Archive for the ‘Macros’ category

Quick Holiday Macro

December 16, 2008

I came across this macro last night.¬† I hesitate to advertise it… it’s the kind of thing that Blizzard will hotfix when they figure it out ūüôā¬† This allows you to get double rewards when you /kiss a Holiday Reveler.¬† I think they always come in pairs, so you get to kiss both of them!

If you don’t already have a focus macro, all you need for that is:


It will set your current target to be your focus.  You can also just type that into the chat box without using a macro.

Here’s the next macro:

/target focus

After you set your focus, target the other Holiday Reveler and hit your macro.¬† You’ll kiss your current target and your focus in quick succession before the server can register that you’ve already kissed the other.¬† Double rewards!

To quote Scout: “I like to think of it as creative use of in game mechanics”


Boss Tactics: Opera Event – Wizard of Oz aka The Crone

February 26, 2008

As a side note, I realized that I forgot the loot section on a few of the previous posts; this has been corrected!

This is one of the more rare Opera events, for me at least. We get BBW most of the time, Galadria says they did too. Between the two of us we’ve probably seen this one 4 or 5 times! This one seems complicated on the surface, but if you get everyone coordinated and doing their job it will go smoothly. You actually fight 6 mini bosses in this one; Dorothee, Tito, Roar, Strawman, Tinhead, when those go down The Crone spawns.

Encounter Mechanics

Phase 1

When the curtain goes up, Dorothee, Roar, Strawman, and Tinhead will be standing there. They become active in that order in quick sucession. I can’t find hard data, but it seems like Dorothee spawns Tito sometime after Strawman enters the fight; if someone knows when¬†she summons him please comment!¬†

We’ll start at the top with Dorothee. She has no aggro table and cannot be tanked. She will shoot Water Bolts (can’t be interrupted) at random raid members until she dies. You should kill her first.

Roar is next, he will has an AOE fear but is susceptible to fear himself. A Warlock or Hunter fear (the cooldown on Fear Beast will mean he’s going to be unfeared for about 10 seconds, have an OT hold him or the Hunter’s pet deal with it) is best for him. He will sometimes run out of the doors when he is feared and has been known to bug out, there doesn’t seem to be a way around it. He should be killed after Dorothee.

Strawman has a high chance to get a disorient debuff when hit with Fire damage. A Mage or Warlock can easily tank him, and sometimes kill Strawman by himself. If you don’t have a Mage or Warlock a Searing Totem and Fire Elemental from a Shaman can do the trick in a pinch or you can kill him first and heal through the Water Bolts from Dorothee. You can save him for last, there shouldn’t be much left when you get around to him.

Tinhead hits rather hard and needs to be tanked. He gains a rust debuff as the fight goes on and will walk progressively slower allowing the tank to kite him. This tank will need a healer early on but shouldn’t take many hits as rust debuff stacks up. Tinhead should be killed after Roar, have the tank continue to kite him as he is being killed; there’s no reason to use healer mana when the tank doesn’t have to take any hits.

Dorothee will summon Tito at some point. He silences casters and should be tanked. Have an OT pick him up when he spawns. Finish off whatever target you are killing when Tito spawns, kill him and return to the kill order. It doesn’t really matter when you kill Tito, just make sure Dorothee dies before he does or she will enrage.

Phase 2

After all of them are dead, The Crone will spawn in the middle of the room. A tank should be ready to pick her up. She has 2 abilities, a chain lightning and cyclones. The chain lightning is cast on random raid members and can chain up to 5 targets. It is unavoidable but easy to heal through. Her cyclones will move around the room and pick up raid members. They no longer cause damage but you do take falling damage. Also there is no stun so instant cast spells are still available. These can and should be avoided. You will need to assign one person to watch the tank and instruct him/her to move when necessary (tanks can’t always see their surroundings!)

Getting through Phase 1 is the hard part. Once you get to The Crone it’s all downhill from there!

Shadow Priest Specifics from Vladvin

The only thing I can think of for a Shadow Priest is to help the OT if he has trouble picking up Tito. Throw a MF to slow him so the OT doesn’t have to chase him quite as far. Of couse this meant Tito will be coming for you… but if the tank needs help with a pick up I consider the risk worth it.

Holy Priest Specifics from Galadria

This fight has a lot of raid damage. You should consider assigning one healer to heal the Water Bolts. Any healer can do this job. Set Dorothee to be your focus and make an assist macro (/assist focus). Then hit the macro throw that person a heal and hit the macro again. Rinse. Repeat. A Renew should be sufficient to heal up the damage unless they get double targeted.

Your Warlock or Mage shouldn’t take any damage from Strawman, but keep an eye on them just in case something goes wrong.

Priest Loot

Object of the Encounter

As I’ve said several times, the Opera events are easy but chaotic. A small test of coordination before moving on to Curator!

Boss Tactics: The Curator

February 21, 2008

In order to get to Curator you’ll need to go in the back door.¬† After leaving the front¬†door, go down the path a little ways and you’ll see a¬†small river on your left, cross the river and¬†go around the corner of the building.¬† Go up the stairs, and up, and up, and up until you¬†cross a small bridge and enter the back door.¬† Once you get inside go to your left and up the ramp, then up more stairs, until you get into¬†Curator’s room.¬†[Edit: see comments, there is a second way to get to the back half of Kara]

Encounter Mechanics


Curator is an alternating 2 phase fight. Once you have cleared the trash pulls around the room Curator pats in (be very careful, his agro radius is HUGE, you mostly have to glue your butt to the wall) you need to organize your raiders before pulling. All ranged DPS and healers need to spread out in 2 or 3 rows, using Deadly Boss Mods to space yourselves properly (you won’t be able to space out all the way before pulling and DBM won’t show up until you engage, but you need to be organized and know which row you will be in before pulling).¬† You can see our group spread out behind Curator in the screenie.


Every 10 seconds Curator will spawn an Astral Flare (shown by the yellow arrow above). The flares have a chain lightning that will damage anyone near and chain to others. Melee can follow the flares around and help kill them, but it’s important for the ranged to stand still. They will get hit with the lightning, but if they move around it will just spread the lightning around to more people. Flares need to be burned down quickly, if you get 2 or 3 Flares out at the same time it can easily wipe your raid. To facilitate targeting it is a good idea to use a targeting macro: /target Astral Flare. Once a Flare goes down start spamming the macro and as soon as you get the next one targeted resume DPS.

Curator’s other ability in Phase 1 is Hateful Bolts. He will throw a Hateful Bolt to the raid member (excluding the tank) with the highest health. This can easily be healed through. If you have a tank with some Arcane resist gear you can have him be the bolt soaker, just make sure to have a healer assigned to top him off. Since the Bolt soaking tank will need to be at high health all the time he needs to stay with Curator and not DPS the Flares.

When Curator runs out of mana, he goes into Phase 2, called Evocation just like a Mage, and regens all of his mana. He takes 200% [Edit, see comments: WoWWiki says 300% damage, I’m not sure I belive that, but the point is that he takes LOTS of extra damage!] damage during this phase and there is no aggro so all out DPS is called for. However, any remaining Flares need to be taken care of before DPS on Curator; some groups will have melee peel off and move to Curator early to help with running time. When he has regained all of his mana he returns to Phase 1. Rinse and Repeat (In our early attempts we would go through 3 or 4 Evocations, now we get him down to about 10% in the first one).

[Edit: At 15% health Curator will enrage and stop spawning Astral Flares.  The Hateful Bolts will come more often and his melee attacks hit harder.  However with no flares it goes quickly!]

As a side note, Curator is immune to Arcane damage so all you NElf’s out there won’t be able to use Sharshards.

Key Players

Tree Druids are helpful in this encounter. The damage from flares is not significant but is wide spread and HOT’s on everyone will take care of it. I also recommend no more than 3 melee in this fight unless you have OP’ed and/or very skilled healers. An Arcane resist tank is helpful but by no means necessary.

Some arcane resist won’t hurt anyone in this fight (the trinket from one of the Kara quest chains comes to mind) but it’s not necessary and I’d almost say that it’s better to maintain higher DPS than to reduce incoming damage. If you have weak healers, it’s an option to consider.

Shadow Priest Specifics from Vladvin

This is the first fight where I’ve got something special for the Spriest! Stay on Curator the whole time. In order to be a good mana battery you need a target that will stay alive long enough to get a VE up and do some damage to it. Even with an undergeared group the Flares will only be around for 10-15 secs. That’s not enough time to do anything worthwhile. If you stay on Curator the whole time you can use your normal spell rotation and be a good mana battery (to yourself and the other casters in your raid). You do need to save the extras for Evocation. Wait to use Devouring Plauge if applicable, trinkets, and your Shadowfiend for the Evocation since they will all be more effective with Curator taking extra damage.

Holy Priest Specifics from Galadria

My usual role in this encounter is to heal the Melee DPS and keep the Hateful Bolt soaker topped off. This works quite well for us. I keep Renews on all of the Melee (and the MT) and throw a Flash Heal if necessary. When the Bolt soaker takes a hit, Greater Heal and Renew to make sure he’s topped off for the next Bolt. I also like to throw a Lightwell in the middle of the area where the ranged are standing, that way Melee can make a quick tap right after a Flare goes down and get a little extra healing before the next one. Just like the SPriests, save your Shadowfiend for Evocation, you’ll get a full mana bar with the extra damage curator takes. [Edit: Keep an eye out for the enrage, the tank will be taking spike damage, but there will be no more Flare damage]

Priest Loot

Object of the Encounter

This encounter is a gear check to see if your raid is ready to progress into the back half of Kara. Curator hits reasonably hard so your tank needs decent gear. The Flares have 12000 HP and need to be taken with in 10 seconds before the next one spawns. That means your raid needs to be doing at least 1200 burst DPS, not hard to achieve but not easy for an under geared group. This fight can be tough on healers if the DPS isn’t fast enough, but the larger hurdle that I see is healer organization. There is widespread raid damage so it can look like the healer assigned to heal the raid isn’t pulling their weight. The MT healer needs to trust that the raid healer will get his job done because if he leaves the MT to help heal the raid too often the tank can die. This is a common problem among healers and a fight like this really brings it to the surface.

Boss Tactics: Attumen the Huntsman

January 23, 2008

I had a billliant idea this morning in the shower!¬† I was thinking about this post and it occured to me that Galadria and I should collaborate.¬† She’s going to write some recomendations for a Holy Preist for each boss (and make sure I’m not saying something competly wrong on the other parts!)¬† We’ll start with the first one you’re likely to encounter, Attumen the Huntsman and his noble steed Midnight.

Encounter Mechanics


The encounter begins when a tank picks up midnight. You can see him up there in the stables.¬† Phase 1 lasts until Midnight is down by 5%. This first 5% goes very quickly and aggro going into Phase 2 can be touchy so I just wand for the first 5%. No one needs the mana battery and your DOT’s won’t have time to take effect.

(I managed to miss this phase, but I don’t really want to delay posting this article for one screenie so I may add another picture next week)

Phase 2 begins when Attumen spawns. Most groups will need a second tank for Attumen, but if your tank is OP’ed (I’m talking T5 here) they can tank both at the same time. Attumen does a frontal attack so all melee needs to stay behind Attumen and you can have the tank put his back to a wall to turn him away from the raid.¬† At this point you can DPS Midnight, Attumen or both.¬† When one gets down to 25%, Attumen will mount Midnight and wipe the aggro table, the resulting health will be equal to the higher of the two when they join.¬† The picture below is just at the moment when the tank picked up Attumen.


In Phase 3 Attumen will charge a random party member outside of melee range and curses a random party member every 30 secs, decreasing their chance to hit with melee, ranged and spells by 50%.¬† This should be removed quickly by a Druid or Mage as it can really hurt your DPS. He also continues the frontal cleave.¬† If you have all ranged stack up behind Attumen he won’t charge (this is not a myth, it works, I’ve done it) but of course you have to watch your threat. If you have a hunter, this is not possible because of range, but he’ll be the only one getting the charge.¬† Continue DPS until he dies (and never drops Handwraps of Flowing Thought).

Key Players

While there is no one class that is necessary for this encounter, there are a few that make things easier. All of the trash leading up to Attumen is Undead so a Priest or 2 with a Shackle makes the larger trash pulls towards the end easier (don’t forget your Shackle Macro!). A Mage or Caster form Druid to dispell the curse makes the fight go faster as the debuff really hurts your DPS.

Shadow Priest Specifics

There’s nothing specific for the SPriest in this encounter.¬† Try to time your¬†SW:D for right after a charge so you know you won’t SW:D yourself and immediatley get a charge, which might kill you.¬† If you are light on healers be sure to keep VE up to help with healing through the charge. This is a relativley short fight so mana consumables aren’t much of an issue (we do this fight in about 1 min 30 sec, my first time in Kara it took 4 or 5 mins). If your group is undergeared and are going a little longer, take a Mana Pot as soon as it will fill your mana bar. Use your SF early in Phase 3 since that’s when you can really open up and burn him down (paying attention to threat of course!).

Holy Priest Specifics

This fight is usually easy on healers (if you have 3).  Keep a Renew on both tanks during Phase 2 and mantain it during Phase 3.  Aggro can be touchy during phase transistions so hold off on heals for a few seconds during pickups.  You can also use the Frisbee to help keep threat off of you.  If you are assigned to heal charges make sure to get them topped off.  It is not uncommon for Attumen to charge the same person twice.

Priest Loot

Object of the Encounter

This encounter is meant to test the gear of your entire raid.  Attumen is not a mandatory fight (as a matter of fact, Curator is the only boss that is REQUIRED in order to move on to further bosses) but it will tell you if your group is ready for the rest of the instance.  As for skill, the only real test is on the tanks.  The transitions between the phases are both aggro dumps.  Your tanks must pick them up promptly or your raid can wipe.

One last note, once you are Honored with the Violet Eye (rep goes really fast in there) you can repair just behind the room that Midnight was in, at an NPC named Koren. There is a large pull in front of him, but it’s worth the trouble to get the easy repair. Waiting for someone to hearth and be summoned back FTL!


Galadria insisted on a movie from this actor seeing his untimley death yesterday:

Girl: Sir ___. What are you wearing to the ball tonight?
Guy: er… nothing…
Girl: Well, we shall cause a sensation, for I shall dress to match.
Guy: [annoyed] Don’t you ever get tired of putting clothes on?
Guy’s friend #1: [whispers] I think she’s talking about taking them off, sir.
Girl: A flower is only as good as its petals. Don’t you agree?
Guy: A flower is good for nothing. You can’t eat a flower, a flower can’t keep your warm…
Girl: And a rose never knocked a man off a horse either.
Guy: You’re just a silly girl arn’t you.
Guy: Better a silly girl with a flower, than a silly man with a horse and a stick…
[she walks away]
Guy’s friend #2: It’s called a lance… hello…

Spell Review: Mind Control, Soothe, and Vision

October 22, 2007

Since the reviews on these spells are going to be fairly short and they all are slightly related, I’m going to post them all together: Mind Control, Mind Soothe, and Mind Vision.

I’ll start with the whimpiest one.

Mind Soothe

Tooltip – Rank 4 (as of 10/22/2007)

  • Cast Time: Instant
  • Range: 40 yds
  • Duration: 15 secs
  • Mana Cost: 108

“Soothes the target, reduciing the range at which it will attack you by 10 yards. Only affects Humanoid targets level 85 or lower. Lasts 15 secs.”

Mechanics – What does the tooltip mean?

This is basically an aggro radius reducer. It’ll let you get closer to the mob with out it noticing you. It’s very similar to a Rogue’s Distract but it only works on one target.

Between The Lines – What the tooltip doesn’t say.

The only comment I have here is that the spell itself causes no threat. When it wears off the mob still won’t have noticed you. (Note: this is my expirence… I have no hard facts to back that up, please take it with a large amount of salt)

Tips, Tricks, and Pitfalls

The big one here is that you can’t Vanish like a Rogue if you get too close and break the Mind Soothe, so you have to be carefull with this one. The main use I have for this spell is to allow me to get close to a mob I want to Mind Control. Mind Control has a short range and can sometimes be smaller than your target’s aggro radius. I usually use it as a precaution when I’m getting ready to Mind Control, just in case I get too close. I know some use it to sneak around a group of mobs they want to avoid. To be honest I never think about it when I’m in those situations.

Related Macros

If you use this one with Mind Control often you could make a /castsequence for chaining the spells.

Mind Vision

Tooltip – Rank 2 (as of 10/22/2007)

  • Cast Time: Channeled
  • Range: 50,000 yds
  • Duration: 1 min
  • Mana Cost: 150

“Allows the caster to see through the target‚Äôs eyes for 1 min. Will not work if the target is in another instance or on another continent.”

Mechanics – What does the tooltip mean?

This can be cast onto any target, friendly or enemy within range (that will depend on what rank you have) and see through their eyes. It doesn’t make them a pet, you can’t control them, just see what they see. It’s a channeled spell so you can’t move or do anything else while channeling it.

Between The Lines – What the tooltip doesn’t say.

Again, this causes no threat to mobs. 

Tips, Tricks, and Pitfalls

This spell is cooler than it looks. The highest rank basically allows you to Mind Vision anyone anywhere as long as you don’t have to go through a loading screen to get to them (OK, maybe not anywhere, but it’s got a huge range). Your buddy is lost trying to get over to where you are? Mind Vision him and see what he sees to give better directions. Want to annoy Horde (or your friends for that matter)? Find a good perch and Mind Vision random people just to see them freak out over the debuff. Kirk also has an article about the uses of this spell. Basically you can chain the Mind Vision in order to see around a corner. While you have one mob MV’ed, select another and cancel, then MV the new target and so on until you can see what you would like to see.

Related Macros

Can’t think of any, comment if you’ve got something!

Mind Control

Tooltip – Rank 3 (as of 10/22/2007)

  • Cast Time: 3 secs
  • Range: 20 yds
  • Duration: Up to 1 min
  • Mana Cos: 750

“Controls a Humanoi mind up to level 74, but increases the time between attacks by 25%. Lasts up to 1 min.”

Mechanics – What does the tooltip mean?

OK, this one is cool. You can MC any humanoid target (players as well as mobs) for up to 1 min. It’s a channeled spell and can be interrupted. While MC’ing your target you will see through their eyes, you can move them around, and you’ll get a pet bar to control them (if you’ve done the Chess Event in Kara it’s very similar).

Between the Lines – What the tooltip doesn’t say.

The big one here is that it can end early and be resisted. The current theory is that it does a resist check every 5 secs and part of that check is range. The closer you can move the mob to you, the lower the chance to resist. A MC’ed mob/player becomes friendly to your party members so you can’t have your group attack it while it’s MC’ed, but it can attack other mobs or enemy players. Also, limited to 10 secs on players (thank-you Nobs!)

Tips, Tricks, and Pitfalls

My favorite tactic (and one that I haven’t quite mastered) is to MC one mob in a group and have the other mobs kill it. The trick there is to release the MC before it dies and give it the final blow if you want to be able to get loot/rep/quest credit for killing it. I know some people use MC as a form of CC and treat it like an enslaved demon but I don’t really see the point. You’re either going to loose your healer or a DPS in order to do that. The last thing I’ll mention here is the fun one of running your MC’ed mob/player off of a cliff… very cool.

Related Macros

Other than the one I mentioned earlier about using /castsequence with Mind Soothe, I’ve got nothing… leave a comment if you have any ideas!

I think that about wraps it up… Oh yea, movie quote… didn’t think I was gonna forget did’ya?


“Give my regards to King Tut, asshole.” Name that movie! All you Sci-Fi geeks out there should have no problem with this one.

Some New Stuff

October 16, 2007

Last night I fiddled around with my buttons and added some new macros. The first looks like this:

/castsequence [target=player] reset=6 Power Word: Shield, Renew, Flash Heal

This allows me to interrupt whatever I am casting and shield myself and heal myself, then resets if I decide I don’t need the Flash Heal. I’ve had a problem where I’m dying too much. Last week we put in several attempts on Shade and I died before the wipe on 3 of the 6 attempts and in one case my death was the downturn. My husband thinks I’m not healing myself enough. We went and looked at the WWS and the other 2 healers get more than 50% of their incomming healing from themselves and I’m the opposite. I’ll get to try this out in a raid on Thursday and I’ll let you guys know if I like it.

Here is my “Oh, C$%! Tank needs a heal!” Macro:

/cast sequence [modifier:ctrl,target=focus] reset=10 Prayer of Mending, Renew, Flash Heal, Greater Heal

The modifier allows easy casting on the tank if I don’t have him targeted and allows me to use it on another player if I would like. Again, the reset allows me to decide if I need to use the entire macro and have it reset if I don’t want to use all of it.

2 little ones that I had before, but are worth mentioning:

/cast Fade
/s ***Priest is Fading***
/cast Resurrection
/s ***Resurrecting %t***

The first gives the tank a visual cue that something has happened that I needed to Fade. This has worked wonders in the past, my tank and I really like it. The second simply lets the other healers in the raid know who I’m rezzing.

I also added some down ranked heals. My over healing is entirley too high and I think it’s because my +Heal is high enough that I don’t need to be using the highest ranks most of the time. I took Kirk’s idea and named each with the aproximate ammount it heals for. I have my UI set up to only show me players health deficets so it works well. I can easily select the appropiate heal for the ammount of damage they have taken. I added a macro to each spell to allow me to cast on a different target depending on modifiers (also from Kirk):

/cast [modifier:crtl, target=focus][modifier:alt,target=player] Spell Name
/cast Spell Name
[Edit: in order to actually make this one work I had to add the line “/cast Spell Name” to the end, otherwise it only worked for the 2 modifier conditions, if anyone knows a better way to do that, let me know.]

Please add any other macros you find useful in the comments. These are just the ones I use!


[Heroine holds up a cross] “So this is your defense? Your puny faith?” “No.” [the cross ignites in flames and she tosses the cap off a hairspray can] “My keen fashion sense.” [she sprays the flames, shooting them at his face]

Name that movie for 10 points!!

Spell Review : Binding Heal

October 11, 2007

This one is fairly straightforward, but it’s a good spell and therefore worth reviewing!¬† Here is Ego’s post on this spell, good info there too.¬†

As always… from the begining.


Cast Time: 1.5 secs  Range: 40 yds

“Heals a friendly target and the caster for XX to XX. Low threat.”

Mechanics – What does the tooltip mean?

As I said earlier, this one is fairly self explanitory.¬† Heals target and caster at the same time.¬† Very nice for keeping the tank up when you’ve taken¬†some¬†damage.¬† The low threat part is where this one shines.¬† I’ve never seen any kind of theorycrafting on exactly how much lower the threat is for this spell, but I’ll take whatever I can get.¬† Since your healing 2 targets the threat might otherwise be… ugly.¬†

Between the Lines – What the tooltip doesn’t say.

The downside for this one is the mana efficency… it kinda sucks.¬† It gets a good coefficent from your gear so it gets better as your gear but gets better, but still.¬† It is an emergency type spell and in order to mantain balance it’s going to be inefficent.¬† It’s basically 2 Flash Heals in the time it takes to cast one, which is the good part.¬† My only wish about this spell is that I’d like to be able to specify 2 targets instead of myself and another, but the logistics of that kind of suck so I’ll just keep on wishing ūüôā¬†

Tips, Tricks, and Pitfalls

Binding Heal is terribly usefull when you have pulled aggro off of the tank.¬† Whatever hapened, you took a couple of good whacks and through whatever means they’re back beating on the tank and now you both need to be healed.¬† Since it’s low threat you can cast with out worrying about pulling aggro back on to yourself and since it heals both of you you’ve killed several birds with one stone.¬† When I pull aggro I will usually chain cast this spell until one of us is topped off then return to normal healing.¬† It’s espcially nice since it’s a quick cast.

Related Macros

I don’t currently use any macros for this spell, but if you like to keep your tank as your focus you could set up a macro using modifiers to cast on your target or focus depending on the modifier.


“Harry called you his associate. What exactly does that mean? I mean, I never heard your name, or read it in Variety, or The Star, or anyplace. ”¬† “It’s what he said, I’m his associate.”¬†¬†“You must bring something heavy to the deal.”¬†¬†“I do: me.”

Name that movie!!