Tells the group who is being resurrected before the cast starts. Two Clerics resurrecting the same corpse wastes a spell that returns experience, which people care about a great deal.
EverQuest · Cleric3 / 5 lineslines used of the 5 this game allows
123
/g Rezzing %T - do not move
/pause 5
/cast 4
Where to paste this
Open the Socials window (Alt+S by default) and pick an empty button.
Give the social a name and a colour, then type up to five command lines.
Use /cast 1 through /cast 12 to fire the spell in that gem slot.
Put /pause between actions — the number is tenths of a second, so /pause 25 is 2.5 seconds.
Drag the finished social onto a hotbar and bind it to a key.
More EverQuest macros
Cleric macros first, then the rest of the EverQuest library.
Targets a named player and picks up whatever they are attacking. This is how an EverQuest group stays on one mob, and it predates every other assist system in the genre.
Explicitly turns melee swinging on rather than toggling it. Using "on" instead of a bare /attack means a macro can never accidentally switch your attack off.
/g Casting group haste, hold your buffs
/pause 10
/cast 3
Tells the group what is landing before it lands. In a game where buffs have long durations and limited slots, saying what you are casting avoids overwriting somebody else's work.
The shape of every EverQuest macro. /cast fires the spell in that gem slot, and the pause that follows has to be long enough to cover the cast time or the next line is simply dropped. Remember the number is tenths of a second.
A social can call another social by name, which is how long sequences get built. Keep the chain short — every hop costs you a line and the timing drifts.
Announces the heal, targets the tank and casts. Complete Heal chains are timed between several Clerics, so the announcement is what keeps the rotation from collapsing.