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  1. #1

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    I did it the pretty normal way. Position tank near group but far enough so the golem could be burned down. Have three sets of movement keys. One for ranged, one for tank, one for all.

    Start encounter, swap to golem when he comes out and blow cooldowns. Then back on Dargul. Move ranged when he would make crystal spikes. You don't want him destroying them. Whenever tank would get knocked out of range swap quick to tank and leap back to group.

    When he would do his major attack I have a toggle that swaps my DPS rotation to an idle rotation ( follow, blow cheetah, intercept, mistwalk, etc ) and then just follow master. So when his big smash comes toggle idle and then run everyone around one of the pillars he creates. Wait for him to finish, run out and then start DPS again.

    You really want a raid targets macro for this. My Legion one looks like this (so far):

    /target [exists, nodead] Grasping Tentacle
    /target [exists, nodead] Destructor Tentacle
    /target [exists, nodead] Stinging Swarms
    /target [exists, nodead] Blazing Hydra Spawn
    /target [exists, nodead] Shackled Servitor
    /target [exists, nodead] Faceless Tendril
    /target [exists, nodead] Bellowing Idol

    The aforementioned includes events for Maw, Eye and Nel's lair.

    I put that in front of my DPS rotations so when the hotkey is on, the keymap is on and running. Or you can use in game swap bars to toggle it on or off. This way you don't have to try to target by hand everything while healing and tanking.

    The DPS idle one you can do however you like. For me it was two different wow named macros. Then a step that locks at 1 for reg DPS and another that locks at 2 for idle. Swapping between the two then is a simple toggle.

    Hope that helps.

  2. #2
    Multiboxologist MiRai's Avatar
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    Quote Originally Posted by MadMilitia View Post
    /target [exists, nodead] Grasping Tentacle
    /target [exists, nodead] Destructor Tentacle
    /target [exists, nodead] Stinging Swarms
    /target [exists, nodead] Blazing Hydra Spawn
    /target [exists, nodead] Shackled Servitor
    /target [exists, nodead] Faceless Tendril
    /target [exists, nodead] Bellowing Idol
    Just an FYI... [dead] (and its opposite) implies [exists], so putting both conditionals in there is redundant.
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  3. #3

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    Quote Originally Posted by MiRai View Post
    Just an FYI... [dead] (and its opposite) implies [exists], so putting both conditionals in there is redundant.

    Sure about that? I recall sometime back I had them [exists] and it was targeting corpses..

    Maybe this functionality changed? Hm.

  4. #4
    Multiboxologist MiRai's Avatar
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    Quote Originally Posted by MadMilitia View Post
    Sure about that? I recall sometime back I had them [exists] and it was targeting corpses..

    Maybe this functionality changed? Hm.
    Uh... because [exists] doesn't imply [nodead]; [nodead] implies [exists]. Obviously, if you weren't using [nodead] in an older macro it would target corpses, because both types of units (those dead and not dead) physically exist in the game world and are within targeting range of the character(s) executing the command.
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