Quote Originally Posted by 'Ken',index.php?page=Thread&postID=118425#post1184 25
I posted these issues elsewhere, but I think I should mention them here too. There are quite a few drawbacks to using this setup:

- You can't use modifiers for combining spells underneath one button:
Because these modifiers are used already (thus you get less buttons available that you can use for other class types in your group). For example: You can't make a macro that has Lightning Bolt underneath a button that fires a Chain Lightning if you press shift together with that button.
- Your group is not flexible anymore:
You can't just put any character in your team and have a go with that same team, because the names of your party members are hardcoded in your macros.

This is especially a problem as you need a macro for each spell, as you can't use the modifiers for putting multiple spells in 1 macro.
soz been away a little but thought i'd reply

that's not entirely true, initially the setup described above is as you rightly stated somewhat inflexible. It requires one macro per key (including it's modifiers) and thus prevents you from using other modifiers. To clarify though, the method shown above was only intended to shorten the setup time drastically. If you follow the link to where i originally described the system, I wrote it out macro per macro, rather then combining all the modifiers into one. this allows you to cross link as many macros as you can think of although it gets way to complicated unless you systematically write down everything you do

as for interchanging characters it becomes a doddle when you are not restricted to 255 characters or 24is macros..

I don't usually quote myself, but this might be able to explain what i mean.. (highlighted in red is where you can add your other teams)

i am using trinity bars 2 because my setup is going to be taking up close to 100 macros per character >.<

I'll quickly explain how it works for 5

Open up only one of your characters
as before start by placing the spell from the spell book in the keybind on your action bar.. I'll use LB again as an example in "1"

so 1 = a simpleLB

now open up the trinity bars thing and make a few hidden macros you'll need 5 per spell (ie 5 toons)

the 1st macro:
/target [target=MrA1,exists][target=MrA2,exists][target=MrA3,exists][target=MrA4,exists][target=MrA5,exists]
/assist
/cast [harm,nodead] Lightning Bolt

2nd
/target [target=MrB1,exists][target=MrB2,exists][target=MrB3,exists][target=MrB4,exists][target=MrB5,exists]
...

3rd
/target [target=MrC1,exists][target=MrC2,exists][target=MrC3,exists][target=MrC4,exists][target=MrC,exists]
...

4th
/target [target=MrD1,exists][target=MrD2,exists][target=MrD3,exists][target=MrD4,exists][target=MrD5,exists]
...

5th
/target [target=MrE1,exists][target=MrE2,exists][target=MrE3,exists][target=MrE4,exists][target=MrE5,exists]
...

then keybind them

so ur using "1" for that spell right? I suggest you bind them as follows.

1st : alt+1 (unless you already use alt+1)
2nd : ctrl+shift+1
3rd : shift+alt+1
4th : ctrl+shift+alt+1
5th : ctrl+alt+1

(replace 1 with 2 if you are moving along and do the same for different spells )

now you have to make 5 keymap files and this is where it will get a little confusing

MrA:
1 --> LBAT
ctrl+shift+1 --> LBBT
shift+alt+1 --> LBCT
ctrl+shift+alt+1 --> LBDT
ctrl+alt+1 --> LBET

MrB:
alt+1 --> LBAT
1 --> LBBT
shift+alt+1 --> LBCT
ctrl+shift+alt+1 --> LBDT
ctrl+alt+1 --> LBET

MrC:
alt+1 --> LBAT
ctrl+shift+1 --> LBBT
1 --> LBCT
ctrl+shift+alt+1 --> LBDT
ctrl+alt+1 --> LBET

MrD:
alt+1 --> LBAT
ctrl+shift+1 --> LBBT
shift+alt+1 --> LBCT
1 --> LBDT
ctrl+alt+1 --> LBET

MrE:
alt+1 --> LBAT
ctrl+shift+1 --> LBBT
shift+alt+1 --> LBCT
ctrl+shift+alt+1 --> LBDT
1 --> LBET
now here the advantage is that you leave a few modifiers open for each key, and also you can now quite quickly change the spells for each different class.. the downside is though.. that you are looking at a lot of macros (although it seems that WotLK will indeed support more and longer macros through addons) and it will take longer, and be more complicated to fix if anything goes wrong :S

you are now able, for instance, to use Ctrl+1 or shift+1, under the condition you have enough other keys+modifiers available to you.

hope that answered some of your concerns

Ð

PS: I wasn't quite sure what you meant with

- For casting with anything but the standard toon you have to constantly press at least 1 or 2 modifiers:
This is highly annoying and makes casting slower and makes less buttons available for you to bind to an action, simply because you can't reach them with one hand in combination with pressing one or more modifiers.
i'm not entirely sure what you mean here, but that shouldn't be the case.