A DPS maximiser. Displays a sequence of icons from left to right, representing the order in which you should use your abilities so that maximum DPS may be achieved. You 'plug in' modules for your class/specialisation into a single AddOn, ensuring a consistent and familiar interface across the range of your characters.
- Windwalker Monks
- Frost Deathknights (2H) 5.4!
- Frost Deathknights (DW) 5.4!
- Arcane Mages 5.4!
- Fire Mages 5.4!
- Frost Mages 5.4!
- Enhancement Shamans 5.4!
- Elemental Shamans 5.4!
- More to come!
The author has already researched the most popular and effective rotation for your character. Allowance has been made for the Talents you have chosen. We Don't Wipe presents the next few abilities you should use. Due to randomness in the game, the queue of abilities will constantly change depending upon cooldowns, critical strike "procs", useful combinations, and so on.
We Don't Wipe is perfect for anyone wishing to come to grips with the latest thinking for the mechanics of a class/specialisation through to seasoned raiders wishing to maximise their DPS.
For notes specific to a class/spec you should see the respective Module download page.
- Priority queue displayed as a dynamic sequence of up to 10 icons
- Dynamic class relevant Charge display (e.g. Maelstrom Weapon / Arcane Charges)
- Accurate distance range estimation
- Modularised: Make your own rotations and upload and share with others!
- Prompts for interrupts, mob dispels and friendly dispels
- In-game icon based editing and display of your selected rotation cooldowns
- In-game icon based editing and display of abilities to exclude from rotations
- Cooldowns (Shown & Excluded) may come from your spellbook, equipment, buffs and bags
- Tooltips for all rotation and CD icons and configurable options
- Configurable icon positions and sizes
- Multiple rotations are supported
- Supports Racials, whether for rotation queue, CD list, or interrupts/dispels
- You do not need to be level 90 to use WDW!
- Global Cooldown dynamically monitored/calculated/configureable
- Key bindings for rotations and for changing cooldown/rotation synergy
- Mob classification/type/family shown
- Debug mode available to module authors (or anyone really)
- Rotations researched from reputable and well known sources
- Does NOT track the Combat Log. Meaning that the core of WDW is not CPU hungry[/list]
Aside from the modularised rotations in a centralised core, the other defining characteristic of WDW is Cooldowns. You can configure this list while playing, using the built in editor. It is powerful and intuitive. Racials like Berserker are supported. You can tell a module which abilities you wish to have excluded. This is a separate list to your displayed Cooldowns.
How to Instal Simplified for v3.01!!!
Install as you would any other addon. Go to "Interface" and then "Addons" from the game menu to adjust to your liking. Try also /wdw from any in game chat channel.
See 'Modules' below as this page is for the WDW "engine". You will also need to download modules.
How to Move WDW
Firstly go to "Game Menu" then "Interface" then "AddOns". For We Don't Wipe look at "Queue Settings". Ensure "Locked" is not checked. Return to the game. Hover the mouse over the centre of the first ability icon in the main queue. Must be in the centre area. Now hold down the left mouse button and drag and release. Easy!
WDW ships with its core engine files along with a fairly empty 'Modules' folder. A template with notes is provided for budding LUA programmers to have a go at their own WDW module. Obviously changes to a module don't necessitate a full download of WDW, a key advantage since v3.00.
Use the links above to download modules.
Drop the downloaded module(s) file into the "Modules" folder. It is that easy! No file editing for v3.01!!!
WDW builds a saved Spellbook and other lists each time you enter the world or a zone/instance or update your talents. During combat it relies upon being 'polled' by Blizzard's servers and just displays a pre-processed sequence of icons that was built by a class/spec module. Modules written by the author of WDW do NOT trap and track the combat log. Instead they go through a priority list of actions and decide where in the next 10 (or less if the player decides) x 'Global Cooldowns' that action must occur. Every class/spec has a filler action and these are used to plug in the gaps. The core of WDW is very light. The simplicity or complexity of a module is the determinant of any performance issues.
If you do think that WDW is weighing you down, you can configure things such as how often it cycles.
Go to my official FAQ page at FAQ.
Wanting more from Cooldowns or Distance Estimation?
You might like to try using Cool Aid to give even more customisation to the Cooldown display elements of WDW (you'll need to disable displaying Cooldowns via WDW). The same is true for the distance estimation with Hard Yards.
Follow @Taraezor for the latest news on We Don't Wipe!
- Saved Spellbook "active" spell limit exceeded by a player. Extended from 56 to 70
- Added ability to specify Cooldown or Item by ID number!
- Trivial change to TOC file so will launch/run under patch 5.4.
- Special test for Glyph of Icy Veins to reveal Blizzard's hidden cooldown spell ID
- Shaman Glyph of Shamanistic Rage Cleanse of Magic debuffs now supported
- Can now exclude interrupt, mob buff dispel, friendly debuff dispels (mini icons 1 to 3) & items
- Suppress buffs reminders when special action bars on show
- All my current and 'maybe' modules included in the TOC file to ease installation
- Added specific DK code for Glyph of Icy Touch giving a purge to DKs
- Auto Attack now included in buffered Spellbook as rotations may wish to use it to signify "up to you" actions. Previously it was a specific exclusion
- Number sizes for cooldowns (both main and CD rows) improved for really small tile sizes
- Sweet spot for icon moving scales now at small tile sizes
- Had to add specific Enh. Shaman code due to Blizzard smoke and mirrors with Stormblast
- Designed to support classes/specs from level 1 to 90 (1-9 has no specialisation)
- Bag items, equipment, buffs and spells may be freely used for rotations and cooldowns
- Supports user supplied modules. WDW functions mostly as a generic engine now. Template & instructions provided
- Interface panels greatly expanded
- Added Windwalker Monks
- Management of specified shown or excluded cooldowns reworked / improved
- Spell IDs used throughout, no more spell names. To use an itemID simply make it negative
- Distance to target now much enhanced and supports all target types (as best as is allowed by Blizzard)
- Charge display enhanced and standardised across the classes/specs
- Almost all the globals removed and replaced with a much smaller set. Globals file & descriptions provided
- Debug mode. Ability to also limit debug messages to a predefined subset of messages
- Frost DK check for T15 2P bonus in Soul Reaper trigger in rotations
- A spilling erors and a gramar eror fixed cuz im not 2 clevr
- Position sometimes not saved fixed
- Creeping memory use
- - - -
- Rotation selection no longer by mouse wheel. Lots of keybindings possible now
- Two new config options for managing Global Cooldowns
- Test for 'interruptible' now specially checks for channelled spells bypassed by Blizzard's regular API call
- Removed buff check exclusion for non-DKs when mounted. Response to user feedback
- Option added to show everything when not in combat/aggro/instance (works in sync with 'Missing Buffs' option)
- Added the "minus" UnitClassification for NPC minions. ("Minions" shown in WDW rather than "minus")
- If target is a player then the usual target information text replaced with some basic player relevant stuff
- Interface options panel better organised, some rewordings
- Friendly audible login welcome sound, tailored for races
- New error, warning, debug messages. Colour coded. And the old standard 'print' message too
- Rotations changed for Patch 5.2 "Throne of Thunder" (Actions, Glyphs, Rotations, Core)
- Better display of Mage Polymorph icons, including fixes for Blizzard's own bugs (Glyphs, Interface, Core, Spells)
- More robust to handle players with no specialisation (Core, Interface)
- Tier 15 Enhancement Shaman 2P +2 Maelstrom bonus (Spells, Rotation, Actions)
- Updated version greeting to keep it fresh (Core)
- Blood DK getting spammed with "Sorry," message fixed (Core)
- Blood DK crashes fixed (Core)
- Following Icon Sizes option changed to fraction from dodgy percentage (Interface)
- Apparently 'stuck' or nonresponsive or duplicate icons fixed (Core)
- Remove annoying Shaman weapon buff reminder if have a fishing pole equipped (Core)
- Valentines Easter egg date error. Doh! (Core)
- Saved data system now on a character name / realm basis as per Blizzard standards (Core)
- Added in-game instructions (Core + Interface)
- Able to edit cooldown / mini icon list from in game (Core + Interface)
- Interface options panel cleaned up but still has that cozy "Ace" feel (Core + Interface)
- Removed "Ace" as a dependancy. WDW now its own boss (Core + Interface + TOC)
- Calculation of number of each type of DK rune is now accurate and not a (pretty good) estimate (Core)
- Helpful message and sound for when seeking to reposition the icons (Core)
- Allow for more CD icons (Core)
- Allow for more than two DK Death runes (Actions)
- Mini icon glow effect added & tested. Unused at present (Core)
- Out of combat test now also tests for non-targeted aggro/attacks via an API call (Core)
- Pillar of Frost added to default set of Frost DK CDs (Cooldowns)
- Shaman must be >= L87 for Ascendance (Actions)
- Shaman must be >= L81 for Unleashed Elements (Actions)
- DK must be >= L87 for Soul Reaper (Actions)
- DK must be >= 81 for Outbreak (Actions)
- The various multiple polymorphs of a Mage are now properly known and managed (Core)
- Improve logic for mini icon #3: ensure deal only with Curse/Disease/Magic/Poison if supported by Class/Race (IntDispel+Core)
- Exclude Auto Attack from pre-scanned Spellbook (Core)
- Invisible first/main icon could previously be moved (if you were clever). Now not possible (Core)
- Notify other users of your WDW version and prompt player if player has an out of date WDW version (Core)
- Spellbook scanning now correctly knows about and allows multiple spells with the same name. Relevant to Mage Polymorph (Core)
- Removed the 'Up to You' icon. It was a dumb idea but fun at the time to see Hula Dolls and icecream cones on the screen (Core)
- Now works properly for Mana Gems. What a hack job that was (Core)
- Changed Welcome message and added a non-intrusive welcome sound (Core)
- Fun stuff (Core + Interface)
- Fix bug when switching from Frost to Arcane, with no zone change and then generating 1 Arcane Charge
- Frost Death Knights added
- Massive performance boost. No longer throttles cpu (lesson: don't blindly trust what you read on the net. Test for yourself!)
- Tooltips for all icons
- Keybindings revamped, including the bug in v1.03. Now bi-directional for both rotation & cooldown
- Mouse wheel support as an alternative to keybindings
- Frost Mages no longer prompted for Water Elemental when mounted
- Slight range text placement adjustment to allow for null queues (unlikely as it is)
- The forced English language for a player's "specialisation" removed. Thus more non-English friendly
- Shaman Reincarnation correctly shows when dead and not on CD
- Mage Tier 2 talent no longer assumed to be Ice Barrier (unlikely as that would be in PvE)