You shouldn't have multiple combat actions in a macro with a wait command between them. That was why SE removed the tenth of a second granularity /wait used to have during beta. They WANT macros to be inefficient, so that you're not stringing actions together through them.
At most, a macro should have just one combat action that's expected to take place. The macro can be used for things like combining it with a notification to your party, or for choosing between multiple possible actions or targets (like do action x to either <t>, <tt>, or <mo> as appropriate). But if they worked well for using an action followed by another action followed by another action, then people could automate their rotations, which this is designed to prevent.
Then don't spam another macro during that time. If the first macro is still executing, starting another would break it, as you cannot have two macros running at once. (And for that matter, why would you spam any action in this game? You should only be pressing a button once for each time it's supposed to take effect.)



Reply With Quote


