sorry guess that was bad wording was kinda more of a question.
would taunting the one toon make the tank dominate the threat and not have to worry about adding a modifier?
sorry guess that was bad wording was kinda more of a question.
would taunting the one toon make the tank dominate the threat and not have to worry about adding a modifier?
Righteous defense macro:
/cast [@targettarget] Righteous defense
this macro targets who is your current target's target. and use on him RD.
excellent second taunt option in aggro switching situations if HoR fails.
What I meant to say in my original macro was Hand of Reckoning. So the situation would be:
Tank has aggro on target.
Click HoR macro 1st time - all followers zap tank's target, doing damage since they weren't the target. One of the followers has aggro.
Click HoR macro 2nd time - tank fires off HoR, regains aggro instantly
This should work, right?
HoR will not work in PvP. You'll get a message saying that target is immune or something like that, plus the wasted mana, which isn't that much to worry about really. So unless they changed it since I last used a macro similar to Heyaz's you can keep HoR in a macro even for PvP. The reason I swapped was cause of the NPCs in AV. We kept pulling aggro off the tanks and wiping. Setting up a separate macro for HoR does work like you're asking Kate, as long as your tank has Righteous Fury up and casts it a split second after your slaves do. If the target selects the slave and has to actually move to them to hit them (melee), then you should be able draw aggro right back onto your tank before they sustain damage. If the target starts to cast a spell at the selected target, then their attention goes right back to the tank, if I'm not mistaken, that spell will still hit the slave it was meant for to begin with unless it gets interrupted before its cast. I haven't had HoR in any macro for my slaves since they where still leveling up, since then I've kept it on a separate key for emergency uses, or kiting. Keeping it on a round-robin key helps sometimes too, like that one boss in Utgarde Keep. Use this to play yo-yo with him when he starts his Whirlwind attack. Just spread your team and bounce aggro between your toons keeping him in the middle. I've been using a nifty addon I found on Curse.com that's helped with aggro problems. It's called TauntMaster. Very light weight on ram, don't use more than .04 I think.
For that taunt, assist off of the target.
#show
<Insert Assist Here>
/cast [help][help, Target=TargetTarget] Taunt Spell
Whoever the bad guy is targeting, has the most threat.
Different abilities with variable cooldowns would be the reason for "click" with a Ret Paladin.
Unless you have a long enough sequence which you can indefinitely loop...
A prot uses a 96969 sequence, because everything is instant and everything is refreshed before it is cast again.
Even with instants, click gets you a priority.
We have:
- Consecration, every 8 seconds.
- Judgement, every 8 seconds.
- Crusader Strike, every 6 seconds.
- Divine Storm, every 10 seconds.
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I get why there are click macros now - I'm just wondering if the commas are absolutely necessary. Is there some kind of event collision if I try to fire off 2 abilities that are both ready at the same time? Will only one fire off?
Or are the commas just used to avoid "that ability is not ready" spam?
The ability is not ready spam you can get rid of another way. Here's my boilerplate:
The /stopmacro line makes sure I have a live enemy targeted. This works around the issue where WoW will pick another target (seemingly at random) to attack if you have a corpse targeted. Also helps avoid wasting mana if consecrate is in your rotation, etc.Code:/stopmacro [noexists] [noharm] [dead] /startattack /script UIErrorsFrame:UnregisterEvent("UI_ERROR_MESSAGE"); /console Sound_EnableSFX 0 /cast Hand of Reckoning /script UIErrorsFrame:RegisterEvent("UI_ERROR_MESSAGE"); /console Sound_EnableSFX 1
The UI_ERROR_MESSAGE thing gets rid of the not ready text, and the sound effect thing gets rid of the voice messages like "i don't have enough mana"
I always /startattack so my guys are at least doing white damage (at least for the ones where that might be important; it might be replaced with /cast !Shoot, etc), and the /cast etc goes in the middle where the sound and error messages are disabled
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