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Slammy - Arms Warrior Swing Timer

A swing timer that tells you when to press, not just where the bar is. Built for 2H Slam Arms in TBC Anniversary.
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v1.2.1-bcc

File nameSlammy-v1.2.1-bcc.zip
Uploader
TeqnoTeqno
Uploaded
Sep 7, 2026
Downloads
465
Size
50.4 KB
Flavors
Classic TBC
File ID
8833511
Type
R
Release
Supported game versions
  • 2.5.6

What's new

Changelog

v1.1.1

  • Fixed: needing /reload after every loading screen. Straight after zoning the client can report the untalented 1.5s Slam and an off-hand that is not equipped. Slammy took those answers at face value, decided you were not a Slam warrior, and never asked again — so the pip and the coaching stayed off until you reloaded. Reads taken just after a loading screen are now treated as provisional and re-checked until the client settles, and a single bad read can no longer demote a build already known to be 2H Slam. A genuine respec or weapon swap still switches modes immediately.
  • Spell names that were uncached at load are re-resolved instead of staying broken for the session.
  • The swing timer is cleared across a loading screen rather than carrying a stale swing (and a stale pending extra attack) into the new zone.
  • /slammy why now reports whether the mode is still settling.

v1.1.0

  • Dual wield support. Off-hand swings previously reset the main-hand bar, which desynced the timer permanently for kebab and Fury warriors. The two hands now run independent timers: an off-hand landing never moves the main-hand bar and vice versa, and haste rescales both.
  • Modes. Slammy picks a mode from your weapon and talents and re-checks it on weapon swap, respec and login:
    • 2H Slam (two-hander with 2/2 Improved Slam): everything.
    • Dual wield: both swing bars, no metronome or coaching.
    • Plain timer: any other warrior build gets one honest swing bar.
  • Coaching, the pip and the Slam-specific bar decorations stay out of the way outside the 2H Slam build rather than drawing lines around an ability nobody is casting.

v1.0.0

First public release.

  • Swing timer built for 2H Slam Arms: extra-attack safe, parry-haste safe, and rescaling correctly when haste changes mid-swing.
  • Audio metronome. A pip fires just before the swing lands, offset by your latency, so you can play the rotation by ear. It tunes its own lead from the delay you actually achieve.
  • Zones. The dead zone marks where an instant delays your next Slam; the eat zone marks the final half-second where a Slam destroys the swing instead.
  • Weave budget. WEAVE 1 / NO WEAVE, recomputed the moment haste changes.
  • Coaching. Next-ability calls, a rage guard, a Bloodlust-window script, and warnings for the globals that cost this spec damage.
  • Measurement. Per-Slam delay in milliseconds, fight summaries including swings eaten by pressing early, per-encounter history, and a practice strip.

The timing model behind all of this was measured in game rather than assumed - see docs/RESEARCH.md.

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