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Watcher

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  • 9 Likes
  • World of Warcraft
  • 1,979 Monthly Downloads
  • Supports: 5.4.0
  • 313,829 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
or

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.

Introduction

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.

Description

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.

http://www.curseforge.com/media/images/14/486/watcher2.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/14/485/watcher1.png

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.

Comments

First Previous Page 9 of 57 Next Last
  • #768

    Very nice addon! Just discovered it! Thanks for supporting it.

    One question. I'm new to the hunter class and I set up my rotation according to the one suggested at Elitist jerks, but I come to a situation very often where I am suggested to use Arcane Shots even if I, for example, don't have active Black Arrow DoT ticking and the spell is off cooldown. A Murder of Crows never even being suggested, it just drowns in priority list with its high focus cost. Would be nice to have an option to ignore resource requirement of spells so I know that I need to do a couple of cobra shots to gain focus, because I need to renew my Black Arror for example and I don't want to care about Arcane Shots in this interval even though I can shoot one or two. 

    I know that I should manage my focus myself, but I think it would be easier if it prioritised abilities regardess of focus requirement. It seems to me that I need to use Arcane shot only when I have all other attack abilities on cooldown. Currently it shows Arcane Shot to me just when I have enough focus for it.

    I used to have CLCRet on my Ret Paladin and that addon ignored mana reqs by default. I know that focus is a little bit different because it is constantly spent and regained rapidly, but still.

    One another thing that would be potentially cool is to have a special tick for abilities like Cobra Shot that regenerate the main resource so it would show it when I have no focus for the ability that I need to use.

    Please feel free to correct me on my points as I'm not very experienced in endgame hunter play. I just wrote my general observations when I compared what addon suggests me and what I'm used to. And I actually saw DPS drop when I followed the addon suggestions mainly because of frequent lower cost spell cost suggestions like Arcane shot.

    Looking forward to hearing from you! Thank you for your hard work!

  • #769

    Ok, I guess I know how to solve Arcane Shot problem - I will just make it require at least 50 focus to be shown on the list. But now I'm having problems with configuring differen case for Arcane Shot with active Thrill of the Hunt. I configured it the same way Explosive Shot with Lock'n'Load is done but it still doesn't work. It never shows for me.

  • #767

    all hail to nothingsknower. i went to the wow forums looking for help on getting this addon back up and running. looks like one of the last updates we'll see in a while is now up, with all the class' taken care of. a lot of the spells already have their settings pre set up, so pretty much all one need do is set the priority list and rock n roll.

    dump yer saved variables for this addon before starting up the new one, it should run smoothe as silk after that.

  • #764

    First I have to say thanks so much for updating this add-on, its really become a must have on all my chars.

    I noticed that I kept getting a message saying that my add-ons were causing a bunch of errors, so after looking into it I found the following: 

    Message: Interface\AddOns\Watcher\gcds.lua:116: attempt to compare number with nil
    Time 08/29/12 21:31;50
    Count: 17180
    Stack: [C]: ?
    Interface\AddOns\Watcher\gcds.lua:116 in function 'gcd'
    Interface\AddOns\Watcher\Core.lua:805: in function
    <Interface\AddOns\Watcher\Core.lua:802>

    Locals: 

     

    Any Ideas?

  • #765

    I think I got it. I was on a low level priest that doesn't have fortitude yet. Seems to work well with my other toons.

  • #766
    Quote from alpinebreeze »

    I think I got it. I was on a low level priest that doesn't have fortitude yet. Seems to work well with my other toons.

    ya that would do it... the addon uses a certain few generic spells who are on the GCD to determine the length of the GCD. This is an example (among many others) where the addon wasn't particularly well designed to handle situations that are outside the norm... like when spells get removed from the game. The author was in the middle of a lot of work on the addon when he suddenly abandoned it, so it will be some time before I can interprete his half-way completed work and close up all the little holes. 

  • #758

    Hey there, I was using FaceShooter till today. Since it's not supported anymore, for now at least, I started to look for a replacement. What a nice surprise this find was! Nicely done mate, after switching off what I don't need, works like a charm!

    Thanks!

  • #757

    Thank you so much for working on this addon again.  I can't tell you how relieved I am to be able to continue to use this addon.  It's by far my favorite!

  • #753

    Heyas,  looks like altho this (or at least my edited version) were working on beta just fine, but with live Im getting the following error:

     

    Message: Interface\AddOns\Watcher\Core.lua:931: attempt to call field '?' (a nil value)
    Time: 08/28/12 15:51:11
    Count: 1
    Stack: Interface\AddOns\Watcher\Core.lua:931: in function `SetPriorityFrame'
    Interface\AddOns\Watcher\Core.lua:585: in function `CreatePriorityFrame'
    Interface\AddOns\Watcher\Core.lua:349: in function `?'
    ...non\libs\CallbackHandler-1.0\CallbackHandler-1.0.lua:147: in function <...non\libs\CallbackHandler-1.0\CallbackHandler-1.0.lua:147>
    [string "safecall Dispatcher[1]"]:4: in function <[string "safecall Dispatcher[1]"]:4>
    [C]: ?
    [string "safecall Dispatcher[1]"]:13: in function `?'
    ...non\libs\CallbackHandler-1.0\CallbackHandler-1.0.lua:92: in function `Fire'
    ...ace\AddOns\Bagnon\libs\AceEvent-3.0\AceEvent-3.0.lua:52: in function <...ace\AddOns\Bagnon\libs\AceEvent-3.0\AceEvent-3.0.lua:51>

    Locals: self = <table> {
    defaults = <table> {
    }
    powertypemin = <table> {
    }
    sounds = <table> {
    }
    CancelTimer = <function> defined @Interface\AddOns\Broker_TolBarad\Libs\AceTimer-3.0\AceTimer-3.0.lua:311
    ShowHideFrame = <function> defined @Interface\AddOns\Watcher\Options.lua:1472
    dir = <table> {
    }
    GetSeventhshowraidboss2 = <function> defined @Interface\AddOns\Watcher\Options.lua:2602
    SetFont = <function> defined @Interface\AddOns\Watcher\Options.lua:2667
    SetLabelCol = <function> defined @Interface\AddOns\Watcher\Options.lua:1787
    GetShowCombat = <function> defined @Interface\AddOns\Watcher\Options.lua:1498
    SetDefaults = <function> defined @Interface\AddOns\Watcher\Core.lua:59
    Get2Keybind2 = <function> defined @Interface\AddOns\Watcher\Options.lua:2207
    ScheduleTimer = <function> defined @Interface\AddOns\Broker_TolBarad\Libs\AceTimer-3.0\AceTimer-3.0.lua:276
    SetFifthPriority = <function> defined @Interface\AddOns\Watcher\Options.lua:2428
    GetFont = <function> defined @Interface\AddOns\Watcher\Options.lua:2679
    SetSeventhPriority2 = <function> defined @Interface\AddOns\Watcher\Options.lua:2567
    SetThirdshowraidboss2 = <function> defined @Interface\AddOns\Watcher\Options.lua:2634
    SetSeventhshowraidboss2 = <function> defined @Interface\AddOns\Watcher\Options.lua:2606
    ShowBarText = <function> defined @Interface\AddOns\Watcher\Options.lua:1321
    SetRipCombo = <function> defined @Interface\AddOns\Watcher\Options.lua:1744
    db = <table> {
    }
    GetFifthPriority2 = <function> defined @Interface\AddOns\Watcher\Options.lua:2543
    SetSegmentSize = <function> defined @Interface\AddOns\Watcher\Options.lua:2014
    SetLabel21 = <function> defined @Interface\AddOns\Watcher\Options.lua:1917
    GetSeventhPriority2 = <function> defined @Interface\AddOns\Watcher\Options.lua:2563
    swingtype = 0
    GetThirdshowraidboss2 = <function> defined @Interface\AddOns\Watcher\Options.lua:2630
    GetFifthPriority = <function> defined @Interface\AddOns\Watcher\Options.lua:2424
    SetLabel6 = <function> defined @Interface\AddOns\Watcher\Options.lua:1899
    Activateaxis = <function> defined @Interface\AddOns\Watcher\Options.lua:1964
    scan = <function> defined @Interface\AddOns\Watcher\Core.lua:399
    SetFifthPriority2 = <function> defined @Interface\AddOns\Watcher\Options.lua:2547
    GetSegmentSize = <function> defined @Interface\AddOns\Watcher\Options.lua:1547
    GetLabel21 = <function> defined @Interface\AddOns\Watcher\Options.lua:1595
    unbindkeys2 = <function> defined @Interface\AddOns\Watcher\Options.lua:2321
    GetLabel23 = <function> defined @Interface\AddOns\Watcher\Options.lua:1603
    SetBar2Col = <function> defined @Interface\AddOns\Watcher\Options.lua:1811
    SetLabel24 = <function> defined @Interface\AddOns\Watcher\Options.lua:1935
    UNIT_ENTERED_VEHICLE = <function> defined @Interface\AddOns\Watcher\Core.lua:436
    AddPriorityTable = <function> defined @Interface\AddOns\Watcher\Options.lua:1287
    ActivateShowRaid = <function> defined @Interface\AddOns\Watcher\Options.lua:1447
    RAID_ROSTER_UPDATE = <function> defined @Interface\AddOns\Watcher\Core.lua:456
    GetBar8Col = <function> defined @Interface\AddOns\Watcher\Options.lua:1689
    GetSecondshowraidboss = <funct

  • #754

    That error seems to happen when you have/had something set in your priority list, but that something no longer exists. I need to build something that detects that problem and clears out the priorities automatically, but I don't have that set up yet. You'lll have to delete your saved variables for that addon to get it to work right.

  • #763

    Posted a followup directly below your post, just wanted to make sure you saw it :)

    Ty again for fixing this one up!

  • #762
    Quote from Jeslinis »

    "Well, by default mangle is supposed to show up and be timed to cast with the debuff that causes slower movement. you can override this by changing the "spell to track" to blank, removing infected wounds"

    Problem is.. I deleted it (it let me).. and now when I created a new mangle, its unable to track it.

    Im gonna delete the stuff pertaining to watcher in the wtf folder and see if that fixes.

    edit: where exactly is this stuff to delete? I see saved variables in my specific character (for the druid).. but I think the spell variables are global... However, there is no watcher.lua in my global saved variables?

    the variables are character specific, so you can delete the file for your character.

  • #761

    and basically continuing on here:

     

    Deleted my watcher.lua in my druids folder. this reset the addon for my druid.

    went into spell stuffs --

    For mangle: removed it tracking by Aura for the snare debuff (you should make this defaultly track CD only)

    For thrash: removed it tracking for its bleed aura only (you should make this defaultly track CD only)

    for lacerate; removed it tracking for its bleed aura only.

     

    Appears to be working

     

    Note: does not have a base default for Faerie Fire. .. Only Faerie swarm, which most tanks wont take due to pulling a mob by snaring it = bad (like why prot paladins do NOT glyph for snare shield throw)

  • #760

    "Well, by default mangle is supposed to show up and be timed to cast with the debuff that causes slower movement. you can override this by changing the "spell to track" to blank, removing infected wounds"

    Problem is.. I deleted it (it let me).. and now when I created a new mangle, its unable to track it.

    Im gonna delete the stuff pertaining to watcher in the wtf folder and see if that fixes.

    edit: where exactly is this stuff to delete? I see saved variables in my specific character (for the druid).. but I think the spell variables are global... However, there is no watcher.lua in my global saved variables?

    Last edited by Jeslinis on 8/29/2012 9:40:25 PM
  • #759

    Well, by default mangle is supposed to show up and be timed to cast with the debuff that causes slower movement. you can override this by changing the "spell to track" to blank, removing infected wounds.

    As for thrash tracking lacerate, lacerate  tracking moonfire, I don't know... is that seen in the config window in the "spell to track"? that's definatly not default behavior but it could be some glitch from the saved variables you have. You could certainly delete the saved variables you have to solve the problem sooner rather than later. I've still got to debug why it's not letting spells get deleted.

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