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DreadSprayVR

Boss Encounters Login to Add Favorites
  • 2 Likes
  • World of Warcraft
  • 88 Monthly Downloads
  • Supports: 5.1.0
  • 20,975 Total Downloads
  • Updated 02/19/2013
  • Created 12/15/2012
  • 15 Favorites
  • Project Site
  • Comments
  • Release Type: Inactive
  • License: All Rights Reserved
  • Newest File: DreadSprayVR-r5
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About DreadSprayVR

DreadSprayVR is real-time visualization for the Dread Spray sequence from each bowman in the Sha of Fear encounter as well as a timer bar indicating roughly when the next Dread Spray will begin.

This addon was originally created to assist Supermassive in defeating the 25 man heroic version of this encounter and can be seen in action in this video.


DreadSprayVR was designed slightly differently than other addons for this encounter. Instead of attempting to guide players through the sequence by suggesting safe sections, DreadSprayVR is designed to visualize the pattern as it plays out, letting players choose their own methodology for avoiding danger (or even taking strategic shots to maximize DPS without getting feared).

The display also includes a timer bar and textual alerts for upcoming Dread Sprays. This is possible because Dread Spray occurs on a very consistent 20s timer starting from when the Sha of Fear casts Ominous Cackle and is only preempted by the bowman casting Death Blossom. This timer bar is intended to allow as much bowman DPS and Sha Globe coverage as possible by minimizing unnecessary movement.

Red sections will be hit in the next (or first if the bowman is not spraying) 2s of Dread Spray
Orange sections will be hit in the 2.5s to 4s future timeframe
Yellow sections will be hit sometime after 4s in the future
Green sections will not be hit again during the remainder of the current Dread Spray

The frame is completely moveable and resizable. The command /dsvr will toggle the frame lock and play a test sequence, allowing it to be moved and sized, just make sure it is relocked before engaging the Sha of Fear.

Adjusted position mapping to be more melee friendly. I'm not planning on implementing a fixed field mode because I'm trying to avoid spending a lot of time on this with 5.2 coming soon.

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