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  1. #1

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    Quote Originally Posted by Elvaranna View Post
    For the time based, i usually will go with a castsequence. I assume for the rogue that two mutilate is enough to reach 5 CP. Therefore i will open with garrote and rupture, then create two cycle of mutilate and envenom and start over. The issue with this is that the cast sequence will stay stuck on a step as long as the ability is not casted. In GSE they would have two keys, with CP build and CP spend. I have not been able to reproduce it in isboxer If someone has an idea, i would welcome it.
    CP based rotations are tricky particularly due to what you specified; we can't "check" for combo points on execution (we can't check anything, actually) so you end up "writing down" how many CPs you generated before spending. I think separate keys are almost mandatory here, but then again you'll have an issue with rogues de-synchronizing their CP state and making it somewhat of the same kind of problem. With that said, you can play around the Mapped Key Step State Action, turning the step for finishers off and on based on a timer or on a separate keypress.
    You can also try to use castsequence macros directly in IsBoxer that would somewhat trigger based on energy, like this from Hisha:

    /castsequence reset=combat Sinister Strike, Slice and Dice, Sinister Strike, Sinister Strike, Pistol Shot, Dispatch, Sinister Strike, Sinister Strike, Pistol Shot, Dispatch

    It works from spamming because it is a single step, so it won't try to trigger them in random order; you would still "control" the priority when the next step tries to execute. I don't play rogues so can't test/help but hope these ideas contribute.

    Quote Originally Posted by Elvaranna View Post
    the Proc base is something that i still have not figured out... I am considering dedicated bar per character with videoFX next to the group heathbar... However i am still click healing and that would maybe be too much. I am considering switching to focus healing maybe
    Depending on how much you want to invest, and depending on your knowledge/willingness to play with lua and weakauras, you could modify something like a combination of this and this; specify on WA which particular spellIDs you want to track and you shouldn't need vfx to see your entire group on any character. This should only work properly if you have different keys for activating the procs, but I can't think of a way to bypass that anyway.

  2. #2

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    Interesting problem. My GSEs tied to keybinds from IsBoxer. I never noticed an issue inside or outside of Isboxer. All my GSE macros in WoW and bound to keybinds.

    I'm curious as to what you were doing before that resulted in that big of a latency difference.

  3. #3

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    Quote Originally Posted by MadMilitia View Post
    Interesting problem. My GSEs tied to keybinds from IsBoxer. I never noticed an issue inside or outside of Isboxer. All my GSE macros in WoW and bound to keybinds.

    I'm curious as to what you were doing before that resulted in that big of a latency difference.
    It's basically this. When using GSE, every time you push the button, the game determines whether or not that button can be pushed, and if it can't be used, that button click is useless. GSE switches to a new spell, rinse repeat based on GSE logic. In Isboxer, you're basically pressing all the buttons of a step at once. The first one where that spell is available will be cast.

    Without some sort of exploit that duplicates your button presses when you hold a button down, it's almost impossible for you to lose activity time. I spam at about 3-4 button presses a second. Using Isboxer was still a dps gain over the inefficiency of GSE. Which isn't terribly shocking. GSE is also applying some logic in game, which means there's a performative piece in that too. Your client has to send and respond to the server as to whether you're able to cast the spell GSE chose for you.
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