promotional bannermobile promotional banner

Nock

All in one HUD for your TBC Hunter experience
Back to Files

1.1.0

File nameNock-1.1.0.zip
Uploader
YaxalYaxal
Uploaded
Aug 27, 2026
Downloads
151
Size
1.5 MB
Flavors
Classic TBC
File ID
8747689
Type
R
Release
Supported game versions
  • 2.5.5

What's new

1.1.0

The practice release. /nock practice grew from a graded drill into a workbench that teaches the rotation — a stage, a lesson, a ladder, a replay — and alongside it: the Anetheron Slammer button, the Grounded weave-key import, the Ripper countdown and a batch of HUD fixes. Everything under this heading is new since 1.0.27; the practice panel, picker and review described towards the end of the list are the pieces the workbench now hosts.

  • Practice: the workbench. Practice opens one window in its own skin (black ground, the hunter's green as the only accent, three shipped fonts): a rail on the left — Stage, Scenarios, Ladder, Lesson, Keys, Style — and the toolbar over the stage (scenario picker, state chip, fight clock, streak, metronome, Lesson / Focus / Expert / Start). Focus pulls the stage alone onto the HUD for a fight; Expert drops the stage and keeps two panels — a combat log of what you actually did (MOVE / AUTO / CAST / MELEE / CD lanes, the buff row to click procs up, the scenario picker in its head) and the weave log. Both have keybinds and slash forms (/nock practice focus|expert). The window caps its own scale to fit the screen; the practice scale slider reaches 3.0. Closing the window (X, Esc) leaves practice. The fight review stays behind an OFF switch (practiceReviewEnabled) while its verdicts are tuned.
  • Practice: every note is judged. Each press against the paper gets one verdict — PERFECT / GOOD / LATE / CLIP / MISSED / OFF — with a running streak and a best streak, and the grade is built on cycles on paper: how many auto-to-auto cycles held every note the rotation asked for and nothing extra. The old "vs paper" damage percentage is gone. A clip the paper itself schedules (5:5:1:1 waits behind its own Multi) is amber and never a fault; only a clip your hands caused paints the auto red.
  • Practice: the stage. One row per ability the paper uses — its icon, its name and the key you have it bound to (NO KEY in red) — scrolling past a NOW column; the next press wears a NEXT <key> chip, the weave row carries an amber move-in ramp from the release, a four-dot metronome ticks the auto and the weave gap. Notes keep their identity through haste changes (they glide, never blink). Nine style levers under Practice → Colours & style, and a Style page that previews them live with a ghost hunter. /nock practice demo runs that ghost on any paper.
  • Practice: one oracle. The medallion, the stage's NEXT and the coach line read one plan. The planner puts the paper on the hand's clock: a press inside the wind-up is queued to the release, a paper that clips by design clips where the paper clips, the release a weave lands on belongs to the weave (weave → Arcane, never Arcane → weave), a shot never starts inside a weave's walk and a weave never walks inside a cast. A paper that clips by design or asks a knife-edge weave says so — an amber C / W on its Scenarios card, a banner under the lesson, the ARMED coach line.
  • Practice: replay. Stop opens the stopped fight for scrubbing: the wheel over the stage (Shift 2 s, Ctrl 0.05 s, Alt = next delayed auto), a transport over the coach row (skip / prev clip / play / next clip / skip, a track with a marker per delayed auto), /nock practice replay. The whole HUD scrubs with it — swing bar, cast bar, cooldowns, range bar, the medallion — so a clip can be read off the real frames.
  • Practice: Lesson and ladder. The Lesson page draws the paper's whole period — every wind-up, release, cast, instant, weave and wait — over five narration steps (wind-up start, Steady deadline, weave gap) with Play slowly / Play, and beside them the Drop: notes falling onto keycaps that are your real binds. The Ladder is ten rungs on three tracks — TURRET (beat, multi, arcane, french), WEAVE (weave-beat, -out, -shot, -full), MASTERY (rhythm, opener) — each the rung under it plus one more thing, one-minute attempts graded against the rung's pass line, nothing locked. /nock practice lesson|ladder, ladder reset.
  • Practice: Scenarios, at your haste. The Scenarios page is an accordion — Turret / Weave / Mine / Drills + ladder / Free play, one box open at a time. A paper drill runs at your own measured haste when it lies in the rotation's bracket, and the basic papers (1:1, 1:2, 2:3, 2:5) carry a Multi whenever it is off cooldown, as rotationtools intends. A paper drill rolls no crit, so no Kill Command window appears that the paper never stated (kc=on in a script keeps it).
  • Practice: the Keys page and proc keys. The weave key first (with the Grounded import beside it), then every rotation key as detected on your bars with a capture button to override it, then PROC KEYS — Lust, Drums, Pot, DST, RF, QS — practice-only binds that pop the proc from the keyboard. The buff tiles cycle: one click pops it, two hold it for the fight, three (or right-click) clear it; QS's right button toggles its roll.
  • Practice: the weave log. A small panel, one row per weave — Ishri's numbers (A-W: last ranged cast ends → melee hit; W-A: hit → next ranged cast starts; T, coloured by his steps) with the verdict's icon, a FAILED row in red when a weave landed no hit. The toolbar's Log button shows it in practice; /nock weavelog panel (Options → Weave Bind) shows the live one in real fights.
  • Practice: Options is five tabs. Practice / Opener / Keys / Advanced / Colours & style instead of 89 controls on one scroll, an EXPERIMENTAL line at the top, and Start practice from Options closes Options.
  • Weave Bind: the weave-key dialog and the Grounded import. A paper that weaves, graded with no weave key, now says so everywhere (the ARMED line, a red K on the card, the lesson banner) and the toolbar carries a Set weave key / Import weave key button that opens a two-step dialog: your macros (Default / Clever / Natty / From Grounded, the wizard's own cards), then your key. Users of Grounded (Gello) can move their weave bind into Nock in one click — key and both macro bodies, Grounded's copy removed so the key is Nock's at once, with Undo, and a separate Disable Grounded step (reloads the UI) once it holds nothing. Offered on the wizard's weave-macro page, in Setup Check, under Options → Weave Bind and on the Keys page.
  • Weave Bind: the release re-arm, and honest flips. With the Snowball poke gated behind a garment, the release macro gets /startattack gated the other way round, so the attack state is re-checked whichever garment you wear; stock macros are upgraded once at login, custom ones are never touched. Flipping the garment (Shirt / Tabard) or the direction now rewrites every bracket in both bodies — including imported ones — instead of leaving a stale [equipped:Shirt] behind.
  • Warnings: the Anetheron Slammer button — EXPERIMENTAL, off by default. A boss warning you click: a secure button that drinks a Sulfuron Slammer (the Midsummer drink whose burn breaks Anetheron's Sleep) — CLICK NOW in red when the Sleep window opens (16 s after engage / 16.5 s after each Sleep, the PTR-tested numbers of the "Sleep & Slam" WeakAura), a cast bar along the icon's edge when the boss shows one, COVERED in green while the burn will outlast the landing, a Glass chime at the window and an air horn at a cast you are not covered for. Shown while Anetheron is in view or the fight runs (secure frames cannot appear mid-combat). /nock slammer test|cast|sim [secs]|off. Warnings → Boss; test it on a real pull before trusting it. The shopping list's curated restock gains 20 Slammers.
  • Warnings: the Ripper / Transporter ALT F4 countdown. Casting the Dimensional Ripper - Area 52 or the Ultrasafe Transporter: Toshley's Station puts big centre-screen text up: the whole seconds (9 … 1) down to a moment just before the cast ends, then a red pulsing ALT F4 at that moment. Close the client right there and you keep the trinket's side effect (a bigger character is a real help in a raid) without the trip. Nock only counts — it never closes anything. The lead (1 s by default), the text size and an optional sound at the flip are under Warnings → You; unlock frames to place it. /nock ripper test [secs] runs a fake cast, /nock ripper off ends it, /nock ripper dumps what the watcher resolved. On by default — it only ever triggers on those two trinkets' casts.
  • Warnings: quiver almost empty. A red square with your ammo's icon and the count when the arrows (or bullets) physically IN your quiver or ammo pouch drop below the threshold (400 by default, slider 50-2000) — a different number from the info row's arrow counter and the shopping list's ammo total, which add the stacks in your regular bags and your arrow makers' charges. In and out of combat. No quiver equipped, no warning.
  • Shopping list: show stocked items, and Fel Mana. A tick in the panel's top-left corner (also Options → Shopping → "Show stocked items too") lists every tracked item, the stocked ones greyed with a green count, so the panel doubles as an inventory check. The mana-potion line now also counts Fel Mana Potions.
  • Debuff tracker: Scorpid Sting and Insect Swarm, and an order. Both mitigation debuffs are in the preset list, OFF until you switch them on ("Restore preset defaults" puts them back off). Every tracked debuff — presets and your custom ones — now has Up / Down buttons in Options, plus a "Reset order".
  • Classic HUD: the Spec cooldown row hides when you don't have the spell. Readiness / Silencing Shot / Bestial Wrath is picked by your most-pointed talent tab; a hunter without the 41-point talent used to see it anyway, ready. The row is now dropped from both grids while the spell is unknown, and the Classic grid finally rebuilds on a respec.
  • React proc row: pet Frenzy, a MOVE IN alert, and nothing important lost on a boss pull. The pet's Frenzy proc has a slot (its own toggle under React → Buff rows) — and a mode: Missing on bosses (the default) keeps the slot there for the whole fight while a raid boss is targeted, bright while Frenzy is up, greyed while down and MISSING once it has been down 2 seconds (a dropped proc, not the gap between two); on trash and in dungeons it shows when up. When up and Missing always are the other two. Needs the Frenzy talent and a live pet. A live target outside Auto Shot range shows a greyed Auto Shot icon labelled MOVE IN (toggle movein; works at a dummy too). And the row — ten slots, anything past that dropped — now fills alerts → Windfury → pet → your own procs, so a Lust + Drums + RF + trinkets pull drops a trinket proc instead of Windfury or the Grace alert, which is what "missing on bosses" was.
  • Classic HUD: the Buff Row. The React proc row — procs, utility buffs, Windfury, the pet's Frenzy, MOVE IN — floats above the Classic HUD too, in the React look: just above the cast bar by default, draggable anywhere when unlocked (or via its nudge pad; the pad's reset puts it back), HUD-relative so it follows the HUD's scale and drags (Layout → HUD elements → Buff row, on by default; its own scale under Per-element scaling). Its settings live on a new Classic HUD → Buff Row page that is the same page as React HUD → Buff Row: one implementation, one set of profile keys, so a change on either side is the other's. Only the on/off switch, the placement and the scale are per HUD mode.
  • Unlocked frames say their name. While the HUD is unlocked every movable frame — the HUD box, each row, the cast bar, the buff row, the medallion, the Misdirection panel, the trackers, the shopping list, the side panels, the corner icons — wears a small green name tag in its corner, so a screenshot of an unlocked layout says which panel is which even when they overlap. Rows are named in plain words (Rotation, Swing Timers, Cooldown Grid, …).
  • Minimap icon. The Nock mark on the minimap: left-click opens the settings, right-click locks / unlocks all frames. General → "Minimap icon" or /nock minimap hides it.
  • "Hide out of combat" — two refinements. Practice mode keeps the HUD up whatever the switch says. And the same switch now also hides the buff tracker and the Misdirection panel while you are RESTED (an inn, a city) — not merely out of combat, where both are wanted between pulls.

This mod has no additional files