Since search doesn't show any thread about this module/addon....
First thanks for the BabyWigs Deadmines module, it sure is nice and shows off the capabilities of Big/LittleWigs.
Second, about the Deadmines module, it would be nice to have a run warning for Cookie added.
Third, I decided to try to make a module for Shadowfang Keep, and managed to make it warn about patrol spawns when Commander Springvale is killed and voidwalker spawns when Fenrus is killed. I attached the file (which is a modified file from the Deadmines module) to this post, if you want to add it to the official version.
Now, there are more that could be done about SFK:
- Arugal fight: Warn about special abilies
- Nandos fight: Warn about aggroing pack if Nandos dies, or aggroing Nandos if pack dies.
- Odo the Blindwatch: Warn about Howling Rage (at 75%/50%25% health?)
Of these three I might be able to create a file for the last one, but I'm unsure about what policy you have about warnings like these. Should the warning come when he starts casting or earlier?
This weekend I'll try and get SM Lib, Arms and Cath logs uploaded here so someone can work on them adding them to babywigs if they want to. I suggest everyone who is interested in getting babywigs working for low end stuff read the bigwigs section about how to capture logs for uploading.
Oh god - babywigs was just meant as a joke. You don't need timers for those instances.
Even though most people won't need timers, seeing warnings and timers has a way of making you learn them.
(Disclaimer: I don't actually remember when/why Cookie runs).
When you see "Cookie running soon!" you will see "Oh, hey, Cookie's low on health, I wonder if that's why he's about to run." If he takes off at exactly 20% health, chances are next time you're doing VC, you'll tell your group "Oh, hey, I think that this guy makes a break for it when he gets low on health, maybe 15%-25%. Maybe we should clear out that extra group so he doesn't fetch them?"
Without warnings, you only see the event once, and it takes longer to make connections between the "what" and the "why." So warnings help teach the user faster, and the user will teach his friends and group mates.
Of course, you could make the case that introducing users to boss mods in trivial scenarios increases their dependence on them. Alternatively, it could be argued that 'growing up' with the mods will teach them how to use the mods to supplement their own knowledge in a familiar fashion, so they are better prepared upon hitting max-level.