Dev Watercooler: Ghostcrawler discusses the number of player abilities

Read this full Dev Watercooler after the break, or check out the other Dev Watercoolers with Ghostcrawler:
- Dev Watercooler: Expertise and hit for tanking
- Dev Watercooler: Interrupts
- Dev Watercooler: Critical hits
'Dev Watercooler' is a blog series that provides an inside look into the thoughts and discussions happening within the World of Warcraft development team. In our first entry, Lead Systems Designer Greg "Ghostctrawler" Street laid down a few ground rules:
No promises.
Don't read too much between the lines.
No whining about the choice of topics we cover.
How Big Is Your Spellbook?
How many abilities should a max-level class have? This is something I ponder at least once a day and is a regular topic in nearly all of our class design meetings. Even if you pick a magic number, how many of those should be core rotational abilities versus abilities that are used rarely?
Each class has a lot of spells and abilities -- the hunter has over 60, including the various forms of tracking. Despite our pruning abilities for many classes, there are still probably too many overall. In vanilla, most classes had one ability they used much of the time for damage or healing. Other abilities were situational or, to be honest, not used at all. In more recent expansions, we've tried to develop actual rotations for all 30 talent trees so that you're hitting more than one button most of the time.
When we talk about class "rotations" we're just using that term as shorthand for the abilities you tend to use often, as opposed to situational abilities. In this context "rotations" aren't limited just to classes who cycle through buttons A, B, and C in that order. It just means "stuff you use a lot."
Kidney Shot is a situational ability. You wouldn't want to use it every time it was off cooldown. Envenom is a rotational ability. You might not want to use it the moment it's off cooldown, depending on what else is going on, but you'll still get around to it pretty quickly. Cold Blood straddles the fence. It's rotational in that your DPS will drop if you ignore it, but you can't spam it because it has a cooldown. All three buttons require space on your action bar. You might scoot Kidney Shot off to the side if you're a raiding rogue, but it probably commands a prominent hotkey if you PvP a lot.
What's the Magic Number?
There isn't a magic number for how many rotational abilities a class needs, but we find that about four is the sweet spot. (Warning: four is not a magic number. Please don't "helpfully" point out classes with more than four abilities as candidates for immediate design overhauls.) Elemental shaman, for example, get most of their damage from Lightning Bolt, Lava Burst, Flame Shock, and Earth Shock.
Many more abilities than four and it's hard for us to carve off niches for them. Fewer than that, and the characters can become boring to play. We've tried to make it clearer about which are your rotational abilities (e.g. Overpower is for Arms warriors, not generally for Fury or Protection warriors), and we'll try to get even better about this in the future.
We generally think of rotations as mechanics for DPS classes, but they apply to tanks as well and to a lesser extent, healers. Protection warriors use Shield Slam, Revenge, Devastate, and Heroic Strike as their single-target threat abilities. They also use Demoralizing Shout, Thunder Clap, and Shield Block, pretty much on cooldown. Given the number of situational abilities warriors also have, and that they prioritize different abilities when attacking multiple targets, you can argue that Prot warriors have too many abilities. To my mind, Demoralizing Shout is the least interesting one and the first candidate to cut. (We would have to cut the equivalent debuffs from all sources in order to prevent this from just being a warrior nerf of course.) We could also have Devastate completely replace Sunder Armor (i.e. Sunder Armor vanishes from your Spell Book) so there is no confusion about whether Sunder should ever be used again. That would help to get a few buttons off the bar.
Healers have less of a rotation, since much of what they are doing is always highly situational. However, Holy paladins do have builders and finishers, and other healers want to get their HoTs up before switching to cast-time heals, etc. All healers still have a group of core spells though. For a Holy priest healing a single target, these are Heal, Flash Heal, Greater Heal, Renew, and Holy Word: Serenity. If we gave healers a new healing spell, it would need to distinguish itself from those spells in some meaningful way, else it or one of the existing spells risks getting crowded out. Flash Heal is often the heal that risks getting crowded out most often, since so many of the healer talents give them more situational-ish emergency buttons, such as Penance and Power Word: Shield for priests.
It's Complicated
I've stuck with long-ish single target rotations -- the kind you'd use against a dungeon or raid boss -- for the most part, but of course it isn't always that simple. As you're leveling, you're killing things very quickly, so applying long DoTs isn't always worth the effort. A Feral druid could stealth behind every quest mob and open with Shred (or even Ravage), but for the most part it's easier just to Mangle targets down and spend combo points on Savage Roar or possibly Ferocious Bite, since the target won't live long enough for Rip to really do its job. These "quick kill" rotations can also come into group play where you're dealing with adds that can't be AE'd down for whatever reason (such as the risk of breaking CC). A Shadow priest might use Mind Spike in these scenarios rather than their full dot and Mind Flay rotation.
On the topic of AE, some specs have some fairly interesting AE rotations, such as Fire mages (Flame Orb, Flamestrike, Combustion, Living Bomb) and Survival hunters (Serpent Spread, Explosive Trap and Multi-Shot). Other specs have really simple rotations, such as channeling a targeted spell over and over. Boring. Going forward, we're going to make more of an effort to make sure everyone has a reasonable AE rotation that at least involves more than one button. Part of the reason we don't want groups just AE'ing down everything in dungeons that they don't yet overgear is because we think the gameplay is less compelling. Adding a little more depth than just channeling Blizzard would encourage us to add more situations where AE is the right thing to do.
The Human Factor
Rotations are very different in PvP as well, where uninterrupted time to sit there and do max DPS is in very short supply. On the other hand, all of those situational abilities (crowd control, dispels, cooldowns etc.) are at a premium in PvP and very often have an even bigger effect on the outcome of a fight than the core abilities do. It is tempting, and to be fair sometimes appropriate, to solve class balance problems by handing out new abilities to make a particular class or talent spec more attractive to a team or at least more viable overall.
We can do this sometimes by tweaking existing abilities, but there is also a risk of "kitchen sinking" an ability. If a button does too many things, then you're sometimes asked to say use an offensive ability for defensive utility or apply a debuff you don't really want to mess with in order to get an ancillary benefit. We can cut down on potential confusion by giving similar or even identical abilities to multiple classes (now you only need to learn the name, icon and spell effect of one ability instead of a half-dozen), but too much of that risks class homogenization as well.
Because there are so many different scenarios (PvP, AE, quick kill, and long kill), classes end up with a lot of different rotational and situational abilities that you all are asked to manage and master. Your action bars fill up. Now add in potions and other consumables, mounts, trinkets, professions, and a potential host of macros, and your action bars get very full. Designers also feel a lot of pressure to fix neglected abilities rather than cutting them, even though pruning is often the wiser (but unpopular!) solution. An additional complication is that players expect (and rightfully so!) to gain a new ability or two whenever we increase the level cap. Very powerful situational abilities can serve this role, such as Ring of Frost, but players often react more positively when they gain a new rotational ability that changes up their second-to-second play style, like say Colossus Smash or Unleash Elements.
Too Many to Handle?
So when do we cross over from having "enough" cool abilities to "too many" cool abilities? The depth that comes from lots and lots of content can feel cool to a veteran player, but even for them, the intended role and nuance of every ability can become blurred. For the new or returning player, it just becomes incomprehensible.
A warrior who took some time off after Lich King and then came back to Cataclysm recently would have to relearn her rotation. Raging Blow? What's that about? Yeah, it might be more interesting than just spamming Bloodthirst, Heroic Strike, and Whirlwind (even on single targets) like Fury warriors did in Icecrown Citadel, but it's also just one more thing to learn. Even if the new rotation itself isn't all that complicated, the fact that the design changed over time makes it feel more confusing than it really is at any one moment in time.
Also remember, that to be the best that you can be, you need to understand the abilities of every class, not just your own. Yikes. We designers have to be vigilant to keep complexity at a manageable level, not just for veterans who are active on the forums, but for returning players who want to see what changes Cataclysm brought to the game.
Greg "Ghostcrawler" Street is the lead systems designer for World of Warcraft. He prefers Greek mythology over Roman. Cooler names.
No promises.
Don't read too much between the lines.
No whining about the choice of topics we cover.
How Big Is Your Spellbook?
How many abilities should a max-level class have? This is something I ponder at least once a day and is a regular topic in nearly all of our class design meetings. Even if you pick a magic number, how many of those should be core rotational abilities versus abilities that are used rarely?
Each class has a lot of spells and abilities -- the hunter has over 60, including the various forms of tracking. Despite our pruning abilities for many classes, there are still probably too many overall. In vanilla, most classes had one ability they used much of the time for damage or healing. Other abilities were situational or, to be honest, not used at all. In more recent expansions, we've tried to develop actual rotations for all 30 talent trees so that you're hitting more than one button most of the time.
When we talk about class "rotations" we're just using that term as shorthand for the abilities you tend to use often, as opposed to situational abilities. In this context "rotations" aren't limited just to classes who cycle through buttons A, B, and C in that order. It just means "stuff you use a lot."
Kidney Shot is a situational ability. You wouldn't want to use it every time it was off cooldown. Envenom is a rotational ability. You might not want to use it the moment it's off cooldown, depending on what else is going on, but you'll still get around to it pretty quickly. Cold Blood straddles the fence. It's rotational in that your DPS will drop if you ignore it, but you can't spam it because it has a cooldown. All three buttons require space on your action bar. You might scoot Kidney Shot off to the side if you're a raiding rogue, but it probably commands a prominent hotkey if you PvP a lot.
What's the Magic Number?
There isn't a magic number for how many rotational abilities a class needs, but we find that about four is the sweet spot. (Warning: four is not a magic number. Please don't "helpfully" point out classes with more than four abilities as candidates for immediate design overhauls.) Elemental shaman, for example, get most of their damage from Lightning Bolt, Lava Burst, Flame Shock, and Earth Shock.
Many more abilities than four and it's hard for us to carve off niches for them. Fewer than that, and the characters can become boring to play. We've tried to make it clearer about which are your rotational abilities (e.g. Overpower is for Arms warriors, not generally for Fury or Protection warriors), and we'll try to get even better about this in the future.
We generally think of rotations as mechanics for DPS classes, but they apply to tanks as well and to a lesser extent, healers. Protection warriors use Shield Slam, Revenge, Devastate, and Heroic Strike as their single-target threat abilities. They also use Demoralizing Shout, Thunder Clap, and Shield Block, pretty much on cooldown. Given the number of situational abilities warriors also have, and that they prioritize different abilities when attacking multiple targets, you can argue that Prot warriors have too many abilities. To my mind, Demoralizing Shout is the least interesting one and the first candidate to cut. (We would have to cut the equivalent debuffs from all sources in order to prevent this from just being a warrior nerf of course.) We could also have Devastate completely replace Sunder Armor (i.e. Sunder Armor vanishes from your Spell Book) so there is no confusion about whether Sunder should ever be used again. That would help to get a few buttons off the bar.
Healers have less of a rotation, since much of what they are doing is always highly situational. However, Holy paladins do have builders and finishers, and other healers want to get their HoTs up before switching to cast-time heals, etc. All healers still have a group of core spells though. For a Holy priest healing a single target, these are Heal, Flash Heal, Greater Heal, Renew, and Holy Word: Serenity. If we gave healers a new healing spell, it would need to distinguish itself from those spells in some meaningful way, else it or one of the existing spells risks getting crowded out. Flash Heal is often the heal that risks getting crowded out most often, since so many of the healer talents give them more situational-ish emergency buttons, such as Penance and Power Word: Shield for priests.
It's Complicated
I've stuck with long-ish single target rotations -- the kind you'd use against a dungeon or raid boss -- for the most part, but of course it isn't always that simple. As you're leveling, you're killing things very quickly, so applying long DoTs isn't always worth the effort. A Feral druid could stealth behind every quest mob and open with Shred (or even Ravage), but for the most part it's easier just to Mangle targets down and spend combo points on Savage Roar or possibly Ferocious Bite, since the target won't live long enough for Rip to really do its job. These "quick kill" rotations can also come into group play where you're dealing with adds that can't be AE'd down for whatever reason (such as the risk of breaking CC). A Shadow priest might use Mind Spike in these scenarios rather than their full dot and Mind Flay rotation.
On the topic of AE, some specs have some fairly interesting AE rotations, such as Fire mages (Flame Orb, Flamestrike, Combustion, Living Bomb) and Survival hunters (Serpent Spread, Explosive Trap and Multi-Shot). Other specs have really simple rotations, such as channeling a targeted spell over and over. Boring. Going forward, we're going to make more of an effort to make sure everyone has a reasonable AE rotation that at least involves more than one button. Part of the reason we don't want groups just AE'ing down everything in dungeons that they don't yet overgear is because we think the gameplay is less compelling. Adding a little more depth than just channeling Blizzard would encourage us to add more situations where AE is the right thing to do.
The Human Factor
Rotations are very different in PvP as well, where uninterrupted time to sit there and do max DPS is in very short supply. On the other hand, all of those situational abilities (crowd control, dispels, cooldowns etc.) are at a premium in PvP and very often have an even bigger effect on the outcome of a fight than the core abilities do. It is tempting, and to be fair sometimes appropriate, to solve class balance problems by handing out new abilities to make a particular class or talent spec more attractive to a team or at least more viable overall.
We can do this sometimes by tweaking existing abilities, but there is also a risk of "kitchen sinking" an ability. If a button does too many things, then you're sometimes asked to say use an offensive ability for defensive utility or apply a debuff you don't really want to mess with in order to get an ancillary benefit. We can cut down on potential confusion by giving similar or even identical abilities to multiple classes (now you only need to learn the name, icon and spell effect of one ability instead of a half-dozen), but too much of that risks class homogenization as well.
Because there are so many different scenarios (PvP, AE, quick kill, and long kill), classes end up with a lot of different rotational and situational abilities that you all are asked to manage and master. Your action bars fill up. Now add in potions and other consumables, mounts, trinkets, professions, and a potential host of macros, and your action bars get very full. Designers also feel a lot of pressure to fix neglected abilities rather than cutting them, even though pruning is often the wiser (but unpopular!) solution. An additional complication is that players expect (and rightfully so!) to gain a new ability or two whenever we increase the level cap. Very powerful situational abilities can serve this role, such as Ring of Frost, but players often react more positively when they gain a new rotational ability that changes up their second-to-second play style, like say Colossus Smash or Unleash Elements.
Too Many to Handle?
So when do we cross over from having "enough" cool abilities to "too many" cool abilities? The depth that comes from lots and lots of content can feel cool to a veteran player, but even for them, the intended role and nuance of every ability can become blurred. For the new or returning player, it just becomes incomprehensible.
A warrior who took some time off after Lich King and then came back to Cataclysm recently would have to relearn her rotation. Raging Blow? What's that about? Yeah, it might be more interesting than just spamming Bloodthirst, Heroic Strike, and Whirlwind (even on single targets) like Fury warriors did in Icecrown Citadel, but it's also just one more thing to learn. Even if the new rotation itself isn't all that complicated, the fact that the design changed over time makes it feel more confusing than it really is at any one moment in time.
Also remember, that to be the best that you can be, you need to understand the abilities of every class, not just your own. Yikes. We designers have to be vigilant to keep complexity at a manageable level, not just for veterans who are active on the forums, but for returning players who want to see what changes Cataclysm brought to the game.
Greg "Ghostcrawler" Street is the lead systems designer for World of Warcraft. He prefers Greek mythology over Roman. Cooler names.
Action bar space has been an issue with WoW for a long time, even since the very beginning, which explains the action bar addon craze that creates so many dynamic button layouts for players. Keybinding and macroing are valid answers to filling up your action bars with abilities, but some people just don't follow that playstyle.
Ghostcrawler's remarks about having some abilities replace others completely, like Devastate replacing Sunder Armor, make sense because Devastate was a product of the development mindset of "deep talents replace core abilities." If that's the model Ghostcrawler and pals want to move away from, abilities have to have added functionality deep in the talent trees versus replacing core attacks.
Finally, I'm glad that Ghostcrawler came out and said that abilities that just don't command any kind of fun factor or feel awesome are fluff and could potentially be removed. I like the concept of Demoralizing Shout, because as an adds tank in raids, I like it as a mitigation cooldown. But again, too many effects from one ability hits the "kitchen sink" problem that Ghostcrawler describes. Personally, I think WoW could lose an ability or two from each class, but so far, Blizzard has been pretty good about adding new abilities.
WoW Patch 4.1 is on the PTR, and WoW Insider has all the latest news for you -- from previews of the revamped Zul'Aman and Zul'Gurub to new valor point mechanics and new archaeology items.






Reader Comments (Page 1 of 3)
Steve Apr 26th 2011 1:08PM
Snooze.
Poltergeist Apr 26th 2011 2:22PM
I agree. I miss Ghostcrawler actually talking about the meat and potatoes of what his team does: Class balance.
These blogs are more philosophical, and while they're interesting now because they are a novelty, they don't actually tell us what solutions they're considering to these proposed problems.
Pre-Cataclysm, I could live with a class/spec's shortcomings, since there usually was a GC post or two on the direction each spec was headed, along with a general time frame. If something about X bothered me, I had either a proposed incoming solution, or a reason for why it wouldn't be changed anytime soon.
Now, when I play heavily flawed classes/specs, I find myself flat out avoiding them completely. I feel I can't justify my precious time on an aspect of the game that will not be seeing any needed improvement in any reasonable time frame.
This isn't a flavor of the month post. This is coming from a Vanilla player who has focused on two classes as 'mains' for six years, Paladin and Warlock. Now, come Cata, I find myself very unhappy with the state of both classes, and have been thrust into the position of having to play the other eight classes a bit before I decide what to focus on in the future.
Yuvia Apr 26th 2011 1:13PM
Noooooooooo GhostCrawler! Give us more abilities! The complexity is what makes WoW great and fascinating! And it increases the skill cap! let me fill all my hotbars fill to the point of overflowing. Please don't nerf WoW. Don't nerf the game I love!
Noyou Apr 26th 2011 2:13PM
I totally agree with GC. Many times while leveling I settle in to my "rotation" only to learn something else and it throws things totally out of whack. Hunters are a great example. I recently cleaned up my PvP spec and am a lot happier I did so. I am notoriously bad at putting every spell known to man on my action bars so when I need certain things they are so far away. Yes it's nice to have a little complexity. As for making the skill cap larger- how many macros/addons/keybinds do you use? Sorry that's not skill. That is taking advantage of advanced technology. It should all be pared down (call it dumbed down if you want) so that all that added BS isn't needed to be successful regardless of what format you play (PvE vs PvP).
DarkWalker Apr 26th 2011 5:37PM
One quite interesting thing in GW and DCUO is the limited skill bar. The player has to choose 6 (DCUO) or 8 (GW) skills from his whole spellbook, and until he gets out of combat (DCUO) or returns to the city (GW) he can't use any other skill.
This does require different development approaches - the 6 or 8 skills need to be enough for any combat, if not for the whole instance - and, interestingly enough, promotes player diversity (there are often different skills similarly viable for the same task, but with different usage methods, prompting the player to choose one and adjust his play style accordingly).
While it does take a while to get used to, I would recommend any WoW player to try a game with a similar limitation in skills. It enables you to look at WoW's traditional, "lots of skills" approach in a whole new light.
Garthix Apr 26th 2011 1:21PM
As a muti rogue it's nice to hear we might get some extra buttons to press during an aoe phase.
The damage we do is pretty good (if things stay alive long enough to get 5 stacks)
I kind of miss being combat with a blade flurry and killing spree at least then I pressed 2 buttons
Lucidique Apr 26th 2011 1:26PM
As a fellow Assassination rogue since Naxx in Wrath (and Combat ever before that), I add this:
Cold Blood and Vendetta. That's two buttons. And in Wrath, Hunger for Blood, and thank god they got rid of that. That's your Blade Flurry's and Killing Sprees ;)
quickshiv Apr 26th 2011 2:07PM
Lucidique
I might be miss interpreting your post but vendetta and cold blood are not to be used in an AOE phase. Vendetta is a single target ability and using cold blood with FoK is a complete waste.
loop_not_defined Apr 26th 2011 1:23PM
"Ghostcrawler said Overpower is 'not generally' for Fury or Protection Warriors! LOL they never use that ability! What a moron!"
Sorry, ugh. Going to avoid the MMO-Champion comments on this one. Lots of nitpicking and outright stupidity from the last Dev Watercooler.
loop_not_defined Apr 26th 2011 2:16PM
Um...was my point not clear enough? /scratch
The MMO-Champion comments following the last Dev Watercooler mostly just nitpicked over semantics and complained that they weren't being catered to. Few people actually discussed the topic at hand. I'm just mocking that.
Shadowwind Apr 26th 2011 3:29PM
No, it wasn't very clear, sorry. The way it's currently phrased sounds like you're the one DOING the whining, not mocking the people doing the whining.
alpha5099 Apr 26th 2011 1:23PM
As someone who gravitates toward the more complicated (and I'd argue interesting, but your mileage may vary) specs in the game, I really hope this doesn't herald some gutting of our spellbooks. The thing I love about playing my Enh shaman is the six or seven buttons I always need to be pressing, plus all the short cooldowns I need to manage every minute or two. My Prot warrior is a blast to play because he has so many tools, and the difference between single-target and AoE is smooth enough that it's easy to transition during a fight but feels like I'm doing something significantly different.
Four abilities is considered a pretty good place to be? BORING!
Shanic Apr 26th 2011 1:34PM
The Balance Druid effectively just involves five abilities: two DoTs (Insect Swarm and Moonfire), two nukes (Starfire and Wrath), and a CD ability (Starsurge). Really, you will be switching between Wrath and Starfire, so the rotation is more or less the nuke, the dots, and the proc. That doesn't mean it's incredibly boring and uninteresting, because the Balance rotation was built from the idea that we only had access to three (no Starsurge back in Wrath), and melee have their own considerations.
When he says four abilities, what he likely means is four abilities + CDs + situational powers + other awesome. Trust me, despite having a four ability rotation, my action bars are stuffed to the brim like everyone else's.
Halvan Apr 26th 2011 1:44PM
Enh Shaman was the first spec to come to mind when I read the part about paring down rotational skills to around 4. I think Enh works so well with as many skills as it has because each skill relies on the other to really push out the big numbers. It's not a class you can randomly mash buttons with and I love it for that. That kind of balance is really what makes each class' rotations interesting. If you know how to make use of what they give you to dps with, it works. If you don't, you won't be seeing those big yellow numbers as much.
Syggy Apr 26th 2011 1:46PM
I think that's where the situational buttons come in at, though. Four core abilities plus one - four situational abilities, depending on the given situation.
I enjoy being able to pull so many options out of my spellbook, depending on the situation, but I got to admit that balancing it out sounds good to me.
When leveling, you rarely have time to kick out more than four abilities, anyways. Though, part of that might be that I always hate it when something dies *right before I use the last button of my rotation.* It reminds me of playing some of the Combat VS console games, when I would have someone die right before I finished that really hard combo. Argh!
Bringing the complexity up on some of those abilities deeper in the talent tree would probably work best, giving end-gamers more things to weave together against elites and bosses.
Marcosius Apr 26th 2011 1:56PM
"Four abilities is considered a pretty good place to be? BORING!"
Actually it's pretty good, because you can do it with one hand that doesn't have to wander around the keyboard a lot. Remember that most of the players don't have "WoW action mice" and "WoW action keyboards" or a thousand UI modificiations that makes the game easier to play for you. I personally on most characters have bound all numeral keys, most mice buttons and even the up & down wheel & wheel click, and it still feels like I don't have enough buttons for all the stuff I'm using near contstantly.
This of course is largely class dependent, you can do competetive DPS on an Ele Shaman with just pressing LB, CL, LavaB, FS and dropping a magma totem if you're dealing with large pulls. When a Warlock for example will have to constantly watch out for at least 4 cooldowns while maintaining certain DoTs, and making sure they have enough Soul Shards, it can get pretty hectic and nigh impossible without an addon that tells you forgot something. I personally prefer the Shaman playstyle, because I don't play games to get more stressed, I play them for relaxation. But each to their own, of course.
Noyou Apr 26th 2011 2:21PM
I guess that's cool if you are the DPSer that looks to click your buttons and get on top of that DPS chart. But if you are a DPSer that focuses on what else you can do for your group then less is certainly more. Less DPS roatation and more situational awareness maybe? A perfectly timed trap launch/timely sheeping/well needed cleanse/kick etc. etc. The less you have to do as a DPS/Healer/Tank for your rotation the more you can help with CC/debuff or whatever needs to be done to save the day. You say you like complicated? I bet you use a dozen addons to help manage all your complexities. I may be in the minority here but when you have to use more than a couple addons/macros and keybinds to play your spec efficiently something is broken.
The Dewd Apr 26th 2011 3:12PM
As a feral kitty, I have to agree. I have more buttons to press than I can reach and I'm a bit reluctant to start rebinding keys all over the plac Maybe I'm wrong but I really feel like I shouldn't have to rebind from ASDW to SDFE and remove strafing binds plus who knows what else just to reach all my abilities. I have 1-5 and Shift 2-5 bound and that's still not everything I need to be able to get at.
rip Apr 26th 2011 3:53PM
As a shadow priest I find the 5 button rotation to be quite nice.
Get your dots up: VT, DP, SW:P then Mind Flay, Mind Blast (when needed) and maintain dots.
(Not necessarily in that order, just as an example.)
It has a nice synergy to it imo.
Marcosius Apr 27th 2011 5:11AM
@Noyou
Indeed, I forgot (=chose not) to mention but on my rogue for example I'm always looking to interrupt very troubling spells - being a belf I have two interrupts, actually three if you count kidney shot... Anyway, I often find myself being the only one aside maybe from the tank that interrupts spell casts, and it makes me sad. Not very sad, just slightly, when Temple Guardian Anhuur can keep casting his Hymn with a Hunter standing right in front of him.