Quote Originally Posted by Laraul View Post
A macro that executes a sequence of actions one after another is not something that's "beyond that of human control."
The first pattern the OP discussed was a straight sequence of events, but the second was putting the logic and decision making in the software so that the player wasn't deciding what skill should come next. So the <ut> pattern first discussed could perhaps be allowed (and can in fact be done now by duplicating and swapping out hotbars, though that's a much clunkier setup), but as pointed out, it has the downside of not recognizing if a combo action is truly available. The alternative <ct> version for fixing that problem breaks the rule about software decision making.