Showing posts with label Restoration. Show all posts
Showing posts with label Restoration. Show all posts

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.


  1. 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
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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
  7. 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


  1.  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.
  2. 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
  3. 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
  4. 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

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:

  1. The duration has been reduced. 
  2. 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.

  1. 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.
  2. 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...