I'm in the process of making a very flexible UI, one that I can hopefully use in all 6 environments of play in WoW: Leveling, PvP Healing, PvP DPS, Raid Healing, Raid DPS, and Raid Tanking. My general school of thought is that there should have to be no modifications when switching from one of these rolls to another. The default version of the UI should provide as much information as necessary, in a minimalistic fashion, will retaining all the functionality you want for min/maxing the above six roles.
It's still very much a work in progress, but I have some preliminary shots:
The way it's setup now I think would work just fine for Leveling, Raid Healing, Raid DPS, and Raid Tanking. I'm still trying to setup the Aloft nameplates for a more suitable tanking situation, but that's just a matter of me sitting down and playing with the options.
The next step is to make the UI very PvP friendly, which involves integrating Gladius, Afflicted, and a few other mods into the existing layout.
Any thoughts, comments, questions, and/or suggestions would be greatly appreciated.
Edit: As Morfina was kind enough to point out, I neglected to post an Addon List. I'll condense it to just the most relevant.
Aloft
Bagnon
Bartender4
BigWigs
Buffalo
ButtonFacade
Chatter
Chinchilla
ClassTimer
Clique
CoolLine
Grid
kgPanels
MikScrollingBattleText
Omen
OPie
PitBull
PowerAuras
Quartz
SLDataText
TipTac
XLoot
Last edited by Pewpewarrows : 07/02/09 at 8:35 AM.
God doesn't kill people. People who believe in God kill people.
Nice one, I'm thinking about the same issue for my druid. The problem I see with your "one config for all roles" is grid: Lower right won't cut it for most healers, I think, while having that huge thing centered too much will cause problems for tanks. I'd go with different profiles here and "role-switching" macros. One I'm using is
/script if not UnitAffectingCombat("player") then IceHUD:SetProfile("SanCat") end
which has the advantage of checking for combat (because one doesn't want to switch addon profiles in combat).
Other than that you should probably find a place for a visible action bar, because there's probably always going to be something one wants to click (as opposed to having a hotkey for it). Maybe even a menu like opie, dag assist or the like.
This is my latest UI. I pulled a bunch of things from Supplicum's UI (Grid, Pitbull, Quartz and Parrot settings) and used kgPanels, bartender and SLDataText for the rest of the layout.
What is the point of horizontally stretched raid frames that then deplete vertically? It is a common practice I fail to understand. Your other frames don't follow this rule. Neither your raid mana bars below those very frames nor the Blizzard UI. Grid defaults to vetical but the option to switch is there since day one. To me this all seems unintuitive and inconsequential. Either elongate in one direction and diminish accordingly or use boxes and then it's a matter of preference.
repositioned target a bit further, repositioned Threatmeter to fit target frame. Made a new buffbar. Colors changed a bit. Added aloft for uber easy AoE tanking: Yellow-ish means I have good aggro, green-ish means I'm losing aggro, red means I dont have aggro.
repositioned target a bit further, repositioned Threatmeter to fit target frame. Made a new buffbar. Colors changed a bit. Added aloft for uber easy AoE tanking: Yellow-ish means I have good aggro, green-ish means I'm losing aggro, red means I dont have aggro.
Did you changed your mind, returning to your previous UF layout or it's just another idea wich you came up?
About the chat text: do you feel more confortable without an outline or it's becouse is a work in progress and you focus your attention on other detail first?
Well I really liked the looks of the HUD I used but bars are so much easier to make a functional UI with imo. For example I always try to put important UI features close to each other: like target, tot, target buffs/debuffs and threatmeter and place them somewhere easy to spot yet not in the way of other features who have nothing or little to do with it. Making a HuD UI with an idea like that is much harder. No matter what you do, the hud will always be the centre element of your UI.
About the chat: tho I never used outline in my chat, when I look at an UI which does I get sick. Imo it just looks bad. And I have no trouble whatsoever to read my chat so I dont see why I should change it.
What is the point of horizontally stretched raid frames that then deplete vertically? It is a common practice I fail to understand. Your other frames don't follow this rule. Neither your raid mana bars below those very frames nor the Blizzard UI. Grid defaults to vetical but the option to switch is there since day one. To me this all seems unintuitive and inconsequential. Either elongate in one direction and diminish accordingly or use boxes and then it's a matter of preference.
Like I said, I took the Grid settings from Supplicum's UI and I really like the look of them. I haven't decided if I am going to keep them or start from scratch. Horizontally depleting health probably would fit better with the overall design. I wanted it to get to the neat stage and then work on pretty.
One of the things I am looking to do now is bring the whole UI together with better continuity. I have made the two panels on the bottom corners equal now and brought omen next to recount. I am looking up how to make the panel on the right only appear when I am in a party or raid and use the space for a tracker panel when solo. Here is today's change. I am still not happy with it, especially since I still have Omen disappearing out of combat and there is a blank area there.
What is the point of horizontally stretched raid frames that then deplete vertically? It is a common practice I fail to understand. Your other frames don't follow this rule. Neither your raid mana bars below those very frames nor the Blizzard UI. Grid defaults to vetical but the option to switch is there since day one. To me this all seems unintuitive and inconsequential. Either elongate in one direction and diminish accordingly or use boxes and then it's a matter of preference.
As the person who created these grid frames I did it as a dps, not a healer. I don't really care how close to living or dead you are, just that I can tell where that is. I found that having a horizontal depletion made it even harder to see the HP bars move do to the debuff icons taking up a significant portion of the each unit. And to be honest, those are the only people I care about seeing their general HP. Even if I play on my shaman, I prefer bars like this, I use grid for many things and information is probably #1 over HP Hence Why I have it set up like this.
And to be honest, what does it matter either way? There is no logic or rules to UI design beyond basic practicality, hence this thread existing to share each others UI.
The character linked in your profile appears to be below level 10. This may account for your poor Patchwerk DPS.
Picture was taken by Xfires autoshot feature when a video finishes recording. This was after we downed General Vezax 25man
Addons not Visible:
Carbonite(Just above the lower left corner, disabled inside instances)
Recount(lower left corner, hidden until manually shown)
Omen(Hidden out of combat)
You are welcome to message me with comments and suggestions on the UI as I am always trying to improve/tweak it.
I didnt see anywhere about not linking videos so, if you want to see what it looks like in full swing you can view some of my uploaded videos on WeGame Backlash v Vezax
Grid - Raid Frames
Pitbull4 - Unit Frames (Caith designed frames)
Chatter - Chat frame modifications
Wintertimer - shows time to Wintergrasp battles.
Omen - Threat Meter
KGPanels - Various decorations.
AZcastbar - Castbar as well as the Player buffs on the right.
Bartender4 with Buttonfacade Rothar skin
Chinchilla - Minimap Replacement
Sldata - Information such as online friends, FPS, Latency, Gold and so on.
Ah, good to see your in-raid screenshot. I'd been following your posts on OMG, and err.. may have stolen a few of your ideas in my own UI (I especially like the idea of 'text-only' mini-unitframes like your ToT).
Some comments:
- PallyPower is certainly ugly, and there's not a lot you can do about it. But I like to have it visible in raids, hopefully reducing the amount of whining you..err.. can see in the raid chat right there.
- The cast bars may seem large. But I like to have them sort of in peripheral vision when I'm focusing on Grid.
- The big bar with mana pots etc. is hidden out of combat.
- Grid has a KGPanels background. I can't stand Grid's own background that changes size according to how many people there are in a raid.. this KGPanels takes its place, and is anchored to the bottom left Grid frame.
- Grid: Bottom-left yellow is Beacon, grey is Light's Beacon. Bottom-right blue is sacred shield. Borders are aggro/low mana, and the top two corners are Guardian Spirit etc.
- UnitFrames are Pitbull4, ToT is a frame with only the "Blank Space" bar, and a name.
- MonkeyQuest is sort of a legacy thing for me. I've been using it since, like, level 20 or something. The only thing its lacking are the easy-to-use "quest item" action buttons that Questhelper and the official tracker have.. but I can't live without it. Usually closed or minimized in raids.
- DoTimer is keeping track of my Sacred Shield and Beacon on others, and a number of interesting short duration buffs on myself.
repositioned target a bit further, repositioned Threatmeter to fit target frame. Made a new buffbar. Colors changed a bit. Added aloft for uber easy AoE tanking: Yellow-ish means I have good aggro, green-ish means I'm losing aggro, red means I dont have aggro.
Wonderfully done. I love the positioning of the unit frames and threatmeter, works a lot better than the HUD in my opinion. I tried recreating some of your UI elements, its turning out well so far. Minimalistic yet very informative.
Originally Posted by Led ++
Added aloft for uber easy AoE tanking: Yellow-ish means I have good aggro, green-ish means I'm losing aggro, red means I dont have aggro.
I've spent the good part of my afternoon trying to get this feature on my aloft but alas no success yet. Obviously the default group threat functions work but I've been unsuccesful in incorporating this in my healthbar. When I try to enter dogtags under the healthbar tab it doesn't work either as Aloft doesn't accept any [ThreatStatus] tags. Help on this would be greatly appreciated Led!
Once more, beatiful work. I like the way you paired the actionbars, the portraits and unitframes, just like a WIP of an older version of your UI (using it ever since on my own interface). The pixelfont you're using on Forte and Classtimer, looks also very cool, would probably fit on the rest of the interface as well. Long story short, totally loving it!
Wonderfully done. I love the positioning of the unit frames and threatmeter, works a lot better than the HUD in my opinion. I tried recreating some of your UI elements, its turning out well so far. Minimalistic yet very informative.
I've spent the good part of my afternoon trying to get this feature on my aloft but alas no success yet. Obviously the default group threat functions work but I've been unsuccesful in incorporating this in my healthbar. When I try to enter dogtags under the healthbar tab it doesn't work either as Aloft doesn't accept any [ThreatStatus] tags. Help on this would be greatly appreciated Led!
I've spent the good part of my afternoon trying to get this feature on my aloft but alas no success yet. Obviously the default group threat functions work but I've been unsuccesful in incorporating this in my healthbar. When I try to enter dogtags under the healthbar tab it doesn't work either as Aloft doesn't accept any [ThreatStatus] tags. Help on this would be greatly appreciated Led!
Go to the Nameplate Glow (or something like that) options -> use Healthbar -> Overwrite Colours (or something similiar) -> You should now be able to choose which colors you want for aggro coloring.