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PullCall

Keybinds and action bars

Pick your class and I lay out your keys: rotation next to W, A, S and D, the rest where your fingers expect them. Every key comes with a reason. Change anything, then take it into the game with one code.

Your keys

Tap a spell, then tap the key you want. Or drag it.

W, A, S and D stay free for walking.

Take it in game

Copy the code and paste it into game chat with the PullCall addon installed. It asks before changing anything, only out of combat, and /pc keys undo puts your old keys back. Making and copying the code is free for everyone, signed in or not.

/pc keys PCK1.1/1.f048.1;65;1=1tra,2=3d2m,3=15bv,4=4jmg,5=f8m,Q=1u3t,T=8dqm,Z=3uj,X=np,C=1bxo,sF=du,sT=2u5v,sG=hu,m5=4r7f

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Why each key

This is built from your level and spec. Sign in and link your character for a layout from your own spellbook.

Rotation

  • 1Light of Dawn

    Rotation: you press it every pull, and the number keys sit right above W, A, S and D.

    When: Part of your main rotation: press it whenever it is the highest-priority ready ability.

  • 2Beacon of Faith

    Rotation: you press it every pull, and the number keys sit right above W, A, S and D.

    When: Keep it on yourself and your group; recast it after a death or when it runs out.

  • 3Beacon of Light

    Rotation: you press it every pull, and the number keys sit right above W, A, S and D.

    When: Keep it on yourself and your group; recast it after a death or when it runs out.

  • 4Absolution

    Rotation: you press it every pull, and the number keys sit right above W, A, S and D.

    When: Bring a dead ally back after the fight.

  • 5Flash of Light

    Rotation: you press it every pull, and the number keys sit right above W, A, S and D.

    When: Part of your main rotation: press it whenever it is the highest-priority ready ability.

  • QWord of Glory

    Rotation: next to W, A, S and D, so you never stop moving to press it.

    When: Part of your main rotation: press it whenever it is the highest-priority ready ability.

Cooldowns

  • TIntercession

    Cooldown: one reach from your rotation, so you press it on purpose, not by accident.

    When: Battle res: brings a dead ally back during the fight for Holy Power.

Utility

  • ZCleanse

    Utility: on the row under your fingers, for the few times a fight you need it.

    When: Removes poison, disease and magic effects from an ally.

  • XHammer of Justice

    Utility: on the row under your fingers, for the few times a fight you need it.

    When: Use it to stop one dangerous enemy for a few seconds (an add, a runner or a caster).

  • CHand of Reckoning

    Utility: on the row under your fingers, for the few times a fight you need it.

    When: Tanks: use it when an enemy attacks someone else.

Defensives

  • Shift FDivine Protection

    Defensive: a modifier plus a near key. Quick in a panic, hard to press by accident.

    When: Press it before a big hit lands or when your health drops fast, not after.

  • Shift TShield of the Righteous

    Defensive: a modifier plus a near key. Quick in a panic, hard to press by accident.

    When: Press it before a big hit lands or when your health drops fast, not after.

    Needs a shield. I can’t see your gear, so check it.

  • Shift GDivine Shield

    Defensive: a modifier plus a near key. Quick in a panic, hard to press by accident.

    When: An emergency immunity: use it when you would otherwise die, then heal yourself.

Movement

  • Mouse 5Divine Steed

    Movement: on a mouse button, so you can steer and press it at once.

    When: Press it before a big hit lands or when your health drops fast, not after.

Ask PullCall about this layout

“Why is my interrupt on a mouse button?” or “I don’t have side mouse buttons, move those.” This is the only part of the page that uses your PullCall usage, like any other question. The layout and its code stay free.

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How I build it

Your rotation goes on 1 to 5, Q, E, R and F. Cooldowns sit one reach away, utility on the row below, defensives behind a modifier, the interrupt on a mouse button and movement next to it. Every spec uses the same places, so a second character feels familiar.

Signed out, I use the spells your class learns by your level. Signed in with the PullCall Companion, I use your own spellbook and show where each spell is bound today. I leave out spells your weapon or shield can’t use.

The code sets key bindings only. Where the spell is already on a button, the key goes to that button; otherwise the key casts the spell. It never moves your buttons around.