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Watcher

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  • 9 Likes
  • World of Warcraft
  • 4,468 Monthly Downloads
  • Supports: 6.0.2
  • 316,532 Total Downloads
  • Updated 10/26/2014
  • Created 04/10/2009
  • 572 Favorites
  • Project Site
  • Comments
  • Release Type: Release
  • License: GNU General Public License version 3 (GPLv3)
  • Newest File: 3.0_RC
or

About Watcher

Introduction

Watcher helps you manage your rotation by consolidating and condensing information onto a simple to read display. It allows you to focus on things that are more important like boss mechanics, your situational awareness, or listening to your raid leader; instead of being bogged down in the act of performing your rotation.

With deep and powerful configuration options, Watcher allows you to see exactly the information about your rotation that you want to see. However, it comes with a wide variety of defaults for many classes and specs to get you started. Properly configured and customized, Watcher is a mighty tool for both new players just learning their classes as well as players that have been raiding since classic.

A GIF of Watcher running on a 2H Frost Death Knight:

http://i.imgur.com/BFeCiMg.gif

Watcher also includes:

  • A dynamic event-driven architecture; unlike some other rotation helping addons, Watcher won't tank your framerate
  • Masque support for skinning icons
  • A large number of visibility options to control exactly when Watcher shows up
  • And more!

Description

Through the use of a priority system as well as powerful filters for spells and abilities, Watcher displays your rotation in the familiar context of a timeline, with higher priority spells stacked on top of lower priority ones and upcoming abilities placed on the timeline according to when they will become useful. Abilities on the timeline are waiting for a wide variety of things: coming off of cooldown, waiting for resources, monitoring a DoT, etc.

http://www.curseforge.com/media/images/78/413/displayDuringCombat.PNG

Attacks ready to be performed are displayed using a stack with the most prioritised attack shown on top.

http://www.curseforge.com/media/images/78/414/displayAtRest.PNG

Ability keybinds can be optionally displayed.

http://www.curseforge.com/media/images/78/416/displayDuringCombatWithKeybinds.PNG

Configuration

More to come in this section later.

A slightly old full walkthrough of Watcher configuration is located here

Display settings documentation.

Priorities can be adjusted to where they suit you.

http://www.curseforge.com/media/images/78/421/menuPriorityLists.PNG

Spells can be configured to be cast based on a wide variety of filters whether that be the presence (or lack there of) of an aura on you or your target, your target's health percent, your mana/resource percent, whether a spell can be stolen or interrupted, whether you have a particular talent or glyph, among other options.

http://www.curseforge.com/media/images/78/423/menuFilters.PNG

Contributing

Found a bug? Report it!

Want a feature? Request it!

Defaults

Want to help make the defaults better? Vist the class forum posts for each default:

Death Knight | Druid | Hunter | Mage | Monk | Paladin | Priest | Rogue | Shaman | Warlock | Warrior

Here's a tutorial for creating and exporting defaults.

tag 3.0_RC
e243f27d019b0f145d0b7cb8545f7b92b65dea6e
Michael P. Starkweather <mpstark@gmail.com>
2014-10-26 19:01:14 -0500

--------------------

Michael P. Starkweather:
    - Updated .toc to reflect new release candidate status
    - Lots of defaults added. Thank you Marci-Hellscream!
    - Changed the events when the usability filter is fired.
    - Also throttled events a little harder.
    - Update Hunter defaults again. We'll get them right!
    - Fix issue with removing spells that don't currently have.
    - Fix regression of default export -- it wasn't attaching the api version to the exported default file.
    - Frost DK defaults. Also added a priority list filter for switching priority lists if dual wielding or not. Default contains 2H and Dual Wield separate priority lists.
    - Fix embarrassingly bad regression in aura filter. Will now work if you do not have a timeRemaining on that you are checking to see if exists.
    - Updated Hunter defaults to use "Ignore Usability" where needed (high cost, high reward spells) and updated priorities to better match reality. Thanks Jeslinis!
    - Channels now act the same as casts.
    - Juggle some spell options around in the menu.
    - Changed message slightly. Also, the curse packaged version number should show up on the version string (previous commit).
    - Add Sparbanken to the author list in the .toc file. Also, in a previous commit, I reverted the 3.1 version to 3.0 since we've never shipped a 3.0 version and it makes things easier for me.
    - Another try to get the usability filter to both work for deathknights and work for 'execute' style mechanics.
    - Disable mouse on icons if locked and enable mouse on icons if not locked.
    - Did a pass on filters and options related to them. You may see a API conversion in your chat from API 0 to API 1 -- this is normal.
    - Changed Aura filter to be significantly more powerful. Can now select a Unit and if it is a buff/debuff, as well as expanded options for stack and remaining time.
    - Known issue with new Aura filter -- if it is setup with above a time when the aura exists, then it may not update when the icons should disappear.
    - Changed talent and glyph filters to have an additional option for if you don't have the talent or glyph.
    - Changed health filter to have a unit selector and to clarify setup.
    - Changed power filter to clarify setup.
    - Removed useless spec filter.
    - Added a first time dialog to open the Watcher config.
    - Removed spec filter
    - New option: "Casts Affect Usability". This will cause the current cast to force other abilities to be pushed back until the cast is done.
    - Moved the new Icon Settings up in the Timeline Settings panel.
    - New option, "Orient to GCD" (off by default). This will remove the jitter due to the GCD, making the 'main stack' stay still.
    - Fix regression of stack height calculation.
    - Changed the way that stack position is calculated, should now properly stack further down the timeline.
    - Dramatically reduce jitter by only updating endTime if the change is more than 200ms.
    - Two new options! Desaturate (turn greyscale) icons when unusable and hide icons when recovering resources.
    - Fix for unusable things (like Kill Shot) showing up in the timeline when they shouldn't.
    - Slight fix for icons not being completely built at game start. An inelegant and terrible fix. But it works!
    - Disabled the "Display Type" because there is only a single, unimplemented option.
    - Changed the returned from the GetSpellDropdown function to include the spellName.
    - Increase maximum stack for aura filter.
    - You can now configure the "Ignore Usability" in the default "Usable" filter set.
    - Accidently broke "Ignore Usability", restore it's functionality.
    - Modified Hunter defaults to not use ignore usability and follow Icy-Veins a little more closely.
    - Fix issue with usability filter incorrectly hiding things on cooldown that aren't usable (like death knight abilities that cost runes).
    - Check off the year old todo for time until power percent since last commit fixed that.
    - Power filter now will return the time until power will be reached.
    - Rewrote usability filter and made it take resource regen into account.
    - Added spell charges filter
    - Fixed spelling mistake in message.
    - Removed the incomplete UI message from the priority lists editing.
    - Added confirmation dialogs for deletion of spells, filter sets, and filters.
    - Correctly display the shortest time until cast and then most prioritized icon.
    - Changed the default for the show on target so that the frame is visible most of the time.  This should be less confusing.
    - Made the usability filter check the GCD instead of assuming 1.5, should lead to icons not disappearing at 1.5 sec.
    - Reverted showing more than a single icon at a time.
    - NumIcons is now default to 64 instead of 12, just to rule things out.
    - Clarified a comment.
    - Prot Warrior defaults.
    - Fixed Glyph and Talent detection! Hurrah for undocumented Blizzard APIs!
    - Add option to rename the dropdown name, which will mostly resolve the issue with multiple spell IDs for a single name. Thanks Jeff!
    - Updated message and changelog.
    - Pretty Print will now output with 4 space indents instead of 3 to match the style of Watcher code.
    - Updated the message to be displayed when the defaults have changed.
    - Made defaults check off of non-localized class name and changed the way that the default timestamp is updated.
    - Some whitespace changes. nothing too heavy handed
    - Changed the default class check to no longer run string.upper because it doesn't need to.
    - Changed the export functionality to reflect header changes.
    - Removed "HunterOld" default.
    - Changed gitignore to ignore my project file
    - Added AceSerializer-3.0 to pkgmeta so that the packager will add the library
    - Change default scale to something just a little bit smaller.
    - Remove 5m as a default time segment. Don't worry, you can just add it back!
    - Merged in latest version from CurseForge.
Michael Starkweather:
    - Changed duration string to display 1m instead of 60
    - Embedded AceTimer
    - Major work done on move into an event based system.
    - Changed move up and move down to up and down to support larger fonts
    - Added edit button that pops out spell settings from priority menu. Changed move up and move down to reselect the spell/filter set that you are moving.
    - Changed cooldown filter slightly to allow for the cooldown of unusable spells past the previous 3 second mark.
    - Fixed not being able to add 0 to the time segments after removing it.
    - Fixed icon size being odd without Masque. Fixed tooltip for health. Adjusted aura refresh threshold max to 60sec. Should support monk stagger now.
    - Added option to check player health instead of enemy health
    - Will not show if there are no setup priorities.
    - Now orders specs correctly so that the one that pops up is the spec that you are in.
    - Added two new options -- MaxStackedIcons and StackHeight. Moved Timeline settings into own display settings tab. Fixed not being able to edit Timeline time segments Can now edit the maximum number of icons
    - Switching talents should now properly change the priority list.
    - Fixed show on enemy target. Again.
    - Fix for invulnerable enemy targets not showing using Show Only If Target Exists
    - Fixed turning off keybind labels. Removed MONOCHROME font effect since it crashes the game regularly. Added "Casting a spell that has a cooldown removes it from the list."
    - Fixed totems. Hopefully for the last time.
    - Mistype on 295 of Filters.lua Ooops
    - Fixed totems.
    - Hopefully fixed totem time detection.
    - Added totem filter.
    Changed "None" to "Usable"
    - Actually fixed moving.
    - Fixed moving frame.
    - Renamed a bunch of things.
    - Fixing for packaging
    - Spellcheck.
    - Attempt number 2 on trying to get packager to like it.
    - Fix AceLocale and AceGUI
    - Fix for AceGUI and AceLocale not embedding
    - First attempt at doing a packaging test.
    - Removed buffTypes since using LibDispelable
    - Added CheckSecondaryResource filter.
    Fixed flipped >= and <= in Classification filter.
    - Added LibDispel and wrote CheckTargetAura filter
    - Added target casting interruptible filter
    - Added license to files
    - Target classification filter now working
    - Fixed CheckSpellTalent
    - Changed some minor things for consistency.
    Updated CHANGELOG.txt to be.. better.
    - Added CHANGELOG.txt
    - Added LICENCE.txt
    - Added .pkgmeta file to embed latest versions of libraries.
    - First attempt at showing only one icon.
    - Fixed usability patch to make so cooldowns and aura tracking doesn't go away when not enough resources.
    - Changed tooltip for power filter.
    Keybind display now working.
    - Fixed priority lists retaining deleted values of spells/filter sets
    - Fixed inverted aura detection.
    - Priority list options appear on first load.
    Changed "Default" name to "None" and made so that cannot change the filters attached to it.
    
    Priority list GUI doesn't show the filter set "None" in the sidebar.
    - Usability is ignored if ability is on cooldown.
    - More work on getting frame tied into new backend.
    Max refresh rate on frame is now 60fps.
    - Removal (and commenting out) of all old code and starting to integrate newDB into the frame and overall usage.
    Priority list is evaluated at enable time currently. This is working.
    
    Beginning of spell filter evaluation.
    
    New frame draw method. Hopefully it works -- untested as of now
    - Changed priority frame GUI to display position in list.
    - Working GUI for editing priority lists with default values. These priority lists are set up automatically to be all of the available specs of your class.
    - Can now add spells based on name presuming that the character has the spell.
    - Initial commit.

Comments

First Previous Page 13 of 58 Next Last
  • #727
    I'm warlock and it's not usable for me :(. Frequently i have such situation with stacks - http://habreffect.ru/3e9/9c4db96b6/WoWScrnShot_011011_184052.jpg.
    When i'm casting Soulfire i can't see what spell will be the next (stacking corner of icon is too small) and can't begin to spam next spell, so i'm loosing a lot of dps.

    Is it any way of:
    1) Remove "stacks" feature and show next usable spell after my current spell?
    2) Automaticly remove current casting spell and instantly show next spell (e.g. i'm casting soulfire 2seconds, why do i need to look at icon of that spell for 2 seconds and wait for next icon?)
  • #726
    there is only one problem .. this addon doesnt show eg. explosive arrow if i dont have enaught energy for that.
    good idea, but that make whole addon useless
  • #735
    how does not showing something you can't even use make it useless? that doesn't even make sense, what would be the point?
  • #725
    Okay Class Number 2 Finished.

    I have updated the druid.lua, it includes every castable Druid spell including talents and cataclysm spells, and is set up using the spell_functions.lua functions.

    I will put the lua code into a ticket on the CurseForge development site, hope you find it useful.

    I hope to add all the spells to all the other classes eventually, all using the new spell_functions.lua functions.
  • #721
    Any chance of getting the power option to work for Balance Druids Solar/Lunar Power. Such as it showing the Wrath spell when moving from an Eclipse(Solar) to an Eclipse(Lunar), and Starfire spell when moving from an Eclipse(Lunar) to an Eclipse(Solar).

    Currently I can set it so it shows Wrath when I have the Eclipse(Solar) Buff, and Starfire when I have the Eclipse(Lunar) Buff, but it shows no spells when it is between Eclipses.
  • #722
    I know this could be problematic because the power bar is also used by druids as a check for mana.

    From what I read of the API, when used to check a druids Eclipse Power, which is done the same as Runic Power, Rage, there is an option for Eclipse Power, the Value returned is between -100 Eclipse(Lunar) and 100 Eclipse(Solar). Hope this information is helpful if you decide to implement it.
  • #724
    Yeh, I'm planning on getting a class based secondary power check system implemented to replace the current combo points/holy power system I current have in there. It should be more scalable in the long run. I've just been a bit preoccupied with implementing the forecast system.
  • #719
    Watcher's tossing an error and unusable on my hunter only. I tried deleting it entirely and clean-installing it, but no luck.

    Date: 2010-11-27 22:22:08
    ID: 1
    Error occured in: Global
    Count: 1
    Message: ..\AddOns\Watcher\Core.lua line 919:
    attempt to call field '?' (a nil value)
    Debug:
    (tail call): ?
    Watcher\Core.lua:919: SetPriorityFrame()
    Watcher\Core.lua:573: CreatePriorityFrame()
    Watcher\Core.lua:345: ?()
    ...ore\libs\CallbackHandler-1.0\CallbackHandler-1.0.lua:147:
    ...ore\libs\CallbackHandler-1.0\CallbackHandler-1.0.lua:147
    [string "safecall Dispatcher[1]"]:4:
    [string "safecall Dispatcher[1]"]:4
    [C]: ?
    [string "safecall Dispatcher[1]"]:13: ?()
    ...ore\libs\CallbackHandler-1.0\CallbackHandler-1.0.lua:92: Fire()
    ...\AddOns\DataStore\libs\AceEvent-3.0\AceEvent-3.0.lua:120:
    ...\AddOns\DataStore\libs\AceEvent-3.0\AceEvent-3.0.lua:119

  • #720
    Sorry for the late reply. Did you wipe the saved variable when you did the clean install? The error looks to be one usually associated with dodgy saved variables.
  • #717
    Help please to configure addon for druid bear ability Swipe
    when i just type spell name Swipe, it will actually track same spell from the Cat form. But trying to enter Swipe(Bear Form) (that is the actual name of spell in macros), the addon does not accept it.
    ty
  • #718
    You could try with the spellId for the spell (though this might not work). According to wowhead this is 779. Just put that in the box you type the name into. If it doesn't work I'll try and make sure that it's added to the code.
  • #715
    Oh and I play a warrior, so my class should be one of the ones that is supported.
  • #716
    If you look at the addon list to the left of the menu that pops up when you type /watcher config you should be able to identify a plus sign beside the addon's name. Click there and you should receive a further list of possible menus that you can use to configure the addon.

    I understand that the current guide is a bit outdated but I don't really have much time to work on it and I'd rather spend it on the addon.
  • #714
    How come I can't get this addon to work? I've installed it correctly but every time I go to the menu the only options that show up are enable, move frames, version, and reset. There are no drop down menu's for spells or anything. I really wanna give this addon a try, so any help at all would be appreciated!
  • #713
    Is there any way to change the spacing of how much icons overlap (vertically)? I might be just missing where the control is for that, but if it doesn't exist, I'd like to suggest it.
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