
I don't know if that's intended. If they don't fix it, you can take convalescence out of the macro but keep internal release. I'm fairly positive critting on Overpower strikes does increase teh leech effect. I have a tendancy to use Bloodbath with Overpower on trash practically every time it's up for trash mobs that dno't require CC. For bosses, i'll probably macro Bloodbath to Skull Sunder to make sure it's up on every single cooldown to boost my overall survivability.Conalesence and Wrath stacks don't increase Inner Beast or Bloodbath healing, there is a thread about it here or on the bug forums.
I used to have the mindset of "saving" the cooldowns for when they're needed. Admittedtly, there are moments when that makes sense based on the mechanics of the encounter... but if you use them everytime they're up, you're less likely to be in the predicament of having to use the "oh shit" buttons.
However, strategically using Inner Beast is something I learned very quickly. You can't be spamming that. You lose your 15% healing buff and you may overheal yourself if you're already topped off. Inner Beast is another "cooldown" ability that screams knowing when to use it. That's going to separate the bad, mediocre and good Warrior tanks imho.

I usually have Inner Beast on standby for "oh shit" moments then I pop Infuriate right afterwards to get my stack back.

Based on Hachiko's Recommendations... i combined my most used cooldowns in between the GCD with my chain combos... so that there is 100% uptime of all abilities. I put some thought into this, taking into consideration the amount of time that will elapse between chain rotations to make sure skills don’t overlap.
These macros are not meant for all purposes, but can be used in most leveling up dungeons and even some of the easier primals.
Let me know what you guys think.
Name: Lingering Pain!
/micon "Fracture"
/ac "Vengeance" <me>
/ac "Fracture" <t>
*Ideally, you want to have Fracture DoT up every 30 seconds. This ensures you will also put up vengenace which has a 2 min CD. You will be essentially applying two DoTs. Vengeance causes damage every hit you take.
Name: Bloody Introduction!
/micon "Heavy Swing"
/ac “Mercy Stroke” <t>
/ac "Bloodbath" <me>
/ac "Heavy Swing" <t>
*You want to have bloodbath activated the moment it's off cooldown. Since as a tank, Heavy Swing is your first ability in your threat chain and all chains for that matter. This ensures that bloodbath will always be active the moment it's off cooldown.
*Mercy Swing only active when the mob is below 20% HP. When tanking bosses, there is no point in saving it to use it as the death blow in order to get the heal. If the boss is dead, you don't need a heal. Mercy Stroke is a farming ability to give hp back so that you don't have downtime. For bosses, it can be used as an additional attack. It has a long cooldown and will likely only be used once during a boss fight. Chaining it with Heavy Swing ensures it's used at least once.
Name: Nimble As a Truck!
/micon “Butcher’s Block”
/ac “Featherfoot”
/ac “Butcher’s Block” <t>
*Since you just cast Bloodbath, you want to increase your effective health by dodging as many attacks as possible. This will maximize the leeching heals you get from Bloodbath since Butcher’s Block is used very early in the fight.
Name: Strength and Resolve
/micon “Maim”
/ac “Foresight” <me>
/ac “Maim” <t>
*I usually use Maim-> Storm’s Eye combo after doing two (2) Butcher’s Block chains to establish an enmity lead over DPS and the healer. Since Featherfoot is tied to my Butcher’s Block, that means that six (6) GCDs will have elapsed before I can use Maim. That means from the moment Featherfoot is active, Foresight is activated exactly when Featherfoot ends. Of course, this only works in sync at the start of battle. Each respective cooldown will stagger the abilities different during the fight, but it ensures theyr’e used practically everytime they’re up.
Name: Eye of Fury!
/micon “Storm’s Eye”
/ac “Berserk” <me>
/ac “Storm’s Eye” <t>
*There are only two times where I weave in Storm’s Eye instead of Butcher’s Block combo. (1) Early in the fight after establishing an enmity lead over the DPS, where healer has plenty of MP and tools to heal me and (2) Later in the fight where I’m topped off, have enmity lead and it requires DPSing something ASAP (Titan’s Heart, Ultima’s Final Ability, etc). Because Storm’s Eye adds a 10% Slashing debuff, Berserk makes my damage that much harder.
Name: Path of Awareness.
/micon “Storm’s Path”
/ac “Awareness” <me>
/ac “Storm’s Path” <t>
*Awareness coupled with my third chain that I don’t use unless I need HP. It just makes sure that this buff staggers well with Featherfoot and Foresight which combo off of Skull Sunder and Main, respectively. There’s enough GCD’s in between those buffs and this one to make sure it’s always used.
Name: Release the BEAST!
/micon “Inner Beast”
/ac “Internal Release” <me>
/ac Inner Beast” <t>
*On boss fights where i’m not required to get agro on adds, I use Internal Release as a cross class ability instead of Flash. Since I use Inner Beast as a situtational heal wheny my HP is below 45%, this combo allows for me to crit on Inner Beast and get a 1500 heal instead of 900-1000. The heal isn’t enough to top me off, but enough so that healer has more time to heal and not overheal in the process.
Name: Blow Your Load!
/micon “Foresight”
/ac “Foresight” <me>
/ac “Featherfoot” <me>
/ac “Awareness” <me>
*Instead of having three separate hotbar slots, you can have one. Pressing macro once does Foresight. Pressing it the second time will do Featherfoot because Foresight is on cooldown. Pressing a third time will get you Awareness because the previous two are on cooldown. You can cast all three at once in succession or stagger them by pressing the macro as soon as the first buff wears off.
Name: I’m Not Dead Yet!
/micon “Thrill of Battle”
/ac “Thrill of Battle <me>
/ac “Convalescence” <me>
*This ability is used in emergencies, such as Ifrit’s hellfire, or any of the limit moves by the primals. It insures you survive the attack and can be immediately topped off by your healers by getting 20% boost to healing in addition to a gigantic increase in your HP for a temporary period of time.
Last edited by Zell; 09-13-2013 at 12:21 PM.
A lot of it is pure convenience. At the moment, I've only macro'd my tank for marking targets (and announcing to the party with auto-translation, in case they're not quite sure what the 1,2,3 is for... don't laugh) for sake of convenience and speed. Some people set them to the point the game is nearly on an infinite macro loop, and others don't. It's personal preference. Things like buffing, I would suggest setting to macro, so you can make a simple 1 click/button press and ensure all your buffs are covered, and only take up 1 spot on a skill bar.


While this should work in theory, it's been very dodgy in practice.
Game will often tomahawk while i'm in melee range, screwing up my combo for some reason. It's not an issue of my client being out of sync and the boss moving around on the server either, because it can happen when the boss and I are standing still. May have something to do with spamming the ability and some weird issue with the order of the commands near the end of the GCD. It doesn't happen often, but it happens enough that on bosses I take this off my bar and replace with plain heavy swing.
And even worse can be issues with "you can't use heavy swing and you can't use tomahawk on the target". I have the enemy targetted (I double checked last couple times it's happened). It's a rare occurance, but it's enough to be annoying. It only happens when first targeting something, which is really bad because failing to attack at the start of a fight really sucks (no attacks = no threat). To fix I have to drop target and re-target the same enemy. This never ever happens with the default heavy swing ability.

Something I found cool with the /wait 1 command is to optimise the smoothness of popping off GCD buffs. Take a standard macro that pops Foresight before you do Heavy Swing:
/macroicon "Heavy Swing"
/ac "Foresight" <me>
/ac "Heavy Swing" <t>
Now there's nothing fundamentally wrong with that macro. If you run up to a mob and spam it, the first time you press the key you'll do Foresight, which ties up your animations for about a second. Then the second time you press it you'll get the Heavy Swing, albeit a little delayed.
However, if you make the macro like this:
/macroicon "Heavy Swing"
/ac "Heavy Swing" <t>
/wait 1
/ac "Foresight" <me>
You run up to a mob, hit the button once, and it will do the Heavy Swing and then will pop Foresight DURING THE HEAVY SWING ANIMATION. This means you don't get tied up with the animation delaying your initial cast of Heavy Swing, and you can still hit Skull Sunder after 2.5 seconds with no Delay because the animation of Foresight is over before the 2.5 seconds ends.
There's many other situations where macroing an off-GCD cooldown with a /wait 1 after an on-GCD attack just makes the rotation far smoother. The game is optimised to be able to slip off-GCDs in between 2.5 sec cooldowns without interrupting animations, and /wait 1 lets you do this easily.
Great Info,thanks.
I had a Macro for the Emnity Combo,but it was more Trouble than it was worth because sometimes it stops when i activate other Skills which are Off-GCD. Never had Problems with TP however,since i needed "/wait 3" for the Combo(s) to work.
Gonna post them anyway,since you can use them Solo or for easier Boss Fights. Also nice to have for Mobs whit alot of AOE´s.
Hate Combo:
/micon "Butcher's Block"
/ac "Heavy Swing" <t>
/wait 3
/ac "Skull Sunder" <t>
/wait 3
/ac "Butcher's Block" <t>
Heal Combo:
/micon "Storm's Path"
/ac "Heavy Swing" <t>
/wait 3
/ac "Maim" <t>
/wait 3
/ac "Storm's Path" <t>
Debuff Combo
/micon "Storm's Eye"
/ac "Heavy Swing" <t>
/wait 3
/ac "Maim" <t>
/wait 3
/ac "Storm's Eye" <t>
And the one every WAR should have:
/micon "Provoke"
/ac "Provoke" <t>
/wait 1
/ac "Tomahawk" <t>

The only combo I macro is the Maim -> Storm's Eye, everything else has its own key.
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