Lazy Krayt Macros for Swordsman (Plus Template)
Posted: Wed May 06, 2020 9:09 am
So, here I am thinking to myself, if I prefer to kick back and watch YouTube while my character takes on Krayts, why wouldn't anyone else? That's exactly what this post is for!
I made up some macros to keep my character doing just about everything it needs to be doing, minus replacing power-ups on my weapon, and, after I write out the build I use, I'll have those macros at the end. (Also, apologies if a post with similar information was already made. I DID look and make sure first, but I didn't see anything. Correct me if I'm wrong and I'll adjust accordingly or remove the post entirely if needed.)
*** Skip beyond the line to jump straight to the macros and not have to read about my build. Also FYI, the macros are intended solely for Swordsman, but I'm sure they can be altered to fit accordingly. ***
My build:
Master Brawler / Master Swordsman / x44x Fencer / x3x4 TKA / xx4x Pikeman / 211x Medic
Master Brawler: I definitely love, and highly recommend, Master Brawler because the Intimidate 2 is amazing. Intimidate 1 only lasts 30 seconds (I think), but Intimidate 2 lasts two minutes. Self explanatory, but suffice to say, you won't have to apply Intimidate as much if you go Master Brawler. Not to mention, there's increases to Accuracy, Center of Being, Speed and Toughness, plus Melee and Ranged Defense (again) which all come in handy and lessen the amount in tapes you originally might've had to get.
Master Swordsman: Because clobbering with hammers is especially fun.
x44x Fencer: Simply because there are large increases to Defense Vs. <state> in the 2nd and 4th of the two columns. Again, alleviating the amount in tapes you might've originally had to get if you went another route. (Example: Say, for whatever reason, instead of x44x Fencer and xx4x Pikeman, you went 4x4x Pikeman and xx4x Fencer but never plan on using polearms. Not only would that be an idiotic waste of points, no offense, but you would have to invest more into tapes, somewhere, because you gave up important skill mods. NOT recommended lol.)
x3x4 TKA: Defense Vs. Blind/Posture Change (Down)/Stun/Dizzy/Knockdown in the 2nd column, and Melee/Ranged Defense in the 4th. It's all helping, a lot. Also, even the base Meditate will help in some scenarios where you're not in combat and need to remove bleed/poison/disease, regardless of how long it takes. (Note that using First Aid from 2xxx Medic is a much quicker option for removing bleeds since it is already a part of this build)
xx4x Pikeman: Quite simple. There is yet more Defense Vs. Blind/Dizzy/Knockdown/Posture Change (Down)/Stun, as well as Melee and Ranged Defense. Every bit helps, and it all adds up.
211x Medic: If your armor is good, you have foods/drinks, chances are you won't need the stim healing, even though it does help from time to time, but rarely needed. The First Aid skill - I only ever use it in the Geonosian Cave/Nightsister Elders, but 90% of the time I forget I even have the skill in the first place and end up just relying on being able to kill something before the bleed kills me. If you don't do medic, then you're better off putting the points in Fencer to get 444x instead of just x44x, for the extra Melee/Ranged Defense. Technically they cap at 125, and can be pushed higher with a Squad Leader + food. If you get a debuff that lowers Melee/Ranged Defense, the extra might keep you going just right as normal. Update I've concluded that 211x Medic is almost 100% necessary in any situation involving higher end mobs because whether you're getting stuck with bleeds or not, the injury treatment from 2xxx is going to increase your healing done, x1xx is going to be how often you can heal (which may be quite often depending on the severity/length of the fight), and xx1x plus the BE clothing for +25 Medicine Use is going to also play a part in how much you can heal at one time, thus overall making you one self-sufficient and tanky feller to tangle with >:).
____________________________________________________________________________________________________________
What you've all been waiting for... my lazy, Krayt killing macros!
Time2Kill:
/m LifeAlert;
/m Intimidater;
/pause 2;
/m MindWhacker;
/pause 5; <--- might want to increase your pause time depending on how much speed you have, or lag you encounter
/m HeadSmacker;
(This macro simply makes room on your toolbar by condensing all the following macros into one "kick off" macro.)
LifeAlert:
/stand;
/pause 5;
/m LifeAlert
(Updated: The pause has been increased because it's more than likely that you'll stand up after the first couple tries with the former 2 second pause, then it'll flop you back down again. 5 seconds is better because if it still takes 2-3 tries to stand back up, by the time the 4th/5th comes around, the dizzy will have likely worn off by then, thus truly helping towards a better afk macro.)
Intimidater:
/ui action clearCombatQueue;
/intimidate2;
/pause .1;
/intimidate2;
/pause 60;
/m Intimidater
(Updated: Was a 90 second pause; I changed it to 60 because when you're fighting against Ancients, you'll be knocked down more often than you have the chance to Intimidate again. It makes more sense to reapply it every 1 minute despite the 2 minute application, rather than being knocked down and having to wait another 90 seconds before you can attempt it again. You could simply hit Intimidate 2 yourself, but then you're adding to the combat que and causing macros to delay when they should be starting up each time. Also, if you had to apply Intimidate 2 manually, then it's not an afk macro anymore
)
MindWhacker:
/ui action clearCombatQueue;
/pause 1;
/melee2hmindhit1;
/pause 1;
/melee2hmindhit1;
/pause 1;
/melee2hmindhit2;
/pause 1;
/melee2hmindhit2;
/pause 30;
/m MindWhacker
(This macro makes sure you land both bleeds on there by hitting it with both, twice. Mind Hit 1 and 2 both stack, but it will only display a single bleed icon. There's an extremely rare scenario where I have to manually activate this macro in order to try again if I missed one or both of the bleed attacks.)
HeadSmacker:
/melee2hHeadHit3; <--- this
/pause 1; <--- plus this, 25 times
.......
/melee2hHeadHit3; <--- number 26
/pause 5; <--- this pause is to give MindWhacker enough time to execute/finish before restarting HeadSmacker
/m HeadSmacker
(I made this macro so long because I can continuously hit the Krayt, unless I'm flopping around. It totals to 30 seconds worth of Head Hit 3's, which is the time before MindWhacker reactivates.)
***************
Now that you've reached the end, let me explain that I have no doubt there are other guides/builds/etc. out there that provide similar information, if not exactly. As I stated at the beginning, I did in fact search for others, for 30 minutes in fact. There are plenty of builds out there, but that is not what this post is for. I simply included my build only to alleviate any possible questions about it. Beyond everything I've included already, I don't use any foods/drinks, only weapon power-ups, and my armor is 85% Kinetic/85% Energy/85% Electricity/85% Base, and my Power Hammer is (was) 5.8 speed/370ish-934 damage, without power-up.
Any questions, comments, concerns, or love letters, feel free to reply here or send me a /tell or mail in-game, directed to Whibbs. Or if you're brave enough, you can also send me a message on Discord @ Whibbs#8554. Thanks for reading! I hope you enjoy the build/macros and that you have fun slaughtering Krayts (or other mobs) by the millions
I made up some macros to keep my character doing just about everything it needs to be doing, minus replacing power-ups on my weapon, and, after I write out the build I use, I'll have those macros at the end. (Also, apologies if a post with similar information was already made. I DID look and make sure first, but I didn't see anything. Correct me if I'm wrong and I'll adjust accordingly or remove the post entirely if needed.)
*** Skip beyond the line to jump straight to the macros and not have to read about my build. Also FYI, the macros are intended solely for Swordsman, but I'm sure they can be altered to fit accordingly. ***
My build:
Master Brawler / Master Swordsman / x44x Fencer / x3x4 TKA / xx4x Pikeman / 211x Medic
Master Brawler: I definitely love, and highly recommend, Master Brawler because the Intimidate 2 is amazing. Intimidate 1 only lasts 30 seconds (I think), but Intimidate 2 lasts two minutes. Self explanatory, but suffice to say, you won't have to apply Intimidate as much if you go Master Brawler. Not to mention, there's increases to Accuracy, Center of Being, Speed and Toughness, plus Melee and Ranged Defense (again) which all come in handy and lessen the amount in tapes you originally might've had to get.
Master Swordsman: Because clobbering with hammers is especially fun.
x44x Fencer: Simply because there are large increases to Defense Vs. <state> in the 2nd and 4th of the two columns. Again, alleviating the amount in tapes you might've originally had to get if you went another route. (Example: Say, for whatever reason, instead of x44x Fencer and xx4x Pikeman, you went 4x4x Pikeman and xx4x Fencer but never plan on using polearms. Not only would that be an idiotic waste of points, no offense, but you would have to invest more into tapes, somewhere, because you gave up important skill mods. NOT recommended lol.)
x3x4 TKA: Defense Vs. Blind/Posture Change (Down)/Stun/Dizzy/Knockdown in the 2nd column, and Melee/Ranged Defense in the 4th. It's all helping, a lot. Also, even the base Meditate will help in some scenarios where you're not in combat and need to remove bleed/poison/disease, regardless of how long it takes. (Note that using First Aid from 2xxx Medic is a much quicker option for removing bleeds since it is already a part of this build)
xx4x Pikeman: Quite simple. There is yet more Defense Vs. Blind/Dizzy/Knockdown/Posture Change (Down)/Stun, as well as Melee and Ranged Defense. Every bit helps, and it all adds up.
211x Medic: If your armor is good, you have foods/drinks, chances are you won't need the stim healing, even though it does help from time to time, but rarely needed. The First Aid skill - I only ever use it in the Geonosian Cave/Nightsister Elders, but 90% of the time I forget I even have the skill in the first place and end up just relying on being able to kill something before the bleed kills me. If you don't do medic, then you're better off putting the points in Fencer to get 444x instead of just x44x, for the extra Melee/Ranged Defense. Technically they cap at 125, and can be pushed higher with a Squad Leader + food. If you get a debuff that lowers Melee/Ranged Defense, the extra might keep you going just right as normal. Update I've concluded that 211x Medic is almost 100% necessary in any situation involving higher end mobs because whether you're getting stuck with bleeds or not, the injury treatment from 2xxx is going to increase your healing done, x1xx is going to be how often you can heal (which may be quite often depending on the severity/length of the fight), and xx1x plus the BE clothing for +25 Medicine Use is going to also play a part in how much you can heal at one time, thus overall making you one self-sufficient and tanky feller to tangle with >:).
____________________________________________________________________________________________________________
What you've all been waiting for... my lazy, Krayt killing macros!
Time2Kill:
/m LifeAlert;
/m Intimidater;
/pause 2;
/m MindWhacker;
/pause 5; <--- might want to increase your pause time depending on how much speed you have, or lag you encounter
/m HeadSmacker;
(This macro simply makes room on your toolbar by condensing all the following macros into one "kick off" macro.)
LifeAlert:
/stand;
/pause 5;
/m LifeAlert
(Updated: The pause has been increased because it's more than likely that you'll stand up after the first couple tries with the former 2 second pause, then it'll flop you back down again. 5 seconds is better because if it still takes 2-3 tries to stand back up, by the time the 4th/5th comes around, the dizzy will have likely worn off by then, thus truly helping towards a better afk macro.)
Intimidater:
/ui action clearCombatQueue;
/intimidate2;
/pause .1;
/intimidate2;
/pause 60;
/m Intimidater
(Updated: Was a 90 second pause; I changed it to 60 because when you're fighting against Ancients, you'll be knocked down more often than you have the chance to Intimidate again. It makes more sense to reapply it every 1 minute despite the 2 minute application, rather than being knocked down and having to wait another 90 seconds before you can attempt it again. You could simply hit Intimidate 2 yourself, but then you're adding to the combat que and causing macros to delay when they should be starting up each time. Also, if you had to apply Intimidate 2 manually, then it's not an afk macro anymore
MindWhacker:
/ui action clearCombatQueue;
/pause 1;
/melee2hmindhit1;
/pause 1;
/melee2hmindhit1;
/pause 1;
/melee2hmindhit2;
/pause 1;
/melee2hmindhit2;
/pause 30;
/m MindWhacker
(This macro makes sure you land both bleeds on there by hitting it with both, twice. Mind Hit 1 and 2 both stack, but it will only display a single bleed icon. There's an extremely rare scenario where I have to manually activate this macro in order to try again if I missed one or both of the bleed attacks.)
HeadSmacker:
/melee2hHeadHit3; <--- this
/pause 1; <--- plus this, 25 times
.......
/melee2hHeadHit3; <--- number 26
/pause 5; <--- this pause is to give MindWhacker enough time to execute/finish before restarting HeadSmacker
/m HeadSmacker
(I made this macro so long because I can continuously hit the Krayt, unless I'm flopping around. It totals to 30 seconds worth of Head Hit 3's, which is the time before MindWhacker reactivates.)
***************
Now that you've reached the end, let me explain that I have no doubt there are other guides/builds/etc. out there that provide similar information, if not exactly. As I stated at the beginning, I did in fact search for others, for 30 minutes in fact. There are plenty of builds out there, but that is not what this post is for. I simply included my build only to alleviate any possible questions about it. Beyond everything I've included already, I don't use any foods/drinks, only weapon power-ups, and my armor is 85% Kinetic/85% Energy/85% Electricity/85% Base, and my Power Hammer is (was) 5.8 speed/370ish-934 damage, without power-up.
Any questions, comments, concerns, or love letters, feel free to reply here or send me a /tell or mail in-game, directed to Whibbs. Or if you're brave enough, you can also send me a message on Discord @ Whibbs#8554. Thanks for reading! I hope you enjoy the build/macros and that you have fun slaughtering Krayts (or other mobs) by the millions