I have some concerns which I discuss below, but the tldr is how will developers enable players to prune their ability bars, stance dance macros in particular for warriors, and implement the old ability to have more than 1 GCD ability per bind such as Charge Hamstring or Revenge Sunder.
I noted the developer comments relating to macro functionality that was essentially removed in 2.0 where the entire rotation could be scripted and agree, however some of these abilities are to me quality of life and reduce clutter. The keybind space required to bind everything individually in Classic would be untenable.
Vanilla macros could include such functions as:
/script if (UnitMana(âplayerâ)<14 then UseAction(32); end
where 32 was the number of your action bar with Heroic Strike.
The macro makes the descision to Heroic Strike for you. You chain a number of these together, say:
/script if not buffed (âBattle Shoutâ, âplayerâ then CastSpellByName(âBattleShoutâ;end
In Classic Heroic Strike was off the GCD, however unlike TBC through Legion Hamstring and Pummel for example were not.
Through to Legion launch the following would work as I believe it should in Vanilla:
/cast Charge
/cast Hamstring
A warrior could Charge with first press and hamstring with second press. Vanilla the functionality is the same, the syntax was different. If in melee range the macro doesnât stop at the charge unavailible and proceeds to Hamstring. Such a macro does not work on live. You need a modifier or another bind. It only worked because post Vanilla and pre Legion Hamstring was off the GCD.
With off the GCD abilities warrior could chose to
/cast Mortal Strike
/cast Heroic Strike
This would simultaneously MS and queue Heroic Strike but potentially leave him ragged starved as it lacks decision making power. IMO this is fine. Heroic Strike should be a player descision based on rage.
If youâve made it this far here is the grey area:
The following will not work in the current game:
/Cast Revenge
/Cast Sunder Armor
This is becuase both are on the GCD. In Classic the equivalent worked in that if Revenge was unavailable the game went to the next line and used Sunder. The issue here is now you have a priority list. If my revenge hasnât procâed spam Sunder Armor.
Is it game breaking to allow an essentially mindless filler between Revenge Procs to free up some action bar space?
What is and isnât allowable is also going to potentially affect stance dancing.
I think something like this in the modern syntax should function as a 2 button press dance macro, but there is no way to test with stances removed:
#Showtooltip Overpower
/cast [noStance 1] Battle Stance; Overpower
would work or could be made to work switching a warrior to Battle Stance on first press and casting Overpower on second. Replace stance with Beserker and ability with Beserker Rage, or Whirlwind. Also use for Defensive Stance, Equip Shields and Shield Wall.
To those that may claim macros take something out of the game there is still a considerable degree of descision making, most notably how much rage will I loose, when pushing that button versus the offensive/defensive gain. I have 100 rage in Zerker with MS and WW off cooldownâŠbut am at <30%âŠshould I go Defensive stance to Disarm or Battle Stance to OverpowerâŠwell it dependsâŠbut point made I hope!
Iâm hoping there will be some further comment in the form of patch notes style âhereâs what weâve doneâ from the developers.