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View Full Version : [MACRO] Druid spam spells



Zues
10-30-2008, 03:45 PM
Okay so i looked through the macro stickies and such and tried using one this:

/cast [exists,harm,nodead] fireball
/stopmacro [exists,harm,nodead]
/assist party1
/cast [exists,harm,nodead] fireball

I replaced the names with my own spells im using for druid which are moonfire and wrath.. Basically what i wanted to do is have one macro have the druid use moonfire, then wrath one time, rather than having to spam 2 different keys for that effect. Is this possible to do? :D Im dualbozing a paladin (main,master) and druid slave

elsegundo
10-31-2008, 04:14 AM
for assists:

/assist party1
/castsequence reset=target/combat moonfire, wrath


also, why are you using [exist, harm, nodead]??? the spell wont cast unless the thing exist, is harmful, and is not dead anyway, so its a bit of a mystery why people add conditions that are redundant.

anyway happy dualbozing.... whatever that is. lol

Griznah
10-31-2008, 04:44 AM
They've seen people add it once and keep doing it. Conditions are only needed if you want to say, both heal and dps in the same macro.
and using assist is a tad bit slower than just using
/castsequence [target=party1target] reset=target/combat moonfire, wrath

I've noticed tho, that since 3.0.1, reset=combat is the same as reset=target. I've had problems with this with cooldownspells and chainpulling :S

ZorbaTheGeek
10-31-2008, 07:25 AM
[exists, harm, nodead] is not redundant if the error messages bother you. Since it will only cast when the condition is met you wont get "I don't have a target" type error spam when pounding the keys during target transitions.

Tynk
10-31-2008, 08:10 AM
[exists, harm, nodead]

In order for something to fit the conditional harm or nodead, it must exist.
The harm and nodead conditionals infer exists and thus exists is not needed at all.
Harm and nodead are only needed if you want to eliminate the error message, which is a perfectly understandable reason to use them.

elsegundo
10-31-2008, 01:16 PM
sometimes error messages are useful.... on the main screen. :rolleyes:

Ualaa
11-03-2008, 09:24 AM
It should be different....


Reset = Target -- should trigger when your target changes, even if you're still in combat or for a buff sequence even if not in combat.
Reset = Combat -- should trigger only when combat ends, no matter how many things you fought in a row.


There wasn't anything in the patch notes saying this had changed.
If it has, its a bug and will likely be fixed shortly.