PDA

View Full Version : A few questions about Phantom Roll Macros


Daryn2889
08-11-2006, 07:46 AM
Ok well I just unlocked the Corsair job recently (The CS for that quest are some of the coolest I've ever seen in this game by the way:thumbsup: ) and I am loving it. I just am having problems setting up macros, so I wanted to know what you guys do? Since a corsairs rolls are instant, unlike a bards songs take some time, allowing people to gather around, do you give a 3 second warning or something before you use it for people to gather? And I'm having a rough time with setting a timer that says that I can use Phantom Roll again. I tried experimenting last night and none seemed to work when I tried, it says: "<Phantom Roll> --- <Ready>!" but long after Phantom Roll was ready. Any ideas on how I can set up some macros? Thanks in advance :thumbsup:

Sabaron
08-11-2006, 07:58 AM
COR does buffs in a similar manner to a BRD... The buffer does the moving because he is most familiar with his own range.

So:

1. Move to back-line: Buff Healer's/Evoker's Roll
2. Shoot stuff....
3. Move to front-line: Buff Ninja's/Hunter's Roll
4. Shoot stuff...
5. Move to middle: Buff Corsair's.

If mages are sitting outside spell range and you want to do a mass buff, you might call for them to move up a bit, but otherwise, you should be moving to the targets and not the other way around.

You will be setting up the party positions most of the time to have partial overlap.

Phantom Roll has a cool-down of 1 minute and a duration of 5 minutes, so a Corsair can keep at most 5 rolls operating simultaneously--this will require you to recast a buff every minute, so you'll be running around much like a BRD but you won't be throwing as many buffs at a time, so you'll be more inclined to overlap rolls.

Take a look below (The example is kinda bad...hastily concocted, but you get the idea). You always start with the most important roll and move down the line so this is the breakdown:



Ninja Roll--this could done anywhere.
Hunter's Roll--on all the non-mages, taking care not to hit the mages.
Evoker's Roll--by now, the mages have started to decline in MP, just the mages get this buff--if you had hit the mages with Hunter's, this would overwrite Ninja which is not optimal, so this is why Hunter's only gets applied to the non-mages.
Choral Roll--(I just threw it in as an overlap example.) You'd want the Ninja especially (even though it probably won't stop Utsusemi interrupts) and the mages (even though it will overwrite Ninja).
Corsair's Roll--Throw on everyone as the battle winds down leaving time for Double-Ups.
Now, obviously you're not going to do this. This is an example of a complicated roll group simply for example's sake. It's very hard to whip out Corsair's Roll right at the end. The idea is to run around and practice when rolls are not crucial so that when they become crucial, you'll be able to roll bones like a Las Vegas Craps table junkie.


With the party setup below, I'd probably do the following (If I were a COR40)...


1. Ninja Roll on everybody.
2. Hunter's on the RNG only.
3. Evoker's on the Mages.
4. Chaos on the non-mages.
5. Corsair on everybody or skip COR and do Healer's on the mages.
So these will be the buffs on the party at various stages:

Roll 1: Ninja
Everybody +EVA
Roll 2: Hunter'sEverybody +EVA
RNG +ACC
You: +EVA, +ACC
Roll 3: Evoker'sEverybody +EVA
RNG +ACC
Mages +REFRESH
You +ACC, +REFRESH
Roll 4: Chaos


NIN & DD +EVA, +ATK
RNG +ACC, +ATK (note that his +EVA has now been overwritten)
Mages +EVA, +REFRESHYou +REFRESH, +ATK

Roll 5: CorsairEverybody: +XP
NIN & DD +ATK
RNG +ATK
Mages +REFRESH
You +ATK

-OR- Roll 5: Healer'sNIN & DD +EVA, +ATK
RNG +ACC, +ATK
Mages +REFRESH, +MPH
You +ATK, +MPH
The 5th roll would depend on party performance/downtime. If it was actually worthwhile to dump a buff in favor of Corsair's Roll, I'd throw it, otherwise I'd keep the real buffs up. Round 2 would commence slightly differently:


Roll 1: Ninja Roll only on the melees. (We don't want to overwrite the RNG's attack buffs or the Mage's MP buffs).

Rolls 2-5: same as above.

There are also Samurai Roll (+TP), Warlock's Roll (+MACC), and Wizard's Roll (+MATK) that you could throw. Of the three, since we've only got 1 attacking wizard, I'd forego Healer's Roll or Hunter's Roll (depending on the RNG's accuracy) for Samurai Roll to boost skill chains.


http://static.flickr.com/61/212538290_5ede747e71.jpg?v=0

Omgwtfbbqkitten
08-11-2006, 04:09 PM
Whether its BRD or COR, its the PT members' responsibility to maintain positioning for buffs if they want the buffs. In my 75 levels of BRD, even with a warning and the 8-10 second casting of each buff, there were members who still missed the buffs because they wouldn't position themselves for it.

The typical "problem children" for buffing are the following jobs: PLD, DRK, BLU and THF.

THF is a bigger problem for BRD since they are also rather dependant on positioning to do their job properly, not to mention they usually pull mobs as well. So THF misses out on a lot of the buff loving save for minuets when they're back fighting with the rest of the group. THFs are much less of a problem for COR than BRD, though, especially since when you get Rouge's Roll, you're going to want to make time to roll it when they're near, plus COR isn't usually buffwhoring anyone but mages when pulls are in play.

PLD, DRK and BLU... dear god, if they don't work with you in a PT, you'll curse at every last one you deal with. If they're a minor problem to BRD, they a royal pain in the ass for COR, especially so if COR is the only "refresher" invited. In the event you get into a PT with and of these guys, the leader (or you if you made the PT) should make it a point to add a RDM to the PT.

AoE MP buffs are difficult to hit the MP using frontliners with if they won't position themseles correctly. Obviously, it does no good for a SAM/WAR to get Ballad or Evoker's Roll and neither BRD or COR want to give it to them.

Make it clear that you need frontline MP users to position themselves closer to the mages for Evoker's Roll. That or get them to come to backline between pulls for Evoker's. If they won't do either, its in their best interest to invest in cooking, make juice, take a knee and STFU about not getting refreshed by you.

As far as macros go, I suppose mine are a bit cumbersome, but here's basically how I write them:

/p [Hunter's Roll] [Accuracy Bonus]!
/ja "Hunter's Roll" <me>
/wait 1
/echo Lucky #4, Unlucky #8

My first three Ctrl line macros are (1) /range (2) pulling notification macro (3) TP Status
My first three Alt line macros are (1) Double-Up (2) Sharpshot (3) WS Macro.

I keep those particular macros active on two different lists since I macro all Quick Draws to the seecond list. This keeps those macros accessable at all times.

On the first list is all the general, non-pet buffs. I like to organize buffs that compliment each other from Ctrl row to Alt row. So I'd pair Hunter's/Chaos, Fighter's/Rouge's, Evoker's/Healer's, Manus/Choral, Warlock's/Wizard's and so on from top row to bottom. Ninja Roll I pair up with an Utsusemi macro, just for the sake of that I already paired Magus with Choral, plus, Ninja Roll kinda falls the the wayside after Ni and NINs start getting better evasion gear, not to mention they start wanting Fighter/Rouge anyway. NIN Roll went good with Choral pre-Ni, though.

Pet Buffs are more situational, so they're tucked away with my Quick Draw macros, but as with the above list, I macro them to compliment each other, so Puppet/Beast and Drachen is just above where I decided to put Random Deal.

I guess overall I've geared these macros to work with /RNG and /NIN subs, so when the time comes to add WHM or RDM macros (if at all), I'm gonna be pressed for space, but I'd likely reorganice the 9 and 10 section of each list for Cures, Dispels or common -Na spells. But that's neither here nor there for me right now and it really depends on how needed that function is from COR. I can't see it happening for me anytime soon since our MP pool is piss and what little inventory I already have would be taken up by MND, INT gear and staves for Quick Draw.

Daryn2889
08-11-2006, 09:17 PM
I see. Thanks a lot, this really helped out ^^

Miken
08-15-2006, 08:50 PM
throw a /recast "Name Roll" <me> at the end to see your cooldown clearly everytime you hit the button

Novalight
08-15-2006, 10:24 PM
http://static.flickr.com/61/212538290_5ede747e71.jpg?v=0


Thats a very useful visual aid.

Matera
08-16-2006, 12:31 AM
Nice graphic, but unfortunately that's best-case scenario. ; ;

Sabaron
08-16-2006, 06:58 AM
It's only intended as an example... PT's rarely work out this way, but if you can get them to... Aaarh! Besides, much of the time your roll groups will be much easier--I chose a complicated form for the example, besides, it's a rare and accomplished buffer that could pull and manage to keep 5 rolls in play.

Kasandaro
08-16-2006, 07:47 AM
Let me add this about BLUs messing up positioning - at least on Seraph, there's starting to be more and more BLU/THF. Post-30, pre-60, this means when Evoker's Roll goes up in the middle of a fight, the BLU is gonna be on the wrong side of the mob from the PLD. Same for an increasing number of DRK/THF I've seen. Post-60, where the /THF move back behind the tank, it gets easier to hit them, but in that thirty level gap, I could see using a /p line for Evoker's, to get all the magic users on the right side of the mob for the roll.

Of course, any BLU (DRK, et alia) dumb enough to not get in the range of Healer's at the end of a fight deserves to have no MP - only exception being when the BLU (DRK) is pulling.

Zamphire
08-16-2006, 08:04 AM
Yes, you can have 5 rolls at a time going, but I've never really had an occasion where keeping 5 rolls helped that much. Usually 4 is good, sometimes corsair at the end. The problem I've noticed is quite often, you dont have time to redo buffs. If you cast COR roll at the end, usually it takes alot less then a min for the puller to pull, then you gotta recast one roll, then the melees still have COR roll and ninja's roll on, then it's another full minute before you can get rid of COR roll, and byt this time, the mob's probably dead.

From my experiance as COR, my rolls greatly depend on what I have in my party. Our buffs are GREATLY enhanced by having the corrosponding job in the group.

For the most part, unless for some reason they are having really bad mp problems I only give Evokers or Healers Roll depending on whos in the party. If I have a WHM, then I give Healer's Roll because the buff is better then Refresh if you ask me, if I have a SMN then I give Evoker's Roll because every roll has +1mp added with a SMN in the party, if I have a RDM I give Evoker's Roll, because I've never really had a RDM that needed to rest for long periods of time +6mp/tick and convert are usualy enough.

At my level I have access to Rogue's Roll and Fighter's Roll, which in my opinion are godly! If you have a THF and WAR in the party you double attack almost every swing, and crit almost every swing. So unless my party are just having major problems hitting, I give them these two rolls if I have a THF and WAR.

So before you just use your normal rolls, take a look at what members you have in your party. Though, I will admit, sometimes it's better to use a differant roll even if you have that member in the party, so just think before you roll.

Double Post Edited:
Of course, any BLU (DRK, et alia) dumb enough to not get in the range of Healer's at the end of a fight deserves to have no MP - only exception being when the BLU (DRK) is pulling.

Actually, healer's roll at the end of the fight really doesn't do much. I think it gives something like +3 hmp on the first tick? Generally you dont have enough time rest more than one or two ticks before the fight begins again. Just saying that's I'd organize my rolls where Evoker's was the last thing I rolled.