The Rift Survival Guide (Part 5)
Today we’ll start a multi-part series on macros and macro building.
Konstantin’s Rift Survival Guide- Macros (part 1)
Macros are a vital part of MMO’s, especially in a game like RIFT where a player has so many abilities, that there’s a need to consolidate and prioritize them. There are limitations however and what a macro can’t do is the first thing a player should understand.
- A macro can only activate one power per use of the macro. This doesn’t mean a macro can only have one ability in it, it just means that if it does, it must be pressed for each ability.
- A macro can only say one thing in any of the various chat channels per activation.
A macro is basically a list of slash commands strung together, however when writing the macro, a player should leave out the “/”. So instead of “/yell Get this thing off of me!” the player should instead type something along the lines of “yell Oh gods, it’s burns, IT BURNS!” Other than this the commands are use the same why as if you were to type them directly into the chat pane.
In addition to the basic commands, there are also targeting modifiers one can use. These are all preceded by the “@” symbol. These are placed after the command (e.g. cast @mark 1 Transmorgify) :
- @mouseover – This only works for the party portraits, pet portraits, and raid frames. It doesn’t work on the target-of-target
- @self – makes the target of the command line the player, regardless of who they have targeted
- @mark <#> – makes the target of the command line the target marked by the party of raid leader with the matching number
- @focus - makes the target of the command line your focus target
- @lasttarget - makes the target of the command line the target you had previous to your current one.
There are also a few special macro commands that are only used for making macros
- #show <ability name> – this defaults the macro’s icon to that of the named ability, and will also show the cool down of the ability if applicable.
- suppressmacrofailures – this command will prevent error messages generated by the macro conflicts in the macro itself (e.g. having more than one ability in the macro) but not other error messages (e.g. trying to activate an ability on cool down). It needs to be placed at the top of the macro.
- Modifier Keys: [ctrl], [alt], [shift] – these are placed immediately after a command and cause that command to activate only when the key listed is held down (e.g. cast [alt] @mark 1 Transmorgify)
Now for the commands themselves. There are many slash commands for the game, and many folks have taken the time to list them such as the ones over at Telarapedia. So instead I’m going to list only the most commonly used in macros.
- cast – activates the ability that follows the command (e.g. cast Transmorgify)
- stopcasting – interrupts any current ability being cast in order to allow commands in the macro to take place immediately
- saveequip <#> – saves all the gear currently equipped as a numbered file.
- loadequip <#> – equips the gear saved in the corresponding numbered file by the saveequip command
- mark <#> – marks the target with the number given (1-8). can only be used if the player is the party or raid leader.
- focus – sets the current target to be the focus target
Basic Framework Templates
Here are some templates so commonly needed macros. Replace anything in the “<ability>” with the ability’s name.
The Reactive Ability Macro – this macro is to help consolidate multiple abilities into one hot key slot. It will activate any reactive ability first, an ability with a cool down next if the reactive ability is unavailable, and the base attack if neither the reactive or the cool down abilities are up.
#show <base ability>
cast <reactive ability>
cast <cool down ability>
cast <base ability>
The Focus Target Crowd Control Macro – This macro will allow you to cast a crowd control spell on your focus target without switching from your current target. It will also set you current target as your focus target if you hold the alt key while activating it.
#show <CC ability>
cast @focus <CC ability>
And while multiple abilities can’t be used in a singe macro press, with a little forethought, you can use multiple macros to achieve amazing results.
Ultimate Saboteur Pull – This is a set of 5 macros I use in my Saboteur build that allow me to detonate 4 sets of charges on four different targets and direct all the threat generated to the tank. First my saboteur has the annihilation bomb and the Demolitions Specialist that allows him to detonate the Blast or Spike Charges on a target as well as the Carpet Bomb ability.
Here are the macros
cast @focus Incriminate
#show Annihilation Bomb
cast @mark 1 Annihilation Bomb
cast [alt] @mark 1 Spike Charge
#show Annihilation Bomb
cast @mark 2 Annihilation Bomb
cast [alt] @mark 2 Blast Charge
#show Annihilation Bomb
cast @mark 3 Annihilation Bomb
cast [alt] @mark 3 Blast Charge
cast @mark 4 Detonate
cast [alt] @mark 4 Shrapnel Charge
The tank marks the targets 1, 2, 3, & 4, and I first alt click the Incriminate Tank macro, then I alt click each of the Target macros 5 times in order, then I activate Carpet Bomb and hit Incriminate Tank, Target 1, Target 2, Target 3, Target 4. Because that macro auto targets for me, I am able to get all abilities off in the 6 seconds allowed to me by incriminate, directing a total of 4000-5000 points of damage and threat per target to the tank, in the initial pull at level 45.
While it takes almost a full minute to set up this pull, the effects are impressive enough to warrat it, especially in the right raid situation of the overwhelming need to show off.
Next week, we’ll continue the discussion on macros and various social applications the can be used for. Until then, good luck, and happy macro-ing!