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wow Legion Previews: Stormheim, The Arcway and Court of Stars

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The Legion zone previews continue with Stormheim, while the dungeon previews conclude with the Arcway and Court of Stars.

Stormheim will remind you a lot of the Howling Fjord in Northrend: rough terrains are followed by peaceful green and yellow forests, while the whole zone is full of Vrykul lore. The mountainous areas of Stormheim are quite steep: you will walk on paths so small and so high, you will feel that you are about to fall to your death! Thankfully, the grappling hook system is both entertaining and handy.

As far as the lore of the zone is concerned, it's not just Vrykuls! If you want to find out about the aftermath of the Broken Shore events, then this zone is for you. The Worgen and the Forsaken have erupted into an all out war here. Greymane is keen on revenge, while Sylvanas seems to have her own agenda, probably related to the val'kyr residing in this zone.

Blizzard LogoBlizzard Entertainment

We sat down to talk about Stormheim with Lead Environment Artist Ely Cannon, Game Designer Don Adams, and Associate Game Designer Trevor Huwe to learn more about Stormheim and what you’ll experience there.
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Stormheim composed by Russell Brower

The land of Stormheim is one of harsh beauty, a reflection of the vrykul who dwell here. As you explore, you’ll learn more about vrykrul culture, including the origins of the mysterious Val’kyr and the terrifying Kvaldir. Along the way, you will contend with the vrykul God-King as he races to claim the Stormheim’s Pillar of Creation on behalf of his Legion masters. Ultimately, your quest will take you into the very heavens where the greatest champions of the vrykul await to test your worth.

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Q. How would you describe the zone's ambience? What's it like?

Ely: We set out to capture a verdant, mid-height mountain landscape with heavy basalt rock formations enshrouded in the kind of mists that you would see on the underside of a heavy cloud bank. It feels very wet—these guys are living in a damp environment with there’s always a sense that a storm is hanging overhead.

The zone starts with a heavy, oppressive atmosphere, and gradually moves into more of a bright, golden, fall-like environment to lift the mood. Then it moves back into a heavier, repressive mood again.

We really tried to use the environmental changes to go hand-in-hand with the story for this zone. It also starts heavy and then really moves into a little bit lighter story, then back to heavy.

Don: I would describe the ambience of the zone as dramatic. There are really big, dramatic cliffs. The Halls of Valor loom over the whole zone, and you can almost see it from everywhere. The mountain is right there, and there’s a crazy storm swirling over it. It’s filled with really dramatic vistas and cliffs.

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Ely: It’s really a rugged, big environment.

Don: It’s imposing. And you feel really small when you’re in Stormheim.

Ely: It’s different from Highmountain in that Stormheim has more of a weather dynamic—the storm when you first come in is lingering all around your view. You can see the storm head on the horizon and all the way around to the clearing right over the Halls of Valor. But like I said, it progresses into that lighter, brighter mood. Then you’re in the forest and you’re not on the big mountains—but the mountains are all around you.

Trevor: There’s also a lot of really cool juxtaposition in Stormheim. You have these harsh rocky cliffs, but interspersed there is this verdant green running through it. It’s very much like the Scottish Highlands.

It definitely feels like a place that you would find Vikings and that kind of thing. It also has these cool changes in environment where you’ll go from these nice rolling green hills to the mystic city of Haustvald, made of stone—it’s almost like a giant crypt. Then there’s Helheim, where everything feels very much like you’re in the underworld.

Ely: We tried to show show that the Vrykul here have a long history, and have been here a lot longer than in some of other zones you’ve encountered them previously. There’s more stone in their architecture. Haustvald is a very good example where they’ve actually burrowed down into the rocky ground and built this old, crypt-like temple—it’s all built of stone. We wanted to show that they’ve been here, that they thrived here, versus just recently showing up like they did in Northrend.

Trevor: Their cities, Skold-Ashil and Hrydshal, are very much fortified. You can tell that these people have lived in this land and they fought for the land. There are high walls, too. People probably tried to take it from them, but they stood their ground. They have this really hardy, fortified civilization here.

Ely: There’s really a history and connection to the land that they’ve been living on.

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Q. Which locations would you say are some of your favorites, and why?

Ely: Oh yeah. I like Haustvald. It’s my favorite area in the whole zone.

Trevor: I was going to say that, too—probably Haustvald. Just from a visual standpoint. When you go in, it’s got this really weird sense of being both simultaneously gigantic and claustrophobic. You see these big monoliths, but then you’ve got these little tombs that you would be going into. It really speaks to what the mystics are who live there, because the mystics are the Vrykul masters of life and death. The place they live looks like a giant stone tomb.

Don: And then you have the Runewood all around it, too. It’s this mystical forest that’s just awesome to see, with a talking tree named Vydhar. That area just sings.

I also really like the Kvaldir area in Tideskorn Harbor. It’s where the Kvaldir tribe are originally from, and it tells the story of how they first came into contact with Helya and ended up being cursed. It’s a super creepy awesome area that’s not quite like any other in Legion.

Ely: Then there's the obvious, Helheim.

Trevor: Yeah, Helheim is sort of the easy obvious answer. It got knocked out of the park.

Don: It goes back to the theme of imposing. The statues are imposing, along with the mountain and the Halls of Valor. Then once you get into the depths of Haustvald and into Helheim, you see Helya—and she’s huge. It’s grand in scale, and there are these moments that are like something out of epic literature.

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Q. Why do you think a player would want to start in this zone first?

Don: Sylvanas vs. Genn Greymane.

Trevor: How about Vrykul, dragons, Kvaldir, oh, and lest we not forget, grappling hooks. Basically, when we set out to do Stormheim our general goal was to try and create this Norse epic where the player is the character in the middle of it. So if you’re a fan of Vrykul culture, if you want to learn more about the Kvaldir, if you dig dragons. . . .

Don: Storm Dragons.

Trevor: What else do you need to hear other than Storm Dragons?

Ely: This zone has such a great main storyline, but it has such great side stories, too—some really cool and funny ones that lend charm to the zone.

Don: Tension between the Horde and Alliance has been building since the Broken Shore and the demon invasions, and this is the zone that kicks off more of that. It’s red versus blue right out of the gate, which then leads off into this epic story. It then returns to Alliance versus Horde again later. If that’s still fresh in your mind and you want to chase down Sylvanas, then this really is the zone for that.

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Q. What is it that will bring them back to this zone? We know there are World Quests and Dungeons to look forward, but what else?

Trevor: I’m not going to say why, but the Sixtrigger brothers. There’s also Shield’s Rest, which is a maximum-level area off the east coast of Stormheim and out in the water. It’s like an ancient burial ground that’s being raided by Kvaldir. They’re trying to get these powerful souls like the mystics that have been there forever. There are also some dragons there too.

Ely: And grappling hooks. There are lots of treasures to find and little nooks and crannies to explore.

Don: This is also where you can collect the best-named herb in the game of all time, Fjarnskaggl.

Trevor: You also get to fish up the Oodelfjisk.

Ely: Some of the best named profession materials ever are in Stormheim. And you get to talk with the tree Vydhar more—well, the tree talks to you.

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Don: I think the Kvaldir is also a good point to bring up. Without spoiling anything, we’ll say that Helya’s not done, so you may have to come back to deal with the Kvaldir.

Trevor: There are world bosses there too, so during your level-up experience you may have gotten killed by Nithogg a time or two. When you return at max level, you’ll be able to get your revenge for that.

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Q. Is there anything else that players should look forward to that you haven’t mentioned yet?

Trevor: I think the big thing is, there is a big central storyline in Stormheim and it’s massive in scale, it’s heavy, so it may be tempting to just keep following that road, but every now and then you’ll want to branch off to the side because there are some really fun little things to break up that flow. You might meet some memorable cool characters; you might have some fun things happen that aren’t part of the main story.

Don: Some of the most memorable things might be the ones we don’t send you directly to that you just find. There are a lot of really awesome side quests we added in.

Trevor: That’s another thing. Follow the grappling hooks. Follow them even when it seems like they aren’t going in a direction you need to go because you might find something there.

Don: Yeah, we didn’t place any of those hook points on accident. They’re worth following and if you’re not a demon hunter, maybe take some goblin gliders with you just in case you find yourself in a precarious situation.

There’s also a lot of verticality to the zone. Highmountain is the tallest zone, but Stormheim probably has the widest range of high and low points because it comes out of Highmountain and goes all the way down to sea level. It’s one of the reasons it looks so imposing—the cliffs.

Ely: It has a long view distance too. You could probably glide a long way.

Trevor: Another little tip: if you’re leveling up in the Runewood and your screen gets dark and it starts to snow—run.

(source)

The dungeon previews conclude with the two max-level Suramar dungeons, the Arcway and Court of Stars. Both of these dungeons have an 'attunement' of 8000/12000 Honored reputation with the Nightfallen, while they are only available on Mythic difficulty.

The Arcway is a pretty fun dungeon, sporting unique boss mechanics. The Court of Stars is also unique in the way that you don't necessarily have to fight all the time. Instead, there are useful items you can interact with based on your class, role, race and profession.

Blizzard LogoBlizzard Entertainment

Many challenges await the heroes of Azeroth in Legion, and among the most dangerous are the dungeons found in and around the Broken Isles. In this preview, we take a look at the final two of the expansion’s new release dungeons: The Arcway and Court of Stars.

The Arcway and Court of stars are accessible a little differently than a dungeon like Maw of Souls. To gain access to these two maximum-level dungeons, you’ll need to work on your reputation with Suramar which you’ll be able to do as a part of the zone questline. You’ll also need a premade group to take them on as neither of these dungeons will be available in Normal or Heroic. Read on to learn more about them.

The Arcway

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Minimum Level: 110
Location: Suramar
Requirements: Faction with Suramar, Mythic Premade Groups Only
Bosses: 5

As vast as the city of Suramar is, the vast network of tunnels beneath the city spans an even greater reach. Nightborne society has grown to depend on the power of the Nightwell, and the Arcway delivers that lifeblood throughout the city. This labyrinthine complex was built thousands of years ago, running beneath the foundations of the city’s largest buildings, and most modern citizens live their lives entirely unaware of what may lurk in the shadows beneath their feet….

Developer Insights: Right around the time we needed to begin planning this Suramar dungeon, we had been reflecting on some of our older dungeons like Blackrock Depths, which covered a massive swath of territory and were full of twists and turns. We decided that the foundations beneath the massive city of Suramar would be the perfect setting to revisit something on that scale. While the Arcway does not feature randomized bosses like the Assault on Violet Hold, each time players enter the dungeon they will find a different configuration of open doors, varying the gameplay experience and providing different choices for how to navigate the labyrinthine corridors.

Ivanyr: Cut off from the power of the Nightwell and cast into the dark expanse of the Arcway, Ivanyr wandered aimlessly, slowly withering away, until he came upon a trove in the foundations beneath the great library of Suramar. He spends his days feverishly working to decipher the tomes there, feeding off the power of relics in the archives in order to sustain himself. But, even as that magic sustains his body, his mind cracks and weakens.

Corstilax: This massive construct patrols the tunnels beneath Suramar, searching for anomalies and correcting them. He has detected one such anomaly — a breach in one of the conduits that carries the power of the Nightwell — and works to repair it. But living outsiders wandering the tunnels are also an anomaly; one that Corstilax is empowered to remedy.

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General Xakal: When Gul’dan threatened Suramar with his demands, those were not idle words. A Legion invasion force burrowed into the tunnels beneath the city, and Xakal leads those forces. He awaits further command, ready at a moment’s notice to surge forth and bring death and destruction to the streets of Suramar.

Nal'tira: This massive spider made its nest in the hollows beneath a great mana tree. Over the years, loose magical energies and runoff have warped the creature, imbuing Nal’tira with arcane energy that makes her perhaps the deadliest predator in the Arcway.

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Advisor Vandros: Vandros is one of Elisande’s closest advisors and an adept at harnessing the arcane magic of the nightwell, second only to Elisande herself. He would not ordinarily venture in to the Arcway himself, but after monitoring the state of the nightfallen resistance and their allies, he now feels the need to take matters into his own hands.

Court of Stars

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Minimum Level: 110
Location: Suramar
Requirements: Faction with Suramar, Mythic Premade Groups Only
Bosses:3

Even as Legion troops patrol the streets, casting a pall over the grand city of Suramar, the socialites of the Nightborne nobility continue to cling to custom and routine. On this clear night, the cry of revelers echoes through the chill air, as the largest mansion in the Noble District opens its doors for a grand gala. Rumor has it that Grand Magistrix Elisande herself may be making an appearance in an effort to reassure several of her closest allies despite recent turmoil.

Developer Insights: From the outset, we knew that this was going to be a non-traditional dungeon. It is set in a portion of Suramar City, which is not inherently an untamed, active combat space full of aggressive enemies. Rather, we decided to focus on a specific moment in time, and an event: a dinner banquet replete with targets of opportunity, setting the stage for an infiltration mission. In many ways, the old-school Dire Maul “tribute run” served as an inspiration for the structure of the dungeon. Why does violence always have to be the answer? What if we could encourage and reward players for seeking out creative solutions to obstacles in their path, leveraging unique class abilities, tradeskills, and even basic powers of observation and communication?

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Patrol Captain Gerdo: Captain of the Duskwatch, Gerdo has devoted his life to keeping the peace within the walls of Suramar. Though he has a growing unease since the arrival of the Legion, he remains faithful and loyal to the leadership of Suramar. Elisande has safeguarded them for generations, and she knows what is best for the people of the city. Tonight, Gerdo’s task is to ensure that only citizens with the proper credentials are able to enter a gathering of particular importance at the manor.

Talixae Flamewreath: A sadistic eredar sorcerer, even as she understands the importance of the nightborne to her master’s plans, Talixae chafes at the indignity of standing guard over a building full of elves. Nevertheless, she and her lieutenants remain vigilant, and while they live, no intruders will disrupt the gathering.

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Advisor Melandrus: First Blade of the Grand Magistrix, Melandrus rarely leaves Elisande’s side. He has eschewed the magical arts, instead harnessing the power of the Nightwell to heighten his reflexes and his movements to inhuman levels.

(source)

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      This is the mess that you get when you first install the addon. Many people just delete the addon straight away when seeing this, ignoring how amazing it is.

       
      STARTING OUT:
      If you are configuring the addon for the first time, it’s better to delete all the default frames that you've got on start:

      Click on addon icon near the minimap. Click on ‘Move!’ Click on every red X you’ll see until the only remained frame would be ‘VuhDo - BuffWatch’. The easiest and fastest way to start is to go to the ‘TOOLS’--> ‘Panel Wizard’ and to tick there the panels you want to have in your VuhDo configuration.
      It would be nice to have ‘Groups’ and ‘Main Tanks’ panels from the beginning.

      Click on ‘Tools’ Click on ‘Panel Wizard’ Tick ‘Groups’ and ‘Main Tanks’ Click ‘Apply’ After clicking ‘Okay’ in the popup menu you will see ‘Groups’ and ‘Main Tanks’ panels appearing. And then we’ll add an additional panel ‘Target’:

      Click on ‘Move!’
       
      MOVE!

      Click on ‘+’ in ‘Add New Panel.’ Click on ‘+’ on the new transparent panel that appears. You’ll now get a new panel as seen in Figure 3 in the above screenshot. Click on ‘Choose.’ Now you’ll get two downdrop menus: ‘Type’ and ‘Value.’ You can choose the ‘Type’ of panel you want - in our case it’s ‘Special’ for Targets (players and NPCs). In the ‘Value’ downdrop menu choose the ‘Target’ Many nice things to play with -  you can add a menu for Pets, Vehicles, Focus, different raid roles, etc..! There is a nice update to Special panels: NPCs panel.
      Very helpful in raids where you have to focus heal or dps specific NPCs units. No more tabbing, clicking or looking around ^^
      To add NPC panel go to Move!->Add new Panel->Type: Special->Value:NPCs

       
      Here's how it looks in the raid:

      You can build Raid frames manually too if you don’t want to use the Panel Wizard: just choose in the ‘Type’ of panel ‘Group’ type. Click the ‘+’ button on the first panel that you created to add an additional 5 man groups to it. Voila, Panel 1 becomes your 10-40 man raid frames (every ‘+’ will add a 5 man group to the frame). You have to use the same Panel for the Raid Groups so they will move together as one object.

      Now check “20” and hold the button “Test”. You will see some virtual raid and even real target, if you’ll click on somebody. It is a very useful feature for checking the results of your frames tuning.

       
      GENERAL

      Go to the ‘General’ tab. Tick ‘Main Tanks’ and ‘5 man MTs’, so VuhDo will automatically move Tanks to the ‘Tank’ panel. *You don’t have to do this or add the ‘Main Tanks’ panel if you don’t want to see the tanks in a separate panel from the raid
      Adjust everything else according to personal taste.
       
      INDICATORS (more nice options for tracking):
      You can play with a loads of possibilities here. I personally use 3 of them - Inner frame for the Paladin Beacons, Special DoT for the Role Icon and Treat Marks to track the current aggro target (very useful if you need to know when the tanks are swapping).
      Clicking on ‘More...’ button near every tracker allows you to change size and color of the icon.

       
      SPELL TRACE 
      Spell trace tracks which units are hit when a particular spell is cast. Very useful for tracking healing from 'smart' like Prayer of Healing, PW: Radiance, Chain Heal, Trail of Light, etc. You can use a build-in Spell Trace bouquet or create your personal one.
      Enable the ability here:

      and choose where to show tracked spells in HoT icons tab:

       
      SPELLS
      Here you can bind you spells, actions or macros to any button of your mouse and keyboard.

      Go to Spells→ Mouse→ Modifier Key → None Open up your spellbook and drag your primary healing spells to the ‘Mouse Key’ Left and Right Buttons and to the ‘Mouse Wheel’ Up and Down sections. Note that the Mouse Wheel section will only work when it’s mouseovering your VuhDo frames. If you scroll outside of the frames, you will zoom in and out of the screen. You can assign more spells / commands / macros to Modifier Key → Shift, Modifier Key → Ctrl and so on. All your mouseover macros will work perfectly with VuhDo frames  
      PANELS
      On the ‘Panels’ tab, make sure that General→ Ordering → Alignment → Horizontal is ticked. It’s much easier to move your mouse in the left-right directions rather than up and down. Chose ‘Grouped’ and ‘Hide Empty’ in Ordering, if you prefer to always see your actual groups in the raid. a) Leave ‘Sort by...’ with ‘Unit ID’ if your choice is to see raid as actual groups.
       
      3b) There is another option for sorting: Tank => MDPS => RDPS => Healer. It's great if you like to always know which part of the raid takes damage. If you choose this option, you have to change the ordering to Loose. It technically works for Grouped ordering too: the difference is that when you are 'Grouped', the sort method is applied for each group, not across all groups.

      Do not forget to press ‘Apply All’ to apply your changes to all the groups (and not just to the current one)
       
      On the ‘Panels’ tab, click on the ‘Sizing’ option on the right hand side. For Bar Height, choose something like 37-40 to make the bars taller. Spacing and gaps as you like.
       
      BARS
      On the ‘Panels’ tab, select the ‘Bars’ option on the right hand side. Decrease the Mana bar height to 3 - you really don’t need it any bigger than this. You can play around with the rest of the options here.

       
      HEADERS
      On the ‘Panels’ tab, click on the ‘Headers’ option on the right hand side. Tick ‘Show’ on Headers if you want to see panels names (Group 1, Group 2, target, etc.). Untick ‘Class Color’ on Header Text if it was ticked by default. TEXT
      On the ‘Panels’ tab, click on the ‘Text’ option on the right hand side. Tick ‘Class Col.’ on Bar Text so you will see player’s nickname in his class color. Hitpoints → Show → Percent. Show Text → Name & Flags (untick ‘class’ and ‘pet owner’ if it was ticked by default. You can play around with the rest of the options (text size, color, position) here.
      HOT ICONS
      On the ‘Panels’ tab, click on the ‘HoT Icons’ option on the right hand side. In the ‘Own HoTs’ section, choose one of 2 masters that shows where your HoTs will appear and use the buttons below to view your HoTs as ‘Icons’ and ‘Text.’ In the ‘HoT Order’ section, you can assign any of your or other players HoTs, Absorbs, Shields, Procs, personal and Raid CDs to any of the 6 spots shown in the ‘Own HoTs’ diagram. You should always leave Slot 7 (the middle slot) for the ‘AoE Advice’ icon. Or not...
      Another nice option here - to change the HoT icons size.
      Click on the button “More” from the right side of HoTs positioning masters and adjust.

       
      BOUQUETS
      You maybe noticed some options in the HoT Order section that are shown on my screenshot but couldn’t be find in your options. They are the Bouquets: custom groups of Buffs / Debuffs / HoTs / CDs that could be created by a player himself.
      Let’s create a custom bouquet for example for tracking of Tank personal CDs in your raid where the tanks are Warrior and Paladin.

      Go to General→ Bouquets. Type a name for a new Bouquet and press ‘New’ Press ‘Add’ button it the Bouquet Details part Type a spell name in the ‘...or enter Buff / Debuff / HoT name’ line In ‘Select default icon’ dropdown menu always chose ‘None / Default’, otherwise you wouldn't see the appropriate icon. Add all the spells you would like to track in your ‘My tanks’ bouquet. There will be situations when you’ll have multiple CDs or HoTs that were popped simultaneously to track. Because all the spell icons from one bouquet are shown in the same place, you should use the Priority Arrows to assign the importance of every one of them (e.g. the highest priority will be shown first).
      Another possibility to work with bouquets is just to edit the defaults.
      For example, we can chose a default ‘Raid Cooldowns’ bouquet and remove, add or change priority of CDs based on our raid composition.

      After creating or editing a bouquet you can use it in the HoT icons assignments.

       
      BUFFS
      As you've may have noticed, VuhDo has a separate Buff frame as part of the package. Personally, I don’t believe there is any need for VuhDo to show your buffs. I use WeakAuras to trace my mandatory buffs (on myself and others) and you should have something similar. So, I advise that you go to the ‘Buffs’ tab → General → Uncheck ‘Enable.’ If you want to play with it later - feel free to do so.
       
      DEBUFFS
      Extremely useful in raids. You can see most of the debuffs by default in your healing frames, but sometimes the addon is not updated yet for a new raid zone or the authors wouldn’t add some debuff that you want to trace. In this section you can add or remove any debuff / buff / proc that is applicable to a player.

      Go to Debuffs→ Custom Type buff / debuff  Spell ID in the line (you can find Spell ID on Wowhead in the address line. For example: “http://www.wowhead.com/spell=642/divine-shield”- Spell ID for the Divine Shield is 642). Now it will appear in the (de)Buff list. Tick the appropriate positions if you want to see stacks or timers for the debuff. Tick 'Bar Color' if you want to see a specific debuff in some different from the default color and pick the color from palette. Click ‘Save’ Do not click ‘Apply all’ or you’ll rewrite the defaults of all the debuffs.
      If you want to remove some buff / debuff / proc from the list, choose it from the dropdown menu and click ‘Delete’.
      There is an option for a complete reset of your custom debuff settings.  This can be done under 'VuhDo Options > Tools > Reset > Buffs/HoTs > Custom Debuffs' but beware you will loose all the debuff settings you customized.
       
      PROFILES
      If you ever wanted to save your VuhDo configuration for more than one toon / spec / raid size / encounter type or to share what you have with other VuhDo users, this is the place for you.
      Saving profiles for different specs / toons:
      Go to VuhDo Options->Tools Tab->Profiles.

      On the left side in 'Profiles' part you will see a line '...or enter profile name' with some name already typed in. Change it to a name that will make you remember what exactly you are saving here. I normally use a toon name with encounter type or a toon name with a group size, but if you are going to store profiles for different specs, it may be a good idea to mention a spec too.
      I stopped on profile naming in such a details because the default name is a bit weird - it's just made of a chain of nicknames for every toon you ever saved this profile for, so after having 2-4 toons in the chain it almost impossible to understand what exactly is stored there.
       
      Type a new name for your profile and press 'Save' Button. Do not confuse 'Save' with 'Apply' or you will cancel all the changes you made.
      After saving a profile, you can choose in the central part of the Tab the activation type: by group size and / or by spec. You will be able to choose it only after profile is saved, so don't be surprised if you are not able to check anything there.
      If you want to make this profile a default for all the new characters on the account, check 'Default Profile' button.
      Loading and deleting a profile:
      If you don't want VuhDo to activate profiles for you automatically or you want to load some specific profile for a new toon, go to the 'Select a profile' dropdown menu, choose whatever you need from there and hit 'Apply'.
      To delete a profile, choose it from the same dropdown menu and hit 'Delete'.
      Settings:
      Two useful buttons: 'Quiet mode' allows you to get rid of Confirmation Dialog spam, 'Lock' prevents an accidental overwriting of a profile.
      Key Layouts:
      An important note: Spell assignments are not saved in Profiles. To save, load or delete Spell and HoTs assignments you should go to Tools->Key Layouts:

      Export and share profiles:
      You can export selected features, share or receive profiles from other VuhDo users.
      To be able to receive a profile you have to go to 'Tools->Share->Receive Data' and tick 'Enable'.
      To share a profile you should click on a button 'Share' in the 'Send Profile' area. A new window will pop up: a dropdown menu with a line where you can type specific player's name and server. The dropdown menu will show your online guildies and people you are in group / raid with (disregarding of them having or not having VuhDo).

       
      Here's an example of my VuhDo profiles:
      I made a UI screenshot with opened talent tree and VuhDo HoT assignments.
      Key Layouts (how I assign spells to mouse): remember they are configured separately from the main setup and you have to import them separately too in Tools->Key Layouts->Import

      In 5-man HoT icons I track only my HoTs because obviously there are no other healers. Threat and personal CDs people may use are being tracked through Indicators (General->Advanced->Indicators). In this bouquet everyone should add his group specifics if you are aiming for Mythic+: I found a bit redundant to keep there damage mitigation abilities for all the classes.
      Regarding the Hot Keys you see on the screen - it may be a bit confusing because I don't really use all of them but:
      1,2,3 - dps abilities
      = - Tranq
      F1 - Barkskin
      F2 - Dash
      F4 - Inner
      F - Efflorescence
      G - shapeshift
      Q - Artifact spell
      D - Ironbark mouseover macro
      J - Cenarion Ward mouseover macro
      E,H - interrupts
      T - Flourish
       
      The raid setup:
      I'm raiding Mythic so my healing frames are tuned for 20-man.

      As you can see, HoT icon section changed - now I track what other healers are doing too so we wouldn't overlap with the healing and I'm be sure that assigned damage mitigation spells are used.
      The actual strings to import are in this separate thread because it's technically problematic to update them here in guide.
       
      I have to say that there are loads of options that I didn’t speak about here. But I tried to keep it short and basic.
      I always can answer any of your questions about VuhDo or you can continue to dig it by yourselves.