I’ve updated my pages to reflect what WeakAuras I have working for Vengeance and Brewmaster. Vengeance is a little bit further along, since I’ve been bringing that to our latest raids, and I plan on doing a little refactoring of the Brewmaster ones in the near future. But I figured people would like to see something working at least!
The biggest changes you might see if you import these are:
Health and reactive mitigation:
Soul Cleave prediction is now a bar that displays your estimated Soul Cleave compared to your max health. It’s designed to sit on top of the health bar so you can easily compare the two.
Stagger is still a bar, but it’s no longer color coded (since you typically don’t decide when to Purify based on color in Legion). It’s designed to sit on top of the health bar so you can easily compare the two.
I made these changes because in my experimentation, I found it incredibly useful to see the abilities whose relative importance depends on my current or max health displayed in the same way.
Ironskin (& Purifying) Brews are now displayed as “pills”, one icon per charge.
Demon Spikes, Empower Wards, and Soul Barrier are now grouped and displayed as “pills”, with Demon Spikes getting one icon per charge.
I made these changes to emphasize when I am full on charges of active mitigation, or when I am about to run out completely. Charges having their own icons emphasizes the psuedo-resource state of these abilities.
Item cooldowns have been moved to their own group (trinkets, artifact spells). I did this because the main defensive cooldown group was getting too busy, especially on the demon hunter. Also, since this group is made up of mostly trinkets, I can easily share it between my tanks.
I’ve updated my Weak Auras to be more visually efficient and to help me clean up my play in a few areas that I’m lacking. My auras are never really “finished”, but it’s time to share what I have with the rest of the world. (I’ll continue to update the current weak auras, since they’re basically the same on the inside.)