Switch conditions and auto-switching
You can have many rotations: one for solo play, one for groups, one for each form or stance, one for AoE. RM can choose between them by itself.
Switch conditions
Each rotation can have a switch condition, shown just below the editor header. It is an ordinary condition tree, but it answers a different question: should this rotation be the active one?
Only some condition types make sense for that, so the switch condition editor offers the ones marked as Switch Condition on the Conditions tab, such as level, specialization, group, form, class, zone, instance, PvP state, pet, nearby enemy count and threat. You can change which types are offered there.
A rotation without a switch condition is never chosen automatically. It is manual only: choose it with /rm set or the minimap menu, or make it the fallback.
How RM picks a rotation
When automatic switching is on, RM goes through the enabled rotations in one order and picks the first whose switch condition matches:
- Priority, highest first. Every rotation has a priority from -100000 to 100000 (blank means 0), shown beside Enabled at the top of the editor. Your rotations and Built In rotations compete on priority alone: a Built In with priority 30 is tried before your rotation with priority 20, and after one with 40.
- Name, for equal priorities, then a stable identifier, so the choice never depends on chance.
- The fallback rotation (Default) is the last resort: it is used only when no other rotation's switch condition matches.
The rotation list is sorted in this same order, with the fallback last, so it reads top to bottom the way automatic switching tries it.
Skipped: rotations that are switched off, rotations that cannot be selected (an invalid or incomplete condition, a condition this client cannot run, or a Built In that is not for this character now), and rotations without a switch condition.
enabled rotations with a switch condition,
yours and Built Ins together,
highest priority first (equal: by name) ── match? ──► use it
│ none matches
▼
the fallback rotation (Default) ──► use itPriority decides between rotations that can both match
If two rotations' switch conditions can match at the same time, only priority decides which one you get. The rotation list marks such a rotation with an amber bar and names the other one in its tooltip; a wider bar means they also have the same priority, so the name decides. To prefer one, raise its priority or narrow its switch condition.
Built In rotations
Built In rotations take part like any other rotation, with their own priority. A Built In's Enabled setting and priority are yours to change for the current profile without copying it; see Built In overrides. Some Built Ins are alternatives to the recommended one for a specialization and ship disabled. To use one, turn it on and either turn the recommended one off or give the alternative a higher priority.
Specialization and level are part of the switch
A Built In loads only for the edition and class it was written for, and, where it says so, for an expansion, a game build or season rules such as Season of Discovery or Hardcore. Those are the only things decided when the addon loads. What can change while you play, your specialization and your level, is part of its switch condition instead, as Specialization and Level conditions. So Built Ins follow you through a respec or a level-up without a reload: after a respec, the Built Ins for the new specialization match and the old ones stop.
Retail characters below level 10 have not chosen a specialization; the game reports the class's initial specialization, and every Retail class has a Built In for it ("No specialization (levels 1-9)"). The Rotations tab offers that initial specialization as its own entry, so you can build rotations for it too.
Rotations exported by older versions of RM may still declare specializations or a level range in their applicability; RM keeps honoring those.
When RM re-checks
- Every Auto-Switch Re-check Interval (about once a second by default), in and out of combat, so conditions that change on their own (enemies nearby, threat, moving, forms, level) take effect.
- Immediately when your target, focus or pet changes, and when you change specialization.
Set the interval on the General tab. Setting it to 0 turns automatic switching off.
Choosing a rotation yourself
You can always pick a rotation by hand, from the minimap icon's right-click menu or with its handle:
/rm set brewmaster
/rm set matches a handle first, in any case, among the rotations you can choose now, then a rotation's exact name, as before. /rm set default chooses the fallback. /rm list lists every rotation for your specialization with its handle and whether you can choose it now.
A manually chosen rotation holds: automatic switching stays out of the way until you choose automatic selection again, with the minimap menu or:
/rm set auto
RM remembers a manual choice for that character, specialization and action context. /rm current tells you which rotation is active.
Troubleshooting switching
/rm why explains it all at once, in a window you can copy from: your specialization and level, each rotation and whether it can be selected (if not, why, down to the card and condition), the Built Ins that would apply but are switched off (by you, or because they ship disabled), the order automatic switching tries, and what it would choose right now.
- "No rotation is active as there is none suitable to automatically switch to." No rotation matched and there is no usable fallback. Give one rotation no switch condition, or fix the fallback.
- A rotation never gets picked: check that it is enabled, that it has a switch condition and that the condition is valid (no red warning), and whether a rotation with a higher priority, yours or Built In, also matches.
/rm whyshows the order. - A Built In wins over your rotation: it has a higher priority and its switch condition matches too. Raise your rotation's priority, or lower the Built In's priority or switch it off for this profile.
- Switching seems slow: lower the re-check interval, or remember that target, focus, pet and specialization changes are already immediate.
