Macro Pet special ability into Kill Command

Hey guys,
Is it possible to macro Wolf pet furious bite into something like kill command? I want to max the uptime of the snare on target but what i’m doing doesn’t seem to be working…

Also going to try leveling in SL as surv instead of BM. Any other good macros or tips in general from the Survival veterans?
Thanks.

Furious Bite? You can just set it to autocast. That’s as much uptime as you can get.

To autocast, put the spell in the pet quick bar and right click it. You will see a dotted yellow outline on it when it’s autocasting.

Sure. Pet abilities aren’t on your GCD, and they can be “cast” (using the /cast command) just like normal abilities.

#showtooltip
/cast Kill Command
/cast Furious Bite

The Furious Bite line might need to be /cast Furious Bite (Pet Ability), I’m not in-game to test it atm. You can shift-click it in the spellbook while your cursor is in the macro text entry box to insert it properly without manually typing.

That said, there’s only a tiny delay on it with autocast set, so the gains wouldn’t be much, especially since KC has a cooldown.


Edit: for the second question, this applies to all specs, but especially SV, I highly recommend putting anything that’s ground-targeted (Flare, traps, etc) on a macro that is either [@cursor] or [@player]. It allows them to be on-button cast rather than cast -> click ground. [cursor] fires it at your cursor’s current location, or as close as it can if your cursor is out of range. [@player] casts the ability at the center of your own hitbox, which for traps typically means they also hit your target if in melee range.

I also use a castsequence macro for my pets, where one button will summon my preferred pet if I have no pet, mend my pet if it’s out, and revive it if it’s dead. The cast sequence is because if you start casting Revive Pet and are interrupted or move or something before it completes, your pet’s corpse still despawns, meaning [nopet] returns true, so my macro instead tries to call a pet. The sequence then lets it proceed to reviving my pet if that fails.

#showtooltip
/castsequence [@pet,exists,dead] Revive Pet; [pet] Mend Pet; [spec:1,group] reset=5 Call Pet 1, Revive Pet; [spec:1] reset=5 Call Pet 2, Revive Pet; [group] reset=5 Call Pet 3, Revive Pet; reset=5 Call Pet 3, Revive Pet

Oh, and I use mouseover macros for Kill Shot, Tranq Shot, and Concussive Shot, and a have a focus interrupt macro for interrupt targets other than the one I’m killing. Highly recommend.

2 Likes

Ditch that sequence like right now.

Mend pet and revive pet were merged ages ago, and a simple conditional is all you need for call pet.

#showtooltip
/Use [pet]Revive Pet;Call Pet 1

Cast Revive. Cancel it. Now try your macro again. It’ll sit there trying to cast Call Pet 1 over and over and failing, because starting to cast Revive immediately despawns your pet’s corpse, and so the macro thinks you don’t have a pet. That’s why I have that sequence in there. It uses Revive Pet as a fallback if Call Pet fails.

Also, I know they merged, I typed them separately mostly just for clarity in the macro code. Though I suppose I don’t really need the separate dead conditional as a result. Oooooold macro >.>

I have a [nopet,mod:alt]Revive Pet for the fallback in mine. I find sequences get stuck more often than I’d like, so I’m extremely wary of using them in any scenario where one of the spells has a cooldown.

That sequence has never failed me. Call Pet still counts as being “cast”, and the Revive part is completely eclipsed by it turning into Mend Pet if Call Pet was successful. So the only thing that could get it “stuck” is if Call Pet failed for some other reason that also counted as it being successfully cast, and then it still resets itself 5s later regardless.

Also, I can’t do mod keys in my macros, since every single actionbar keybind I have has ctrl, alt, and shift also bound to separate slots.

Also, what cooldown? Neither Call Pet nor Revive Pet has a cooldown, and the Mend Pet section isn’t sequenced, it’s a single action and cannot get stuck.

With Mend Pet and Revive Pet being the same spell, that’s the cooldown I was referring to.

Honestly more of a hangup on my part, but I find myself plenty efficient without using a single castsequence across any of my characters, excepting a simple Windfury/Flametongue/Lightning Shield on my Enh Shaman, and that is zero risk since all three are spammable, only used out if combat, and only used every 30 mins or when you die.

I’d recommend setting up a new character on Beta with the templates, setting character specific keybinds in that character, and converting all your modifier keybinds into modifier macros, just to try it out. You can also do complex modifiers that way (e.g. Ctrl+shift+1) and I find it works much better for me than modifier keybinds did. I’ve used both extensively and at high levels, but I swapped 100% to modifier macros with ~ 20 actual keybinds and I’ve found it makes my UI much cleaner and I’m more efficient and effective.

Helps that Hunters have a number of similar abilities so using modifier macros is very natural - here is traps for example:

#showtooktip
/use [@player,mod:altshift][@cursor,mod:shift]Binding Shot;[@player,mod:ctrl shift][@cursor,mod:ctrl]Tar Trap;[@player,mod:alt][@cursor]Freezing Trap

Right, but the Revive Pet portion of that sequence can’t even be reached if you have a pet out, because that changes over to the [pet] conditional, which casts only Mend Pet with no sequencing to get stuck. That’s the beauty of the macro, the sequence can only come into play if your pet is actually dead and corpse-despawned.

Honestly, I prefer having the separate bars. Mechanically identical, requires less macro slots (which are already in short supply), and I can visually see what each modifier casts at a glance. Besides, it doesn’t really take that much interface space, I keep them fairly small at the bottom of the screen.