Hi! Just wondering how some of you guys set up your macros. Please include what each macro does and an explanation of the commands themselves. Thanks in advance!
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Since this is the WHM board, here is my WHM macros:
2 most powerful cures I have
area cure
regen
Protectra and shellra, with party notification and manual delay
bar spells used for the area
haste
blink & stoneskin
dia, paralyze, and slow
status recovery spells used for the area.
because of space constraints, I don't keep all the bar spells and -na spells in there. I save all of them on a seperate page, and copy the ones I need into the main macro page as needed.Junior Member?
Join Date: 01-27-2004 -_-
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My current macro setup looks like this at WHM62/BRD31:
Panel 1: Offensive
1: /ma "Dia" <t>
2: /ma "Paralyze <t>
3: /ma "Silence" <t>
4: /ma "Slow" <t>
5: /ma "Flash" <t>
6: /ma "Dia II" <t>
7: /ma "xxxx Threnody" <t> (varies per enemy)
8: /p <t> sighted at <pos>!
9: /target <bt>
0: /p MP: <mpp>
Panel 2: Defensive
1: /ma "Haste" <stpc>
2: /ma "Cure III" <stpc>
3: /ma "Cure IV" <stpc>
4: /ma "Cure V" <stpc>
5: /ma "Regen" <stpc>
6: /ma "Regen II" <stpc>
7: /ma "Mage's Ballad" <me>
8: Varies*
9: Varies*
0: Varies*
Generally speaking, I reserve 8, 9 and 0 on my defensive macro palette for whatever special attacks I am expecting and/or whatever jobs I am partied with.
Depending on what the party configuration is like, I'll usually use some of the following:
/ma "Hunter's Prelude" <stpc>
... for RNG, or SAM/RNG
/ma "Sword Madrigal" <me>
... if I have melees that need extra accuracy and I have the time to cast it.
/ma "Stona" <stpc>
...absolutely essential when fighting Cockatrice-type enemies who can Petrify.
/ma "Silena" <stpc>
...when fighting Anticans, Coeurls, or Goobue
/ma "Paralyna" <stpc>
...when fighting Tigers or Coeurls
/ma "Poisona" <stpc>
...when fighting Spiders or Anticans who have potent poison attacks
/ma "Bar<xxxx>" <me>
...when fighting enemies with powerful area attacks like Bombs, Goblins, Prime Avatars, Flies, Bones, etc.
/ma "Curaga" <stpc>
...when fighting enemies that use area effect damage attacks
Icemage
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i have a question about cure macros, do you tend to find the cure macros based off <stpc> or the <p0...> more effective/faster? i understand its generally personal preference, but is there really any significant benefit of using one over another? i used to use <stpc> but now use <p0...> and i find that it seems to make a very small difference in certain cases (like when the person is in critical health), but i end up hitting the wrong macro more now... any tips? ^^a
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Me haves several others already list, so will skip those and just list only one people haves not listed.
[ Assist Hotkey ]
/as <t>
1. Pick pt member and Assist them for target. Great for crowded areas. This can also use to assist monster to see which PT member it is attackin. Can then toggle back and forth to debuff monster, assist monster to cure that player.
2. Can use /as <lastst> but can nots assist monster to check which pt member it on buts this would be minor loss.
3. Can remove <t> and insert name of MT for EQ style /assist key. This would need to be changed for every new pt though.Rooke Goldenleaf
Mithra Of San d'Oria
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Irrelevant messages
Icemage,
I've been trolling your posts for awhile now and I find them intensely interesting and have been helping me thoroughly in being a better WHM.
The one thing I can't understand, however, is spell and mana notification macros.
Example:
/ma "Cure XIII" <t>
/party "Cure XIII on <t>"
Why does anyone need this? They can already see a message that says you're casting Cure. The obvious answer is a lot of people are casting spells, so it's tough to pick one casting message out among all the yellow, and a big blue message is easier to spot. But what happens when the party is a WHM, BLM, SUM, BRD, DRK, and PLD, and they all have these messages? The same problem, I think. Wouldn't it be easier if there were no spell notify messages at all?
Moreover, in an ideal world, healing is our game. Logically, no one needs to know they are about to be healed unless a) they are about to gain massive hate through a provoke, etc. and need to have extra health for the expected damage or b) they are backup healing and need to know who you're healing so they can choose someone else. In either case, being aware of spell messages seems sufficient. If a tank has spell messages filtered, then he has nothing to complain about.
Example:
/party "I only gotz <mpp> of my mana left."
Isn't this what the party bar is for? So you can see everyone's HP and MP? I can eyeball it and know you've only got about half of your mana left, why would I care if it's 48% or 52%?
Certainly, the lag created by such messages is small, but I'm slightly annoyed by their presence since I think they're unnecessary. Recently, a SMN I was grouped with had a message telling me in the party channel that Carbuncle was using Poison Nails. Why in the name of all that is holy would I care?
Any counterarguments? I'm still pretty new; do these messages become more useful later? Currently, the only message I really care about is the one I see the least: a countdown telling me how long until the WAR can voke again."I am a beautiful animal! I am a destroyer of worlds! I am Harry Fucking Potter!" -- Wizard People, Dear Reader
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I agree with your assessment. /party chat notifications on spellcasting macros annoy me immensely - you'll notice I don't use any in my post above.
The only two I use are for <mpp> just in case I see a puller running off when I'm at 10%MP, and my "sighted!" macro is there to warn a puller of a monster spawn near camp, or to warn of a potential link.
I find little to no value in wasteful spammy /p macros telling me you're going to "shed holy light on everyone and their brother - Curaga!!!?!"... good players don't need such messages to stay "in tune".
As for backup healing/overlap, I generally coordinate with PLD/RDM/BRD/etc. ahead of time to let them know that I only really need an assist with healing if you see the tank HP drop deep into the red (one of the reasons I loooooove Galka PLDs as my tank - it makes heal overlap much less of an issue). I've never found that seeing an additional /p message helped with coordination.. it just adds to the spam, and by the time you see it you've probably already started casting anyhow.
Icemage
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I disagree in part with that was said about the /p following spells. While i agree that many people can and will find them hella annoying, i dont think it has anything to do with good players and being 'in tune'
Now, i play in a static LS/PT with 5 other friends, so none of the /p annoys us. I am particularly fond of them because I was/am a huge fan of FFT, and the occassional phrases that various spells and attacks popped up I found really cool. Stasis Sword was awesome reguardless, but when Agrias said the little phrase, i thought it was that much cooler. /em shrugs. That's just me.
my point being, /p can annoy people, but i hightly doubt it shows the experince or lack thereof of a player.
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Where did I say that /p macro spam had anything to do with player skill level?
My point was that good players do not NEED such messages to coordinate their game play, and that such messages are irritating to a very large number of players.
I like colorful chat phrases, too, but I'd rather that people type them as part of their normal party banter than forcing me to read the same pre-canned phrase hundreds of times. At higher levels, you tend to party for upwards of 3 hours at a stretch... sure, it might be clever the first few times to see something, but after Stone III for the 400th time today, I really don't want or need to see "I'm going to Rock your world <t>! [Stone] III!" yet again.
Icemage
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Most of my macros for spells which have longer recast times now include the /recast command, usually like this:
Haste macro:
/ma Haste <t>
/echo [Haste] >> [<t>]
/recast Haste
so if you go to caste Haste and it's not ready, you know how much time is left before you can reuse it again. That apart, my macro list goes a little like this:
CTRL+
1: /ma Cure <t>
2: /ma "Cure II" <t>
3: /ma "Cure III" <t>
4: /ma "Cure IV" <t>
5: /ma "Cure V" <t>
6: /ma "Curaga" <t>
7: /ma "Curaga II" <t>
8: empty, used to be pointless Raise macro. Will be used at a later date.
9: /ma Regen <t>
/recast Regen
0: (White Mage) MP: <mp> <mpp>
ALT+
1: /ja "Divine Seal" <me>
2: /ma Stona <t>
(reason for this is for levelling purposes, it's needed for when we hunt lizards in Teriggan)
3: /ma Silena <t> *varies
4: /ja "Elemental Seal" <me>
/wait 2
/ma Sleep <t>
5: /ja "Elemental Seal" <me>
6: *varies
7: /ma Haste <t>
/recast Haste
8: /ma Erase <t>
9: /ma "Regen II" <t>
/recast "Regen II"
0: <t> (Found It!) <pos> @_@
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Divine Seal recast macro?
I did a search thru the WHM's job thread and found nothing. if it has been answered, my apologizes...
my main is RDM and I sub WHM for exp pt's. I have a recast macro timer for Convert
/recast Convert
/target <stpc>
/p Convert <me> <annoying sound 112>
/wait 1
/ja "Convert" <me>
This macro allows me to check on the time left for Convert and allows me to esc key out of it if I am not ready to use it. I tried using this with Divine Seal but I don't get the time left part of the macro.
/recast Divine Seal
/target <stpc>
/p Divine Seal <me> <annoying sound 112>
/wait 1
/ja "Divine Seal" <me>
I get a command error instead. I don't get the "time left" in yellow text with the Convert macro. but I am still able to hit enter to acutally engage the macro. what am I doing wrong? or is it just not possible?
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Hehe, my cure macros all have /panic motion in them. It adds some fun to the party
It goes like this:
/ma "Cure" <t>
/panic motion
Kinda neat idea if your a taru ^^Hobbit
Thf 12 - Mnk 3 - Rng 5 - War 7 - Rdm 10 - Blm 8 - Whm 31- Drk 18 - Bst 10 - BRD 13 -
Bastok ; Rank 3
Crafting: Cooking 0, Woodworking 51, Fishing 9, Goldsmith 8, Blacksmith 4, Weaving 0, Leatherworking 0, Boneworking 0.
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