Monday, October 25, 2010

Herbalism: Lifeblood changed

The ability that comes with Herbalism, Lifeblood, is changed. Previously, it healed the character for a decent amount of health. Now, it grants haste (240 for 450 herbalism, less if you have less skill) and a minor amount of health.

It now triggers a shared 20-sec cooldown on all on-use trinkets that grant haste, attack power, spell power and you name it.

That means herbalism is now a good pick for profession for all characters.

Haste grants
  • Faster spellcasting = more dps and more hps
  • Less time between auto-attacks = more dps and more procs (f. ex. Maelstrom Weapon
  • More rage gained (warrior, bears)
  • Faster energy regeneration (rogues, kitties)
  • Faster rune regeneration (death knights)
  • Faster focus regeneration (hunters)
  • Shorter Crusader Strike cooldown for Retribution pallies (provided they have Sanctity of Battle)

Tanks are probably the role that benefit the least from haste. However, faster auto-attacks and more resources (rage and runes) are always handy, and translates into more threat. Unfortunately, it does nothing to improve Protection paladin resources (mana and holy power), but it still grants faster auto-attacks (and more Seal of Truth and Reckoning procs)

A simple pally macro for herbalism:

#showtooltip
/cast Avenging Wrath
/cast Lifeblood

Something happened to the mob/level formula...

In my mind, orange mobs are hard. Like, your attacks barely dent them, while they crush you all the time. I'm currently repainting that picture.

While leveling through Northrend with Tirvin (my second pally past 70, by the way), I'm just having such an easy time it's getting silly. At level 71, I soloed Sarathstra for the quest Sarathstra, Scourge of the North. It was a level 75 elite, originally intended for a 5-man group. I was never even remotely in any danger, and killed her without using a single cooldown. The self-healing from Word of Glory kept me up with no trouble at all. In fact, I only spent about every second Holy Power dump on Word of Glory, the others went into Shield of the Righteous.

I did less dps than I could do with yellow mobs. However, my damage was much less reduced compared to what I remember from pre-4.0. Part of that may be because I had a decent amount of Vengeance all the time, but I didn't notice a lot of glancing hits. Similarly, I took much less crushing blows than I used to.

I tested it with other higher-level mobs too, and nope, they weren't really dangerous at all. At 72, I pulled groups of four lvl 75 mobs at a time in Grizzly Hills. With that many mobs, I was starting to take about as much damage as I could self-heal without cooldowns. If it weren't for the level requirement to pick up quests, I'd be in far higher-level areas already.

I'm also taking this opportunity to do some other quests I've skipped with my 5 other 80s. With all of those, I focused on quests that would get me reputation with the Northrend fractions. This time, I don't need to bother with that. In a month and a half, the reputation in Northrend will have very little to say, unless you're an achievement collector.

I'm looking forward to a lot of cool quest chains in Grizzly Hills. Just dinged 73 last night when I finished Battle for the Undercity. It's rather cool, and since it'll be gone in 4.0.3, I took the opportunity to do it one final time. Sylvanas and Thrall are just badass!

I'm looking forward to see how badass Baine Bloodhoof will be in Cataclysm.

Tuesday, October 19, 2010

"Anyone else thinks paladins are overpowered?"

The quote above was said in party chat when I was tanking Utgarde Keep yesterday.

I hadn't played for several weeks when the patch hit. I went online and started fixing glyphs for all my characters... I'm fairly certain I made more than 100 glyphs with Ayeba, my druid. Fortunately, I had a lot of materials stacked up. Sadly, I lacked several key glyphs, but every glyph I could make myself saved me a lot of gold. If I'd been greedy and not so lazy, I would've sold glyphs with my mats instead of making them for myself.

After I had fixed up glyphs and talents for all my characters, I still lacked key bindings and macros. I was not sure what to do. What was there for me to do? I don't raid, PVP was a tad broken, I didn't need anything... so I decided I could spend time leveling my paladin which have stayed at 62 for more than a year. I figured it also gave me a good opportunity to test out the new holy power change.

Three words on my personal feelings of the new system. "I" "LOVE" "IT". I never managed to really enjoy the old paladin mechanic, but this... this is just awesome. While the system needs some polishing and possibly rounding off, it is a much, much better framework than the old system.

Retribution


I tested Retribution for some quests and one instance. The system felt much more interesting than it did before. No more just cooldown-smashing, now I actually had to watch out for procs (Divine Purpose) and use different attacks based on what I was doing, primarly deciding between Templar's Verdict and Divine Storm as a holy power finisher, occasionally using Word of Glory for self-healing. I expect it to get even better at 70 when I get Mastery Hand of Light and at 71 when I get Inquisition.

My biggest problem was that I lacked some sort of way to keep track of Holy Power without looking at the top left corner of my screen. I searched and tested a few addons, and decided that the one I liked best was Class Combo Points, positioned right below the center of the screen (just edit frame.lua and set cfg.pointx = -70 instead of the default value of -150.

In other notes, Long Arm of the Law was a great distance closer. Okay, not as great as Charge, but I also (ab)used it to run away and to move fast in instances by judging distant mobs and critters. The Art of War was not in itself dramatically different (except it no longer allowed healing, but I got that from Word of Glory instead), but the visual proc made it a heapload better. Thanks, Blizz!

I felt retribution was much better now than it ever was before. However, I'm not sure that it sails up as my personal favorite dps spec, even so. But as long as it's not gravely annoying, I'm all good. After all, the reason I want to play a paladin is to heal and tank primarily.

Protection

Okay, protection was just so much fun I had trouble controlling myself. The reason I didn't like it before was that it felt awfully... static. It was just a very locked rotation.

In a way, it's still locked, but there's so much more choices and versatility in it now than earlier. The locked part is the 3 sec cooldown of Hammer of the Righteous and Crusader Strike (Ignore the tooltip, both have 3 sec CD as protection). 3 sec CD means you can use it every second GCD, and in most cases, you should. It provides good threat, gives a point of Holy Power, has a chance to reset the cooldown on Avenger's Shield, and deals a decent amount of AoE damage as well (in the case of Hammer of the Rigtheous).

However, there are still circumstances where I decided not to use it every second GCD, such as when I needed to both dump Holy Power into Shield of the Rigtheous or throw an Avenger's Shield. And it felt like I wasn't seriously punishing myself doing that.

Speaking of which, Avenger's Shield is completely awesome. I love having it as a proc, since it hits like a truck, particularly considering it can hit 3 mobs. Part of the reason I love it is the new power auras which display when I've gotten a proc. The silence effect is a welcome boost as well. I still think it's a bit ... ehm... cheesy, for lack of a better word, but I guess I can live with that.

There's also another proc available, Sacred Duty. For some reason it doesn't show up in the Power Auras, most annoying. It's also much more passive... it rarely changes the way I use my powers. The only exception might be if I have 2 holy power, and Hammer of the Righteous, Crusader Strike, Judgement and Holy Wrath are all on cooldown. Then I might consider dropping a 2 HP guaranteed crit Shield of the Righteous on my target... otherwise, I'd just use another ability and wait for the 3rd Holy Power. In fact, I decided to drop the 2 points in the talent in my latest respec.

I have almost never had any trouble with mana while tanking since the patch. There have been a few exceptions, but as long as I remember to Judge and keep Holy Shield up, I'm usually good.

Now, there's one thing I don't understand, but don't complain about. I am doing so much dps, while tanking. I managed to tank an entire instance once forgetting to buff myself with Righteous Fury, just because I dealt so much damage. I mean, I was at 2k dps at lvl 68 in Utgarde Keep, while the dps (lvl 68-71) were below 1k on trash mobs. On bosses I was still above 1k dps, unless I spent all my HP on self-healing. And I'm not even very well-geared for my level, still having several green pieces from low-level Outland quests and no enchants. On every single instance in Outland I've topped the dps charts, usually by a wide margin.

Speaking of self-healing, casting Word of Glory on myself with Guarded by the Light and Divinity yields a massive amount of healing done. It heals for about 2-2.5k/holy power at level 68, and it can crit, healing me above full health. Unlike percentage-based heals (like Death Pact and Enraged Regeneration) it will probably be much less powerful at level 85, but at this level it's just too awesome, particularly since I can throw out one every 9 seconds. After a Shattered Halls run, I found that I missed some quest mobs, so I went back to kill them after the last boss was downed. Only a hunter went with me, and together we took down packs of 5 mobs (the gladiators with a single centurion), with the only source of healing being my own. With careful pulling, I'm sure we could've taken the entire instance that way, possibly not including the bosses.

Conclusion: I've really enjoyed paladin tanking, so much more than before the patch. I really look forward to lvl 82 when I can get Pursuit of Justice in my tanking build, too.

Holy

I respecced from Retribution to Holy and healed an instance with it, having only about 50% of my gear as healer gear. Fortunately, the tank didn't take too much damage, so I was good. It gave me a chance to test out the new holy power system here too.

I won't go into too much details since I've got much less experience healing than tanking so far, but the impression is that it rocks. Much more dynamic, way much more mobile. When Daybreak procs, I can ften throw out two Holy Shocks and a Word of Glory in rapid succession while moving.

Unlike most other Holy Power dumps, Word of Glory scales linearly with holy power, while Shield of the Righteous, Templar's Verdict and Divine Storm scales semi-exponentially. It means that it is not necessarily a bad idea to throw out a 2 HP Word of Glory if that's what you need to top off someone, while throwing a 2 HP Templar's Verdict is a guaranteed dps loss.

I will probably at some point (probably at 85) to test out a Holy DPS build, based on Blazing Light, Enlightened Judgements, Infusion of Light, Crusade, Speed of Light (from the beta, where it provides 3% haste), Judgements of the Pure, Conviction, Rule of Law, Divine Favor and primarily Denounce. Paragon of Virtue will also be handy to use Avenging Wrath more often. All holy power will be dumped into Inquisition. As you can see, there are quite a lot of talents that can improve holy dps. The Glyph of Exorcism and Holy Shock and either Judgement or Divine Favor are natural selections here.

I see three problems with such a spec. The first is mana. While Exorcism is fairly cheap with Denounce (7.5% base mana), with no mana returns except Divine Plea (which should be glyphed) and Lay on Hands (which should be glyphed not once, but twice), you might run dry during a long battle. Of course, you can stack Spirit since you still have Meditation.

The second problem is range. Holy Shock has a mere 20 yards reach, and there are no talents to improve that. However, it's just annoying, it's not critical.

The third and most important is boredom. The rotation is just boring. The instant Exorcism proc from Denounce doesn't change anything in the rotation, so it's just spam Holy Shock on cooldown, spam Exorcism else and use Judgement to keep up the haste buff. If Judgement deals enough damage, it can be part of the roation, but so far it seems it doesn't.

Edit: lack of AoE...

Outland in 2 days

I blazed through Outland (admittedly, from lvl 62) in two days. Most of the time in instances, and I know that's suboptimal for leveling once you've expended your rested XP.

During that time, I also achieved Revered with Sporeggar to get Transmute Primal Earth to Air, skilled from 330 to 350 Alchemy and grinded 4 Primal Air for the Primal Might I need for Master of Transmutation. Fortunately, I had plenty of Primal Earth and Primal Fire on my bank alt from mining with other characters. I ended up buying the Primal Manas from the auction house, since they cost only 7 gold a piece. The primal air, on the other hand, cost 45 gold each, and a primal might cost 180 gold.

During my grinding of Primal Air I killed a lot of level 71 mobs, at level 68. I was not even remotely in danger at any time despite having two or three mobs on me, and they went down fast! Protection is just an awesome spec for soloing as well, possibly more so than before.

Serious surgery incoming

I've decided to pay the money to change race on my paladin from Blood Elf to Tauren, once that becomes available. I just like the tauren paladin theme a lot more, and I really like taurens. Too bad their racials are strictly worse. At least I get the benefit of Cultivation.

I am already renaming the paladin abilities in my head to better suit the new theme. Guarded by the Light can be Bathed in Sunlight.

A candidate for very illogical naming...

One thing I've thought of. The talent Protector of the Innocent. It heals only the paladin himself or herself. Does that imply that the paladin is innocent? Bah, yeah, right. How many mobs have you killed during your level up, mister of-so-innocent pally? How many of those have not been a threat to anyone, and have just minded their own business until they were attacked?

It can also imply that the paladin is the only innocent, since it doesn't heal anyone else. Even worse...

I can see an interpretation where the paladin need to stay alive to help others, in effect, the innocent, but it's not a good way to base the naming on. You could rather name it Dancing in the Light or something like that. For my tauren paladin, this talent will be something like Walking in the Sun.

Friday, October 15, 2010

Druids: Soothe now dispels Enrage effects!

For all I know, this change might have been live for some time. However, I just discovered it by reading a tooltip. The former Soothe Animal, now Soothe, removes an enrage effect, and it's dirt cheap to cast too.

Dispelling enrage effects have some utility in PVE. However, in PVP, it'll reduce warrior damage by 10% (removing Wrecking Crew, Enrage and Bastion of Defense for the three different specs of warriors) and preventing one of their self-heals (Enraged Regeneration). Don't rely on being able to stop them from healing, though, as they can just wait for their next enrage effect (since it's a passive proc) and use Enraged Regeneration before you manage to get off a Soothe.

It should also be possible to remove Hunter's Bestial Wrath and The Beast Within. Haven't tested it yet, though. It's also possible that just soothing the pet will take care of the hunter too, at least with the way the talent is worded.

There have been a lot of other changes to spells as well, but this one had so far managed to stay under my radar.

Edit: There might also be other enrage effects it can dispel. Owlkin Frenzy is a possible candidate.

Wednesday, October 13, 2010

Are bears still a bleak copy of Protection Warriors?

We're entering a new era... World of Warcraft version 4.0.

When I started playing WoW in classic, bears were really a bleak copy of protection warriors. Fast forward to Cataclysm. How do they feel today?

Identical abilities

The first comparison isn't even fair. Growl and Taunt are the identically same abilities, but they're also identical to Hand of Reckoning and Dark Command.

Moving on, Demoralizing Roar and Demoralizing Shout are identical. So are Challenging Roar and Challenging Shout. Interestingly enough, druids can glyph their version for 30 sec less cooldown, but I haven't been able to find a similar glyph for warriors. However, they pick up a talent (Drums of War) which reduces the rage cost of both shouts to 0 rage. Most handy.

Maul and Heroic Strike are basically the same. However, glyphed Maul will hit an additional target (albeit for 50%), which is starting to remind very much of Cleave. Then again, glyphed Cleave hits two additional target.

Similar abilities

Survival Instincts reduces damage by 60%, while Shield Wall reduces damage by 40%... however the latter can be glyphed to reduce damage by 60% as well, increasing its cooldown. However, with the talent Shield Mastery, the cooldown, even glyphed, drops below that of Survival Instincts.

Bash and Concussive Blow are pretty similar. The main difference is that Concussive Shot has a shorter cooldown and deals damage as well. Still, pretty similar.

Skull bash and Shield Bash are also similar, though Shield Bash has two seconds longer cooldown (provided the bear picks up Brutal Impact, which every bear with a bit of self-respect should). Shield Bash is affected by a lot of talents, though, among others reducing the rage cost to 0 and granting it a 100% chance to silence and daze the target.

Frenzied Regeneration now increases health by 30%, just like Last Stand. It also converts rage to health, similar to Enraged Regenration. The glyphed version increases healing taken instead.

Abilities which have the same purpose

Now we're arrived at abilities which aren't necessarily very similar, but works for the same purpose.

First, the primary skill for each spec. Mangle and Shield Slam both share a 6 second cooldown and are high-threat single-target moves. Mangle also applies a bleed debuff, while Shield Slam removes a magic buff. Both abilities have talents which gives a proc that reset their cooldown and cause them to cost no rage. For druids, it procs of Lacerate ticks, while warriors proc them off Devestate and Revenge.

Thunder Clap and Swipe are both AoE-threat abilities which share a 6 sec cooldown. In addition, Thunder Clap reduces attack speed of the opponents. Druids have this ability attached to Mangle and Maul with the talent Infected Wounds. In addition, Infected Wounds slow the target.

Druids also get a second AoE-threat ability on a 6 sec cooldown at level 81, Thrash, which applies a bleed effect to all targets. Warriors can talent Thunder Clap to spread the bleed from a Rend to all targets.

Then there's gap closers. Feral Charge and Charge both share a 15 sec cooldown unglyphed, 14 sec glyphed. The druid version immobilizes the opponent, the warrior version stuns. However, protection warriors also have Intercept and soon Heroic Leap.

Druids get Omen of Clarity for free, allowing a rage free ability now and then. Warriors can spec into Battle Trance, which does pretty much the same, but has a higher proc chance from a smaller selection of abilities... namely Shield Slam only.

Stuff which are not so similar

Faerie Fire and Devastate (or Sunder Armor for low-level warriors) both reduce armor by 4% and stack up to 3. However, they are not very identical in the way they are handled in the rotation. Faerie Fire has a long reach, a 6 sec cooldown, and with an almost mandatory bear talent (Feral Aggression) applies 3 stacks each cast. Thus, a druid doesn't spend time stacking up FF.

However, druids stack Lacerate 3 times. They throw down Pulverize to consume the stack and get a self-buff, unlike warriors who just keep Sunder Armor up throughout the battle.

Warriors do have a bleed, Rend, but it isn't vitally important the way Lacerate is.

Barkskin and Shield Block have some resemblance in usage as both reduce incoming damage slightly on a fairly short cooldown. Talented, Shield Block only has 30 sec CD, while Barkskin remains at 1 min. In addition, with Heavy Repercussions Shield Block becomes an offensive utility as well, doubling the damage of Shield Slam while it is up.

The passive mechanic to block incoming attacks for a warrior has somewhat the same purpose as Savage Defense, namely reduce incoming damage somewhat. Both are also focus of the mastery for each class.

Unique abilities to each class

Enrage was originally a copy of the warrior ability Bloodrage. However, it is now gone, leaving druids with an original ability.

In addition to some abilities mentioned above, druids also get Berserk, Stampeding Roar and Omen of Clarity. It might be mentioned that druids also get Rebirth, one of the very few ways to bring someone back to life mid-combat. Useful also for a tank, in a fight with phases where they can shift out between the different phases without risking to get squashed.

Warriors get a heapload of original stuff they can use while tanking. Which isn't too strange, since they can't shift out of their rage-form, like druids can. Listing them quickly: Intervene, Slam (not sure this is of any use while tanking), Vigilance, Shockwave, Disarm, Revenge, Spell Reflection, Heroic Throw, Victory Rush, Inner Rage, Berserker Rage and Intimidating Shout.

The two classes also bring different buffs and debuffs which benefit their party/raid. Well, almost. Both bring the armor reduction debuff. In addition, druids bring Leader of the Pack, the Mangle bleed increase and Mark of the Wild. Warriors bring Battle Shout, Commanding Shout and Vigilance. It feels like I've forgotten something here.

Conclusion?

The two subspecs (bears and protection warriors) still shares a good amount of mechanics. However, they also have enough difference that it doesn't feel like you're playing the same class. Then again, if you do have one of them and want to try a different tanking style, it might be a better idea to try Death Knight or Paladin first, to get a feel of something entirely different.

Monday, October 4, 2010

What I don't like about the paladin theme... don't read if you're easily offended.

I've never really had a paladin as my main. However, I've tried three times. The results are an belf 63 pally on my home server, and a dwarven 30ish paladin and a belf 80 paladin on two other servers.

I've run into two problems with paladins, time and again. The first have been that the playstyle of protection and retribution have been incredibly boring. It looks like that's going to change in Cataclsym.

The other problem is the very theme of a paladin... protector of the innocent, bringers of pure light, yada yada, self-righteous bastards. I don't like the concept much. Part of the reason is of course that I hated paladins as horde during classic. Old habits die hard.

When Blood Elves could be paladins, it helped a lot, since the idea was that belfs just (ab)used the power for their own, egoistical purposes. A concept I can much more easily relate to. However, they use the same names for their spells. Hm... perhaps if I just renamed them for my own benefit?

I'd like to briefly tell you what I don't like about the theme. I may step on, probably even stomp on, some toes here.

The concept of paladin reminds me far too much of the middle-age Catholic Church. And from history, that lead to a lot of bad stuff. The worst part of it was when people with no conscience used people who only wanted to do good as pawns for their plans.

Take the Crusades, for example... lots of good people died, an even greater number of people got abused, and a small number of people reaped a lot of benefit from it, with malevolent intentions from the very beginning.

I also firmly believe that humans are creatures controlled by hormones and chemicals. There's a saying which I'll rephrase from memory: "A man is only rational for a total of about one hour each day." It captures what I believe in.

Yes, people want to be rational, but most of the time, they aren't. A lot of people are prepared to rationally accept a life in celibacy. However, most people will eventually fail because their very genes constantly urge them towards reproducing. When they succumb to their desires, since it is not openly accepted, it must happen in secret, and often lead to very tragic fates on the other end.

I believe in open communication, for a lack of a better term. Being open to communicate with others are the very premise of any working relationship, both between family, lovers, friends and enemies. In the case of enemies, a "working relationship" may be seen as a state in which you respect each other's borders, even if you don't like the other side.

There still need to be work beyond having open communication to actually make a relationship work. However, if you fail to communicate, the relationship is almost guaranteed to fail. Many live constantly in failing relationships, and it works because one side is dominating the other. For any sort of relationship where the two sides want to be on equal terms, communication is the key.

If you feel offended after reading this, I'm all open for discussion.

Tuesday, September 28, 2010

Keybindings and Macros Galore

I'm not exactly the first person to ever write a post about key bindings. Rather than focusing on exact key bindings, I'll share some of my thoughts regarding how I make up the system.

Muscle Memory


When playing a game such as World of Warcraft, you develop something called "Muscle memory". I'm not sure exactly how it works, but I believe it is something like this: When you decided to activate a certain ability in WoW, your brain does not consciously connect which ability is on which key binding. You have developed a muscle memory that allows your brain to just decide which ability to use, and then the fingers do the rest. Perhaps the connection is in the nerves of your hand, or your spine?

If you lack the muscle memory for a given class, you need extra time to connect the ability to the key binding you want to use. In some cases, you even need to look for the key on the display.

High level PVP players can often play several classes at top level. However, even they have the problem that they can't maintain a muscle memory for too many classes at the same time. Their reaction time is superb, but their response time suffers from the extra time they need to figure out the key binding.

A semi-counter for this is to have key bindings which are similar for all characters. It does not automatically make you better at the game, but I believe it personally helps me learn the key bindings faster... or re-learn them into my muscle memory whenever I switch class (again!).

Everything available

Even if you only play a single class, you can perform better if you need less movement of the hand to do what you want to. If your rotation requires you to often hit 1 and G, for example, you will probably be a bit faster if you change it to two keys next to each other, after some time learning the new keys.

Re-learning time for key binding

Before every expansion, during the beta, I look up all abilities for classes that either have gone through big modifications, or have gotten some new abilities added as part of the main rotation (at least buttons that need to be hit regularly), or just new classes I intend to level, like a warrior this time. Then I sit down with pen, paper, and a list of all abilities of a given class. After about two hours (usually split into several half-hour sessions) I've set up the key bindings as I want them in the next expansion.

However, that often means I've changed a lot of abilities around. It can be a real pain to learn a new set of key bindings. It takes a lot of time for your muscle memory to forget the old key bindings and replace them with the new, leading to a lot of circumstances where I end up hitting the wrong button at a critical moment. However, levelling is the best time to make such a change, as you usually play a lot of solo and only yourself suffer from the mess-ups.

It also takes a certain mindset to successfully do it. If you constantly irritate yourself over the messed-up keybindings, you're probably better off with the old. You need to think of the learning as a useful process and not just an irritating one, or the irritation will prevent you from learning effectively.

WASD or ESDF?

I have remapped the movement keys for all first-person shooter games and WoW from WASD (that is, forward with W, strafe left with A, etc) to ESDG (forward with E, left with S, etc). It took some time to learn, but I don't regret it.

The main advantage as I see it is that you have a lot more keys close to your fingers. From the usual position WASD, the following keys are easily reachable (not including the movement keys): |, 1, 2, 3, 4, 5, q, e, r, (t), f, (g), <, z, x, c, v. Total of 15 keys easily reachable, 17 if you include t and g. From ESDF, you can reasily reach all of the following keys: (|), 1, 2, 3, 4, 5, 6, q, w, r, t, (y), a, g, (h), <, z, x, c, v, b. Total of 18 keys easily reachable, and 21 if you include the fairly easy to reach ones. That means another 3-4 abilities easily within reach. For a game like WoW where each class has some 40+ keys (including stuff common for all, such as follow), that can be extremely valuable. The second, minor benefit is that it is slightly easier to find the position on the keyboard if you keep in mind that your right-movement finger is on F, which always has a slight bump or some other ways of tactile detection on all keyboards. I hope that made sense.

Multiple usage of a key with shift and ctrl

You can map multiple abilities to the same key. For example, Q can have one ability, Ctrl-Q can have another, Shift-Q can have a third. I recommend not using Alt-Q or any other alt-modification key-binding, as alt is terribly place for ease of reach during a hectic battle. In addition, should you happen to hit alt-tab, you've just accidently tabbed out of WoW (in Windows, that is).

With that said, I sometimes use Alt-Q (or something similar) for macroing abilities that need to be cast are to be cast on my focus target.

Macros, macros, macros


Macros 101

There are two ways to get multiple key-bindings on the same key. One is to bind three different "slots" to for example Q, ctrl-Q and shift-Q, and then drop each ability into one slot.

The other is to macro them, and put the macro into the slot Q. Bring up the macro interface by typing /macro in the chat area. Create a new macro. Call it whatever you want, and use the question mark (?) as icon.

The following macro is an example, using three mage abilities, but you can replace them with whatever you want.

#showtooltip
/cast [mod:shift] Frostbolt; [mod:ctrl] Frostfire Bolt; Fireball

Now drop the icon into a slot, and close the macro interface. The icon should be for Fireball when you don't press anything on the keyboard. If you now hold [ctrl], the icon should change to Frostfire Bolt. Finally, if you hold [shift], the icon should change to Frostbolt.

Now you can either hold [shift] and click the icon with your mouse to cast frostbolt, or you can hold [shift] and push the key bind for the slot you've dropped the ability into, for example Q. WARNING: If you have bound another slot to Shift-Q (or whichever key you're using), hitting [shift]-Q will activate that slot, not the one you've assigned to Q. Same with ctrl-Q. You need to unbind any slots you have with ctrl- and shift-keys for these types of macros to work.

Short explanation of the macro: The first line (#showtooltip) will tell the icon to change depending on which ability is triggered in the macro. Without it, the icon will be static. The macro will still work, but not the icon. It only works if you've chosen the question mark (?) as an icon for the macro.

The next line of the macro says something like this: If Shift is pressed ([mod:shift]), use Frostbolt. If shift is not pressed, but ctrl is pressed ([mod:ctrl]), use Frostfire Bolt. If neither ctrl nor shift is pressed, use Fireball.

Macros 102


A macro is always evaluated in order, meaning the first trigger to happen will be used. I'll give an example. Say you want to add something to the macro. If a friend is targetted, you want to cast Arcane Intellect instead. You can add that to a macro by typing "[help] Arcane Intellect". The [help] means that it only triggers if you have a target you can help. The opposite is [harm].

Consider the following macro:

#showtooltip
/cast [mod:shift] Frostbolt; [mod:ctrl] Frostfire Bolt; Fireball; [help] Arcane Intellect

This macro will work exactly like the one above. It will never allow you to cast Arcane Intellect. Why? The [help] condition comes after Fireball, which does not have any conditions at all. You effectively say "Always cast fireball if nothing else is triggered before that".

The next version of the macro:

#showtooltip
/cast [mod:shift] Frostbolt; [mod:ctrl] Frostfire Bolt; [help] Arcane Intellect; Fireball

This time, it will evaluate the condition "can I help the target" before it attempts to cast fireball if nothing else fails, but after it checks if ctrl and/or shift are pressed. That means: If you press ctrl or shift, even if you have a friendly target selected, it will attempt to cast frostbolt or frostfire bolt, hopefully producing an error message. (If not, go buckwild blasting your friends to death!)

The last version of the macro looks like this:

#showtooltip
/cast [help] Arcane Intellect; [mod:shift] Frostbolt; [mod:ctrl] Frostfire Bolt; Fireball

This target will check if the target is friendly first, before testing if you've pressed shift and/or control.

Note that there is (usually) no right or wrong concerning these macros. They are only correct or not in the sense that they do what you what them to do. Either of the last two might fulfill your needs if you want to create a macro for all four spells.

Macros 1042

Now we arrive at some slightly advanced macros. This one is specifically aimed at healers. I'll present the way I use now. I'll start by presenting a macro, from my druid arsenal.

#showtooltip
/cast [mod:shift, @player] [mod:ctrl, @focus] [@mouseover, help] [help] Regrowth; Wrath

Now, this is what it'll do.
  1. If shift is pressed, cast Regrowth on myself
  2. Else, if ctrl is pressed, cast Regrowth on my focus target. I could easily add that it should only cast on my macro target if it exists and is alive, but I want it to fail it isn't.
  3. Else, if I have my mouse over a target that can be helped (either on a unit frame, raid frame, Grid or on the actual character), cast Regrowth on that target
  4. Else, if I am targetting something friendly, cast Regrowth on it.
  5. Else, cast Wrath.

Using a macro like this, I don't need an addon like Clique. I just move my mouse to the target in the raid I want to heal and hit the button I've assigned to this macro, R in my case.

When healing in raids, I focus the main tank and target off-tank (and I have sticky targeting enabled in the interface options). When healing the main-tank, I hit Ctrl-R. When healing the off-tank, I hit R. When healing any other target, I move my mouse to the target on my grid addon (but it also works on the core raid frames) and hit R. If I need to heal myself, I hit Shift-R.

The reason I choose to focus the main tank rather than targeting it, is that there's a risk my mouse happen to be over any friendly target when I'm casting R and trying to heal the off-tank. If that happens, the heal will go on the mouseovered target instead. With practice, it rarely happens at all, but if it does, I don't want to get the main tank killed over such a mistake.

Macros 10-gazilliion

There is also a lot of other fun stuff you can do with macros, but I'm really derailing from my intended topic here. Check out a macro-guide if you're interested.

Principles for key bindings

O----kay. That was a lengthy introduction to what I was really writing about. Key bindings.

Here are my own rules.

Never change key bindings across specs

Any core ability which all specs have should always be on the same key. That also applies for talents which all specs take, such as Inner Focus for priests (well, up to Cataclysm, then only Disc priests will have it).

Healer, heal thyself

For any key that contains a targeted heal, which means 90% of them, macro it to heal myself with Shift pressed. It doesn't apply to non-targeted heals such as Holy Nova.

Main rotation on QWRT

The most commonly used abilities for any spec should be on W, R, which are the easiest reachable of any keys, possible not including A and space. The next should be on Q and T. After that I'll use 3 first, then 2 and 4.

For casters, I try to place cast-time spells on QWR and possibly T, and instant spells on 1-6. For healers, I always macro together all heals with harmful spells, depending on the target, like I've listed in the macro section above.

Abilities that need to be refreshed or are exclusive on A

For my shaman I have Water Shield on A and lighting shield on ctrl-A (no idea why I chose ctrl-A over shift-A). For my priest, I'll have Inner Fire and Inner Will on A, easy to switch. For my warrior, I'll have Commanding Shout and Battle Shout there. For my DK, I have Horn of Winter on A, actually macroed so that it will attempt to raise my pet if it's not already up in Unholy spec and then cast Horn of Winter.

If a class/spec have no such abilities, I just bind it to some ability that seem handy.

Emergency ability on H

Slightly tinted towards PVP. This includes Psychic Scream for a priest, Barkskin / Nature's Grasp for a druid, Stoneclaw Totem (glyphed) for a shaman, Divine Shield / Divine Protection for a paladin, Icebound Fortitude for a DK and Shield Wall (in defensive stance, else Retaliation/Recklessness) for a warrior.

Reactive abilities at G

Abilities that need to be cast to prevent something from affecting myself from an enemy (usually in PVP). Grounding totem for a shaman, Spell Reflect for a warrior, Anti-Magic Shell for a DK, Dispersion for a shadow priest, recast form for a druid (breaking snares and polymorph).

Spell interrupts at 4

Shield Bash / Pummel for a warrior, Wind Shear for a shaman, Skull Bash (in cata) for druid, Rebuke (in cata) for retribution pally, Avenger's Shield (since it silences) for a protection pally, Silence for shadow priest, Mind Freeze for a DK.

I also bind stuns and secondary silences on ctrl-4, such as Hammer of Justice (pally), Bash (feral druid) and Strangulate (DK).

Stances on ZXCVB

In the case of druids and warriors.

Taunts at 6

Taunt, Growl, Hand of Reckoning and Dark Command. On Shift-6: Challenging Shout, Challenging Roar, Righteous Defense and Death Grip (since it also taunts). Actually, I've macroed so that hovering the mouse on a friend as a pally will cast Righteous defense without shift as well.

Focus target on <

I'm not sure I'm too happy with this keybinding, but it has been there for so long... A macro that will focus the target if no focus exists, select the focus if a focus exists, and clear the focus if the target is dead. If ctrl is pressed, force re-focus even if the old focus still exists and is alive.

I don't have the macro here, but it was slightly complicated, so I dare not attempt to reproduce it here without testing it first. If you really want it, let me know in the comment, and I'll dig it up.

Talented abilities

I macro in a way that lets the same key be used for different abilities depending on which spec I'm currently in. For example: I'll use the same button for Shield Slam / Mortal Strike / Bloodthirst for my warrior, depending on what spec I'm in.

Unfortunately, not all specs have the same number of talented moves, so I'll just make do on the odd abilities that remain.

Multi-binding on the same key

For any ability that can not be cast on a friendly target, I macro another ability on the shift-version of the same key. I always try to stuff cooldown-abilities on the non-modifier version of these macros, so that I can see the cooldown on the icon without hitting shift. For example, for cataclysm I'll have macroed Judgement / Exorcism to the same button. Judgement has a cooldown, Exorcism has none.

In the cases where I have several cooldown-abilities I need to bind to the same button, I'll use the least most likely without shift or ctrl pressed.

Abilities across stances

I try to group ablities on the same button that are exclusive to a given stance (warrior or druid) and that makes sense together. For example: I've macroed Thunder Clap and Whirlwind to the same button. Thunder Clap can only be used in Battle or Defensive Stance. Whirlwind can only be used in Berserker stance. Both are AoE abilities, and thus have a logical connection.

Heals sorted by casttime

All healers in Cataclysm will have one cheap heal (Heal, Nourish, Healing Wave, Holy Light), one big heal (Greater Heal, Healing Touch, Greater Healing Wave, Divine Light) and one fast heal (Flash Heal, Regrowth, Healing Surge, Flash of Light). I place the big heals on Q, the cheap heals on W and the fast heals on R.

I use T for an instant heal, slightly depending on class. For disc priests, I use Penance (well, sort of instant. At least the first tick hits instantly). For holy priests I'll use Holy Word: Chastice there in Cataclysm, since it morphs into a healing spell in a chakra state. (Haven't been holy for the entire Wrath...)

For druids, I've used Nature's Swiftness + Healing Touch there up until recently, but will most likely change it to Swiftmend. For shamans, recently Nature's Switness + Grater Healing Wave, but in cataclysm Unleash Elements, common for all specs. For paladins, I've placed the new Word of Glory there for cataclysm, common to all specs.

Damage spells sorted by casttime, too

I group damage spells on the same principle as the cast-time spells, placing the highest cast-time (and usually highest dps) on Q, and then advancing through W and R. With some exceptions where I can't find fitting abilties. Paladins, for example, have only one cast-time damage spell, Exorcism.

Be flexible

Even with the best logic in the world, I often find that there's something not fully working during levelling. When I do, I spend some time to try to come up with a better solution, often switching several key bindings around.