It's habit more than anything, though you can generally get away with just marking the priority target in any given situation. Unlike a lot of endgame Paladins, I actually take the time to mark out a full pull before I hit Shield Lob. It'll allow you to provoke targets out of lob/tomahawk range, provoke and hit targets that twitch off of you, and in the event that provoke is still on cooldown, just use a ranged attack. But if you play both Warrior and Paladin, that single macro will serve for both as a pulling tool. No, you don't need both of those skills on there, honestly. It'd be nice if you could just make a single macro for both flavors of tank that'll provoke and pull at once. It'll place you high on the threat list, but you need something else to actually get the target back under control. Provoke is a great skill, but just using it and forgetting isn't going to pull threat off of someone. You can deal with this in one of two ways: manually weave in Demolish after the first setup or just not worry too much about a three-second difference. The astute among you might point out that the damage-over-time from Demolish lasts slightly longer than the effects from Dragon Kick and Twin Snakes. So you hit the first macro to apply all your buffs and debuffs, then hit the second macro until those buffs and debuffs are about to wear out. By putting the actions in reverse order, the game performs the first possible action, then immediately fails at performing any subsequent actions because you're busy doing something. Much like the prior macro, this takes advantage of how the game parses actions. It's not as if you can reduce the rotation down to two alternating buttons.Īnd you can't. After all, you've got stances that you're constantly dancing between, buffs and debuffs to manage, and a neverending string of combos to work through. Monks are widely accepted to be a fairly complex class to play successfully. It then tries to cast Thunder, but you're already casting something, so you wind up just casting the spell you wanted. If you're synced down to a point when you don't have Thunder III, the command will try to cast III and return an error, then immediately move on to Thunder II. This macro basically tricks the way that the game parses actions. It'd be a lot easier if you could just just automatically cast the highest rank of Thunder available to you and not bother keeping all three levels on your bars. until you get synced down into a lower-level dungeon. Once you have Thunder III, you never need the previous ranks. One of the irritating parts of playing a Black Mage is that you have three skills that are straight upgrades of one another. (But that does get kind of spam-heavy.) So let's look at some simple macros that will make your Final Fantasy XIV experience that much cleaner. You can use your macros to make your rotation tighter, you can combine necessary abilities, you can mark targets, and you can even toss in a text line on every ability use. That's one of the things that macros can help address, but it's not even close to the only thing. You can run out of convenient space, in other words. But you still wind up with a lot of abilities to use in rapid conjunction and marks to place on various targets as a tank. The fact that everything needs to be workable on a PlayStation 3 controller helps discourage button bloat, to boot. We are not in urgent need of an ability squish after years of play you hit level 50 with a pretty reasonable number of abilities. Final Fantasy XIV is not World of Warcraft.
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