Hi Trinitis,
You are absolutely right to question it ![]()
Divine Toll has never actually been used automatically in my setup, which is also mention in the top post under Manual Abilities.
The reason for this is simple:
I strongly believe most of our major cooldowns should NOT be inside the main sequence — and Divine Toll especially.
Divine Toll is one of our strongest tools:
- It gives instant aggro on pull
- It can mass interrupt
- It provides a strong absorb shield
Because of that, I don’t want the sequence wasting it when:
- The pull is about to die
- Only 1–2 mobs are left
- The mobs are already at low HP
It’s much stronger when used intentionally.
Now regarding the line you see in the sequence:
[combat,@target,exists,harm,nodead,known:Hammer of Light] Divine Toll
This does NOT mean Divine Toll is being freely cast.
Here’s the important part to understand:
Anything inside [ ... ] are conditions.
So this part:
[known:Hammer of Light] Divine Toll
Means:
“Only attempt this if you know Hammer of Light.”
Now here’s where it gets confusing for many people:
With Midnight, Hammer of Light and Divine Toll were merged into the same button.
Divine Toll is the base ability.
When Hammer of Light becomes available, Divine Toll literally transforms into Hammer of Light.
So even though you see:
/cast Divine Toll
What actually happens is:
- If Hammer of Light is active → it casts Hammer of Light
- If it is not active → nothing happens
The game uses Divine Toll as the base spell ID, and that is why the macro has to reference Divine Toll in order to trigger Hammer of Light.
It’s not trying to randomly use Divine Toll, it’s just the technical way to make Hammer of Light fire when it becomes available.
Hope this makes sense ^^