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BiquetteShamEnhance

Biquette's TBC Enhance Sham suite, Twist timer, Sync/Stagger, shared MH/OH, double log debounce. MH-lead sync, stagger correction, ghost trace. 3s global ICD, One Flurry charge per swing pair, not two. Measured live, never hardcoded.
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Description

⚡ BiquetteShamEnhance

The Enhancement Shaman display that measures the fight instead of guessing it.

Version 3.0.0 · TBC Anniversary, client 2.5.x · English and French

Enhancement Shaman in Burning Crusade is four clocks running at once, and the game shows you none of them. Windfury Totem is quietly loading an enchant onto your party's weapons that you cannot see. Your off hand has drifted and is burning a second Flurry charge on every swing pair. Your imbue fell off nine seconds ago. Earth Totem expired somewhere around the second pull.

Every one of those has a real number behind it, sitting in the client, reachable. This addon goes and gets it.

   +--------------+----------------------------------------+--------------+
   |  twist       |  imbue   flame   earth   charges   WF   |   totems     |
   |              |          shock   shock                  |              |
   |    8.7       +----------------------------------------+  fire  earth |
   |  [####|###]  |  MH  --------|---#----------            |       water  |
   |              |  OH  --------|-----#--------   verdict  |  reinc  ankh |
   |  TWIST NOW   |                                         |              |
   +--------------+----------------------------------------+--------------+
         150 px                    380 px                        150 px

           one band, 680 x 104 nominal, scaled per character

🌪️ The twist, explained properly

Twisting is swapping Windfury Totem out for Grace of Air, then back, so your party carries the benefit of both. Every other tool shows you the totem's remaining duration and leaves you to work it out. That number is the wrong one, and it is exactly why twisting feels like guesswork.

Here is what actually happens.

  Windfury Totem in the ground
  pulse       P- - - -P- - - -P- - - -P- - - -P- - - -P
  time        0       5       10      15      20      25   seconds

  each pulse writes a 10 s enchant onto every weapon in range

  weapon 1          [==================]
  weapon 2                  [==================]
  weapon 3                          [==================]

  the totem is a GENERATOR. what your melees carry is the STOCK.

The totem does not buff people. It pulses, every five seconds, and each pulse lays a ten second enchant on the weapons of everyone in range. So the question is never "how long does my totem live". The question is "how much enchant is already sitting on my melees' weapons", because that is the capital you spend while Windfury is out of the ground.

That number is what this addon puts on screen, in the largest characters on the band.

  capital on your party's weapons, draining

  [##########################|##############|              ]
   10 s                       reference      you are here   0
   WAIT                       ALMOST         TWIST NOW      lost

Four states you read in under a second, and a bar with a fixed reference mark so you learn the shape rather than reading digits mid pull.

And it calibrates itself. The enchant duration is measured on your own client, the first time you drop Windfury with an un-imbued weapon in hand. There is no hardcoded ten in the code that silently goes wrong two patches from now.

It also knows when to shut up. No melee in your party, no reason to twist, so it says so and stops asking. And it works out who is melee from swings that actually landed in the combat log, not from class or talents. A melee hunter counts. A mage does not.


🔒 Windfury Weapon has a hidden cooldown, and it is global

This one is invisible in game, no tooltip mentions it, and it changes how you play.

  MH swing   X- - - - - - - - - -X- - - - - - - - - -X
  OH swing        X- - - - - - - - - -X- - - - - - - - - -X
  proc       *                                       *
             [<--------- 3.0 s locked --------->]
                  ^
                  this OH swing CANNOT proc. not unlucky. locked.

When Windfury Weapon procs, it cannot proc again for three seconds. Not per hand. Three seconds across both hands. A main hand proc shuts your off hand out of the draw entirely.

Measured here over 285 intervals: internal cooldown 3.0 s, global. The proc also writes two combat log lines per trigger, under 0.05 s apart. The tracker debounces them, so one proc counts as one and your numbers stay honest.

This is the reason the sync track below exists, and the reason "perfectly aligned" is not the goal. Two swings landing in the same instant do not buy two chances at a proc. They buy one, and they spend the window. A slight main hand lead gives the bigger weapon the first roll and leaves the off hand a clean attempt afterwards.


🗡️ Sync, stagger, and where your Flurry actually goes

Flurry is thirty percent attack speed and it is charge based. If your two swings land within about half a second of each other, the pair spends one charge instead of two.

  DRIFTED, the default state of a shaman who is not watching

  MH  --#-----------------#-----------------#--------
  OH  ---------#-----------------#-----------------#-
       1 charge  1 charge  1 charge  1 charge  1 charge

  SYNCED, main hand leading

  MH  --#-----------------#-----------------#--------
  OH  ---#-----------------#-----------------#-------
       1 charge          1 charge          1 charge

Same swings, same weapons. Nearly twice the Flurry uptime. This is not a nicety, it is a large slice of your damage, and the game gives you nothing to see it with.

So the band shows it happening, live, one lane per weapon:

                    decision point
                          |
   MH   ---------#--------|------------------
   OH   ------------------|--#---------------
                          |
        press the macro AFTER the line and the off hand moves back
        press it BEFORE the line and nothing happens at all
  • Two markers travelling left to right. Nothing to interpret: how far apart they are is the answer.
  • Before the centre mark, the resync macro is inert. After it, pressing pushes the off hand back. That single fact is the hardest thing to learn about syncing, and no combat log will ever tell you.
  • The display updates the instant you press, without waiting for the next swing to land. You watch the off hand slide backwards while you correct. Spam the macro and watch it walk into place.
  • A verdict in five forms: green inside the window with the main hand leading, which is what you want; amber when synced but the off hand leads or you are dead level; red when you are outside the window entirely.
  • A ghost trace marks where the off hand sat before your last resync, so you can see the correction you just made.
  • Swing timers reproportion themselves when your attack speed changes mid swing, so a Flurry proc does not desynchronise the display from the game.

The resync macro, copy it as is:

/cleartarget
/targetlasttarget
/startattack
/run BSE_Probe()

🔮 Everything else that is burning down

Left frame is the twist. Centre is your rotation state and the sync track. Right is what expires.

  • Imbues, one indicator per weapon, sitting next to that weapon's own swing lane. Green on, red gone, and the weapon label changes colour with it, so colour is never the only thing carrying the message.
  • Flame Shock on your target, and the Earth Shock cooldown, filtered so that a global cooldown never masquerades as the spell being ready. Most trackers cannot tell those two apart. This one checks the spell's own base cooldown before it believes what it is told.
  • Lightning Shield charges as pips. The maximum is learned from what you actually have, never assumed, so it is right while you level and still right when you talent into more.
  • Windfury proc counter, debounced against the double log line above.

Totems, with time remaining and an adjustable warning threshold:

  • 🔥 Fire, with a Fire Nova window that shows the real detonation moment rather than the slot duration. Measured here at 4.0 s inside a 5 s slot. It also distinguishes a totem that was destroyed from one that expired, because those are two different problems and only one of them is your fault.
  • 🪨 Earth, in the prominent slot, because it is the one you actually watch.
  • 💧 Water, with time remaining.
  • 🌬️ Air, carrying the twist reminder.

Plus Reincarnation: cooldown remaining, improved talent rank accounted for, and your Ankh count. Both survive your death and are still correct on the release screen, which is the one moment you need them and the one moment most addons have stopped counting.


🔬 Measured, not guessed

This is the part that separates this addon from a pretty overlay.

Almost every number a WoW addon shows you is a number somebody typed into a table once. It was right on the day it was written. Nobody checks it again. When it drifts, nothing complains, and you keep playing against a display that is quietly lying to you.

This addon does the opposite, on purpose, everywhere the client allows it:

  • The Windfury enchant duration is measured live on your client, not hardcoded.
  • The Lightning Shield maximum is learned from your own charges, not assumed.
  • Attack speed is recomputed from the engine's own haste value, so Flurry and weapon swaps do not fool it.
  • Cooldowns are checked against each spell's own base cooldown before being displayed, so the global cooldown is never mistaken for the real thing.
  • The Fire Nova detonation moment, the destruction window, the proc lockout: all of them are numbers measured on this client, over hundreds of samples, and re-measured whenever they disagreed with the code.
  • Melee in your party is decided by swings observed in the combat log, not by class.

And when it cannot know something, it says so rather than showing you a plausible number. Every counter it publishes comes with its denominator, so an instrument that has broken can be told apart from a thing that simply has not happened. That distinction caught real defects during development, and it is the reason you can trust what you read.

There is a full diagnostic behind /bse diag: engine state, weapons, imbues, totem slots, talent ranks, counters, minimum and maximum of every measured value. It is not a debug dump bolted on at the end. It is how the addon was built.


📊 What no other tool does

I looked before I wrote this, and I keep looking. Here is the honest list of what I have not found anywhere else, in an addon or in a WeakAuras suite:

  • The enchant on your party's weapons, rather than your totem's timer. The totem timer is what the API hands you for free. The enchant riding on four other people's weapons is not, and that is why nothing shows it. It is also the only number that answers the actual question.
  • The three second global proc lockout, tracked and shown, rather than left as a feeling that some swings do nothing.
  • A resync that responds to your keypress instead of your next swing, so the correction is visible while you make it.
  • Destroyed against expired on the fire totem, and the true detonation moment of Fire Nova.
  • Reincarnation and Ankhs that keep counting through your own death.

None of that is decoration. Each one exists because a fight went wrong once and I wanted the number on screen the next time.


🎛️ Fits in, gets out of the way

  • Minimap icon with a full menu. Everything the slash commands do is one click away, because nobody memorises slash commands.
  • Drag to move, grip in the bottom right corner to resize, shift and left click to lock. Scale is per character, and all three ways of changing it drive one single value.
  • Position and scale persist across sessions and survive a client restart. One reset command brings both back if you lose the band off screen.
  • Options panel for warning thresholds, for switching individual frames off, and for silencing the written alerts.
  • Two alert banners with a strict priority so they never fight each other. The imbue alert never fires for something you cannot fix: still levelling and you have not learned the imbue yet, it stays silent. A reminder, not an alarm clock.
  • Completely dormant outside Enhancement. Respec to Restoration for a raid night and it simply is not there.

Commands

  • /bse — show or hide the band
  • /bse config — options
  • /bse macro — print the macros, correctly localised
  • /bse lock — lock the band in place
  • /bse reset — position and scale back to default
  • /bse diag — full diagnostic into a copyable window, or /bse diag 12 for one section

🧭 Where it comes from

I play Enhancement. I was tired of doing arithmetic in my head while a mob was hitting me, and tired of displays that looked confident and were wrong.

So every figure on this page was measured on a live client rather than copied from a wiki, and the addon is instrumented so that it keeps measuring instead of assuming. Tested across dozens of hours of play, Horde and Alliance, on shamans from level 10 to 70, in the open world, in dungeons, and while levelling with half a spellbook.

🌍 Languages

Full English and French. Other clients fall back to English. Totem detection goes through spell identifiers rather than translated names, so the twist assistant works correctly on a German, Spanish or Russian client even with no translation for that language. Translations are welcome: the locale file is a flat table of text and no code.

🐛 Something not right?

Run /bse diag, copy the log window, and send it to biquettepapy@gmail.com or whisper me in game. That dump has everything I need: client build, talents, weapons, imbues, totem slots, engine state, counters. It is far and away the fastest route to a fix. The diagnostic text itself is in French, and I would rather say so than pretend otherwise.

🙏 Credits

Ace3, LibDataBroker and LibDBIcon, and the Classic community that maintains them. Dora's Enhancement suite is where I first got interested in sync and stagger, and the resync behaviour here follows the same logic on purpose, so a player moving between the two does not have to relearn their reflexes.


Drop your totems. Twist clean. Keep your swings honest.

By Bïquette, Spineshatter EU.

The BiquetteShamEnhance Team

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PapyBiquette, EU player and addon tinkerer. I play everything, I automate the boring bits, and I share the result.

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