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  • World of Warcraft
  • 2,251 Monthly Downloads
  • Supports: 5.4.0
  • 314,146 Total Downloads
  • Updated 10/15/2014
  • Created 04/10/2009
  • 570 Favorites
  • Project Site
  • Comments
  • Release Type: Release
  • License: GNU General Public License version 3 (GPLv3)
  • Newest File: Watcher v2.19.00

About Watcher

Updates for WoD

Sparbanken has taken over the development of this addon and is busy providing updates for WoD. The updated version has been dramatically overhauled and is available now for download. However, most classes do not come with defaults and will need to be configured manually using the new in-game interface. In order to set up defaults and test the new interface, we are seeking the help of a few knowledgeable players. After configuring the addon in-game for each class, the settings can be exported and shared with us so that we can load them as defaults. A tutorial for doing this is located here. If you're willing to help, please contact Sparbanken, Nothingsknower or make a ticket on the curseforge development page.

A tutorial for configuring the updated Alpha version is located here.


Watcher is a DPS improvement addon. Its goal is to provide useful and intelligent information in order to boost DPS.

Some classes have native support but other requires you to add spells manually. If you would like your class to get more native spells, then please configure the spells in game and get in touch with the addon manager to share your configuration.


Through the use of a priority table for attacks, Watcher times cooldowns and dots to provide information on which attack should be performed next.

Note that these are fairly old screenshots. With the 3.0+ release, all screenshots will be updated.

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

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

Watcher v2.19.00

compatible with 5.4.0

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.


First Previous Page 14 of 57 Next Last
  • #708
    No problem, it's the only spell without an icon so I know what I need to hit.

    Look forward to the next release, great addon.
  • #699
    Hmm, I had another idea for an additional feature, its still something I think thats important to DPS classes though not really a dps feature. That would be the ability to show an icon based on your current threat.

    This way you could add into your rotation your threat reducing ability, Feign Death, Fade, Soul Shatter, Invisibility, Cower (Druid cat form) and make it highest priority, set it to show when your threat passes say 90%. So when you generate too much threat you see the icon telling you to use your threat reduction skill to reduce it.
  • #700
    Definitely implementable. I'll put it on the list for things to do.
  • #698
    I know this was asked for before, but I am going to ask again, in redoing the dk.lua file. I was unable to implement 2 spells, Pestilence and Outbreak, this is because they require the checking of 2 debuffs, Blood Plague and Frost Fever.

    Also Pestilence also requires the ability to put a pseudo cooldown, so the spell will only show up every 30 seconds even if it is available, otherwise it will always be shown as the spell to use.

    Would it be possible for you to add multiple buff/debuff checking using an AND, OR, XOR logic, and the ability to restrict spells to only be shown every set time interval whether they are available or not.
  • #697
    I have updated the spell_functions.lua significantly, I have added functions for spells based on number of combo points/holy power, and health, as well as fixing the existing one for mana.

    I also updated all the existing functions such as Buff, Debuff, Direct, Apply etc... so that they take extra optional arguments to cast only on combo points/holy power, health or mana.

    I also updated the dk.lua, it includes every castable Death Knight spell including talents and cataclysm spells, and is set up using the spell_functions.lua functions.

    I will put both lua code into tickets on the CurseForge development site, hope you find them useful.

    I hope to add all the spells to all the other classes eventually, all using the new spell_functions.lua functions.
  • #690
    The addon is mostly working for my fury warrior except for Bloodsurge procs which don't seem to be being picked up. Is there anything that needs to be specifically modified to get it to work or is this a bug?
  • #689
    I have another question ..
    Is there a way to handle the new druid's Sunfire (93402)?
    It replaces Moonfire .. I think this mechanic is unique to this spell ...

    As a suggestion, can we have the ability to track multiple debuffs (AND'ed or OR'ed) for a single ability?
    For example: (If (Moonfire OR Sunfire) is not active, Cast Moonfire)
    -- Because Sunfire will be the same Keybinding as Moonfire ...

    Also we may need to do the following in next builds:
    (If (*X* AND *Y*) is active, Cast *Z*)
  • #692
    I think I can get this implemented. The major deal is just getting it implemented in a decent manner. The OR and AND logic should be the easy part.
  • #693
    Also I don't think Sunfire should be very difficult to implement at all.
  • #688
    Don't really want to be a pain, but I have added a multitude of custom spells to watcher, a lot of based on procs, holy power, runic power etc...

    I would like to be able to share these with other users, the spells I added were all based off the Elitist Jerks websites suggested priorities. In order to do this I would like to be able to add them to the class LUA files, so they were default spells, but I can't seem to work out how to do it from your files.

    If you have time, would it be too much to ask if you could right a very quick tutorial on what the different settings are for in the class LUA files so we can update them ourselves?
  • #695
    If you take a look at the spell function lua file you might get a good look at how to implement some spells simply. Some things that rely on holy power, mana, combo points or health thresholds won't be implementable using these though (not yet anyway). These spells are a bit more tricky and will probably require me setting up a guide or other system to implement them.

    I'll try and get onto it when I get a chance. If you set up a ticket on curseforge for this I'll try and get back to you on it.
  • #687
    Hey Gellin,
    First of all .... thats a brilliant addon you made ... Showing all u need to know without trivializing the gameplay .... Many thx for ur effort ..

    I got some issues using Watcher after 4.0.1. On my Moonkin it works ok .. but on lock it shows error once I click on "Spells" to add some spells. The error is related to "Countreq" field. After some reading up in ur nice code, it seems you set it in the file "spell_functions.lua" at Watcher:Debuff() and Watcher:Apply() which the warlock.lua file uses (which isnt the case with druids, as they have their own functions). After commenting the two lines "def.countreq[k] = stack or 0" and deleting the setting file for my lock, the addon is now working OK.


    May I suggest some changes to the Warlock.lua?
    -- generic spells
    Watcher:addicon("Curse of the Elements", 1490)
    Watcher:addicon("Bane of Doom", 603)

    -- talented spells and procs
    Watcher:addicon("Empowered Imp", 47283)

    --function Watcher:addClassSpells()
    Watcher:Debuff("Curse of the Elements")
    Watcher:Debuff("Bane of Doom")
    Watcher:Direct("Chaos Bolt")
    Watcher:Proc("Empowered Imp", "Soul Fire")

    Watcher:Capitalize("Immolate", "Conflagrate") -- INTO
    -- Because as far as I'm aware, Capitalize(x, y) means y will be more powerful when x is up, but Conflagrate will be disabled when Immolate is not up.

    Watcher:Capitalize("Immolate", "Incinerate") -- INTO
    -- Because only Destro locks make use of Immo to increase Incinerate dmg. and All Destro locks should keep Immolate up.


    I got another Issue I couldnt handle.
    When I add some spells A, B, C and D (in that order) and then delete B, The settings for the other spells seem to get shuffled. Settings like which spell to cast, which aura to look for, ... etc
    Will appreciate if u take a look at this.

    Many thanks
  • #694
    I think the issue with the "def.countreq[k]" might have been due to some saved variables being wonky.

    I'll check out your warlock spells and probably implement them. I don't play the class but the current ones were provided to me by the person who actually created the various functions found in spell_function.lua so I haven't looked into how useful they are.

    The final issue is due to some annoying table system I implemented before. I'll have to do some work to get it working nicely.
  • #683
    Another problem I have noticed, one of the spells I created for my Death Knight, does not show the icon, its a specialized Death Coil cast when Sudden Doom Procs.

    The problem does not seem to be limited just to just user created spells, I also had a problem with scourge strike not showing the icon and it is one of the built in spells.

    Has anyone else experienced this, and does anyone know a workaround?
  • #685
    I believe I've found one of the issues with icons not displaying properly which occurs when you change the table name for the spell. I think that is what caused your problem.

    Scourge Strike appears to be working correctly for me.
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