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  1. #1

    Default Modifiers in macros or modifiers tied to separate action bars?

    This has always plagued me as something I may be missing.

    From the beginning I've used three action bars for the standard 12 action keys (1 - "=") keybound to no modfier (main bar), shift modifier (2nd bar), and alt modifier (3rd bar). In solo play it gave me 36 combinations and I never felt the need to code modifiers into macros. So far while boxing with my 70 warlock, my keybinds have been modest. Content has been too trivial to need anything complex. However, I mistakenly entered the Underbog instead of the Slave Pens. Was doing fine but had a few pulls go slightly askew and watched in horror as my 12.5k hp Warlock started dropping like a fly. So, I know I'm coming up on content where I'll need to finally start playing like a true 5 man team with challenging content.

    So, thought I'd finally ask the community if I'm missing anything by continuing my traditional use of 3 action bars with no use of modifiers in my macros.

    Is it simply style? One benefit I can think of is needing to edit few macros if I have a need to do multiple tasks in a single keypress but only change one option. (i.e., target certain mob, cast spell but with a modifier target certain mob, cast different spell. Rudimentary example)

    At the risk of flaunting my newbness, what might I be missing?
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  2. #2

    Default RE: Modifiers in macros or modifiers tied to separate action bars?

    Quote Originally Posted by 'Greythan',index.php?page=Thread&postID=152516#pos t152516
    This has always plagued me as something I may be missing.

    From the beginning I've used three action bars for the standard 12 action keys (1 - "=") keybound to no modfier (main bar), shift modifier (2nd bar), and alt modifier (3rd bar). In solo play it gave me 36 combinations and I never felt the need to code modifiers into macros. So far while boxing with my 70 warlock, my keybinds have been modest. Content has been too trivial to need anything complex. However, I mistakenly entered the Underbog instead of the Slave Pens. Was doing fine but had a few pulls go slightly askew and watched in horror as my 12.5k hp Warlock started dropping like a fly. So, I know I'm coming up on content where I'll need to finally start playing like a true 5 man team with challenging content.

    So, thought I'd finally ask the community if I'm missing anything by continuing my traditional use of 3 action bars with no use of modifiers in my macros.

    Is it simply style? One benefit I can think of is needing to edit few macros if I have a need to do multiple tasks in a single keypress but only change one option. (i.e., target certain mob, cast spell but with a modifier target certain mob, cast different spell. Rudimentary example)

    At the risk of flaunting my newbness, what might I be missing?
    for the most part, the way you set up your bars is just personal preference and what feels right to you. i use modifiers for a lot of different abilities like you were saying, i have almost all the keys around WASD bound to some sort of ability other than the default. Really, why would you need 'pull out weapon' (z) or 'sit down' (x) so close to your movement keys? >.>

    as an added bonus, having your keys configured like this keeps anyone else from playing your characters. it would just be too damn confusing to try to sit down and figure it out!
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