I've found that patch 1.18 has played merry-hell with my macros, specifically when moving between DoW and DoM classes.

The trouble is that most DoW classes no longer have their basic attack (in lieu of auto attack), so action slot 1 is no longer automatically filled by that basic attack. Fine, great - I take advantage of that by filling that slot with something useful, and go have a blast poking beasties with a stick. But after the fun when I decide I want to nuke things and change to a DoM class, that action slot 1 (which previously was automatically cleared by the class change) is full of something-previously-useful, and Spirit/Phantom Dart isn't able to overwrite it. Thus, my dart ends up in the first available empty slot - the location of which is dependent upon which class I'm switching from. I don't like having to go into my actions menu after I switch (because, you know, that's why I have macros, so I don't have to go to that menu all the time) just to figure out where my dart has ended up THIS time.

Yes, I ended up rewriting my macros to take this into account, but in thinking about ways to fix this problem, I came to this conclusion:

With auto-attack now in play, there is no longer a need to have a basic attack automatically attached to your class. Spirit/Phantom Dart should be freed from association with your weapon, and able to be freely placed in whatever slot you wish - or even, not placed at all. It should be a zero-cost spell in the same vein as, say, Nature's Fury. This is not to say that it should have to be bought from the guild - it should still be available to all DoM users at rank 1.

I haven't played archer since the patch, so I don't know if their basic attack has the same behavior as the darts, but if so, then the same concept applies there as well.


Thoughts?