
As an endgame war this is what I have as well. Foresight and featherfoot are good to use together because they are fairly weak individually and berserk makes bloodbath much better.I agree to a point. Though I play on PS3 and the only macros I are:
Blood Berserk
/micon "Berserk"
/ac "Bloodbath" <me>
/ac "Berserk" <me>
Defensive Dodge
/micon "Foresight"
/ac "Foresight" <me>
/ac "Featherfoot" <me>
since they both share the same cd I can pop both at the same time. Though when I first started I had almost everything macro'd but now that I am in endgame where min/maxing your rotations is the difference between the circle bombs appearing (or not) during the titan em heart phase, those seconds can really add up.

I've just started messing with macros on my WAR now that I'm starting to get the job geared better. I have the same Def+Dodge macro also. I did setup a couple of others that I want the more experienced tanks to give feedback on if possible:
Unchained + Berserk: I figure the only time you use Unchained is when you need to pump out that extra DPS, which makes it go well with Berserk. Same cooldown timer also, IIRC. Downside is pacification at end of Berserk, but I figure it's not that big a deal given when you would be using Unchained in the first place.
Convalescence + Second Wind: Not sure if SW is boosted by Conv, but they are same timer cooldown, and I figure it would help healers top me off quick with the 2nd wind in there. Its basically a heal macro.
Bloodbath I think I tied to Fracture.
I use them back to back, much like this, though I prefer to use an attack in between them to space them out and get a GCD between them. Unchained doesn't affect any of your Wrath consumers but Berserk does, so you can spend the 20 seconds of Unchained dumping out mad deeps with your Wrath generating attacks and, as soon as it drops, when you have a single GCD of Berserk left, let loose with a Steel Cyclone or Inner Beast.Unchained + Berserk: I figure the only time you use Unchained is when you need to pump out that extra DPS, which makes it go well with Berserk. Same cooldown timer also, IIRC. Downside is pacification at end of Berserk, but I figure it's not that big a deal given when you would be using Unchained in the first place.
Also, Berserk is on a 90 sec CD while Unchained is on a 120 sec CD. Of course, it doesn't matter if you "waste" Berserk by waiting to use it until you get Unchained because Unchained increases the contribution of Berserk by 33%, which just so happens to be the percent of total effect lost by delaying Berserk for Unchained to recharge. In fact, you get more out of only using Berserk when you've got Unchained because you get the same mean contribution while they're active but lose less time to Pacification.
Convalescence only increases the healing you receive from outside sources. Second Wind, Inner Beast, Storm's Path, and Bloodbath are completely unaffected by any healing buffs or debuffs. I actually tend to use Convalescence in a preventative manner (e.g. when I know I'm about to need a lot of big healing) as opposed to reactive manner. I'll use ToB in this manner though, since it's got the heal attached to it.Convalescence + Second Wind: Not sure if SW is boosted by Conv, but they are same timer cooldown, and I figure it would help healers top me off quick with the 2nd wind in there. Its basically a heal macro.
Honestly though, I wouldn't use Second Wind. It's a paltry heal on a long CD. There are better cross-class abilities out there.
The only CDs I have macro'd on my WAR are Vengeance, Thrill of Battle, Convalescence, and Holmgang, though none of them are multiple-activation macros. I have the macros set up to announce that I've used the ability along with a short description of what the effects of it are and then, through the miracle of /wait, announce when the effect falls off. *Every* healer I've run with has told me how amazingly useful they found them since it allows them to figure out when buffs you've got without having to pick out the buff icon from your buff bar. As soon as I put them together, I saw a dramatic reduction in overhealing and increased efficiency of situational improvements (i.e. Stoneskin while ToB is up and Adloqs while Convalescence is active).
This is it:
You can do it for any and all of your CDs by replacing the name with the relevant CD and modifying the number after the /wait to match the ability's duration.Code:/macroicon "Convalescence" /ac "Convalescence" <me> /p Convalescence used. Big Adloqs on me. /wait 20 /p Convalescence faded.
You can also create some *really* useful macros for specific fights if you know the cycle speed and are can use them. I've got an amazing Death Sentence macro that provides regular timing and relevant warnings to my party/healers about when it's about to land.
Let's see here.. i use a basic 3-in-1 for my heavy swing as follows
/micon "Heavy Swing"
/ac "Mercy Stroke" <t>
/ac "Heavy Swing" <t>
/ac "Tomawhawk" <t>
Serves same basic function as yours, just removes MS from the list of ones taking up space too. Have a basic simple /wait 3 for all 3 basic combos (BB/SE/SP) with second and third hits in them, no need to type that simple out. Have a macro for zerk to warn the healers to remove pacification after 20sec, as follows..
/micon "Berserk"
/p <Berserk> <Just used it.> <Esuna>/<Leeches> <Ready!> In 20sec for <Pacification> <Please>! <se.7>
/ac "Berkserk" <me>
Only other one i use is just a simple holmgang one to give warnings so people know if they will have to instantly top me off or they have a moment to dodge mechanics before i need bombed with heals.
Leader of Tonberry Assassins <STAB!> of Coeurl, a social & light raiding FC.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Dreams should be allowed to fly as free as the birds in the sky.

Any useful macros for vengeance? Being as I haven't unlocked it yet not particular sure how it works all of my other macros seem to be fine working order with the exception of "second wind"
“‘Common sense’? Worthless things like those, I haven’t had for as long as I can remember!” -Zaraki Kenpachi
I don't macro vengence because.. what happens if you have to eat a huge hit all the sudden? I would rather have it all alone and be able to use it when i know something big is coming, reduce 30% of it, then chop off another 20% if i happen to have 5 stacks of wrath for an IB.
Leader of Tonberry Assassins <STAB!> of Coeurl, a social & light raiding FC.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Dreams should be allowed to fly as free as the birds in the sky.

As of right now I sit on IB and holmgang as Ohhh S#*+ moments and I keep them individual "No Macros" @ level 43 I'm assaulting Level 47 and 48 hunting logs and quest can usually kill what Evers in front of me.
“‘Common sense’? Worthless things like those, I haven’t had for as long as I can remember!” -Zaraki Kenpachi

most critical warrior macro:
/bm
/sit
it makes your Bravura Zenith glow orange pink while you are idle
less importantly:
Burst 20% DR, i usually use this if i want to chain my IB buff with less mouse movement
/ac "Infuriate" <me>
/ac "Inner Beast"
WP SR (AKA: i pulled 1/4 of the dungeon) macro: maximize overpower damage and boost mitigation and ramps up your emnity.
/ac "Overpower" <t>
/ac "Vengeance" <me>
/ac "Infuriate" <me>
/ac "Unchained" <me>
/ac "Bloodbath" <me>
/ac "Berserk" <me>
/ac "Featherfoot" <me>
Mercy Stroke, Foresight, Bloodbath, Featherfoot should be macro'd to Heavy Swing
Provoke is ideally tied in to a sound effect macro (se.6 personally), it makes life easier for your partner tank when you are switching off.
and i see no valid reason to macro your SP, SE, and BB combo into a singular button. you can screw your macro up so many ways just due to the dynamics of combat, unless youre doing worthless 4 man content
Last edited by GoMagikarp; 01-20-2014 at 09:02 AM.

Thanks for the note on Second Wind. I'm guessing Provoke, Convalescence, Flash, Featherfoot, and Internal Release are your five cross-class skills then, instead of having SW in there?
Flash is basically redundant given the Overpower changes in 2.1. Unless you're bad with Berserk timing, you don't need an ability that generates enmity but does nothing else for when you are Pacified, since enmity generation is such a joke. As to it being a "free" cast because Overpower is so expensive, you've got Steel Cyclone, which fills the same niche and does it better.
My 5 CC abilities are Provoke, Conv, Featherfoot, IR, and either Mantra or Awareness depending upon the fight (if there is AoE damage, like on the Ex primals, I take Mantra; if it's really nasty burst, like t1, t4, or t5, I use Awareness).
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