please, I want to AoE healing/buff and non-AoE for attacking skills
make it separate would be useful
please, I want to AoE healing/buff and non-AoE for attacking skills
make it separate would be useful
Like seperate the spells?
isn't there macro commands you can do to do that?
And after wouldn't there be more skills (do to the seperation), and won't people have to macro them anyway if they do since the Action bar is limiting?
Just trying to get more details since you don't post much.
No. Some skills AoE, some don't. That's how the game is designed, deal with it. Single-target buffs or heals may not be that useful but they exist. All spells have the option of single or AoE on mage class, that's how it should be.
Attack skills (I'm assuming you mean weapon skills) have their own settings based on the skill. You have to learn to use it in the appropriate situation.
It's not fun to do this....
/aoe on
Cure II
/aoe off
Scourge II
/aoe on
Cure III
/aoe off
Bio II
/aoe on
Sacrifice II
/aoe off
Water II
have to toggle it forever and macro only help me to /aoe on or off but still have problem to be healer/nuker at the same time so I usually chose to be one of them depend on my party
It's a single button press, if that's too much for you to handle maybe Conj/Thaum isn't the right job for you. On a gamepad it takes literally all of less than half a second to switch it on or off.
Edit: I think I get what you're saying now, you didn't really explain it well. If I'm right you mean:
/aoe offensive on/off
/aoe support on/off
Having two different commands for offensive or support skills, allowing toggle for each group. I feel that wasn't very clear in your posts.
It's not that it's difficult to toggle it on/off, it's that it causes so many missteps in fast paced situations. Accidentally AOEing adds and things are more of a human flaw than a game design flaw, I agree. However, I think what the OP is suggesting is just a booster seat for absent minded players.
Agree or disagree, I would personally turn the other way and ignore that fact if this change was implemented. I'm tired of absent minded players AOEing everything in behests. We know they don't MEAN to do it. Their brain just doesn't remind them in time to toggle AOE off. :P
Separate the spells please.
Cure I,II,III
Curaga I,II,III
etc.
i hope you do know you can put 2 lines in a macro.
/aoe on
/ac "Cure III" <t>
tada you get your curaga
/aoe off
/ac "Cure III" <t>
tada you get your single target cure
inb4 "BUT ITS NOT CURAGA GODAMNIT"
This is a serious problem, especially with how the game is designed and the silly claiming system... THM mobbing everything with their huge range, and I don't blame them. Took me a while to get use to spam /AoE on and off at the right time, but it's very easy to make a mistake.
Telling people "loz0zl! maibe u shud just plai dift clas" is wrong. This is game control we talk about, and it's lacking in that part ( > . >
Simple Solution:
Have the Area of Effect button save individually for each skill.
For example: If I turned AoE on for cure, and after I was done using Cure, I proceeded to cast Fire on one target. The /AoE on option would not carry on from Cure to Fire (/AoE will be off as default, but if I wanted to cast Area of Effect I would have to turn it on for Fire specifically)
If I needed to cast Cure again, the /AoE on would save (since last time I used Cure, I had /AoE on), even though I had it off for Fire.
umm more spells = forced macros anyway
Since not all your spells can fit in the action bar.
And based on what ppl said you can toggle it of completely and just use single spells. And that if you have to aoe just macro it.
Honestly though you guys are gettinh silly with the u don;t play" stuff. Its like you guys think I never played an mmo before Kinda making me laugh alot now. Thanks :3
It's not hard to toggle before using skills but it's an unneed step, waste of time and not fun to do
didn't we want to improve the battle system to have more fun?
The ability to toggle AOE separately for offensive and defensive spells (basically NPC targeted vs PC targeted) would be nice.
Why's everyone always attack poor Kilta lol....
Anywho. Make a macro that has just /aoe in it, and put it at the end of your macro bar.
thats what I do. /win
She claims infinite knowledge on this game and thinks her opinions are fact without having played, solely on the fact that she reads here/core/eorzeapedia all day and played MMOs and single player RPGs.
Therefore, she makes constant false statements, triple posts more than frequently to attempt to get her point across, etc.
But shes cute. Like your sig.
Yes please allow the ability to turn aoe off and on.
so pretty much what is the point of a macro? if it needs to be on the action bar? But what i said still holds true that seperate spall mean not all of the fit the action bar.
But honestly kinda get a gripe dude.... its really is getting irritating more so when I'm trying ta help. Rudeness is not called for here.
No, you're not done.
First you need to spam it 3834834843 times until the mob dies... That's pressing the keys x2 times than a melee player, and if you happen to miss one of the 3834834843 times, you mob the whole map! How awesome!
All the people here are saying, having AoE on/off saved for each skill seperatly will make the game much more comforble gamewise. This is a much faster pace than FFXI was and you SPAM magic here, sometimes you have very small time.
It's only less noticable at the moment cause the game is easy, and if you happen to mob the whole map, party just get over it.
But if SE ever make harder areas (which will happen sometime), just watch how many times parties get wiped because of these poor controls.
Having to confirm every spell is somewhat of a pain (though minor).
But TBH I think the current AoE system is somewhat broken. The primary challenge the system presents is managing enmity, but with careful timing, Softspeak, and -enmity traits, this is almost a non-issue (not to mention you can pretty much heal your entire party for very little mana). Additionally, given that party sizes have been almost halved, it just becomes bad design IMO.
I have never had a problem with AoE's causing aggro. If someone in my party happens to do this, it's as simple as Sleep, z, enter. It doesn't get much easier than this unless they give us separate spells for each spell that's an AoE form of that spell..which would not be a good idea with the current action bar. Honestly, if you can't handle pressing 1 button to toggle On or Off, this may not be the game for you.
i like the way the aoe works it makes more sense to allow one spell be single or Aoe then have them seperated. Kinda like harry potter or some other fantasy. (davja vu) Or something out of .hack. (read this mnths game informer and someone said .hack// was a stupid name for a game. Talk about silly, guess he never understood it was a joke or metaphor for the while mmorpg theme the games and anime have. Since the game/ anime the protaginest hack the system wilingly/unwillingly to find out how the game was causing issue.)
Heya!
I usually don't care about macros, but anyway =D
If I wouldn't care about macros, I'd simply press the Y button on my Rumblepad F510 (Xbox360 Controller) and switch between AoE [On/Off].
As a macro whore, I would do the following: Adding a "string type" to the variables of the /ac.
Examples:
/ac "Cure" aoe
/ac "Fire" aoe
For single-target on effect attacks:
/ac "Cure"
/ac "Fire"
I don't play Mage, as I don't like magic, but that's how I would resolve this.
See ya!