Hmm, I suppose I should amend my above statement and note a few extra keys I have mapped. For the most party, it's a one key deal (spam 5 and everyone does their sequences).
Here are the exceptions for my group:
1. My "main" is my hunter, NOT the tank. This gives me some "oh s--t" control in case someone hits a mob without enough aggro or such. In those cases I hit Numpad-4 to break the dps/healers from following the hunter, and can run her around separately for positioning, traps, intimidate, etc.
2. Alt-E casts Lifebloom on the tank. I use this before the pull only.
3. Alt-T casts Wild Growth on the healer (and thus also on the dps team). Great for those situations where we get bombed, or otherwise AoE'd. Also useful for that rare hit or spell reflect. Though most of those I use the healer's mouse (on his PC), and do a lifebloom.
4. Alt-W drops a freezing trap
5. 2 hits an instant spell on the shammie (Earth Shock), it uses /stopcasting to ensure it goes off, and interrupts spells for those bosses that you need to have it on.
6. 4 is my multi-shot, chain lightning (only if it is available), and spell steal button. Used mostly just for the multishots, but sometimes I'll hold off to ensure I get off the spell steal.
7. Alt-V is for volley. Unfortunately, I haven't worked out a way to get the mouse click matched on both the hunter and the mage (different screen resolutions, but I haven't tried hard either I guess) so both use an AoE.
8. 7 kicks off specials (bestial wrath, arcane power, avenging wings type thing).
I actually use all but the trap fairly often, if not every single fight. However, none are NEEDED, because the main macro can hold down the majority of fights.
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