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qoheleth

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  1. Like
    qoheleth reacted to Xoza in Recognizing Comrades   
    Myself for rediscovering and reviving this thread... go me! (you find the most random things, when you're looking for something else, this is why we don't delete, because it's part of our history) Everyone else for creating and forming the community and doing what you do best in addition to building our gaming activity, interests and information news. Everyone who's been with us longer than a year, for your loyalty and your love of the community its goals and its members, we are brothers and sisters here. Our command staff, for dedicating countless hours to building our foundation, inspiring others and bringing activity, new ideas and administration to our community.
  2. Like
    qoheleth reacted to Trickfoot in Ordomas 12 Day Giveaway (2015)   
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    qoheleth reacted to hulkman in Ordomas 12 Day Giveaway (2015)   
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    qoheleth reacted to AxaraBlue in Wildstar   
    There is a ton of activity in WildStar as far as Ordo goes. They are going raids all of the time, there are almost always people in TS or online for the Chapter. it's a pretty busy place.

  5. Like
    qoheleth reacted to Hoedown in All things Rune-ing.   
    Haiii I'm Hoedown.

    So first of all, I do not have all the information. This post will be getting longer and more comprehensive the more time passes and the more input I receive from y'all.

    As far as runes go, for any class, I can confidently say that you don't really need to worry about it until you hit level 50. The runes I will talking about will mostly be for the raid level gear.

    So where to begin. There's alot that has changed and I'll attempt to break it down into pieces for you. I will be refering to this link frequently so please click it and have it open.</p>
    <p><a data-ipb="nomediaparse" href="https://docs.google.com/spreadsheets/d/1oD397czxVammw8GyqxHcr-39BlW6HGjD5J09UGHWv60/edit#gid=2087200384">https://docs.google.com/spreadsheets/d/1oD397czxVammw8GyqxHcr-39BlW6HGjD5J09UGHWv60/edit#gid=2087200384</a></p>

    One important distinction to make in drop 6. Runesets are based off each individual item. For example you cannot get 6 tier bonuses if you have 3 in helm and 3 in gloves. Needs to be all in one item.
    This spreadsheet has every runeset compiled into one easy to read document. How to use: Its a google doc spreadsheet. At the bottom of the page you'll see - General, Augmentors , Fusion, and all the classes.

    General - are runesets that can be used on any class and can be crafted. Augmentors... drop from augmentors which as a guild we havent cleared. I dont think any of us have the runes. Fusion - this I will be explaining later but for now just know that they are important and thats where you find them. Class sets. I'll explain in detail later but the jist of it is these are rare and you shouldnt plan to have them for a month or two, at the earliest.
    STEP ONE - Class specializations.

    The first thing you need to do is do your homework and check out which stats you will need to be stacking and what the soft caps are. I'll update this when I have more information so please post or PM me so that people dont have to track the information down, it'll just be in one convenient location.

    I'll tell you the priority for stalker tanks, seeing how we have so many of those
    1st: Crit mitigation to 85% so you don't get 1 shot and die due to a boss critting you.
    2nd: Every slot after that should be base health. Gives you the most bang for your buck
    3rd: Next priority will be deflect chance seeing how they made the scaling increased by a lot and stalker tanks scale with deflect quite 
    4th: Glance, will help mitigate some damage. Not the highest priority.

    Now with these different stat priorities comes choices. Each class is different as I said so again make sure to know what you are looking for. Noone is going to be perfect at the start. I would say do some homework and YOLO all the way to the crafting station.

    With the different stats you'll have to be picking out which runesets you want that will help the most. I'll keep using stalker tank as an example as it's what I know the most about.

    So as I said earlier, stalker tank's first priority is getting the crit mitigation up to 85 %. So here is where we whip out our handy dandy spreadsheet. Go to the general tab and since this is for tank, scroll down to the section where it says . Complicated I know. You'll see that each set has bonuses for each power ranking that you achieve. You get 1 power rank for a regular rune and 2 power ranks for an exceptional. The goal here to rune your gear with the most optimization. After analyzing the runesets I quickly see that the best set for crit mitigation is Alleviation... But hoedown... why Alleviation? Because you dumbass it has crit mitigation on two of the power rankings, most importantly on the final one which gives a pretty sizable boost. On top of that it has health boosts. Yum.

    So we've picked out our first set. Great that brings us to...


    STEP TWO - picking runes

    You'll notice quickly that you will not need as many runes overall to rune your gear. Accessories no longer can hold runes and your gear that can indeed hold runes can only carry a maximum of 5 now. Now then, we have to take our runeset(s) and get them into our gear. Let's continue on with Allevation. On the spreadsheet, Allevation can have 3 possible runes. Life slot: Health. Earth slot: Armor. Logic slot: Crit mitigation. You look at that and then refer back to your original list of desired stats. 2/3 are on the desired list of stats you are looking for. If you are lucky the set(s) you are runing will have all 3. Back to s. tanks. I will be runing for crit mit and base health. Sweet. So with both of those being exceptional I will have a total of 4 power. I need two more. Now a good thing to remember here is you can't have the same rune in your gear twice. This rule doesnt apply to exceptional vs non because they are the same thing in the eyes of carbine, minus how much power they give. Armor has 5 slots. Two are being used for the exceptional Allevation and one most likely will be used for a fusion rune (if that piece allows for it). Leaves two more slots. The trick here is to make lower quality runes(power level 100 instead of 120) for the same set and stick them in. The lower quality runes will give less stats, but count as different runes and therefore can complete your set while never making you rune for things you dont want.

    STEP THREE - Slotting

    Let's just say these runes are going into a helmet. So on my helmet my slots are as follows: Life, water, earth, logic, life. We picked out that we will stick in plvl 120 exceptional life: base health and logic:crit mit as well as regular plvl100 life:base health and logic:crit mit. Since this is a helmet you have to leave one slot for your fusion rune. This is important, fusion runes can go into any slot. It doesnt matter what the slot is, a fusion rune can go in there. Alright so we need to have 2 life slots, 2 logic slots and a wildcard. So in our example helmet we have 2 life and 1 logic. For sure we need to roll only one slot. You do this by one of two ways. Option a. Spend your plat to reroll. This can get expensive and will give you a random slot. You can reroll as many times as you want but you have to keep going until you get the one you want. Option b. Spend monies and get service tokens(??). These cost [insert amount] and will allow you to roll a slot or all your gear idk, someone help me out here havent dont this yet.... to w/e you want. MOVING ON . I also am unsure of if runes are more powerful in the first slot still. And does it matter which slot the fusion goes into? All questions I'd like answered.
    https://docs.google.com/spreadsheets/d/16sYaGZp0UQw7l5eXhLSslCkxrGBtGAkbTWOIbfQ_AI4/htmlview?sle=true#
    STEP FOUR - ......

    STEP FIVE - PROFIT by killing all the bosses
  6. Like
    qoheleth got a reaction from Deadmon in [WS] Leveling Guide   
    Some more leveling resources:

     

    Pictures: Leveling Zone Maps
    Discussion: Reddit: Efficient Leveling (tl;dr -- only do story quests (not tasks) 1-2 levels above your current level)
    Addon: EntSpy (or: Perspective)
  7. Like
    qoheleth reacted to Moshcrates in [Wildstar] Aura Mastery Codes   
    This is a collection of my auras  I am using on my Esper. 

    Since I have been back I have had to remake them all, so they are still somewhat a work in progress. 

    I had to tune a bunch last night during GA that were malfunctioning. 

     

    This what they all look like on CD 

     

     



     

    All the Auras below (unless otherwise specified) check to see if that ability is in your LAS, as well as showing the timer CD once used. They will only appear upon entering combat and will be static until cast.

     

    Crush : 


    {['playSoundWhen'] = "None",['iconScale'] = 1,['iconEnabled'] = true,['iconSprite'] = "",['iconSound'] = -1,['iconPosition'] = {['left'] = -187,['top'] = -41,},['SimpleMode'] = false,['onlyInCombat'] = true,['iconName'] = "Crush",['showWhen'] = "Any",['iconText'] = {[1] = {['textFont'] = "CRB_FloaterSmall",['textAnchor'] = "ITL",['textString'] = "{charges}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},[2] = {['textFont'] = "CRB_FloaterSmall",['textAnchor'] = "IBR",['textString'] = "{stacks}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},[3] = {['textFont'] = "CRB_Header11_O",['textAnchor'] = "OB",['textString'] = "{time}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},},['iconBackground'] = true,['Triggers'] = {[1] = {['Type'] = "Cooldown",['Name'] = "Trigger 1",['TriggerDetails'] = {['SpellName'] = "Crush",['Charges'] = {['Enabled'] = false,['Operator'] = "",},},['TriggerEffects'] = {},['Behaviour'] = "Pass",},[2] = {['Type'] = "Limited Action Set Checker",['Name'] = "Trigger 2",['TriggerDetails'] = {['AbilityName'] = "",},['TriggerEffects'] = {},['Behaviour'] = "Pass",},},['iconOverlay'] = {['overlayColor'] = {[1] = 1,[2] = 0,[3] = 0,[4] = 0.75,},['overlayStyle'] = "Radial",['overlayShape'] = "Solid",},['iconColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},['actionSets'] = {[1] = true,[2] = true,[3] = true,[4] = true,},['iconBorder'] = true,}

    Incapacitate : 


    {['playSoundWhen'] = "None",['iconScale'] = 1,['iconEnabled'] = true,['iconSprite'] = "",['iconSound'] = -1,['iconPosition'] = {['left'] = -188,['top'] = 19,},['SimpleMode'] = false,['onlyInCombat'] = true,['iconName'] = "Incapacitate",['showWhen'] = "Any",['iconText'] = {[1] = {['textFont'] = "CRB_FloaterSmall",['textAnchor'] = "ITL",['textString'] = "{charges}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},[2] = {['textFont'] = "CRB_FloaterSmall",['textAnchor'] = "IBR",['textString'] = "{stacks}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},[3] = {['textFont'] = "CRB_Header11_O",['textAnchor'] = "OB",['textString'] = "{time}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},},['iconBackground'] = true,['Triggers'] = {[1] = {['Type'] = "Cooldown",['Name'] = "Trigger 1",['TriggerDetails'] = {['SpellName'] = "Incapacitate",['Charges'] = {['Enabled'] = false,['Operator'] = "",},},['TriggerEffects'] = {},['Behaviour'] = "Pass",},[2] = {['Type'] = "Limited Action Set Checker",['Name'] = "Trigger 2",['TriggerDetails'] = {['AbilityName'] = "",},['TriggerEffects'] = {},['Behaviour'] = "Pass",},},['iconOverlay'] = {['overlayColor'] = {[1] = 1,[2] = 0,[3] = 0,[4] = 0.75,},['overlayStyle'] = "Radial",['overlayShape'] = "Solid",},['iconColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},['actionSets'] = {[1] = true,[2] = true,[3] = true,[4] = true,},['iconBorder'] = true,}

    Haunt : (NOTE: This is the cd of haunt, not haunt debuff on the boss)


    {['playSoundWhen'] = "None",['iconScale'] = 1,['iconEnabled'] = true,['iconSprite'] = "",['iconSound'] = -1,['iconPosition'] = {['left'] = -81,['top'] = 132,},['SimpleMode'] = false,['onlyInCombat'] = true,['iconName'] = "Haunt",['showWhen'] = "Any",['iconText'] = {[1] = {['textFont'] = "CRB_Header11_O",['textAnchor'] = "OB",['textString'] = "{time}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},},['iconBackground'] = true,['Triggers'] = {[1] = {['Type'] = "Cooldown",['Name'] = "Trigger 1",['TriggerDetails'] = {['SpellName'] = "",['Charges'] = {['Enabled'] = false,['Operator'] = "",},},['TriggerEffects'] = {},['Behaviour'] = "Pass",},[2] = {['Type'] = "Limited Action Set Checker",['Name'] = "Trigger 2",['TriggerDetails'] = {['AbilityName'] = "",},['TriggerEffects'] = {},['Behaviour'] = "Pass",},},['iconOverlay'] = {['overlayColor'] = {[1] = 1,[2] = 0,[3] = 0,[4] = 0.75,},['overlayStyle'] = "Radial",['overlayShape'] = "Solid",},['iconColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},['actionSets'] = {[1] = true,[2] = true,[3] = true,[4] = true,},['iconBorder'] = true,}

    Spectral Swarm


    {['playSoundWhen'] = "None",['iconScale'] = 1,['iconEnabled'] = true,['iconSprite'] = "",['iconSound'] = -1,['iconPosition'] = {['left'] = -34,['top'] = 132,},['SimpleMode'] = false,['onlyInCombat'] = true,['iconName'] = "Spectral Swarm",['showWhen'] = "Any",['iconText'] = {[1] = {['textFont'] = "CRB_FloaterSmall",['textAnchor'] = "ITL",['textString'] = "{charges}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},[2] = {['textFont'] = "CRB_FloaterSmall",['textAnchor'] = "IBR",['textString'] = "{stacks}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},[3] = {['textFont'] = "CRB_Header11_O",['textAnchor'] = "OB",['textString'] = "{time}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},},['iconBackground'] = true,['Triggers'] = {[1] = {['Type'] = "Cooldown",['Name'] = "Trigger 1",['TriggerDetails'] = {['Charges'] = {['Enabled'] = false,['Operator'] = "",},['SpellName'] = "Spectral Swarm",},['TriggerEffects'] = {},['Behaviour'] = "Pass",},[2] = {['Type'] = "Limited Action Set Checker",['Name'] = "Trigger 2",['TriggerDetails'] = {['AbilityName'] = "",},['TriggerEffects'] = {},['Behaviour'] = "Pass",},},['iconOverlay'] = {['overlayColor'] = {[1] = 1,[2] = 0,[3] = 0,[4] = 0.75,},['overlayStyle'] = "Radial",['overlayShape'] = "Solid",},['iconColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},['actionSets'] = {[1] = true,[2] = true,[3] = true,[4] = true,},['iconBorder'] = true,}

    Reap: 


    {['playSoundWhen'] = "None",['iconScale'] = 1,['iconEnabled'] = true,['iconSprite'] = "",['iconSound'] = -1,['iconPosition'] = {['left'] = 13,['top'] = 132,},['SimpleMode'] = false,['onlyInCombat'] = true,['iconName'] = "Reap",['showWhen'] = "Any",['iconText'] = {[1] = {['textFont'] = "CRB_FloaterSmall",['textAnchor'] = "ITL",['textString'] = "{charges}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},[2] = {['textFont'] = "CRB_FloaterSmall",['textAnchor'] = "IBR",['textString'] = "{stacks}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},[3] = {['textFont'] = "CRB_Header11_O",['textAnchor'] = "OB",['textString'] = "{time}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},},['iconBackground'] = true,['Triggers'] = {[1] = {['Type'] = "Cooldown",['Name'] = "Trigger 1",['TriggerDetails'] = {['Charges'] = {['Enabled'] = false,['Operator'] = "",},['SpellName'] = "Reap",},['TriggerEffects'] = {},['Behaviour'] = "Pass",},[2] = {['Type'] = "Resources",['Name'] = "Trigger 2",['TriggerDetails'] = {['Resource'] = {['Value'] = 2,['Percent'] = false,['Operator'] = ">",},},['TriggerEffects'] = {},['Behaviour'] = "Pass",},},['iconOverlay'] = {['overlayColor'] = {[1] = 1,[2] = 0,[3] = 0,[4] = 0.75,},['overlayStyle'] = "Radial",['overlayShape'] = "Solid",},['iconColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},['actionSets'] = {[1] = true,[2] = true,[3] = true,[4] = true,},['iconBorder'] = true,}

     Concentrated Blade : 


    {['playSoundWhen'] = "None",['iconScale'] = 1,['iconEnabled'] = true,['iconSprite'] = "",['iconSound'] = -1,['iconPosition'] = {['left'] = 61,['top'] = 132,},['SimpleMode'] = false,['onlyInCombat'] = true,['iconName'] = "Concentrated Blade",['showWhen'] = "Any",['iconText'] = {[1] = {['textFont'] = "CRB_FloaterSmall",['textAnchor'] = "ITL",['textString'] = "{charges}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},[2] = {['textFont'] = "CRB_FloaterSmall",['textAnchor'] = "IBR",['textString'] = "{stacks}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},[3] = {['textFont'] = "CRB_Header11_O",['textAnchor'] = "OB",['textString'] = "{time}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},},['iconBackground'] = true,['Triggers'] = {[1] = {['Type'] = "Cooldown",['Name'] = "Trigger 1",['TriggerDetails'] = {['SpellName'] = "Concentrated Blade",['Charges'] = {['Enabled'] = true,['Operator'] = "",},},['TriggerEffects'] = {},['Behaviour'] = "Pass",},[2] = {['Type'] = "Limited Action Set Checker",['Name'] = "Trigger 2",['TriggerDetails'] = {['AbilityName'] = "",},['TriggerEffects'] = {},['Behaviour'] = "Pass",},},['iconOverlay'] = {['overlayColor'] = {[1] = 1,[2] = 0,[3] = 0,[4] = 0.75,},['overlayStyle'] = "Radial",['overlayShape'] = "Solid",},['iconColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},['actionSets'] = {[1] = true,[2] = true,[3] = true,[4] = true,},['iconBorder'] = true,}

    Gadget : 


    {['playSoundWhen'] = "None",['iconScale'] = 1,['iconEnabled'] = true,['iconSprite'] = "",['iconSound'] = -1,['iconPosition'] = {['left'] = 104,['top'] = -35,},['SimpleMode'] = false,['onlyInCombat'] = true,['iconName'] = "Gadget",['showWhen'] = "Always",['iconText'] = {[1] = {['textFont'] = "CRB_FloaterSmall",['textAnchor'] = "ITL",['textString'] = "{charges}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},[2] = {['textFont'] = "CRB_FloaterSmall",['textAnchor'] = "IBR",['textString'] = "{stacks}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},[3] = {['textFont'] = "CRB_Header11_O",['textAnchor'] = "OB",['textString'] = "{time}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},},['iconBackground'] = true,['Triggers'] = {[1] = {['Type'] = "Gadget",['Name'] = "Trigger 1",['TriggerDetails'] = {['Charges'] = {['Value'] = 0,['Enabled'] = false,['Operator'] = "==",},},['TriggerEffects'] = {},['Behaviour'] = "Pass",},},['iconOverlay'] = {['overlayColor'] = {[1] = 1,[2] = 0,[3] = 0,[4] = 0.75,},['overlayStyle'] = "Radial",['overlayShape'] = "Solid",},['iconColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},['actionSets'] = {[1] = true,[2] = true,[3] = true,[4] = true,},['iconBorder'] = true,}

    Spectral Form : 


    {['playSoundWhen'] = "None",['iconScale'] = 1,['iconEnabled'] = true,['iconSprite'] = "",['iconSound'] = -1,['iconPosition'] = {['left'] = 103,['top'] = -95,},['SimpleMode'] = false,['onlyInCombat'] = true,['iconName'] = "Spectral Form",['showWhen'] = "Always",['iconText'] = {[1] = {['textFont'] = "CRB_FloaterSmall",['textAnchor'] = "ITL",['textString'] = "{charges}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},[2] = {['textFont'] = "CRB_FloaterSmall",['textAnchor'] = "IBR",['textString'] = "{stacks}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},[3] = {['textFont'] = "CRB_Header11_O",['textAnchor'] = "OB",['textString'] = "{time}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},},['iconBackground'] = true,['Triggers'] = {[1] = {['Type'] = "Cooldown",['Name'] = "Trigger 1",['TriggerDetails'] = {['Charges'] = {['Enabled'] = false,['Operator'] = "",},['SpellName'] = "",},['TriggerEffects'] = {[1] = {['timerLength'] = 0,['Type'] = "Activation Border",['EffectDetails'] = {['BorderSprite'] = "sprAS_Prompt_Interrupt",},['When'] = "Fail",['isTimed'] = false,},},['Behaviour'] = "Pass",},},['iconOverlay'] = {['overlayColor'] = {[1] = 1,[2] = 0,[3] = 0,[4] = 0.75,},['overlayStyle'] = "Radial",['overlayShape'] = "Solid",},['iconColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},['actionSets'] = {[1] = true,[2] = true,[3] = true,[4] = true,},['iconBorder'] = true,}

      PsiPoints : (NOTE: These are 5 separate auras (couldnt figure out how to get just one how I wanted it), each triggering on a psi point build)

    PP1


    {['playSoundWhen'] = "None",['iconScale'] = 0.75,['iconEnabled'] = true,['iconSprite'] = "sprResourceBar_DodgeFlashFullSolid",['iconSound'] = -1,['iconPosition'] = {['left'] = -66,['top'] = 80,},['SimpleMode'] = false,['onlyInCombat'] = true,['iconName'] = "pp1",['showWhen'] = "All",['iconText'] = {[1] = {['textFont'] = "CRB_FloaterSmall",['textAnchor'] = "ITL",['textString'] = "{charges}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},[2] = {['textFont'] = "CRB_FloaterSmall",['textAnchor'] = "IBR",['textString'] = "{stacks}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},[3] = {['textFont'] = "CRB_FloaterSmall",['textAnchor'] = "OB",['textString'] = "{time}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},},['iconBackground'] = true,['Triggers'] = {[1] = {['Type'] = "Resources",['Name'] = "Trigger 1",['TriggerDetails'] = {['Resource'] = {['Value'] = 1,['Percent'] = false,['Operator'] = ">=",},},['TriggerEffects'] = {},['Behaviour'] = "Pass",},},['iconOverlay'] = {['overlayColor'] = {[1] = 1,[2] = 0,[3] = 0,[4] = 0.75,},['overlayStyle'] = "Radial",['overlayShape'] = "Solid",},['iconColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 0.53741502761841,},['actionSets'] = {[1] = true,[2] = true,[3] = true,[4] = true,},['iconBorder'] = true,}

    PP2


    {['playSoundWhen'] = "None",['iconScale'] = 0.75,['iconEnabled'] = true,['iconSprite'] = "sprResourceBar_DodgeFlashFullSolid",['iconSound'] = -1,['iconPosition'] = {['left'] = -42,['top'] = 80,},['SimpleMode'] = false,['onlyInCombat'] = true,['iconName'] = "pp2",['showWhen'] = "All",['iconText'] = {[1] = {['textFont'] = "CRB_FloaterSmall",['textAnchor'] = "ITL",['textString'] = "{charges}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},[2] = {['textFont'] = "CRB_FloaterSmall",['textAnchor'] = "IBR",['textString'] = "{stacks}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},[3] = {['textFont'] = "CRB_FloaterSmall",['textAnchor'] = "OB",['textString'] = "{time}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},},['iconBackground'] = true,['Triggers'] = {[1] = {['Type'] = "Resources",['Name'] = "Trigger 1",['TriggerDetails'] = {['Resource'] = {['Value'] = 2,['Percent'] = false,['Operator'] = ">=",},},['TriggerEffects'] = {},['Behaviour'] = "Pass",},},['iconOverlay'] = {['overlayColor'] = {[1] = 1,[2] = 0,[3] = 0,[4] = 0.75,},['overlayStyle'] = "Radial",['overlayShape'] = "Solid",},['iconColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 0.5,},['actionSets'] = {[1] = true,[2] = true,[3] = true,[4] = true,},['iconBorder'] = true,}

    PP3 


    {['playSoundWhen'] = "None",['iconScale'] = 0.75,['iconEnabled'] = true,['iconSprite'] = "sprResourceBar_DodgeFlashFullSolid",['iconSound'] = -1,['iconPosition'] = {['left'] = -19,['top'] = 81,},['SimpleMode'] = false,['onlyInCombat'] = true,['iconName'] = "pp3",['showWhen'] = "All",['iconText'] = {[1] = {['textFont'] = "CRB_FloaterSmall",['textAnchor'] = "ITL",['textString'] = "{charges}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},[2] = {['textFont'] = "CRB_FloaterSmall",['textAnchor'] = "IBR",['textString'] = "{stacks}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},[3] = {['textFont'] = "CRB_FloaterSmall",['textAnchor'] = "OB",['textString'] = "{time}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},},['iconBackground'] = true,['Triggers'] = {[1] = {['Type'] = "Resources",['Name'] = "Trigger 1",['TriggerDetails'] = {['Resource'] = {['Value'] = 3,['Percent'] = false,['Operator'] = ">=",},},['TriggerEffects'] = {},['Behaviour'] = "Pass",},},['iconOverlay'] = {['overlayColor'] = {[1] = 1,[2] = 0,[3] = 0,[4] = 0.75,},['overlayStyle'] = "Radial",['overlayShape'] = "Solid",},['iconColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 0.5,},['actionSets'] = {[1] = true,[2] = true,[3] = true,[4] = true,},['iconBorder'] = true,}

    PP4 


    {['playSoundWhen'] = "None",['iconScale'] = 0.75,['iconEnabled'] = true,['iconSprite'] = "sprResourceBar_DodgeFlashFullSolid",['iconSound'] = -1,['iconPosition'] = {['left'] = 5,['top'] = 81,},['SimpleMode'] = false,['onlyInCombat'] = true,['iconName'] = "pp4",['showWhen'] = "All",['iconText'] = {[1] = {['textFont'] = "CRB_FloaterSmall",['textAnchor'] = "ITL",['textString'] = "{charges}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},[2] = {['textFont'] = "CRB_FloaterSmall",['textAnchor'] = "IBR",['textString'] = "{stacks}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},[3] = {['textFont'] = "CRB_FloaterSmall",['textAnchor'] = "OB",['textString'] = "{time}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},},['iconBackground'] = true,['Triggers'] = {[1] = {['Type'] = "Resources",['Name'] = "Trigger 1",['TriggerDetails'] = {['Resource'] = {['Value'] = 4,['Percent'] = false,['Operator'] = ">=",},},['TriggerEffects'] = {},['Behaviour'] = "Pass",},},['iconOverlay'] = {['overlayColor'] = {[1] = 1,[2] = 0,[3] = 0,[4] = 0.75,},['overlayStyle'] = "Radial",['overlayShape'] = "Solid",},['iconColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 0.5,},['actionSets'] = {[1] = true,[2] = true,[3] = true,[4] = true,},['iconBorder'] = true,}

    PP5 


    {['playSoundWhen'] = "None",['iconScale'] = 0.75,['iconEnabled'] = true,['iconSprite'] = "sprResourceBar_DodgeFlashFullSolid",['iconSound'] = -1,['iconPosition'] = {['left'] = 29,['top'] = 81,},['SimpleMode'] = false,['onlyInCombat'] = true,['iconName'] = "pp5",['showWhen'] = "All",['iconText'] = {[1] = {['textFont'] = "CRB_FloaterSmall",['textAnchor'] = "ITL",['textString'] = "{charges}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},[2] = {['textFont'] = "CRB_FloaterSmall",['textAnchor'] = "IBR",['textString'] = "{stacks}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},[3] = {['textFont'] = "CRB_FloaterSmall",['textAnchor'] = "OB",['textString'] = "{time}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},},['iconBackground'] = true,['Triggers'] = {[1] = {['Type'] = "Resources",['Name'] = "Trigger 1",['TriggerDetails'] = {['Resource'] = {['Value'] = 5,['Percent'] = false,['Operator'] = ">=",},},['TriggerEffects'] = {},['Behaviour'] = "Pass",},},['iconOverlay'] = {['overlayColor'] = {[1] = 1,[2] = 0,[3] = 0,[4] = 0.75,},['overlayStyle'] = "Radial",['overlayShape'] = "Solid",},['iconColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 0.5034014582634,},['actionSets'] = {[1] = true,[2] = true,[3] = true,[4] = true,},['iconBorder'] = true,}

    Finisher time! (NOTE: Indication that we are at 5pp and ready to storm/eagle) 


    {['playSoundWhen'] = "None",['iconScale'] = 3.9249997138977,['iconEnabled'] = true,['iconSprite'] = "icon_curvehudtop4",['iconSound'] = -1,['iconPosition'] = {['left'] = -93,['top'] = -74,},['SimpleMode'] = false,['onlyInCombat'] = true,['iconName'] = "Finisher",['showWhen'] = "All",['iconText'] = {[1] = {['textFont'] = "CRB_FloaterSmall",['textAnchor'] = "ITL",['textString'] = "{charges}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},[2] = {['textFont'] = "CRB_FloaterSmall",['textAnchor'] = "IBR",['textString'] = "{stacks}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},[3] = {['textFont'] = "CRB_FloaterSmall",['textAnchor'] = "OB",['textString'] = "{time}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},},['iconBackground'] = true,['Triggers'] = {[1] = {['Type'] = "Resources",['Name'] = "Trigger 1",['TriggerDetails'] = {['Resource'] = {['Value'] = 5,['Percent'] = false,['Operator'] = ">=",},},['TriggerEffects'] = {},['Behaviour'] = "Pass",},},['iconOverlay'] = {['overlayColor'] = {[1] = 1,[2] = 0,[3] = 0,[4] = 0.75,},['overlayStyle'] = "Radial",['overlayShape'] = "Solid",},['iconColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},['actionSets'] = {[1] = true,[2] = true,[3] = true,[4] = true,},['iconBorder'] = true,}

    Pot alert! (NOTE: This checks for life drain AND cleave pot buffs. Visible and "flashing" if I do not have a pot active. I don't bother with timer, just the indication that I need a new hit of it) 


    {['playSoundWhen'] = "None",['iconScale'] = 1,['iconEnabled'] = true,['iconSprite'] = "sprRunecrafting_Logic",['iconSound'] = -1,['iconPosition'] = {['left'] = -253,['top'] = -106,},['SimpleMode'] = false,['onlyInCombat'] = true,['iconName'] = "Life Drain",['showWhen'] = "All",['iconText'] = {[1] = {['textFont'] = "CRB_FloaterSmall",['textAnchor'] = "ITL",['textString'] = "{charges}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},[2] = {['textFont'] = "CRB_FloaterSmall",['textAnchor'] = "IBR",['textString'] = "{stacks}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},[3] = {['textFont'] = "CRB_Header11_O",['textAnchor'] = "OB",['textString'] = "{time}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},},['iconBackground'] = true,['Triggers'] = {[1] = {['Type'] = "Buff",['Name'] = "Trigger 1",['TriggerDetails'] = {['Target'] = {['Target'] = false,['Player'] = true,},['Stacks'] = {['Enabled'] = false,['Operator'] = "",},['BuffName'] = "Life Drain",},['TriggerEffects'] = {[1] = {['timerLength'] = 0,['Type'] = "Activation Border",['EffectDetails'] = {['BorderSprite'] = "sprAS_Prompt_Interrupt",},['When'] = "Pass",['isTimed'] = false,},},['Behaviour'] = "Fail",},[2] = {['Type'] = "Buff",['Name'] = "Trigger 2",['TriggerDetails'] = {['Target'] = {['Target'] = false,['Player'] = true,},['Stacks'] = {['Enabled'] = false,['Operator'] = "",},['BuffName'] = "Cleave",},['TriggerEffects'] = {[1] = {['timerLength'] = 0,['Type'] = "Activation Border",['EffectDetails'] = {['BorderSprite'] = "sprAS_Prompt_Interrupt",},['When'] = "Pass",['isTimed'] = false,},},['Behaviour'] = "Fail",},},['iconOverlay'] = {['overlayColor'] = {[1] = 1,[2] = 0,[3] = 0,[4] = 0.75,},['overlayStyle'] = "Radial",['overlayShape'] = "Solid",},['iconColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},['actionSets'] = {[1] = true,[2] = true,[3] = true,[4] = true,},['iconBorder'] = true,}

    Fade out: (NOTE: This overwrites the same location as unicorn. I haven't been in a situation where I am using both, though I realize I need to spread them out. If you use them both at the same time, only unicorn will show.) 


    {['playSoundWhen'] = "None",['iconScale'] = 1,['iconEnabled'] = true,['iconSprite'] = "",['iconSound'] = -1,['iconPosition'] = {['left'] = -190,['top'] = -102,},['SimpleMode'] = false,['onlyInCombat'] = true,['iconName'] = "Fade Out",['showWhen'] = "Any",['iconText'] = {[1] = {['textFont'] = "CRB_FloaterSmall",['textAnchor'] = "ITL",['textString'] = "{charges}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},[2] = {['textFont'] = "CRB_FloaterSmall",['textAnchor'] = "IBR",['textString'] = "{stacks}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},[3] = {['textFont'] = "CRB_Header11_O",['textAnchor'] = "OB",['textString'] = "{time}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},},['iconBackground'] = true,['Triggers'] = {[1] = {['Type'] = "Cooldown",['Name'] = "Trigger 1",['TriggerDetails'] = {['Charges'] = {['Enabled'] = false,['Operator'] = "",},['SpellName'] = "Fade Out",},['TriggerEffects'] = {},['Behaviour'] = "Pass",},[2] = {['Type'] = "Limited Action Set Checker",['Name'] = "Trigger 2",['TriggerDetails'] = {['AbilityName'] = "",},['TriggerEffects'] = {},['Behaviour'] = "Pass",},},['iconOverlay'] = {['overlayColor'] = {[1] = 1,[2] = 0,[3] = 0,[4] = 0.75,},['overlayStyle'] = "Radial",['overlayShape'] = "Solid",},['iconColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},['actionSets'] = {[1] = true,[2] = true,[3] = true,[4] = true,},['iconBorder'] = true,}

    Shockwave (NOTE: I only ever use incap OR shockwave. Always crush. Thus incap and shockwave icons are on top of each other) 


    {['playSoundWhen'] = "None",['iconScale'] = 1,['iconEnabled'] = true,['iconSprite'] = "",['iconSound'] = -1,['iconPosition'] = {['left'] = -188,['top'] = 19,},['SimpleMode'] = false,['onlyInCombat'] = true,['iconName'] = "Shockwave",['showWhen'] = "Any",['iconText'] = {[1] = {['textFont'] = "CRB_FloaterSmall",['textAnchor'] = "ITL",['textString'] = "{charges}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},[2] = {['textFont'] = "CRB_FloaterSmall",['textAnchor'] = "IBR",['textString'] = "{stacks}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},[3] = {['textFont'] = "CRB_Header11_O",['textAnchor'] = "OB",['textString'] = "{time}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},},['iconBackground'] = true,['Triggers'] = {[1] = {['Type'] = "Cooldown",['Name'] = "Trigger 1",['TriggerDetails'] = {['SpellName'] = "Shockwave",['Charges'] = {['Enabled'] = false,['Operator'] = "",},},['TriggerEffects'] = {},['Behaviour'] = "Pass",},[2] = {['Type'] = "Limited Action Set Checker",['Name'] = "Trigger 2",['TriggerDetails'] = {['AbilityName'] = "",},['TriggerEffects'] = {},['Behaviour'] = "Pass",},},['iconOverlay'] = {['overlayColor'] = {[1] = 1,[2] = 0,[3] = 0,[4] = 0.75,},['overlayStyle'] = "Radial",['overlayShape'] = "Solid",},['iconColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},['actionSets'] = {[1] = true,[2] = true,[3] = true,[4] = true,},['iconBorder'] = true,}

    So that is about it for my current setup. As it usually goes, over time as I get more used to the auras, I will shrink them in size as I need them less. 

    I used to have some bomb ones for x89, though no longer. I see Q posted them above so you can get them there. 

    I was also toying with a purge debuff before last nights raid though it seemed spoty. I don't have a reliable way to test it atm. I was reading somewhere that purge is not actually a debuff during the spreadable portion of the spell cast. IE. before you start taking damage. That part is called "Nanite Injection", according to "the internet". And what we "need" (a relative term since it's a telegraph and we should be able to just know what it is. It was very obvious when it was on me last night, and seems to be the only circular telegraph ON you) is a tracker for that,...which may be impossible since nothing is ON US at that point. Once you get purge on you , you are taking damage so it's irrelevant if you track that with an aura. Need some more testing...unless you guys figured it out and I just missed it. 

  8. Like
    qoheleth got a reaction from Deadmon in [Wildstar] Recommended Addons   
    This list is by no means exhaustive. 

     

    Interface

    AuraMastery - combat event tracking
    BuffFilter - hide unwanted buff icons
    ForgeUI - modular, minimal UI overhaul
    Perspective - unit tracking and display (toggle macro)
     

    Quality of Life

    ChatLinks - clickable URLs in game chat
    EasyReload - reload UI with /rl
    OrionChallenges - challenge tracker
    RareTrackerEx - locates rare mobs
    TapThat - automated completion of "CSIs"
    Translator - allows cross-faction chat
     

    Items and Inventory

    eToolTip - item stat change summaries on tool tips
    KuronaBags - "unlimited" bag slots for sorting 
    LinkMeHarder - allows linking of equipped items
    MagicMail - automated mail tasks
    Rune Master - plan your rune sets
    tLoot - improved loot rolling display
    VinceBuilds - LAS and equipment manager
     

    Raiding

    OhmnaHelper - mark position assignments
    RaidCore - the DBM of Wildstar
    StrikeHardMeter - damage/healing/etc. meter
    WildstarLogger - for use with wildstarlogs.com
     

    Crafting and Tradeskills

    Athena - Tracks coordinate discovery attempts
    ViragsAutoCircuit - automated circuit board crafting
    ViragsAutoCoordinate - automated coordinate crafting
    ViragsMultibuyer - modifies vendor window to allow stack purchases
    WYBMNRedux - facilitates housing plot harvesting
  9. Like
    qoheleth got a reaction from Deadmon in [Wildstar] Recommended Addons   
    This list is by no means exhaustive. 

     

    Interface

    AuraMastery - combat event tracking
    BuffFilter - hide unwanted buff icons
    ForgeUI - modular, minimal UI overhaul
    Perspective - unit tracking and display (toggle macro)
     

    Quality of Life

    ChatLinks - clickable URLs in game chat
    EasyReload - reload UI with /rl
    OrionChallenges - challenge tracker
    RareTrackerEx - locates rare mobs
    TapThat - automated completion of "CSIs"
    Translator - allows cross-faction chat
     

    Items and Inventory

    eToolTip - item stat change summaries on tool tips
    KuronaBags - "unlimited" bag slots for sorting 
    LinkMeHarder - allows linking of equipped items
    MagicMail - automated mail tasks
    Rune Master - plan your rune sets
    tLoot - improved loot rolling display
    VinceBuilds - LAS and equipment manager
     

    Raiding

    OhmnaHelper - mark position assignments
    RaidCore - the DBM of Wildstar
    StrikeHardMeter - damage/healing/etc. meter
    WildstarLogger - for use with wildstarlogs.com
     

    Crafting and Tradeskills

    Athena - Tracks coordinate discovery attempts
    ViragsAutoCircuit - automated circuit board crafting
    ViragsAutoCoordinate - automated coordinate crafting
    ViragsMultibuyer - modifies vendor window to allow stack purchases
    WYBMNRedux - facilitates housing plot harvesting
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