Sephran: Why don’t you marry Regrowth?

  • Home
  • Guides
  • Blogroll
  • Contact
  • About
  • Entries | Comments
  • Recent Comments
  • Add to Technorati
  • 2.4 Mana Regen Calc.
  • The World Tree
  • Support Resto4Life
Arbor Day Challenge - Send Me Your Tree!

Favorites

  • 4 Haelz
  • Big Bear Butt
  • BigRedKitty
  • Kestrel’s Aerie
  • Leafshine: Lust for Flower
  • Of Teeth and Claws
  • Parry! Dodge! Spin!
  • Points of Convergence
  • Priestly Endeavors
  • The Hunter’s Mark
  • Unbearably HoT
  • View Full Blogroll

Mana Regeneration Calculator

Light of Elune

  • WoWInsider: Consumables for Bears
  • Gray Matter: Spell Damage vs. Spell Crit
  • 4 Haelz: Healing for Anzu
  • View All

Recent Additions

  • Eye for an Eye
  • Vendor Trash
  • Think Tank

Blogroll Highlights

  • Flyv’s Warcraft Blog
  • Purrfect
  • Dark Spot in the Corner

Categories

  • Analysis
  • Artwork
  • Balance
  • Blog
  • Blue
  • Community
  • Feral
  • Humor
  • Items and Equipment
  • Macros
  • Mailbag
  • Media
  • Patches
  • PvE
  • PvP
  • Spells and Talents
  • UI Addons
  • Uncategorized

Archives

  • May 2008
  • April 2008
  • March 2008
  • February 2008
  • January 2008
  • December 2007
  • November 2007
  • October 2007
  • September 2007
  • August 2007
  • July 2007
  • June 2007
  • May 2007
  • April 2007
  • March 2007
Parry Dodge Spin
I blog Azeroth. Do you?
    Recent Posts
    • Out of Town
    • Phae’s e-Fish-ent Macro
    • 2.4 Mana Regen: Getting the Most out of Innervate
    • Resto4Life.com Moved … Again
    • Change to Natural Perfection Reverted
    • Community Spotlight: Art from Andrige and More Blogs
    • Impressions Solicited: Spell Haste
    • Some Would Have Made Him into Boots…
    • LFD = Looking for Designer
    • Phaelia’s (Completely Made Up) WotLK Preview
Currant

Hammer’s Slammers

April 29, 2008
Categories: Feral, PvE

A thread topic that comes up over and over is “Where are all the tanks?”  They tend to come in groups, and I’ve seen them since at least the launch of Burning Crusade (prior to BC, all the threads seemed to be lamenting the absence of healers), with little sign of dissipating completely.

I read a lot of those threads and watch as people offer explanations and criticisms and just snipe stupidly at other people for little reason other than to push buttons.  There are accusations of elitist tanks, the inevitable bickering between Warriors/Paladins/Druids, and the random Shaman clown who thinks buying Toughness from Enhancement should secure him a ringside seat.

Whenever a thread like this raises its ugly head, one of the most frequently seen flippant responses is, “Re-roll a tank if you need one.”

It’s the same response that gets trotted out whenever someone laments the lack of healers, or the difficulty of what they do, or the lack of appreciation for their role.  “Roll DPS if you don’t like healing, nub.”  As with all stupidly brief responses to forum topics, the answer avoids the issue and indeed, exaggerates it should the target follow said input.

Oddly, it seems that their advice may have been followed to some degree.

Most Warriors in Burning Crusade seem to be DPS, ostensibly to PvP but also because of the “massive” buffs they provide to group DPS or conversely, the massive DPS output they can achieve with the perfect group.  The majority of Paladins are still healers, though a growing proportion are picking up a Warrior’s 2-hander, putting on Warrior DPS plate, and smacking things, too.  And Druids… well, foliage spec is still an amazing instance healer and remains our best ticket to 133t PvP stuffage.

So perhaps there really are fewer tanks because they decided to go dps either within their class or with another.  Perhaps two of the tanking classes have rediscovered that their DPS specs can be viable (as the player of both non-Warrior tanking classes, I can say with a fair degree of certainty that this is definitely a factor).  Everyone needs DPS if just to farm or do dailies, and many raid encounters are as much DPS checks as anything.  DPS climbs ever higher in the ranks of desirable traits and specs.

Some say that tanks, like the healers of old, are busy tanking for their guilds and won’t touch a PUG.  While there is some truth to this, I also find that I am in high demand even in my guild.  That isn’t to say that many tanks don’t feel this way.  Hell, I feel this way a lot, but given the level of demand I see for my services even within the comforting bounds of my own guild, there’s definitely something else going on.

Like many others who choose to tank, I really enjoy it.  It is without a doubt the hardest thing I’ve done in the game (I’ve done DPS and played two raiding healers at the cap extensively), but the payoff for doing it successfully is equally great. 

My success, though, is tied to the rest of the group.  “But so is mine,” you may opine, but the truth of this is simply greater for a tank.  No matter how tuned in and on my game I may be, 1-2 bad players can make me look like an idiot.  No matter my level of skill, my job requires everyone else to be part of the plan.  I can’t do it without the rest of the team pulling their weight and paying attention.  If my healer and I are the only ones on our game, we will fail.  It really is that simple.

Tanking is work.  I’m not going to say the other jobs aren’t because I know healing can be but my DPS experience is fairly limited.  But when you accept a PUG invitation you’re risking a lot.  It can be an absolute blast to tank, but it’s work, and it’s not unexpected that most people either don’t want to do it or don’t want to do it for people they don’t know and therefore, trust. Let’s face it, as the tank, I have to trust all of you even more than you have to trust me. Only the healer is in a similar situation. So if I don’t know you, I’m risking my playtime and I’m not always willing to do that.

But sometimes I will.  After all, I learned to tank by tanking for PUGs because my guild doesn’t challenge me to step up my game.  They’re really good and I don’t need to.  For a PUG, you’ll need all your skill to succeed.

Inevitably that begs the question, what skills are those?  What does it take to be a tank?  What if you’ve read all this and still think tanking sounds fun?  Well, that’s what I’m here for.  Rather than discuss the specific tools used to tank as a bear, I’d like to talk about what any tank needs to be successful, in no particular order.

Arguably the most important trait for a tank to have is situational awareness.  As a tank you need to be aware of everything.  During any given fight, you need to have an idea who is being hit and why, and if you’re not trying to lock them down, why you’re not.  It’s your job to enable the DPS.  Without you, they can’t do their job because…well, because they’ll die trying.  Just as important (and Phae would undoubtedly argue MORE important) is protecting the healer.  Without her, you’re dead.  Sure sometimes you can pull of something amazing with a few standing DPS and no healer, but that isn’t the norm, especially for encounters at your gear level.

It’s crucial to be watching for patrols, managing your positioning so that runners are handled effectively, pulling behind corners to corral casters and so on.  You more than anyone in the group need to be aware of everything that’s happening and understand why it’s happening.  Sometimes you can do something about it and sometimes you can’t, but every bit of information builds knowledge that paints the greater picture of conflict.  It is this picture of the tactical landscape that determines what you can, should, and will do.

You will also need cash.

Tanking is expensive business.  Sure anyone can make that claim but the reason I point it out specifically is because it is vital to any tank that they have the best gear they can obtain.  The best enchants and gems are also crucial.  The reason is simple: you want to give you healer the biggest cushion you possibly can because the easier you are to heal, the better able the healer will be to cope with the inevitable wandering damage all encounters stupidly sport these days.  That inevitably involves cash: cash to buy rare gems, cash to buy armor kits, cash to buy craftables to use until the drop you need comes.  You will find yourself at your most successful when you aren’t stingy with what you’ve made, when you are willing to dump it on gear, materials for crafting, and the right enchantments.

Your repair bills will be enormous.

A sense of sacrifice helps.  No, tanks are not altruistic paragons of self-sacrifice such that the Dalai Llama comes to us for monthly training seminars, but you do need to have a healthy dose of “team” over “self.”  After all, you’re the one getting hit in the face so the pretty DPS corps and the healers can use their fundage for vanity nose jobs and not reconstructive surgery.  You will often die while others live either by running out to reset an encounter, feigning death, vanishing or even the semi final application of Divine Intervention.  This is in part why your repair bill will suck, but it can also easily leave you with a sour taste in your mouth as you and your healer are running back while your Hunters and Rogues (and even Mages it seems, from time to time) slap each other on the back for living through the deadly pull — sometimes repeatedly.

If you can’t deal with that, maybe you should rethink your goals.

As I pointed out earlier in the article, you are utterly reliant on your team.  You cannot survive without them, you cannot succeed without them, you cannot kill without them.  Their performance will override yours.  Most often this means that if they stink, your run will fail, but it also means that if they’re good enough, they can carry you on a bad day or struggle through teaching you the ins and outs of your job.

It’s because of this reality that I believe tanking for competent groups, while helpful, is not ultimately educational the way it should be in order to hone truly impressive tanking skills.

Marking your targets is a skill every tank should hone.  Perhaps you don’t believe this to be a skill, but if that’s the case, you’ve probably never had to alphabetize anything either.  Marking targets is a carefully coordinated opus where you’re taking the resources you have (your teammates, their skill, their tools, their gear…) and comparing it to the obstacle at hand whereupon you prioritize targets, assign control duties, and discuss what to do when you have leftover targets.

This requires a knowledge of your class, a working knowledge of the capabilities of other classes, a knowledge of the mobs you’re dealing with and their capabilities… and most importantly, a willingness to listen to input.

Sometimes you don’t know what’s best and you need to listen to your team so they can tell you what they’re capable of or comfortable doing.  One Hunter may barely know what a trap is while another could chain trap anything you pointed her at.  The other side of this is that eventually, you have to make a decision, and that decision may fly in the face of what those people say they can do.  Ultimately, you’re the one that takes the fall for control and you’re the one that needs to say, “I know you don’t like trapping or feel you are best at this, but I need it done.”

It’s also possible to have someone else mark targets.  This is less than ideal because it means you have to react to someone else’s priorities and assumptions, ones you may disagree with.  You aren’t in control, and you need to be.  It can be helpful when learning an instance from someone who knows, though, and in that light, it’s an option to be considered, but learning to effectively mark targets is fairly critical for a tank.

Finally, you need to be something of an attention whore.  All of us are attention whores on some level, but the dirty secret of tanking is that it puts you firmly in the spotlight, and who doesn’t like to be there?  In a hard encounter, when the Main Tank goes down, it’s a wipe.  Keeping you alive is priority one for most groups because when you fall, so do they.

While there is significant responsibility to the role of a tank, there is also a significant amount of narcissistic self-indulgence.  You stand toe to toe with the biggest and the baddest with absolutely everyone there relying on you to do your job so they can do theirs and collect the magical treasure that comes with success.

I’m sure other tanks have other lists, and this one is by no means complete, but if none of this has turned you off and you have the requisite dash of prima donna, give it a shot and see if you can help minimize the tank shortage.

I’ll see you at the reconstructive surgeon between instance runs.

Related Posts

  • Heresy in the Woods
  • What to Know…
  • Achilles What?
( 25 ) Comments
Categories: Feral, PvE
Phaelia

Resto Druids: 5 Things You Should Know (about Yourself)

April 8, 2008
Categories: PvE

I’m writing this post in response to a recent post by Pummra of Part Time Druid in which he details several of the strengths and weaknesses of our class for the benefit of other players. I didn’t agree 100% with all of his points and wanted to present my own point of view. Thank you, Pummra, for the inspiration!

  1. What We Lack in Buffs, We Help Compensate for with Debuffs

    While Druids don’t have totems or blessings and Mark of the Wild is oft-disparaged, we have a few unique capabilities not possessed by other healers:

    • With 11 points invested in Balance, we can reduce the hit chance of a mob by 2%, reducing damage needing to be healed for a pittance of mana. (See also: Debuffing Your Focus Target)
    • We can reduce the armor of mobs through Faerie Fire, allowing melee and ranged DPS to do more damage against them. (See also: Rogues and Armor Penetration)
    • We can increase the TPS of our tanks via Thorns (and sometimes Brambles), a threat increase that scales with the number of mobs while our own healing threat decreases. (See also: Don’t Poke Fun at Thorns (They Hurt))
  2. We Have Great Crowd Control…

    Druids Need to be Versatile …for a healer. We have the best assortment of crowd control tools available to any healer. Hibernate is essentially Shackle Undead for Beasts and Dragonkin. While these two mob types are arguably less common than Undead, we also have Cyclone, a spell which when leveraged properly, can take a mob out of contention for up to 10 seconds (more if the mob is a spellcaster and you time things well). While Cyclone does suffer from diminishing returns, it can be rotated among several mobs in fights like Priestess Delrissa in Magister’s Terrace or be used to give another group member a little breathing room when having to reapply forms of crowd control such as Polymorph. Entangling Roots is restricted to outdoors-only instances, but when available is another great tool at your disposal. (Just make sure your groupmates know not to stand beside a rooted mob.) Finally, Bear Form + Bash can buy your tank four seconds to regain the mob’s interest if you get into trouble, five if you’re PvP-specced and have Brutal Impact. (See also: Handling Threat)

    As a Druid, expect to occasionally have to argue for the ability to use crowd control in a group. Many players assume limitations that do not exist. (I actually had a guildmate suggest the Hibernate target be killed first on Hex Lord because "Hibernate is the worst form of crowd control.")

  3. Resurrection

    Perhaps the one shortcoming that I happen to agree with. (See also: Out of Combat Resurrection) Rebirth is pretty amazing, though.

  4. We Eat Spike Damage for Breakfast! (RAWR! =^_^=) 

    While we excel at HoT-based healing — a form of healing which in most cases prevents spike damage from occurring — we also have an assortment of tools available for handling spikes of damage when they do occur. Swiftmend can be used to convert a Rejuvenation or Regrowth to a burst of healing and is available every 15 seconds. Once every three minutes, we can deliver a staggering burst of HP in the form of Nature’s Swiftness + Healing Touch. While less mana efficient than the Paladin’s Flash of Light, a Regrowth heals for around the same amount for only half a second more, while providing an additional 21-second HoT that can immediately be converted via a Swiftmend. Expecting a set of AoE damage to your group during a fight like Selin Fireheart? Throw Lifebloom on all five members for a burst of healing after the effect goes off. Should group healing get out of your control, you can always fall back on Tranquility, essentially a fight "reset" on a 10-minute cooldown.

  5. But Wait, There’s More!

    Like the Shaman’s Poison Cleansing Totem, Druids have the ability to cast a "set it and forget it" spell called Abolish Poison that will make repeated attempts to dispel any poisons applied during a fight. We are also the only healers who have the ability to Remove Curse.

We Druids are creatures simultaneously of limitations and special exceptions. To play a Druid well, you must be willing to work harder and play more creatively than many other classes. You have to press more than the buttons that make people’s health bars refill. In return for your efforts, you have the potential to be viewed as one of the most skilled and versatile players in your guild, raid, or group of friends.

Related Posts

  • Resto Druids: 5 Things You Should Know (about Yourself)
  • Handling Threat
  • Mailbag: Bestowable Threat
( 12 ) Comments
Categories: PvE
Phaelia

Daily Quest: Intercepting the Mana Cells

March 29, 2008
Categories: Lunar Guidance, PvE

map_basheres_landing I’m not always the most diligent at completing daily quests. Occasionally, I’ll go for stints where I complete the BEM quests for Simon Says, Bombing, and Nether Ray Wrangling for a week or so and then stop until raid repairs and consumables have eaten through most of my surpluses. Patch 2.4 introduced a whole new set of dailies for me to neglect, including some with the potential to grant Heroic Badges! One such quest is called Intercepting the Mana Cells and is given by Exarch Nasuun on the Terrace of Light in Shattrath City. Once you have the quest, you’ll have to fly up to North-central Blade’s Edge Mountains, to an area marked on your map as Bash’ir Landing. The most convenient flight point is Evergrove which is southeast of your destination (but labeled "Ruuan Weald" on your map).

Once you arrive at Bash’ir Landing, you’ll need to kill the resident monsters until one of them drops a [Bash'ir Phasing Device]. Restoration- and Balance-specced Druids should avoid the Unbound Ethereals. They’re immune to arcane damage (Moonfire and Starfire), so you’re better off killing the Ethereals whose names start with "Bash’ir." As far as I’m aware, none of them are claw or tooth immune, so kitties and bears can kill anything they want. The drop rate for the Phasing Device seems pretty high, and it shouldn’t take more than a few kills to get one.

These guys eat Moonfire for breakfast! Activate your Phasing Device, the world will go all blue and wibbly-wobbly, similar to the effect experienced by Mages when they cast Invisibility. At this point, all the Ethereal mobs will disappear, and you’ll be able to see small glowing cubes called [Smuggled Mana Cell]. The objective of this quest is to collect 10 of these cubes, but the spawn point for each is guarded by one or more Phase Wyrms. As with most collect quests of this nature, it can be very frustrating to be clearing the mob guarding a Mana Cell only to have another player come in and nab the item for himself. Luckily, I’ve discovered a foolproof technique for protecting yourself from these shenanigans! To easily and efficiently collect your 10 Mana Cells:

  1. Shapeshift into Flight Form.
  2. Fly up a little ways so that you’re outside the aggro range of the Wyrms but can still see the box spawn points.
  3. When you find an unclaimed Mana Cell, fly down directly on top of it. Chances are, you’ll aggro its guardian Phase Wyrm.
  4. Cast Cyclone on the Wyrm. As it’s casting, spin your camera so that your cursor turns into the gold activation cog over the Mana Cell.
  5. As soon as your Cyclone goes off, ctrl+right click on the Mana Cell (or whatever key combination you have specified for auto-loot). The Wyrm should just break free a second or two after you’ve acquired the Mana Cell.
  6. Kill the Wyrm and repeat. Note: Should you die while collecting, you’ll lose your Phasing Device and have to acquire a new one!

Using this technique, it’s practically impossible to be "scooped" by another player, making what might otherwise be a frustrating and odious quest (especially for Restoration Druids) a quick and easy way to acquire a bag of [Shattered Sun Supplies]! And remember, always use your powers for good, not evil; don’t take Mana Cells from other players. The QQ in the official forums has finally subsided to the merest trickle of tears. Let’s not garner any further ill will from the lesser classes!


For a more extensive write-up on the Daily Quests in 2.4, I invite you to read Part 1 of the new series that my friend Runycat from Unbearably HoT is working on!

Related Posts

  • Daily Quest: Intercepting the Mana Cells
  • A Quest (or Five) a Day …
  • 2.4 Mana Regen: Paladin Blessings
( 11 ) Comments
Categories: Lunar Guidance, PvE
Phaelia

2.4 Mana Regen: Regrowth as the New Raid Heal?

March 9, 2008
Categories: Analysis, Artwork, Lunar Guidance, PvE, Spells and Talents

The 2.4 Mana Regen Series

  1. 2.4 Mana Regen: The Basics
  2. 2.4 Mana Regen: The Mana Regen Calculator
  3. 2.4 Mana Regen: Regrowth as the New Raid Heal?
  4. 2.4 Mana Regen: Valuing +Healing
  5. 2.4 Mana Regen: Paladin Blessings
  6. 2.4 Mana Regen: Getting the Most out of Innervate

DPSers need heals, too! I know that it may sound like blasphemy against Elune to suggest that Regrowth — or really any spell — might be a preferred choice over that holiest of holies (most restorative of restorations?), Lifebloom, in any capacity, but please bear with me.

What are the key components of a spell suitable for raid healing?

  1. Must be quick enough to cast that we can heal more than one person in between refreshing Lifebloom.
  2. It must not disrupt or prevent our role of rolling stack(s) of Lifebloom on the tank(s).
  3. Ideally, should guard against being "overwritten" by heals such as Chain Heal, Flash of Light, or Prayer of Mending.

With the above characteristics in mind, I am going to perform an analysis of 7 seconds of Lifebloom (including its bloom since this is raid healing, not tank healing) vs. the direct heal of Regrowth. The +Healing coefficient values I will use are derived here and summarized below:

Spell, Component +Healing Coefficient
Lifebloom, HoT

0.6858

Lifebloom, Direct

0.4533

Regrowth, HoT 0.9227
Regrowth, Direct 0.5941

For the coefficients listed above I’m assuming the following:

  • Empowered Rejuvenation (affects all four pieces unequally)
  • Gift of Nature
  • Improved Regrowth (+50% additional crit rate for the direct heal of Regrowth)
  • 10% base spell crit (affecting the direct heal of Regrowth) for a total of 60% crit

Continue reading ‘2.4 Mana Regen: Regrowth as the New Raid Heal?’…

Previous in series Next in series

Related Posts

  • 2.4 Mana Regen: Regrowth as the New Raid Heal?
  • 2.4 Mana Regen: Valuing +Healing
  • It’s ARBOR DAY in Azeroth!
( 29 ) Comments
Categories: Analysis, Artwork, Lunar Guidance, PvE, Spells and Talents
Phaelia

It’s Not ALL about the Heals

February 12, 2008
Categories: PvE

What’s most interesting to me about the change to have Intellect affect Spirit-based mana regeneration is that it’s a further buff to the longevity of Priests and Druids, two out of four of the healing classes (Shamans have received similar boosts to their mana regeneration in previous patches). This is on top of the changes to Intensity/Meditation that came with Patch 2.3. An exciting change to be sure, but one has to wonder what Blizzard is thinking as they continue to make mana less and less of a stumbling block for content completion.

Those of you familiar with the raid content from EverQuest 1 will likely remember something called the CH-rotation. This was a chain of Clerics dedicated to casting the Complete Heal spell every X seconds. The harder-hitting the boss or less geared the tank, the faster the rotation needed to be. Your raid lost when your Corps of Clerics ran out of steam. Or when one of them exploded in a fit of drama over loot, shattering your guild into a meelion tiny fragments. (Clerics in EQ were notorious for their sense of entitlement, perhaps because they had one of the most mind-numbingly boring but nonetheless essential roles in the endgame.) Blizzard seemed to initially carry this idea into their first raid content. Despite encounters which were much more dynamic, the responsibility for a raid’s success often lay squarely upon the shoulders of its healers; just think back to fights like Lucifron and chain decursing.

Now with TBC raiding content, healers’ roles have further diversified. We focus on different stats (spell crit for Paladins, Spirit for Druids and Priests, MP5 for Shamans, +Healing for all). Rather than the pre-TBC focus on direct healing at varying speeds, we now fill different niches (direct heals, group heals, “jumpy” heals like Prayer of Mending and Chain Heal, and heals over time). Add to this the buffs to mana regeneration we’ve seen over the past year and a much increased emphasis on healers in PvP content, and it’s a great time to be a healer.

Revenge is SweetWhile healers are expected to do more in terms of movement, positioning, and decision-based healing — and thankfully, far less in terms of decursing — TBC encounters also tend to have a much higher emphasis on high DPS. With soft enrage timers (whereby the mob in question hits harder but not to the point of becoming unmanageable), “hard” enrage timers, and mechanics like Gruul’s progressively harder-hitting growth stages, it’s become more important than ever for DPS to be on the top of their game. Because while mana may be less of an issue, eventually the HPS of your raid’s healers won’t be able to keep up with the DPS of some encounters.

I personally view this as a positive paradigm shift. When so much of the responsibility for my raid’s success lay upon my shoulders and the shoulders of other healers, failure often felt personal. Now the responsibility is more evenly distributed among all raid members, and it’s less a case of finger-pointing (or branch-pointing) than it once was. Although it is amusing to watch healers blame DPS and DPS blame healers on Gruul’s.

Admittedly, my experience is limited only to Gruul’s Lair, the first few encounters in Serpentshrine Caverns (Lurker, Hydross, and Morogrim), and a couple of as yet unsuccessful attempts on Magtheridon and Void Reaver. I’m very interested to hear the perspectives of those readers who have advanced further. I know from previous comments that there is a increased emphasis on increasing HPS via +Healing since mana regeneration becomes less of an issue. Is this due to enrage mechanics or something else altogether?


Just a real quick note of apology about my lack of responsiveness the last week or so. I’m in the middle of a big project release at work and don’t have the spare time I sometimes do. I’ve been working my way through comments today and will be turning my eyes to contact requests over the next week. Again, sorry if I haven’t answered your requests yet. I’m working on it! :-)

Related Posts

  • It’s Not ALL about the Heals
  • 2.4 Mana Regen: Regrowth as the New Raid Heal?
  • In-Game Doldrums
( 13 ) Comments
Categories: PvE
1 of 612345»...Last »
 

Recent Comments

Resto4Life.com Moved … Again (13)

Andrige
The drawn tree was added the same time she revamped the site with the proper CSS code for Firefox, the artwork was my doing… *flex*… Ehem… sorry ^^;

Tigersoul
Well hey looky here! I can actually see your site again at work! Hopefully it lasts longer than last time. Congrats on accomplishing the move and the Firefox improvements DO look great!
2.4 Mana Regen: Getting the Most out of Innervate (2)

Gararf
what would be useful here is a macro that checks your mana levels and changes weapon for you. though i dont think thats possible anymore with macros. sounds like an idea for a new addon coming on…
Phae’s e-Fish-ent Macro (7)

Sciencegeek
The Addon Fishing Buddy essentially does the same thing. It can be set up to equip your fishing gear (with Outfitter) as well as double-right clicking to fish. If you need a lure, it will automatically apply it to your fishing pole as well.

Phaelia
@Softi: Well good luck! I hope this helps you out a bit. :-) @Andre: Oh, sorry. The last two lines are to first activate your lures and then to apply them to your weapon (in this case, your fishing pole). Without the second line, you would end up with the lures on your mouse cursor and not on your pole! @Flawless: Valenna changed his macro like that, too. I have my regular weapon mapped (for the purpose of an Innervate swap) and only use one modifier key, though. Nice change, though....

Verile
I’m sure that you have probably seen this before, but if not it may be interesting. While it’s not a macro for fishing, it is fishing fun. :) http://www.wiiwii.tv/2007/04/0 4/fishing-in-world-of-warcraft -with-a-wiimote/

Dinaer
I wish you had posted this a week ago! I was going around and around trying to figure out a good way to do exactly that. Then the Weather-Beaten Fishing Hat and Spun Truesilver Fishing Line dropped from the fishing daily quest. With my new fishing options, I finally just decided to download a fishing add-on.

Flawlless - Kul Tiras
Thank you! I changed it a bit though #showtooltip /equip [nomod,noworn:Fishing Pole] Arcanite Fishing Pole /equip [mod:shift, worn:Fishing Pole] Swarming Sting-Staff of the Tiger /cast [nomod,worn:Fishing Pole] Fishing /use [mod:ctrl] Sharpened Fish Hook /use [mod:ctrl] 16 removed the “worn” parts on the bait, to get my weapon in there too :) also had to change the nomod:ctrl to just nomod because I wanted shift for weapon. andre, That’s for using the...

andre
Nice one. But you didn’t described what’s “/use [mod:ctrl,worn:Fishing Pole] 16″ for …

Softi
ooh funky :) I should try that out since I’m pondering lvling my fishing some more…. so close to 200! ;)
© 2008 Resto4Life. All Rights Reserved. Original theme by Dezinerfolio. Respecced by Phaelia.