Oh yeah I probably won't ever tank a raid. At least, I highly doubt it. lol So tanking in dungeons is apparently child's play in comparison? I'm probably worrying about it too much.
Oh yeah I probably won't ever tank a raid. At least, I highly doubt it. lol So tanking in dungeons is apparently child's play in comparison? I'm probably worrying about it too much.
There isnt much to worry about before cata dungeon, but it's still worth it to make a solid tanking UI though
All right, that works for me. You guys are awesome. <3
Yeah, this is true, before endgame this really doesn't matter much. I mainly use it to judge when I have enough of a threat lead to start tossing out WoG in high raid damage situations, or during tank swaps to make sure I don't inadvertently take threat back. Leveling up in dungeons it's really not needed, though it can be helpful to know who is directly behind you on the threat list.
Really, Aksannyi, a tank in lowbie dungeons does little more than rounding up mobs to be aoe'd, or facerolling bosses. Very few pre-cata bosses require you to know anything beyond not standing in fire.
something for 5mans that's pretty awesome for tanking too is taunt master. It puts up a list of everyone in the group that's movable (I put it right next to the party list). when people start getting hate their names turn yellow, if they have full on hate on a mob their name turns red. you can right click or left click the name depending on the class they will do whatever hate grabber you have (ex. for pally right mouseclick does righteous defense, left does taunt).
iirc doesn't grid have something like that too? I think I remember trying to get it to work once and it didn't so just stuck with taunt master.
So kinda like HealBot for tanking, in a sense.
Poor HealBot, it's so underused in my game. I rarely heal.
Even in raid, the only fight I actually use it for is chimearon (to bounce aggro properly in the burn phase mostly).
Usually, the only class that can potentially pull threat early are range dps, but a quick taunt will fix that most of the time. If I have any doubt, I just use one more SoTR to be sure, it's not like it usually matter at this point
I agree it has its use if you're worried about pulling threat in a swap fight, but sincerely, it feels like I'm overwhelmed with other paladin mechanics in this expansion . Healing people, keeping a proper rotation (especially now with holy power nerf), doing the normal fight mechanics, while calling stuff on vent (or keeping track of dmb) is usually all I can do.
I cast righteous defense with grid, but I still havent found a way to taunt a mob directly with the single target one.
Most raid UI will tell you aggro, but Grid always get my vote since it's much cleaner than its competition. There might be something better, I just know it's working fine for me.
Feral druid weapon enchant: Avalanche, Hurricane, or mighty agility?
130 agi
My sisters priest is starting to fall behind on meters in our 10man group, rdruid stomping, and I don't want her to look like a weak healer (she was pretty much our best in wrath).
I've been giving our rdruid dark intent on both farm/progression fights, which boasts his numbers ridiculously, but I might start passing it to her since it will barely affect the raid (since they aren't too far apart on DI value). On progression he may still get it though.
Shes telling me her main problem is mana, that on chogall for example she is burning it too quickly.
Is incineratus http://www.wowhead.com/item=59341 decent for holy? Think there is only like 38spirit if it's reforged.
Also: is it safe for her to switch to disc now? We run rdruid hpal priest for heals.
Out of curiosity, what's the general consensus for fight difficulty between 10 and 25? Are they balanced, or is one generally harder than the other?
Here is another question: Haste rating is additive, haste buffs and percentages are multiplicative.
So... how do I figure out how much haste rating one would need to reach number x with both ele sham +5% and dark intent +3%
ya I used to love grid but somehow I got addicted to the default raid ui. I like how it puts icons instead of colored dots on the people's names. I started using it after an update and grid was acting funny, and kinda forgot about grid for a bit, then when I updated it and tried it again I didn't like it anymore and went back to the default. XD
Biggest issues that were bugging me is that I couldn't get grid to work right so it'd only show my hots so I knew when mine wore off (not as much an issue now in cata since they kinda nerfed hot spamming, but still...), and I wanted people's hp to go down from right to left instead of up to down (like in a party menu).
I'm sure there's ways to do it, but for the life of me couldn't get it to work at all.
Setting hp from left to right is easy, but I've no idea how to show hots properly.
My issue with the default UI is that threat isnt visible enough. If I'm not looking for the red border, it won't catch my attention. With Grid, the bright red dot is much more visible if I'm looking somewhere else. There was also something else that bugged me with the default UI i think (name not showing or hp not being in -"xx" k format)...kinda forgot.
At least it's easier to get 10 good players than 25.
And token thing is freaking lame.
Some fights like al akir and captain planet easier on 10 man, others easier on 25 like cho'gal and (i forgot the name, one with red/blue/green phase)
Maloriack
Which fight is captain planet