Keeping a separate key map is probably the easier solution in the short term (long term it gets unwieldly, particularly if you make several more teams). The main issue here being the fact that you want [some of] these keys round-robin, although if you always keep a given key as a round-robin it's pretty simple.
One way of doing this is to make use of Action Target Groups to have shamans do one thing but paladins (or whatever) do something else using the same key. send 1 to all shamans, send 2 to all paladins, etc. I break it down even further with separate groups for healers, tanks, dps, melee, ranged, and then more groups for holy paladin, prot paladin, ret paladin, and likewise for resto shaman and elemental shaman. Adding these ATGs to my characters gives me a lot of flexibility in terms of who does what when I press what. For example I also have a followers group -- used by my autofollow and IWT keys -- with a key that can tell different ATGs to leave (and later rejoin) the followers group for certain boss fights (e.g. healers leave followers, or ranged leave followers)
So, say you have a key you specifically like for round-robin interrupt. This would be different based on the class you're playing. Wind Shear, Hammer of Justice, Mind Freeze/Strangulate, etc. One way of doing this is with a WoW Macro Action that casts a different spell based on the class using an Action Target Group, e.g.
Code:
!if (character is in "shamans") /cast wind shear
!if (character is in "death knights") /cast strangulate
!if (character is in "paladins") /cast hammer of justice
I would put this in its own Mapped Key, with the action's target set to Window:Current (self), then have each step of the round robin use Do Mapped Key Action to do it on the desired target.
There's also Virtual Mapped Keys, which are another way to map a key to different things based on which Character it's being sent to -- but this also requires creating additional Mapped Keys. With Virtual Mapped Keys, you would set up a master mapped key to act as the Hotkey (in this case, the existing round robin mapped key), a mapped key to act as the virtual mapping (that does nothing and needs no hotkey, but the master mapped key uses a Do Mapped Key Action with this mapped key), and then for each Character you would virtualize that as something else. With this method, a round-robin interrupt (the existing RR mapped key being the "master" mapped key I described) would use a Do Mapped Key Action instead of a keystroke or wow macro action, with the target being a Slot, and the mapped key being the virtual mapped key. In other words, for your 4 slots you would have step 1 send "Do instant interrupt" to 1, step 2 sends "Do instant interrupt" to 2, step 3 sends "Do instant interrupt" to 3, etc. In each Character you would set a virtual mapping that reads like this "instant interrupt is now wind shear" or "instant interrupt is now hammer of justice".
I've been switching a lot of my configuration to use virtual mapped keys. I set up a Key Map for each class (each loaded only by the characters who are actually *in* that class, which also minimizes the in-game key binding conflicts), with each of the spells or rotations used for that particular class. This way I can use a universal combat key map and it doesn't really matter what mix of classes I am using at any given time, and my list of key maps will not keep growing with every team I make (just the number of classes in the game). I can swap any character in for another (by dragging it into the Slot in my Character Set) and keep using the same keys. But it does require some planning and work up front to get that convenience
Connect With Us