You could always base the trackable of the "invisible platform" model and resize the icon image to fit.
Also, I know Tides of Blood has a system like this in it's newest release, you could always try asking those guys how they did it.
It is fully possible to make these types of abilities without using Autocast buff placers. If you are using Damage, it is fully possible to simply trigger the effect on the next attack following having activated the ability.
Besides, the druid has no such ability at the moment, one wouldn't hurt.
I have to say that I think you need a better system to handle the feral druid's melee combat. Having to select the ability and then the target rarely feels smmoth for melee range abilities, and having to constantly spam these abilities is royally annoying. The death knights combat flows much...
I tried something like this a while back; and my quick foray into importing new UI files proved rather fruitless.
As far as I know, you can only import new art assets, FrameDef documents cannot be replaced.
Well, it all comes down with what I have to work with. The dungeon gate is alot better suited for this type of maze as opposed to the setup you were suggesting.
Random dungeon? Funfunfun.
This is a little heavyweight at the moment, but I'd be delighted to get some feedback on how to improve it.
Note that the maze is being built with coordinates 0.0 as its lower left corner and that this is to be considered the starting point of the maze.
The...
I might be able to do a few, but I'll only chime in if they are heavy on the trigger part. I do loathe working in the Object Editor.
In any case, how do you plan on distributing the abilities? WoW has alot more spells at 80 than you can fit on a WC3 command card.