In order to maximize my use of space, I macroed Execute and Revenge on top of other abilities, so if they are up, I am using them ahead of... whatever. Basically:
/cast Revenge
/cast Shield Block (this appears to be working quite well)
Originally I wanted to also throw in Overpower. Something like:
/cast Overpower
/cast Execute
/cast Rend (this never results in a Rend or Execute, at least so far as I have tested it)
My limited knowledge of macros says "it tries Overpower, if that's not available it tries Revenge, and if that's not available it does Shield Block". With this I can open a couple of spots for other abilities. But Overpower will not cast as I get an "Invalid Target" message, and it appears to prevent whatever is behind it from casting as well (I'm still messing around with it, so I'm not 100% on it yet).
I'm wondering if there is a way to bypass that error Overpower seems to give as to whether or not the enemy has dodged? I would guess that it would be an if statement of some sort "if target is valid, cast Overpower, if not cast Execute, cast Rend".
It seems like there could be a way to check this, but I really have a basic idea of how macros work, and SuperMacros even less. Took me a good hour to figure out how to check for a buff on the enemy. Is there a decent resource that explains the macro system and it's functions as they apply to this version of the game?
EDIT: So while I had to wait for this post to be approved by the mods I figured it out. I had to bury Execute, Overpower, and Revenge deep into an unused toolbar, then I used a macro I found on an Oregon State forum from many years ago (odd, right?):
- Code: Select all
/run if not IsCurrentAction(72) then UseAction(72) end;
/script if IsUsableAction(71) then CastSpellByName("Overpower") elseif IsUsableAction(70) then CastSpellByName("Execute") else CastSpellByName("Heroic Strike"); end
Works great as far as I have seen so far. Still would like to find a good resource for macro creation.