***UPDATED FOR SEASON 2***
Season 2 plan
- Everything prepared in advance of Season 2.
- In the first 2 weeks or so, I may upload small updates to fix any mobs I think are clearly miscoloured, or to add mobs I may have missed before the season began.
- After the first 2 weeks, I will try to avoid any updates, as the entire point of the colours is for them to be familiar and quickly recognisable, which cannot happen if I make changes late into the season.
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Plater settings
IMPORTANT: Consider disabling target shading, as this made the colours unclear in combat on my Plater profile.
- This setting is found at Plater Options > Target > Target Shading (check box).
I reccomend using a bar texture such as "Details Flat" or "ElvUI Flat" etc as these typically allow colours to show the most clearly.
- This setting is found at Plater Options > Health Bar Appearance > Health Bar Texture (drop down box).
You may also need to disable threat-based health bar colours.
- This setting is found at Plater Options > Colors / Threat > Threat Modifies: > Health Bar Color.
- To retain the threat display, I enable Border Color and Name Color instead.
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Design goal and colour scheme
In modern dungeons at higher keystone levels, a huge amount of mobs have important abilities to stop. Furthermore, many mobs have multiple important abilities, and some may be kicked or CC'd or both.
Because of this, I do not believe nameplate colours are very helpful anymore at learning dungeons, mob abilities are too complicated to be easily represented by labelling a specific mob with an "interrupt" colour. This import is not designed to help you learn the dungeon quickly. Mobs are coloured roughly according to what their most important ability does, but this is only to make it easier to learn which mob is which colour, it is not intended to teach you the mobs' mechanics.
This import is designed so that, in most normal pulls, every mob will have a unique colour, so you can quickly identify which mobs are where without needing to check the name or the model. If you're like me, the amount of mechanics to watch out for can be a little overwhelming, and seeing the colours helps me be passively more aware of what is about to happen so I can react faster to it.
Colour
Description
Dark Green
Boss.
Pale green
Mini-boss. Unique or almost unique mob with multiple abilities.
Magenta
Priority/important. Particularly lethal, or with a particularly important mechanic, or used to differentiate the more dangerous of two mobs with similar mechanics.
Cyan
Mage. Primarily uses interruptible damaging spells.
Purple
Summoner. Summons more mobs, or transforms/evolves into a more dangerous mob.
Blue
Dodge. Casts spells that require movement to avoid, usually mobs that spawn swirlies or void zones to avoid.
Brown
Frontal. Casts frontal cones, or short-range cleave, or an AoE without a clear visual warning, that non-tanks will want or need to avoid.
Red
AoE. Has a dangerous damage spell that hits the whole party.
Orange
Random damage. Has a dangerous damage ability that hits random party members.
White
Healer/buffs. Heals/shields itself/other mobs, or casts significant buffs on other mobs.
Olive
Crowd control. Has a dangerous ability which applies crowd control effects to the party.
Grey
Trivial mob. Unimportant mob that will either not be pulled during the instance, or may be ignored and cleaved. Note that these may still deal significant damage to the tank on higher keys!