BeamNG.Earth
BeamNG.drive용 1:1 비율 실시간 지구, 실제 고도·위성 이미지·부동 원점·보조 서버에서 LOD 스트리밍
WoW Forever 로테이션을 연습용 더미에서 연습합니다. 9개 직업 모두와 시뮬레이션 DPS·탱크 빌드를 브라우저 혹은 모바일에서 사용합니다
Practise your WoW Forever rotation on a training dummy: all nine classes, with the DPS and tank builds of the sims. In the browser or on a phone.
게임TypeScript · CSSGitHub @Argorlant온라인운영자 미확인
써 보셨어요? 한 번만 눌러 주세요. 로그인은 필요 없어요.
아직 감지된 업데이트가 없습니다. GitHub 릴리스가 나오면 여기에 보입니다.
개인 계정의 공개 저장소 소유자는 GitHub로 로그인해 운영자를 확인하고 소개를 직접 관리할 수 있습니다. 관리자 승인은 필요하지 않습니다.
로그인한 뒤 확인 파일을 만들어 이 저장소의 기본 브랜치에 30분 안에 커밋해 주세요. 다른 브랜치나 포크의 파일은 인정하지 않습니다. 파일을 올린 뒤 아래에서 확인하면 관리자 승인 없이 관리할 수 있습니다. 자격을 유지하려면 파일을 남겨 두세요.
로그인이 필요하면 로그인 화면으로 이동합니다. 로그인 후 이곳으로 돌아와 원하는 확인 버튼을 다시 눌러 주세요.
프로젝트 폴더에서 /nomorevibe verify를 실행하면 소유권을 확인하고 소개를 직접 관리할 수 있습니다.
1분 만에 확인하기A browser practice yard for WoW Forever rotations: all nine classes against a training dummy, built on the community sims. Fan-made, free.
저장소 README에서 가져옴
README 전체를 불러오는 중입니다.
README 전문 보기 ↗A browser practice yard for World of Warcraft: Forever rotations. You stand next to a training dummy and play your class with real keybinds: energy, combo points, the global cooldown, positional requirements, procs and auras follow the game rules, and a rotation panel counts your hits and crits and reviews your habits. There is no DPS meter on purpose: until anyone has played Forever at level 60, a DPS number would only mislead. It works with keyboard and mouse or on a phone.
Play it online: https://argorlant.github.io/forever-practice-yard/
Up to date with the October 21 server hotfixes (client 1.60.1.70450): talent trees, builds and numbers follow the two sims' updates for them. Spells are at the last trainer rank (the Ahn'Qiraj books need raids, which open on 9 December), raid buffs too; a boss without resistances resists no spell partly; the Mage's Frost tree lost Piercing Ice.
Speculative, built on the sims. WoW Forever's beta has closed and the game launches on 4 November 2026. The talents, builds, rotations and numbers here follow the community sims (wow-forever-sim and foreversim) and our own reading of the beta, which stopped at level 30, so they may not match the live game, and classes can still change at launch and once players reach level 60. Use it as a practice tool: learn a rotation's rhythm and get a feel for how a class might play at max level. That's why the yard shows no DPS: the damage in the floating combat text is only a rough guide. Spotted something wrong? Feedback is very welcome in the issues.
The first class is the Combat Rogue, with WoW Forever's numbers and rules: smooth energy
regeneration (10 per second), the attack table measured on the beta, bleeds and poisons that
can crit, the Forever talent build (Hack and Slash, Flawless Execution) and Forever's ability
values. Every number and its source is in research/rogue_forever.md;
values marked provisional there are still unconfirmed for Forever.
Pick a talent build from the WoW Forever sims in Settings: Combat Swords (both sims), Combat with Improved Expose Armor, Combat Backstab, Mutilate (both sims) and Subtlety Hemorrhage (both sims). Each build brings its talents, weapons, action bar and the sims' priority list for the "next ability" glow (the rotation helper: the Helper button turns it off to play from memory). Raid options: keep Expose Armor up (when no warrior applies Sunder Armor) and whether to use Thistle Tea.
The Warrior follows Forever's normalized rage: each landed white swing gives a fixed amount
from the weapon's speed (3.46 per second of speed one-handed, 4.5 two-handed, half off hand,
doubled on a crit; nothing for misses, dodges, parries or Heroic Strike swings). Builds: Fury dual
wield (also keeping Sunder Armor up), Arms two-hander, two-hand Bloodthirst and two Protection
builds. Stances, Heroic Strike and Cleave on the next swing, Slam's cast, Overpower and Revenge
windows, Execute below 20 % health, Flurry, Deep Wounds, Unbridled Wrath, Weaponmaster and the rest
are in. Sources in research/warrior_forever.md.
For Protection the dummy hits back (Settings → "The dummy attacks you"): it turns to face you and rolls miss, dodge, parry, block, crit and crushing blows against your tank sheet, like the sims' level 63 boss. Its hits give rage (the rule wowsims/forever fitted to Forever logs: 2.5 x (1 - 40 %) x the hit before armor and blocks / 243.6 for a level 63 attacker), blocks and dodges open Revenge, and Shield Block works. Your health is locked by default; unlock it to practice Shield Wall and Last Stand. To practice Execute, start the dummy at 15 % health and lock it.
The Druid comes as three specs (sources in research/druid_forever.md):
?class=druid-cat): smooth energy, combo points and a 1.0 s GCD. Shifting Power is
Forever's powershift: +40 energy for mana, without leaving Cat Form. Mana is a second bar, with
options for the pool, its regeneration, Wolfshead Helm, Howling Idol and a lock. Omen of Clarity
is baseline (2 procs per minute, 10 s cooldown). Blood Frenzy and Berserk are in, plus the Prowl →
Ravage/Pounce opener, Rip and Rake ticks that can crit, and Ferocious Bite spending the extra
energy.?class=druid-bear): treated like Protection, so the dummy attacks you.
Normalized rage (11.25 per landed swing, 22.5 on a crit), rage from hits taken, Natural Reaction
on dodges, Lacerate stacks, Primal Bite, Maul on the next swing, Enrage, Frenzied Regeneration,
Barkskin, threat x1.5 and a Mighty Rage Potion.?class=druid-balance): the Wrath → Starfire → Starfire loop. Eclipse charges make
Starfire faster; Nature's Grace gives haste on spell crits. Moonfire and Insect Swarm ticks can
crit. Spells show visible projectiles. Mana follows the five-second rule (Spirit, Reflection, MP5,
Innervate) and runs out, as it does in Forever. Judgement of Wisdom, Blessing of Wisdom and Mana
Spring Totem are on by default; when Starfire is out of reach, the hint falls back to Wrath.The Paladin comes as three specs (sources in research/paladin_forever.md).
In WoW Forever, Judgement is off the global cooldown and keeps the seal; damage Judgements, seal procs and the new
baseline Holy Strike roll on the melee table:
?class=paladin-ret): a slow two-hander with Seal of Command (7 procs per minute, 1 s cooldown)
and Seal of Righteousness. With Twist of Light, replacing a seal leaves an Echo that your next swing also
applies, so the hint swaps seals once per swing. Vengeance and Vindication are in, and the review counts
swings that carried both seals.?class=paladin-prot): the dummy attacks you. Righteous Fury (Holy threat x1.9), Holy Shield
(+30 % block, 4 charges, Holy damage per block), Redoubt, Reckoning (up to 4 charges your next swing fires),
Shield Specialization mana on blocks,
Templar's Bulwark (an absorb shield) and Swift Judgement.?class=paladin-shock): a melee paladin with Holy Shock on a 10 s cooldown, Divine Favor,
Divine Precision and Light's Vigil (the marked Holy Shock triggers no cooldown, so you Shock twice). No sim
models it yet, so the build (31/0/20) is our proposal.Exorcism needs an Undead or Demon dummy (Settings → Options); Hammer of Wrath works below 20 % health.
The Hunter comes as three specs (sources in research/hunter_forever.md). Auto
Shot fires every weapon swing, divided by ranged haste (quiver, Quick Shots, Rapid Fire). Each shot has a 0.5 s windup in
which you must stand still; the HUD bar turns red during it. Ranged attacks work from 8 to 35 yards, and closer is the dead zone.
By default Auto Shot keeps firing while you cast (Forever's intent); Settings has the Classic rule, where a cast clips the shot:
The hunter carries a bow, gun or crossbow (Settings → Character → Ranged weapon): slung on the back, it comes out to aim and fire while Auto Shot is on or a shot is cast, and the melee weapon is put away.
?class=hunter-mm): gunba's petless Lone Wolf build (+20% damage), Aimed Shot (baseline, 2 s
cast), Sniper Shot, Arcane Shot and Serpent Sting with ranged AP scaling, Mortal Shots. You start 12 yards back.?class=hunter-bm): a cat pet with its own swing timer and Focus (Bite on cooldown, Claw with
spare Focus), up to two hawks from Summon Hawk, Bestial Wrath, Intimidation and Frenzy.?class=hunter-sv): a melee spec in Forever. Dual wield, Aspect of the Beast, Raptor Strike, Strider
Kick, Mongoose Bite opened by Expose Prey on your own Hunter's Mark, Lacerating Strikes and Immolation Trap.Melee weaving is an advanced option for Marksmanship and Beast Mastery (Settings, off by default): Auto Shot and the melee swing of your two-handed glaive run together, and the distance decides which one fires. Rings on the ground mark melee range and Auto Shot's minimum range, and a cue above the bar says when to step in, which melee attack to press (Raptor Strike, Mongoose Bite, Strider Kick, Immolation Trap) and when to step out; weaving drops Aimed Shot for Arcane Shot and Multi-Shot at range. A third setting picks what a melee swing does to Auto Shot: Classic keeps the two timers independent (the default), the Forever beta restarts Auto Shot (what it does today, reported as a bug), Wrath links them both ways. The review counts weaves, the Auto Shot time they cost and the net damage. Since Oct 21 gunba's sim weaves: its SV Weave (its top build) and MM Weave builds, in Settings, shoot from 12 yards and step to 5 while the next Auto Shot is more than 1.5 s away, with no pet.
The Priest comes as two damage specs (sources in research/priest_forever.md); pure healers are out of scope:
?class=priest-shadow): Shadowform (+10% Shadow damage, half-cost Shadow spells, 2.0x Shadow crits)
and personal Shadow Weaving stacks (+2% of your Shadow damage, 5 stacks). Mind Flay is a channel with one hit
roll, channelled in full (Improved Mind Flay makes each tick stronger). Also Shadow Word: Pain, Devouring Plague
(baseline, 24 s),
and Shadow Word: Death, which costs you 10% of your health on a dummy (the health bar shows it).?class=priest-smite): Holy Fire and Shadow Word: Pain for Power in Light, Smite, Penance (a
channel with a bolt at 0, 1 and 2 s), Mind Blast, Power Infusion and Inner Focus. Judgement of the Crusader is
on by default.The Mage comes as three specs, with the sims' hybrids as builds (sources in research/mage_forever.md):
?class=mage-arcane): Arcane Blast stacks (15% of your Intellect as spell damage each, 15 s from the
first, +175% to its own cost), Arcane Wrath, Arcane Missiles on Missile Barrage and as the filler (each missile rolls
its own hit and crit; since Oct 21 they proc neither Clearcasting nor Missile Barrage), Arcane Power and Presence of Mind.?class=mage-fire): Heating Up (direct crits and every Fire Blast make the next Pyroblast up to 1.5 s), rolling Ignite, Fire Power,
personal Fire Vulnerability from Scorch, Fire Blast and Combustion; Scorch, Fireball or Frostfire Bolt as the filler.?class=mage-frost): Frostbolt, Fingers of Frost charges for Ice Lance x3 and Shatter, Winter's Chill
stacks (from Frostbolt and Fingers of Frost Ice Lances) for Cone of Cold within 10 yards, Ice Barrier and Frigid Power
(+3% Frost damage each), and Arcane Missiles and Arcane Blast for the Arcane-Frost build.Mage Armor and Arcane Meditation keep Spirit regen while casting; Evocation, Mana Ruby and potions are on the bar.
The Warlock comes as three specs (sources in research/warlock_forever.md). In WoW Forever
Agony and Doom are Banes (one per target, apart from your Curse), Bane of Doom hits for 1742 + 4x spell power after 60 sec,
and Curse of the Elements covers every magic school. Life Tap turns health into mana; your health bar is shown and raid
healers keep up with you (each second they heal 20% of the health you are missing, in Settings):
?class=warlock-affliction): Corruption with Nightfall (Shadow Trance: an instant Shadow Bolt), Siphon
Life, Immolate, Pandemic crits at 2.0x and a personal Improved Shadow Bolt debuff. Wrack and Drain Life are on the bar.?class=warlock-demonology): Demonic Pact keeps your Demonic Sacrifice buff while another demon fights
at your side (summoning the sacrificed one again cancels it). Demonic Brand from Searing Pain, Soul Link, Master
Demonologist and Soul Fire during Decimation. The Succubus runs to the dummy; the Imp stays by you and throws Firebolts
(both drawn on the character model with horns, wings and a tail).?class=warlock-destruction): Shadow and Flame (Conflagrate and Shadowburn keep a +10% buff up for
each school and keep Immolate burning), Incinerate as the filler; the DS/Ruin builds sacrifice a demon (the Imp in the
sims) and cast Shadow Bolt, with no demon left at your side.In Settings, every warlock picks the demon at their side (Succubus or Imp) and, with Demonic Sacrifice, the demon to give up: Imp (+15% Shadow), Succubus (+15% Fire), Voidwalker (2% mana every 4 sec) or Felhunter (3% health every 4 sec).
Pets (the hunter's beast, the warlock's demon) work as in WoW: they wait at your side, run to the dummy at running speed and only hit once they are in reach (melee, or 30 yards for the Imp). The pet bar has Attack, Follow and Stay, and the pet mode is in Settings: Assist (default: it joins in when you use an attack), Defensive (only on your order or when something hits you, the Classic default) or Passive (only on your order).
The Shaman comes as two specs and an experiment (sources in research/shaman_forever.md).
Totems sit in four element slots (a new one replaces the old; Searing Totem attacks, buff totems last 5 min, a 1.0 s
global cooldown), Earth, Flame and Frost Shock share one cooldown, and Clearcasting makes the next damage spell free:
?class=shaman-elemental): Lightning Bolt (2.0 s), Lava Burst for 20% more on your own Flame Shock,
Elemental Mastery (0.5 s faster Lightning Bolt and Lava Burst, Chain Lightning off cooldown), Chain Lightning on Clearcasting, Lightning Overload copies and 2.0x crits from Elemental Fury. Mana runs out, as in the
sims; the Stormcaller hybrids are builds of this spec.?class=shaman-enhancement): one two-hander (no dual wield in Forever) with Windfury Weapon (two extra
attacks; it turns a raid Windfury Totem off for you) or Flametongue, Stormstrike's personal charge for your next Lightning
Bolt or Earth Shock, Maelstrom Weapon (5 stacks: an instant, free Lightning Bolt), Flurry, Fire Nova around your Searing
Totem and Rage of the Farseer. Weapon Mastery (+10%, disputed) is an option, off by default.?class=shaman-tank): Forever has no tank shaman; this is our 17/34/0 proposal with
Rockbiter, Lightning Shield orbs, Stoneskin Totem and Stormstrike resets on dodge and parry, against the attacking dummy.Totems stand where you dropped them (a carved post per element, with a flame, stones, wings or an orb on top); Searing Totem's bolts and Fire Nova's ring start from your Fire totem.
Channeled spells are part of the engine: cost and GCD at the start, ticks over time, interrupted by moving and clipped by the next spell.
Raid buffs and debuffs add what the rest of the raid brings, when it changes how a rotation plays. Pick them on the welcome screen or later in Settings:
The first screen picks the class (WoW's class icons) and then a build, grouped by spec, with its three talent trees drawn
like the game's talent frame (hover a talent for what it does). ?class=warrior opens a class directly; Settings shows the
current build's trees and links back to the first screen. npm run talents rebuilds the tree layouts from gunba's sim
(tools/talent_layout.mjs), and npm run icons fetches their icons.
Your own talents. In Settings, Edit talents turns the build's talent frame into a calculator: left click adds a
point, right click (or Remove on a touch screen) takes one back, under the game's rules (51 points, five per row,
prerequisites at full rank). Your talents replace the build's, which keeps its gear, action bar and priority list; the
priority list reads your talents, and abilities a talent unlocks get a button. Copy link shares the class, build and
talents (?class=…&build=…&talents=…).
Talent planner. ?planner=<class> (the Talent planner button on the first screen, or Planner on a build) is a
talent calculator for every class with the same rules, and it keeps the order you spend points in: the leveling order lists
the level each point comes at (one a level from 10, 51 at 60), and taking a point back moves the later points that needed
it until they fit again. The tooltips give each rank's text, what a talent needs, and what WoW Forever changed in it
(★ marks the talents new in Forever); a panel lists the new talents the build takes and the Classic talents the trees no
longer have. Start from one of the sims' builds (its order is made up: main tree from the top, then the others) or compare
with one (the other build's rank shows on every talent where they differ). The link (?planner=<class>&o=…) holds the
order, one letter per point; Practise as … opens the yard with the nearest of the sims' builds (its gear and action bar)
and your talents. The notes come from the research sheets: node tools/talent_notes.mjs rebuilds
src/ui/talent-notes.json.
Action bars and keys. Up to four rows of 8 buttons (2 to 4 shown, in Settings or the Spellbook). Rows 3 and 4 start with the build's abilities that have no other button (Charge and Intercept for a warrior), row 3 on Shift+1-8. The Spellbook lists every ability to drag onto a button; dragging a button off the bar clears it. The Keys button turns on key binding: hover a button and press a key or turn the mouse wheel (Backspace clears it). The wheel binds like in WoW: up and down are two keys, Shift, Ctrl and Alt combine with them, and a bound direction no longer zooms the camera. In Settings, × unbinds any key, movement included, and a key does one thing, as in WoW: binding it somewhere unbinds it elsewhere (bind A and D to strafe and they stop turning). Holding both mouse buttons runs forward. As in WoW, a press in the last 0.4 s of a cast or the global cooldown is queued and goes off the moment it ends. On-next-swing attacks (Heroic Strike, Cleave, Maul, Raptor Strike) keep a gold frame with a light running around it from the press until the swing lands, and the button flashes when it does; as in Forever, pressing one again does not cancel it.
Spell effects. Spells and blows have their own look: fire, frost, shadow, arcane, holy and nature missiles
with trails and impacts that show the crit, Lightning Bolt as a real bolt, arrows and gun tracers, weapon trails
(claws for cats and bears), Thunder Clap, shouts, Whirlwind, Consecration on the ground, light gathering in your
hands while you cast, the Drain Life and Mind Flay streams, and the auras you wear (Lightning Shield's orbs, Holy
Shield, Shadowform). It is all particles (src/scene/vfx.ts) driven by the engine's events (src/combat-vfx.ts).
Your own models (optional). Settings → "Your own models" draws models from your own game files instead of the yard's: your character, the druid's Cat and Bear Forms, the training dummy and the yard itself. Export them with wow.export, which reads your own game files (open your WoW folder in it), as GLB from the arrow next to its Export button:
creature/druidcat/druidcat.m2 and creature/druidbear/druidbear.m2 (Tauren:
druidcattauren.m2, druidbeartauren.m2).creature/object/woodendummy.m2; it plays its own wounds when hit, a bigger one on a crit.stranglegladiatorarena.wmo (the Gurubashi Arena).
You walk on the ground and the floors (stairs and ramps too); where a building has none, such as an arena pit that is
the map's ground, the grass stands in. Walk to a spot and press Put the dummy here to set the dummies there.WoW's animation names (wow.export's "Run (ID 5 variation 0)", Attack1H, SpellCastDirected, AttackBow…, or their AnimationData numbers) are matched to what you do; abilities with an animation of their own use it (Claw, Rake, Rip, Ravage, Pounce, Maul, Swipe, Bash, Whirlwind, Shield Bash, Kick, the shouts and roars). Attacks and casts play on the upper body while you run, wow.export's helmets and shoulder pads (left at the feet in its glTF) go back on their attachment bones, models are turned to face forward, and Turn 90° fixes any other export. The files stay in your browser (IndexedDB): the site never uploads, hosts or shares them, and the yard's own models stay the default.
Encounters: Onyxia. The menu at the top right switches from the training dummies to Onyxia, Classic's three-phase
fight practiced alone (src/encounters/onyxia.ts): a simulated tank holds her (you hold her yourself as a tank spec or
build), a simulated healer heals you, and the rest of the raid wears her down, so the fight takes a few minutes and you
practice what happens around your rotation:
Pull with PULL or by hitting her. At the end a review says how often each mechanic hit you, with a tip for each, and no
damage numbers. The mechanics follow warcraft.wiki.gg's Onyxia (Classic) page; where it gives no number (her health,
most timers, the whelps), the numbers are ours and the code says so. The lair, Onyxia and her whelps are built in code;
with your own models (Settings → Your own models: creature/dragon/dragononyxia.m2, creature/dragonwhelp/dragonwhelp.m2
and, as the yard, world/wmo/dungeon/kl_onyxiaslair/kl_onyxiaslair.wmo) it is her and her real lair, with her own
animations (asleep in her bed, Lift Off, Hover, Fly, DragonTail, EmoteRoar, Death).
The engine is shared, so more specs plug in as data.
npm install
npm run dev
Then open http://127.0.0.1:5180.
npm run build: type-checks and builds the static site into dist/.npm test: plays the suggested rotation headless for 5 minutes and prints DPS and a breakdown.npm run model -- <folder>: rebuilds public/models/human.glb from the Quaternius downloads (or set QUATERNIUS_DIR; default ./downloads).npm run icons: downloads the ability icons into public/icons (names in src/ui/wow-icons.json,
taken from Wowhead's WoW Forever tooltips) and the dummy portrait into src/ui/icons.gen.ts.| Folder | What lives there |
|---|---|
src/engine | The combat engine, shared by every class: event clock, smooth regeneration, GCD and spell queue, casts, cooldowns, auras, dual-wield auto attacks, attack and spell tables, armor, the attacking dummy, raid buffs and debuffs (raid.ts). |
src/specs/<class> | One class (rogue, warrior, druid, paladin, hunter, priest, mage, warlock, shaman): data.ts holds every number with its source; talents.ts the sims' builds; the spec files define abilities, procs and the priority list. |
src/scene | The 3D yard (three.js): world, dummy, character, WoW-style controls and spell effects; custom-model.ts, custom-place.ts and wow-map.ts draw models, places and zones of your own (wired in src/own-model.ts). |
src/encounters | Boss encounters: their rules, without drawing (onyxia.ts); src/encounter-view.ts draws them (scene/dragon.ts, scene/lair.ts). |
src/ui | HUD, action bar, floating combat text, rotation panel and settings; the first screen (picker.ts) and the talent planner (planner.ts). |
research | Sourced notes on each spec's WoW Forever mechanics. |
src/specs/<class>/data.ts with the attack rules, default stats and ability numbers.src/specs/<class>/index.ts exporting a Spec: abilities (use gets the engine),
prepare (talents and procs), suggest (priority list) and the default action bar.SPECS in src/specs/index.ts; it appears in the class picker in Settings.The practice yard is free and fan-made, and it stays complete for everyone. If it helped your rotation, you can buy me a coffee on Ko-fi: ko-fi.com/argorlant (or directly on PayPal: paypal.me/argorlant).
The code is MIT licensed (see LICENSE). The ability icons, the character model and the dummy portrait keep their own terms (above).
Fan-made practice tool. Not affiliated with or endorsed by Blizzard Entertainment. World of Warcraft is a trademark of Blizzard Entertainment, Inc.