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    Quote Originally Posted by Mancolt View Post
    How complicated are the macros that multiboxers tend to use? A lot of what I'm reading seems to cover the otherwise basic functions (jumping, targeting, assisting, etc) that I take for granted when only controlling 1 character. When planning out a non-same class/spec character set, do you plan out and map things like: key 1 = opener, key 2 = spam attack, key 3 = interrupt, key 4 = heal, key 5 = AoE, etc and just make sure to put an appropriate spell in that slot for each character? Or am I oversimplifying things, and you actually use much more complicated macros so that you can do more advanced things while playing multiple characters?

    Do multiboxers tend to modify attack strategies to simplify them? Depending on the class, there are a huge number of spells/abilities, each that's optimal in certain situations. It can be challenging enough mastering this when playing 1 class at a time...I can't imagine knowing each spell to use for 3-5 different classes at the same time. But I do know when I need to interrupt, or heal, or AoE. As a rule of thumb for a new multiboxer, should I avoid "majoring in the minors" and just focus on the big things like binding an opener key, a point builder/spam attack, heal, AoE, interrupt, and finisher? I guess this is a moot point if I'm doing the same class/spec since I would just map the same actions on each one, but I'm curious in case I venture to something more advanced like Healer/Tank or DPS/Tank in the future.
    I'm sure someone like Mercurio would be much more qualified to answer this, but I've recently started running a mixed group consisting of:

    Brewmaster Monk (Tank)
    Priest (Healer)
    Destro Lock (DPS)
    Arcane Mage (DPS)
    BM-hunter (DPS)

    And so far I've been using (quite succesfully) a very simplistic system of Round-Robins to rotate a bunch of macros and spells on all the characters. Basically, a Round-Robin can be used to send a keystroke to a single (or multiple) client at a time in sequence. The best example of where this is useful would be interrupts, where you would have Character1 use an interrupt when you first press it, second press makes Character2 use an interrupt, etcetc. These however can also be used to send a different keystroke to the clients each time you press it. So for example you could do something like:

    1 (press #1) = 1
    1 (press #2) = 2
    1 (press #3) = 3
    1 (press #4) = 4

    This is sort of what I have for my group with a few additions. For example: my keystrokes send more than 1 key per press, so that they keys with higher priority macros/spells are sent more often, making them more likely to be used if they are available. To keep it organized, I've arranged them so the lower the number it's bound to, the higher the priority. Currently I have only set up a single target and AOE rotation, but it's gotten my team to lvl 72 without any real issues (other than ones caused by me breaking macros).

    The macros I use are quite simplistic, as I'm not that good with them. Mainly I have a bunch of castsequences to rotate abilities according to cooldowns and to apply dots when changing targets, Lock and Hunter automatically ressing their pets if they die, hunter casting misdirect on tank macroed in to everything and so forth...

    There are plenty of ways to improve upon what I've set up, and much much more advanced techniques to use, so take this with a grain of salt. However, hopefully it helps illustrate how a mixed group could work and what the basic idea is in a very simplified way.
    Last edited by Wubsie : 04-08-2015 at 03:06 AM Reason: Grammar

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