One suggestion I'd like to make, and I'm only doing it because it's on the top of my mind right now, and that would be if you could somehow add in a pause before it starts healing? I've noticed a lot of druid CCs start healing instantly, causing you to pull snap aggro, but then the tank (if he/she's a half decent tank) manages to pull combat back to where it should be. When I heal manually, I always allow at least two to three seconds before I start throwing heals out, unless the tank is taking immense damage.Hello guys.
I've been away from WoW for personal reasons, but I'm back now
So, I will be reviewing the messages you guys posted while I was gone and I'll try to fix whatever I can
If any of you has anything you think I should have a look at, now is the time to say it, hehe.
Thank you all for your interest in my "work" and I hope I'll be able to address most if not all of your concerns about my CC.
Ok, time to go to work. Will checkin later today![]()
I reverted to the prior release and its lifeblooming again just fine. Not sure why the newest wouldn't though ... still a great healing CC![]()
To be completely honest, it has been so much time since I used my CC or even looked properly at the code to accurately say how it behaves. I know I have no "intentional" pause, I know it just starts healing when it's needed, but I'll look carefully and see if this is a viable option to implement or if I can emulate that pause any other way, say, keep the healing at a minimum for a few ticks on the start.One suggestion I'd like to make, and I'm only doing it because it's on the top of my mind right now, and that would be if you could somehow add in a pause before it starts healing? I've noticed a lot of druid CCs start healing instantly, causing you to pull snap aggro, but then the tank (if he/she's a half decent tank) manages to pull combat back to where it should be. When I heal manually, I always allow at least two to three seconds before I start throwing heals out, unless the tank is taking immense damage
It would seem that Lifebloom is necessary in MoP.
So far it's x3 Lifeblooms -> Rejuv -> Spam Nourish (For hp + it refreshes Lifebloom stacks)
Put sometimes Regrowth on Tank (When hes taking a lot of dmg)
AoE healing is mostly like the same as Cata.
welcome back Costa, some feedback for you on your script
Firstly it would be great if you could disable auto buff....
If you could state that it doesnt AOE heal such as Wild growth unless 2-3 players hit a certain health percent
I dont know if the script has a certain cycle but it seems to get confused if a players healh drops too quickly... for example a warlock using Lifetap.... it just sits there without healing, I am using lazyraider with an fps of 60.
It would be good if it spell interupt, there have been times it casts nourish and during the cast time it would be better to drop that and cast regrowth or even natures swiftness and regrowth etc
Thanks for your work