View Full Version : LOL @ no more one button spamming for Warlocks.
netfelix
10-17-2008, 06:34 PM
I just find it hilarious that they wanted to get rid of the one button spamming, and yet, here I am, one button spamming...
/use 13
/use 14
/castsequence reset=combat/target Curse of Agony, Corruption, Immolate, Incinerate, Incinerate, Incinerate, Incinerate, Incinerate, Conflagerate, Chaos Bolt, Life Tap
Emperor
10-17-2008, 06:39 PM
Gz you made a macro
Insidious
10-17-2008, 06:41 PM
I just find it hilarious that they wanted to get rid of the one button spamming, and yet, here I am, one button spamming...
/use 13
/use 14
/castsequence reset=combat/target Curse of Agony, Corruption, Immolate, Incinerate, Incinerate, Incinerate, Incinerate, Incinerate, Conflagerate, Chaos Bolt, Life Tap
thats all fine and dandy until one of the curses/dots resists and u have to start over :p and if u have the resisted dot to a bound key, then youre pressing 2 buttons :p
edit: spelling coz i r teh suxx
lethalnl
10-17-2008, 06:49 PM
that cast sequence is fail....waste 30% haste on a 1,5 sec and 2 instants?
Senka
10-17-2008, 07:12 PM
By that logic you could do everything with one button, and thus be a horrible, godawful player.
loganbonus
10-17-2008, 07:49 PM
My god that macro sucks. Your dps is going to be crap because of down time, recast, and resists just to start. Are you trying to raid with that? Not to mention that spam dps is in the toilet. Learn to juggle your spells.
Imafraud
10-17-2008, 08:35 PM
that cast sequence is fail....waste 30% haste on a 1,5 sec and 2 instants?
The macro is certainly problematic but, the 2 instant cast spells are affliction based so they will not waste the haste from backdraft. Backdraft only applies to destruction spells.
nikitabanana
10-17-2008, 09:21 PM
thats all fine and dandy until one of the curses/dots resists and u have to start over :p and if u have the resisted dot to a bound key, then youre pressing 2 buttons :p
edit: spelling coz i r teh suxx
Except with 17% hit you won't get resists...
Not saying the macro is good, just that you're wrong, as are most posts.
random600
10-19-2008, 08:10 PM
Except with 17% hit you won't get resists...
Not saying the macro is good, just that you're wrong, as are most posts.
technically if were not counting things that are good, then you could just spam any spell by it self. then its one button spamming still, is shitty none the less like your macro
netfelix
10-21-2008, 01:33 AM
All I ever get is bashing and actual help...
/castsequence reset=combat/target Curse of Agony, Corruption, Chaos Bolt, Immolate, Incinerate, Incinerate, Incinerate, Incinerate, Incinerate, Conflagerate, Soul Fire, Life Tap
After some tweaking, I've come up with this. Obviously on movement fights this would need to be mashed out manualy, but, CoA and Corruption are to keep Molten Core on a higher uptime percentage. Backdraft is consumed by Soul Fire, Chaos Bolt, and Immolate.
With decent gear you can easily hit the 11% hit required with 9/0/52 spec of:
http://www.wowhead.com/?talent=IrxZZVcGVr0uVoAcct
For those of you saying "ZOMFG you need 16% you nub!!!" assume all normal raid debuffs of Earth and Moon, and 3% hit for Destruction Spells, and 2% for Affliction spells from the spec.
Once again, this is for stand and Nuke...
Deeganlock
10-21-2008, 03:41 PM
Dont forget about the newbie stuff they added like the spellstone and fire stone ! I'll never use wizard oil again ^^ I wish they had more glyphs for Destro. And the patch just came out locks are just poppin cherries again .....Mmmm Pie.
Remiele
10-21-2008, 05:03 PM
Except with 17% hit you won't get resists...
Not saying the macro is good, just that you're wrong, as are most posts.
Grats, you fail at the basic mechanics of the game.
Even with the hit cap you will get misses / resists / things that will screw up the macro and then will have to start over again.
Any decent caster knows cast sequence macro's such as the OP's are bad.
elitenls
10-21-2008, 05:14 PM
Except with 17% hit you won't get resists...
Not saying the macro is good, just that you're wrong, as are most posts.
Spell hit is a combat attribute that increases a caster's chance to hit with spells. Spell hit is primarily obtained from talents or gear that has spell hit rating. The more gear with spell hit rating a caster has the lower the chance the casters spells will miss (i.e. an enemy resist the spells). This chance to hit is capped at 99%, therefore there is always at least a 1% chance to miss with spells (i.e. a 1% chance the enemy will resist spells). Base chance to hit is based only on level difference between the caster and the target. A spell that fails to hit is shown as a resist, though this is different than the spell resistance mechanic. Spell hit has no effect on healing spells, as they will always hit.
Spell hit rating is part of the combat rating system that was introduced with Patch 2.0 and the Burning Crusade expansion. Each point of spell hit rating increases chance to hit with spells by a percentage. The exact percentage per point is based on two parameters:
The player's level: When the player's level increases, the points of +spell hit rating needed to achieve +1% chance to hit with spells increases as well. Viz, the percentage contribution by each +spell hit rating point is reduced when the player's level is increased.
The target-mob's level: The greater the target-mob's level the more +spell hit rating is need to achieve +1% chance to hit with spells against that mob. Again the percentage contribution by each +spell hit rating point is reduced when the target-mob's level is increased.
Other than spell hit rating, a caster can increase chance to hit with spells with talents, depending on class.
danlock2
10-21-2008, 06:47 PM
Spell hit is a combat attribute that increases a caster's chance to hit with spells. Spell hit is primarily obtained from talents or gear that has spell hit rating. The more gear with spell hit rating a caster has the lower the chance the casters spells will miss (i.e. an enemy resist the spells). This chance to hit is capped at 99%, therefore there is always at least a 1% chance to miss with spells (i.e. a 1% chance the enemy will resist spells). Base chance to hit is based only on level difference between the caster and the target. A spell that fails to hit is shown as a resist, though this is different than the spell resistance mechanic. Spell hit has no effect on healing spells, as they will always hit.
Spell hit rating is part of the combat rating system that was introduced with Patch 2.0 and the Burning Crusade expansion. Each point of spell hit rating increases chance to hit with spells by a percentage. The exact percentage per point is based on two parameters:
The player's level: When the player's level increases, the points of +spell hit rating needed to achieve +1% chance to hit with spells increases as well. Viz, the percentage contribution by each +spell hit rating point is reduced when the player's level is increased.
The target-mob's level: The greater the target-mob's level the more +spell hit rating is need to achieve +1% chance to hit with spells against that mob. Again the percentage contribution by each +spell hit rating point is reduced when the target-mob's level is increased.
Other than spell hit rating, a caster can increase chance to hit with spells with talents, depending on class.
That is just plain wrong. With the merger of melee and spell hit in 3.0.2.
In the context of stats, the term "cap" refers to the point at which equipping more of a particular stat will have no additional value. For hit rating the cap usually discussed is in regards to raid bosses. For example, once you reach or surpass the hit cap, you will never miss an attack against a raid boss unless you are under the effect of some debuff that reduces your hit chance (for example, Attumen the Huntsman's curse).
netfelix
10-21-2008, 06:51 PM
Grats, you fail at the basic mechanics of the game.
Even with the hit cap you will get misses / resists / things that will screw up the macro and then will have to start over again.
Any decent caster knows cast sequence macro's such as the OP's are bad.
I have all the spell in my tool bar should the all important Immolate resist. The sequence is for the 99% of the time that it will successfully work. Is there something wrong with the order of spells? # of Incinerates? # of Soul Fire's? Using CoA and Corr to keep Molten Core up?
Any decent player using a sequence macro knows it like the back of thier hand and can manually pound it out. It's just faster if it's automatic for the 99% of the time it works on a stand and nuke portion of a fight.
This wasn't meant as a cure-all, but a cure-most.
Remiele
10-22-2008, 12:58 PM
I have all the spell in my tool bar should the all important Immolate resist. The sequence is for the 99% of the time that it will successfully work. Is there something wrong with the order of spells? # of Incinerates? # of Soul Fire's? Using CoA and Corr to keep Molten Core up?
Any decent player using a sequence macro knows it like the back of thier hand and can manually pound it out. It's just faster if it's automatic for the 99% of the time it works on a stand and nuke portion of a fight.
This wasn't meant as a cure-all, but a cure-most.
Except it is only 99% in theory, most of the time you get much more resists than that even with hit capped. Any kind of miss screws the entire thing up. Also, what if the fight is something like Chromagus where resistances are constanly changing or a boss where they can become totally immune to shadow or fire - the whole macro becomes totally useless.
Cast sequence macros wreak of fail and laziness.
netfelix
10-22-2008, 07:31 PM
Except it is only 99% in theory, most of the time you get much more resists than that even with hit capped
No, it's 99% in practice.
Any kind of miss screws the entire thing up
No, only an Immolate resist will blow the macro up, even then only untill the macro tries to do a Conflagerate. Once again, it can be manually pounded out if need be. Once again, this is for a stand and nuke fight.
Also, what if the fight is something like Chromagus where resistances are constanly changing or a boss where they can become totally immune to shadow or fire - the whole macro becomes totally useless.
Duh This wasn't meant as a cure-all, but a cure-most.
Cast sequence macros wreak of fail and laziness.
Why? It's the fastest way to run a rotation.
Remiele
10-28-2008, 04:08 PM
No, it's 99% in practice.
No, only an Immolate resist will blow the macro up, even then only untill the macro tries to do a Conflagerate. Once again, it can be manually pounded out if need be. Once again, this is for a stand and nuke fight.
Duh
Why? It's the fastest way to run a rotation.
Are you trolling, have you played a caster class? You are just making yourself look stupid now. Cast sequence macro's are bad for any fight.
netfelix
10-28-2008, 06:15 PM
Yes, I've been playing a 70 'lock for almost a year and a half now. Here's a good list of Bosses that this macro works on, at least for the beginning of the fight, that are T5+
High Warlord Naj'entus
Supremus (P1)
Shade of Akama(P2)
Teron Gorefiend(Until you Die)
Gurtogg Bloodboil
Rage Winterchill(Don't have to move a whole lot unless D&D is under you)
Anetheron(Avoiding Infernals doesn't make you move a whole lot)
Kaz'rogal
The Lurker Below
Fathom-Lord Karathress
Morogrim Tidewalker
Lady Vashj(P1 and P3 untill spores make you move all over)
High Astromancer Solarian
Kael'thas Sunstrider(I'm the Capernian Tank, so P3 and P4)
Gee is that just over 50% ? I think it is...
Any problems with the actual sequence? Or are people just going to complain about the fact that it's a cast sequence?
Debuff
10-28-2008, 08:13 PM
castsequence macros fail in a raid environment because they don't benefit from the spell queue system that was added a few patches back. You will get a stagnant period between each cast as the macro waits to see if the last cast successfully was cast (i.e.: it doesn't queue up the next spell server-side as you are casting).
netfelix
10-28-2008, 09:57 PM
I beg to differ, I hit the button about 75%-80% through a spell cast, and the next one starts up just like it I was manually pounding out the rotation. Thank you for a reason instead of the "EPIC PHAIL" for no reason at all.
Once again, I wasn't asking if the macro is better than mashing the buttons out. Is there a better rotation over Coa Cor Imo CB Incinx4 Conflag Cor Immo CB Incinx4 Conlag, rinse repeat?
Debuff
10-29-2008, 06:34 PM
You keep asking for people to give you advice on how to be a bad player, that's why you aren't getting positive responses.
Anecdotal experiences aside, latency in castsequence macros are a real issue. Just because you don't notice it doesn't mean that you aren't getting portions of a second of latency which would add up over time. Also, what would happen if you were just about to start your incinerates and AOE spawned under your feet and you had to run for 6-8 seconds? Do you go back into your macro and start up incenerates that wont benefit from immolate (since it will be running out soon)? Do you manually hit conflagrate?
castsequence macros, especially one as complex as the one that would be required for the destro rotations just aren't flexible enough to be able to adapt to raid environments, which is precisely what a good raider needs to be able to do.
netfelix
10-29-2008, 08:48 PM
You think this is the only button on my cast bar? A good player that uses a cast sequence macro also has all the spells that are in the macro laid out as well. If I anticipate AOE on a fight, I don't use the macro except at the start of the fight.
Where does the latency come from in a cast sequence macro, moreso than timing other spells? It makes no sense to me how it would be any more.
Debuff
10-30-2008, 03:40 PM
Here is why you get latency in castsequence macros...
When you are just casting normally, shadowbolt spam for example, towards the end of one cast the server will see that you are spamming the shadowbolt button and queue up the spell to begin casting again as soon as your current one ends. This is processed server-side so that latency is no issue.
When using a castsequence macro, one that does immo > incinerate*3 for example, while you are finishing a cast of one of your incinerates even though you are are still spamming the macro button, your client is NOT sending a command to the server to cast another incinerate yet. This is because the macro must wait for the signal SPELLCAST_SUCCESSFUL* before it will move on to the next spell. So, your incinerate finishes casting, you have to wait for the the signal that the cast was successful to go from the server to your client, the macro lets the next cast begin which causes another trip from your client to the server. So between each cast you have a delay equal to the a trip from the wow server, to your computer, and back. When you don't use a macro it is all processed server-side so you dont get that delay.
*this likely isn't the real name of the event but illustrates the purpose.
netfelix
10-31-2008, 05:25 PM
I wasn't aware of that. I decided to manually run the sequence trying to get 100% uptime on CoA and Corruption. I gained about 100 DPS on a stand and nuke fight. I honestly didn't think it'd make that much difference, but, it did.
Raisa
11-24-2008, 08:32 PM
Using a macro for cast rotation is a sign of terrible player and you lose a lot of dps as a result.
While sticking to a rotation theoretically provides maximum dps, in reality it is not so. With trinket procs and temp item buffs, it is necessary to adjust rotation and choose a spell that can maximize the effect of such buffs thus increase dps.
For example, when a "increase spell power by 700 for 12 seconds" buff procs, it is better to use conflag and consume the immolate tick immediately in order to proc the reduced cast time for next 3 spells buff so you can get more high-damage-slow-cast spells in. In fact, one should not be applying immolate again until the spell power buff almost runs out.
Another example would be Molten Core proc. The timing of applying CoA depends on when Molten Core proc runs out. You do not want to apply another CoA when Molten Core is still up because doing so will just waste GCDs you can otherwise be utilized to cast high damage spells.
For an example of agile cast rotation, you can see our Kel'thuzad kill video recorded from my perspective with all the interface visible. Note I designed the interface to show temp buffs in the middle so I can dynamically adjust my rotation base on procs.
http://www.warcraftmovies.com/movieview.php?id=95075
Not to mention castsequence is buggy as hell and you sometimes lose a few GCD just trying to make it work again - a terrible DPS lose.
Oh yeah before you talk about my not being hit-capped in my current armory profile, I was experimenting with my gear and logged out in my non-capped gear. My standard raid gear is at 11.08% cap.
By dynamically adjusting my rotation I am often able to stay on the top of DPS meter. And before you claim it is because our DPS is bad, I am in a guild that is top 50 in BC and has fully cleared WotLK content within 4 days of release.
Any warlock with half a brain can dps at 2400-2600 sustained raid dps level after 3.0. If is the last 400-600 additional dps that takes skill.
On the bright side. I thought after the 3.0 adjustment Warlock DPS was still very competitive as I was still top 5 dpser in Sunwell. Thanks to all the bad warlock QQing on the forum Blizzard actually buffed us a whole lot.
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