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If you have selected a target, this script enables you to setup a spell order for the attack.
Go to the key binding dialog from WoW and bind three new keys:
* 'Cast spell' - cast current spell (if possible) and move on to the next * 'Force next spell' - ignore current spell and move on the next. * 'Force previous spell' - go to previous spell in the sequence
Usage: /combo slotid slotid slotid ...
Where slotid is a number which refers to one of your spells in the actionbar:
* Actionbar 1 Buttons -> ID 1 - 12 (from left to right) (Warrior and Druid are special, see below) * Actionbar 2 Buttons -> ID 13 - 24 (from left to right) * Actionbar 3 Buttons -> ID 25 - 36 (from left to right) * Actionbar 4 Buttons -> ID 37 - 48 (from left to right) * Actionbar 5 Buttons -> ID 49 - 60 (from left to right) * Actionbar 6 Buttons -> ID 61 - 72 (from left to right) * Pet Actionbar Buttons -> ID 1 - 10 (from left to right) (you have to append a 'p', see below)
By default, the script will enable your new 'Cast spell' key only if the the target is in range for the current spell and you have enough mana and the spell is cooled down.
You can fine tune this behaviour, if you append some special characters to a slotid (you can append more than one character, e.g. 2fn, 3pn, 2fp, 8pnf):
* 'b' - skip if this (de)buff is already active on target/player * 'cx' - for rogue only, x stands for a number between 1-5. Waits until you have 'x' combopoints and selects then next spell. If no 'x' given then it waits until you have 5 combopoints. See rogue description below for some details. * 'f' - stay at this spell forever, use your 'force move' keys to go to the next/previous spell * 'jx' - x stand for a number between 2-9. After cast, jumps x spells forward in the sequence. * 'n' - do not check range and mana requirements * 'm' - force check that you are not moving to cast. Usually not needed, the script detects automatically if a spell needs this flag. * 'p' - the given slotid refers to your pet action bar * 's' - allows the script to skip this spell if not ready. Next spell in the chain is then executed (if possible). If next spell is also marked with 's' and not ready, the script goes on to the next etc. * 'txxx' - xxx stands for number between 1-999. This option force a time wait on this spell. The Spell can not be used until xx tenth of seconds have passed. Timer has yellow color. * 'D' - spell only available if target is a 'Druid' * 'H' - spell only available if target is a 'Hunter' * 'I' - spell only available if target is a 'Paladin' * 'L' - spell only available if target is a 'Warlock' * 'M' - spell only available if target is a 'Mage' * 'P' - spell only available if target is a 'Priest' * 'R' - spell only available if target is a 'Rogue' * 'S' - spell only available if target is a 'Shaman' * 'W' - spell only available if target is a 'Warrior' * 'C' - spell only available if target use Mana * 'N' - spell only available if target NOT use Mana
Enter '/combo help' to list a summary of the special characters.
Melee weapons seems to be always in range. You have to experiment with your spell set. The script aborts if the last spell is cast or when you deselect your target.
If the icon is blue, it means you have not enough mana for current spell. If it is red, it usually means you are out of range or casting another spell. If it is green, you are in range and have enough mana, but you need to stop movement to cast the spell. Movement detection is limited, jumps and autorun are not taken into account.
A cooldown timer shows how long current spell takes to cooldown. It is color coded: green means you are in range, red means you are out of range. You can disable/enable display of this timer via '/combo cooldowntimer on/off'.
If you append the word 'save' at the end of the combo command, the script automatically execute your last combo command when you selected a new target. To clear your last saved command, just enter '/combo' or enter a combo command without the word 'save'.
To loop the sequence, append the word 'loop' at the end of the combo command.
The icons are movable. Drag one to move all. You can lock them with via '/combo lock' and unlock via '/combo unlock'. Enter '/combo status' to see current status (locked/unlocked).
Example: /combo 1 13 1n 2f save
This casts the left most spell on the actionbar 1, then the left most spell on the actionbar 2, and again spell 1 from actionbar 1 without checking range or mana requirements. After that, it cast spell 2 from actionbar 1 until the target is dead. If you selected a new target, this combo command is automatically executed.
Advanced example, how to do an 'or' expression:
/combo 20sj3 21sj2 22s 25 Casts spell 20 or 21 or 22 and skips then to spell 25.
If you play a warrior, druid or rogue things get a little bit more complicated:
Warrior: ActionBar 1 Buttons are special, depending on your stance they have different ID's: Stance 1: 73 - 84 Stance 2: 85 - 96 Stance 3: 97 - 108
ActionBar 2 - 6 have ID's 13 - 72
Druid: ActionBar 1 Buttons are special, depending on your shape they have different ID's: Cat: 73 - 78 Bear: 97 - 108
ActionBar 2 - 6 have ID's 13 - 72
Rogue: ActionBar 1 Buttons are special. If your are in stealth mode they have different ID's: Stealth: 73 - 84
ActionBar 2 - 6 have ID's 13 - 72
The rogue 'c'-flag has some limitations:
* While you have equal or more combopoints as required by the 'c'-flag, you can not go back in the sequence beyond the spell with the 'c'-flag. * Next spell cannot have 's'-flag. * Next one is difficult to explain. Lets look at this example '/combo 2c 3 2c 3'. Spell 2 is used to get combo points, spell 3 needs five combopoints for max damage. The second 2c spell is skipped because it takes some time until your combopoints are used from the first spell 3. To avoid this you can include a timer: '/combo 2c 3 2ct1 3'. In case this not clear, use another spell between or just use only one 'c'-flaged spell in your sequence.