---
title: Menu Guide
slug: menu-guide
createdAt: 2023-07-01T21:49:48.160Z
---

The menu is a bit complex, but somehow quite easy to understand

You will have **1 main menu** and **2 sub menus**

# Main Menu

![Ravn Menu](https://api.archbee.com/api/optimize/_8BBVk5N9S0URcRpjxT3v/CbPcfSETzU9zRWe-UDFJI_mainmenu.png "Image of Ravn Menu")

The main menu is always divided into categories



:::ExpandableHeading
## General

**<font color="#4eff00">*You will always find additional text added at the bottom of this window to help you understand what a setting is doing. 
All you have to do is hover you mouse over the setting !*</font>

### Misc

Bunch of generic stuff : disarm logic, healthstone usage, alerts and sounds display... you name it

### Interrupts

Letting you setup the kicks the way you need it. Some settings are interresting such as

**I trust my priest&#x20;**: Wont kick incoming CCs if you play with a priest that is able to Shadow Word Death it

**Fast kick fakes&#x20;**: Routine will always kick at the last second. If it detects someone trying to juke a cast, it will kick it quicker to add more panic.

### Stomps

Let you determine how fast you want to stomp a totem / important unit. Do you want to be alerted on important ones ?
*You also have the ability to have the rotation to target a totem when it wants to kill it : It is not required but in very high lobbies, suspicious people will check if you target totems before killing them. This is a way to fake a human behaviour.*






:::

:::ExpandableHeading
## Graphics

### General

All drawings the rotation can handle. Some settings may only be shown on specific classes

### Debug&#x20;

<font color="#ffbb00">*Not to be used. That's for me, you can play with it but at best it will annoy you, at worse it will crash your game.*</font>


:::

:::ExpandableHeading
## Class

This is based on t he current class loaded. Some have a lot of sub menus, such as Hunter *(with Trap settings, Feign Death, Defensives customization, Spec Specific behaviour...)*


:::

:::ExpandableHeading
## Information

you have 3 different kind of Macros

### General Macros

Macros that can be used independantly of the class / routine : Toggling on or off, pause, burst mode, ... you name it

### Class&#x20;

Macros that can be used on any spec supported by the routine, for a rogue, `/ravn vanish` will work no matter the spec

### Spec

Macros specific for a specialization, such as `Eagle Mode` for Survival. `Holding Trueshot` for marksmanship, etc.


:::

::::ExpandableHeading
## About macros

When you click on the `General Macro` button, you will create it in your General Macro tab. If you click on `Class Macro` it will be on your character specific macro tab

:::hint{type="success"}
All macros start with `/ravn <something>` .However, you are able to change this prefix by whatever you want as long as it is not used by a normal command&#x20;
(such as `/run` or `/yell`) nor used by a legitimate addon you have loaded *(if you have elvui installed dont make these macroes start by `/elvui`)*

To achieve that you need to create a file named `custom.txt`in a specific folder and write inside your command such as `hello`

Then you need to drop this file

- For tinkr, inside the `scripts` folder
- For daemonic, inside the `main folder` where the .exe is located

Doing so will transform `/ravn toggle` to `/hello toggle`&#x20;

<u>**The Macro Creator will take that into account, however existing macros will not be updated, you will need to do it yourself**</u>
:::


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# Interrupt Menu

![Ravn Interrupt Menu](https://api.archbee.com/api/optimize/_8BBVk5N9S0URcRpjxT3v/hfb20zq1BvCdLUwKITjj0_interruptmenu.png)

Interrupt Menu is there to help you configure however you like the interrupts

- Healer Spells
  - Kick only below a certain threshold determined within the General Menu in the Interrupt Tab, then into `Heal Kicks Threshold`
- Crowd Controls
  - Take into accounts DRs, so it knows when it needs to kick those
- Dangerous Damage
  - Take into account if the spell target is under any kind of immunity or damage reduction effect
- Always
  - Always kick these spells, crazy innit?
- Channel
  - Specific for channelled spells

You are able to delete a spell by click on the <font color="#ff0005">red - Icon</font>

You are able to add a spell by adding its **spell Id**. You can use the [addon id tip](https://www.curseforge.com/wow/addons/idtip) if you need some help, or even use WowHead to find the id (less reliable but easier)
As an example, combustion id is `190319` as displayed in this url:
 [https://www.wowhead.com/spell=190319/combustion](https://www.wowhead.com/spell=190319/combustion)

:::hint{type="danger"}
Save your changes ! Else it will not take it into account.
Also settings are created by class. If you play several class ensure you configure it for every class.
As an example hunter's interrupt cooldown is longer than rogue's interrupt : Some stuff such as Demon Hunter channelled eyes are not worth kicking as a hunter in most of the times.
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# Stomp Menu

![Stomp Menu](https://api.archbee.com/api/optimize/_8BBVk5N9S0URcRpjxT3v/NStO7uVEIohlNuqf7ZU8I_stompmenu.png)

Click on which elements you want to add or remove

- One list for totems to be stomped when you are in melee range of those
- One list for totems to be stomped when. you are not in melee range

:::hint{type="warning"}
Some routine have built in logic for stomps : Let's take an example of **Healing** **Tide Totem:&#x20;**&#x61;s a rogue you wont spend so many GCDs in range trying to kill it. So the routine will automatically ignore these totems not to make you lose time spending several gcds to kill it.
&#x20;However, if you get in melee range, you will start killing those.
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