
Originally Posted by
'Ualaa',index.php?page=Thread&postID=143001#post14 3001
Once you're dead and they're camping you, you'd leave the computer and make a sandwich.
Enjoy your sandwich and beer.
Chances are they're gone.
A set up where any toon can lead as well as any other, results in not automatically losing if your initial leader goes down.
A castsequence for Tremor will help immensely against fear.
/castsequence Tremor Totem,,,
/castsequence ,Tremor Totem,,
/castsequence ,,Tremor Totem,
/castsequence ,,,Tremor Totem
One macro per shaman. Since tremor pulses every two seconds, and you'll have this same macro (well line 1, shaman 1, line 2 shaman 2 etc) on the same keybind for each shammy, you want to end up mashing this hotkey 4 times over 2 seconds. That way, when they fear-bomb you, you will run for a maximum of half a second, before the fear ends.
Once they're camping your corpses, its a lot harder, but if your set up is decent.. it will be a lot harder for them to have you in this position.
Another thing that will help you a lot, will be the ability to turn your alts independently of your main.
You can have WASD for keyboard movement on your main, and the arrow keys (up/down/left/right) for movement on your alts.. or whatever works for you.
So if the rogue decides to weave in and out of your toons, you can turn them without having to have them follow your main.
Not necessarily saying it will save you from a higher level and better geared toon in your midst, but you'll have a fighting chance at least.
My toons have this macro:
#show Lighting Bolt
/cast [harm]Lightning Bolt; [help] Lesser Healing Wave
The alts add /assist [target=party1] in between the #show and the /cast line.
If the rogue uses Cloak of Shadow to basically become immune to your damage for a few seconds, you can have them all heal whoever he goes against.
It doesn't hurt to have something like:
#show
/cast Chainheal [target=player]
Put that on the same keybind for every toon. Clicking it will have them all Chain Heal themselves. The second jump automatically goes to whoever is most injured within range. So they all get a primary C.Heal as well as whoever is being hit getting a second hit from the other shamans.
Aside from the ability to dump four Tremors in rapid succession, a grounding per shaman all at once is a very useful hotkey as well.
You don't even need a macro for that, just drag Grounding to the same hotkey for each shammy.
So if you're against a class which can charm, seduce or more likely fear-bomb, do the staggered Tremors.
If you're against a caster player or mob, the four groundings will serve you well.
In addition to your Groundings and Tremors, a cast sequence for Totems is helpful at times.
Ideally, if you know something is coming or are initiating something, you'd drop all totems as part of this sequence.
Then you'd re-drop the Earth totems (tremors) spaced a lot better (closer together) then a castsequence can do.
By this I mean.. if you put your castsequence on say hotkey BACKSPACE and mashed it four times, the best you could hope for would be a Tremor to pulse every second. So you'd probably want back to back Tremor Totems as part of this castsequence, but it would be even better if you were to drop the Tremors either before or after the sequence.
#1: /castsequence reset=12 Grounding Totem, Totem of Wrath, Healing Stream Totem
#2: /castsequence reset=12 Grounding Totem, Mana Spring Totem, Searing Totem
#3: /castsequence reset=12 Grounding Totem, Mana Spring Totem, Searing Totem
#4: /castsequence reset=12 Grounding Totem Mana Spring Totem, Searing Totem
That's just an example. You might want to put Poison Cleansing or Disease Cleansing in, in the place of a water totem (Disease will counteract Death Knight powers, Poison is useful against Hunters and Rogues). You could also include Earth Totems in the rotation.
*Edit* - Not even sure if your team is shammies, but you could adapt these idea's to your set up regardless.
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