Should be pretty easy to figure out, but basically it tells your pet to attack the current target depending on whether or not you are in combat. It also checks to see if you are in a group or raid and disables Growl and activates Cower if you are.
Pet Raid Behaviour
/petautocastoff Prowl
/petautocastoff Call of the Wild
/petautocastoff Lick Your Wounds
/cast Prowl
With the current bug that automatically enables all your pets abilities, I made this simple macro that disables all the commands you might not want it to cast automatically.
Is it better to enable autocast on CotW than to actually try and manually cast it in your macro? I've noticed that sometimes it is REALLY troublesome to get it to cast. I noticed that most macros tend to do this, but didn't really understand why.
I used a MD makro which would cast MD on my focus for a long time. In raids I sometimes forgot to change my focus and had the MD on the wrong tank and that really annoied me.
When I started to play my holy priest I also started to use the addon clique. All it does is coding a spell to a set keycombination (alt+left mousebutton click on any playerframe = GreaterHeal). It is so easy to use and learn that I tried it for my hunter, too.
MD for example: shift + left click on the tank or my pet
Mend Pet: shift + right click
Summon Pet: shift + button 4
Since I now raid with my priest I did not try to use it for pet abilitys, but it might work to. I apologize for any wrong words, but I am no native speaker.
Is it better to enable autocast on CotW than to actually try and manually cast it in your macro? I've noticed that sometimes it is REALLY troublesome to get it to cast. I noticed that most macros tend to do this, but didn't really understand why.
It's because the pet has it's own GCD which doesn't necessarily sync up with yours. Enabling the auto-cast will make the pet cast it by itself as soon as it can, instead of you trying to make it cast while the GCD is in effect.
I'm completely new to the forums, but have read on it for a while and I really love messing with macro's and seeing these to be new techniques in making macro's I have been messing with this macro and I think it works as intended, but if you guys can test it and reply on it, that would be great!
This is for a MM build, but I believe similar macro's can be made
In the steady shot part I made the "," before steady shot, so that you don't have to wait a steady shot to get to a cooldown ability, but you will still fire the steady if the spells are on cooldown
Serpent sting is not needed more than once, that is why there is a ", null" after, so that it will only get applied once. But if you do change your target, then it will reset
Hunters Mark you have to watch, but you simply push shift to reset it when it is about time to reaply and it will use it when ready, no need to fit it in yourself Also this will reset if you change target
Trinkets, Rapid fire and Kill Command will get used as they get off the cooldown
If needed, Rapid can also get added to the macro
With the change to Arcane Shot's mana use, it would be wanted to use Arcane Shot instead of Steady Shot, but I haven't quite figured that part out yet, perhaps adding it to the last line so it turns into
You I'm completely new to the forums, but have read on it for a while and I really love messing with macro's and seeing these to be new techniques in making macro's I have been messing with this macro and I think it works as intended, but if you guys can test it and reply on it, that would be great!
This is for a MM build, but I believe similar macro's can be made
In the steady shot part I made the "," before steady shot, so that you don't have to wait a steady shot to get to a cooldown ability, but you will still fire the steady if the spells are on cooldown
Serpent sting is not needed more than once, that is why there is a ", null" after, so that it will only get applied once. But if you do change your target, then it will reset
Hunters Mark you have to watch, but you simply push shift to reset it when it is about time to reaply and it will use it when ready, no need to fit it in yourself Also this will reset if you change target
Trinkets, Rapid fire and Kill Command will get used as they get off the cooldown
If needed, Rapid can also get added to the macro
With the change to Arcane Shot's mana use, it would be wanted to use Arcane Shot instead of Steady Shot, but I haven't quite figured that part out yet, perhaps adding it to the last line so it turns into
I know this isn't the place to talk about Marksman theorycraft, but I think having your trinkets on this macro, depending on gear, could cause you to rob yourself of DPS. If you have a proc trinket, like Mirror of Truth, that increases your RAP, you'll want to use your cast trinket in conjunction with your Mirror proc to get a stronger serpent sting--->refreshed with chimera, etc.
I digress. Manual trinket activation or and alt modifier for your trinket might be better for a MM.
I know this isn't the place to talk about Marksman theorycraft, but I think having your trinkets on this macro, depending on gear, could cause you to rob yourself of DPS. If you have a proc trinket, like Mirror of Truth, that increases your RAP, you'll want to use your cast trinket in conjunction with your Mirror proc to get a stronger serpent sting--->refreshed with chimera, etc.
I digress. Manual trinket activation might be better for a MM.
I do think that it is best to have proc trinkets aswell, but look aside from the trinkets, which really wasn't the point in the macro, what do you think?
That trinket issue can probably get solved somehow
Last edited by DK-Broadside : 12/18/08 at 3:31 PM.
I decided to be somewhat constructive and suggested and alt modifier
Yes an alt modifier for the trinkets would solve that problem. but this comes down to what trinkets are in use, if it is two proc trinkets, there isn't much point in having either /use in the macro. But then it can be used for the Rapid fire if wanted. But I do think that the important part of this macro is the shot cycle part
If Chimera Shot and Arcane Shot are on CD ... is there a time penalty for /castsequence Chimera Shot, Arcane Shot ?
Not as far as I have seen, but please test it yourself, because it is very hard to figure out exactly how it works
As far as I have seen then it starts shooting Chimera as the first ability, after that it turns to SS and then goes on to Arcane, and as it goes the Cooldown abilities seam to be fired first every time and then SS when all is on CD, but I'm really not sure about it all, test it out and lets see
I played around a bit with the "/castsequence , steady shot method"; it seemed real solid on target dummies but trying it on a Naxx run tonight, I found occasionally it would get stuck doing only steadys. Hitting a Chimera by hand would cause the macro to correct it self, and continue casting the two correctly for at least a while.
Still waiting on PTR to come up, I'm curious if this can be built on to correctly handle a full priority (CS > Aimed > Arcane > Steady) sequence.
Is it possible to switch pet attack on/off with a macro ?
Basically I'm looking for something that would do the following : if my pet is not attacking then attack my target, else (= else if pet is already attacking something) then stop and get back to me. I thought the [combat] conditionnal may help but it is referring to if I am in combat or not so that doesn't do the job.
I played around a bit with the "/castsequence , steady shot method"; it seemed real solid on target dummies but trying it on a Naxx run tonight, I found occasionally it would get stuck doing only steadys. Hitting a Chimera by hand would cause the macro to correct it self, and continue casting the two correctly for at least a while.
Still waiting on PTR to come up, I'm curious if this can be built on to correctly handle a full priority (CS > Aimed > Arcane > Steady) sequence.
Wouldn't the following simple priority macro do just that?
I'm not too sure you'd want to Macro in your CS in with your SS macro, It could mess with your Stings on fights where you need to be mobile. I do however thing that would work in the sense of shot priority.
I tried Fooling with macros for CS and I usually just come back to Binding it to Ctrl+Mouse wheel down, seems to allow more flexibility in some fights.
Now, on to a question, anyone know if:
/cast Steady Shot
/cast Sting
/cast Bash
would work in the way of casting sting then bash while sting is on cooldown?
I played around a bit with the "/castsequence , steady shot method"; it seemed real solid on target dummies but trying it on a Naxx run tonight, I found occasionally it would get stuck doing only steadys. Hitting a Chimera by hand would cause the macro to correct it self, and continue casting the two correctly for at least a while.
Still waiting on PTR to come up, I'm curious if this can be built on to correctly handle a full priority (CS > Aimed > Arcane > Steady) sequence.
Found the exact same issue. Randomly locking out both Chimera and Arcane Shot until I manually hit either to reset the sequence.
So after the 1 shot the target switches to you, and therefore you stop firing.
No idea if it still works I haven't wanted to do such a thing for years.
No, even when Chimera is on cooldown it doesn't fall through to Aimed. The thing that's confusing is that this does work:
/cast Kill Shot
/cast Steady Shot
Now I used to think that made sense since at > 20% the kill shot was a different error other than "not ready yet" and so it fell through to the steady fine; however, < 20% after the first kill shot fires & it is on cooldown it still falls through correctly.
Not as far as I have seen, but please test it yourself, because it is very hard to figure out exactly how it works
As far as I have seen then it starts shooting Chimera as the first ability, after that it turns to SS and then goes on to Arcane, and as it goes the Cooldown abilities seam to be fired first every time and then SS when all is on CD, but I'm really not sure about it all, test it out and lets see
Originally Posted by Fendryl
I played around a bit with the "/castsequence , steady shot method"; it seemed real solid on target dummies but trying it on a Naxx run tonight, I found occasionally it would get stuck doing only steadys. Hitting a Chimera by hand would cause the macro to correct it self, and continue casting the two correctly for at least a while.
Originally Posted by Blindchylde
Found the exact same issue. Randomly locking out both Chimera and Arcane Shot until I manually hit either to reset the sequence.
It turns out that these issues stem from the way /castsequence operates. If the sequence is not complete when you move from target to target or in and out of combat, it can lock out spells. In the case above Chimera and Arcane are locked. Going to try the following in Naxx tonight.
It turns out that these issues stem from the way /castsequence operates. If the sequence is not complete when you move from target to target or in and out of combat, it can lock out spells. In the case above Chimera and Arcane are locked. Going to try the following in Naxx tonight.
Also you will get locked out of Arcane/Chimera if your Steady Shot dips below the GCD depending on your spam speed.
Under RF/Heroism you can expect this macro to fail since the _ , part will attempt to run Chimera or Arcane Shot (depending on where the macro is). If it fails it will move on to waiting for another Steady Shot to cast.
edit: Grammar is serious business apparently. I fixed my punctuation and capitalization.
also you will get locked out of arcane/chimera if your steady shot dips below the GCD depending on your spam speed.
under RF/heroism you can expect this macro to fail since the _ , part will attempt to run chimera or arcane shot (depending on where the macro is) but if it fails it will move on to waiting for another steady shot to cast.
This was known from the start and you would require you to manually do the rotation when under either effect, but still it seams like a really good macro to try out if I must say so myself
Originally Posted by Blindchylde
It turns out that these issues stem from the way /castsequence operates. If the sequence is not complete when you move from target to target or in and out of combat, it can lock out spells. In the case above Chimera and Arcane are locked. Going to try the following in Naxx tonight.
I'm really looking forward for an update on this. Because I only tested it a little on the dummies when I made the macro, and there I couldn't find any problems, and as I hadn't tested it in a raid, I didn't want to jump to conclusions, but I wanted to put it out here to get more opinions on it. And it seams like it works quite well The reset combat/target should work if it is due to a combat and target issue
Please update
Given how much I know about this stuff, I'm sure there are better ways to do it, but it's worked well for me. Serpent Sting is refreshed pretty quickly after it fades, only problem I have occasionally is when I go to do something else, the reset triggers, and something fades so i have less ap or something and then it wont apply a lesser serpent sting to the target so nothing else happens in the macro until it fades.
Pretty rare this happens, and when it does serpent probably about to expire anyways, so haven't really bothered to fix.
This was known from the start and you would require you to manually do the rotation when under either effect, but still it seams like a really good macro to try out if I must say so myself
I'm really looking forward for an update on this. Because I only tested it a little on the dummies when I made the macro, and there I couldn't find any problems, and as I hadn't tested it in a raid, I didn't want to jump to conclusions, but I wanted to put it out here to get more opinions on it. And it seams like it works quite well The reset combat/target should work if it is due to a combat and target issue
Please update
I notice no one using !auto shot in there macros. Does it not make a difference either way? Do you have the Auto Attack/Auto Shoot option under Combat in Interface checked or unchecked as well? I just notice my autos clipping alot, almost every shot.