
The classic game of whack-a-mole has evolved within Blizzard's encounter design over the years from Molten Core where often healers would either be assigned to heal their group or a tank to nowadays where pretty much everybody has to contribute to raid and tank healing to ensure success.
The Hidden Layer

Damage comes in, and heals go out, we all know this. The truly skilled healers know when damage is about to come in and react accordingly with shield, HoTs or priming* their heals.
Much unlike DPS, healing is not an all or none game. When you want DPS on a target you want as much as possible as fast as possible. When you want healing you want it fast... but you don't want too much. Extra heals not only mean wasted mana, but they could potentially cause a death in the raid if a healer is focusing on the wrong target to heal at the wrong time.
I Give You... Grid!

It comes with all the normal bells and whistles that healers need: fading out of range targets, pre-configured cleansing indicators, aggro indicators, class coloring... and with the addition of Clique healing spells can be bound to your mouse clicks for ease of casting in combat.
Why Grid?
What I like about grid over other raid frame windows is the custom indicator setup. Each part of the raid frame has an indicator that can be loaded up with all kinds of buff and debuff indicators, which can be prioritized in the event two indicators are active at the same time.
Pair this up with the ability to add a custom buff or debuff and all of a sudden a wide array of boss encounter information is being displayed right on your raid frame and you know, for instance, which 3 people in your grid window have been linked by Pact of the Darkfallen during the Blood Queen encounter.
Some other examples of excellent buffs/debuff monitoring in Icecrown Citadel are: "Frost Beacon" during Sindragosa, "Harvest Soul" during the Lich King and "Bone Spike" for heroic Lord Marrowgar (The Bone Spikes don't deal damage during the encounter on normal mode so it's not necessary to track them). In terms of buffs I've found it extremely helpful to add the buff "Essence of the Blood Queen" while I'm DPSing as it makes it much easier to identify raid members that can still be bitten during the fight.
Of course, there are other examples as these are just a few. When researching a new boss fight if you notice any debuffs that deal large amounts of damage to the target it may be a good idea to add an indicator to Grid to assist in healing the right target at the right time.
Configuration
"But Oobie," you say. "How do I set this up? The Grid menu is so confusing!"
Don't worry! I've taken care of everything...

/grid config
Once that's open scroll down and click on the Auras heading. You'll see a couple boxes where you can input a custom buff or debuff name. For this example, we'll add the Pact of the Darkfallen buff to the border of the health frame as depicted in the image earlier in this entry.
Type "Pact of the Darkfallen" into the debuff text box and hit enter.
Once you've selected a color look up near the top of the config menu and expand the Frame heading and select Border just beneath it. Then scroll through the list of buffs and debuffs and place a check mark next to our new Pact of the Darkfallen debuff. NOTE: All of the items under the Frame heading behave similarly. I've found the best results using borders and corner indicators for debuff monitoring.
That's it! The new indicator is now set up, and this will work for all custom auras. Just make sure you add new items properly as buffs or debuffs as Blizzard tends to use both in their encounter design.
*"Priming" a heal is the practice of casting a healing spell before damage has actually been done to a target. This is done typically when damage is known to be incoming on that target so that the heal lands just after the damage comes in. Often when this is done a player will monitor the healing spell cast time and cancel it if it will be wasted.
No comments:
Post a Comment