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  1. #1

    Default Castrandom Change

    Just wondering if anyone else notice the change to Castrandom? and if you have figured a work around using other castrandom sequence changes or another macro build.


    What i mean about the castrandom change is that, cast random was "corrected" to work as originally intended, to where it does not skip a spell anymore, it waits until that spell is cast-able before continuing.
    Meeo/Nibilus

  2. #2

    Default

    Hasn't it always worked like that?

  3. #3

    Default

    Well, what would u like it to do instead? In my opinion this isn't a bad thing..
    80 => Beir + Beirax + Barrax + Helpemall + Violentô

  4. #4

    Default

    Noooo... that isn't good at all.

    So if it's not off cooldown it will wait until it gets off cooldown, cast it and then move on the next random??

  5. #5

    Default

    Quote Originally Posted by coupas View Post
    Noooo... that isn't good at all.

    So if it's not off cooldown it will wait until it gets off cooldown, cast it and then move on the next random??
    Pretty sure it always worked like that.

  6. #6

    Default

    No, the way it used to work is it would try to cast something, if it was on cooldown it would say "oh well" and "roll" another skill with the next push. Sometimes it would pick the same skill, other times it would pick something else, as it was an entirely new randomized attempt.

    From my understanding {I don't have any castrandoms to try atm} it now refuses to move on or "roll" a new random attempt until it casts the skill it tried to cast...exactly like a castsequence that gets caught on a cooldown.

    For example, my hunters used to have :

    /castrandom Kill Shot, Kill Command, Rapid Fire, Steady Shot, Tranquilizing Shot, Viper Sting

    as the tail end of a /click macro. At random points, it had the ability to throw those abilities in as filler. If, say, a mob didn't have mana and it tried to cast Viper Sting, it would throw an error message and then ignore the cast attempt and next time around it could try casting something else {or Viper again, depending on luck of the draw}.

    Now, it would try to cast Viper, say "I can't cast this" and keep trying to cast it every successive push saying "I still can't cast it", like the guy that walks into a window and says "Hmm, I can't get outside" and proceeds to keep walking into the window.
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  7. #7

    Default

    ugh...no wonder my dps dropped by half on my pallies. THIS SUCKS!!!
    Dana Pain
    Legion of Boom
    Kil'Jaeden



  8. #8

    Default

    Ouch, this is very bad news. I rely A LOT on /castrandom the way it used to work. Ouch, very ouch ...

  9. #9

    Default

    Ouch. Didn't play my team last night, just my mage so I didn't notice this.

    This will force my hand to choose between a full blown cast sequence for my shaman or just a straight lb spam. I was using a lightning bolt, lightning bolt, chain lightning random for heroic trash pulls. Sorta gimps that.

    Really, what's the point of cast random compared to cast sequence with this change? If I have to have all spells fire before any spell can be fired again, I'd rather control the cast order.

    Odd.
    80 Blood Elf Paladin, 80 Blood Elf Priest,80 Troll Mage, 80 Undead Warlock, 80 Tauren Druid, 80 Undead Rogue
    80 x4 Shaman (Orc x3, Troll)

    Madoran - Horde - PvE

  10. #10

    Default

    I'm curious if this will stop remove curse. My server, Dalaran, was pretty much nuked all last night so I didn't get to test anything.

    Currently my macro is something like:
    /castrandom [target=party1] Remove Curse,,,,
    /castrandom [target=party2] Remove Curse,,,
    /castrandom [target=party3] Remove Curse,,
    /castrandom [target=party4] Remove Curse,
    /castrandom [target=party5] Remove Curse

    (it's a well known macro on this site that I take zero credit for)

    Is this macro still going to work since it's not getting hung up on a cooldown or is it going to continue trying to remove a curse from someone who doesn't have one?

    I just did the cure poison quest for my druid since the abolish poison always successfuly casts and I wanted my remove poison mechanic to work the same as remove curse... could be lots of time wasted
    Owltoid, Thatblueguy, Thisblueguy, Otherblueguy, Whichblueguy

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