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05/14/09, 6:05 PM
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#251
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Piston Honda
Gnome Rogue
Agamaggan (EU)
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Its nBuff, if I remember correctly. I modified it a little to move the timer, and changed the borders (or are these the original ones). Try to find a interface from Neal/neav, it is his mod.
Just a hint, if you know the buff name, you can always use a /cancelaura <Buffname> makro
Is handy for Yoggi and Hodirs special ability.
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"...gone missing."
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05/18/09, 11:41 PM
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#252
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Glass Joe
Calide
Goblin Rogue
No WoW Account
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Originally Posted by Marieth
CTMod is as old as WoW is. It was developed during the wow beta and was the most common used addon compilation in the early days.
There are also many more addons like the CT_Viewport, which can change the area of rendering.
But I disagree with your opinion about moving non-essential stuff to a second screen. Glimpsing at your lower left to the chat is way quicker than turning your head to the side and look at a second screen.
I guess it all depends on your screensize and how you arange your mods.
I prefer to use my second screen for webbrowsing, running movies or music when I am not raiding and so on.
Just my UI for reference:
>>Click me<<
It is a little older, several adjustments have been made, debuffs on target smaller, msbt changed a little. Bossmod timer bars moved, tooltip moved, and so on.
But still the basic layout is the same.
As you can see I have all the important information right in front of me. Timers for SnD, Rupture, Expose Armor/Sunder Armor. CDs are non-intrusive on the buttons, which is more then enough. MSBT also displays XY is ready right beetween my unitframes.
This keeps the middle and the left and right of my screen free of everything, so I will see the deadly stuff on the ground my raidleader always warns me about.
edit: All my abilities are bound of course, I just do not display the bindings. And I know, why show them at all? I like it better that way. Also abilities which give me a buff turn green, debuffs turn red.
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Are you able to provide a list of addons that you use? I really like the healthbars and how you have separated the useful debuffs like sunder/poisons.
I also have some thoughts on displaying MSBT damage done. I have actually disabled mine, as I feel it clutters the screen too much. What made you leave it on?
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05/19/09, 12:46 AM
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#253
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Von Kaiser
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Pitbull for the health frames.
Satrina's Buff Frames (think that's what it's called, search for SBF) for the buffs. Create a couple of new frames and use a whitelist filter to only display the buffs you want. I downloaded that mod because of that screenshot, and I agree, I appreciate the way the buffs are filtered out nicely. I used to have about 50 billion NeedToKnow bars going off all at one with various buffs, but I prefer having a single icon for visual identification. While it's very handy to know which buffs are going off together, it isn't necessary to have a bar countdown for all of them.
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05/19/09, 7:05 AM
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#254
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Piston Honda
Gnome Rogue
Agamaggan (EU)
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I do not use Pitbull for my healthframes. It is a layout for oUF made by Lyn, I just modified the texture and some positional stuff.
The buffs and debuffs on myself (top right corner) are nBuff, as I wrote earlier. I changed the texture and nudged timers a little (that is all I think).
The seperated buffs / debuffs on the lower half of my screen are from an addon called sFilter (get it >>here<<), this addon requieres to edit the lua, to position the icons and select the spells you want to display.
I also kinda fixed it for 3.1, because it was not correctly workling with the new debuff/buff information API.
Just for information, the icon for sunder armor switches depending on the debuff, if for example Expose Armor is used instead it will show the icon and time left for EA and not SA.
Turning damage done off in MSBT was never an option for me. I just tried to find a nice configuration, which does not hinder my visibility. That is why the font size is kinda small (I think it is 8 or so) and also normal hits and dot ticks are on ~70% alpha.
What is important for me, is that I can still see important things I do to the mob, and things I really do not want to happen.
That means all BLOCKS and PARRYS are displayed as criticals, so they pop right out this area and are bigger and fully visible than the rest. Same goes for spell interupts.
Another thing helping to reduce information overflow is to activate spam control, that means many small ticks of poison or rupture or energy gains are put together and displayed as one event (I need to tweak that more, it is still to spammy).
Rest of my mods are pretty common: Skada for dps and threat, pMinimap, Chatter, Dominos, ora2.
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"...gone missing."
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05/19/09, 9:56 AM
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#255
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Glass Joe
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For those that were looking for a reliable kick announce I've always used Sapper Enhanced which does the job. You can configure where it will announce and shows use + if it was interrupted (Not positive on fan interrupts as I am not combat, but know it works on kick). Also tracks blind and sap w/ sound on break.
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05/19/09, 10:52 AM
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#256
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Banned
Blood Elf Rogue
Mal'Ganis
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Originally Posted by Thaela
I used to have about 50 billion NeedToKnow bars going off all at one with various buffs, but I prefer having a single icon for visual identification. While it's very handy to know which buffs are going off together, it isn't necessary to have a bar countdown for all of them.
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For what it's worth, I use NeedToKnow's sibling TellMeWhen to monitor proc buffs that I care about, specifically Greatness and Reflection of Torment. It's useful because all it shows is the icon (when it's present or absent, depending on how you configure it), with the timer being the shaded clock effect inside the icon. Place the icons near your essential NeedToKnow bars and you can see when you have the procs without having them take up the space of a bar across any portion of your screen.
Anyway, I'm about to rework my UI because I want to trim down the fat around the edges of my screen... but the way I have NeedToKnow, TellMeWhen, and Mik's Scrolling Battle Text configured together is worth sharing, probably. Once the servers come back up, I'll see what I can do to take some screenshots, or maybe a quick video of how it looks in motion.
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05/22/09, 9:58 AM
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#257
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Glass Joe
Blood Elf Rogue
Dunemaul (EU)
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Originally Posted by Loot
Update 5:
- added interrupt module that announces which spell you have interrupted or when you have used your ability but failed to interrupt anything. You can direct the output to say, yell, raid, raid_warning, guild, whisper, etc. And ye, it can be spammed
You can get from original post: The Rogue UI: Your Silent Partner
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Great addon. Just what I was looking for.
I was playing around with this today and I noticed a small bug. The code for announcing interrupts uses the "Common" language as one of the parameters, which is for the Alliance only. It can be fixed by using "nil" so that it defaults to "Orcish" for Horde and "Common" for Alliance.
SendChatMessage("msg" [,"chatType" [,"language" [,"channel"]]]);
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05/23/09, 9:41 AM
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#258
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Glass Joe
Kirie
Night Elf Rogue
No WoW Account (EU)
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Originally Posted by Kryptyx
I would agree with the clean screens... I feel the OP has too much going on in his/her screen resolution.
This is my screen, not in raid but you get the idea:
http://revenantswc.com/uploads/WoW%2...8-37-23-62.png
This is running SCT, SCTD, Dominos, Need to Know, Xperl, Fubar with various plugins, SexyMap, NugComboBar. All of which can be found on Curse.
I am running Hear Kitty, but I think I will be removing that one. It was nice at first but I rarely ever notice it anymore when I get caught up in rotations and fights.
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Whats the addon that let you move the tooltip from mousing over things? In your UI it would be the "Unbound ant. Level 78 elemental" icon.
And I couldnt find a working SCT on curse(Havent played in 6 months so not up to date on addons atm). Where could I find it or which addon can replace it?
I really liked your UI, so I've based alot on it. 
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05/23/09, 1:56 PM
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#259
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Glass Joe
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Kirie, search under SCT for Scrolling Combat Text.
As for the tooltip, he probably moved it with MoveAnything, or, used a tooltip mod, such as CowTip, to move it, rather than customize it.
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05/24/09, 9:42 AM
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#260
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Glass Joe
Human Rogue
Burning Blade (EU)
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Originally Posted by Oscassey
I became aware of the addon AfterCast in this thread and use it a lot for some abilities. For example, my kick macro used to be like your but now it is something like:
/aftercast /s Kicked
/cast Kick
Which will send the message if and only if the kick occured. In your case it would be something similar to :
/aftercast /bwcb 10 [PLAYER]'s KICK!
/cast Kick
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I like this addon, stops the spam when trying to interrupt and waiting on GCD.
What I wanted to do with it though was after a successful kick to announce in party AND make a dbm timer for my kick CD, I cant seem to get it make 2 actions after a successful kick, any ideas?
This is what I was hoping would work:
/aftercast /p [PLAYER] Kicked!
/cast Kick
/dbm timer 10 [PLAYER]'s Kick
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05/25/09, 4:38 AM
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#261
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Piston Honda
Human Priest
Sporeggar (EU)
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Originally Posted by treyor
Great addon. Just what I was looking for.
I was playing around with this today and I noticed a small bug. The code for announcing interrupts uses the "Common" language as one of the parameters, which is for the Alliance only. It can be fixed by using "nil" so that it defaults to "Orcish" for Horde and "Common" for Alliance.
SendChatMessage("msg" [,"chatType" [,"language" [,"channel"]]]);
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Thanks mate, will include in next update which will be a complete rewrite (wtb free time)
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05/25/09, 9:37 AM
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#262
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Glass Joe
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Originally Posted by Kytrarewn
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This looks perfect! It works with Rupture? What about poisons? The website says it works with Slice & Dice and Hunger for Blood only? I'm currently using Quartz for timing poisons, but would love to find an all-in-one solution as minimalistic as "Cutup".
Edit: Just did a quick test, works with both DP and WP and with Rupture, too. Thanks for sharing this, Kytrarewn!
Last edited by Hooge : 05/25/09 at 1:19 PM.
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05/25/09, 10:36 AM
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#263
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Von Kaiser
Undead Rogue
Destromath (EU)
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I believe roguepowerbars would do that. It tracks your buffs and debuffs and can easily be setup to not show/show new things.
€dit: never mind, I didn't look at the link first.
The picture also shows you debuffs on the enemy, so there is no reason to use one over the other.
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05/25/09, 10:38 AM
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#264
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Piston Honda
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As can "need to know".
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05/29/09, 11:19 PM
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#265
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Banned
Blood Elf Rogue
Mal'Ganis
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Originally Posted by Auturgist
For what it's worth, I use NeedToKnow's sibling TellMeWhen to monitor proc buffs that I care about, specifically Greatness and Reflection of Torment. It's useful because all it shows is the icon (when it's present or absent, depending on how you configure it), with the timer being the shaded clock effect inside the icon. Place the icons near your essential NeedToKnow bars and you can see when you have the procs without having them take up the space of a bar across any portion of your screen.
Anyway, I'm about to rework my UI because I want to trim down the fat around the edges of my screen... but the way I have NeedToKnow, TellMeWhen, and Mik's Scrolling Battle Text configured together is worth sharing, probably. Once the servers come back up, I'll see what I can do to take some screenshots, or maybe a quick video of how it looks in motion.
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EDIT: This is a bit late coming, but here is my UI, recorded during a raid, that might shed some light on what I was describing:
YouTube - Valustria's UI while raiding!
You might not like the unit frames, but take a look at the way NeedToKnow and TellMeWhen work together to give me timer bars for some things, and just icons for others.
Last edited by Valustria : 06/01/09 at 9:41 AM.
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05/31/09, 3:24 AM
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#266
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Glass Joe
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Due to my Small 15" screen I find I cant use many UI mods So I find scale is something to consider when using a small screen and removing as many things as possible to get the mos visibility.
After searching around to simplify all standard UI bars I ended up using bartender for bars as most users use setting them up to change a bare minimum icons for raiding and then a quick setting change to bring up all my others when out of raid.
at the same time I've removed all unit frames and rely on ArcHUD for all of my energy HP bars and target enemy's also which I find is useful at 60% transparency.
For raid bars, very transparent and very small bars from Grid let me keep an eye out on who has aggro and if a quick tricks to a tank is in order or if a wipe is immanent.
With my timers I haven't had a big shop around in a while so I'm still using Rogue power bars (Which I think my version is out of date i.e may features refuse to work) but I'm interested to see NeedToKnow and TellMeWhen which I will test over the coming days unless anyone has any other personal recommendations.
I'll put a post of my UI up soon for suggestions and if anyone is interested in what I use and or why and if anyone has a UI designed for a small screen I'd be very interested in having a look at how you cope with the lack of space to work with.
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06/01/09, 5:52 PM
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#267
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Glass Joe
Dwarf Priest
Talnivarr (EU)
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Originally Posted by Marieth
CTMod is as old as WoW is. It was developed during the wow beta and was the most common used addon compilation in the early days.
There are also many more addons like the CT_Viewport, which can change the area of rendering.
But I disagree with your opinion about moving non-essential stuff to a second screen. Glimpsing at your lower left to the chat is way quicker than turning your head to the side and look at a second screen.
I guess it all depends on your screensize and how you arange your mods.
I prefer to use my second screen for webbrowsing, running movies or music when I am not raiding and so on.
Just my UI for reference:
>>Click me<<
It is a little older, several adjustments have been made, debuffs on target smaller, msbt changed a little. Bossmod timer bars moved, tooltip moved, and so on.
But still the basic layout is the same.
As you can see I have all the important information right in front of me. Timers for SnD, Rupture, Expose Armor/Sunder Armor. CDs are non-intrusive on the buttons, which is more then enough. MSBT also displays XY is ready right beetween my unitframes.
This keeps the middle and the left and right of my screen free of everything, so I will see the deadly stuff on the ground my raidleader always warns me about.
edit: All my abilities are bound of course, I just do not display the bindings. And I know, why show them at all? I like it better that way. Also abilities which give me a buff turn green, debuffs turn red.
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Would you please mind telling me what kind of action bars you are using.
I have tried to find out for a while now, but with no luck. Also, the cooldown timers on your action bare - are that a separate addon, or is it a part of the action bar.
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06/01/09, 6:53 PM
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#268
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Glass Joe
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Those are ouf_lyn frames. They are purely coded so unless you know how to code lua you can't really configure them.
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06/02/09, 4:08 AM
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#269
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Piston Honda
Gnome Rogue
Agamaggan (EU)
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Originally Posted by Blastoff
Would you please mind telling me what kind of action bars you are using.
I have tried to find out for a while now, but with no luck. Also, the cooldown timers on your action bare - are that a separate addon, or is it a part of the action bar.
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Dominos (as I stated earlier) together with OmniCC for the CD timers on the buttons.
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"...gone missing."
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06/04/09, 3:27 AM
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#270
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Glass Joe
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My UI
Thought i'd throw in my $.02. When designing my UI, i guess i wound up ripping off spartanUI without realizing it, must've seen a screenshot somewhere...
UI Mods are as follows;
Bartender4 (actionbars)
Bison (buffs/debuffs)
IceHUD (HUD)
Omen (threat meter)
Recount (dps meter)
Sexymap (minimap)
SunnArt (viewport)
I have IceHUD configured to track energy on the left, SnD/SnD potential (the shaded area) on the right, and CPs, thats all i really need as HAT. I play around with Mut ocasionally, i have a similar profile that also tracks HfB and rupture as well.
Probably the most important part of my UI is SunnArt, which is a viewport mod. It changes the actual rendered and viewed area so all my action bars etc aren't blocking if i'm standing in fire or anything. I see so many screenshots of peoples setups with their actionbars and tracking mods covering their screen up to their characters waist. A viewport mod literally moves the bottom of your viewed area. It also actually improves framerate because your video card is rendering a smaller area, in my case about 860px high instead of 1050.
In my opinion EVERYONE should have a viewport mod for those reasons.
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06/04/09, 5:59 AM
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#271
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Piston Honda
Gnome Rogue
Agamaggan (EU)
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Originally Posted by Cyno01
In my opinion EVERYONE should have a viewport mod for those reasons.
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Well that is your opinion and I certainly disagree.
Especially as a rogue you do not need that much mods, even when raiding.
And most thing can be placed in way, that they do not obstruct your view.
Of course it depends partly on which resolution you are playing (switched from 17'' to 24'' a couple of month ago).
But still, all you really need (as a raiding rogue) is a good timer mod (bars or icons, whatever) and a way to see cooldowns properly.
See you state that using a viewport mod, helps you keep your interface clean. Well I disagree. I find your UI very cluttered and not really easy to the eye. But that is just my opinion. Feel free to look at mine some posts earlier for comparison.
So to say everyon HAS! to use a viewport addon is frankly spoken wrong.
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"...gone missing."
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06/04/09, 11:22 AM
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#272
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Glass Joe
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Originally Posted by Auturgist
EDIT: This is a bit late coming, but here is my UI, recorded during a raid, that might shed some light on what I was describing:
YouTube - Valustria's UI while raiding!
You might not like the unit frames, but take a look at the way NeedToKnow and TellMeWhen work together to give me timer bars for some things, and just icons for others.
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I found our UI very cluttered and not really easy to keep the eye not moving around to catch all information needed.
The worst is the Player, Target and ToT at top, I just can't play in a UI like that.
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06/04/09, 11:54 AM
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#273
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Banned
Blood Elf Rogue
Mal'Ganis
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Originally Posted by Ermurazor
I found your UI very cluttered and not really easy to keep the eye not moving around to catch all information needed.
The worst is the Player, Target and ToT at top, I just can't play in a UI like that.
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Well, I've seen your UI and many similar, with both player and target frames in the center of the screen, and I feel they clutter the most important part of it. I prefer my unit frames out of the way because typically I don't need to see them. There's not a lot I can do about my own health -- if I'm doing my job well, I'm not getting hit, or else the healers keep me up through incidental damage I can't avoid by using my cooldowns. Likewise, in most cases it's enough to know that I'm killing my target; I don't need to watch its health go from 100% to 0%. All I want in the middle of my screen are the timer bars for the most essential things to track (Slice and Dice, Rupture, Blade Flurry, Adrenaline Rush, and a few others that I use for PvP), and a few icons for some other almost-but-not-quite so important stuff like poisons and trinket procs.
That's why I said in my post, "You might not like the unit frames, but take a look at the way NeedToKnow and TellMeWhen work together to give me timer bars for some things, and just icons for others." That is the aspect of my UI that I most wanted to share with others. The rest of it you are welcome to take or leave -- it works very well for me; for you, who knows?
Last edited by Valustria : 06/04/09 at 12:00 PM.
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06/04/09, 8:54 PM
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#274
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Von Kaiser
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Originally Posted by Auturgist
<snip>
Well, I've seen your UI and many similar, with both player and target frames in the center of the screen, and I feel they clutter the most important part of it. I prefer my unit frames out of the way because typically I don't need to see them.
<snip>
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I disagree with the statement that you don't need to see unit frames, or that they clutter the screen. Quite the opposite, as I've generally found that unit frames are the best way to remove clutter.
Having quick visual access to your unit frames is important on at the very least, General Vezax, where you want to pool generously when your kick is off cooldown. If you've got them out of the way (and don't have an alternate energy display) you'll have to spend more time looking away from the game field, or you'll risking having too little energy / capping energy, neither of which is ideal.
Most unit frames have options to emphasize your own debuffs in one way or another, on top of always sorting them so that your own debuffs are the first on the list. I use a method I first saw from P3lim where non-self debuffs are greyscale, and debuffs you own are colored. A filter mod (SatrinaBuffFrames3, rFilter, sFilter, ...) close to your debuffs takes care of snd timers and such.
For example, the unit frame layout I'm using takes just slightly more space vertically than the NeedToKnow / TellMeWhen config you're using, offers the same information, but mine also shows HP/Mana.
and I've got a SatrinaBuffFrames custom filter for self-buffs a bit below.
That isn't to say one is better than the other. The best UI for any given player is the one they're most comfortable with. Your layout works great for you, mine works great for me. Unit Frames definitely have their place in UI design though.
--
On another note.. There was some talk about more informative / differentiated combo point displays a couple pages back which inspired me to try something other than a single-shade display. I came up with this:
It uses the same gradient shading as my health percent in the previous picture. I've yet to try it in a raiding situation but it seems like it could be useful. If not it's at least a pretty rainbow. I can share the code if anybody's interested. I use a personal oUF layout but it should work with Pitbull4's LuaTexts module as well.
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06/05/09, 1:02 AM
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#275
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Banned
Blood Elf Rogue
Mal'Ganis
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Well, I did say "because typically I don't need to see them." Sure, there are exceptions, but I think the times I need to keep an eye on my unit frames are few relative to those that unit frames in the center of the screen would block my view of the environment. You use General Vevax as an example of when it's convenient to have the unit frames close to the center -- well, what about Mimiron? I'd think stuff in the middle of your screen would be an obstacle to seeing and avoiding mines.
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