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2-22-2011 @ 7:49PM
I'd mostly agree with placement, but one thing I'd never to is bind a single spell to a modifier key. They're just too useful in combination with the use of macros and those yellow/green keys to restrict to one thing. I prefer to use modifiers to hide things with longer cooldowns, or use the modifiers so that similar spells are accessible on the same key. For example, on my Paladin:Q: Hammer of JusticeSHIFT + Q = RebukeCTRL + Q = RepentanceDone with the following macro:/cast [mod:shift] Rebuke; [mod:ctrl] Repentance; Hammer of JusticePretty much any class I play with a stun, interrupt, or silence will probably have those spells on a macro assigned to Q, for consistency if nothing else.I also tend to keep instant spells assigned to keys with macros that don't require modifiers, and use the modifiers on those keys for spells that require cast times or channeling. That way they can be used on the run, or with a modifier if I need to stand still for something.
2-22-2011 @ 9:42PM
I was going to comment on this as well. I basically have the default keyboard set-up for everything, but through modifiers and I am able to have 20 abilities bound to 1-5. For my druid, I also use R, F, and C with Shift and CTRL modifiers to shapeshift on the fly. It's very efficient.
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