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  #21  
Old 04-08-2008, 09:28 AM
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My keybinding setup is pretty unique. Most people who play warrior who have sat down on my keyboard to try it hate it. One thing unique about my setup is that I use NO MACROS. The second you drop a macro on your action bar, you lose a little bit of flexibility. What if I don't WANT to do all of that stuff that the macro does?

What a lot of people fail to realize though is that with clever use of standard action bar mechanics you can achieve a lot of the same effects as your macro does, with the added flexibility of not mashing it all into one macro.

Example: The standard Charge/Intervene/Intercept macro. Why is it necessary? Intervene requires Defensive Stance, Intercept requires Zerker Stance, and Charge requires Battle Stance. Your action bar changes depending on what stance you're in. Put all 3 of them in the same spot and you're gold. As long as your stance dancing is bound to a very easily accessible key, pressing two different buttons in succession is as fast as mashing the same button a million times until GCD is over.

So basically my whole action bar is set up like this. Mocking Blow / Taunt are on the keybind. Pummel / Shield Bash. etc. I also unbound ALL of my default interface functions like Map, Character Panel, etc and rebound them to Shift+<Default>. So like map is Shift+M, Character is Shift+C, etc. Then I use rtadfghzxcv12345 for all my commonly used keys. This way everything that I will ever need to access quickly is very close to my movement keys (qwes), and less frequently used stuff (shouts, bloodrage, etc) are on the F-keys.
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  #22  
Old 04-08-2008, 10:01 AM
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I typically only use 2 macros:

Stance dance/fear break, and healthstone. Only becuase they're significantly easier than doing them manually, even with keybinds. Though, my keybinds can use some work.
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  #23  
Old 04-08-2008, 11:02 AM
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Actually I just realized I do use one macro. Intervene. I always have the mob targeted and I want to intervene his target, only less frequently do I have a player targeted that I want to intervene. So I made a macro that intervens target's target if an enemy is targeted, and target if a player is targeted. But it still fits with my philosophy of 1 button 1 action.
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  #24  
Old 04-08-2008, 11:08 AM
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do you guys post your podcasts to iTunes? its how I manage my podcasts, if not would you guys consider it?
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  #25  
Old 04-08-2008, 11:09 AM
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Actually I just realized I do use one macro. Intervene. I always have the mob targeted and I want to intervene his target, only less frequently do I have a player targeted that I want to intervene. So I made a macro that intervens target's target if an enemy is targeted, and target if a player is targeted. But it still fits with my philosophy of 1 button 1 action.
You don't need a macro for this.
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  #26  
Old 04-08-2008, 11:34 AM
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There was a debate in my guild about this when I asked because I figured the same thing, and finally I just went out and tried hitting Intervene on a mob when it was going after someone else in my group, and nothing happened. I'm pretty sure I wasn't doing anything wrong >.>
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  #27  
Old 04-08-2008, 11:41 AM
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Join Date: Mar 2008
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Mouse buttons

I found it vey effective to use my mouse buttons as my heroic strike rage dump.

In this way I can keep my normal rotation, and dump when necessary. Also I found that when I was clicking my heroic strike with the number keys, I would sometimes double-click it which would queue and unqueue the ability.

My other mouse button is for my Commanding Shout ..
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  #28  
Old 04-08-2008, 12:37 PM
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Paladin, Warrior, Druid
 
Join Date: Sep 2007
Location: Denmark
Posts: 877
Blog Entries: 3
Source: duvar
There was a debate in my guild about this when I asked because I figured the same thing, and finally I just went out and tried hitting Intervene on a mob when it was going after someone else in my group, and nothing happened. I'm pretty sure I wasn't doing anything wrong >.>
I've never used a macro for it, and it's always worked for me -- and I've only very rarely selected the target to be Intervened.
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  #29  
Old 04-08-2008, 01:19 PM
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I will also chime in for "I'd rather have all of the tanking classes represented in every episode" rather than "stick to one class per episode." Being a good tank involves having at least a surface knowledge of how every other class/spec interacts with yours. Multiple tanks will interact in perhaps the most important ways, simply because you need to know how to back each other up.

I for one am rather unsatisfied with my knowledge of feral druids and protection paladins, and I welcome every chance for increasing my understanding.
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  #30  
Old 04-08-2008, 07:56 PM
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I'm gonna agree with the multi-tank perspective, as well. It makes things more interesting, and, honestly, I like to learn more about the other tanks.
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