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ReadySpells  Popular! (More than 5000 hits)

Version: 0.791
by: aallkkaa, benots4

2018-02-18: This addon used to be under Aldmehr's account, its original author, bak in the time of The Burning Crusade expansion. twobits would later maintain it throughout the Wrath of the Lich King expansion, and then benots4 throughout Cataclysm and Mists of Pandaria.

I, aallkka, am currently working on updating ReadySpells and will release a Legion-compatible version as soon as possible. I intend to keep developping it at least through the next expansion, Battle for Azeroth.
benots4 is still involved with the project, although he has taken a sidestep. He will probably return to more active co-development of ReadySpells later this year.

In the meantime, the Download box to the right still links to Aldmehr's last release. The text bellow is also Aldmehr's and I'll change it only when I publish a new version of ReadySpells.

Stay tuned!

---------- Original page text bellow ----------

ReadySpells

(This is an ACE2 addon)

What this addon does:


Displays configured spell visuals when they are ready to be cast (including target and mouseover support).

These visuals are click through, and can be placed in the center of the screen without stealing mouse clicks.

The number of image slots is configurable, and each slot allows many spells that display based on priority.
What do you mean by "ready"?
  • enough mana/rage/energy
  • correct stance/form
  • in range, valid target
  • not on cooldown (gray for short or GCD cooldown)
  • checks for de/buff not already up
  • many special cases for smart checking, examples:
  • taunt type spells won't show up when targetting a player
  • interrupt spells will show up only when target is spellcasting/channeling
  • etc.
Why use this addon?

I am a key binder. I don't want to:
  • Watch many actions bars and buttons when I only care about a few spells...
  • Watch many cooldown bars shrink...
  • Or instead of watching these, mash lots of keys hoping spells are ready...

I prefer to:
  • Have a small amount of visuals display when a spell is ready to be cast.
  • Push the key once.

This addon is probably only useful for key binders (and not mouse clickers).
Current Limitations:

This version includes a full default config and specials cases for Druids, Hunters, Mages, Rogue, Warlocks and Warriors.
There is a basic config and some special cases for Paladin, Shadow Priest, and Shaman : these probably need more work.
There is nothing specific to holy priests yet, but many spells should work if configured.

The first time autoswitching creates the new profiles "Group" and "Raid", they are "reset" configurations and not copies of the current "Default" configuration. This is a limitation of AceDB that I have not figured out how to work around.
How to configure:
  • Step 1 (basic):
    Move the ReadySpells anchor then setup the display how you want using several options:
    slash commands /ReadySpells, /rsp
    DeuceCommander
    Waterfall GUI (/rsp gui)
    Alt+click to rotate the anchor clockwise.
    Shift+click will hide the anchor.
  • Step 2 (novice, OPTIONAL):
    Add/Modify the default settings for class (watchSpells, debuffStacks, buffStacks, manaChecks, swingActivations).
    This requires editing the WTF\Account\Name\SavedVariables\ReadySpells.lua file. This file must be edited with all characters logged out because this file gets overwritten on character logout and reload UI.
    Look for the appropriate profile (i.e. "Default") and class (i.e. "Druid"), example with 2 slots:
    Code:
    	["profiles"] = {
    		["Default"] = {
    			["classes"] = {
    				["DRUID"] = {
    					["watchSpells"] = {
    						{
    							"Bash",
    							"Mangle (Bear)",
    						},
    						{
    							"Maul",
    						},
    					},
    					["debuffStacks"] = {
    						["Lacerate"] = true,
    					},
    					["buffStacks"] = {
    						["Lifebloom"] = true,
    					},
    					["manaChecks"] = {
    						["Maul"] = 25,
    						["Demoralizing Roar"] = 50,
    					},
    					["swingActivations"] = {
    						["Maul"] = true,
    					},
    Each watchSpells slot is ordered by priority, highest priority starting with the first spell in each slot.
    The priority determines which image gets displayed if more than one is ready.
    Create as many slots as you want.
    Create multiple profiles for different situations, if desired.

    Q: Why do I have to modify a file to configure these?
    A: Because no one has taken the time to write a fancy GUI to configure these yet.
  • Step 3 (expert, not recommended):
    Add/modify code to the CheckSpecialCases* fuctions.
    This requires editing core.lua.
    Allows tremendous customizaiton of when these spells are displayed as ready.
I want feedback:

How well do the default configs work for you... what did you change?
Are there any special cases behavior that you would like to add or modify?
Known Bugs:

To do:

Develop a GUI config for watchSpells.
I'm looking for community help for expanding the base configs and special cases.
Version History:

v0.791
Quick fix for 2.3 and Druid spells while in forms.

v0.79
Stackable hots/dots will now show time_left:stack_count.
Fixed a anchor position save problem that popped up with patch 2.2.x.

<cut> rest of changes in readme.txt

Optional Files (1)
File Name
Version
Size
Author
Date
Type
4.2
201kB
07-04-11 06:23 PM
Patch


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Unread 06-20-07, 10:25 AM  
Aldmehr
A Deviate Faerie Dragon
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Updated to v0.75.
Last edited by Aldmehr : 07-15-07 at 01:02 AM.
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Unread 06-15-07, 03:42 AM  
Detritus
A Cyclonian

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Managed to try this in a raid. For some reason, looking at ready spells rather than the action bar, I generate less threat. I'm trying to work out if this is my setup of ready spells or something else. I'm going to pull in a global cooldown sparkbar from Quartz as you suggested and see if that helps me time things better. I'm also going to reconfig a little and move away from spells without cooldown (Sunder, Devastate) and use readyspells to track spells on cooldown, especially debuff spells as the spell checks are invaluable. I'm going to be afk for a week after this so I'll get back to you as soon as I can...
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Unread 06-12-07, 10:31 PM  
Aldmehr
A Deviate Faerie Dragon
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Updated to v0.71.

Added Hunter, added Babble-Spell to work with other localizations, fixed several issues, made most stuff configurable by editing the files.

Please send feedback!
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Unread 06-12-07, 07:06 AM  
Aldmehr
A Deviate Faerie Dragon
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raid testing?

Detritus, did you get to try this in a raid?
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Unread 06-08-07, 04:44 AM  
Detritus
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Originally posted by Aldmehr
I always put heroic strike in its own slot, since it is a parallel rage dump.
Guess this is where we differ. I tend to stack it with the other threat building skills as Revenge/Shield Slam/Devastate/Sunder should always take prio.

Originally posted by Aldmehr
And, in v0.7 it is not showing up unless you have >= 25 rage (or is activated), which seemed to be a decent multi stance compromise (perhaps this value (25) should be configurable).
Configurable would be great.

I like to drop Heroic Strike when rage exceeds around 35. The reasoning behind this is quite simple. I want to make sure I've got enough rage after HS for the higher threat generators (Revenge/Shield Slam/Devastate/Sunder). The most expensive of these is Shield Slam at 20 rage (HS costs 15 rage).

Originally posted by Aldmehr
I am not opposed to providing autoswitching based on stance... but I guess I need more motivation than heroic strike... Can you provide examples where the multi-stance skills are not working well?
For me, not really. As I said, probably not something worth expending a great deal of effort on, guess it's probably worth just leaving this for the time-being.

Originally posted by Aldmehr
In v0.7, when no target is selected, the only warrior spell showing out of combat when you have rage should be battle/commanding shout.
I think this is useful for soloing. Will removing them from your Group and Raid profiles suffice, or do you like to see them in combat (and only then)?
tbh, I'd prefer not to see anything at all once out of combat...although this is just my preference, other ppls opinions may vary. That's kinda why I suggested that it might be worth making it configurable as I'm sure someone else will disagree with my opinion on this. For my part, I'm happy if it doesn't show up when in group/raid.

Originally posted by Aldmehr
Then you'll never see the sunder countdown timer and you'll always see the stack count. Seems to be exactly what you want and the timer is still there in case other people want it.
Yep, in practical terms there's little difference between a 5 showing on Sunder and a Devastate icon showing.

Originally posted by Aldmehr
hmm.. there are two cases here.
The first case is when to show them ready if they are not already up and here is what v0.7 currently does:
AE debuffs requiring rage will not show with < 50 rage or if the debuff is up.
-The theory here is the AE debuff only needs to show if there are lots of targets or a boss... and in those cases our rage should be high.
This was kind of a quick hack... I'm not really happy with it but I'd like your opinion on how well this works.
I'm thinking of making the rage value configurable per profile, which might solve all issues.
As with Heroic Strike, configurable for all profiles would be preferable.

My opinion on rage is that, as a tank, it should never be high. If you breach around 60-70 threat then you're either not mitigating enough (DS/TC/Shield Block) or you're not generating enough threat. The only fight where you have a surfeit of rage that can't be ploughed into mitigation/threat I've seen thus far was tanking Vaelastraz back in the lvl 60 days.

As far as AE debuffs go, the reason I would like DS/TS to show if not applied or around 10s before expiry is for, what I term, "marathon" boss-fights. Curator in Kara is one of these. The fight isn't a threat fight, the boss is only DPSed for a short 10-15s period every minute. The rest of the time the raid is DPSing adds that spawn every 10s. Maximum length of the encounter is 12 minutes (when Curator enrages and kills everything in sight) but, in practice, the fight can last anything from 4 minutes to 12 minutes depending on how well geared your DPS and Healers are. Because the fight lasts a long time, it's really testing on healer mana. Consequently, as a tank you're more concerned about mitigation than threat...to reduce the cost of heals over the course of the fight. So, I don my mitigation/avoidance set, build a nice level of threat in the first 10 - 20 secs and then focus on DS/TC/Shield Block/Trinks, etc. - keeping as much mitigation up as possible in preference to ALL threat generating skills.

What this means for ReadySpells is that I keep two prio lists of spells, a mitigation and a threat list. I just ignore the mitigation stuff if the fight is pure threat (although I can't think of an occasion where it's not wise to keep Shield Block up at all times to ward off Crushing Blows).

Originally posted by Aldmehr
The second case is what to do if they are up and about to fall and v0.7 currently shows nothing until after they fall. (except the stacks sunder,lacerate,lifebloom which always show when up).
I'm thinking I should make the general case for all "watched" de/buffs be:
-Show when ready and not up, don't show when up and > 7 seconds left, show with countdown counter when < 7 seconds left and ready. (with only the stacks showing all the time).
After all, it would be handy to also know my "watched" hot/dot is about to fall on my target/mouseover.
Agree. I'd like to see the 7s configurable though.

Originally posted by Aldmehr
Fixed in 0.7.
DeuceCommander is still supported and waterfall comes embedded so you don't need to get anything.
Excellent, thx.

Hope I'm not annoying you with all this feedback. Just trying to support the development and give you some idea of how this is working in the real (lol) world.

Cheers.
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Unread 06-07-07, 11:14 AM  
Aldmehr
A Deviate Faerie Dragon
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Re: BableSpell

Originally posted by EnSabahNur
Please BableSpell suport
Ok, Babble-Spell and Babble-Class should be going into the next release.
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Unread 06-07-07, 10:04 AM  
Aldmehr
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Originally posted by Detritus
In Defensive stance I'm tanking and need to generate threat. That puts Heroic Strike down at the bottom of the list because it's a low aggro, ... I switch to Battle Stance and I'm going to want Heroic Strike near the top of the prio list ...Basically, I think it mostly works but can fall down where there are multi-stance skills that would be prioritised differently depending on what stance you are in.
I always put heroic strike in its own slot, since it is a parallel rage dump. And, in v0.7 it is not showing up unless you have >= 25 rage (or is activated), which seemed to be a decent multi stance compromise (perhaps this value (25) should be configurable). I am not opposed to providing autoswitching based on stance... but I guess I need more motivation than heroic strike... Can you provide examples where the multi-stance skills are not working well?

Originally posted by Detritus
Could you include a profile cycle command?
Well... I am assuming profile switching to be a relatively rare thing, but this is not hard to do and could probably be added to the next release.

Originally posted by Detritus
I just find the buff/debuffs showing out of combat to be annoying. I want to hold on to my rage as much as possible for the next pull so that I can ramp up threat quickly.
In v0.7, when no target is selected, the only warrior spell showing out of combat when you have rage should be battle/commanding shout.
I think this is useful for soloing. Will removing them from your Group and Raid profiles suffice, or do you like to see them in combat (and only then)?

Originally posted by Detritus
I don't care whether the [sunder] debuff is going to expire as, in practical terms, that will never happen in a tank fight...
Then you'll never see the sunder countdown timer and you'll always see the stack count. Seems to be exactly what you want and the timer is still there in case other people want it.

Originally posted by Detritus
Personally, I would want DS/TC to show up if they're not present and around 10 seconds before they expire, if they are.
hmm.. there are two cases here.
The first case is when to show them ready if they are not already up and here is what v0.7 currently does:
AE debuffs requiring rage will not show with < 50 rage or if the debuff is up.
-The theory here is the AE debuff only needs to show if there are lots of targets or a boss... and in those cases our rage should be high.
This was kind of a quick hack... I'm not really happy with it but I'd like your opinion on how well this works.
I'm thinking of making the rage value configurable per profile, which might solve all issues.

The second case is what to do if they are up and about to fall and v0.7 currently shows nothing until after they fall. (except the stacks sunder,lacerate,lifebloom which always show when up).
I'm thinking I should make the general case for all "watched" de/buffs be:
-Show when ready and not up, don't show when up and > 7 seconds left, show with countdown counter when < 7 seconds left and ready. (with only the stacks showing all the time).
After all, it would be handy to also know my "watched" hot/dot is about to fall on my target/mouseover.

Originally posted by Detritus
I was seeing some odd behaviour where the sunder count was appearing over other icons in the profile.
Fixed in 0.7.

Originally posted by Detritus
I use MazzleUI atm, which comes with DeuceCommander, are you keeping support for that in or do I need to get Waterfall?
DeuceCommander is still supported and waterfall comes embedded so you don't need to get anything.
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Unread 06-07-07, 04:59 AM  
Detritus
A Cyclonian

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Originally posted by Aldmehr
Stances should already work fine. For instance, on my low level warrior, charge will only show up in battle stance and taunt will only show up in defensive stance.
This is one reason they share the same slot in the default config, because they will never conflict.

I do the same for druid forms... bear/cat/caster spells will share a slot and never conflict.
I'm not sure I see the point of profiles based on stance.
Guess I should explain my reasoning more. Warriors/druids use the different stances for different purposes. Take the warrior as an example. In Defensive stance I'm tanking and need to generate threat. That puts Heroic Strike down at the bottom of the list because it's a low aggro, high damage spell. Other spells with lower damage output but higher threat should be prioritised in Defensive stance. I switch to Battle Stance and I'm going to want Heroic Strike near the top of the prio list with the other lower damage output spells near the bottom. Basically, I think it mostly works but can fall down where there are multi-stance skills that would be prioritised differently depending on what stance you are in. That having been said, this isn't a great issue for me and probably won't be for many prot warriors. When you're prot, there's very little benefit to be gained from DPSing anyway. I certainly tend to only do it when solo/grinding so the existing solo/party/raid profiles will work well for me. Don't think you should expend any effort on this but might be worth keeping in mind for a future revision?

Originally posted by Aldmehr
Also, v0.7 auto switching will only switch between "Default" (solo), "Group", and "Raid" atm, so if you create a profile with a name other than those like "BigMeanBoss", it won't autoswitch.
Manual switching will be relatively easy (/rsp profile choose BigMeanBoss or use DeuceCommander/Waterfall). I am not planning to support keybindings... but it would be easy to create a macro with the profile switch command and bind a key to it.
Cool. No problems with the command line/macro based approach. Could you include a profile cycle command? Something like "/rsp profile cycle" that will just switch through the available profiles and maybe flash up the name of the profile being used? Just reduces the number of keybinds required. Of course, this is achievable with multiple macros and a keybind which changes the hotkey assigned but this won't work in combat and uses a fair number of action-bar slots...

Originally posted by Aldmehr
Correct me if I am wrong, but if you don't have a target selected this should generally only be the case for no target AE type spells. (shouts, thunder clap).
You're not wrong...

Originally posted by Aldmehr
That said, I'll remove the debuffs from showing in 0.7. I think it is still useful to have buff shouts show (cast them and they'll go away).
Again, this isn't a major issue...I just find the buff/debuffs showing out of combat to be annoying. As a tank, I don't want to cast buffs out of combat...I want to hold on to my rage as much as possible for the next pull so that I can ramp up threat quickly. Consequently I have the spell icons visible unless I'm out of rage. No biggie, just a minor niggle, is all.

Originally posted by Aldmehr
no for sunder, this is how it works:
-if not up, it won't show
-if up (any stack count including 5) and > 7 seconds left, it shows with a small yellow number representing current stack count (see screenshot with lacerate 2 stack).
-if up (any stack count including 5) and < 7 seconds left, it shows a large red number representing seconds until the debuff falls.
Like how sunder works atm?
Hmm...it's not really relevant for tanks in its current state. A tank only cares about one thing as far as Sunder is concerned:
Do I have 5 Sunders up? If so I should use Devastate, if not I still need to apply more Sunders.
That's it. I don't care whether the debuff is going to expire as, in practical terms, that will never happen in a tank fight....you're bound to spam sunder many times in any given 30 second window. Couple that with the fact Devastate resets the Sunder timer and effectively it will never expire.

Originally posted by Aldmehr
I'm seriously considering this due to a number of cases...
example:
I got tired of thunder clap showing up whenever I had 20 rage... and it wasn't appropriate time to use it (to get around this I hacked it to only show with > 50 rage which works fine for my solo level 13 warrior, but is probably not appropriate for a raid tank).
This is really interesting. There are certain skills where this would be very useful for a raid tank. Take Heroic Strike. As a tank, it's a skill that produces less threat than things like revenge, shield slam, etc. however it's not tied to the global cooldown and this makes it an excellent rage sink. Effectively, when everything else is on cooldown and there's a surplus of rage, a tank will spam Heroic Strike. If it's possible to configure certain spells to only show when you've got a certain amount of rage, that would be great. Don't know if you want to include this but if you could provide a comment in the LUA showing how to do it, that would be cool.

Originally posted by Aldmehr
Maybe I should change it to the sunder behavior - only show when up and have a countdown timer. (of course the stack count will never be > 1).
But, one reason I have not done this for the general case is it tends to leave a lot of ready spell icons on screen... (dots: clap, demo shout, rend along in addition to the readyspells) and then it gets confusing again.
Perhaps the best solution is to have a ReadySpells frame AND a dot timer frame that can be positioned seperately.
But, there are already a lot of dot timer addons out there so hmm... I'll have to think on this. Most of them are bar timers though.. which annoys me.
Either way, those would be v0.8 changes.
Sure. I think the best bet is to make it configurable. Let the users decide how to config it. Personally, I would want DS/TC to show up if they're not present and around 10 seconds before they expire, if they are. Maybe you could make these configurable with two simple global variable settings (applicable to all buffs/debuffs) at the head of the LUA?

Originally posted by Aldmehr
As said above, sunder will always show if up. A sunder image with '5' stack count seems just as good as showing a devastate image. (and requires no additional coding!)
Test out this current behavior and see if you really think changes are necessary here.
Fair comment. I've already coded something similar into Metahud to provide a basic sunder-count. Think you're right...swapping in Devastate is a nice-to-have rather than a must have function. I'll probably just drop Devastate from the profile..see how that works.

I was seeing some odd behaviour where the sunder count was appearing over other icons in the profile. So, I saw a yellow 1 and 2 on Revenge at some points. Revenge is higher in the prio list, so I'm guessing that the count just isn't clearing when revenge procs or something else higher prio comes ready.

Originally posted by Aldmehr
This will be possible in 0.7 with two different profiles.
Cool.

Originally posted by Aldmehr
Also, DPS and Tank spells can often share the same slot since they usually require different stances or shields.

Here is what I am suggesting for the 0.7 default config (with changes based on your input), if you want to try it in 0.61. (maybe take out the last slot)
I like to keep heroic strike seperate from the other aggro gen stuff, since its a parallel rage dump.
The main issue this might have for you is that shield slam will never take priority over revenge...

local watchSpells = {
{"Shield Block", "Sweeping Strikes", "Whirlwind", "Thunder Clap", "Demoralizing Shout"},
{"Spell Reflection", "Shield Bash", "Pummel", "Victory Rush", "Overpower", "Revenge", "Execute", "Shield Slam", "Mortal Strike", "Bloodthirst", "Sunder Armor", "Rend"},
{"Heroic Strike"},
{"Charge", "Intervene", "Intercept", "Mocking Blow", "Taunt", "Hamstring"},
{"Commmanding Shout", "Battle Shout"},
{"Concussion Blow", "War Stomp"},
}
I'll give it a try, I'll likely not use it myself as it's more complex than I require (prefer keeping things simple)...but I should be able to profile switch to it and test it against some Kara trash mobs.

Originally posted by Aldmehr
Also, you might try putting sunder into its owns slot to see if you like it that way better.
Hmm. I've got Metahud for that, gives me a sunder count beside the target health-bar. I rather like the fact that Readyspells will overlay Sunder with higher prio skills such as Revenge and Shield Slam...there's no missing them that way.

Originally posted by Aldmehr
Two things I would like you to test... if you activate cleave does the heroic strike image get greyed out? (I hope so).
Does intervene ever show? (I'm guessing its not working well atm, I might need to special case a targettarget).
Can do re: cleave. Won't be able to test it until the weekend now, got a busy couple of evenings now.

I tend not to use Intervene at the moment. I find it a bit unwieldy and I kinda believe that tanks shouldn't ever lose aggro in the first place. There has been the odd occasion where I could have used it to recover from the odd bad-pull or over-zealous warlock. I'll macro it up and give it a try.

Originally posted by Aldmehr
GUI config of everything BUT watchSpells exists in 0.7 through waterfall (and 0.61 through DeuceCommander).
I use MazzleUI atm, which comes with DeuceCommander, are you keeping support for that in or do I need to get Waterfall?

Originally posted by Aldmehr
GUI config of watchSpells... is a 0.8 or 0.9 thing.
The other big thing for these versions being configs/special cases for the rest of the classes.
When all that gets in and is tested.. v1.0. Which is the "widespread" target version.
0.7 is releasing today or tomorrow... Those other versions might be a while.
Also, I updated the version history with 0.7 stuff, even though its not released yet.
Cool. I'll look forward to trying this out on Saturday. Cheers. Appreciate all the work that's going into this. It's a unique mod that really fills a gap in the current WoW interface for me...n1.
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Unread 06-07-07, 12:36 AM  
EnSabahNur
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BableSpell

Please BableSpell suport
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Unread 06-06-07, 10:44 AM  
Aldmehr
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Originally posted by Detritus

will this support switching by stance? This would be very cool for warriors! Also, it would be good to allow manual switching
Stances should already work fine. For instance, on my low level warrior, charge will only show up in battle stance and taunt will only show up in defensive stance.
This is one reason they share the same slot in the default config, because they will never conflict.
I do the same for druid forms... bear/cat/caster spells will share a slot and never conflict.
I'm not sure I see the point of profiles based on stance.

Also, v0.7 auto switching will only switch between "Default" (solo), "Group", and "Raid" atm, so if you create a profile with a name other than those like "BigMeanBoss", it won't autoswitch.
Manual switching will be relatively easy (/rsp profile choose BigMeanBoss or use DeuceCommander/Waterfall). I am not planning to support keybindings... but it would be easy to create a macro with the profile switch command and bind a key to it.

Originally posted by Detritus

On the feature front, I would like to see the icons all disappear once you leave combat. Residual rage tends to leave readyspell icons on my screen for a good minute or so after each combat.
Correct me if I am wrong, but if you don't have a target selected this should generally only be the case for no target AE type spells. (shouts, thunder clap).
That said, I'll remove the debuffs from showing in 0.7. I think it is still useful to have buff shouts show (cast them and they'll go away).
Also note, there is a bug in 0.61 for no target AE buff spells (i.e. battle shout) where they won't show unless you have a target selected and are close... fixed in 0.7.

Originally posted by Detritus

how do the existing checkspecialcases functions work? I'm assuming at the moment you've got Thunderclap/Demo Shout wired to not show when the debuff is active on the current target. Similarly, I'm assuming that Sunder won't display when there are 5 applications to target?
yes on thunder clap and demo shout.

no for sunder, this is how it works:
-if not up, it won't show
-if up (any stack count including 5) and > 7 seconds left, it shows with a small yellow number representing current stack count (see screenshot with lacerate 2 stack).
-if up (any stack count including 5) and < 7 seconds left, it shows a large red number representing seconds until the debuff falls.


Originally posted by Detritus

- Rather than not displaying debuff spells while the debuff is active, allow the spell to show up a configurable period of time before the debuff wears off.
Like how sunder works atm? I'm seriously considering this due to a number of cases... example:
I got tired of thunder clap showing up whenever I had 20 rage... and it wasn't appropriate time to use it (to get around this I hacked it to only show with > 50 rage which works fine for my solo level 13 warrior, but is probably not appropriate for a raid tank).
Maybe I should change it to the sunder behavior - only show when up and have a countdown timer. (of course the stack count will never be > 1).
But, one reason I have not done this for the general case is it tends to leave a lot of ready spell icons on screen... (dots: clap, demo shout, rend along in addition to the readyspells) and then it gets confusing again.
Perhaps the best solution is to have a ReadySpells frame AND a dot timer frame that can be positioned seperately.
But, there are already a lot of dot timer addons out there so hmm... I'll have to think on this. Most of them are bar timers though.. which annoys me.
Either way, those would be v0.8 changes.


Originally posted by Detritus

I'd like to see the ability to set the number of sunders to stack on the target (1 - 5, or infinite) before readyspells stops showing sunder. I'd also like to be able to set the number of sunders required on the target before Devastate will appear.
As said above, sunder will always show if up. A sunder image with '5' stack count seems just as good as showing a devastate image. (and requires no additional coding!)
Test out this current behavior and see if you really think changes are necessary here.


Originally posted by Detritus

As a tank there's a couple of things you need to do - generate threat and mitigate damage. Different fights demand different combinations of these. Also, the amount of rage you have available dictates what spells you should use.
In a rage-saturated fight, shield slam should take preference over revenge. If you're short on rage, revenge takes priority. This means you end up with two profiles:

Low Rage
Revenge, Shield Slam, Devastate, Sunder Armor, Heroic Strike.
Shield Block, Thunder Clap, Demo Shout

High Rage
Shield Slam, Revenge, Devastate, Sunder Armor, Heroic Strike.
Shield Block, Thunder Clap, Demo Shout
This will be possible in 0.7 with two different profiles.
Also, DPS and Tank spells can often share the same slot since they usually require different stances or shields.

Here is what I am suggesting for the 0.7 default config (with changes based on your input), if you want to try it in 0.61. (maybe take out the last slot)
I like to keep heroic strike seperate from the other aggro gen stuff, since its a parallel rage dump.
The main issue this might have for you is that shield slam will never take priority over revenge...
Also, you might try putting sunder into its owns slot to see if you like it that way better.

local watchSpells = {
{"Shield Block", "Sweeping Strikes", "Whirlwind", "Thunder Clap", "Demoralizing Shout"},
{"Spell Reflection", "Shield Bash", "Pummel", "Victory Rush", "Overpower", "Revenge", "Execute", "Shield Slam", "Mortal Strike", "Bloodthirst", "Sunder Armor", "Rend"},
{"Heroic Strike"},
{"Charge", "Intervene", "Intercept", "Mocking Blow", "Taunt", "Hamstring"},
{"Commmanding Shout", "Battle Shout"},
{"Concussion Blow", "War Stomp"},
}

Two things I would like you to test... if you activate cleave does the heroic strike image get greyed out? (I hope so).
Does intervene ever show? (I'm guessing its not working well atm, I might need to special case a targettarget).



Originally posted by Detritus

In terms of widespread take-up of the mod, I think you need to get the default profiles up and running along with a GUI config interface before lots of ppl start using it.
GUI config of everything BUT watchSpells exists in 0.7 through waterfall (and 0.61 through DeuceCommander).
GUI config of watchSpells... is a 0.8 or 0.9 thing.
The other big thing for these versions being configs/special cases for the rest of the classes.
When all that gets in and is tested.. v1.0. Which is the "widespread" target version.
0.7 is releasing today or tomorrow... Those other versions might be a while.
Also, I updated the version history with 0.7 stuff, even though its not released yet.
Last edited by Aldmehr : 06-06-07 at 11:03 AM.
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Unread 06-06-07, 08:26 AM  
Aldmehr
A Deviate Faerie Dragon
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Originally posted by qicheng
Can a check for stealth be done for cat druids and rogues?
Can you provide an example of what you mean?

For druids, prowl already shows up as ready when in cat form, not prowled, not in combat, and its not on cooldown.
Last edited by Aldmehr : 06-06-07 at 11:03 AM.
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Unread 06-06-07, 04:32 AM  
Detritus
A Cyclonian

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Originally posted by Aldmehr
I'm getting close to pushing v0.7 out the door. Today or tomorrow...

Cool.

I Added support for multiple config profiles and autoswitching (default is off) between config profiles "Default" (solo), "Group", and "Raid".
There are also a bunch of tweaks and bug fixes.
Great feature...will this support switching by stance? This would be very cool for warriors! Also, it would be good to allow manual switching (although, I suspect you'd have to be able to disable auto-switching for this to work). I'll talk a little more about why further down.

After v0.7, the development will slow down dramatically... mainly limited to bug fixes, default config/special cases tweaks, waiting on community feedback for class configs/cases, and the dreaded step of torturing someone to make a GUI to configure watchSpells.
Sure...feature freeze, bug squish.

I'll also try to get v0.7 into wowace SVN.
Excellent...this will make for easy updating.

I am looking for feedback.... suggested changes... if anyone is using this mod that is.
Last minute updates that could go into v0.7....
Hell yeah, I'm using it. Didn't use it much this week 'cause u managed to hit my wedding anniversary....extended WoW sessions don't go down to well with my wife on our wedding anniversary.

On the feature front, I would like to see the icons all disappear once you leave combat. Residual rage tends to leave readyspell icons on my screen for a good minute or so after each combat.

As I mentioned, I haven't had a great deal of time to play with 0.6. I did have time to play with it some last night and it's looking good. I've a question though: how do the existing checkspecialcases functions work? I'm assuming at the moment you've got Thunderclap/Demo Shout wired to not show when the debuff is active on the current target. Similarly, I'm assuming that Sunder won't display when there are 5 applications to target? As I said, not had a great deal of time to play and work out the current behaviour...but I'm assuming this is how it's working atm. With this in mind, it would be nice to expand that behaviour a little:

- Rather than not displaying debuff spells while the debuff is active, allow the spell to show up a configurable period of time before the debuff wears off. This could be a generic value for all buff/debuff spells maybe stored in a variable so that it can be easily changed? Should be easy with buffs (heroic strike, etc) but I'm guessing it may be harder with debuffs...certainly was pre 2.0. Although the UnitDebuff API function seems like it may provide timeLeft if the debuff was cast by the player (http://www.wowwiki.com/API_UnitDebuff). This should provide a little bit of notice when a debuff is running out and, for me, would render mods like OCD pretty redundant...helping keep things minimal.

- Alter, or allow configuration of, the stackcounter function. Sunder Armor continues to generate threat after the 5 sunder stack-limit, and consequently gets spammed by tanks throughout a fight. Tanks without Devastate (likely hybrid tanks or DPS warriors who are off-tanking) will still want sunder to pop up at that point. Full-specced prot tanks with Devastate will want to start using Devastate in place of Sunder once 5 sunders have been stacked on the target. This is because the amount of threat generated by Devastate is dependant upon the number of sunders on the target. The threat per point of rage generated by Devastate exceeds that of Sunder once there are 5 sunders on the target. Consequently, you'll see a tank (the decent ones, anyway) will stack 5 sunders on a target and then start using Devastate exclusively, ignoring Sunder. With this in mind, I'd like to see the ability to set the number of sunders to stack on the target (1 - 5, or infinite) before readyspells stops showing sunder. I'd also like to be able to set the number of sunders required on the target before Devastate will appear.

Once I've settled into a config that I'm satisfied with, I'll post it here so that you can include it. It'll be a tank config, I'm pure prot spec and never PVP or DPS as my damage output is abysmal. As far as tank configs go, there are a couple that would be useful. Ideally, it would be good to be able to manually switch between these, say with a keybind. As a tank there's a couple of things you need to do - generate threat and mitigate damage. Different fights demand different combinations of these. Also, the amount of rage you have available dictates what spells you should use. So, for example, Revenge is the most rage-efficient spell warriors have. It generates the most threat per point of rage of any spell in the spellbook. On the other hand, Shield Slam generates the most threat of any spell in the book, it just costs a lot of rage to use. In a rage-saturated fight, shield slam should take preference over revenge. If you're short on rage, revenge takes priority. This means you end up with two profiles:

Low Rage
Revenge, Shield Slam, Devastate, Sunder Armor, Heroic Strike.
Shield Block, Thunder Clap, Demo Shout

High Rage
Shield Slam, Revenge, Devastate, Sunder Armor, Heroic Strike.
Shield Block, Thunder Clap, Demo Shout

Both these assume that Devastate only appears when there are 5 Sunders on the target. If there aren't then it actually generates less threat than Sunder. I keep a seperate priority list for mitigation (shield block, demo shout, etc.) as some fights require it, and some don't...depends on the amount of threat needed. I've avoided use of certain skills (Disarm, Shield Bash) as these generally need to be used at specific times (to interrupt a heal being cast by a boss, for example) and not just when they're ready.

Anyway, this kinda turned into an essay. Love the mod and really looking forward to putting it through it's paces. I have a Karazhan run tonight and consequnetly it'll get a thorough testing in a raiding environment. I'll let you know how it goes. In terms of widespread take-up of the mod, I think you need to get the default profiles up and running along with a GUI config interface before lots of ppl start using it. Editing LUA isn't really a problem for me, but a lot of ppl are put off by that level of configuration. Have you looked at WOW UI Designer (http://www.wowinterface.com/download...IDesigner.html)? It might help out with the GUI build. I've not used it myself but it looks pretty good.

Thanks for the effort you're putting into this mod. Really looking forward to trying 0.61 tonight.
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Unread 06-05-07, 11:50 PM  
qicheng
A Kobold Labourer

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Can a check for stealth be done for cat druids and rogues?
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Unread 06-05-07, 02:26 PM  
Aldmehr
A Deviate Faerie Dragon
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I'm getting close to pushing v0.7 out the door. Today or tomorrow...

I Added support for multiple config profiles and autoswitching (default is off) between config profiles "Default" (solo), "Group", and "Raid".
There are also a bunch of tweaks and bug fixes.

After v0.7, the development will slow down dramatically... mainly limited to bug fixes, default config/special cases tweaks, waiting on community feedback for class configs/cases, and the dreaded step of torturing someone to make a GUI to configure watchSpells.
I'll also try to get v0.7 into wowace SVN.


I am looking for feedback.... suggested changes... if anyone is using this mod that is.
Last minute updates that could go into v0.7....
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Unread 06-03-07, 08:32 PM  
RogueShadow
A Fallenroot Satyr

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I am a key binder, I am going to try this out.

Thanks for making it.
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