Also on AOL
- Autos
- Technology
- Lifestyle
- Gaming
- Finance
- Entertainment on AOL
- Lifestyle on AOL
- Sports on AOL
- Travel on AOL
- More on AOL
Featured Galleries
Joystiq
© 2013 AOL Inc. All rights Reserved. Privacy Policy | Terms of Use | Trademarks | AOL A-Z HELP | About Our Ads

Reader Comments (Page 1 of 1)
4-27-2011 @ 2:58PM
Scott Clark said...
We get a lot of good advice in this column about putting information you need, where you need it, when you need it. Hide information you don't need or put it off to the side.
There should never be a case where the current time determines your actions in combat.
There are timers for boss abilities - this player is using DBM for that. There are timers for cooldowns - this player is using OmniCC for that. There are castbar timers - this player is using Quartz for that.
This player is using the clock to determine when he or she should stop playing the game; the answer should never be, "mid-fight". Will this player, as a tank, check the clock, see 11:59pm and pull the boss for a ten-minute fight? Then, see the tick over to 12:00am, clock, realize that it is bedtime, and walk away from the computer?
Keeping a clock visible so that you can make informed decisions on whether to start a dungeon, or whether to drop group, before the next boss is excellent advice. Suggesting that we keep a clock central to our in-combat UI so that we can make time-management decisions mid-pul is not.
Unless you're a boomkin on a RP server who doesn't think you should be able to proc Solar Eclipse after sundown, current time shouldn't be affecting gameplay decisions in combat. Front-and-centre should be reserved for the most important thing you're tracking. If the time is so important to you that you would consider setting that as your primary attention focus during combat, you should also assume that time is important to the rest of the group. Don't waste their time by allowing irrelevant information to interfere with your ability to contribute.