Mythic Raider Tools

Your cooldown plan on screen during the pull, drawn over the boss's own timings. Plus the death recap the second you wipe, and a raid roster export. Three raid-night jobs, one addon.
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MythicRaiderTools-2.8.0

File nameMythicRaiderTools-2.8.0.zip
Uploader
hltghltg
Uploaded
Sep 8, 2026
Downloads
126
Size
310.3 KB
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Retail
File ID
8834553
Type
R
Release
Supported game versions
  • 12.1.0
  • 12.0.7

What's new

2.8.0

The Layout page is a map of your screen now.

It was twelve rows of six controls each, one row per anchor, all on a single line. That line needs 872 pixels. The window cannot be opened narrower than 900, of which a page with the sidebar spends 190 on chrome and the list gives back another 38, which leaves 672. So two hundred pixels of every row lived off the right-hand edge of the panel, the size slider and the reset among them, until you dragged the window out. Nobody who opened the page for the first time saw a complete row.

The width was only half of it. An anchor is a place on your screen, and a list of identical rows is the one drawing that cannot tell you where. The page had grown a hover-highlight to work around exactly that: point at a row and the real anchor lit up somewhere behind the window.

So the page draws your screen instead. Every anchor is a pip where it actually sits. Drag one to move it, hold Alt to snap to the grid, and the coordinates update as you go. The pip is sized by the anchor's own scale, so a Huge one looks huge rather than reading 150% in a box somewhere else.

Show my UI.

The map outlines what is already on your screen: action bars, unit frames, chat, minimap, damage meters, and whatever else you run. An anchor's coordinates mean nothing on their own; sitting on top of your action bars means something immediately.

This is read from the frames themselves rather than from a list of addon names, so it works the same whether you run EllesmereUI, ElvUI, Bartender, or the stock interface. Hover any outline and it names what it is. There is a switch on the page if you would rather not see them.

A list under the map, for the ones the map cannot show.

Ten text anchors parked in the same place stack into one pip. The list under the map carries every anchor with its on/off, its position, its size and a mark where the spec you are playing has overridden the profile. Hovering a row lights its pip, and clicking either one selects it.

Move anchors is a proper edit mode.

Placing an anchor already handed the whole screen over: the window goes away and the plates appear where they will really be. What it never had was anything to work it with. The only way out was a floating button and a line of chat, and the only thing you could tell a plate was its size, through a slider on a panel you had to know to right-click for.

There is now a control bar with the profile, the edit scope, a grid toggle, Add text anchor, Reset positions and a Done button. Click any plate and a panel points at it carrying everything: on and off, size, which way it runs, its exact position with nudge arrows, this spec's override, and Remove for a text anchor. One panel, re-pointed at whichever plate you click, and it remembers where you dragged it.

Each anchor's panel on the Layout page also has a Move anchor button, which takes you out to the real screen with that one already selected.

Fixed: dragging a cooldown on the raid note snapped instead of following the cursor.

On the guild timeline, dragging a cast to retime it left the icon where it was and teleported it when you let go. You were choosing a time by eye against the boss rows above it and could not see the answer until after you had committed to it, so most cooldowns got dragged twice. The icon follows the cursor now, and the tooltip tracks it, which is what the personal timeline always did.

Fixed: pressing Use on a saved note emptied the timeline.

The header said the note was next with all its cooldowns; the page under it said "Nothing staged. Paste a note above." Every other way of arming a note opens it as well. Use is the one that never did.

Fixed: after a reload, your own note's timeline was blank.

With a saved note in use, the Layout page came up empty under a header naming the note it was refusing to draw. Clicking any other note and clicking back fixed it, which is how most people found out it was not broken. The page now opens on whatever the next pull runs.

Fixed: arming the raid note did not change the timeline until you clicked twice.

Pressing Use on the Raid note row left whatever was staged on screen while the row said the raid note was in use. It only cleared a staged note that belonged to the same boss.

Fixed: saving or importing a note stole what the next pull runs.

Filing a note against a boss nothing was chosen for correctly armed that boss, and then also made that boss the next pull. Importing a night's worth of notes therefore ended with the last one you imported armed, and whatever you had deliberately chosen quietly dropped. It arms the boss and leaves your choice alone now.

Fixed: several rows read "in use" at once.

Arming is per boss, so a night that plans eight bosses legitimately has eight things armed, and every one of them said "in use" with nothing to say which was coming next. Only the row the next pull actually runs says that now. A boss that is armed but is not next reads "set for this boss", and the raid note reads "set for <boss>". The same three states are on the raid note page's own button.

Fixed: the spec button read " only" with nothing in front of it.

The game answers with an empty name rather than nothing at all before your spec resolves, and an empty string is not nothing, so the button rendered the space and the word.

The guild timeline folds away when nobody is using it.

It is the one row the whole raid runs and the one most raids never write. Left open it is a heading, three buttons and a line saying there is nothing in it, sitting above every player's plan for the length of a night. It now folds to the line it was drawn on, with a handle in the middle to pull it back. Open it once and it stays open.

Deaths: a cross marks a raider who never answered.

The icons in front of a name are what that player still had and did not spend. An empty strip meant one of two very different things: they answered and had nothing left, or they are not running the addon at all. Rows that answered already say "(nothing left)". Rows that never answered now carry a cross, and hovering it says so.

Deaths: /mrd test shows the whole panel.

The preview had twenty rows and nothing else: no unspent defensives, no potions, no healthstones, and hovering an ability opened nothing, because the abilities were made up and resolved to no spell.

It is built on a real encounter and its real abilities now, so every hover opens the tooltip a raider would actually get. Fifteen of the twenty rows carry defensives, potions and healthstones to hover, two answered and spent everything, and five never answered, so the cross is on screen too.

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