Showing posts with label interface. Show all posts
Showing posts with label interface. Show all posts

Wednesday, November 10, 2010

The New Guild Interface

Patch 4.0.1 brought about many interface changes. Among the most notable, the guild window has had a complete revamp and now integrates some useful tools to the framework that can be easily overlooked.

Reorganization

The old two tab guild window has been reorganized with a drop down menu containing four separate categories. The old format of player location and guild rank have been placed into each of their respective drop down items: Player Status and Guild Status; both of which remain largely unchanged.

Though this new dropdown approach is not quite as fast as tabbing between the two panels in the old guild window, it's a necessary evil as a couple new features have been added to the guild window that allow for more information at a glance.

If you're looking for the old "show offline" option, it's moved to the bottom of the frame, and works with each of the four tabs.

Achievements

One of the two new tabs in the guild window is the achievements tab, which lists each player's total achievement points and their rank in the guild. Every wonder who plays the game way too much? You can probably find out in this tab!

Any Jewelcrafters Online???

Without a doubt the most useful tab in the new guild window is the tradeskill tab, a tool that has largely flown under the radar with the release of 4.0.1.

The new tab allows you to view not only a list of all guild members and their tradeskills, but clicking on a player will bring up that player's tradeskill window complete with all recipes that player knows.

This tool will take much of the hassle out of finding a crafter in the guild for whatever reason. Instead of asking constantly in guild who can craft the new belt or leggings recipe, or who can cut a strength/hit gem, players can simply head to the tradeskill tab in the guild window and find a crafter themselves.

Guild Information

The Guild Information box has been upgraded from it's own button, to it's own page on the guild window. Located on the bottom of the window, this tab now contains much more than a simple text box for random guild information.

The guild message of the day and guild information box (where ventrillo or teamspeak information is often stored) now reside here alongside a dedicated box for guild events set up through the calendar. This will allow players in guild that use the in game event calendar to see a quick list of upcoming events without clicking through all the dates in the calendar, giving a handy birds-eye view of upcoming activities.

Monday, June 21, 2010

PowerAuras: Linking Auras

So hopefully by now you, dear reader, have discovered the wonders of the AddOn PowerAuras. This wonderful little mod has an incredible array of usefulness from buff and debuff tracking to cooldown, health and mana monitoring. If you aren't familiar with the basic setup you can check out my other entry on the subject, PowerAuras: The Best AddOn You've Never Used! for a quick rundown.

As I mentioned above, this incredibly versatile mod can help you out with a lot of tedious or hard to monitor UI elements, but each aura can only track one thing in one way at one time. The mod works like binary, meaning an aura can only be on or off... there's no in between. But what if you want an aura to display under a slightly more complicated set of conditions?

For instance, you may hear from a member of the Hunter class from time to time how clunky Aspect of the Viper is as a mana regeneration mechanic. Often a player will go through several pulls or even entire boss fights not realizing Viper has been left on long past it's usefulness! Unfortunately the only thing PowerAuras will be able to tell you with a single aura is whether the buff is on or not on. It won't tell you when your mana is full and Viper is still on - at least not with one aura!

This kind of complexity can be achieved, however, by linking multiple auras together. Think of each aura as a single condition. In the case of the Hunter's example above there would be a single condition for Aspect of the Viper being on and another condition for your mana level being at or above a certain threshold. By linking these two conditions together you can effectively use a single texture to display only when both of these conditions are met i.e. "Display my aura when Aspect of the Viper is on and my mana is above 90%".

I recently started DPSing on my Death Knight whom I specced into unholy some time ago. One of the more unintuitive aspects of unholy DPS is Bone Shield. The spell provides an increase to DPS while it's up, but can fade with damage and has a cooldown. A single aura to track this spell is impractical as the buff may have dropped, but the spell may still be on cooldown. This is another situation where linked auras can come in handy.

Linking Auras

First you'll want to set up an aura like normal. Pick a texture and color, then place and scale it to preference. For this example our first aura will be for activated by the buff Bone Shield.

Since I want to know when the buff is not active the invert checkbox is ticked and this aura is for my second spec so I've unchecked spec 1 down at the bottom of the page.

Next we'll close this aura and return to the main window. Click the copy button and then the character specific page currently highlighted on the top left to paste this aura into the same area. Now that you've copied the aura shift click the original to disable it(More on why we do this later). It's also helpful at this point to make note of the number in brackets in the tooltip for this disabled aura. For my own setup this number is 8.

Now open the newly copied aura (the one that wasn't disabled) so we can change the settings to match up to our second condition. For this example the second condition will be activated by My Spell Cooldown with the activating spell being Bone Shield once again. Make sure to uncheck the Invert box for this aura.

Now comes the part where we link the two auras.

You'll notice in the image to the left there is a highlighted text box. This box is unlabeled in the aura configuration, however on mouseover the tooltip will explain that this box is used to link the aura for multiple conditions.

This is where we'll enter the number of the aura we wish to link it to, in my case the aura number is 8.

That's it!

Now, earlier on we disabled the original aura. We do this because otherwise both auras would be displayed simultaneously. Since we copied the aura in the first place they'd be identical and the aura would simply appear less transparent as it's been doubled up. Disabling the first aura will prevent this from happening. Since the second aura is linked to the first it will not be displayed unless the conditions for both auras have been met.

Saturday, June 12, 2010

Oobie's AddOn Roundup

I thought I'd take a break from my typical rants and raves about raiding etiquette and strategy to toot my own horn for a bit.

If you recall far enough back in my blogging career you may remember a post entitled Hello World: Your First AddOn. I decided not to follow up on that particular topic because, well, programming is not or everyone and isn't near as widely useful as much of the raiding topics that I tend to post on this blog. For me personally, I do enjoy the occasional visitation to the land of computer logic!

I am by no means an expert programmer, but I do know my way around basic computer logic and I've found many ways to apply that knowledge to AddOn authoring in WoW. My mods tend to be very lightweight and simplistic... but they do the job and do it well. And they do it without all the overhead added by all the bells and whistles of many more popular mods that perform the same task.

ChannelManager

ChannelManager is my most recent AddOn, being published for the first time the same day as this blog entry... and takes care of a very simple yet, in my opinion, highly valuable task. I tend to write mods that automate certain things that slip by under the radar and this mod is a perfect example of such.

What it does, simply put, is ensure that you are always in the channels you designate you want to be in. I don't know how many times my channels have mysteriously disappeared silently and I've only found out halfway through a raid when I've already missed some important discussion in a healing or tanking channel. The aim of this mod is to make sure this situation never happens again by automatically rejoining any channels you've lost.

LDB_AnkhTimer

Formerly known as StatBlock_AnkhTimer, this is an LDB plugin that displays your Ankh count (if you aren't glyphed to remove the reagent cost) and the time left until Reincarnation finishes it's cooldown.

BlueButtons

Truth be told, BlueButtons is not even really an AddOn.

In point of fact BlueButtons is a skin for the default interface. Meaning instead of code being run in game the files in BlueButtons overwrite the files used by the default interface to change the appearance of the red interface buttons to a Wrath of the Lich King themed blue.

Readiness

Readiness was born in a time when the ready check sound was a very quiet drum sound effect. What it does is provide an interface for you to choose a custom sound file to play for ready checks.

The mod comes loaded with a host of custom sounds, more of which can be added by modifying the config section in the mods lua file.

WoWGate

WoWGate has no configuration and works right out of the box. What it does is play a sound effect when a mage in your group or raid opens a portal. The sound effect also plays when a Death Gate opens if you are a Death Knight.

OobieUI

Last, but certainly not least is my complete UI, ready for download by any interested party!

I can't claim each and every mod in this compilation is mind - not by a long shot - but many of them have been modified to work slightly differently than they do out of the box in keeping with how I've set my UI up to work.

Many of the mods come ready to use as much of my interface's configuration is done in the actual lua files, but most mods that aren't have a profile names Oobiedoo - Ysera that can be enabled to import my settings.

Sunday, May 30, 2010

Healing Tools: Grid

The duty of a DPS is rather simple all things considered. Granted, there are some not-so-obvious hallmarks of a good DPS but the level of complexity that I went into in the blog entry linked above shows where the truly great players can really shine. Beyond these intricacies, all a DPS really has to do is repeat a spell rotation or skill priority to maximize damage done.

Now compare that baseline role to that of a healer and a very different schema comes to light. The baseline job of a healer is to keep the raid alive. Granted, there are many instances where folks not standing in fire or ignoring fight mechanics can make that expectation impossible to meet, but assuming your raid group is performing well, there is somewhat of a hidden level to "keeping the raid alive".

The classic game of whack-a-mole has evolved within Blizzard's encounter design over the years from Molten Core where often healers would either be assigned to heal their group or a tank to nowadays where pretty much everybody has to contribute to raid and tank healing to ensure success.

The Hidden Layer

So what is it that separates the true healers from the..... combat medics? I mean aside from using the venom from a single alien creature to take care of pretty much every virus, infection and tick infestation the far side of the universe can offer....

Damage comes in, and heals go out, we all know this. The truly skilled healers know when damage is about to come in and react accordingly with shield, HoTs or priming* their heals.

Much unlike DPS, healing is not an all or none game. When you want DPS on a target you want as much as possible as fast as possible. When you want healing you want it fast... but you don't want too much. Extra heals not only mean wasted mana, but they could potentially cause a death in the raid if a healer is focusing on the wrong target to heal at the wrong time.

I Give You... Grid!

Grid is by no means a new mod. Personally, I've been using it since back during The Burning Crusade when it was the mod for raid healing. Nowadays folks have Healbot and Vuhdo that come loaded with tons of extra features all rolled into one. For this raider, however, a combination of Grid and Clique are all you need.

It comes with all the normal bells and whistles that healers need: fading out of range targets, pre-configured cleansing indicators, aggro indicators, class coloring... and with the addition of Clique healing spells can be bound to your mouse clicks for ease of casting in combat.

Why Grid?

What I like about grid over other raid frame windows is the custom indicator setup. Each part of the raid frame has an indicator that can be loaded up with all kinds of buff and debuff indicators, which can be prioritized in the event two indicators are active at the same time.

Pair this up with the ability to add a custom buff or debuff and all of a sudden a wide array of boss encounter information is being displayed right on your raid frame and you know, for instance, which 3 people in your grid window have been linked by Pact of the Darkfallen during the Blood Queen encounter.

In the example above I've set my Grid frame borders to display the three pact targets as a pink color. And whenever I see this during the encounter I know to start slinging chain heals on these three targets as they'll be running right up to each other, making my job much simpler.

Some other examples of excellent buffs/debuff monitoring in Icecrown Citadel are: "Frost Beacon" during Sindragosa, "Harvest Soul" during the Lich King and "Bone Spike" for heroic Lord Marrowgar (The Bone Spikes don't deal damage during the encounter on normal mode so it's not necessary to track them). In terms of buffs I've found it extremely helpful to add the buff "Essence of the Blood Queen" while I'm DPSing as it makes it much easier to identify raid members that can still be bitten during the fight.

Of course, there are other examples as these are just a few. When researching a new boss fight if you notice any debuffs that deal large amounts of damage to the target it may be a good idea to add an indicator to Grid to assist in healing the right target at the right time.

Configuration

"But Oobie," you say. "How do I set this up? The Grid menu is so confusing!"

Don't worry! I've taken care of everything...

First, open the Grid configuration window by clicking the minimap/Fubar/LDB button depending on which setup you use. Or if you're like me and prefer to keep all that crap off the screen the following command will open the menu:

/grid config

Once that's open scroll down and click on the Auras heading. You'll see a couple boxes where you can input a custom buff or debuff name. For this example, we'll add the Pact of the Darkfallen buff to the border of the health frame as depicted in the image earlier in this entry.

Type "Pact of the Darkfallen" into the debuff text box and hit enter.

Once this is done, expand the Auras heading and you should be able to find the new entry labeled Debuffs: Pact of the Darkfallen. Here you'll be able to set the color for the debuff and it's priority. Don't be concerned if the color is white regardless of what you choose with the color picker. The proper color will be reflected in the raid window when the indicator becomes active.


Once you've selected a color look up near the top of the config menu and expand the Frame heading and select Border just beneath it. Then scroll through the list of buffs and debuffs and place a check mark next to our new Pact of the Darkfallen debuff. NOTE: All of the items under the Frame heading behave similarly. I've found the best results using borders and corner indicators for debuff monitoring.


That's it! The new indicator is now set up, and this will work for all custom auras. Just make sure you add new items properly as buffs or debuffs as Blizzard tends to use both in their encounter design.

*"Priming" a heal is the practice of casting a healing spell before damage has actually been done to a target. This is done typically when damage is known to be incoming on that target so that the heal lands just after the damage comes in. Often when this is done a player will monitor the healing spell cast time and cancel it if it will be wasted.

Tuesday, March 30, 2010

The Anatomy of a Targeting Macro

If you remember back to my blog entry entitled Raiding 101: The Duty of a DPS, I mentioned briefly the concept of a targeting macro and how it can be useful in a raid environment. It can be helpful to know the quirks of the /target command as it doesn't necessarily behave the way you might expect it to. This post will detail some of the finer points of the /target command.

Not Necessarily the Target in Front of you...

The targeting command of the past could be somewhat confusing to understand. While it targeted the first mob with a given name, it wasn't always the closest one to you.

Thankfully we don't have to deal with that complication anymore and the targeting command has been brought in line with a much more intuitive system that targets the closest mob to you, regardless of it's position around you. This means that you may end up targeting a creature directly behind you depending on positioning and spawn locations, but a quick pan of the camera by holding the left mouse button can help to quickly find stray targets.

Multiple Target Priority

A typical targeting macro for a raider will tend to have multiple targeting lines in it that each target a creature with a different name. For the most part these will generally be mobs that are active in different encounters so target overlap is not an issue. There are situations, however, where a targeting macro can assist in general target priority for all of the various adds that spawn during the same fight.

NOTE: The latter scenario is not typically recommended. Target swapping manually is a very valuable skill for any DPS or tank raider to have. Targeting macros are very strict in the order they target mobs and it's not always the case that a stringent kill order is the best. Assessment of the current situation and sound combat decisions based on a solid understanding of the fight will trump a targeting macro every time.

In order to keep your target priority straight when your macro has multiple targeting lines that will be used during the same encounter you need to make sure to structure your macro so the the mob with priority will be targeted by the time the macro has run it's course. There are two ways to do this and neither is particularly better.

Using a ranged DPS target priority for Valithria Dreamwalker: Blazing Skeleton, Suppressor, Blistering Zombie, Glutinous Abomination

Method 1:

/target Blazing Skeleton
/target Suppressor [noexists] [dead]
/target Blistering Zombie [noexists] [dead]
/target Glutinous Abomination [noexists] [dead]

Method 2:

/target Glutinous Abomination
/target Blistering Zombie
/target Suppressor
/target Blazing Skeleton

In method 1 you can see that the target priority is done in the order of the kill priority. Each line after the first will check to see if the current target (presumably what the previous line targeted) exists or is dead. If it does exist (meaning you have a target) and that target is not dead then the next targeting line will not execute, leaving you with your original target.

Method 1 is a good method to use if you find that method 2 causes your computer to hang, if you have very few targets to include int he macro or you have a mod that allows you to make macros with more than 255 characters. The fact that each line after the first must include two conditionals to operate effectively make this a bad method to use if you have an extensive list of targets or other commands you would like to include in the macro as the conditionals on each line tend to push on the default 255 macro characters limit rather quickly.

As you've probably already realized method 2 uses a reverse targeting order in it's design. This method of placing the highest priority last effectively means that if any two targets are up at the same time you'll target both of them, but by the end of the macro you'll have your highest priority target in the cross hairs. For most PCs this should be completely transparent - you won't even see the intermediary targets, just your last one. However, if you find this causes you to hang for a moment because of a slow PC or laggy unit frames method 1 may be worth a look.

Automatic or Manual?

There are two options for integrating a targeting macro into the boss fight, and for the most part they both depend on play style.

For those like myself the automatic option is the best. This method works well if you tend to target a vast majority of things manually as you will be able to get by with a minimum number of target lines in your macro. The idea is to integrate all the ultra high priority targets from various encounters your guild runs into a single macro that will replace the main button in your DPS rotation.

This is what a macro of this sort might look like:

#showtooltip Lightning Bolt
/target Bone Spike
/target Blazing Skeleton
/targetlasttarget [dead]
/cast Lightning Bolt

As you can see there is a very limited number of targeting lines in this macro as placement here is strictly for high priority targets. Additionally, no targets both occur in the same encounter so the order of the targeting lines is irrelevant.

There is one additional line where the target last target command is invoked with the dead condition. This is included because of the nature of this type of targeting macro. When embedding a macro into your DPS rotation like this you'll want to use a frequently cast spell which will result in spamming the targeting functions. Often a mobs corpse will take a few moments to despawn but a targeting command will still target the corpse. After the targeting line switches to the corpse this line checks to see if the target is dead, in which case it targets your last target so you don't have to waste DPS uptime targeting a corpse.

This type of macro is beneficial because it allows you to move smoothly between encounters instead of remembering to prepare a macro for each fight. It would require (if not used in conjunction with other targeting macros) manual targeting for a good portion of adds throughout raid instances as this certainly is not a comprehensive list, but as raids are more and more dynamic with each instance released this is a very important skill to foster going forward.

For those who prefer an extra action bar with a bank of targeting macros specific to each fight there is a manual option. This would require you to either make several macros or use a mod that supports macros without character limits and make one long super macro. Either targeting method works so this is largely up to preference and your macro character limitations.

For a manual macro system there would be no integration with existing spells, you would simply make a separate macro (or macros) that you'll have to manually click or give it's own keybinding to. This is best for making a comprehensive list of all targets in a particular encounter, much like in the targeting method 1 and 2 examples above.

Tuesday, March 16, 2010

Raiding 101: Interface Setup

Disclaimer: This is not an article on making your interface look good, moreover it is a guide on how to optimize an interface for raiding. If you're interested in beautifying your interface the WoW Interface and Macros forum is a great place to go! There usually is a "Post your UI" thread where making an interface that is consistent and aesthetically pleasing is usually the focus.

I've put off this topic for quite some time due to the immense nature of the topic. After all, different roles within a raid require different types of interface setup and some of these roles are even split up between the same class or even spec. For instance, an elemental shaman who traditionally kites adds when needed may need a slightly different toolset than one that only needs to hammer away at the boss endlessly.

That being said, there can be a great deal of simplicity when it comes to setting up your interface and though it may seem daunting it really boils down to one simple question:

What information do you need to see in the heat of battle?

This can be a tricky prospect, however, as a great deal of information can be perceived as necessary when it actually isn't. In this respect it can be helpful to take a good long look at your interface elements (Preferably not during an encounter that requires your undivided attention!) and ask yourself.. do I really need to see that?

Here are some common elements that can be eliminated from most interfaces when there is a lot of clutter:
  • Superfluous Action Buttons - Most of the time during a fight you won't need to bring out a Traveler's Tundra Mammoth or cast Water Breathing on someone. These extra non-combat utility and vanity spells can be placed on an action bar that hides itself when in combat or not moused over. OPie or Geist can also be used to give you a bank of action buttons that remains hidden until a keybinding is pressed.
  • Full Buff Lists - In the current iteration of the game there are an obscene amount of buffs flying around. So many, in fact, that Blizzard is changing many of the talented raid wide buffs to be auras to cut down on lag as a result of buffs constantly being reapplied. One handy little feature that was added recently was the ability to consolidate long term buffs into a single button. You can find this by opening the game menu, clicking the 'Interface' button and opening to the 'Buffs and Debuffs' category. If you're worried about missing a particular buff when the readycheck goes out because they're consolidated try a mod like BuffEnough, which will give you a clear indication on whether or not you are fully buffed based on your raid composition.
  • Scrolling Combat Text - OK, this isn't completely something to get rid of. However, it's not always strictly necessary to see all your uber crits rolling in as they happen. It wastes real estate and distracts from the goal at hand, which is to kill the boss. Try and keep scrolling combat text to important events like procs that you need to respond to, cleanses and buff and debuff application and removal. The goal here is to see the information you need to make an informed decision and nothing else.
  • Extra LDB/Fubar/Minimap Buttons - With minimap buttons coming in as the lesser of the three evils this is another thing that commonly chokes portions of an interface. Try and keep these down to the minimum information required. Hide as many individual AddOn menu buttons as you can stand and use slash commands or the Blizzard AddOn menu to configure them (Game Menu -> Interface -> AddOns tab).
  • Damage Meters - These are an intensely useful way to scrutinize your performance on demand, but embellishing the damage meter window by making it overly large or placing it in a place where it's distracting can detract from performance. Remember that the focus needs to be on the boss, the numbers should only gain focus in between attempts. Consider hiding the meters while your in combat to keep the largest part of your screen clear and prevent the meters from becoming a distraction.
  • Redundant Information - If you have debuffs displayed just below your own unit frame then they probably don't need to be shown in the top right corner. If you have a damage meter that comes packaged with a threat meter try configuring it to switch to threat mode during combat instead of loading a separate threat meter. The basic goal here should be that a piece of information you need to have on the screen should only be displayed once on the screen.
Field of View

If you recall my first ever Raiding 101 post, the first and most important rule of raiding is to... not stand in the fire! An unwritten prerequisite for this is that you need to see the fire in order to not stand in it.

To help with this make sure the center of the screen, where your character is, is free from nearly all clutter. Avoid placing raid frames, cooldown bars or anything else that will probably be up for more than a second or two over this section of the screen. If your interface is cluttered up in the middle you might not know it until you're dead!

Viewports can also assist with your field of view, especially if you aren't running without a wide screen monitor. What this does is push the sides of the screen out so you have a better peripheral view of the game. This can help you see threats approaching from the sides before it's too late, an add charging your way for instance. Make sure your viewport mod shrinks the actual rendered area of the game instead of just placing a background over a portion of your screen.

Shrinking the rendered area of the game in this way can also benefit the rest of your UI placement. Not only will this give you areas where interface elements can be placed completely out of the rendered game world, but if the viewport is only adjusted on the top or bottom it will push your character (and thus the spot where bosses drop fire for you to not stand in) up or down, giving you extra space to place UI elements without overlapping onto your character.

An example of how the viewport can increase the field of view taken from the oUF_Viv page, an oUF layout that includes a viewport:

Some view ports that do this are: Viewporter, Viewport

Prioritize!

Understanding what your role and responsibilities are can go a long way towards knowing how to properly set up your interface for maximum efficiency. Though the three roles in WoW have some very different information requirements there are some things that are shared over all three roles to some extent.
  • Interrupting - though there are some exceptions among the classes there are a good portion of specs that include at least one way of interrupting a spell - even if it has to be done via a stun or knockback. Make sure the enemy target cast bar (and focus cast bar if you're assigned to interrupt on a different target than you're assigned to target for another role) is highly visible and obvious. In this case the center of the screen is not a bad idea provided it's kept minimal to prevent obscuring environmental damage excessively.
  • Cleansing - Oftentimes those not fulfilling the healer role can forget they have a cleanse button, but this is an area where the healers would probably appreciate a reprieve. Remember a raid environment is all about supporting the group, and any burden that can easily be take off another should be. Use a mod like Decursive for an easy click option for cleansing or configure your raid frames to change health bar or border color for debuffs that can be removed so decurse target can clearly be identified.
  • Crowd Control - Moreover today than in raids of yesteryear it's not just DPS that has the ability to crowd control. The role of CC today is very different than the trash controlling techniques of the past. Generally speaking CC is a dynamic aspect of boss fights like Lady Deathwhisper. Decursive also has support for this type of response.
  • Movement - More and more raid encounters are highly movement oriented. You need to be able to perform your duties on the move a great deal of the time and this can be especially difficult for healers and caster DPS. Using keybindings for spells as much as possible can be helpful, but prioritizing instant cast spells on single keys can increase the efficiency of keybindings, the basic idea being: do you really want to try and hit ctrl+5 at the same time you're fanning out to avoid the next Defile from the Lich King?
  • Cooldown Management - Whether you're a tank, healer or DPS you have some type of cooldown you can use to help survive or eek out that much more DPS or healing. Having an appropriate mod like CooldownWatch or CoolLine placed in a central location can help manage these. The former is shown via a configurable list of bars and the latter places all cooldowns on a timeline. Personally I prefer bars over the line as I feel it's more accurate for my time sensitive DPS rotation but if it's not vitally important that a cooldown be used as soon as it's finished the cooldowns in line format are perfectly adequate.
DPSing

DPSing may seem like a no-brainer in terms of interface management but the job of a DPS is deceptively involving. Generally speaking it's a good idea to push out the hammer mentality as soon as possible when a DPS character is your main. Of all the roles in WoW this can be the easiest to pass the buck off to someone else, but a good DPSer will do more than just top the meters. Often a great deal of support and utility can be squeezed out of a DPSer.

Here you can see the basic (though slightly outdated) DPS layout for my interface. In a column directly below my character I have everything I need to fulfill my basic role: target, target debuffs, cast bar (the enemy castbar is a couple inches above the target frame so it's blatantly obvious when an enemy is casting a spell), cooldown timers, my debuffs and my health and mana - both of which glow when I'm getting low to draw my attention.

This won't necessarily be the best arrangement for every single DPS, but in general you'll want to ask yourself what tools you need for your main role and then place them in a place where your eyes won't have to wander far.

It's not necessary in most cases to place everything front and center. This can lead to excess clutter that confuses the information you need. Anything that uses audio warnings can be placed in non-central locations. As you can see from the screenshot my threat meter is placed just above my mana bar as I largely don't have issues with threat. However, when I am creeping up on the tank a unique audio alert quickly draws my attention to the threat meter.

Boss mods generally work the same way, though it can be a good idea to place the large or imminent progress bars closer to the center of the screen so your eyes don't have to wander to a wayward corner of the screen to find out what tricks the boss has in store for you next and take your attention too far away from other important information.

Tanking

Tanking largely worries about many of the same things melee DPS worries about, but threat can be more of a priority for a tank, so it may be prudent to have a more detailed threat meter in a more central location. Skada and Omen are both very good detailed threat meter AddOns.

And yes, I'm going to harp on Nameplates... again!

Bosses aside, they're just a real handy way to see if an add that you don't have targeted is still aggroed to you. Unfortunately since the patch that allowed nameplates to overlap a bit of configuration is needed to optimize them:

Open Interface options in the game menu and under the 'Names' category uncheck the option to 'Allow overlapping nameplates'. With this option enabled nameplates would overlap with each other making it near impossible to single out each enemy. Without nameplates overlapping you should be able to easily identify and target anything you may be losing aggro on by the highlight fading to yellow or disappearing.

Of course, nameplates aren't exclusive to tanks. As they're an easy indication of aggro on mobs that aren't currently being targeted it can be a good indication for DPS that some stray enemy is about to become an unfortunate friend!

Healer... ing

The most obvious element to healers is the raid frame. A little bit of personal preference can dictate here, but your raid frames should be very close to the center of the screen. As a DPS/healer hybrid I put much more emphasis on my target frame which is placed just below my character, leaving the raid frames just to the right of my character. This leaves the space over my character clear while still providing me with the necessary elements in close proximity to the center of the screen.

For pure healers a more appropriate space may be right underneath the character as that area tends to garner a greater amount of attention. Once again, personal preference will dictate to some extent but you'll want this vital piece of information to be close at hand. Placing raid frames in a corner of the screen may not detract from healing and seem like an acceptable location as they tend to take up a large amount of real-estate especially in 25 man raids, but placing them too far away from your character can contribute to tunnel vision and deaths as a result of standing in fire!

Eliminating Common Redundancy

While Decursive is a great mod for folks who need to perform certain utility on the raid like cleansing and crowd control of mind controlled players, if you need to run with a raid frame for healing Decursive become completely redundant. In this situation using Clique can provide identical functionality to any raid frames you may already be using, cutting the real estate taken up by raid frames in half.

Damage meters like Recount can be resource hogs as they track and log just about every combat log event. If you think it may be slowing you down switch to a modular meter like Skada and only load the modules you want to track information for.

Optimization

Unfortunately not every mod put out is suitable for raiding. The main reason for this is performance. Some mods that are very popular are also very CPU intensive and can impact your frame rate on a computer that's not top of the line. Just to name a few CPU hogs:
  • Pitbull
  • SatrinaBuffFrames
  • ButtonFacade
  • Recount
Not that these are bad mods by any means. In fact all of these are incredibly robust and feature-full mods. This is partially their downfall, though as far as ButtonFacade is concerned any mods that are purely aesthetic are not the focus of this particular blog.

An important distinction to make, however, is that a mod that uses up a ton of memory is not necessarily impacting framerate. What impacts framerate is generally mods that eat up extra CPU cycles. a good way to determine what mod is eating up CPU cycles is to use... another mod!

AddOnProfiler is a mod that you can set to profile your AddOns and report back on how much memory and CPU cycles each one is using. A good indication of a bad mod is one whose CPU cycles grow and then shrink again repeatedly and substantially. What happens here is that the AddOn is creating a lot of "garbage" that is used briefly and then thrown away. WoW will automatically run the garbage collector when RAM usage gets too high, but if you see the described behavior above from a mod it means that mod is creating an excessive amount of garbage and the collector is being run more and more often. When the garbage collector is run excessively this can create a drag on performance.

Once you've identified a problem mod with AddOnProfiler take a peek at some alternative mods that perform the same task and try a few out until you find one that you prefer and that doesn't cause the garbage collector to start slowing you down!

The Best Interface... is Your Interface!

While all these things are important considerations for how you set up your interface for raiding there are many nuances to how the interface works together that are exclusive to the person using the interface, and the best interface is one that's been used extensively and tweaked to support the playstyle of the user.

It's important to realize that if you've made an adjustment mentioned here and it's just not working for you go ahead and switch back or try something different. If you move your debuffs down to midscreen and suddenly find you just can't adapt to the new location move them back... but consider migrating other related pieces of information into the same area to reduce the amount of time you have to spend searching your screen for various bits of information.

It's highly important to recognize elements of your interface that are holding you back and adjust to compensate for them. Much like adapting strategy to deal with a bosses mechanics, adjusting your interface to display the right information at the right time is crucial to success. If you died from a debuff because you didn't see that you had it you may need to look for a more robust warning system or move the debuffs to a more noticeable location. If you're constantly fumbling your DPS rotation because you didn't notice your debuffs drop off the target make them bigger, or set up a warning in PowerAuras to make the status of the debuff more clear.

In general a successful interface will display everything you need to know and nothing you don't. It may take a bit of experimentation over time but adjusting the flow of information properly can mean the difference between success and defeat!

Note: though other roles were included this article primarily focused on elements of a DPS UI as that is my primary role and the primary focus of the blog. If you have any additional comments or suggestions for the other roles please do leave them in the comments!

Tuesday, February 23, 2010

Clique: Not Just For Healers Anymore!

I occasionally like to showcase a mod on my blog that I feel is incredibly versatile and solves a serious problem for all the raiders out there like myself.

My last entry on this subject, PowerAuras: the Best AddOn You've Never Used!, showed off just a small portion of the robust warning system the mod PowerAuras brought to the table. Today, I'll be covering the finer points of the mod titled Clique.

Since I've been spending a bunch of time in the higher end 10 man encounters healing on my shaman I became intimately familiar with this life-saver of an AddOn. I hadn't actually healed full time in a raid since about halfway through the Burning Crusade expansion and Clique severely shortened the re-learning curve for me and, I feel, made me a better healer than I had been in the past relying on keypresses and raid member targeting.

But I LOVE My Keybindings!

I don't blame you. In fact, I wholeheartedly support you in mapping as much as possible to keybindings. Using a keybinding setup for spell casting is far superior to clicking. It increases reaction time, decreases the amount of miscast spells and allows you to focus more on what's happening around you and less on where the mouse pointer is.

However, when you're talking about raid frames and any interaction a player might have with those raid frames be it healing, buffing, decursing or ressurecting... you'll find yourself relying on raid frame mouse clicks one way or another.

This is where clique can help you out the most by not only freeing up keybindings for other spells that would otherwise be devoted to heals or buffs, but by eliminating the targeting step of raid window interaction. It does this by binding spells to mouse clicks instead of keyboard bindings. These mouse click bindings work with any unit frame unless otherwise specified and are independent of any keyboard bindings you may already have for the same spell.

The All-In-One Raid Window Assistant

You probably have, at the very least, a raid window mod if you ever have to mess with the raid windows.

Often pure DPS will have the window hidden or not run with a raid window mod to save on memory and CPU cycles, but most folks will need their raid windows out at one point or another for some reason and regardless of which baseline mod you go with Clique can probably help you perform certain tasks better.

The exception to this are mods like Vuhdo or HealBot, raid window mods that have built in Clique-like functionality that renders Clique itself redundant. The concept and configuration for this functionality between mods, however, is nearly identical.

Some folks also go with mods like Decursive that provide a secondary raid window specifically for purposes of cleansing and other non-healing raid utility like crowd control and buff management.

Keep in mind, though, that clique can bind any spell that is targetable to mouse clicks so all of these other things that redundant raid frame mods take care of can also be taken care of in Clique, streamlining your interface and saving screen real estate.

All of these things (and probably more) can be handled through Clique bindings:
  • Healing
  • Crowd control
  • Cleansing
  • Buffing
  • Intercept
  • Tricks/Misdirect
  • Resurrection
  • Divine Intervention
  • Macros
There is also a custom macro system where you can assign a macro version of a spell without using up one of the limited macro slots provided by the default interface.


Configuration


Clique has a very simple configuration, albeit a very important one. It is extremlely simple to set up, but getting your click-binding priority straight shouldn't be neglected.

Once the mod is installed simply open your spell book in game. You'll see an extra tab which, when clicked, will open up the Clique configuration menu.

Take a moment to notice the dropdown on the top right side of the Clique configuration window. This dropdown controls the conditions of the keybindings. Anything placed in the "default" page will take precedence only when another condition isn't active and/or isn't bound to anything.

To bind a spell to a mouse clock simply browse your spellbook with the Clique config window open and click the spell you want to bind with the mouse click combo you want to use for that spell. For instance, to bind Healing wave to Shift+LeftClick hold shift and left click Healing wave and it will be added to the Clique window.

For example, in the default section of my Clique bindings I have Ancestral Spirit bound to right click. In the "helpful" section of my bindings I have right click bound to Lesser Healing Wave. This means that while I'm clicking a friendly unit frame, right clicking will cast Lesser Healing Wave on the unit. While out of combat, however, the Ancestral Spirit binding will take precedence and will be cast instead of Lesser Healing Wave on right clicks when not in combat.

The Right Frame at the Right Time

It's a good idea to give a little thought to which frames you want to have the Clique bindings work for.

For instance, when I first set up my clique I had completely neglected this part and while clicks were enabled in the player frame I found I was unable to change the difficulty of an instance as right clicks on my player frame were attempting to cast Ancestral Spirit.

That being said, even showing the right click menu can be remapped to another click-binding through Clique.

Monday, January 4, 2010

Blue Buttons: Making Your Interface look "Cool"

I recently posted a new "mod" that some folks on wowinterface.com are thoroughly enjoying. I hesitate to call it a mod, however, because there's no code, no AddOn to enable or disable, and the amount it interacts with the rest of the interface is minimal.

What is it? Blue Buttons.

Less of a mod and more of a skin, Blue Buttons simply provides a host of textures that skin the blizzard interface buttons to be a different color. I've long detested the "angsty red", as OarisJM posted, and liked the idea of changing the skin to be something different. I'd sifted through a handful of UI compilations at one point in search of a skin for the entire interface, but what I found were either incomplete panel skins or button skins that looked out of place against the rest of the UI textures.

So I set out with a simple goal: skin the in game interface buttons to be blue, like those found on the login screen. The solution is rather simple, and can be accomplished easily with just a few free tools. My version of the blue buttons is posted at the link above, ready for download, but what if you want the buttons to be green? or orange for cataclysm?

The following tutorial will show you how.

First, you'll need to download a few Programs:
  • Custom UI ToolKit: This is Blizzard's own custom UI toolkit, although it's not so much a toolkit as a set of resource files. Once you download it, run the installer and tell it to install the interface art. You can have it install the interface data as well if you like, but those files are not necessary for this tutorial.
  • BLP2PNG: Blizzard uses the file extension blp for it's textures, but this isn't an easily edited format, so to convert the files into something we'll be able to edit we need this command line software. It come in a zip file and doesn't need to be installed. Simply extract the folder to some place you can get to easily like your desktop. NOTE: If you are working on a system whose desktop does not reside on the hard drive(for instance if you are on a computer that is part of a domain and uses roaming profiles) you'll want to place this in a location on the hard drive like the root of your C: or system drive.
  • Paint Shop Pro free trial: This is the software we'll use to change the color of the buttons. It is a paid program but offers a free 30 day trial. I personally own my copy and have found many miscellaneous uses for it over the years. If you have another photo editing suite that has a color changer tool you may be able to use it instead, just make sure it will change a range of color in a region and not only one contiguous shade.
Once you have all those things go to your WoW directory and you should find an interface art folder that the Custom UI Toolkit left for you.

Inside that folder open the BUTTONS folder and copy the file named UI-Panel-Button-Up.blp to the folder with the BLPConverter in it.

Next, right click a blank space in the same folder and create a new text file named whatever you like (for this one I use the file name 'topng' since this batch file will convert textures from the blp format to the editable png format). Open the text file and type in the following:

BLPCONVERTER -m UI-Panel-Button-Up.blp

Then save the file as a batch file. To do so, go to File -> Save As. In the save dialog box change the file type to all files and put the extension .bat at the end of the file name.

Once you've got the batch file in your BLP Converter folder double click it and it will briefly flash a command line window as it performs the conversion. Once the command line window disappears you should see a new file in your BLP Converter folder. This is the file we can now edit in Paint Shop Pro.

Next, open the new PNG file in Paint Shop Pro and use the scroll wheel to zoom in on it. Choose the color changer tool from the toolbox (if you can't find a color changer tool it shares a button with the bucket flood fill tool; mousover the bucket icon and click the arrow beside it to get a drop down and select the color changer tool).

Now, with the color changer tool selected you can click on the red background to change the color of the button. Make sure to set your foreground color on the upper right corner of the screen. The RGB values I use for the Blue Buttons are: red 38, green 66, blue 143. If you accidentally color the wrong section the key combination ctrl+z is a quick way to undo your last change. As a side note when editing the remaining textures later on, I came across a texture or two that didn't cooperate with the color changer tool as well. For these textures you may have to experiment with coloring different regions of the image to get the desired effect.

Feel free to play around with different colors but keep in mind that any text placed over the button will come up yellow, so if you use the wrong color you may not be able to see what the button actually says! Once you're satisfied with how your new button looks save the file.

The next step is to make another batch file just like the one above with one exception: change the .blp extension to .png so your new batch file should look like this:

BLPCONVERTER -m UI-Panel-Button-Up.png

I name this one 'toblp'. Regardless of what you name your batch file, make sure to get the old blp file out of the folder before you convert (to prevent corruption of the file) by either deleting it or, preferably, moving it to another folder for backup purposes.

That's it!

Now that you've successfully skinned the button you can add it to your interface. To do so, copy it it your WoW directory under Interface\Buttons. If the folder is not there go ahead and create it. What happens in game is that WoW loads and extracts all these textures from it's MPQ files to a hidden directory in Interface\Buttons. You can't see these directories, but while the game is loaded they are effectively there. By creating a skinned button with the same name and placing it in the same directory our skinned button takes precedence over the default textures. This works for any texture you can find in the interface art folder created by the Custom UI Toolkit.

OK, so I lied. That's not completely 'it'. There are actually a ton of files you would need to skin like above to get the desired effect on all the UI buttons. Conveniently enough, all of the buttons that you'd need to skin are located in the same Buttons folder in interface art:

CancelButton-Down.blp
CancelButton-Highlight.blp
CancelButton-Up.blp
UI-DialogBox-Button-Down.blp
UI-DialogBox-Button-Highlight.blp
UI-DialogBox-Button-Up.blp
UI-MinusButton-Down.blp
UI-MinusButton-Up.blp
UI-Panel-BiggerButton-Down.blp
UI-Panel-BiggerButton-Up.blp
UI-Panel-Button-Down.blp
UI-Panel-Button-Highlight.blp
UI-Panel-Button-Up.blp
UI-Panel-CollapseButton-Down.blp
UI-Panel-CollapseButton-Up.blp
UI-Panel-ExpandButton-Down.blp
UI-Panel-ExpandButton-Up.blp
UI-Panel-HideButton-Down.blp
UI-Panel-HideButton-Up.blp
UI-Panel-MinimizeButton-Down.blp
UI-Panel-MinimizeButton-Highlight.blp
UI-Panel-MinimizeButton-Up.blp
UI-Panel-QuestHideButton.blp
UI-Panel-SmallerButton-Down.blp
UI-Panel-SmallerButton-Up.blp
UI-PlusButton-Down.blp
UI-PlusButton-Hilight.blp
UI-PlusButton-Up.blp
UI-ScrollBar-ScrollDownButton-Highlight.blp
UI-ScrollBar-ScrollUpButton-Highlight.blp

Additionally, you'll need to edit your batch files (right click the batch file icon -> Edit) in order to convert the entirety of the files for skinning. You can add as many files as you want for skinning with the same batch file, simply tack another name on to the end of the line with a space in between each file name. For ease of conversion I'm including the full batch files i use below for your copy and pasting pleasure. Happy skinning!

toblp.bat

BLPCONVERTER -m CancelButton-Down.png CancelButton-Highlight.png CancelButton-Up.png UI-DialogBox-Button-Down.png UI-DialogBox-Button-Highlight.png UI-DialogBox-Button-Up.png UI-MinusButton-Down.png UI-MinusButton-Up.png UI-Panel-BiggerButton-Down.png UI-Panel-BiggerButton-Up.png UI-Panel-Button-Down.png UI-Panel-Button-Highlight.png UI-Panel-Button-Up.png UI-Panel-CollapseButton-Down.png UI-Panel-CollapseButton-Up.png UI-Panel-ExpandButton-Down.png UI-Panel-ExpandButton-Up.png UI-Panel-HideButton-Down.png UI-Panel-HideButton-Up.png UI-Panel-MinimizeButton-Down.png UI-Panel-MinimizeButton-Highlight.png UI-Panel-MinimizeButton-Up.png UI-Panel-QuestHideButton.png UI-Panel-SmallerButton-Down.png UI-Panel-SmallerButton-Up.png UI-PlusButton-Down.png UI-PlusButton-Hilight.png UI-PlusButton-Up.png UI-ScrollBar-ScrollDownButton-Highlight.png UI-ScrollBar-ScrollUpButton-Highlight.png

topng.bat

BLPCONVERTER -m CancelButton-Down.blp CancelButton-Highlight.blp CancelButton-Up.blp UI-DialogBox-Button-Down.blp UI-DialogBox-Button-Highlight.blp UI-DialogBox-Button-Up.blp UI-MinusButton-Down.blp UI-MinusButton-Up.blp UI-Panel-BiggerButton-Down.blp UI-Panel-BiggerButton-Up.blp UI-Panel-Button-Down.blp UI-Panel-Button-Highlight.blp UI-Panel-Button-Up.blp UI-Panel-CollapseButton-Down.blp UI-Panel-CollapseButton-Up.blp UI-Panel-ExpandButton-Down.blp UI-Panel-ExpandButton-Up.blp UI-Panel-HideButton-Down.blp UI-Panel-HideButton-Up.blp UI-Panel-MinimizeButton-Down.blp UI-Panel-MinimizeButton-Highlight.blp UI-Panel-MinimizeButton-Up.blp UI-Panel-QuestHideButton.blp UI-Panel-SmallerButton-Down.blp UI-Panel-SmallerButton-Up.blp UI-PlusButton-Down.blp UI-PlusButton-Hilight.blp UI-PlusButton-Up.blp UI-ScrollBar-ScrollDownButton-Highlight.blp UI-ScrollBar-ScrollUpButton-Highlight.blp

Tuesday, October 20, 2009

What's in a name.... plate?

Have you heard the term nameplates in WoW before? I hope so, because nameplates are one of the truly indispensable tools available to a WoW player - and they're part of the default UI!

If you don't know what nameplates are just head into the game, find some neutral or hostile NPCs or critters and hit your 'V' key. Assuming you haven't remapped 'V' to anything else, health bars should be popping up on your screen over the heads of NPCs and critters around you. These are the tools of which I speak.

There is an incredible amount of crucial data displayed on screen while you have nameplates active and they don't just work for enemies. The 'shift+v' binding will display friendly nameplates so if you are a healer you can use the nameplates to heal friendly players or NPCs nearby that may not be in your raid window. This is especially helpful in places like Wintergrasp, or for healing pets if you feel so inclined and don't include pets in your raid window setup.

The main function of nameplates, in this blogger's opinion, is to give you an easy visual reference during combat without having to constantly switch targets to check health values. This is especially helpful during the Freya encounter - and I'll refer back to this fight throughout this article.

The Freya encounter provides us with two specific examples of how nameplates can be used efficiently and both relate to how her adds are handled.

Detonating Lashers

To my knowledge this pack of adds has a unique mechanic in how they are presented during the encounter. A large group of them spawn at one time and as each lasher dies, they explode dealing a moderate amount of AoE damage to anyone nearby. Their aggro is also spotty which makes controlling them difficult.

There are other tactics that can be used to manage them, but my guild's strategy revolving around AoE damage until the lashers are at about 50% health, then single target burns following the tank. To keep the lashers all together we stay clumped up in one spot while killing them. This means that we need to exercise control over how quickly each one dies as too many detonating at one time can easily kill a substantial portion of the raid.

Using nameplates on this pack gives you a bird's eye view, showing the health value of all the lashers on screen. This visual reference is key to knowing when to stop the AoE, as you can easily keep track of the entire group at once through their nameplates.

Lasher Pack

Not to be confused with detonating lashers, the lasher pack consists of three different enemies that must die within a few seconds of each other. If all three of the lasher pack do not die within so much time of each other they will revive their fallen comrades to 50% health. This is not impossible to recover from, but it is often hard to throttle DPS sufficiently once the plan has gone awry so the initial killing of the mobs is the most important part.

Much like the detonating lashers, nameplates will give you a birds eye view of the entire encounter and add to that the fact that you can target the lasher through it's nameplate and you have an ultra efficient tool to not only make sure they are all three dieing at a similar pace, but target lashers (or other NPCs in similar encounters) who are at much higher health values in order to help them quickly "catch up".

Tanking With Nameplates

I generally think nameplates are indispensable, they are always on for all of my characters - but tanking is one situation where nameplates are exceptionally helpful.

If you have aggro coloring turned on nameplates will glow yellow, orange or red if you have high threat on them. If you don't have aggro coloring enabled you probably should - even if you aren't a tank. So head on into interface options and get that enabled!

Aggro Glow Coloring
  • Red: Solid threat; this mob is on you and not going anywhere else anytime soon.
  • Orange: Mostly solid threat; this mob is on you, but if you don't show it some love it may change targets soon.
  • Yellow: Nearly solid threat; you have high threat on this target, but someone else has more. If you're not tanking you're about to pull threat if you are tanking this mob is probably beating on someone else.
  • No coloring: Someone else has solid threat; this mob is interested in someone that's not you!
Nameplates are invaluable during tanking because of the coloring feature. Especially during 5-man heroics and raid instance trash it will help you to get a bird's eye view of who you have threat on and who you might be losing threat on.

I've personally almost stopped using Omen altogether on my tank because of nameplates. It makes aggro management almost trivial to be able to view this information so easily. The aggro coloring will allow you to make snap decisions faster; allowing you to notice which target you may be losing threat on and switch to them to quickly build threat before the healer or some stray DPSer gets an unhappy mob in their face!

Other Information

Aside from health values and aggro coloring nameplates also display the name and level of the mob and a castbar with spell icon just below the health bar.

Since mobs that aren't your target or focus don't have a referenceable UnitID they can't be targeted with a standard macro - unless they are your mouseover target. Coupled with the castbar on the nameplates you could, if you felt so inclined, make a macro to interrupt a mouseover target and simply mouse over the nameplate to target them with a mouseover macro.

Some examples of how this would be useful are interrupting the shadow damage attack the burrowers cast during Anub'arak in the coliseum or dispelling the shield from an evoker in Thorim's arena(this would be good for healers, but as DPSers should always burn down the evokers first in the arena it becomes a moot point for DPS since the evoker should already be targeted).

A macro set up this way would look like this:

/cast [target=mouseover] Wind Shear

All in all nameplates are a great tool. If you know how to read them they pack an incredible amount of highly useful information into a very small space. In fact, in patch 3.3 the usability of nameplates will be expanded further as they will no longer sort themselves by default (freeing up more viewing space as they'll no longer stack in a way that prevents them from overlapping) and extending the range and conditions under which they'll be visible over a target's head.

So to sum up in just a few words: If you're not using nameplates, you probably should be!

Monday, August 24, 2009

PowerAuras, the Best AddOn You've Never Used!

Some time back I was doing research for the boss Prime has been stuck on (and is still stuck on) for the past couple months: Yogg-Saron. Now that the new raid is out we've been getting even less time with this old God and our attempts lately have been... well... see for yourself.


To be fair though, that was a wipe and we were running around purposefully tapping the clouds to see how many we could spawn at once! We are actually finally making solid progress on the boss, which makes me happy.

But I digress. In the video I watched, there was an AddOn that periodically flashed on screen that caught my eye. Here is the video in question, and the flash I'm talking about is the red swath that periodically frames the person filming at around 1:55.



Meghan helped me identify what was going on, since she also plays a mage named Fawynd. It turns out the mage in the video was proccing free pyroblasts and the indicator was meant to warn her so she could react without having to watch a buff list like a hawk.

The AddOn(mod) providing these warnings was called PowerAuras, and it can be found here.

So I went about setting these up on a couple of my characters. The menus weren't exactly user friendly but with a little exploration I was quickly able to figure them out. The end result is that I can focus more of my attention on what is going on in the game and less on my interface.

For my shaman, I set up a blue indicator midscreen to warn me when my mana regeneration buff, Water Shield, was inactive and a smaller fiery indicator on top of my screen when my weapon was no longer buffed with Flametongue weapon. I got even better results with my death knight tank, setting up a large indicator for when Rune Strike was usable, when a free Howling Blast procced and another to warn me about when Horn of Winter wasn't active much like the Flametongue warning for my shaman.

The uses are endless, really. You can configure them to warn you about anything from being stunned or silenced to when valuable procs are active like Clearcasting or a trinket buff. The most creative of uses I've seen was posted in the UI section of the official World of Warcraft forums.

If you've ever played Gears of War you'll recognize what he did with PowerAuras in the following image links:

Light Damage
Moderate Damage
Heavy Damage
Dead

The different indicators were displays of how much damage the player had taken. This would be an excellent means of tracking health without having to constantly glance back down at your unit frames. Odds are slim that a player would miss that giant red splotch midscreen on low health, but it can be quite a surprise when you get your face planted in the dirt after neglecting to check a player frame tucked away in a far corner of the screen.

I feel that the only real drawback to this mod is the configuration. It has an amazing number of options packed into a small space and it can be offputting in the beginning, but once you get it set up properly it can be one of the most unintrusive and informative mods at your fingertips. To that end, I've set up a short tutorial below.

Tracking a Buff With PowerAuras

Once PowerAuras is installed and you've loaded up the game, type in the slash command /powa to open the list of effects. You'll see that I've already set up a couple for my shaman but I'll be setting up another here to display when my Water Shield buff is not active. This is a simple and easy use for PowerAuras as Water Shield is a buff I like to have on myself as much as possible. The spell itself does have a visual cue in game in the form of an orb of water orbiting my character, but in the heat of combat when the spells are flyin' it's much easier to see a PowerAuras indicator than the in game orbs.


To create a new effect click the new button.

The options can be confusing at first, but I promise there isn't much here that isn't some other AddOn's configuration menu. Whenever you are at this window it will only affect a single effect, so you'll need to edit each one individually to your tastes.

Effects are also saved on a per-character basis so you won't see a warning you set up on your mage clogging your screen on your rogue.

Focusing on only the top half of the menu first, I'll pick a texture. You can adjust the highlighted slider to scroll through the available textures or, for more advanced users, set your own textures for use. The textures have the .tga extension and can be edited in GIMP.


For this example I'm going to use a shield texture, since it will be the Water Shield Buff. I'll also adjust the color to blue to represent water.

On the bottom half of the options menu is where you link the texture to the correct conditions. For this example I'll set it to display when the buff called Water Shield is not active.

And the end result is that when the Water Shield buff is active nothing is displayed. But when the buff needs to be re-applied a blue shield centered on the screen will display. This will be an easy visual cue during a heated battle that my mana regeneration buff has faded and should be recast when I have a free second to do so.