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  1. #11

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    Quote Originally Posted by Shodokan View Post
    Mind posting your macros then?
    This is what I have right now. It's not optimized or refined at all but it pulls very high dps, I plow through trash and bosses without any healing. Looking at it now, probably doesn't even need the second Crusader strike, but with some haste you may get through the globals fast enough to get to the end of the macro before judgement is up again.

    Main macro:

    /startattack
    /cast Hand of Reckoning
    /castsequence reset=6/combat Judgement of Justice, Crusader Strike, Divine Storm, Consecration, Crusader Strike

    Then a /click is bound to almost every key I hit on the DK to tank. That's it.

  2. #12

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    Quote Originally Posted by heyaz View Post
    This is what I have right now. It's not optimized or refined at all but it pulls very high dps, I plow through trash and bosses without any healing. Looking at it now, probably doesn't even need the second Crusader strike, but with some haste you may get through the globals fast enough to get to the end of the macro before judgement is up again.

    Main macro:

    /startattack
    /cast Hand of Reckoning
    /castsequence reset=6/combat Judgement of Justice, Crusader Strike, Divine Storm, Consecration, Crusader Strike

    Then a /click is bound to almost every key I hit on the DK to tank. That's it.
    thx m8. But i thought HoR only did damage for the first time used on a target?
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  3. #13

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    Quote Originally Posted by Shodokan View Post
    thx m8. But i thought HoR only did damage for the first time used on a target?
    It does damage if you don't have aggro. Since no one has aggro when I pull, all 4 will hit. The DK regains aggro in a few seconds, then all 4 will hit again next time, and so on.

  4. #14

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    Quote Originally Posted by heyaz View Post
    It does damage if you don't have aggro. Since no one has aggro when I pull, all 4 will hit. The DK regains aggro in a few seconds, then all 4 will hit again next time, and so on.
    Makes sense, thanks.
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  5. #15

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    I have to ask - why are you guys using /click at all with rets? ESPECIALLY without a fallthrough?

    the reason that /castsequence sucks, is because it waits for confirmation from the server that the last spell has gone off before sending the next ON NON INSTANT SPELLS, and thus you lose dps from that.

    Rets spells are all instants. you get no confirmation lag/loss of dps from castsequence

    The other reason you use /click especialy for things like shamans is that you have one core ability (lightning bolt) that you simply cast as many as you can between a few time sensitive abilities like lava burst and a dot - so when hero or other things change your casting speed, the number of lightning bolts that you can cast before your cooldowns are up changes, and thus /click with a fallthrough of lightning bolt is perfect.

    I'd say that heyaz' /castsequence is definitely the way to go here. Maybe it could stand to be optimized, but it definitely looks like a better option to /click, which I can only see causing problems with rets, and don't actually see any benifits.

    I really don't understand the use of /click at all for a class that only uses instants, and known cooldowns on abilities. I mean nobody uses click for their paladin tank, because you can make the perfect macro. Is there a reason you're using click for the rets? Or just everyone likes /click because of the ease of switching up/removing spells from the click sequence?

  6. #16

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    With those specific click macros, I have a question -

    I mash buttons like a crazy person, and it seems like my click-speed really changes dramatically according to the click-speed-testing thing. So, if my main macro looks like this:

    /click button "2"
    /click button "3"
    /click button "4"
    /click button "5"

    and my buttons are:

    2 = Judgement
    3 = Divine Storm
    4 = Crusader Strike
    5 = Consecration

    It will fire off whichever one of them is not on cooldown, assuming I'm not also on the GCD?

    If I don't care about the order they get fired off in, does it matter if I put in ,'s to space them out? Like, does clicking on them even when cooled down, or during the GCD wind up resetting the GCD so nothing fires? Because if not, I think I'll just skip putting in ,'s and keep monkey-like mashing at different speeds going

    Also, on the HoR thing: I have HoR bound to a different key on my rets with the following macro:

    /cast [target=focustarget] Hand of Reckoning

    rather than included as part of their attack rotation - this makes it easier to not use it on fights where it's possible that they would draw aggro and keep it too long to survive. I made that switch after one of them drew aggro with it just long enough to get pounded to death by a boss before the tank could regain aggro.

    Though, anyone know if the following might work to make sure the tank instantly gets aggro again:

    Tank macro: /castsequence ,Righteous Defense

    Ret macro: /cast [target=focustarget] Hand of Reckoning

    And I just hit it 2x - so the rets all blast the target and then the tank immediately regains aggro with it?

  7. #17

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    Righteous Defense is a targeted ability, so to taunt back you're either going to have to cast Hand of Reckoning with your prot, or select who to righteously defend
    Lax
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  8. #18

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    Quote Originally Posted by Lax View Post
    Righteous Defense is a targeted ability, so to taunt back you're either going to have to cast Hand of Reckoning with your prot, or select who to righteously defend
    /castsequence [target=Toon1] ,righteous defence
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  9. #19

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    Quote Originally Posted by Shodokan View Post
    /castsequence [target=Toon1] ,righteous defence
    To bad toon 1 isn't always going to have most threat but.. im guessing it will build up alot of TPS(..up to 3 enemies.. ) based on the taunt ><taunt situation and will end up winning all threat?

  10. #20

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    Quote Originally Posted by Myc View Post
    To bad toon 1 isn't always going to have most threat but.. im guessing it will build up alot of TPS(..up to 3 enemies.. ) based on the taunt ><taunt situation and will end up winning all threat?
    then add a modifier key that when that key it targets a different toon.
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