
Originally Posted by
Rongway
If you're going to use mouseovers, it's best to use only mouseovers. Introducing multiple targets will frustrate you more often than it does what you intend, because of the way <t> works with heals -- basically any line after <t> won't matter, because once it gets to <t>, it will heal "someone", and "someone" will usually be yourself if you're not targeting a party member.
Also, avoid using models as mouseover targets. Party frames and target frames are the way to go.
So I tried:
Code:
/micon Cure
/ac Cure <mo>
/ac Cure <tt>
/ac Cure <t>
And it fails to ever cast on me, even if I mouse over myself
The same for both of:
Code:
/micon Cure
/ac Cure <mo>
/ac Cure <t>
Code:
/micon Cure
/ac Cure <mo>
BUT,
Code:
/micon Cure
/ac Cure <mo>
/ac Cure <tt>
/ac Cure <t>
/ac Cure <me>
works to get myself
Code:
/micon Cure
/ac Cure <mo>
btw, WILL work on the target bar if I target myself... but not on mousing over my unit
It DOES work on others if for example I mouseover a person adjacent to me...
As for skill queueing vs. this, that's an interesting point but I think the time loss from switching to a target is often going to be a LOT greater than the time loss of not having skill queueing. The most current info I could find on skill queueing was from topics on reddit in 2014 - so not sure here.
I know that in MMOs with heavy demand on the healers the difference in throughput from a healer using mouseovers to one targeting their heals is almost double. Skill queueing means it won't be as great here, but it's likely to be notable.