Thanks for the responses. Please don't be offended if I refuse agree on some points: the reason I've found playing my Warrior much more managable is because I don't have to deal with a mechanic that deals DPS and requires me to have two sets of GCDs going off in my head. This character is looking at LFR for the endgame, so perfect play isn't the aim for this character (if it's at all possible), just enough DPS to hold aggro and sensible use of cooldowns.
Originally Posted by
Mest
I'll be honest: Don't use either of these macros. There are very few macros that actually make 100% sense. Whenever you macro something together with something else you sacrifice parts of your potential.
Going from either sitting ragecapped and ignoring the dumping tools or feeling like I need to take speed in order to play my Warrior to dealing extra DPS on some swings whilst having only one noticable GCD is definitely an improvement in my gameplay (either in game or personally), even if it is a reduction of my potential. I don't have the brain power for two GCD sets and 85 levels have only set this in stone.
Originally Posted by
Mest
For instance, you don't always want to use Last Stand and Enraged Regeneration at the same time. Especially not since the introduction of Rallying Cry. Enraged Regeneration is on the GCD, btw.
It is indeed, apologies. It was in the middle of the macro but I encountered problems when I didn't have a non-Vengeance Enrage effect up and Berserker Rage was on cooldown. Also, it may seem selfish, but other Warriors get Rallying Cry and Prot Warriors spec into a more effective personal HP-increasing ability, such that every time you press Rallying Cry you just negated having spent a talent point somewhere for three minutes. Moving that point to max out Drums of War or any other sensible point in the Prot tree would be more effective during those three minutes. Even 1/2 Impending Victory.
Originally Posted by
Mest
Similarly, you sometimes want to use Demoralizing Shout but not Thunder Clap. Actually you never want to use them together other than when you just pulled a new mob.
Why? Re-clapping after 27 seconds to retain that debuff then re-shouting to retain that debuff not only saves us a glyph slot, but ensures that the standard tanking debuffs exist on the mobs around us. And if tanking mobs in AoE, press it once every 6 seconds, as you don't have to use the Demo Shout behind it.
Originally Posted by
Mest
Macroing Heroic Strike and Cleave to abilities has always seemed to be the most popular mistake by Warriors. Just don't do it. You're better off not using Heroic Strike or Cleave at all if you end up draining your rage and that will happen. Even if you add it to Revenge (which partly makes sense since it's usually only available in scenarios where you should have a lot of rage plus it's cheap), how would you then make the macro know if you want to Cleave or Heroic Strike? The only way for you to do that is by using a modifier key, and if you use modifier keys for this for two or more abilities, you could as well have seperate keybinds for Cleave and Heroic Strike.
I've tried macroing Heroic Strike or Cleave to everything, and getting rage starved does occur often (especially during Inner Rage phases when you accidentally pre-click an ability requiring a decent amount of rage, triggering Heroic Strike/Cleave instead of the ability). The best solution to this (that I've found so far) is to take Inner Rage off and give it its own button, or to only put Inner Rage on Revenge, Rend and Demo Shout, with /cancelaura Inner Rage on abilities that have a rage cost of 15 or more.
Code:
#showtooltip Shield Block
/cast Shield Block
/cast [nomounted] Inner Rage
So that's where Inner Rage can go otherwise. Thank you.
Code:
#showtooltip Shattering Throw
/cast [stance:2]Battle Stance <---- disclaimer: I can't for my life remember if Defensive Stance is stance 2 or 3!
/cast [stance:1]Shattering Throw
/cast [stance:1]Defensive Stance
Thanks for this. This'll probably be most useful on the pull or when I'm far enough away from mobs such that I won't get crit.
Code:
#showtooltip
/cast [@mouseover,help,nodead,exists]Intervene
/cast [mod:shift]Intercept;Charge
I have this one instead:
Code:
#showicon
#showtooltip
/castsequence [harm] reset=15 Charge, Intercept, Charge; [help] Intervene;
This can possibly introduce downtime on Charge (possibly critical), but it means I can save valuable keybinding space with one button for all movement instead of two (one for harm and one for help) or three (one each).
Code:
#showtooltip
/cast [mod:shift]Rend;Devastate
I'll probably need to get used to using my left-hand pinkie (or palm on Control or something). I'll experiment, thanks.