Talent macro conditionals - bring them back

I’m about to set up my new UI using the overhauled UI. But I’m already stuck early in the process due to macro conditionals not being updated to work with the new talents (afaik). If I just haven’t noticed where they are documented, please let me know!

The problem
My problem with losing the talent conditionals is the ability to get keybinds to behave logically different depending on talent selections. My issue goes beyond just having keybinds change what skill they activate upon talents being changed - and even this in itself is enough to ruin my enjoyment playing the game.
Currently I will have to manually change skills on the action bars when swapping a couple talents around. Loadouts do not solve this problem, as having a loadout for every minor adjustment to a talent tree loadout just to have the skills on bars update automatically seems overkill.
I would like to be able to have a couple ‘base’ loadouts, which I can then make minor adjustments to on the fly depending on my needs - with keybind + macro functionality still updating depending on talent selections.

However, here is my suggestion:

The old functionality with /cast [talent:x/y] Damnation no longer works. This makes me wonder if this is a massive oversight. The functionality only needs to be expanded a bit with [talent:x/y/z] Damnation; here x still refers to row, y still refers to column and z will refer to talent selection in a choice node.
If going this route there are multiple ways to go about handling the talent trees. Here are the two I can come up with.

  1. Squash the class tree and spec tree into one, so the row spans across both trees, and columns are still just columns.

  2. Split trees into [classtalent:x/y/z] and [spectalent:x/y/z] for simplicity and separation of concern.

If any of this suggestion is already a reality I would love to know :smiley:

5 Likes

100% agree. Feels like they forgot about macros.

I am missing this quite a bit as well. I would suggest instead however to use [talented:<talent id|talent name>] (and maybe with the option of leaving off the id if the conditional applies to a talent spell)

/use [talented:Primal Wrath] Primal Wrath
/use [talented] Primal Wrath
/use [talented:285381] Primal Wrath
/use [talented:Tear Open Wounds]Primal Wrath

All of these would be equivalent except the last one, which depends on a different talent than the one being executed

3 Likes

I agree. This should be adressed. If not the solution from Bashui above works, the old format of [talent: x/y] could still work if numbers were updated, as in essence it’s still just rows and columns with some extra flair. Using the example above; Tear open wounds in feral tree would be fifth row fourth column [talent: 5/4].

I feel you - didn’t spec CCs on druid for a good reason as Nature’s Control that included Heart of the Wild, Bash and the mass root no longer works.

I had to rewrite a lot of macros, even remove some as they didn’t work the way I intended them.

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