Tuesday, December 7, 2010
UI post: WoW Insider
I love looking at other people's UIs to get ideas and inspiration for my own. I decided to submit mine to WoW Insider's Reader UI showcase, and they used it. Check it out here.
Thursday, December 2, 2010
UI post: On my wacky way of key binding
I've pretty much accepted that, despite what I've tried to force myself to commit to in previous posts, I'm going to be a very sporadic poster. For the time being, putting out a constant stream of posts is not a priority. I'd rather just put up what I think is interesting and/or important to post when I have a fully constructed idea in my head. In that vein, I'm going to continue talking about my UI set up. Today, the topic is key bindings.
Key binding is broadly considered to by the most effective way of casting. While there are great players who are clickers and there are alternatives for healing, I've always found key binding to be the most logical. It allows you to separate your actions into two realms of input: your cursor is for moving and/or looking around, and your keyboard is for casting and/or moving. In any case, an effective key bind setup can make a huge difference. That being said, the default "WASD + 1 through 0" configuration that most people seem to stick with always seemed clunky to me. Because of this, when I made the migration from clicker to key binder, I came up with my own configuration. Hold on, because this is where it gets weird.
My Arrangement
The colored keys are the ones I use most often in combat:
The idea was to give myself an abundance of easy to reach keys, and bind the easiest to reach with my most oft used spells. The result is a configuration that allows my to bind all the abilities I'll ever need, while keeping them comfortable. However, even with all of this I couldn't fit all my DPS, healing and utility abilities on at once.
So I kicked it up a notch.
The Next Level...
...consisted of buying a mouse with more than your basic three buttons and binding ALT to an easy to reach one. Throw in a few modifier macros, and you've doubled the number of abilities you have access to. What I chose to do was invert my bindings, in a sense. By that I mean that if I'm DPSing and need to toss out a heal, I hold down that convenient modifier key on my mouse, and my spells flip over into my healing setup, or vice-versa. But that's just what worked for me, the details are up to you. The point is that this setup gives you about 38 spells without requiring the finger agility of a pianist. Not something to scoff at. However, being me, it wasn't enough.
Too... Many... Buttons...
I bought a Razer Naga. I'm still getting used to it, especially on all my alts, but let's just say I have enough buttons to legitimately bind Aquatic Form to something convenient. And I still have a few spots left over. It's probably too much, but I enjoy a little excess.
So there you have it. My weird way of setting up my key bindings. Crazy 20 button mouse aside, it's a simple way to give yourself a lot more flexibility and comfort while you tear through Cataclysm.
Key binding is broadly considered to by the most effective way of casting. While there are great players who are clickers and there are alternatives for healing, I've always found key binding to be the most logical. It allows you to separate your actions into two realms of input: your cursor is for moving and/or looking around, and your keyboard is for casting and/or moving. In any case, an effective key bind setup can make a huge difference. That being said, the default "WASD + 1 through 0" configuration that most people seem to stick with always seemed clunky to me. Because of this, when I made the migration from clicker to key binder, I came up with my own configuration. Hold on, because this is where it gets weird.
My Arrangement
The colored keys are the ones I use most often in combat:
- At the core of what I've done was shifted my movement (green) keys over from WASD to TFGH. R and Y are my strafe keys. This was actually an iterative process, with me moving one key set to the right at a time until I found myself here, essentially at the center.
- The red keys are the easiest for me to reach and therefore are my core abilities. For Balance, that means my core nukes and DoTs. For healing, that means my five most used heals.
- The yellow keys are still easily in reach, but take a little effort. The abilities I put there a little more situational. Cooldowns, interrupts, AoE spells, potions and the like. I actually don't even use all of these for combat; my mount and autorun keys can be found in here.
The idea was to give myself an abundance of easy to reach keys, and bind the easiest to reach with my most oft used spells. The result is a configuration that allows my to bind all the abilities I'll ever need, while keeping them comfortable. However, even with all of this I couldn't fit all my DPS, healing and utility abilities on at once.
So I kicked it up a notch.
The Next Level...
...consisted of buying a mouse with more than your basic three buttons and binding ALT to an easy to reach one. Throw in a few modifier macros, and you've doubled the number of abilities you have access to. What I chose to do was invert my bindings, in a sense. By that I mean that if I'm DPSing and need to toss out a heal, I hold down that convenient modifier key on my mouse, and my spells flip over into my healing setup, or vice-versa. But that's just what worked for me, the details are up to you. The point is that this setup gives you about 38 spells without requiring the finger agility of a pianist. Not something to scoff at. However, being me, it wasn't enough.
Too... Many... Buttons...
I bought a Razer Naga. I'm still getting used to it, especially on all my alts, but let's just say I have enough buttons to legitimately bind Aquatic Form to something convenient. And I still have a few spots left over. It's probably too much, but I enjoy a little excess.
So there you have it. My weird way of setting up my key bindings. Crazy 20 button mouse aside, it's a simple way to give yourself a lot more flexibility and comfort while you tear through Cataclysm.
Friday, October 22, 2010
UI post: Balance Power Auras
Continuing from my last post, here are my PvE Balance auras. It's out a little sooner than I anticipated, simply because it's exam season and I needed a reason not to study. I still use the Mana, Flask, Well Fed, Innervate and Rebirth timers I posted before in this spec as well. This time, I'll just post all the screen shots at once, because they play off each other. Also, all of these only show up in combat.
A quick note first: The eclipse bar is Balance Power Tracker, a nigh-mandatory addon for Boomkin that I discovered via Graylo. Get it. Now.
Balance Power Auras
BONUS AURA FOR THE FORGETFUL
Because it's awkward to explain why your DPS was so low on that last Sindragosa fight..
A quick note first: The eclipse bar is Balance Power Tracker, a nigh-mandatory addon for Boomkin that I discovered via Graylo. Get it. Now.
Balance Power Auras
- Insect Swarm timer. Simple, effective. The only thing you need to learn is how far apart your IS ticks are after haste (Read the tooltip.) so you don't clip it too much.
Version:4.2; b:0; target:true; icon:Spell_Nature_InsectSwarm; buffname:Insect Swarm; r:0.1529; x:-78; bufftype:2; texture:74; isResting:0; mine:true; stacksOperator:=; exact:true; PowerType:0; textaura:true; spec1:false; combat:true; size:0.28; torsion:1.5; texmode:2; timer.h:2.2; timer.UpdatePing:true; timer.Texture:Digital; timer.enabled:true; timer.cents:false; timer.y:-37; timer.x:-136; timer.Transparent:true
- Moonfire/Sunfire timer. Blue for Moonfire, yellow for Sunfire. Same as the IS timer. One aura for each DoT.
Version:4.2; g:0.7765; target:true; icon:Spell_Nature_StarFall; buffname:Moonfire; r:0; bufftype:2; texture:61; symetrie:1; isResting:0; mine:true; stacksOperator:=; exact:true; PowerType:0; textaura:true; spec1:false; combat:true; texmode:2; timer.h:2.2; timer.UpdatePing:true; timer.Texture:Digital; timer.enabled:true; timer.cents:false; timer.y:-37; timer.x:133; timer.Transparent:true
Version:4.2; b:0; g:0.7843; target:true; icon:Ability_Mage_FireStarter; buffname:Sunfire; bufftype:2; texture:61; symetrie:1; isResting:0; mine:true; stacksOperator:=; exact:true; PowerType:0; textaura:true; spec1:false; combat:true; texmode:2; timer.h:2.2; timer.UpdatePing:true; timer.Texture:Digital; timer.enabled:true; timer.cents:false; timer.y:-37; timer.x:133; timer.Transparent:true
- Starsurge/cooldown. The white ring in the shot and the white timer in the middle of the second are Starsurge. Given that we use it on cooldown, I decided that it was worth having front and center. The timer is so I know when to start queuing it, because it generally comes off cooldown in the middle of a cast. Two auras: one for the cooldown, one for the ring.
Version:4.2; b:0.9373; icon:Spell_Arcane_Arcane03; buffname:Starsurge; r:0.9529; x:-307; customname:48477; isAlive:0; bufftype:15; texture:15; alpha:0.1; isResting:0; PowerType:0; textaura:true; size:0.14; y:-107; texmode:2; inverse:true; anim2:1; finish:0; timer.h:1.55; timer.Texture:Digital; timer.enabled:true; timer.cents:false; timer.y:20; timer.Transparent:true
Version:4.2; icon:Spell_Arcane_Arcane03; buffname:Starsurge; bufftype:7; texture:103; alpha:0.66; isResting:0; spec1:false; combat:true; size:0.5; y:20
- On the topic of Starsurge, I wanted to talk about why I still use the default Shooting Stars aura. First of all, it's pretty much what I'd do anyway and it fits in well with what I have. The REAL reason to use it, however, is lag. Power Auras actually lags behind the in game events. I never noticed it until I had the two aura systems side by side. You'll actually get your "Starsurge ready" white ring show up up to half a second after the Shooting Stars aura, depending on ping. because of that, it's well worth keeping around.
- Starfall ready. No timer when it's gone. I find with these longer cooldowns, I don't need the timer. I cast them when I can.
Version:4.2; icon:Ability_Druid_Starfall; buffname:Starfall; x:-104; bufftype:7; owntex:true; isResting:0; exact:true; PowerType:0; spec1:false; combat:true; size:0.11; y:6; texmode:2
- Ditto with Force of Nature.
Version:4.2; icon:Ability_Druid_ForceofNature; buffname:Force of Nature; x:104; bufftype:7; owntex:true; isResting:0; exact:true; PowerType:0; spec1:false; combat:true; size:0.11; y:6; texmode:2
- Eclipse. Yellow for Solar, purple for Lunar. While these days I'm generally staring at the eclipse bar, but it's nice to have this big, central reminder of which spell I'm casting given how central eclipse is to our DPS. Sometimes I forget these things. One aura for each buff.
Version:4.2; b:0; anim1:2; g:0.6902; icon:Ability_Druid_EclipseOrange; buffname:Ability_Druid_EclipseOrange; begin:6; groupany:false; unitn:Only for raid/group.; texture:72; alpha:0.2; isResting:0; speed:1.7; stacksOperator:=; exact:true; PowerType:0; spec1:false; combat:true; y:20
Version:4.2; b:0.9216; anim1:2; g:0.098; icon:Ability_Druid_Eclipse; buffname:Ability_Druid_Eclipse; begin:6; groupany:false; unitn:Only for raid/group.; texture:72; alpha:0.2; isResting:0; speed:1.7; stacksOperator:=; exact:true; PowerType:0; spec1:false; combat:true; y:20
- Nature's Grace. I have that small white timer as well as the white glow around the entire eclipse bar. If you don't use my exact bar setting, you'll likely have to change it to something more practical. It's not big because it's not crucial, but I like knowing when it's up for cast hurricane, DoTs, etc.
Version:4.2; icon:Spell_Nature_NaturesBlessing; buffname:Nature's Grace; texture:69; alpha:1; isResting:0; exact:true; PowerType:0; spec1:false; combat:true; size:0.99; torsion:1.5; y:-60; timer.Texture:Crystal; timer.enabled:true; timer.cents:false; timer.Relative:CENTER; timer.y:17
BONUS AURA FOR THE FORGETFUL
Version:4.2; b:0; g:0.1098; icon:Spell_Nature_ForceOfNature; buffname:Moonkin Form; groupany:false; texture:139; alpha:0.89; aurastext:NOT IN MOONKIN FORM; isResting:0; textaura:true; spec1:false; aurastextfont:6; combat:true; size:5; torsion:1.5; y:494; texmode:2; inverse:true
Wednesday, October 20, 2010
UI post: Resto Power Auras
This is a topic I've wanted to post for a while now, and should only be the first of many. I really enjoy making and customizing UIs. At my peak/worst, I would overhaul my entire setup from scratch once a month. While it got hard to keep up, I had some neat things here and there. Because I've put so much time into playing around with these, I thought I'd put some effort into sharing some of what I do. This post will only cover the amazingness that is Power Auras. My instinct is to start with an overview first, but I'm still tweaking a lot of things since 4.0.1. What I'll likely end up doing is following this up next week with an explanation of my Balance auras, then an walk-through and justification of my somewhat odd keyboard setup, once I'm used to the Razer Naga that should show up tomorrow. Then I'll do a post about my general UI, another about my Vuhdo settings, and then whatever else comes to mind.
To start, let me say that there are two broad UI categories that I really enjoy: minimalist design and HUD layouts. With this in mind, it should be no surprise that I use Power Auras. This won't be an intro post, you can find a good explanation and walk through of exsactly what PA is from Matticus, here. This is merely going to document and demonstrate what I use for raiding as Restoration, as well as save the exports in case something in my PC blows up.
Restoration Power Auras
I'll start with some auras I use in both specs, but shot them with my Resto auras to save space. Only the little yellow numbers have been added to these shots.
To start, let me say that there are two broad UI categories that I really enjoy: minimalist design and HUD layouts. With this in mind, it should be no surprise that I use Power Auras. This won't be an intro post, you can find a good explanation and walk through of exsactly what PA is from Matticus, here. This is merely going to document and demonstrate what I use for raiding as Restoration, as well as save the exports in case something in my PC blows up.
Restoration Power Auras
I'll start with some auras I use in both specs, but shot them with my Resto auras to save space. Only the little yellow numbers have been added to these shots.
- Show's up when I'm in a raid group, not in combat and lack the well fed buff. Any buff. Borrowed this from Keeva of Tree Bark Jacket here. This post was the inspiration for a number of these settings. Check it out.
Version:4.2; b:0.2078; g:0.4; icon:Spell_Misc_Food; buffname:Well Fed; r:0.5843; x:33; texture:10; alpha:1; PowerType:0; combat:false; size:0.2; inRaid:true; y:-90; texmode:2; inverse:true; anim2:1; finish:0
- Same thing, same source, but for Flask of the Frost Wyrm.
Version:4.2; g:0.4392; icon:INV_Alchemy_EndlessFlask_04; buffname:Flask of the Frost Wyrm; r:0.4863; x:-29; texture:10; alpha:1; PowerType:0; size:0.2; inRaid:true; y:-90; texmode:2; inverse:true; finish:0
- Rebirth cooldown timer. Simple, and a little off to the side. You'll notice that I like the digital alarm clock look. I find it pretty unambiguous, which is good for graphics you only want to have to glance at.
Version:4.2; b:0.0549; g:0.251; icon:Spell_Nature_Reincarnation; buffname:Rebirth; x:307; customname:48477; isAlive:0; bufftype:15; texture:15; alpha:0.1; isResting:0; PowerType:0; textaura:true; size:0.14; y:-43; texmode:2; inverse:true; anim2:1; finish:0; timer.h:1.36; timer.Texture:Digital; timer.enabled:true; timer.y:-93; timer.x:-316; timer.Transparent:true
- Innervate timer. Same deal.
Version:4.2; g:0.502; icon:Spell_Nature_Lightning; buffname:Innervate; r:0.1961; x:-307; customname:48477; isAlive:0; bufftype:15; texture:15; alpha:0.1; isResting:0; PowerType:0; textaura:true; size:0.14; y:-107; texmode:2; inverse:true; anim2:1; finish:0; timer.h:1.36; timer.Texture:Digital; timer.enabled:true; timer.y:-93; timer.x:295; timer.Transparent:true
- Low mana indicator. Let's me know when I drop below 18%, which is just a number I've found to be a good balance between "OSHI-" and having time to react. I'm generally pretty good about keeping an eye on my blue bar, but occasionally you get really into a fight and it's nice to have something like this to remind you that your resources aren't infinite. These in-your-face reminders are where Power Auras and HUD displays in general are great.
Version:4.2; g:0.5804; icon:Spell_fire_meteorstorm; r:0; bufftype:9; texture:27; threshold:18; PowerType:0; size:0.26; y:24; texmode:2
- Tree of Life timer. Counts down the duration of the new Tree of Life cooldown, so I know how long I have until I lose it. this may go once I get used to having a major cooldown while healing.
Version:4.2; b:0; g:0.6235; icon:Ability_Druid_TreeofLife; buffname:Tree of Life; r:0.0118; isAlive:0; texture:59; alpha:0.1; isResting:0; PowerType:0; textaura:true; spec2:false; texmode:2; timer.h:1.97; timer.Texture:WhiteRabbit; timer.enabled:true; timer.Transparent:true
- Tree of Life cooldown timer. My instinct is to not have something non-essential right in the center like this, but until I get in the habit of using that button when I need it, I like the reminder that it exists. This one is actually two auras, so that it doesn't show while I'm in tree form. If you copy it, make sure that the first aura is still referencing the second, and that the second is not displaying on it's own.
Version:4.2; b:0.5451; g:0.5608; icon:Ability_Druid_TreeofLife; buffname:Tree of Life; r:0.5529; customname:48477; isAlive:0; bufftype:15; texture:15; alpha:0.1; isResting:0; PowerType:0; textaura:true; spec2:false; size:0.14; y:-107; texmode:2; inverse:true; anim2:1; finish:0; timer.h:1.36; timer.Texture:Digital; timer.enabled:true; timer.y:-53; timer.x:-9; timer.Transparent:true
Version:4.2; b:0; g:0.6235; icon:Ability_Druid_TreeofLife; buffname:Tree of Life; r:0.0118; isAlive:0; texture:59; alpha:0.1; isResting:0; off:true; PowerType:0; textaura:true; spec2:false; texmode:2; inverse:true; timer.h:1.97; timer.Texture:WhiteRabbit; timer.enabled:true; timer.Transparent:true; timer.ShowActivation:true
- I use the default Power Aura for Omen of Clarity, but it's almost exactly what I'd do, and the default auras actually have noticeably less lag than the addon. I really noticed this with Starsurge procs, but that's for another post.
- Swiftmend is off cooldown. I never remembered to use this enough in 3.x, but now I can't seem to get enough Efflorescence. In any case, I like having at a glance knowledge of whether or not it's ready. Also from Keeva's aforementioned post, if I recall correctly.
Version:4.2; g:0.5216; icon:INV_Relics_IdolofRejuvenation; buffname:Swiftmend; r:0; x:-55; bufftype:15; texture:34; alpha:1; isResting:0; PowerType:0; spec2:false; combat:true; size:0.23; y:-51; ismounted:0; customsound:soft_chime_beep.wav; anim2:1; finish:0
- Same thing, with Wild Growth. Also from Keeva's aforementioned post.
Version:4.2; b:0.0157; g:0.2863; icon:Ability_Druid_Flourish; buffname:Wild Growth; r:0; x:52; bufftype:15; texture:23; alpha:0.1; isResting:0; PowerType:0; spec2:false; wowtex:true; combat:true; size:0.28; y:-50; ismounted:0; anim2:1; finish:0
- Lifebloom timer. This one is actually three auras: white for one stack, yellow for two stacks, green for three. I like that timer telling me when I need to refresh more than a bar or my raid frames(although the info is there too.) Thinking about it now, I have no idea how it will behave when I throw multiple Lifeblooms up during ToL. Oh well, it'll be a surprise!
Version:4.2; icon:INV_Misc_Herb_Felblossom; buffname:Lifebloom; stacks:1; alpha:0.56; isResting:0; mine:true; stacksOperator:=; textaura:true; spec2:false; groupOrSelf:true; timer.h:1.76; timer.Texture:Digital; timer.enabled:true; timer.y:56
Version:4.2; b:0; g:0.9843; icon:INV_Misc_Herb_Felblossom; buffname:Lifebloom; stacks:2; isResting:0; mine:true; stacksOperator:=; textaura:true; spec2:false; groupOrSelf:true; timer.h:1.76; timer.Texture:Digital; timer.enabled:true; timer.y:56
Version:4.2; b:0; icon:INV_Misc_Herb_Felblossom; buffname:Lifebloom; r:0.0196; stacks:3; alpha:1; isResting:0; mine:true; stacksOperator:=; textaura:true; spec2:false; groupOrSelf:true; timer.h:1.76; timer.Texture:Digital; timer.enabled:true; timer.y:56
And that's it. Make sure that the auras are enable for the correct specs. I didn't change them, and I have Resto as for my primary, and Balance as my secondary. Balance auras will be up soon/eventually.
Tuesday, October 12, 2010
Tuesday, October 5, 2010
A Totally Original Post Idea, Guys
The doldrums have been upon us for a while. Hopefully they'll be over soon, with 4.0.1 imminent. However, Cataclysm isn't dropping until December (AT THE START OF EXAMS. WHY?!), so I've been slowly plugging away at a few goals of varying importance. Hopefully documenting them here will keep me from being easily distracted by shiny, other goals. That's pretty much what happened with Brewmaster. I had no intention of doing it, but decided that Brewmaster was a vaguely alchemy-related title and went for it. And now I'll never use it, like all other titles. In any case, here's the list, in order of importance.
1. Decide on a main for Cataclysm
Progress: I'll be sticking with my druid unless I hate it. I spent a few weeks bouncing around half a dozen classes, but I remembered that I like making people glow green. (I really should have been a nuclear physicist in the Cold War.) If I end up not liking the new healing model or just play style of any druids, I'll likely give my Death Knight a go. I love the rune system, and part of me misses tanking.
2. Get the Raven Lord mount
Progress: I had a friend who would run these with me, but she's been unable to p[lay for a while. I thought all was lost on this front, then I randomly Googled how to solo it as a balance druid instead of studying, and found a useful technique. Clear out the last boss first, so when you die from the trash you can run back faster. Seriously, that trash is infinitely more dangerous than Anzu. It's almost worth waiting for Starfall for every pull. No luck from the RNG yet.
3. Level Jewelcrafting so I can be a auction house guru
Progress: Done. I'm hoping to give being a bit of a goblin a try. I think I might enjoy the gaming the numbers.
Progress: Done. I'm hoping to give being a bit of a goblin a try. I think I might enjoy the gaming the numbers.
4. Kill the Lich King 10
Progress: Not even heroic. Please, can I just find a decent group without having to quit for work, or having a guild break up hinder me? I've spent so much time 'progressing' on him that I know the fight well, I just need 9 other people who do too.
5. Earn the "Guardian of Cenarius" title
Progress: I've been exalted with the Circle for a long time, and I didn't raid in Vanilla with this toon. It's the Expedition that's giving me trouble. Backwards to the usual situation, but whatever. I can't run heroic Steamvaults efficiently enough for it to be worth it, so I'm left farming Nessingwary Lackey Ears in Borean Tundra.
6. Work on Loremaster of Outlands and Northrend
Progress: This is just when I don't have anything else to do. I, one day, would like to have that achievement. Also, I enjoy the stories enough that I'd like to see all the smaller details of what we heroes have done in Azeroth.
There you go. I'm reasonably satisfied whith how it's all going, considering that none of these (aside from the Kingslayer) are extremely urgent. If Cataclysm dropped tomorrow I'd be a little disappointed, but not dissatisfied.
Wednesday, September 15, 2010
RE: 4.0 and Cataclysm concerns from Tree Bark Jacket
What do you know, a real post here. I have this idea that I'm going to start using this blog as a way to sort through my thoughts as I relearn my class for Cataclysm. The best way to know if you've learned something is to teach, and throwing thoughts away into the virtual nether is kind of the same thing... Right?
In any case, read this post on Tree Bark Jacket, in which Keeva outlines her concerns about the new druid healing style. She pretty clearly lays out what is on a lot of druids' minds, from what I can tell. That's honestly why I read her blog. She seems to have the same concept of what a "good" tree will be doing. That idea of being a support healer with a few defined, maintenance roles (Lifebloom, Innervate, Rebirth) and the tools to prevent a wipe when things get crazy, (Predicting raid damage, a few instant heals, ability to heal multiple targets effectively) assuming you have the skill. This idea of "we're there when you need us" is what I've valued for the entire time I've played a druid. Even though we're only discussing healing here, this same concept is why I love that our offspec can be any other role. I want to help the group however it's needed and I feel I'm losing that come 4.0.
Playing around on the PTR, I can't help but feel that Rejuvenation is almost entirely a third tier spell. It's nowhere near as amazing as Regrowth and Efflorescence. It's not as reliable as new staples like Nourish and Lifebloom. It's just not the pinnacle of druid healing like I'm used to it being. Whether that's really a serious concern or just nostalgia I'm not sure, but I'm leaning towards the former. In any case, I can't help but feel that this weakness plays a large role in our diminished state. Prior to blanketing, it was an amazing tool assuming one could throw it when and where we needed it. A well placed Rejuvenation was fast and reliable, whereas the new one is something I barely look at, except out of habit.
The issue is that there have been two major changes to the spell:
Yes, I agree that HoT-blanketing is boring. Yes, I agree that it needed to be prevented. I agree that these are both good ways to do that. But did we need both? Blanketing is exponentially more expensive because of this, but throwing out the odd at the Warlock who likes to stand in bad is also much more expensive. It doesn't seem like much at first, but next to the rest of your arsenal, the result is Rejuvenation just falls into the background.
What would I propose instead? In truth, I just don't want to be penalized for throwing out appropriate Rejuvenations while I do other things, especially if our new roles is largely tank healing. Doing this without enabling blanketing is a challenge, but I think it can be done. The best I could come up with is a bit complex to implement, but accomplishes this goal. Essentially, I propose having Rejuvenation's cost scale up based on how many times you cast it. There are two ways to do this.
Whether it's based on the number of your Rejuvenations are currently active or the number of times you've cast it recently, the idea is that the first few casts are relatively efficient, while any more get expensive, so you only use them if you really need to. It's a poor idea to blanket, but you could still throw Rejuvenations where needed. That's the idea, anyway.
P.S.: This was originally going to be comment on Keeva's post, but you can imagine why I moved it here...
In any case, read this post on Tree Bark Jacket, in which Keeva outlines her concerns about the new druid healing style. She pretty clearly lays out what is on a lot of druids' minds, from what I can tell. That's honestly why I read her blog. She seems to have the same concept of what a "good" tree will be doing. That idea of being a support healer with a few defined, maintenance roles (Lifebloom, Innervate, Rebirth) and the tools to prevent a wipe when things get crazy, (Predicting raid damage, a few instant heals, ability to heal multiple targets effectively) assuming you have the skill. This idea of "we're there when you need us" is what I've valued for the entire time I've played a druid. Even though we're only discussing healing here, this same concept is why I love that our offspec can be any other role. I want to help the group however it's needed and I feel I'm losing that come 4.0.
Playing around on the PTR, I can't help but feel that Rejuvenation is almost entirely a third tier spell. It's nowhere near as amazing as Regrowth and Efflorescence. It's not as reliable as new staples like Nourish and Lifebloom. It's just not the pinnacle of druid healing like I'm used to it being. Whether that's really a serious concern or just nostalgia I'm not sure, but I'm leaning towards the former. In any case, I can't help but feel that this weakness plays a large role in our diminished state. Prior to blanketing, it was an amazing tool assuming one could throw it when and where we needed it. A well placed Rejuvenation was fast and reliable, whereas the new one is something I barely look at, except out of habit.
The issue is that there have been two major changes to the spell:
- The duration has been reduced.
- The cost is huge.
Yes, I agree that HoT-blanketing is boring. Yes, I agree that it needed to be prevented. I agree that these are both good ways to do that. But did we need both? Blanketing is exponentially more expensive because of this, but throwing out the odd at the Warlock who likes to stand in bad is also much more expensive. It doesn't seem like much at first, but next to the rest of your arsenal, the result is Rejuvenation just falls into the background.
What would I propose instead? In truth, I just don't want to be penalized for throwing out appropriate Rejuvenations while I do other things, especially if our new roles is largely tank healing. Doing this without enabling blanketing is a challenge, but I think it can be done. The best I could come up with is a bit complex to implement, but accomplishes this goal. Essentially, I propose having Rejuvenation's cost scale up based on how many times you cast it. There are two ways to do this.
- Every time you cast Rejuvenation, you gain a 5-10 second, stacking debuff that increases its mana cost by 50-100%. Rejuvenation would start off very cheap, perhaps around 300-400 mana. (At level 80, since I only have access to the PTR.) This would stack up to 3-5 times. Because the debuff is shorter than the length of the HoT, you could continuously cast one or two at a time, depending on length of the debuff, at the reduced rate. Any more than that would have to be used sparingly.
- The game would keep track of how many of your Rejuvenation HoTs are active in the group, and increase the mana cost by 50-100% for every instance, up for 3-5 times. This one is likely more difficult to implement and less transparent to the player, but probably less clunky to use. No need to wait a set duration if you want a stack of the debuff to drop off; the cost will automatically drop as HoTs expired. (If you want to show this to the player, maybe have combo-point like UI to keep track of the cost. Start at 5 points, and lose one dot for every HoT active. The more dots you have, the cheaper the spell. But this probably complicates things too much.)
Whether it's based on the number of your Rejuvenations are currently active or the number of times you've cast it recently, the idea is that the first few casts are relatively efficient, while any more get expensive, so you only use them if you really need to. It's a poor idea to blanket, but you could still throw Rejuvenations where needed. That's the idea, anyway.
P.S.: This was originally going to be comment on Keeva's post, but you can imagine why I moved it here...
Monday, May 3, 2010
Why Hello There
So, inaugural post. If this blog actually gets off the ground, I want this to be a record proving that I had no idea what I was doing with this thing, and have very little in the way of a plan. That way, when I feel like this blog has lost it's purpose I'll know it's always been like that. Can you be lost if you never knew where you were in the first place? It sounds like an interesting philosophical question, but the answer is probably just an emphatic "yes".
In the interests of pretending like I have sense of the direction I want to take this, let me outline how I see this going. I play a druid, and while alting often tempts me, I have more fun when I play just the one character. I feel like I know it well. My content will have something to do with whatever I'm doing on my druid at the time. It won't be autobiographical; I'm aiming to actually have some sort of insight or value to each post. Maybe an addon spotlight once a week. Guides and discussions on druiding in all its forms. Tips for boss fights, events and achievements. Maybe even some math if the voices in my head demand that I pay tribute to the ravenous theorycrafting gods. Who knows? I plan to write what I know, and what I know is what I'm enjoying at the time.
I'll post a little more about myself when I get around to figuring out some content. Until then, thanks for reading, Mr. Spambot.
In the interests of pretending like I have sense of the direction I want to take this, let me outline how I see this going. I play a druid, and while alting often tempts me, I have more fun when I play just the one character. I feel like I know it well. My content will have something to do with whatever I'm doing on my druid at the time. It won't be autobiographical; I'm aiming to actually have some sort of insight or value to each post. Maybe an addon spotlight once a week. Guides and discussions on druiding in all its forms. Tips for boss fights, events and achievements. Maybe even some math if the voices in my head demand that I pay tribute to the ravenous theorycrafting gods. Who knows? I plan to write what I know, and what I know is what I'm enjoying at the time.
I'll post a little more about myself when I get around to figuring out some content. Until then, thanks for reading, Mr. Spambot.
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