Since two /castsequence commands in one macro didn't work too well ... sorta works, but mostly doesn't ... I switched to using the /castrandom command to try to get a similar effect. With the castrandom, I've found that if a blank spell is chosen it still allows the cast lightning bolt command to work on the next line. The castsequence command doesn't do this ... a blank spell is treated like a global cooldown and disallows other spells with global cooldowns to work.
Light Heal: This will choose Lesser Healing Wave 20% of the time but otherwise cast Lightning Bolt.
/castrandom [target=party1] lesser healing wave,,,,
/cast [target=party1target] lightning bolt
Medium Heal: Lesser Heal 50%, Lightning Bolt 50%
/castrandom [target=party1] lesser healing wave,
/cast [target=party1target] lightning bolt
Heavy Heal: Lesser Heal 80%, Lightning Bolt 20%
/castrandom [target=party1] lesser healing wave, lesser healing wave, lesser healing wave, lesser healing wave,
/cast [target=party1target] lightning bolt
Heavy Heal: Lesser heal 80%, Lightning Bolt 20% -- same as above but written differently and shorter
/castrandom [target=party1target] lightning bolt,,,,
/cast [target=party1] lesser healing wave
Its easy then to make all kinds of variations on these and to get different percentages and effects. Add more commas and/or commands to fine tune the percentages and mix up different spells. For example:
Theoretical Heavy Heal for my Resto: 60% Healing Wave, 30% Lesser Healing Wave, 5% Lightning Bolt, 5% Earth Shock
/castrandom [target=party1] healing wave, healing wave, healing wave, healing wave, healing wave, healing wave, lesser healing wave, lesser healing wave, lesser healing wave,
/castrandom [target=party1target] lightning bolt, earth shock
I realize of course that the percentages really only work out to be accurate over the course of many fights. In any given fight 3 Light Heal presses, for instance, might yield no heals or I might get 3 heals in a row from a Shaman. Since 4 Shaman are doing this at the same time, the overall effect may still be satisfactory. The idea of the Light Heal is that the tank isn't taking a whole lot of damage but I need a few heals scattered among all the keypresses until the mob is down.
Similar thing with the Heavy Heal. I mainly need a lot of healing against something that hits hard, but with a little damage scattered among those heals to take down the mob.
I tested this in a complete non-heroic Shattered Halls run last night and it worked pretty well. I did find that my Shaman used mana more evenly than with my previous macros where certain Shaman were designated to heal and others to damage. This was one of my main goals in this, but as someone said this may not stand up over time and may fail miserably in Heroics which I'm not quite ready for (close though).
Mainly I'm just goofing off and having fun with the macros!
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