Thursday, August 15, 2013

A Guide To Build A Macro In Rift, Explained Fully!

Well a Macro is Simply a list of commands that are in order. For the start of a macro you need to start it off with this command if you want it but you dont need it.

Command is

#show (put spell name here)

What does it do?
-Well it shoes your ability move description on only this description, it also will change the macro picture to that move. So lets say the macro said this #Show Shadow Of Dread then your macro will have that abilities picture, and the description. Without this command then you need to select a picture, and you also will see your whole macro command instead of the description when you go to cast it.

The next Command is

suppressmacrofailures

What Does it Do?
It simply stops spamming your screen if an ability you have before another in the macro cannot go out, it also helps increase the speed of the macro of using each ability because instead of going to the first one and saying it fails, it goes to the next one in the list and doesn't spam your screen and slow down your screen, this should always be used!

Whats the macro look like at the moment?

#show (put spell name here)
suppressmacrofailures

Next macro command would be.

Cast Break Free

What Does it Do?
Well it actually just casts the move Break Free which is a move that removes all movement impairing ability affects on you at the moment. This is good to have in a macro because you do not want to be slowed down while fighting someone or even getting away, if that is your macro setup is for. In most cases you will be pounding away at macros and when a movement impairing appears on your, it will use that ability first since it is the first cast on the list.

Whats the macro look like at the moment?

#show (put spell name here)
suppressmacrofailures
Cast Break Free

The next Command is

Cast [Shift] (ability move name here)

What does it Do?
It simply uses the ability you named it to use, ONLY when you Hold down the Shift key. I normally set this up for my finishing moves so i do not have to click anywhere else on my screen, However you must place the moves in Order of Cooldown Sort of Speak. A Macro will only use a abilities in Order! So lets say you have a macro that has a 1 second cooldown abilitiy before a 6 second cooldown ability. Your macro will only use the 1 Second first, this is because macros work on Cooldowns! It works its way from the top of the macro command all the way down to the last move, However Moves without a Global Cooldown will be Used if you double click a macro quickly. Macro Order Should be based on Cooldown and Move Strength.  Always put your Best moves first, unless they have no Cooldown, Then you can only have one of them in a macro at the end of your abilities with a Global cooldown. 6 seconds if before 5 seconds but 5 seconds is before 4 second cooldowns and so forth. However sometimes you can put a macro move like this 5 Second cooldown before a 20 Second Cooldown, this works if its a short macro! Long macros must be set up for the Greatest Cooldown Always First! and then a no cooldown last!

Whats the macro look like at the moment?

#show (put spell name here)
suppressmacrofailures
Cast Break Free
Cast [Shift] (ability move name here)

The Next Command is

Cast [alt] (ability move name here)

What Does it Do?
Well its simply like the Shift one but instead to use this set abilities you hold down Alt instead of shift and Press the Macro on the screen. Same set of rules Apply! These two will never be used without you pressing Shift or Alt. I personally normally use this as a melee switch. So i can switch from finishers to melee and Range. all in one macro.

Whats the Macro Look like at the moment?

#show (put spell name here)
suppressmacrofailures
Cast Break Free
Cast [Shift] (ability move name here)
Cast [alt] (ability move name here)

The Next Command is?

cast (ability move name here)

Whats Does it Do?
This is simply the section that your macro will always be casting abilities from.  Like i said before, mind the cooldowns because anything placed behind a ability with no cooldown will not be used! except for certain Circumstances which will be explain in the Tips For macro building later on.

Whats the Macro Look like at the moment?

#show (put spell name here)
suppressmacrofailures
Cast Break Free
Cast [Shift] (ability move name here)
Cast [alt] (ability move name here)
cast (ability move name here)

The Next Command Is

Cast (ability Move name here that has no global Cooldown)

What Does it Do?
This is placed Last because your Macro will use this No matter what, When you Double click the macro though, Which means a constant macro button smash, will always have these moves running out and your normal moves too. Bewarned though it can drain Your Energy, Mana, or Power really quickly if moves like this is always running out. However being in a macro, it will still need to be set up in the same order as the rest, which means Cooldowns Go first, and No Cooldowns last ( cooldown as the time it takes for the move to be used again, not the fact that it is a global or non global cooldown)

What Does The Macro Look Like Now?

#show (put spell name here)
suppressmacrofailures
Cast Break Free
Cast [Shift] (ability move name here)
Cast [alt] (ability move name here)
cast (ability move name here)
Cast (ability Move name here that has no global Cooldown)

Tips/Hints

As Previously Stated.

1.  A Macro will only use a abilities in Order! So lets say you have a macro that has a 1 second cooldown abilitiy before a 6 second cooldown ability. Your macro will only use the 1 Second first, this is because macros work on Cooldowns! It works its way from the top of the macro command all the way down to the last move, However Moves without a Global Cooldown will be Used if you double click a macro quickly. Macro Order Should be based on Cooldown and Move Strength.  Always put your Best moves first, unless they have no Cooldown, Then you can only have one of them in a macro at the end of your abilities with a Global cooldown. 6 seconds if before 5 seconds but 5 seconds is before 4 second cooldowns and so forth. However sometimes you can put a macro move like this 5 Second cooldown before a 20 Second Cooldown, this works if its a short macro! Long macros must be set up for the Greatest Cooldown Always First! and then a no cooldown last!

2.(no Global Cooldown)  Bewarned though it can drain Your Energy, Mana, or Power really quickly if moves like this is always running out. However being in a macro, it will still need to be set up in the same order as the rest, which means Cooldowns Go first, and No Cooldowns last ( cooldown as the time it takes for the move to be used again, not the fact that it is a global or non global cooldown)


3. In Special Circumstances, you can step up a macro that has melee first, and then Range, and Then Healing Moves So it would like this

Cast Melee
Cast Melee
Cast Melee
Cast Range
Cast Range
Cast Range 
Cast Heal
Cast Heal
Cast Heal

What Does This Do?

It makes the macro use melee moves first, which means when you are not in range of a melee attack a range one will go out, and when you are not in range of neither a melee or a range attack then a heal will go out on you instead, This can be very helpful in a lot of different situations, and i do not believe a lot of people know that this could be done with a macro.

4. If you are lagging while using a macro, the delay for using the macro will actually increase your delays slightly just for the thought process that the game has to go through for picking which move it should be using at that time based on the order and cooldown you have set up for the macro.

Let me know if i forgot anything by using the comment section, i hope this helps everyone to maing a macro in rift.

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Sumdeus

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It's Dwarfin' Time
































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