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m (→‎Macros: That macro had 2 empty iterations that it wouldn't mark the target)
 
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[[Image:UI-RaidTargetingIcons.png|right|The different Raid Icons]]
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{| style="{{tooltipcss}}"
 
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'''Raid target icon'''s (sometimes referred to as ''lucky charms'') are icons that [[raid]] leaders/assistants and [[party]] members can place over players and mobs. This feature was introduced in [[Patch 1.11]].''
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== Strategy and usage ==
  +
[[Image:Luckycharms.jpg|thumb|Oooh, look at me lucky charms!]]
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[[Image:Luckycharms type.jpg|thumb|The list, in-game]]
  +
  +
To place a raid target icon over a mob, simply select the mob, right-click on its portrait, and select a symbol from the hierarchical menu.
  +
  +
Using these symbols is valuable in parties and even more so in raids. Before its introduction, class-specific spells like [[Hunter's Mark]] and [[Detect Magic]] had to be used to visually indicate to other party/raid members what mobs were targeted for what kinds of actions.
  +
  +
Particular uses include:
  +
  +
* Rather than saying "sheep left, sap right, attack middle", a party leader can say "sheep moon, sap cross, attack skull"; once the convention is established and all players understand what each symbol means, the party leader won't even have to say that. The advantage of this method over the former is that even if the mobs move around, it's still clear what they're designated for (it's also often the case that it's ambiguous exactly who the "left" mob is, and sometimes it's hard and time-consuming to describe which mob you mean using only words).
  +
* Rather than the continual assisting of the raid leader, the raid leader can place icons on mobs and assign players to specific mobs, with "Player X has Lucky Charm Y".
  +
* The "Skull" lucky charm is almost invariably used to indicate which target should have [[DPS]] targeted upon it.
  +
* Very effective in the [[Domo]] and [[Garr]] fights in [[Molten Core]] where there is a lot of target switching.
  +
  +
Another use is to speed up pulls in 20-40 man instances by having each symbol assigned to a tank. Among the tanks in your guild, or at the beginning of the raid declare the "tanking order" meaning assigning each symbol to a tank number. For example: Star [[Image:IconSmall RaidStar.png]] is the target of the tank on the top of the Main Tank list, Circle to the number 2 tank on Main Tank list etc. (this can also be done for [[Crowd Control]] by putting your mages/warlocks/etc. on the Main Tank list).
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  +
Carrying this further, a Raid Leader could even appoint each of those tanks / Crowd Controllers as Raid Assistant, and let them mark their own targets. Assuming your tanks are on the ball, this can save time where the Raid Leader does not need to be assigning targets, and ensures each person actually has that target targeted. Each tank / crowd controller should always use the same Icon (both within the raid, and even across multiple raids, e.g., "ElfMan always tanks the blue square") for this to work. This is for more advanced use, and some Raid Leaders do not like appointing Assistants.
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== Example targeting convention ==
  +
Although there is nothing like a standard convention for icon meanings, the following table may provide a starting point for groups or guilds wishing to create a convention. (The basic idea is to have the icon color correspond to the color of the class intended to handle it, i.e. mage = blue / rogue = yellow.)
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{| class="darktable"
 
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|-
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! Symbol !! Chat Command !! Class !! Action !! Notes
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|colspan="2"|'''{{quality|Uncommon|Mallet of Zul'Farrak}}'''
 
 
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|-
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| [[Image:IconSmall RaidStar.png]] || {Star} or {rt1} || {{Class|Rogue|notext}} [[Rogue]] || [[Sap]] || Groups must wait until the rogue has sapped before engaging the group, as sap cannot be reapplied in combat.
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|colspan="2"|Binds when picked up
 
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|- class="alt"
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| [[Image:IconSmall RaidCircle.png]] || {Circle}, {Coin}, or {rt2} || {{Class|Priest|notext}} [[Priest]] || [[Shackle]] / [[Mind Control]] || Mind Control should be used carefully because when the control breaks, the mob usually goes straight to the priest. (Think encircling the mob with shackles or the circular whirl above a mind-controlled mob).
 
|-
 
|-
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| [[Image:IconSmall RaidDiamond.png]] || {Diamond} or {rt3} || {{Class|Warlock|notext}} [[Warlock]] || [[Seduce]] / [[Banish]] / [[Enslave Demon]] || When using enslave, groups may sometimes wait until the target has died before engaging the rest of the group.
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||Unique
 
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|- class="alt"
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| [[Image:IconSmall RaidTriangle.png]] || {Triangle} or {rt4} || {{Class|Druid|notext}} [[Druid]] || [[Hibernate]] || If you have a druid tank, he can cast this before he shapeshifts into bear form. (Think green for nature spells or the color of the ZZzz's over a hibernated mob).
 
|-
 
|-
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| [[Image:IconSmall RaidMoon.png]] || {Moon} or {rt5} || {{Class|Mage|notext}} [[Mage]] || [[Polymorph]] || Usually sheeped mob is the last to kill, as mages can easily resheep and keep the mob controlled indefinitely.
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|colspan="2" style="color:#44ff00;"|<u>Use</u>: &lt;Gong Zul'Farrak Gong&gt;
 
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|- class="alt"
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| [[Image:IconSmall RaidSquare.png]] || {Square} or {rt6} || {{Class|Hunter|notext}} [[Hunter]] || [[hunter trap|Trap]] || Groups may wish to delay 10-15 seconds between the hunter trap and the pull, so that the trap's cooldown is up if the trap breaks early.
 
|-
 
|-
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| [[Image:IconSmall RaidCross.png]] || {Cross}, {X} or {rt7} || || Off Tank || Usually the target DPS should switch to once the target marked with the skull has been killed.
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|colspan="2"|0.5 sec cast
 
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|- class="alt"
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|-
 
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| [[Image:IconSmall RaidSkull.png]] || {Skull} or {rt8} || || Kill target || Focus of all DPS.
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|colspan="2"|Item Level 1
 
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|-
 
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|colspan="2" style="color:slateblue;"|Source: Spell
 
 
|}
 
|}
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[[Image:INV_Hammer_19.png|left]]
 
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This item allows you to summon the end boss in [[Zul'Farrak]], [[Gahz'rilla]].
 
   
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Obviously, this would have to be altered on a per-case basis if, for example, you have two mages polymorphing or if you have a warlock both banishing and enslaving. Still, it can provide a useful foundation for groups or guilds getting used to the raid icon system.
  +
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== API and key bindings ==
  +
These icons can be set programmatically in a macro with the {{api|SetRaidTarget}} function.
  +
Example, <code>/script SetRaidTarget("target", 8);</code> will mark the target with a Skull, 8 standing for the Icon number.
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Alternatively, they can be bound to keys for quick application. For example, Skull could be bound to Ctrl-K (Kill, sKull) so that the raid leader or assist can apply the icon quickly to a new target during a fight.
  +
  +
For even faster marking, combining the macro <code>/script SetRaidTarget("mouseover", #);</code> (# of course being replaced with the corresponding icon's number) with key bindings will allow you to apply icons without actually targetting anything.
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{{api|GetRaidTargetIndex}} returns the icon index of the specified target.
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== Macros ==
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This macro will cycle Skull, X, Nil, then Moon on cursored targets.
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<code>/script if (charm == nil) or (charm < 6) then charm=9; end; charm=charm-1; if (charm==6) then SetRaidTarget("mouseover", 0) else SetRaidTarget("mouseover", charm); end</code>
   
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This macro will cycle through all the raid icons in reverse order on cursored targets
   
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<code>/script if (charm == nil) or (charm < 2) then charm=9; end; charm=charm-1; SetRaidTarget("mouseover", charm)</code>
   
  +
This macro also cycles through all the raid icons in reverse order on cursored targets but it also announces the next icon in the default chat frame. Useful if you need to skip through charms while marking targets. Press your macro button without a target under the mouse to skip through charms.
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==Source==
 
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The steps to obtaining the Mallet of Zul'Farrak are simple, but it is hard to figure out if one doesn't already know, as it's not in a quest chain. First, you need to head to [[The Hinterlands]]. Go to the [[Altar of Zul]]. At the top are two elite mobs, [[Qiaga the Keeper]] and [[Morta'gya the Keeper]]. They should be no problem for a group of level 46+. The [[Sacred Mallet]] drops off of Qiaga.
 
   
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<code>/script if(chrm==nil)or(chrm<=0)then chrm=9 end chrm=chrm-1 SetRaidTarget("mouseover", chrm) nxt={[0]="None",[1]="Star",[2]="Circle",[3]="Diamond",[4]="Triangle",[5]="Moon",[6]="Square",[7]="Cross",[-1]="Skull"}DEFAULT_CHAT_FRAME:AddMessage(nxt[chrm-1])</code>
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Next, you need to go to [[Jintha'alor]], namely, the altar at the top. You'll fight your way through level 45-50 elites on the long trek up. At the top is an ampitheater, with the Altar of Jintha'alor in the middle. On it is [[Elder Torntusk]], a Horde NPC. After clearing the mobs, stand by the altar and right-click the Sacred Mallet. This will transform it into the Mallet of Zul'Farrak.
 
   
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== Adding raid icons to chat ==
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==Notes==
 
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An undocumented feature of [[patch 2.4]] added the ability to post raid target icons into any chat channel by enclosing the name of the icon in curly brackets (braces) - such as {skull}, {circle}, {moon}, etc.
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To summon Gahz'rilla in Zul'Farrak, you need to have the Mallet of Zul'Farrak in your backpack. Then just click the gong on the one side of the pool. The gong will sound and the hydra will emerge from the pool.
 
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[[image:Gahz'rilla.jpg|thumb|The Hydra Gahz'rilla]]
 
   
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== External Links ==
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== Origin of "lucky charms" ==
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The nickname originates from their appearance similar to the marshmallows from the Cereal ''[[wikipedia:Lucky Charms|Lucky Charms]]''. The commercials feature kids chasing Lucky the Leprechaun, who would inevitably remind them that his cereal contained "Hearts, stars, horseshoes, clovers and blue moons, pots of gold and rainbows, and the red balloon!" These shapes were nearly impossible to identify without the jingle, as the tiny little marshmallow bits bear only the vaguest resemblance to the Lucky Charms they represented.
−
{{elinks-item|9240}}
 
   
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== Patch changes ==
[[Category:Quest Items]]
 
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{{Patch 3.3.0
[[Category:Instance:Zul'Farrak]]
 
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|note=Any party member may mark targets (this does not apply to raid groups).
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|comment=(Previously only party leaders could mark.)}}
 
[[Category:Gameplay]]
 
[[Category:Game terms]]
  +
[[Category:Partying]]
  +
[[Category:Raids]]

Revision as of 01:30, 9 January 2011

The different Raid Icons

Raid target icons (sometimes referred to as lucky charms) are icons that raid leaders/assistants and party members can place over players and mobs. This feature was introduced in Patch 1.11.

Strategy and usage

Luckycharms

Oooh, look at me lucky charms!

Luckycharms type

The list, in-game

To place a raid target icon over a mob, simply select the mob, right-click on its portrait, and select a symbol from the hierarchical menu.

Using these symbols is valuable in parties and even more so in raids. Before its introduction, class-specific spells like Ability hunter markedfordeath [Hunter's Mark] and Spell holy dizzy [Detect Magic] had to be used to visually indicate to other party/raid members what mobs were targeted for what kinds of actions.

Particular uses include:

  • Rather than saying "sheep left, sap right, attack middle", a party leader can say "sheep moon, sap cross, attack skull"; once the convention is established and all players understand what each symbol means, the party leader won't even have to say that. The advantage of this method over the former is that even if the mobs move around, it's still clear what they're designated for (it's also often the case that it's ambiguous exactly who the "left" mob is, and sometimes it's hard and time-consuming to describe which mob you mean using only words).
  • Rather than the continual assisting of the raid leader, the raid leader can place icons on mobs and assign players to specific mobs, with "Player X has Lucky Charm Y".
  • The "Skull" lucky charm is almost invariably used to indicate which target should have DPS targeted upon it.
  • Very effective in the Domo and Garr fights in Molten Core where there is a lot of target switching.

Another use is to speed up pulls in 20-40 man instances by having each symbol assigned to a tank. Among the tanks in your guild, or at the beginning of the raid declare the "tanking order" meaning assigning each symbol to a tank number. For example: Star IconSmall RaidStar is the target of the tank on the top of the Main Tank list, Circle to the number 2 tank on Main Tank list etc. (this can also be done for Crowd Control by putting your mages/warlocks/etc. on the Main Tank list).

Carrying this further, a Raid Leader could even appoint each of those tanks / Crowd Controllers as Raid Assistant, and let them mark their own targets. Assuming your tanks are on the ball, this can save time where the Raid Leader does not need to be assigning targets, and ensures each person actually has that target targeted. Each tank / crowd controller should always use the same Icon (both within the raid, and even across multiple raids, e.g., "ElfMan always tanks the blue square") for this to work. This is for more advanced use, and some Raid Leaders do not like appointing Assistants.

Example targeting convention

Although there is nothing like a standard convention for icon meanings, the following table may provide a starting point for groups or guilds wishing to create a convention. (The basic idea is to have the icon color correspond to the color of the class intended to handle it, i.e. mage = blue / rogue = yellow.)

Symbol Chat Command Class Action Notes
IconSmall RaidStar {Star} or {rt1} Rogue Rogue Ability sap [Sap] Groups must wait until the rogue has sapped before engaging the group, as sap cannot be reapplied in combat.
IconSmall RaidCircle {Circle}, {Coin}, or {rt2} Priest Priest Shackle / Spell shadow shadowworddominate [Mind Control] Mind Control should be used carefully because when the control breaks, the mob usually goes straight to the priest. (Think encircling the mob with shackles or the circular whirl above a mind-controlled mob).
IconSmall RaidDiamond {Diamond} or {rt3} Warlock Warlock Seduce / Spell shadow cripple [Banish] / Enslave Demon When using enslave, groups may sometimes wait until the target has died before engaging the rest of the group.
IconSmall RaidTriangle {Triangle} or {rt4} Druid Druid Spell nature sleep [Hibernate] If you have a druid tank, he can cast this before he shapeshifts into bear form. (Think green for nature spells or the color of the ZZzz's over a hibernated mob).
IconSmall RaidMoon {Moon} or {rt5} Mage Mage Spell nature polymorph [Polymorph] Usually sheeped mob is the last to kill, as mages can easily resheep and keep the mob controlled indefinitely.
IconSmall RaidSquare {Square} or {rt6} Hunter Hunter Trap Groups may wish to delay 10-15 seconds between the hunter trap and the pull, so that the trap's cooldown is up if the trap breaks early.
IconSmall RaidCross {Cross}, {X} or {rt7} Off Tank Usually the target DPS should switch to once the target marked with the skull has been killed.
IconSmall RaidSkull {Skull} or {rt8} Kill target Focus of all DPS.

Obviously, this would have to be altered on a per-case basis if, for example, you have two mages polymorphing or if you have a warlock both banishing and enslaving. Still, it can provide a useful foundation for groups or guilds getting used to the raid icon system.

API and key bindings

These icons can be set programmatically in a macro with the SetRaidTarget function. Example, /script SetRaidTarget("target", 8); will mark the target with a Skull, 8 standing for the Icon number.

Alternatively, they can be bound to keys for quick application. For example, Skull could be bound to Ctrl-K (Kill, sKull) so that the raid leader or assist can apply the icon quickly to a new target during a fight.

For even faster marking, combining the macro /script SetRaidTarget("mouseover", #); (# of course being replaced with the corresponding icon's number) with key bindings will allow you to apply icons without actually targetting anything.

GetRaidTargetIndex returns the icon index of the specified target.

Macros

This macro will cycle Skull, X, Nil, then Moon on cursored targets.

/script if (charm == nil) or (charm < 6) then charm=9; end; charm=charm-1; if (charm==6) then SetRaidTarget("mouseover", 0) else SetRaidTarget("mouseover", charm); end

This macro will cycle through all the raid icons in reverse order on cursored targets

/script if (charm == nil) or (charm < 2) then charm=9; end; charm=charm-1; SetRaidTarget("mouseover", charm)

This macro also cycles through all the raid icons in reverse order on cursored targets but it also announces the next icon in the default chat frame. Useful if you need to skip through charms while marking targets. Press your macro button without a target under the mouse to skip through charms.

/script if(chrm==nil)or(chrm<=0)then chrm=9 end chrm=chrm-1 SetRaidTarget("mouseover", chrm) nxt={[0]="None",[1]="Star",[2]="Circle",[3]="Diamond",[4]="Triangle",[5]="Moon",[6]="Square",[7]="Cross",[-1]="Skull"}DEFAULT_CHAT_FRAME:AddMessage(nxt[chrm-1])

Adding raid icons to chat

An undocumented feature of patch 2.4 added the ability to post raid target icons into any chat channel by enclosing the name of the icon in curly brackets (braces) - such as {skull}, {circle}, {moon}, etc.

Origin of "lucky charms"

The nickname originates from their appearance similar to the marshmallows from the Cereal Lucky Charms. The commercials feature kids chasing Lucky the Leprechaun, who would inevitably remind them that his cereal contained "Hearts, stars, horseshoes, clovers and blue moons, pots of gold and rainbows, and the red balloon!" These shapes were nearly impossible to identify without the jingle, as the tiny little marshmallow bits bear only the vaguest resemblance to the Lucky Charms they represented.

Patch changes

Wrath-Logo-Small Patch 3.3.0 (2009-12-08): Any party member may mark targets (this does not apply to raid groups).

  • (Previously only party leaders could mark.)