row #106 are all on cooldown and that you find yourself in a situation where pressing Execute is worth it above another RB, BT or TC.

This is where looking at best spec logs comes handy. To do so we just have to go on WCL, select a dungeon, the spec we are interested in (here warrior fury), and click on the “Cast” section of a run that is “Log” (not Leaderboard). I just did it for Rookery and you can find the example result here. As you can see, there was 1 Execute over the course of a 28 minutes dungeon.

I’ve found the combination of those two resources very helpful to fine-tune macros. I think your sequences are amongst the most competitive of GSE Discord/WLM forum and I hope you’ll find them useful as well.

(PS: Naturally all I’ve said in my example is based on the basic M+ Mountain Thane scenario, but I think they are also applicable to Raid by just changing the use cases).

1 Like

Hey @Doldhur,

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.


:magnifying_glass_tilted_left: TL;DR

  • AutoSpec is built to support real gameplay — not just dummy parses — by reducing mental load without sacrificing output.
  • GSE is a flexible, priority-based system, but it has limits.
  • Sims are helpful for gear benchmarks, but simming rotations ignores real decisions and mechanics.
  • The UI is intentionally minimal to prioritize clarity, awareness, and decision-making.
  • AutoSpec is constantly improving through community input and real-use feedback.

CLICK HERE FOR INFORMATION

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.


Final Notes

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.

@Doldhur

Also — are the logs you sent from a single-target or multi-target test?

I’m asking because everything in there is being used on cooldown: Charge, Heroic Leap, Recklessness, all major CDs — no distinction based on number of targets. Unless there are separate logs for ST and AoE, it looks like it’s just dumping everything regardless of context. Let me know if I missed something.

As for Execute: based on the current behavior, it’s being used in the Slayer build, which is what I have assigned for single-target. For multi-target, Execute should only fire in the Thane build and only under very specific conditions (e.g., Sudden Death proc). I’ve already updated the logic to reflect that.


This is generated from the SimC log you shared, but I had to build the actual trigger logic manually to reflect single-target vs. multi-target behavior in both Slayer and Thane. That work is done now. Here are the current trigger structures:

W_F_ST_Execute
-- Determines if Execute should be used in single-target based on spec-specific conditions:
-- Slayer: Use if Sudden Death procs, Ashen Juggernaut is expiring, Marked for Execution has 3+ stacks, 
-- or Imminent Demise is low with Bladestorm coming soon.
-- Thane: Use only if Sudden Death procs.

function(t)
    return 
    
    (t[1] and t[2]) -- Single Target Action Usable
    
    and
    
    (
        (
            t[3] and               -- Slayer Build
            (
                t[5]               -- Sudden Death proc (2 stacks)
                or t[6]            -- Ashen Juggernaut expiring
                or t[7]            -- Marked for Execution >=3
                or (t[8] and t[9]) -- Imminent Demise <3 + Bladestorm <25s
            )
        )
        
        or
        
        (
            t[4] and               -- Thane Build
            (
                t[10]               -- Sudden Death proc
            )
        )
    )
end
W_F_MT_Execute
-- Determines if Execute should be used in multi-target based on spec-specific conditions:
-- Slayer: Use only if Sudden Death procs or a priority target has 3+ Marked for Execution stacks.
-- Thane: Use only if Sudden Death procs.

function(t)
    return 
    
    (t[1] and not t[2]) -- Multi-Target Action Usable
    
    and
    
    (
        (
            t[3] and               -- Slayer Build
            (
                t[5]               -- Sudden Death proc
                or t[6]            -- Marked for Execution >=3 on priority target
            )
        )
        
        or
        
        (
            t[4] and               -- Thane Build
            (
                t[5]               -- Sudden Death proc
            )
        )
    )
end

Feels Good so far, will test in Raid tonight. I have accessibility issues, but I like having to think still! Any chance We can get an Arms update soon? Fury is tough in m+.

1 Like

Hey @Bbqdogking89,

Thanks—let me know how the raid goes. I’m happy with how these turn ouy but I’m sure they are not perfect, so I’m always open to feedback!

I started Arms but didn’t finish yet—should have it ready soon.

Progged mythic oab tonight. Previously was using Orbalisks but saw yours and it looks interesting. I was able to do a +16 pretty easily. On mug was averaging about 2.5-3m sim was right at 3m single target. almost exclusively on boss. was a high blue parse on kill just over 3m on overall damage. happy to test Arms if you need!

Happy to hear it, these are designed to take you through any content. Back when I was M Raider I used these, before I started sharing them lol. I’ve done M 20+ on every spec I’ve actually grinded with these setups. Generally I just make them, post them, and next one. Good to hear Fury M+ is being stress tested tho

Thing about Sims is they don’t dodge mechanics, use defensives, and use Charge and Heroic Leap for damage and rage regen (for example), 100% uptime, major cooldowns with no consideration—things like that. So, I’m happy to hear your result. :+1:

Arms will be next, doing Affliction now.

For those of you asking for Arms, its up now with a short normal dungeon video.

It came together pretty quickly, 5 or 6 hours. As opposed to affliction which took me 5 to 6 days. Point is, there may be a few kinks but it seems to be performing well at my low item level.

@Solanthious
@Bbqdogking89