The OP has been updated with the new version ( https://m.youtube.com/watch?v=RnSj15P_g7U ).
The OP has been updated with the new version ( https://m.youtube.com/watch?v=RnSj15P_g7U ).The method I'm using now is a "half-split" version of the one on the OP.
Basically, instead of one button cycling forward, and the other backward; both buttons cycle forward. One, (O) cycles forward through 1-4, and the other (X) cycles forward through 5-8. This has a few advantages over the OP:
- Only uses 4 hotbars for player targeting, instead of 8 (thus leaving plenty of HBs for other skills, shared HBs, etc.)
- A maximum of 4 button presses to target any single party member.
- No macro or hotbar adjustments for 4 or 8 man parties.
And retains the following advatages of the OP:
- Right thumb targeting (no claw).
- All "hard" targeting.
- No need to dance hotbars on and off, reducing errors.
Macro examples upon request.
This would make healing Fun again
can u post an example of a rotating up and down macro?
I am searching for exactly this for a long time now its gonna make healing convenient
greetings
Were you refering to the original "all 8" targeting scheme? Or the updated "half split" scheme?
For the latter:
Start by making 4 identical chotbars with all your "usual" healing skills/spells, but leave the two buttons you want to use for targeting blank.
Scroll forward, players 1-4:
Hotbar 1:
Macro icon used was a generic "1" this represents the currently targeted player.
/chotbar change 2
/target <2>
Hotbar 2:
Macro icon used was a generic "2" this represents the currently targeted player.
/chotbar change 3
/target <3>
Hotbar 3:
Macro icon used was a generic "3" this represents the currently targeted player.
/chotbar change 4
/target <4>
Hotbar 4:
Macro icon used was a generic "4" this represents the currently targeted player.
/chotbar change 1
/target <1>
These 4 macros (all positioned on the same spot on your chotbar) will allow you to cycle thru the first 4 players of your party list (a light party).
- For a full 8-person rotation (not recommended, due to the high cost in hotbars) follow the pattern logically thru the additional players with the return to 1 on chotbar 8.
- For the other half of the "half split" buttons...
Scroll forward, players 5-8:
Hotbar 1:
Macro icon used was a generic "5" this represents the currently targeted player.
/chotbar change 2
/target <6>
Hotbar 2:
Macro icon used was a generic "6" this represents the currently targeted player.
/chotbar change 3
/target <7>
Hotbar 3:
Macro icon used was a generic "7" this represents the currently targeted player.
/chotbar change 4
/target <8>
Hotbar 4
Macro icon used was a generic "8" this represents the currently targeted player.
/chotbar change 1
/target <5>
For a rotation in the opposite direction, just change the target number and player targeted to the previous (lower) number.
Lastly, go to the link below, upvote the suggestion, and leave a positive comment, so we can do all this stuff without using multiple hotbars.
http://forum.square-enix.com/ffxiv/t...os-with-hotbar
Last edited by radioactive_lego; 01-14-2015 at 10:58 AM.
Well i guess i go with the splitted 1-4 and 5-8 version.
When i once get used to it the right target is always there within 3 clicks..
How is the Syntax for the Macroicon?
/macroicon "1" ?? And how can i make the difference between the "grey" and the "golden" "1" "2" and so on..
And i thank you soooo much for this ^^ Switching targets while runnin is going to make things easyier..
I'm not gonna lie, I had to train myself a bit to recognize a "top half vs bottom half" situation, and press the appropriate button. Before I got used to it, I was spamming the 1-4 button six times to heal player #5, before the "derp" sensation kicked in. Since the video I've moved the player list down to the lower right-hand corner, just to the right side of my chotbar. Doing this, the eye movement required from the number of the payer in need to the corresponding targeting button is much shorter and certainly more convenient.
The gold and blue icons I used were from the generic icons selection menu, just to the left of the NAME YOUR MACRO field. All the Macros were named the same (<--- Current Target).
There is no /macroicon (/micon) syntax required. You can use the /micon syntax to give your macros the look and feel of actions (slightly off topic);
/micon "Savage Blade"
/ac "Fight or Flight"
/ac "Savage Blade"
This macro will give you the glowy hotbar box for Savage Blade if Fast Blade was previously used, but when you press the button FoF will be activated (if available) first. Since no spell or skill is associated with the action of switching players through macros, it is not needed.
Last edited by radioactive_lego; 01-15-2015 at 01:34 AM. Reason: Length
Some feedback: i implemented the macros and it realy worked out great!! It makes healing easyier especially becaus of an higher mobility while targeting (can use time to position myself better for Medicas and so on).. thanks a lot so far..
In your Vid i also saw a Aero II / Cure II macro.. how does that work out?
I guess its simply:
Aero II / Cure II:
/macroicon "Cure II"
/ac "Cure II" <t>
/ac "Aero II" <t>
and the macro tries both depending on your target?
No sir. Offensive spells/skills should always be macroed OVER healing skills/spells.*
/micon "Healing spell"
/ac "Offensive Spell"
/ac "Healing Spell"
Good!
/micon "Healing spell"
/ac "Healing spell"
/ac "Offensive Spell"
Not good!
The reason is because, even if you have an enemy tgted, and the healing spell is on top in your macro you will always get the healing spell (on yourself).
*the <t> may give you the desired effect, but you may just get an error fizzle as well. Also, certain offensive spells (Holy, Blizzard II) will always cast even if you have a friendly tgted.
Using macros, which cannot be queued, will add your latency to the cast time of sequential abilities at a minimum, and add the latency plus your tap period at a maximum (e.g. 150ms latency + 100ms tap period = 2.75 second base cast rate, 10% slower casting rate in this example). This only affects sequential spells.
So, if you thought Spellspeed is basically not usefull, with such macros you effectivly kill it.
Just sayin, do what works best for you! xD
Last edited by Spoekes; 01-15-2015 at 10:40 PM.
For most spells, I agree with you. However, ther are some instances where a macro make more sense than the "original" (especially for those of us on gamepads). First and foremost being:Using macros, which cannot be queued, will add your latency to the cast time of sequential abilities at a minimum, and add the latency plus your tap period at a maximum (e.g. 150ms latency + 100ms tap period = 2.75 second base cast rate, 10% slower casting rate in this example). This only affects sequential spells.
So, if you thought Spellspeed is basically not usefull, with such macros you effectivly kill it.
Just sayin, do what works best for you! xD
/ac "quickcast"
/as "Raise"
I would suggest a repeated press of this button to resurect someone will be faster than pressing two buttons, simply because you dont have to process the location of the second action, and press the corresponding button (also, the chance that you miss-click or miss-press the second action is eliminated).
Slightly off the "healing" topic, IMO there are other places macros make more sense (situationally dependant);
/ac "fight or flight"
/ac "bloodbath"
/ac "raging strikes"
/ac "the skill or spell you need to use to kill whatever it is your fighting very quickly"
Of yourse you are absolutely right; do what works for you.
Last edited by radioactive_lego; 01-15-2015 at 11:57 PM.
A sample of how this works w/ SCH. Only 3 people, but definetly a stress test.
https://m.youtube.com/watch?v=3sI7LKK_zuE
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