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  • A TLP without truebox has thawed (Very Vanilla ready)
    Frostreaver

Auto Cleric 1.0

Tried this out tonight on the TLP. When I load the mac it goes through a list of updates, then says autocleric loading...... but never does anything. It is affecting the character because it won't allow me to sit.
 
Tried this out tonight on the TLP. When I load the mac it goes through a list of updates, then says autocleric loading...... but never does anything. It is affecting the character because it won't allow me to sit.

Thanks for feedback, I'll level up a Cleric / Monk and see what is going on. Give me a couple weeks for this.

In the meantime, can you give me your Cleric level? I need to go back through and double check heal spells as I don't think I added some below lvl 50.
 
Anything in particular you'd like tested out NH? I didn't get to play last night as expected but will have time the next few days.
 
Anything in particular you'd like tested out NH? I didn't get to play last night as expected but will have time the next few days.

Here is current beta, I've incorporated some of the error checks / buff fixes and Stuns instead of DD. Any feedback would be appreciated. P.S. you were spot on about Stuns instead of DD... They work LOADS better in current content.
 
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Loaded that one up. DI working great, mount working great (wasn't before). I never bought my cleric a stun or straight DD, so can't comment on that yet, but will likely buy a stun for him later tonight before I start running it again. Not doing anything too intensive just yet, but it seems to be working well atm. Will let you know if I see it misbehaving.
 
Here is current beta, I've incorporated some of the error checks / buff fixes and Stuns instead of DD. Any feedback would be appreciated. P.S. you were spot on about Stuns instead of DD... They work LOADS better in current content.

Cool deal :) Glad the stun is working out better. I had a feeling just about anything would have been an improvement lol

Gonna try out some different group scenarios/content and let ya know how it goes. Probably ROF -> COTF HAs -> T3 TDS.

Quick ?: Have you tried the stun in areas where the mobs are stun immune? Curious if it will just try and repeatedly stun over and over. Guess that's something I can do!
 
Cool deal :) Glad the stun is working out better. I had a feeling just about anything would have been an improvement lol

Gonna try out some different group scenarios/content and let ya know how it goes. Probably ROF -> COTF HAs -> T3 TDS.

Quick ?: Have you tried the stun in areas where the mobs are stun immune? Curious if it will just try and repeatedly stun over and over. Guess that's something I can do!

I have not, but I think I need to error code stuns for 2 things... Stun Immune Mobs and Mobs over the Max Level of the spell.
 
Okay, gonna start a list of stuff and edit as I go. If I don't, I'll forget :p

-this is using beta 1.2 posted earlier-

1. /usedruid is kindof working. With the setting on, it will cast Unified Hand of Nonia (Lv. 105) but *only* when Spell Haste drops on the cleric. It's not checking when it drops on anyone else in group. I also tested this with /usedruid off so it would cast Unified Hand of Surety and same issue. Is this intended?

2. Is it possible to do a 'group check' for auto-rezzing? While I'm sure random people in the lobby appreciate free rezes, spam rezing any corpse in range might be a tad conspicuous. Perhaps at least a toggle of some sort.

3. If /usedruid is ON then Armor of the Ardent needs to be disabled as they don't stack.

4. Awecrush (stun) is not casting for me at all.

5. If you manually un-mem shining from gem 12 and then it is needed via normal fading on the tank or through an event request, it will un-mem group heal (gem 5) and load shining there instead of the "buff" gem 12. It does not remem group heal or fix itself. I guess you aren't "supposed" to be meming/unmeming stuff yourself but it should probably default to only load in 12.

6. Heal point on remedy seems to be set really high... Cleric was chaining both when tank would hit 85-90%

7. If the tank dies the Cleric will not rebuff; this might go along with #1 and the buff check.

8. Virtuous Contravention (the second, lower level one loaded) rarely had a chance to fire due to swapping back to heals and the other Contravention and Mystical Intervention - that's my guess at least since it would occasionally cast. This slot may be better used for something else.

Some context for testing so far: Maxxed AA tank merc with full buffs. No outside healing. No slows on mobs. Currently working through Lv 105 HAs in COTF. With AutoCleric the tank merc (yes, merc!) could handle 4 dark blues at once. The healing was very impressive. Divine Arb, epic shield, and Burst of Life all went off with such high damage incoming. However, the threshold for Divine Arb/Shield may want to be adjusted to be used more often as they are relatively quick re-use and the tank was close to death's door when they would fire making it dicey.

May want to consider adding Beacon of Life, Focused Celestial Regeneration, and Celestial Regeneration AAs to the mac. Another thing to consider would be using "Smite the Wicked" AA DD against undead if it's possible to detect mob body type.

Back to testing... at some point I'll work my way to doing some named with large AE damage.

---------
Edit: Additional thoughts while it's on my mind - would like to see buff support for shining outside of the main tank by saying 'shining' or something else within 100 units similar to how the current HP buffs are setup or have it buff shining on assigned group main assist/puller. Also, buff support for Rallied Greater Ward of Vie.

Edit #2: There seems to be an issue with the cleric when using the /moveto command over EQBC. The cleric will remain significantly further behind the "moveto" location. I know it's specific to this since 3 other bots in group move appropriately with the command.
 
Okay, gonna start a list of stuff and edit as I go. If I don't, I'll forget :p

-this is using beta 1.2 posted earlier-
1. /usedruid is kindof working. With the setting on, it will cast Unified Hand of Nonia (Lv. 105) but *only* when Spell Haste drops on the cleric. It's not checking when it drops on anyone else in group. I also tested this with /usedruid off so it would cast Unified Hand of Surety and same issue. Is this intended? Yes this is intended, but I will beef up the checks so it should be more reliable.

2. Is it possible to do a 'group check' for auto-rezzing? While I'm sure random people in the lobby appreciate free rezes, spam rezing any corpse in range might be a tad conspicuous. Perhaps at least a toggle of some sort.
I've gone back and forth over the years on this, but I think removing outside group rezes in certain zones make since like PoK and Guild Lobby.

3. If /usedruid is ON then Armor of the Ardent needs to be disabled as they don't stack.
Definitely will add, forgot about this.
4. Awecrush (stun) is not casting for me at all.
Hmmm, my cleric is casting it like crazy, but maybe I mis-spelled the higher level version one.
5. If you manually un-mem shining from gem 12 and then it is needed via normal fading on the tank or through an event request, it will un-mem group heal (gem 5) and load shining there instead of the "buff" gem 12. It does not remem group heal or fix itself. I guess you aren't "supposed" to be meming/unmeming stuff yourself but it should probably default to only load in 12.
This is strange as all misc spells should be forced into gem 12.
6. Heal point on remedy seems to be set really high... Cleric was chaining both when tank would hit 85-90%
Heal point adjusts based on the events. I only use a shitty tank merc, so thats why ;) Currently set at 90% with 2+ XTargets or Named Mob, 85% if mob same level, 80% if mob within 5 levels, and 70% if lower level. I can make a raidtank toggle with other healpoints if you want. What healpoints would you use in these situations?
7. If the tank dies the Cleric will not rebuff; this might go along with #1 and the buff check.
Yes when I beef up the buff checks this should alleviate this.
8. Virtuous Contravention (the second, lower level one loaded) rarely had a chance to fire due to swapping back to heals and the other Contravention and Mystical Intervention - that's my guess at least since it would occasionally cast. This slot may be better used for something else.
This is due to high heal points, at lower heal points it fires quite often.
Some context for testing so far: Maxxed AA tank merc with full buffs. No outside healing. No slows on mobs. Currently working through Lv 105 HAs in COTF. With AutoCleric the tank merc (yes, merc!) could handle 4 dark blues at once. The healing was very impressive. Divine Arb, epic shield, and Burst of Life all went off with such high damage incoming. However, the threshold for Divine Arb/Shield may want to be adjusted to be used more often as they are relatively quick re-use and the tank was close to death's door when they would fire making it dicey.
Good point, I'll tweak these from 35% to 40%Checked it was at 30, I changed this to 35 for 1.2
May want to consider adding Beacon of Life, Focused Celestial Regeneration, and Celestial Regeneration AAs to the mac. Another thing to consider would be using "Smite the Wicked" AA DD against undead if it's possible to detect mob body type.
Smite of the Wicked has already been added, Cele Regen technically should fire after a Divine Arb. Focused Regen and Beacon of Life need to be added and will be soon ;) I'm shooting for next week on this.

Edit: Additional thoughts while it's on my mind - would like to see buff support for shining outside of the main tank by saying 'shining' or something else within 100 units similar to how the current HP buffs are setup or have it buff shining on assigned group main assist/puller. Also, buff support for Rallied Greater Ward of Vie.
A Very easy addition, I can do this probably this weekend
Edit #2: There seems to be an issue with the cleric when using the /moveto command over EQBC. The cleric will remain significantly further behind the "moveto" location. I know it's specific to this since 3 other bots in group move appropriately with the command.
I need to put in Error Checks for ${Moveto.Moving} So it won't try to sit or med when you do a /moveto command. I've been meaning to add this, but forgot about it. Done for 1.2

THANK YOU FOR ALL THE FEEDBACK! Its a great help to make the macro better, and it actually make my character a better cleric ;)

- - - Updated - - -

This looks awesome! Will this work for clerics of all levels? Been thinking of leveling one up for my box crew.

Pretty much, I think its a bit dicey under lvl 50 though. I'm working on expanding it so at lvl 1 it will work. I'm going to start some TLP toons soon and check it out. Above 50 it should work, and above 65-70 it works good, and above 85+ it dominates.
 
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1. /usedruid is kindof working. With the setting on, it will cast Unified Hand of Nonia (Lv. 105) but *only* when Spell Haste drops on the cleric. It's not checking when it drops on anyone else in group. I also tested this with /usedruid off so it would cast Unified Hand of Surety and same issue. Is this intended? Yes this is intended, but I will beef up the checks so it should be more reliable.

Cool deal. I guess I'm also being lazy. I could just make event triggers to /g for a rebuff. Of course, that doesn't help the merc death but you mentioned that below.


2. Is it possible to do a 'group check' for auto-rezzing? While I'm sure random people in the lobby appreciate free rezes, spam rezing any corpse in range might be a tad conspicuous. Perhaps at least a toggle of some sort.
I've gone back and forth over the years on this, but I think removing outside group rezes in certain zones make since like PoK and Guild Lobby.
That would probably be the best option - that's really the only place I see it being an issue.

3. If /usedruid is ON then Armor of the Ardent needs to be disabled as they don't stack.
Definitely will add, forgot about this.
yay :)

4. Awecrush (stun) is not casting for me at all.
Hmmm, my cleric is casting it like crazy, but maybe I mis-spelled the higher level version one.
I'm using "Awecrush Rk. II". I know Rk shouldn't matter. I've been mainly monitoring the CLR screen and have never seen it refreshing though but it's possible I missed it. However, if it's going off that much for you I think I would have noticed. Maybe someone else can confirm.

5. If you manually un-mem shining from gem 12 and then it is needed via normal fading on the tank or through an event request, it will un-mem group heal (gem 5) and load shining there instead of the "buff" gem 12. It does not remem group heal or fix itself. I guess you aren't "supposed" to be meming/unmeming stuff yourself but it should probably default to only load in 12.
This is strange as all misc spells should be forced into gem 12.
Just tested this again - Shining was mem'd in slot 12. I unmem'd it manually. I then clicked off shining on the tank so it would get refreshed. Cleric un-mems group heal (gem 5) and loads Shining. Casts it. I tested this with another buff too - I un-mem'd gem 12 then did a /g symbol. Cleric mem'd it in gem 12 and cast appropriately. I have no clue why but maybe it is something with Shining only.

6. Heal point on remedy seems to be set really high... Cleric was chaining both when tank would hit 85-90%
Heal point adjusts based on the events. I only use a shitty tank merc, so thats why Currently set at 90% with 2+ XTargets or Named Mob, 85% if mob same level, 80% if mob within 5 levels, and 70% if lower level. I can make a raidtank toggle with other healpoints if you want. What healpoints would you use in these situations?
I forgot it was intelligent healing :) I also use a tank merc 90% of the time like you but it's b/c I'm too lazy to get my tank a good setup even though he has some raid gear (notice how lazy I am? lol). Unfortunately I don't use any MQ2 for raiding on any character so I couldn't give you a good healpoint for that scenario. I'm sure others have ideas though.

7. If the tank dies the Cleric will not rebuff; this might go along with #1 and the buff check.
Yes when I beef up the buff checks this should alleviate this.
Can't wait

8. Virtuous Contravention (the second, lower level one loaded) rarely had a chance to fire due to swapping back to heals and the other Contravention and Mystical Intervention - that's my guess at least since it would occasionally cast. This slot may be better used for something else.
This is due to high heal points, at lower heal points it fires quite often.
Guess the mac is so good my tank doesn't hit that point much ;)

Some context for testing so far: Maxxed AA tank merc with full buffs. No outside healing. No slows on mobs. Currently working through Lv 105 HAs in COTF. With AutoCleric the tank merc (yes, merc!) could handle 4 dark blues at once. The healing was very impressive. Divine Arb, epic shield, and Burst of Life all went off with such high damage incoming. However, the threshold for Divine Arb/Shield may want to be adjusted to be used more often as they are relatively quick re-use and the tank was close to death's door when they would fire making it dicey.
Good point, I'll tweak these from 35% to 40%

May want to consider adding Beacon of Life, Focused Celestial Regeneration, and Celestial Regeneration AAs to the mac. Another thing to consider would be using "Smite the Wicked" AA DD against undead if it's possible to detect mob body type.
Smite of the Wicked has already been added, Cele Regen technically should fire after a Divine Arb. Focused Regen and Beacon of Life need to be added and will be soon I'm shooting for next week on this.

I fought some undead but probably missed Smite going off. I'll watch for CR but again, the healing is really good so it's hard to test some of these. Have you considered adding in Second or Third spire AA? Maybe at critical HP or to fire for named? Again, maybe they are in and I didn't trigger it.

Edit: Additional thoughts while it's on my mind - would like to see buff support for shining outside of the main tank by saying 'shining' or something else within 100 units similar to how the current HP buffs are setup or have it buff shining on assigned group main assist/puller. Also, buff support for Rallied Greater Ward of Vie.
A Very easy addition, I can do this probably this weekend
Awesome! If it's easy could possibly throw a DI text trigger as well. I don't know if that might mess up things though if it's on refresh or also drops on the tank.

Edit #2: There seems to be an issue with the cleric when using the /moveto command over EQBC. The cleric will remain significantly further behind the "moveto" location. I know it's specific to this since 3 other bots in group move appropriately with the command.
I need to put in Error Checks for ${Moveto.Moving} So it won't try to sit or med when you do a /moveto command. I've been meaning to add this, but forgot about it.
Looking forward to it! Situations like this are why I have a COTH bot ;P

Going to move on to more difficult content soon. I'll see what other complaints I can come up with tonight :)
 
5. If you manually un-mem shining from gem 12 and then it is needed via normal fading on the tank or through an event request, it will un-mem group heal (gem 5) and load shining there instead of the "buff" gem 12. It does not remem group heal or fix itself. I guess you aren't "supposed" to be meming/unmeming stuff yourself but it should probably default to only load in 12.
This is strange as all misc spells should be forced into gem 12.
Just tested this again - Shining was mem'd in slot 12. I unmem'd it manually. I then clicked off shining on the tank so it would get refreshed. Cleric un-mems group heal (gem 5) and loads Shining. Casts it. I tested this with another buff too - I un-mem'd gem 12 then did a /g symbol. Cleric mem'd it in gem 12 and cast appropriately. I have no clue why but maybe it is something with Shining only.

This one bugged me, so I looked it up. MQ2Cast by default will cast from gem5 if nothing else is loaded. I went ahead and forced this into the last gem for 1.2. So anytime a spellgem isn't given for anything coming through the Spell queue it will force it to the last spell gem.

- - - Updated - - -

I am giving myself one more day for prep on 1.2 patch. I'm going to work through the list kknights has and try to finish my final additions. Then Friday I will do a beta release here and if no issues pop up I'll release it later that day. I'm going to start releasing the beta in replys first so I don't have the multiple releases like I had with 1.1 abcd lol.
 
Final thoughts before crashing:

-Is there currently support for casting QM on group members or self-only? I had several in group fall <40% mana over the night and never saw a QM except on the Cleric after dying.

-Add Mod Rod usage at some point. (this may actually be in but I have a downflag for it so I didn't try turning it off to see)

-This is a really minor one in reference to above but... support /autoinventory if a mod rod is on cursor

One weird thing I noticed tonight was that there were a few odd occurrences where the Cleric would sit, mem a single hp buff, and cast it on a group member mid-combat. Caused my tank to die twice since the Cleric was buffing instead of healing. No one used the trigger command for the buff. I'll play around with it more and see if it keeps happening- very strange though. DI/Shining in combat if they're already mem'd would make sense but HP buffs... not so much.

Anyhow... been fun using it tonight. Really well done.
 
2. Is it possible to do a 'group check' for auto-rezzing? While I'm sure random people in the lobby appreciate free rezes, spam rezing any corpse in range might be a tad conspicuous. Perhaps at least a toggle of some sort.
I've gone back and forth over the years on this, but I think removing outside group rezes in certain zones make since like PoK and Guild Lobby.

I FREQUENTLY have more then a group at a location and require that my cleric rez any and all poor bastards that have died in his range....

- - - Updated - - -

Final thoughts before crashing:

-Is there currently support for casting QM on group members or self-only? I had several in group fall <40% mana over the night and never saw a QM except on the Cleric after dying.

-Add Mod Rod usage at some point. (this may actually be in but I have a downflag for it so I didn't try turning it off to see)

-This is a really minor one in reference to above but... support /autoinventory if a mod rod is on cursor

One weird thing I noticed tonight was that there were a few odd occurrences where the Cleric would sit, mem a single hp buff, and cast it on a group member mid-combat. Caused my tank to die twice since the Cleric was buffing instead of healing. No one used the trigger command for the buff. I'll play around with it more and see if it keeps happening- very strange though. DI/Shining in combat if they're already mem'd would make sense but HP buffs... not so much.

Anyhow... been fun using it tonight. Really well done.

Best thing I ever did for my clerics and for my druids was remove all dps and let them do their job, HEAL! If your group needs that extra DPS you have much bigger problems! I have always had my cleric heal fast, heal often and just heal...

- - - Updated - - -

My Grandad has this saying he said to me all the time... "If It Ain't Broke, Leave it alone Boy, you know you will just Break the shit!"
 
i would love to see that rez-outside-group-thing - maybe with switches for guild only, or an ability to add names to it...
 
I FREQUENTLY have more then a group at a location and require that my cleric rez any and all poor bastards that have died in his range....

- - - Updated - - -



Best thing I ever did for my clerics and for my druids was remove all dps and let them do their job, HEAL! If your group needs that extra DPS you have much bigger problems! I have always had my cleric heal fast, heal often and just heal...

- - - Updated - - -

That's why the rez change was to only disable it in PoK/Lobby/GH. My original suggestion was short sighted due to the reason you pointed out. I think disabling in the lobby is the best compromise though.

As for only making your Clerics/Druids heal... well, that's a matter of opinion I suppose but I would have to disagree 110%. Why have my Druid sitting idle not debuffing, heal-nuking, ADPS, or otherwise if no one needs a heal? It's wasting valuable resources that don't detract from healing if setup correctly. Having my Druid cast Skin to Seedlings increases everyone elses DPS. Attack debuff AA slipped in during global cool-down helps merc tanks for sure. Reptile is a great support buff like Shining. Frostweave aura is considerable ADPS for a caster group esp. after stacking/proc changes. I would feel guilty if I didn't tap into that potential.

As for healing in this mac- I've found it to be fast and spot on due to the intelligent sliding-scale of heal points and # of XTar etc. Even with other spells loaded, heals were still flying. The only actual non-heal detrimental spell on the lineup is a stun and once it has error code it would only help with healing. Most raid Clerics I know use the Intervention nuke all the time [even on raids] as well. Same for the undead AA nukes. Stuff like that is why I don't adhere to the heal and only heal philosophy.

While I'm not a huge fan of the fixed spell lineup in this mac, for people who aren't Cleric pros it's pretty much an idiot proof (I mean that in a nice way!) load and go with everything in one tiny package. The level scaling is huge as well IMO. While it has 0 benefit for me I'm sure many who are actually leveling up a Cleric are jumping on the rooftops.

Anyhow... don't wanna derail this into a philosophical debate on the merits of healing strategies ;)
--------
More AutoCleric stuff now...

For general function, it ran smooothly for 3h on a fully automated group. I only did 3 because no good reason... I'm sure it would have continued fine over night. I sat around doing other stuff but would periodically tab over to check in. As I mentioned above though, that weird buff issue is the only major thing concerning me ATM now that you've fixed the slot 5 gem memming ;)
 
Ok, in the beta I'm going to release tonight, it will include multiple different checks for groupbuffs. If any of the Symbol / Spell Haste / HP Buff falls off either the Cleric or the Tank it will recast instantly as long as you are Out of Combat and Mana is greater than 50%.
 
Celest Regen is not firing after Div Arb for me.

Going to change the logic a bit for this. Removing MQ2Cast reliance, and tossing a /docommand to force it to execute directly from MQ2Data. I've always noticed this was hit and miss, so with these changes it will hopefully make the cele regen after a divine arb more reliable. I am probably going to slowly change all Alt Activation's to /docommand and not use MQ2Cast for it.
 
Ok, in the beta I'm going to release tonight, it will include multiple different checks for groupbuffs. If any of the Symbol / Spell Haste / HP Buff falls off either the Cleric or the Tank it will recast instantly as long as you are Out of Combat and Mana is greater than 50%.

What if the tank dies? Will that still trigger a re-buff?
 
What if the tank dies? Will that still trigger a re-buff?

Yes the checks are done in 2 spots BuffCheck and GroupHeal so if the cleric is missing the buff it will trigger the recast.

To elaborate a little, GroupHeal is where if the target = tank then it reads all the tanks buffs and checks for missing ones.
During Buff Check it just verifys the Buff IDs are up in your buff window and if not it recasts them.
 
That's why the rez change was to only disable it in PoK/Lobby/GH. My original suggestion was short sighted due to the reason you pointed out. I think disabling in the lobby is the best compromise though.

As for only making your Clerics/Druids heal... well, that's a matter of opinion I suppose but I would have to disagree 110%. Why have my Druid sitting idle not debuffing, heal-nuking, ADPS, or otherwise if no one needs a heal? It's wasting valuable resources that don't detract from healing if setup correctly. Having my Druid cast Skin to Seedlings increases everyone elses DPS. Attack debuff AA slipped in during global cool-down helps merc tanks for sure. Reptile is a great support buff like Shining. Frostweave aura is considerable ADPS for a caster group esp. after stacking/proc changes. I would feel guilty if I didn't tap into that potential.

As for healing in this mac- I've found it to be fast and spot on due to the intelligent sliding-scale of heal points and # of XTar etc. Even with other spells loaded, heals were still flying. The only actual non-heal detrimental spell on the lineup is a stun and once it has error code it would only help with healing. Most raid Clerics I know use the Intervention nuke all the time [even on raids] as well. Same for the undead AA nukes. Stuff like that is why I don't adhere to the heal and only heal philosophy.

While I'm not a huge fan of the fixed spell lineup in this mac, for people who aren't Cleric pros it's pretty much an idiot proof (I mean that in a nice way!) load and go with everything in one tiny package. The level scaling is huge as well IMO. While it has 0 benefit for me I'm sure many who are actually leveling up a Cleric are jumping on the rooftops.

Anyhow... don't wanna derail this into a philosophical debate on the merits of healing strategies ;)
--------
More AutoCleric stuff now...

For general function, it ran smooothly for 3h on a fully automated group. I only did 3 because no good reason... I'm sure it would have continued fine over night. I sat around doing other stuff but would periodically tab over to check in. As I mentioned above though, that weird buff issue is the only major thing concerning me ATM now that you've fixed the slot 5 gem memming ;)

ok I agree I should have said heal and buff, not just heal, but DPS, nope gave up on that as there is nothing like rezzing a tank cause you are doing 2k dps on the named....
 
ok I agree I should have said heal and buff, not just heal, but DPS, nope gave up on that as there is nothing like rezzing a tank cause you are doing 2k dps on the named....

Hehe I think we all are saying the same thing, just different ways. This macro is intended to heal and heal better than anything out there (humans included), and it may have some dps as a side effect. That is not a bad thing, I'm removing Straight DPS nukes as it just doesn't make any sense, and cleric will never be able to deal anywhere near an actual DPS class. This macro will only have heal/buff/debuff oriented spells. It makes sense to add stuns as if you stun a mob you remove a lot of health that you will need to heal, hence the Stun is like a heal. So with that logic, this macro specializes in healing and healing damn good. I know kknights isn't advocating for DD only spells just like Razkle isn't advocating for heal only spells. That should clear this up ;)
 
Agree on both posts. I will say my Druid does pretty good DPS though ;) I rarely have her[druid] as my main healer though so that may be one big difference. But we are talking about Clerics!
 
Hehe I think we all are saying the same thing, just different ways. This macro is intended to heal and heal better than anything out there (humans included), and it may have some dps as a side effect. That is not a bad thing, I'm removing Straight DPS nukes as it just doesn't make any sense, and cleric will never be able to deal anywhere near an actual DPS class. This macro will only have heal/buff/debuff oriented spells. It makes sense to add stuns as if you stun a mob you remove a lot of health that you will need to heal, hence the Stun is like a heal. So with that logic, this macro specializes in healing and healing damn good. I know kknights isn't advocating for DD only spells just like Razkle isn't advocating for heal only spells. That should clear this up ;)

actually i want a hammer swinging all dps cleric...........but if he has to heal /sigh.....lol
 
Macro sets a default mount if none is declared, can you make the default mount NULL?

Also my 92 cleric with Unified Credence is meming and trying to cast Temperance and Symbol spells.
 
Any ETA on today's Beta? Trying to decide if I wanna start doing stuff or wait for it :p
 
My cleric is randomly reporting my wizard's death. I can't pinpoint what's causing it, but I don't think my 105 wiz was dying in WoS while getting pieces for cleric 2.0. :P
 
Any ETA on today's Beta? Trying to decide if I wanna start doing stuff or wait for it :p

I'm still tinkering with camp logic atm. I might just strip it out if I can't figure it out hehe.

- - - Updated - - -

My cleric is randomly reporting my wizard's death. I can't pinpoint what's causing it, but I don't think my 105 wiz was dying in WoS while getting pieces for cleric 2.0. :P

If he goes too far away and your client isn't able to detect him as a maintank then I could see this happening as the ${spawn[].id} would fail. I might be able to code an error trap for this, but if that isn't what is happening and the wizard is dishing out dps right by the cleric than we have bigger issues.
 
Auto Cleric 1.0

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