It's not hard, it just takes longer to configure.
The important thing is to have an idea of how the classes work. Then you can pick the 3/4/5/n abilities to use and start making macros. Start with simple ones (like those you listed) and add to them as you go.
If I were you, i'd jump directly into the mixed team. Just because at least you'll be advancing while trying things out and won't have the feeling of wasted time.
I personal use about 9 main macros for my toons, so that's 9 keys for 90% of the play actions
- 1/
buff. Each toon has a macro that casts all possible buffs on the party. i use it at the start of an instance or after a
wipe
- 2/
prep. pre-pull action (PoM, Totems, switch to correct form etc)
- 3/
pull sequence. the tank starts building agro alone
- 4/
dps rotation. each toon starts dpsing, the tank has his tanking rotation, and the healer has a tank healing rotation
- 5/
special. each toon has his special abilities (starfall, bloodlust, treants)
- 6/
aoe: Fire Nova, Hurricane, Blizzard, holy nova etc
- 7/
help: each toon has his oh shit botton (ice block, desperate prayer etc)
- 8/
regen: shadowfiend, managem, innervate etc
- 9/
taunt: tank taunt, dps and heals throw threat reducers (wind shear, fade etc)
a normal pull just goes like this: 2-3-4-4-4-4-4-4-4-4-loot . The other keys are just 'in case'
added to that you have utility macros (hearth, eat/drink, accept LFD etc)
having a group with 4 of the same class will not make it simpler in terms of how things work, it's just the name of the abilities in the macros that will be different.
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