/shout Corpse in the zone entrance, can anyone summon?Announces your position and asks for a summon. Corpse recovery is a whole social institution in EverQuest and getting the request right matters.
EverQuest · class
Buffs, slows and healing. The Shaman slow is one of the single most important abilities in EverQuest group play, cutting incoming damage roughly in half.
15 macros
/shout Corpse in the zone entrance, can anyone summon?Announces your position and asks for a summon. Corpse recovery is a whole social institution in EverQuest and getting the request right matters.
/assist Tankname
/pause 5
/attack onTargets 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.
/attack onExplicitly 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 3Tells 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.
/campStarts the camp timer, which is the only safe way to leave the game — a hard disconnect leaves your character in the world for a while.
/cast 1
/pause 35
/cast 2The 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.
/cast 1
/pause 35
/cast 2
/pause 35
/social BuffPart2A 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.
/useitem 1
/pause 20Fires the click effect of an item in a numbered inventory slot. Clickable items are a huge part of EverQuest power, and reaching into bags for them mid-fight is hopeless.
/considerChecks whether a target is going to kill you before you engage it. Consider is one of the oldest commands in the game and still the correct first move against anything unfamiliar.
/who cleric 60 65Lists who is in your zone, and can be filtered by class and level range. The standard way to find a healer when your group loses one at midnight.
/doability 1Runs one of the abilities on your combat skills bar by slot number. This is how Kick, Taunt, Disarm and the rest get into a macro, since they are not spells.
/sit onDrops you into a seated position to regenerate mana and health. Downtime is a real mechanic in EverQuest, and this is the button you press between every pull.
Every class shares the same macro syntax, so a good idea usually ports across.