Scout Archive
Thread: Problem with trapping and combat queue
I've been levelling up my trapping by throwing hundreds of the things, but if I queue up a few throwTrap events and then hit my healself macro (that explicitly calls /ui action clearCombatQueue then /healdamage Self
Anyone else noticed this ?
WarFerret wrote:
It's definitely not just visual, it actually delays the heals just as it would if they were combat events - some times I've had the heal go off only after we've killed the enemy because otherwise I'd have to sit there through the trap events.
I've noticed that too WarFerret, at least some of the time. This alsogoes back to the issue of healing being "half-in" the combat queue. There are pros and cons to healing being totally in the queue or out of it, but I'd prefer either to the way it is now. Sorry about going off on a tangent, but I'd like to get both this bug and the nature of healing looked at.
This bug is as old as the hills, and it still persists, and no Brisc, it is not visual sometimes.
If you queue up a load of stuff in advance and realize you need to heal, sometimes the /clearcombatqueue works, but not if you have traps waiting to be launched. For some reason, and I have a theory, traps trump healing.
We toss traps left handed, and shoot right handed. No traps means the left hand is available. Traps start a separate queue for the left hand, if you get my meaning, no tech terms. The left hand/arm is where you "apply the stim", which can't be done til the traps are thrown,
Just a theory.
What I would do is toss many traps. No macros, only have 3 queued up at a time, just in case. Same amount of traps, greater chance of healing if you need it. Oh, someone once said the speed of trap throwing relates to weapon speed, but I never tested that. Another rumor I read someplace.
JB
JBMat wrote:
This bug is as old as the hills, and it still persists, and no Brisc, it is not visual sometimes.
If you queue up a load of stuff in advance and realize you need to heal, sometimes the /clearcombatqueue works, but not if you have traps waiting to be launched. For some reason, and I have a theory, traps trump healing.
We toss traps left handed, and shoot right handed. No traps means the left hand is available. Traps start a separate queue for the left hand, if you get my meaning, no tech terms. The left hand/arm is where you "apply the stim", which can't be done til the traps are thrown,
Just a theory.
What I would do is toss many traps. No macros, only have 3 queued up at a time, just in case. Same amount of traps, greater chance of healing if you need it. Oh, someone once said the speed of trap throwing relates to weapon speed, but I never tested that. Another rumor I read someplace.
JB
Hmm, JBMat I never noticed that both stims and traps used the left hand, but I think you are right. You could be on to something here...