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  1. #1

    Default Quad feral pvp macros

    Hey there looking for pvp feral macros, pst anything u have ty just hit 80

  2. #2
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    Haven't really finalized macros yet (slowly leveling other teams to 75th for Cataclysm Alchemy).
    But this is what I've got so far.

    A basic choice will be whether you want to bother with getting/staying behind your opponent.
    With a single toon, you can probably joust and jump through them and spin for backstabs.
    Not sure if you'll be able to keep multiple ferals behind your target, even with IWT spam.

    Shred based macros will be more damage then Mangle based, if you can stay behind the target.
    But if you hit Shred, when you're not behind the target, nothing happens.
    And unfortunately, we cannot go with:

    #show
    /cast Mangle
    /cast Shred

    If you could write a castsequence macro, with two lines similar to the click replacement... and have /cast Shred as the second line, with a castsequence as the main line, that would be ideal. Shred whenever it is available, but Mangle most of the time.

    So far, I've decided since I'm playing 5x the same (Feral Cats), to go with individual buttons. I could probably replicate a click castsequence with creative usage of Steps, but don't want to duplicate (via boxing software) a feature Blizzard has chosen to remove.

    So, I want to be able to spam a move like Rake, without it recasting for a druid who has successfully Raked.
    This format should work fine:

    #show Rake
    /castsequence reset=3 Rake,Null

    I have a Feral Charge (Cat) > Ravage macro. Looking at PvE openers, many suggest Charge > Mangle > Rake > Ravage, but I'd think a straight Charge > Ravage will be better for PvP, as we're not guaranteed the targets back for any prolonged time.

    We basically follow a priority system (not sure the relative order) for DPS.
    a) keep Savage Roar up.
    b) keep the Mangle bleed up.
    c) keep the Rake dot up.
    d) keep the Rip dot up.
    e) Shred/Mangle for combo points.
    f) Ferocious Bite, when we won't clip Rake/Rip/Roar/Mangle.

    We have Tiger's Fury, for extra energy/burst.
    Berserk has a similar use, unless you want to save it for immunity to CC some effects, in addition to the trinket.

    The group/raid Dash like skill, on round-robin, will be excellent for running/intercepting flags in the middle of the field.



    I'm leaning towards glyphing:
    Prime - Berserk, Mangle, Savage Roar.
    Major - Entangling Roots, Rebirth, Thorns.
    Minor - Aquatic Form, Dash, Unburdened Rebirth.

    Berserk is not the optimal choice for DPS, but it gives 5 extra seconds of fear immunity -- which is one of the largest weaknesses of a boxed team; 20 seconds instead of 15.

    Rebirth seems to be on a shared cooldown in a raid/party, if that's the case for battlegrounds as well... then it will not be an optimal choice for all of the toons, although it will be a strong choice for at least one toon -- having an ally back at full health is fairly strong. I had envisioned five Battle Rez's, on round-robin, brining my toons back at 100% health.

    I really like Entangling Roots, as an instant cast. Roots and Cyclone are both useful control options.

    From what I've seen, thorns is really nasty against Melee. Glyphed, we can have it up most of the time. Only thing that sucks, is it drops us out of Cat Form to apply it.

    Nature spells with cast times under 10 seconds become instant cast, with 5 point finishing moves. Tracking the CP's on other toons will be fairly important. Battle Rez, Cyclone and our Healing spells are all eligible for this. Thorns and Entangling Roots (glyphed) are already instant cast.
    EverQuest I: Bard / Enchanter / Druid / Wizard / 2x Magician.
    Diablo III: 4x Crusader & 4x Wizard.

    My Guide to IS Boxer http://www.dual-boxing.com/showthread.php?t=26231 (somewhat dated).
    Streaming in 1080p HD: www.twitch.tv/ualaa
    Twitter: @Ualaa


  3. #3

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    Ya def need to utilize all that action bar space and your keybinds lol.

    Worst class to micro manage, But I like my druids still... Pve is even worse. Trying to toss in all the timed abilties and bleeds properly is a boxers nightmare.
    Vek'linash - Alliance
    Morra -5 man PVE <League of Crafters>
    Prank - Rogue - Solo Toon
    PVP Druid Team - Boxone, Boxtwo, Boxthree, Boxfour, Boxfive. 2 Resto, 3 Feral

  4. #4
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    EverQuest I: Bard / Enchanter / Druid / Wizard / 2x Magician.
    Diablo III: 4x Crusader & 4x Wizard.

    My Guide to IS Boxer http://www.dual-boxing.com/showthread.php?t=26231 (somewhat dated).
    Streaming in 1080p HD: www.twitch.tv/ualaa
    Twitter: @Ualaa


  5. #5

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    so how would i write that mangle/shred macro?

  6. #6
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    I don't think we can put and/or variables in the macro.
    We can use the variable [stealth], but there isn't one for [behind].

    If you attempt a macro like this:
    #show
    /cast Shred
    /cast Mangle

    If you are able to Shred, the macro fires off.
    If you are unable to Shred, then the macro ends.
    It does not default to Mangle, when Shred fails.

    If you were to have Shred and Mangle on two separate keys.
    And spam both, but with the Shred slightly ahead of the Mangle.
    That might fire off.
    The click command does execute top-down, but have not experimented with this.

    Possibly something like:
    Click Macro A
    Click Macro B

    Macro A
    /Cast Shred

    Macro B
    /Cast Mangle

    I tend to think, this would stick like the one macro, with both Shred and Mangle as cast commands.




    I've just decided to ignore Shred, as part of my DPS.
    Mangle any time and from any direction, is easier than Shred but only from behind.

    I'll have a macro for attacks from behind:
    /cast [stealth] Ravage; Shred

    But those won't be part of my default spam castsequence.

    If I'm in melee range, Mangle will fire off.
    5x Mangle (one per Druid) will be decent damage.

    If it is an opener in PvP, it will likely be 5x Ravage, instead of 5x Mangle.
    Which then allows for Feral Charge > Ravage, without waiting for the cooldown on Feral Charge.



    I'd like a castsequence, with a single button to spam.
    It will be easier then actively managing a rotation on several toons.

    We can Mangle, Rake, Rip, Savage Roar, Ferocious Bite, Feral Faerie Fire, etc.. regardless of whether the target is facing us or facing away from us. Which means the castsequence won't get stuck on a Shred/Ravage, if we don't have the target facing away.
    EverQuest I: Bard / Enchanter / Druid / Wizard / 2x Magician.
    Diablo III: 4x Crusader & 4x Wizard.

    My Guide to IS Boxer http://www.dual-boxing.com/showthread.php?t=26231 (somewhat dated).
    Streaming in 1080p HD: www.twitch.tv/ualaa
    Twitter: @Ualaa


  7. #7
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    Priority:
    a) Savage Roar
    b) Rake
    c) Rip
    d) Mangle (Bleed Boost)
    e) Faerie Fire

    Endless Carnage adds: Rake +6 seconds, and Savage Roar +8 seconds.
    Our durations are:
    a) Savage Roar (1CP: 22 // 2CP: 27 // 3CP: 32 // 4CP: 37 // 5CP 42)
    b) Rake, 15 seconds.
    c) Rip, 12 seconds.
    d) Faerie Fire, 60 seconds.

    For ease, I'll manually cast Faerie Fire and take it out of the rotation.



    OPTION A (One Looping Macro)

    The Pieces:
    a) Mangle,Savage Roar
    - Initial mangle, for extra bleed damage.
    - One (or two) CP Savage Roar, 22+ second duration (approximately 14 abilities)
    - Ends up refreshing SR too early, on each subsequent loops through; might not be a bad thing.

    b) Rake,Mangle,Mangle,Mangle
    - Initial rake, reapply in 15 seconds (approximately 10 abilities)
    - Four chances to crit at least once, for 5 CP's.
    - Rake timer is near perfect, with this macro.

    c) Rip,Mangle,Mangle,Ferocious Bite
    - Five CP rip, lasts 12 seconds (approximately 8 abilities)
    - If the target is under 25%, FB resets the duration of Rip, meaning we reapply after 7 abilities (slightly early).
    - If FB does not reset the Rip duration, then we reapply after using 9 abilities (slightly late).

    /Castsequence reset=target Mangle,Savage Roar,Rake,Mangle,Mangle,Mangle,Rip,Mangle,Mangle,F erocious Bite



    OPTION B (Two Macros, utilizing Null)

    The Pieces:
    a) Mangle,Savage Roar,Null
    - Initial mangle, for extra bleed damage.
    - One (or two) CP Savage Roar, 22+ second duration (approximately 14 abilities)
    - Could go Mangle,Rake,Savage Roar (27/32/37 second Savage Roar), and allow for a different b/c/d rotation.
    - Piece A is only used as an opener, and is not repeated.

    b) Rake,Mangle,Mangle,Mangle,
    - Initial rake, reapply in 15 seconds (approximately 10 abilities)
    - Four chances to crit at least once, for 5 CP's.

    c) Rip,Mangle,Mangle,Ferocious Bite,
    - Five CP rip, lasts 12 seconds (approximately 8 abilities)
    - If the target is under 25%, FB resets the duration of Rip, meaning we reapply after 7 abilities.
    - If FP does not reset the Rip duration, then we reapply after using 9 abilities.

    d) AAA,BBB,
    - 2 abilities, then loop back to "b"; ideally 5-6 abilities then Savage Roar.
    - Could create a larger loop with "d", "e", "f", etc...

    /Castsequence reset=combat Mangle,Savage Roar,Null
    /Castsequence reset=target ....
    Last edited by Ualaa : 11-01-2010 at 06:21 PM
    EverQuest I: Bard / Enchanter / Druid / Wizard / 2x Magician.
    Diablo III: 4x Crusader & 4x Wizard.

    My Guide to IS Boxer http://www.dual-boxing.com/showthread.php?t=26231 (somewhat dated).
    Streaming in 1080p HD: www.twitch.tv/ualaa
    Twitter: @Ualaa


  8. #8

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    I have played a feral for a year or so and absolutely loved it. But i knew that i would never be able to effectively box them due to combopoints.

    So if any of you manage to do well, a vid with some raw material would be nice.

  9. #9
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    On a critical hit, we get two combo points.
    But on a regular hit, we only get one combo point.
    So with multiple toons, it is safe to assume they'll have a varying amount of combo points.

    After five moves, they will all have five combo points.
    But some of them could have had a full count of points after the third move.

    And five is important, because the next nature spell (under 10 seconds casting time) becomes instant.
    Which can be a Cyclone or a big heal.



    I'm assuming a crit will occur at least once, for every toon, over four moves.
    But that is not a certainty.
    Even given an 40% crit rate, there is a (0.6 x 0.6 x 0.6 x 0.6) 12.96% chance of not getting a single crit on one of the druids.
    Then again, there will be 5CP's 87.04% of the time and 4CP's the remaining 12.96% of the time; and we have an 20% chance per CP of an instant cast... Which translates into a (87.04 x 100% = 87.04%) + (12.96 x 80% = 10.368%) 97.372% chance of an instant cast after four moves.

    Given the same 40% crit rate, but only doing three moves before a finisher, we have a (0.6 x 0.6 x 0.6) 21.6% chance of not getting a single crit on one of the druids, ie 3 CP's.
    Further, we have a (0.6 x 0.6 x 0.4) 14.4% chance of one crit only.
    And the remaining chances should encompass both two and three crits.
    Which gives us a (64.00 x 100% = 64.00%) + (14.4% x 80% = 11.52%) + (21.6 x 60% = 12.96%) 88.48% chance of an instant after three moves.
    (Not as sure on the math, with this one, but looks right).



    Might be an idea to micromanage the moves a bit more.
    But a mindlessly mashed sequence, would be easier.

    Not sure what our crit rate will be, at 85th in pvp gear and against full resilience opposition.
    EverQuest I: Bard / Enchanter / Druid / Wizard / 2x Magician.
    Diablo III: 4x Crusader & 4x Wizard.

    My Guide to IS Boxer http://www.dual-boxing.com/showthread.php?t=26231 (somewhat dated).
    Streaming in 1080p HD: www.twitch.tv/ualaa
    Twitter: @Ualaa


  10. #10

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