Quote Originally Posted by Khatovar View Post
It's because use is the same as cast. If you're an engineer you can make castsequences out of your items this way

Code:
/castsequence 6, 8, 10, 13, 14, 15
Which should use your Mind Amplification Dish {belt}, Rocket Boots Xtreme {boots, duh}, Incendiary Fireworks Launcher {gloves}, trinkets, Goblin Glider {back} in order.

Pretty much any armor slot has an item with on use effects

Helms
Necks
Shirt
Chest
Belt
Legs
Feet
Hands
Rings
Cloak
Shields
Offhands
Weapons
Tabard

Only the shoulder and wrist slots are lacking on use effects. It's just like using 0 which was the number for the Ammo slot. You can use any paper doll slot number and if you don't have a useable item it should work exactly the same. Ebony brought this up as a replacement for the old click system a while back.

Also, from what I've tested, the reset is irrelevant, a castsequence is always going to start over as soon as it hits the end of the sequence anyway. The 1 also doesn't matter, you can get the same effect using

Code:
/castsequence Lightning Bolt
/castsequence Lava Burst
It works because of the delay in how the servers process castsequences vs casts.
That macro you just linked has a delay (for most people) between lightning bolt casts, which was half the point of this thread. the reset counter removes that delay.