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Library : CH Chain

Last Updated 11/28/2006 4:09 PM
Times Read 407

How to set up a CH chain That link is to a post made by Duosonic which is a duplicate of a post made by Kyth on the Destiny forums (Yes, Kyth is in Temerity, but shes very helpful and im sure she wouldnt mind us re-posting it here. You can follow the link or just read below.

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Kyth posted this great explanation of CH chains on the Destiny Forum :

Aka Complete Heal Rotation, aka CH rot, rota, aka "CCH" (Chain Complete Heal), or "CHC" (Complete Heal Chain), etc.

Mean/Zarnza/etc. asked me to come here and post the basics of a CH chain.


Why use a CH chain

Only one reason: mana efficiency on a mob that hits very hard.

You can CH a tank once every 12 seconds if you're chain casting (10 second cast plus 2.25 seconds of refresh.) Sometimes though:

- if you can't med you'll run out of mana before the mob dies
- the mob is doing more damage to your tank in those 12 seconds than your tank has health
- if you try to use faster heals (so you can heal more health per second) you'll run out of mana


So how do I do it?

There's two main ways, I'll talk about what Temerity does first.


Quick overview

First off, choose a channel to communicate in. We use /auc (because of concerns over chat channel server lag), DC uses a channel -- either is probably fine. For this purpose, let's pretend you've created a channel "destinycch" and you've joined it as channel #1 [1]

Each chain has a 'pause', whether it's counted by a person or the game. So what do you call for the timing? 4 seconds? 6 seconds Answer: it depends.

It's going to COMPLETELY depend on tank HP, mob dps, and how much of a 'safety margin' on the heals you want.

Remember though: it takes 12 seconds until you can cast again. The fastest you can run a *perfect* chain of, say, 3 people is therefore pausing for 4 seconds. However, given human error, you can often call it at "3 seconds" and have it work out okay. Just don't try to do a two-second rotation with 4 people.


The general flow is:

Before the fight
(1) Everyone agrees on the order of the CH chain and the timing (4 seconds, 6 seconds, etc.)
(2) Everyone sets up their macros (if needed) and tests them
(3) Everyone targets the tank and says they're good to go

During the fight
(1) First cleric hits their macro, which announces who they are healing
(2) Then the second cleric hits their macro
(3) Third cleric...
(4) etc.

Don't forget to med! Once your tank has aggro, you should be sitting between casts -- remember part of the point here is to let you med more.

You can CH Chain with as few as 2 healers or as many as, well, however many you have.


No-pause method (temerity's)

Make a macro:


/cast 7
/cast 7
/cast 7
/2 ~~ 111 ~~ CH to { %t } ~~ 111 ~~
/cast 7


(going through this line by line)

The first 3 lines are assuming your CH spell is in slot 7. If it's not, change the number. Why the multiple casts? Spells can fizzle! this makes sure you don't have to hit your hotkey more than once.

The next line is your "this is what I'm doing!" line, and it's assuming that your CH chain is in channel 2. If not, change that. Note that we're not using /rs for this: why would we want to spam the rest of the raid?

This is how Temerity does it now, we just have numbers and the name of the person we're healing. However: if you want, you can have something like: /2 CH to %t -- TOUCHY NEXT

The disadvantage? You have to edit your hotkey each time, and if someone dies or goes LD your chain can be confused. The advantage? It's *great* when you're getting used to CH chains and may get lost/forget what you're doing.


When does Touchy cast? Touchy needs to *count* out the seconds from when she saw that message.

This can be hard. If you get distracted you can lose count, people count at different speeds, etc.

I have a UI mod that replaces your friends window (it's ok, you can still do /friends to list, add, and delete friends) with a timer that counts seconds. http://www.frivolity.com/eq/heal-timer.zip


So step by step here is how it looks:

(a) Kyth hits her hotkey when the mob is running in. The macro casts and /auc's:
/auc ~~ 11 ~~ CH on { %t } >>>>> TOUCHY NEXT
(b) Touchy counts to 6, and then hits HER hotkey. The macro casts and /auc's:
/auc ~~ 22 ~~ CH on { %t } >>>>> CLARIC NEXT
(c) Claric counts to 4, and then hits HER hotkey. The macro casts and /auc's:
/auc ~~ 33 ~~ CH on { %t } >>>>> KYTH NEXT
(d) Kyth counts to 4, and then hits HER hotkey. The macro casts and /auc's:
/auc ~~ 11 ~~ CH on { %t } >>>>> TOUCHY NEXT
(e) etc etc etc


Advantages and disadvantages

- very flexible, nothing is built in (not even who is next, if you decide to do that!) so you can change your chain on the fly
- relies on people counting to 4, 6, whatever -- which can be error prone
- very susceptible to problems over timing, miscounting, distractions, etc.


The pause method

This is great if you have a bunch of boxed clerics, if you are less comfortable with CH chains, if you don't want to change timings tons, etc.

Then your macro looks like:


/cast 7
/cast 7
/cast 7
/pause 35, /auc CH to { %t }
/auc >>> TOUCHY GO NOW


Lines 1-3 are the "fizzle catchers" again.

Lines 4 and 5 are a little less clear, and the weird macro language doesn't help!

Line 4 FIRST /auc's the CH and THEN does the pause (honest. I know the order looks wrong) Then line 5 says Touchy should go now. Pause is in 10ths of a second, so "pause 35" is a 3.5 second pause.

This is nice because it tells Touchy exactly when to go, there's no nasty counting to worry about.

But if you discover your rot is too fast or too slow, you have a problem -- everyone has to try to edit their macros in mid-fight. Also, /pause is DIRECTLY related to your *client* lag. So someone on a slower net link needs to have a different /pause value than someone else.

That said, there are mid-level PC guilds that use /pause, love it, and swear by it. It's a personal choice.


So step by step here is how it looks:

(a) Kyth hits her hotkey when the mob is running in. The macro casts and /auc's:
/auc ~~ 11 ~~ CH on { %t }
then there is a pause of 3.5 seconds, and the macro /auc's:
/auc >>>>> TOUCHY NEXT
(b) Touchy IMMEDIATELY hits her hotkey. The macro casts and /auc's:
/auc ~~ 22 ~~ CH on { %t }
then there is a pause of 3.5 seconds, and the macro /auc's:
/auc >>>>> CLARIC NEXT
(c) Claric IMMEDIATELY hits her hotkey. The macro casts and /auc's:
/auc ~~ 33 ~~ CH on { %t }
then there is a pause of 3.5 seconds, and the macro /auc's:
/auc >>>>> KYTH NEXT
(d) Kyth IMMEDIATELY hits hotkey. The macro casts and /auc's:
/auc ~~ 11 ~~ CH on { %t } >>>>> TOUCHY NEXT
then there is a pause of 3.5 seconds, and the macro /auc's:
/auc >>>>> TOUCHY NEXT
(e) etc etc etc


Advantages and disadvantages

- Very clear who is going next and, more importantly, when -- errors don't happen often
- if you need to change the timings of the heals, you have to fall back to counting (either say "ok cast 2 seconds after you see the "NEXT" message, to get a slower chain, or say "just count 3 seconds after my cast message and then you go even if you don't see the 'NEXT' message" to get a faster chain)
- it can be very susceptible to problems based on client lag until people learn things like "if we say a 35 pause, I need to use 30"




And, for humor, here is a classic movie about the CCH:

http://home.att.ne.jp/surf/mirage/agent_sinzan_2.html

(Hint: clerics get a level 44 spell called "Celestial Healing" which is a minor heal over time.)


[1] Tip:

If you guys use channels for raids, it can get really annoying if the channel numbers always change if you need macros to send messages to the channels.

But I don't always want to be on ALL raid channels unless I'm raiding (and besides, there's a length limit on what you can /autojoin and I need more raid channels than that length limit.)

Create a hotkey that joins your channels, and just hit it whenever you want to be in those channels. That ensures they'll always be in the same order and, unless you've joined extra channels before hitting your hotkey, ensures that they're on the same number.


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