Ding 66
And with that, and a trip from Terokkar Forest to the Hunter trainer in Stormwind and a few gold, comes Kill Command.
I think I'm going to make a macro that just wraps around Kill Command, just so I can call it "Sick Balls".
Pretty cool stuff. And now I know what people are talking about when they say that more crits mean more kill commands. Up until now, i was like "kill command! yeah! I like those too. That sounds good, I'll have that......(turning to the guy next to me and whispering) what's kill commands?"
Playing with it for a few minutes, I first thought it would just automatically proc like growl. Doesn't seem to. So I dragged it to my action bar. Went to fight some warp stalkers. When I crit, I would click it in the action bar, and Ruby would turn red for a split second and so some extra damage. Ok, I see how this works now.
Not wanting to click the mouse, I mapped it to letter c since I never use c to pop up the default mapping of the Character screen. And my hand is typically hovering right near the letter c because I use the keyboard wasd for movement, and my most often used special moves are mapped to 1-6 and f1-f4. So letter c is right in my left hand's neighborhood.
I've got Critical Alerts addon installed. When I crit with anything besides Aimed Shot, it emits a little "bloop" sound. And when Aimed Shot crits, its a wild wild west bullet richochet noise. Both easy to identify so I know when crit happens and therefore Sick Balls is available, so I start spamming c.
Works just fine out solo where I really don't need to concentrate too hard on my shot rotation, or chain trapping, or keeping mobs off my healer, or any of the other dozen things I do when we're not just tanking and spanking.
What techniques do you use to make Sick Balls easier to manage?
And the real question is...is there an addon that will play an audio clip of "Chopper! Sick Balls!" for my party mates whenever I proc Kill Command? Or do I have to write it myself and insist that my guildies install it :-)
Thursday, November 15, 2007
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2 comments:
Last question first: If you want groupmates to hear a sound that isn't in the default, they have to install it on their machines. No, I don't know the details of how that's done. :)
Suggested macro for Kill Command:
#showtooltip Steady Shot
/castsequence reset=3 Steady Shot, Auto Shot
/castrandom [target=pettarget,exists] Kill Command
What this will do is intersperse Auto Shot with Steady Shot. And when KC procs (it seems to proc a LOT more post-2.3 than before), it should cast as part of the macro sequence.
Of course, I also have Kill Command as a separate command right next to the Steady Shot macro above, on my ranged combat bar--but I noticed last night I didn't need it much, as the KC procs were so often, KC would execute as part of the macro.
I have never been one for the single button macro, so I actually tie KC to each indvidual action. This way, any time KC procs, it will get used the next time I use an ability I have macro'd.
Steady Shot
#showtooltip Steady Shot
/script UIErrorsFrame:Hide()
/stopcasting
/cast [target=pettarget] Kill Command
/stopcasting
/cast Steady Shot
/script UIErrorsFrame:Clear(); UIErrorsFrame:Show()
Other abilities (I even have a macro setup for using KC with Raptor and Mongoose)
#showtooltip "Ability Name"
/script UIErrorsFrame:Hide()
/stopcasting
/cast [target=pettarget] Kill Command
/stopcasting
/cast "Ability Name"
/script UIErrorsFrame:Clear(); UIErrorsFrame:Show()
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