Mar 16th 2011 4:09PM Good article! Power Auras are awesome for tracking buffs/debuffs in a very noticeable way. One thing about your article that isn't mentioned, but I think is important is that you can use the actual WOW icons as well as the custom ones demonstrated in your article. Now, some people might prefer a giant skull popping up with a timer for when SND is falling, but I play quite a few chars and if I don't play my rogue for a month, I might not remember exactly WTF a giant skull means any more. This is why I default to the WOW icons for most buff/debuff type Power Auras. Here is an example that anyone can import for SND:
Version:4.16; icon:Ability_Rogue_SliceDice; buffname:Slice and Dice; x:146; customname:Slice and Dice; texture:54; customtex:true; combat:true; size:0.16; y:61; timer.UpdatePing:true; timer.enabled:true; timer.cents:false; timer.y:71; timer.x:136; timer.Seconds99:true
Fly over portion (happens at 5 secs left.. I use both):
Version:4.16; InvertAuraBelow:5; anim1:4; icon:Ability_Rogue_SliceDice; buffname:Slice and Dice; begin:8; x:6; customname:Slice and Dice; texture:54; speed:1.2; stacksOperator:=; customtex:true; combat:true; size:0.16; y:61
Jan 4th 2011 11:16AM
There is an area just behind IF and up in the hills over Menethil Harbor that was previously unreachable, but with flying, I was finally able to check it out the other day. It has a few huts you can't even go in, a few unnoteworthy NPCs, but there is also a path leading up to a closed gate which appears like it would lead under IF (if we could get past the closed gate). Do you think this is the future entrance for a raid involving Magni?
Jan 5th 2009 11:56AM Some interesting comments in this thread. I have a little bit different perspective than some. My current character was a fairly recent roll, so I leveled to 70 as enhancement, parked the character until WOTLK came out, leveled to 80 as enhancement and then switched to Resto immediately on hitting 80 (I had planned to do this all along). This was my first time EVER playing a primary healing character in WOW. Since hitting 80, I have managed to heal through every 5 man several times, done most of the 10 mans, and my guild has nearly finished 25 man Naxx.
There seemed to be some calls for advice, and while I don't consider myself an expert by any means, here are a few things that really helped me. When I first started, I struggled with some of the 5 mans and I have no doubt that some of the failed fights were due to my under gearing and lack of experience. If you are using quest yellows with a few blues when you hit 80 (as I was), you definitely need to stick to the easier Heroics to start (UK, UP, VH, etc.). After my gear improved, my longevity for boss fights and ability to keep a MT up through enrages (like Keri) vastly improved. Another thing that really stepped up my game was implementing a healing-specific addon (Healbot for me). I can't tell you how much this improved the speed at which I can switch healing targets and cleanse poisons, etc.. The last tip would be to just learn the fights. Often the healer is in the best position to direct every one because we see all the damage coming in more than any other role in the group.
As far as the "blame game" is concerned, I would say that every success or failure depends on two main factors: Execution and appropriate gear level. Execution can be further broken down into individual player execution (playing your character well or poorly) and group execution. Some fights may place more emphasis on one over the other, for example, in 25 man Naxx the Safety Dance fight places a large emphasis on group execution. I will go further, however, and say that one group member can compensate for another group member being insufficient in a category. For example, one DPS'er might have really high DPS and help to compensate for another DPS'er whose DPS is lacking. In the same regard, a well geared healer can buy their group extra time to finish a boss if DPS is slightly behind or a DPS'er dies during the fight.
I believe the point some of the healers are trying to get across is that the healer, more than any other role in the group, can compensate for lack of execution or under-geared players. On the flip side, an under-geared healer or one who simply doesn't know how to play their character well is the biggest detriment to group success. Tanks would be second on the list, followed by DPS. If I fail to execute as a healer, there is no one else to pick up my slack in a 5 man. If the Mage in my group dies 3 times in a row in the first minute to the ice on the UP guantlet, the group might be a little annoyed, but they won't say anything if, on the third try, I manage to keep the rest of the group up long enough to down the boss (yes, this has happened to me). Now, if I die three times in a row in the first minute because i'm standing in the ice on UP guantlet, my group would be getting out the tar and feathers. I can compensate for a lack of tanking by healing more, CC'ing adds on me, and healing DPS'ers who catch aggro. I can compensate for lack of DPS by healing longer, healing overzealous DPS'ers who draw aggro and take damage, and heal people back up if they get hit by avoidable "environment" damage in a fight. Although DPS'ers can do more damage to make up for a lack of healing and good tanks can make healing easy by doing a good job of mitigating damage and handling aggro, I still say that the role of the healer is the most influential role in the group, and thus, usually the first blamed when things go wrong.