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  1. #11

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    what people need to understand when boxing it doesnt matter the cast cycles of the characters ur running i run 2 mages 1 chloro 1 stormcaller/elementalist. If you set up ATG and set up mapped keys with the steps for their rotations u can have multiple classes hitting skills at diffrent times as you spam 1111111111. So it doesnt matter the bar set up or if u run macros or not. I run a warrior tank a mage dps a mage support ranger dps and cleric heals all i do is spam 11111111 and my ranger goes 1 2 3 4 1 2 3 5 1 2 3 6 1 2 3 5 1 2 3 6 1 2 3 5 then starts over. WIth the multiple ATGS for each class and role it alows me to set up diffrent mapped keys to run diffrent spell rotations for each class and it runs them perfectly each time. I only have to worry about the positioning of the alts and playing the tank. For pary heals and group heals i have click bars set up to cast 1 time spells like aoe heals or something to get mana back or buffs. Makes things alot easier and opens up alot of diffrent group make ups.
    Last edited by cichard : 07-14-2011 at 02:33 PM

  2. #12

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    basically bards main healing skill is cadence and its a channel so u have to stay still.

    Quote Originally Posted by Warwick View Post
    Chloro are actually healers. Bards a buffers that add a bit of group healing.

    Bard healing
    Cadence 115 + weapon over 2 seconds (heals party by a similar amount)
    Coda of restoration (finisher) heals for 464
    Motif of Regeneration - heal 90/3 seconds for 15 seconds
    verse of Vitality - heals party for 489

    Chloro Healing
    Livingiving Veil - Life damage heals party fro 120% of damage
    Lifebound Veil - heals synthesis target for 160% of damage party for 60%

    Chloros have to choose which one of the above to be in

    Void Life - 56 Damage second with big buff to healing if using Lifebound Veil
    natures Touch - A direct damage spell for 170 with a big buff to heal when using life bound veil
    Radiant Spores - a debuff that returns 10% of the damage a play inflicts on a MOB as heals
    Stream of Reclaimation - 6 second channeled spell for 741 that increase Radiant spores heal pct to around 25% for those seconds.
    Natural Splendour - A short range AOE (7 meters from target) 987 point channeled spell that heals party in range for 2097 (Charge Dump)
    Withering Vines - 180 Life dame over 12 seconds 236 healing to group over 12 seconds
    Wild Growth - 982 heal to party within 25 meters, 50% snare to enemies within 25 meters, 10% damage buff within 25meters (Charge Dump)
    Entropic Veil - 19% damage buff (and therefore healing) (Charge Dump)
    Bloom - 1000 directed heal

    many chloro powers 'double-dip'. They heal and do damage there by triggering the mage's veil.

    Bard's shine when movement is an issue (which is often). All the bard's abilities are to the best of my kniowledge unaffected by movement. The mage's ability require him to be stationary for the cast time of his spells. However the raw healing power of the Chloro is much better than the bard.

  3. #13

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    Quote Originally Posted by cichard View Post
    what people need to understand when boxing it doesnt matter the cast cycles of the characters ur running i run 2 mages 1 chloro 1 stormcaller/elementalist. If you set up ATG and set up mapped keys with the steps for their rotations u can have multiple classes hitting skills at diffrent times as you spam 1111111111. So it doesnt matter the bar set up or if u run macros or not. I run a warrior tank a mage dps a mage support ranger dps and cleric heals all i do is spam 11111111 and my ranger goes 1 2 3 4 1 2 3 5 1 2 3 6 1 2 3 5 1 2 3 6 1 2 3 5 then starts over. WIth the multiple ATGS for each class and role it alows me to set up diffrent mapped keys to run diffrent spell rotations for each class and it runs them perfectly each time. I only have to worry about the positioning of the alts and playing the tank. For pary heals and group heals i have click bars set up to cast 1 time spells like aoe heals or something to get mana back or buffs. Makes things alot easier and opens up alot of diffrent group make ups.
    I tried that once, but it was a pain to set up and it didn't work very well, especially for situational cases. Isboxer doesn't seem to have a setting that works well for casting times. There is a "Do not advance to the next step" setting and as you spam 1111, your rogue will stay on that particular step. But it won't pause. It will keep generating that key each time you hit '1'. This can cause that ability to be interrupted and recast, and just mess up the timing for the rotation. I've had to add an extra empty step between every single step just to add timing. It's a huge pain and makes it almost unusable.

  4. #14
    Member Ughmahedhurtz's Avatar
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    Quote Originally Posted by Smedbox View Post
    I tried that once, but it was a pain to set up and it didn't work very well, especially for situational cases. Isboxer doesn't seem to have a setting that works well for casting times. There is a "Do not advance to the next step" setting and as you spam 1111, your rogue will stay on that particular step. But it won't pause. It will keep generating that key each time you hit '1'. This can cause that ability to be interrupted and recast, and just mess up the timing for the rotation. I've had to add an extra empty step between every single step just to add timing. It's a huge pain and makes it almost unusable.
    They changed channeled spells to not interrupt themselves a while ago. It works fine now.
    Now playing: WoW (Garona)

  5. #15

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    Quote Originally Posted by Ughmahedhurtz View Post
    They changed channeled spells to not interrupt themselves a while ago. It works fine now.
    I think the cabalist channeled spell still interrupt itself. I saw they're changing that into a buff on the PTS. I'm not sure that will help Isboxer though. In general it seems very possible to hit the spam key right between GCD/CD ends and new Keymap step begins, causing the same ability to be hit twice and triggering a GCD which messes up the next Keymap step. It would be much nicer if Isboxer would simply pause the sequence and not generate any further keys until the timer has passed.

    (I also like the full action queue setting in Rift, especially when playing solo or identical character setups, but that's tricky when using a sequence keymaps for different characters in Isboxer.)

  6. #16

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    Quote Originally Posted by Smedbox View Post
    I tried that once, but it was a pain to set up and it didn't work very well, especially for situational cases. Isboxer doesn't seem to have a setting that works well for casting times. There is a "Do not advance to the next step" setting and as you spam 1111, your rogue will stay on that particular step. But it won't pause. It will keep generating that key each time you hit '1'. This can cause that ability to be interrupted and recast, and just mess up the timing for the rotation. I've had to add an extra empty step between every single step just to add timing. It's a huge pain and makes it almost unusable.
    i use the method where its
    step 1 keypress 1-> rogues
    step 2 do not advance 1.5 seconds
    step 3 keypress 2-> rogues

    i use this method for the entire rotation and my rogue pulls about 800 dps in a ranger/marks/sin spec with 3 blue weapons.






    My mages attack rotations are abled to be macro so their steps are pretty easy its 1 for their dot and 222222 spam to spam their macro.
    my cleric uses the same rotation style as the rogue so he is contantly keeping his hots refreshed and casting his big heal correctly. the whole time im in combat he heals till im done mashing keys.



    Last edited by cichard : 07-24-2011 at 01:17 PM

  7. #17

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    Quote Originally Posted by Smedbox View Post
    I think the cabalist channeled spell still interrupt itself. I saw they're changing that into a buff on the PTS. I'm not sure that will help Isboxer though. In general it seems very possible to hit the spam key right between GCD/CD ends and new Keymap step begins, causing the same ability to be hit twice and triggering a GCD which messes up the next Keymap step. It would be much nicer if Isboxer would simply pause the sequence and not generate any further keys until the timer has passed.

    (I also like the full action queue setting in Rift, especially when playing solo or identical character setups, but that's tricky when using a sequence keymaps for different characters in Isboxer.)


    the action que is prolly whats messing you up i have mine set to none when multiboxing but i only have a 50 ping i could see specialy if using macros that the que could mess up isboxers rotation.

  8. #18

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    I had to do exactly what you did, Cichard - the extra empty step in-between each keypress step. But after setting up two sequences for two ATGs I got fed up with that cumbersome method. Especially with the levelling teams where I need to modify the sequences all the time.

    Alright, I'll give it another shot someday, with the action queue turned off and I'll request a new feature from Lax. I need a new checkbox next to the "...for at least N seconds" that says "Trigger only once". That would get rid of all the extra dummy steps.

    Also, being able to set a Name to each step would make it much easier to browse through all keymaps and see what they're doing. The name should default to what the last action in the step does (e.g. "Step 5: Num 3 -> Healers") but it would be nice to be able to set it to whatever you want.

  9. #19

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    Wow, he's going to add both those features, like within a week or so it seems. Alright, it seems my mixed teams will be ready to go soon then!

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