Section A
Macros
Before you start a HO, you should let your group know what you are attempting, and indicate when it's going to happen. Without doing this, others in your group may break your chain, or take the chain in the wrong direction. This is very common when priests are trying to heal, tanks are trying to taunt or when they are using their kick ability regularly. It also happens when players get greedy and steal the wheel for their own ability. So let your group know exactly what you want, and with luck, they'll listen.
The first line of your macro should tell your group that you are attempting a HO, and possibly describe which one you hope to get. For instance, a fighter could call **attempting buff**, and try for the fighter/scout HO. In that set, you are very likely to get a buff. Others may be **attempting direct damage **, and so forth. You can also try for a specific HO from the set, such as resonating cascade. Letting your scouts know what you are looking for gives them the ability to flip it if you don't get it, and informs them not to flip it if you do. It also obviates to your group what is going on.
The next lines of your macro should be direct commands of what needs to be done, or common mistakes that need to be avoided. If a priest's healing will cause a miscue, then tell them to not use heals for moment. Be clear (I say /gs DONT USE -heal- DONT USE). If you want a fighter to advance the chain with a taunt, say so (I say /gs USE -taunt- USE).
Don't put /useability Heroic in the macro because you won't give your group time to react. Plus this allows you to prompt your group before the mob gets there or while another HO finishes, for rapid progression. Wait about three seconds after you hit the macro until you use the heroic starter. This gives your priests a chance to stop healing/smiting, your fighters to stop kicking/taunting or scouts/mages from doing any coin/lightning abilities.
If you are a mage, and your group is using the four person HO, you may want to create a macro for when you are starting to activate the flame as the last step in the starter chain. After the flame is cast, the 10 second timer starts ticking away, so letting your fighters and scouts know when you're actually about to cast let's them be prepared to start those long ordered sequences.
When you're using duo's involving scouts, the coin icon will always activate it. This can create a miscue if both or multiple scouts are all trying to use coin at the same time. What happens is that the first one who hits coin will activate the HO successfully, but the second one will waste the coin flip immediately.
You should designate who's going to activate the duo's, and who's going to do the flipping.
| (F)ighter | Hero's Armor | ac buff |
| (S)cout | Bravo's Dance | haste |
| (P)riest | Blessing of Faith | power pool buff + power regen |
| (M)age | Arcane Enlightenment | power pool buff + reactive (?) + power regen |
| FS | Raging Sword | haste + direct damage + taunt |
| FP | Chalice of Life | doubles heals, wards, and regens |
| FM | Soldier's Instinct | haste |
| PS | Faith's Bulwark | haste |
| MS | Shower of Daggers | dd proc |
| MP | Ancient's Crucible | hp + power pool buff, hp + power regen |
| SFP | Shield of Ancients | group mitigation buff |
| SFM | Ancient's Embrace | reactive direct damage proc |
| FPM | Ancient Wrath | group stun + proc stun |
| SPM | Crucible of Life | hp + power heal, reactive heal |
| SFPM | Past's Awakening | hp + power heal, group direct damage |