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Born out of a need to pay attention to Eclipse, both the proc and the internal cooldown, to get the most out of it, SquawkAndAwe is a cooldown/debuff timer for Balance druids. Built off of ShockAndAwe by Levva of EU Khadgar (and, by extension, Disquette) with his permission, SquawkAndAwe allows a Balance druid to keep track of relevant debuffs and internal cooldowns in order to squeak out maximum DPS and uptime.
Features:
Eclipse Proc and Cooldown bars, colored by type of Eclipse proc, with the option to flash the proc bar.
Moonfire and Insect Swarm debuff and tick bars
Faerie Fire debuff bar
Omen of Clarity Internal Cooldown bar
GCD bar
Options:
Each of the bars can be enabled or disabled, and colored, individually
Text on the bars showing duration, can be disabled
Integrates with SharedMedia for fonts and textures
Screenshots:
All bars showing
Eclipse on Cooldown
Options
ToDo:
Will eventually add back in the uptime frame from ShockAndAwe for Moonfire, IS, and FF at least
Will probably end up removing Omen bar as testing is showing a lack of internal cooldown now
Other suggestions
Originally Posted by Adoriele, in the WotLK thread
For what it's worth, there's a timing bug, as I mentioned before. Sometimes the event is fired for a debuff, the bar tries to update, and the debuff hasn't actually been applied to the target yet, so the bar gets turned off. I'm trying to find a workaround for it. For MF and IS, it's not a huge issue, as I re-call the bar generation every tick, so worst case the bars are invisible for the first tick's worth. For FF, though, there's no periodic check being made (yet, I may just keep it on all the time), so it's possible for it to be completely missed. It seems to be very fickle with FF, less fickle with IS, and almost never happens with MF, and your guess is as good as mine as to why.
Originally Posted by erragal, from WotLK thread
Thanks so much Adoriele, your work is greatly appreciated by everyone I'm sure (And me specifically!). I'll test this out tonight for you and let you know how it works. We're doing Kalec/Brut/Felmyst tonight so it'll give me some good opportunities to test things. I should have some time to spare on the target dummies in order to see how accurate the tick bars are and how moonfire refreshing is working. I'll spec out of brambles into eclipse just to test it as well (Even though brambles is feeling like a very powerful talent at the moment, particularly when a pally is tanking.) Let me know here or in a PM if there's something specific you want me to look at and I'd be glad to work it in (I don't normally use FF right now)
I'm not so sure we need a priority queue, since a lot of our decisions are based on anticipating bloodlust and movement. The uptime chart would be awesome for IFF and IS however. Another statistic that could help is Force of Nature uptime, so we can see how long they lived in a given encounter without dredging through a parse looking for cast time/death time. An option for thorns duration bars on tanks that can be toggled on/off and auto-disabled during combat would have some significant use as well since duration is still short on that buff and we don't want it on non-tanks. No worries if you can't implement any of these features, but you might find them just as useful for raids.
Right now, any testing at all will be a help. I've only been able to run it for a couple raids, and added a couple last-minute features last night. I plan on making the spell icons an option, perhaps the duration strings as well (and/or the spell names), and perhaps a couple other cosmetic things. It's also set up for the new Starfire Glyph, so it's possible that you can overrun the Moonfire bar if you get it to stack high enough.
An issue I forgot to mention but which shouldn't be huge except in PvP: I'm checking for GCD off of Teleport: Moonglade. First, premades on the Beta do not have this spell, so the addon won't work for them (well, you can disable the GCD bar, actually, and it should work, or hack the lua to check off a different spell). Second, if your arcane school gets locked out, your GCD bar will be inaccurate. In PvE, only an issue on fights like Aran, but in PvP it could be a large issue. I'm looking into guaging GCD off of a feral ability, not sure if that will work but, since the physical school can't be locked out, it will sidestep the issue if possible.
The priority queue can't be 100% accurate, but that's why the game's fun. Might be able to make it easier to decide whether to refresh IS or cast the last Wrath during an eclipse proc, though, or it can be used to help facilitate when to switch spels to game procs, etc. It'll require a little setup, and user intelligence, but it's worth looking into.
As for Force of Nature, I like the idea of adding it to the uptime frame. As for tracking its cooldown, as I've mentioned before I don't want this to become a kitchen sink mod. FoN is really just a simple cooldown, which can be tracked using any number of cooldown mods, same with Innervate, Typhoon, Starfall, etc. Eclipse and OoC, on the other hand, can't, and need to be specially handled. I may be open to adding likely trinket buffs with ICDs, such as Quag's, or track uptime of non-ICD buffs, like the Ashtongue trinket, if there's enough demand, though. In a similar vein, how much demand is there for an Omen bar that tracks the buff time, rather than the cooldown? Most often you're not going to be changing which spell you cast for an Omen proc, but it might be useful during movement phases and such. Could also be used to update the priority queue.
Thorns duration bar suffers from the same issue as Force of Nature cooldown. Too many mods out there already do this, and it would be horrible to try and track.
I haven't been able to get to the options. I have hit esc and went into addons and tried clicking it there but nothing, probably because I use a addon manager addon. I've tried turning my addon manager off and hitting esc but then no addon button.
I really like this so far but would like to turn off some of the bars has they are duplicated and just add more clutter to the screen.
I haven't been able to get to the options. I have hit esc and went into addons and tried clicking it there but nothing, probably because I use a addon manager addon. I've tried turning my addon manager off and hitting esc but then no addon button.
I really like this so far but would like to turn off some of the bars has they are duplicated and just add more clutter to the screen.
Overall great job and thanks
Aha, I'll make a note of this on the download site as well, but you can access the options through /saa (and possibly /squawkandawe, though I've never tried that). Also, on two related notes: I've been asked whether I prefer bug reports here or on WoWI; Here's where you'll get the best chance of catching my attention, at least past the first week or so. Second, I'd love it if someone decided they wanted to pick up the localizations for the various EU languages. I took French back in high school, but never enough to be practical for this.
was the common denominator. I think it's basically library conflicts - here's the complete dump of one of the errors (taken with tekErr):
Interface\AddOns\SquawkAndAwe\SquawkAndAwe.lua:710: GetSpellInfo(): Invalid spell slot
(tail call): ?
[C]: in function `GetSpellInfo'
Interface\AddOns\SquawkAndAwe\SquawkAndAwe.lua:710: in function <Interface\AddOns\SquawkAndAwe\SquawkAndAwe.lua:701>
(tail call): ?
[C]: ?
[string "safecall Dispatcher[2]"]:9: in function <[string "safecall Dispatcher[2]"]:5>
(tail call): ?
...nfig-3.0\AceConfigDialog-3.0\AceConfigDialog-3.0.lua:776: in function <...nfig-3.0\AceConfigDialog-3.0\AceConfigDialog-3.0.lua:600>
(tail call): ?
[C]: ?
[string "safecall Dispatcher[2]"]:9: in function <[string "safecall Dispatcher[2]"]:5>
(tail call): ?
Interface\AddOns\Ace3\AceGUI-3.0\AceGUI-3.0.lua:264: in function `Fire'
...dOns\Ace3\AceGUI-3.0\widgets\AceGUIWidget-Button.lua:20: in function <...dOns\Ace3\AceGUI-3.0\widgets\AceGUIWidget-Button.lua:19>
The errors popped up when I locked/unlocked the windows or enabled/disabled bars. It required a reload of the UI to get the addon working again after an error occurred.
Looks like these are the same bug, and that it's related to popping up a test bar. I'll take a look at it and see if there's anything I can fix. You're right that it might be a library issue, though. Munorion, are you popping up a test bar when the error occurs, or is it every time a bar is toggled and/or you en/disable moving the frame? Also, could you see what happens if you disable all addons except SAA to see if it's a library issue?
Sargent, you can change the options using /saa, i.e. "/saa bars mftickbar" toggles on and off the Moonfire tick bar. I don't know why it's not popping up in your interface options, but it's likely because of your addon manager.
I got the same error tonight when I tried to move the bars and change the scaling. The bars disappeared after that error was thrown and only way to get them back was to restart the game. I do too think it's a library issue
I got the same error tonight when I tried to move the bars and change the scaling. The bars disappeared after that error was thrown and only way to get them back was to restart the game. I do too think it's a library issue
I seem to have a similar problem after I move the bars around they will disappear from my screen and do not show up again.
/reloadui seems to fix the problem for me.
I have a couple suggestions that I'd like to mention after using the addon for the past half an hour or so. It's just a bunch of little, subtle changes that I think would greatly increase the visual presentation (cause i'm a stickler for pretty UI).
--------------
Separate the name / timer text so that you can have both or just one of them. I'm familiar with the spell icons, so I don't necesarily need the name, but the duration is still something I'd like a text confirmation on. Plus this would allow someone to make the bars a lot more narrow but still keep a lot of functionality.
I'd like to see the bars build up instead of having static locations locked in. For example, if I don't have FF or IS up on the target but Eclipse procs, then the bar is sitting all by itself. I'd like to think you'd set the spawn point for the bars and then an option to choose whether they build up or down (similar to the HotCandy mod).
--------------
That being said, this mod is SUPER functional and much appreciated.
I have a couple suggestions that I'd like to mention after using the addon for the past half an hour or so. It's just a bunch of little, subtle changes that I think would greatly increase the visual presentation (cause i'm a stickler for pretty UI).
--------------
Separate the name / timer text so that you can have both or just one of them. I'm familiar with the spell icons, so I don't necesarily need the name, but the duration is still something I'd like a text confirmation on. Plus this would allow someone to make the bars a lot more narrow but still keep a lot of functionality.
I'd like to see the bars build up instead of having static locations locked in. For example, if I don't have FF or IS up on the target but Eclipse procs, then the bar is sitting all by itself. I'd like to think you'd set the spawn point for the bars and then an option to choose whether they build up or down (similar to the HotCandy mod).
--------------
That being said, this mod is SUPER functional and much appreciated.
Already planning on more text options and an icon toggle, but good call on being able to collapse and/or grow up. Grow up will be pretty easy, collapse less easy, but I'll work on it.
Got an opportunity to use this wednesday and thursday. Apologies for little UI feedback as that's just not something I'm very concerned with, my thoughts will entirely related to functionallity and information feedback.
After attempts on Mu'ru I definitely see a real benefit for an option to alert on OoC proc, being able to see that distinctively will be a real help when mana becomes the most valuable component again and OoC becomes our only way to improve aoe mana efficency.
I really appreciate the Eclipse timers! Personally, I would get more of a benefit with just text saying "Eclipse (Wrath)" as opposed to the icon color being the only identifier. I'm more textual than visual, so maybe just having this option would be best for different types of players. Possibly this is simply something I could adjust myself, apologies if that's the case.
Agreed on not putting generic cooldowns in the mod, but certainly adding some of the trinket ICD's could be extremely valuable considering almost all of the good caster trinkets are proc effects in WotLK (Activating spell power consumables when a haste/crit proc comes off cooldown would be the main use). Force of Nature uptime would definitely be appreciated for statistical analysis purposes.
Tick timers appeared very accurate; I wonder if it's feasible to put distinctive gradations on the dot timer bars to show when the next tick is expected, or just gradations at 1 second intervals on the tick timer bar. Options for a numerical text countdown for the tick timer (Similar to the dot timer) would serve the same purpose (But be more texty which may be a concern for some). Using the tick timers I was able to refresh moonfire with nearly zero lost tick time. I'm going to test this out again over duration and with a combatlog to see if the mod timers are updating accurately on mid-duration refreshes. Obviously not high priority stuff, but I do feel the tick timers' usefulness is directly related to how accurate the information one gets from it.
After attempts on Mu'ru I definitely see a real benefit for an option to alert on OoC proc, being able to see that distinctively will be a real help when mana becomes the most valuable component again and OoC becomes our only way to improve aoe mana efficency.
<snip>
I really appreciate the Eclipse timers! Personally, I would get more of a benefit with just text saying "Eclipse (Wrath)" as opposed to the icon color being the only identifier. I'm more textual than visual, so maybe just having this option would be best for different types of players. Possibly this is simply something I could adjust myself, apologies if that's the case.
<snip>
Tick timers appeared very accurate; I wonder if it's feasible to put distinctive gradations on the dot timer bars to show when the next tick is expected, or just gradations at 1 second intervals on the tick timer bar. Options for a numerical text countdown for the tick timer (Similar to the dot timer) would serve the same purpose (But be more texty which may be a concern for some). Using the tick timers I was able to refresh moonfire with nearly zero lost tick time. I'm going to test this out again over duration and with a combatlog to see if the mod timers are updating accurately on mid-duration refreshes. Obviously not high priority stuff, but I do feel the tick timers' usefulness is directly related to how accurate the information one gets from it.
I'll probably end up making OoC a buff bar, it has decent enough use. Most people won't have the reaction time to take advantage of it, but it could be good for just having the info there.
There are a lot more text options coming, and the ability to toggle icons. I'll make sure to get the Eclipse type set up as part of that.
It's been mentioned on the WoWI site, and I quite like the idea, that I add an option for hashmarks for ticks rather than a tick bar, perhaps with a flash of the bar on each tick, similar to how Numen would flash totem pulses.
It's been mentioned on the WoWI site, and I quite like the idea, that I add an option for hashmarks for ticks rather than a tick bar, perhaps with a flash of the bar on each tick, similar to how Numen would flash totem pulses.
That's exactly what I meant by distinctive gradations (I suppose hash marks just stay in the realm of football for me). Flashing would be very useful for sure, subtle but stands out from the actual indicator. An interesting feature could be a color hue/brightness progression of the border as it got closer to when the dot ticked? Technically you need to know about a half second before it ticks if you really want to snipe in a refresh on the go. Having an option for a text tick countdown would still be the most useful/accurate, but probably not necessary as part of a default loadout.
Munorion, are you popping up a test bar when the error occurs, or is it every time a bar is toggled and/or you en/disable moving the frame? Also, could you see what happens if you disable all addons except SAA to see if it's a library issue?
I was away the last few days, so I couldn't test further; will do this tonight and see what happens.
Regarding suggestions: I think another thing for which uptime tracking would be nice is [Ashtongue Talisman of Equilibrium] - with SquawkAndAwe, a single session with a training dummy should then be enough to see how it performs at your current gear level (and if it's worth swapping out something else).
Added more text options: Can now choose whether or not to see spell names or durations individually, as well as which type of Eclipse proc occurred.
Added toggle for spell icons.
Omen of Clarity changed to buff bar. Need some testing on this as I don't have OoC specced on live, but it should work properly.
Ok, I just tested: The error pops up whenever I try to fire a testbar. I doesn't (anymore?) prevent SquawkAndAwe from working - the bars (IS/MF/FF...) show up correctly even when the error occured. There's a test bar stuck on the screen as well, however.
It happens with all addons except SquawkAndAwe disabled. This is the error I get in that case (ok, all addons except SaA and tekErr disabled):
Interface\AddOns\SquawkAndAwe\SquawkAndAwe.lua:737: GetSpellInfo(): Invalid spell slot
(tail call): ?
[C]: in function `GetSpellInfo'
Interface\AddOns\SquawkAndAwe\SquawkAndAwe.lua:737: in function <Interface\AddOns\SquawkAndAwe\SquawkAndAwe.lua:726>
(tail call): ?
[C]: ?
[string "safecall Dispatcher[2]"]:9: in function <[string "safecall Dispatcher[2]"]:5>
(tail call): ?
...nfig-3.0\AceConfigDialog-3.0\AceConfigDialog-3.0.lua:776: in function <...nfig-3.0\AceConfigDialog-3.0\AceConfigDialog-3.0.lua:600>
(tail call): ?
[C]: ?
[string "safecall Dispatcher[2]"]:9: in function <[string "safecall Dispatcher[2]"]:5>
(tail call): ?
...e\AddOns\SquawkAndAwe\Libs\AceGUI-3.0\AceGUI-3.0.lua:264: in function `Fire'
...dAwe\Libs\AceGUI-3.0\widgets\AceGUIWidget-Button.lua:20: in function <...dAwe\Libs\AceGUI-3.0\widgets\AceGUIWidget-Button.lua:19>
Ok, I just tested: The error pops up whenever I try to fire a testbar. I doesn't (anymore?) prevent SquawkAndAwe from working - the bars (IS/MF/FF...) show up correctly even when the error occured. There's a test bar stuck on the screen as well, however.
It happens with all addons except SquawkAndAwe disabled. This is the error I get in that case (ok, all addons except SaA and tekErr disabled):
Interface\AddOns\SquawkAndAwe\SquawkAndAwe.lua:737: GetSpellInfo(): Invalid spell slot
(tail call): ?
[C]: in function `GetSpellInfo'
Interface\AddOns\SquawkAndAwe\SquawkAndAwe.lua:737: in function <Interface\AddOns\SquawkAndAwe\SquawkAndAwe.lua:726>
(tail call): ?
[C]: ?
[string "safecall Dispatcher[2]"]:9: in function <[string "safecall Dispatcher[2]"]:5>
(tail call): ?
...nfig-3.0\AceConfigDialog-3.0\AceConfigDialog-3.0.lua:776: in function <...nfig-3.0\AceConfigDialog-3.0\AceConfigDialog-3.0.lua:600>
(tail call): ?
[C]: ?
[string "safecall Dispatcher[2]"]:9: in function <[string "safecall Dispatcher[2]"]:5>
(tail call): ?
...e\AddOns\SquawkAndAwe\Libs\AceGUI-3.0\AceGUI-3.0.lua:264: in function `Fire'
...dAwe\Libs\AceGUI-3.0\widgets\AceGUIWidget-Button.lua:20: in function <...dAwe\Libs\AceGUI-3.0\widgets\AceGUIWidget-Button.lua:19>
Is this with the updated 1.0.1 or the original 1.0?
Is there a way to move the bars? They are right in front of my visual field. Either I'm stupid and couldn't find how to move them (in which case you have to make the mod stupid-proof) or there is no way curently, so I can suggest to add one =)
Either way, really appreciate the work you put in this addon and in the community in general.
EDIT: Yup, just as i thought, I found the comment about the /saa and there it was the option to move the frames... I guess make it more idiot-proof is my suggestion =)
Is there a way to move the bars? They are right in front of my visual field. Either I'm stupid and couldn't find how to move them (in which case you have to make the mod stupid-proof) or there is no way curently, so I can suggest to add one =)
Either way, really appreciate the work you put in this addon and in the community in general.
Err, yeah. Open up the mod's options, there should be a checkbox labeled "Move Frames"...
Munorion, there's a single library included with tekErr, I hugely doubt that it's causing the issue, but it's possible. Could you try disabling that? If you've already tried that, another question is which localization you're running. Right now I'm only completely supporting enUS, though I've got things in the works for frFR and hopefully deDE as well. Is there a difference between the enUS localization and any English version for the UK?