I want to address macro's here for a moment. Macro's are a form of input now during 2.0-3.0 high end crafts were made to HQ using rotations inputed into Maco's. The catch was that it you had to make several macro's which could be divided into two sets. The Starter's and the finishers, The starter macro's got things rolling. The finishing macro's did just as the name implies finished the craft, now depending on what you were crafting and the rotations with in those macro's you could easily have 4 different finishers. The one you would use would be determined by Craft condition and remaining CP. Like all high end crafting you need to be properly geared, melded,etc to be successful.
So far I have seen a level 80 2 star rotation that has too be divided between two macro's if you wish to use it with a macro rather then manual input. I am not sure if this still do able but actions that have condition requirements can also be triggered by a macro by simply removing <wait. number here> from the action in question. Doing this will cause the game to only trigger the action if its up and skip it if its down, as I said I dont know if you can still do this or not. Macro use does not make crafting easier it just takes away tedious button pushing. Has crafting gotten too easy I would say yes, its easier then it has been at any point. SE has said crafting actions are out of balance and changes are coming that will increase the difficulty of crafting End game crafts to HQ.
Depending on the changes everyone is going to be investing more time when it comes to crafting high end crafts to HQ. As for Macro's they are just a easy way to input commands, if you are someone who likes doing the inputs manually thats fine. I personally prefer the ease of a macro as it lets me do other things. Lets not be forcing our prefered form of inputing commands on others though, inputing commands manually does not make you some expert. I say this as there are plenty of crafters who make their own rotations and then tie them to macro's.


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