I use this for raid bosses for cure and regen on ps3 just change the number for what target you what to cast for
/ac "cure II'' <1>
/wait 3
/ac regen <1>
I use this for raid bosses for cure and regen on ps3 just change the number for what target you what to cast for
/ac "cure II'' <1>
/wait 3
/ac regen <1>

The order matters I believe. The <tt> has to come before the <t>. If <t> is first and you are targeting a mob, it will find that it can't cast on the mob and default to you (seems like some kind of in-game code or possibly a setting for cure spells -- that if you cast a cure or physick while targeting a mob, it will think you must mean to cast on yourself). But with <tt> first, if will check the <tt> and then the <t>. For some reason, this also works if you are targeting the tank. It will check the <tt> and find it cannot cast on the mob, but then it will check the <t> (tank) and cast on them. It won't just default to you -- possibly because the use of the <tt> does not auto-trigger the "oh you must mean to cast on yourself" default.
/micon Cure
/ac Cure <tt>
/ac Cure <t>
People will be tempted to put /ac Cure <me> at the end, but I would caution against. If you are out of range, you will cure yourself thinking you are curing the tank while casting.
Last edited by erasure25; 09-19-2013 at 03:46 AM.

I logged a bug about this, feel free to give it a thumbs up, or comment on it or something, not sure what good that does.
Basically, the issue is a macro will EXIT/LEAVE/RETURN when the following conditions are met: Invalid Target, Not Enough Resources.
However, if an ability is on cooldown, it will skip to the next line, which is the expected behavior for the previous two cases. Unfortunately it doesn't work like that right now. I'm assuming this is an oversight, and that the macro system simply works like this because of the way action erroring was originally designed. I'm hoping we will get a fix, considering that right now macros are absurdly useful for melee and useless for mages.
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