There are a few macro best practices. First, in order to dive into the world of macros even at the most basic level here, you'll need an understanding of conditionals. With that under your belt, take my advice -- it's best to pick one consistent key as your modifier for everything. For me, I use Alt as my go-to modifier; your mileage may vary.
It's also worth mentioning that I start most macros with #showtooltip and almost always use the question mark for the icon. Using these two in combination makes the macro's currently displayed icon flexible to show whatever is next in the rotation and enables the tooltip for that relevant spell.
Starting out with an easy macro is a basic self-heal with a modifier.
/cast [nomodifier] Chain Heal; [modifier:alt] Greater Healing Wave
I keep it set to Chain Heal
to help keep my melee brothers and sisters alive as we dodge cleaves, run from fire and duck whirlwinds. Granted, Wrath
wasn't nearly as bad as BC
was in terms of hate-on-melee, but an option to save yourself
and your mates in a pinch isn't a bad idea.
Another simple macro I have on my bars combines Wind Shear
and Lightning Shield
. It was useful for a time when way, far back before patch 4.0.1, Lightning Shield would deplete over time and it was important to keep it refreshed. That macro was:
/cast [nomodifier] Wind Shear; [modifier:alt] Lightning Shield
You can use it to set up a two-for-one button for just about anything. I'm was using it for my Magma / Fire Nova macro. It's a simple, straightforward and perfect use to combine two linked spells into one button.
/cast [nomodifier] Fire Nova; [modifier:alt] Magma Totem
I considered using a cast sequence macro for this with a reset equal to 21 seconds, the duration of the Magma Totem, and the result looked like this:
/castsequence reset=combat/21 Magma Totem, Fire Nova
The downside to that macro is that if the mobs move, I move, or for some reason my totem gets destroyed ahead of time, I'm locked out of putting another one down until the old one would have expired. The way to fix this is by adding another layer of complexity.
/castsequence [nomodifier] reset=combat/21 Magma Totem, Fire Nova; [modifier:alt] Magma Totem
The key to making this work is to include the nomodifier in the beginning. Now, if I need to put down another Magma Totem, I can hold down Alt and drop a new one at any time.
I actually derived that syntax from my shocks rotation macro that has a similar syntax, but instead, the sequence resets when I change target or leave combat rather than on a set cooldown.
/castsequence [nomodifier] reset=target/combat Flame Shock, Earth Shock; [modifier:alt] Earth Shock
This makes more sense for shocks because we'll just cast one or the other and usually whichever one is up at the time. I keep Earth Shock
on the modifier switch because if a mob is close to death and I don't want to cast a Flame Shock
on it and lose the ticks, I just need the burst of ES for the final few seconds of that mob's pathetic existence.
Focus is an important element that will become essential as we move into Cataclysm
, mostly because of our new spell, Bind Elemental
. I originally adapted this focus spell from mage Polymorph
macro I found on WoWWiki ages ago.
#showtooltip Bind Elemental
/clearfocus [target=focus,dead] [target=focus,noexists] [modifier:alt]
/cast [target=focus] Bind Elemental
Breaking that down, here is the logic tree behind that:
- If you have no focus and something targeted, it will set your focus and cast Bind Elemental on that focus.
- If you have a focus set and anything at all targeted, it will cast Bind Elemental on your focus.
- If you have a focus that is dead or doesn't exist, and nothing targeted, it will clear your focus and stop.
- If you have a focus that is dead or doesn't exist, and something targeted, it will clear your focus, set your focus to your new target, then cast Bind Elemental.
- If you hold down Alt and have nothing targeted, it will clear your focus
- If you hold down Alt and have something new targeted, it will clear your focus, set your focus to your current target and then cast Bind Elemental.
It's worth noting that when I say it will cast Bind Elemental, I mean that the macro will will attempt to cast but can still be unsuccessful due to normal game mechanics such as line of sight, range or invalid target or being silenced.
The same macro can work for Hex
and Wind Shear
, just by replacing the "Bind Elemental" with the appropriate spell at the beginning and the end of each spell.
The last macro for today is my advanced Feral Spirit
/cast [nomodifier] Feral Spirit; [modifier:alt] Spiced Mammoth Treats; [mod:ctrl] Spirit Walk
My puppies do love their mammoth treats
and I do take advantage of Spirit Walk
. I don't use the Ctrl modifier often, but in this case there was more functionality to cram on to my bars. One possible variation here is to turn off the auto-use of Bash
and then replace the treats with it. This gives an extra measure of control in arenas to interrupt your opponent's spell cast.
That's the majority of my enhancement macros. What would you add to the list? What do you use?
May all your hits be crits!
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