12/10/2012 02:08 AMeven during 5mans there can be "oh $%@#" moments when you switch from Atonement to direct healing and shielding the party.
Posted by Mitimem
And reset=N will not help you with these moments, either. There is no such thing as an emergency during which you can wait 10 seconds to for the spell you want to become available.
If you find that you sometimes want to explicitly reset the sequence, then reset=shift (or another mod) will allow you to reset the sequence by mod-clicking it.
The only time reset=N is actually useful is in 2-spell sequences; because if you press the macro a second time before the reset timer elapses, it resets the timer. This only makes them useful if you might
use the macro one (and only one) additional time during the reset timer.
Let's look at some situations using your example macro:
I want to use HF on Cooldown, but do not want to cast smite at all.
The macro will work as desired. You press it once, you cast HF; you do not press it again for 10 seconds and the macro resets. This is the ONLY possible situation in which your reset=N condition will bring HF up when its CD runs out.
I cast HF, then 3 seconds later I cast smite, then I do not touch the macro again until it resets.
The macro will reset 14.5 seconds (plus latency) after you cast your first HF. That is 4.5 seconds during which you could have cast HF, but you can't because your macro still says Smite. If you jump the gun a little (say you hit it at 13 seconds), you will then delay AGAIN the ability to cast HF for an additional 10 seconds (plus Smite cast time, plus latency), causing you to wait until 24.5 seconds after your first HF cast (in fact, if you use smite more frequently than every 10 seconds, the reset condition will never be met at all and you will cast all 5 smites before seeing HF again, possibly as much as 50 seconds later).
I spam the macro
After 5 smite casts (plus latency), almost 10 seconds will have passed. HF will come up on the macro shortly before its CD has expired, and the reset condition is never met
; because the sequence completes while there is still 8.5 (minus latency) seconds left in the reset timer
So, we have 3 different situations; one of which will never see the reset condition at all, one of which will probably never see it and one (likely the rarest one in practice) that will make ideal use of it. The fact of the matter is you cannot accommodate that degree of variance in playstyle AT ALL with sequence macros; but if you are going to try; reset=N (by itself) is probably the worst possible reset condition to use. The ideal would be reset=combat/shift/N (someone verify my syntax for multiple reset conditions, please), which would automatically reset the sequence when you enter or leave combat, or after N seconds, or manually via the shift (or other) modifier.