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Old 09-22-2010, 09:14 AM   #1
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Default How will be multibox after /click ,,,,,, is removed in 4.0.0

Credit to ebony for first finding this. http://wemultibox.org/?p=9

Using click sequences with cast for ,,,,,,,,,,,,,, obviously makes things soo much easy to micro manage. It streamlines the rotations and ensures that you keep your DPS at least up to 90% efficiency for your rotation.

When this is removed is 4.0.0 how are multiboxers going to adapt in order to keep their rotations correct? It is going to mean that playing multiple classes in a single team becomes next to impossible, and playing the same class, requires each character to be in the same stage during their rotation to succesfully use the correct rotation.

I am hoping that in my naivity I am flat out wrong and we have lots of options available to us, but from my one week of multiboxing, its become apparent that using ,,,,,,,,,,,, in macros is the staple of ALL boxers. Removing this is a dagger to the heart lined with slow acting poison! The initial blow is going to be crippling, and then over the weeks which follow, it is going to mean the death of so many teams.

I am hoping that someone can say "you haven't got a clue what you are talking about", but seeing as I have only just started multiboxing, this is quite possible. I'm just hoping that I haven't killed my multiboxing career before it has even started.

How are we going to adapt?
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Old 09-22-2010, 09:27 AM   #2
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Default Re: How will be multibox after /click ,,,,,, is removed in 4.0.0

Also note, that its possible that this was just a limitation that was in place in BETA on the PTR and that when things go live, I guess its possible that ,,,,,,,, remain. Fingers crossed.
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Old 09-22-2010, 10:03 AM   #3
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Default Re: How will be multibox after /click ,,,,,, is removed in 4.0.0

Yes its gone if they re add it who knows?

to be fair my group is working fine without ,,,,,,,,,,,,, and i find it a bit better to be fare a lot of spells are proc bassed now, so timeing is all massed up and u nerver get timeing right at the end of the day, its not the end of multiboxing or dualboxing or even mixxed class many i and crabs have ran groups without ,,,,,, and we used to do fine and we still.


Here some stuff to get your head of /click
CC, exta healing spells, proc keys.
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Old 09-22-2010, 11:03 AM   #4
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Default Re: How will be multibox after /click ,,,,,, is removed in 4.0.0

Well, click and castsequences first appeared almost a year ago, at least to my knowledge. And people have been boxing warcraft since the very beginning (and other games, far before warcraft existed).

It is worth noting, many successful PvE teams, especially mixed teams, have migrated towards Click + Castsequences, but just about all of the successful PvP teams use manual control of all spells. So the successful PvP teams, especially the highest rated arena teams, are not using Click + Castsequences, as that throws away too much control.




The simplest will be multiple DPS keys. If your team is mostly the same class, you can have everyone cast Flame Shock on 1, Lava Burst on 2, Chain Lightning on 3 and Lightning Bolt on 4. This gives you all the buttons which your "Click" would have pressed, but you'll have to spam four keys instead of 1.

If your team is multiple classes, then you will want to match similar cast times or cooldowns onto the same key. The 4 key might be Lightning Bolt, Fireball, Incinerate and Smite, for a mixed team.




Also, I would assume most of us will move towards Castsequences instead of Click, should this change remain, and it probably will since Blizzard wants us to choose what we're doing as we play, rather then mindlessly mash a single key to do what an addon or preconfigured macro determines.

There are plenty of addons/software, which gets you more then 255 characters if you need really large castsequences. Even with the default interface, you can chain together quite a few spells or use /Click within a macro to create longer macros; you just won't be able to use the ,,,,,,'s in conjunction with Click, although Click calling other macros will remain in place.

Anything with a large cooldown, will probably be on its own key, so you can manage it on its own.

Everything else can be part of the base castsequence. It won't be as optimal as one-boxing, or Click + Castsequence macros, but it will certainly work. For a shammy, you might go:
/castsequence Flame Shock, Lava Burst, Chain Lightning, Lightning Bolt, Lightning Bolt, Lightning Bolt, Chain Lightning

You can make a castsequence for other classes as well, and then put them onto the same keys.




The only complications will be proc based classes.

For these, you can approximate when a proc occurs. As in, there is a 20% chance per cast that something will proc, and the buff/proc will last for 6 seconds. So I'll build the castsequence to cast the proc ability every fourth or fifth cast. Or alternatively, I'll go with proc based abilities each on their own key. So maybe I mash "1" for the default castsequence for my classes, but every 2-3 seconds I press "2" instead, which is the proc ability for each class in my team that has a proc type effect.




My software (IS Boxer) supports toggles, and I'm sure many of the others do as well; I know you can do the same with AHK, GCP, HKN, and Mojo, probably with others too.

I can create a hotkey, where I spam the "1" key. And it sends "1" to each of my windows. But then create a few toggle switches, one per window/game client. The slot is two steps, or has two states, and they start in the default "A" state.

When I push a given toggle, it does two things. First it disables the default hotkey of: When I push "1" send "1" to this window. And secondly it enables an alternate hotkey of: When I push "1" send "2" to this window.

So while I am mashing my "1" key only, via my toggles I can have some windows receive "1", while others windows receive "2".

This is how you can accurately manage Eclipse procs for a group of five Boomkins, in todays game; well you also need an addon like MSBT which can be configured to warn you when a given toon has a proc -- and you can set the warning to be PUSH G4. With a different message per toon, of course.
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Old 09-22-2010, 11:10 AM   #5
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Default Re: How will be multibox after /click ,,,,,, is removed in 4.0.0

Quote:
Originally Posted by Ualaa View Post
Well, click and castsequences first appeared almost a year ago, at least to my knowledge. And people have been boxing warcraft since the very beginning (and other games, far before warcraft existed).

It is worth noting, many successful PvE teams, especially mixed teams, have migrated towards Click + Castsequences, but just about all of the successful PvP teams use manual control of all spells. So the successful PvP teams, especially the highest rated arena teams, are not using Click + Castsequences, as that throws away too much control.




The simplest will be multiple DPS keys. If your team is mostly the same class, you can have everyone cast Flame Shock on 1, Lava Burst on 2, Chain Lightning on 3 and Lightning Bolt on 4. This gives you all the buttons which your "Click" would have pressed, but you'll have to spam four keys instead of 1.

If your team is multiple classes, then you will want to match similar cast times or cooldowns onto the same key. The 4 key might be Lightning Bolt, Fireball, Incinerate and Smite, for a mixed team.




Also, I would assume most of us will move towards Castsequences instead of Click, should this change remain, and it probably will since Blizzard wants us to choose what we're doing as we play, rather then mindlessly mash a single key to do what an addon or preconfigured macro determines.

There are plenty of addons/software, which gets you more then 255 characters if you need really large castsequences. Even with the default interface, you can chain together quite a few spells or use /Click within a macro to create longer macros; you just won't be able to use the ,,,,,,'s in conjunction with Click, although Click calling other macros will remain in place.

Anything with a large cooldown, will probably be on its own key, so you can manage it on its own.

Everything else can be part of the base castsequence. It won't be as optimal as one-boxing, or Click + Castsequence macros, but it will certainly work. For a shammy, you might go:
/castsequence Flame Shock, Lava Burst, Chain Lightning, Lightning Bolt, Lightning Bolt, Lightning Bolt, Chain Lightning

You can make a castsequence for other classes as well, and then put them onto the same keys.




The only complications will be proc based classes.

For these, you can approximate when a proc occurs. As in, there is a 20% chance per cast that something will proc, and the buff/proc will last for 6 seconds. So I'll build the castsequence to cast the proc ability every fourth or fifth cast. Or alternatively, I'll go with proc based abilities each on their own key. So maybe I mash "1" for the default castsequence for my classes, but every 2-3 seconds I press "2" instead, which is the proc ability for each class in my team that has a proc type effect.




My software (IS Boxer) supports toggles, and I'm sure many of the others do as well; I know you can do the same with AHK, GCP, HKN, and Mojo, probably with others too.

I can create a hotkey, where I spam the "1" key. And it sends "1" to each of my windows. But then create a few toggle switches, one per window/game client. The slot is two steps, or has two states, and they start in the default "A" state.

When I push a given toggle, it does two things. First it disables the default hotkey of: When I push "1" send "1" to this window. And secondly it enables an alternate hotkey of: When I push "1" send "2" to this window.

So while I am mashing my "1" key only, via my toggles I can have some windows receive "1", while others windows receive "2".

This is how you can accurately manage Eclipse procs for a group of five Boomkins, in todays game; well you also need an addon like MSBT which can be configured to warn you when a given toon has a proc -- and you can set the warning to be PUSH G4. With a different message per toon, of course.

Atm i can not get any of the 255 addons to work on 4.0.1 even isboxer/jamba will not work am not sure if its a other setting or somethink but they all seem to be dead atm. though all the other settings on the addons works fine some changes don't but the marcio part can be really bad saying that ISboxer made in ones work
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Old 09-22-2010, 04:10 PM   #6
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Default Re: How will be multibox after /click ,,,,,, is removed in 4.0.0

Can shorter IS Boxer macros, as in macros made entirely within IS Boxer Toolkit, run? I've got a few that turn on or off, Click to Move, etc.
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Old 09-22-2010, 05:12 PM   #7
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Default Re: How will be multibox after /click ,,,,,, is removed in 4.0.0

Quote:
Originally Posted by Ualaa View Post
Can shorter IS Boxer macros, as in macros made entirely within IS Boxer Toolkit, run? I've got a few that turn on or off, Click to Move, etc.

shorter one works fine but right click right alt right shif will not work they make a big mass ups tryed running a long tanking macio in isboxer and does not work and nothing happons and the hole keybord on ui stops you can still usre /click to make it a bit longer.

/click bar1 /target stuff

/click bar2 /dps stuff
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Old 09-23-2010, 08:57 PM   #8
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Default Re: How will be multibox after /click ,,,,,, is removed in 4.0.0

I wasn't using any /click macros or ,,,, containing macros anyway, so business as usual.
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Old 09-23-2010, 11:57 PM   #9
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Default Re: How will be multibox after /click ,,,,,, is removed in 4.0.0

Man, I was just starting to like this too. I had been doing manual casting with my group in pvp but they are all the same class, for pve I'll have to think about what to go for now.
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Old 09-25-2010, 02:36 PM   #10
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Default Re: How will be multibox after /click ,,,,,, is removed in 4.0.0

It's been awhile since I played, are addons still able to update macros?
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