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Rift Macros
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9 people rated this!
4 Bumps / 5 Buries

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Ecoces writes:

lol good god those things dumbed down the game so much. i remember having 2 nearly full bars of abilities on my rogue .... then i discovered the macro system.

i then went from 2 bars full to about 7 buttons

1) attack (which was all my combo point builder)

2) finisher (duh obvious

3) stealth

4) vanish

5) stun attack

6) PBAOE mez (i believe)

7) ability that delayed the breaking of stealth


and i kicked so much ass in PVP with it. woohoo for dumbing down the game i can't believe people want to bring that garbage to SWTOR.

Tue Jan 24 2012 6:48PM Report
snapfusion writes:

Ive never used macros, and never will, for some people though its the only way they will play.  And its kind of like steroids, once one guy does it you either have to get on board or play with a handicap.


I would hate to see this cancer make its way into SWTOR

Tue Jan 24 2012 9:12PM Report
kevjards writes:

for me i,m a very slow player..the macro system helps me..but they seem to have doctored it a bit lately..a few abilities of mine now dont work on the macros..dunno why..maybe i,m just stupid.

Tue Jan 24 2012 11:39PM Report
Master10K writes:


The macro system in Rift is set-up similar to an IF statement, in basic programming. Whereby...

IF X ability can be used, use X

Else IF Y ability can be used, use Y and so on...

So if you put one instant cast, with no cooldown, followed by another, it will only ever use the 1st one. However you can create some ingenious macros in Rift. Like for my Rogue (Nightblade/Riftstalker), I put a melee ability above a range one on 1 macro. So if I'm in melee range it will only use the melee ability but if I'm in range, then it will skip the melee and use the range. Stuff like that is the reason I like Rift's macro system.

Wed Jan 25 2012 5:21AM Report writes:
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