Power Auras Classic Unofficial User Manual (for Hunters) Added: April 25, 2009 by Phoenixwolf of Doomhammer

Updated for WoW version 3.1.1, Power Auras v.2.6.0

Power Auras Classic (referred to hereafter as Power Auras) is an extremely useful little add-on that provides visual cues for certain in-game events such as buffs, debuffs, and abilities coming off of cooldown. It is a tool that, given the right tweaking and setup, can completely revolutionize the interactivity with and character feedback from your character. Unfortunately, Power Auras does not contain the most intuitive user interface, but now you now have a guide to help you become a Power Auras Pro!

Installation

Power Auras installs just like any other add-on – download the add-on from Curse Gaming, then unzip the file to your World of Warcraft > Interface > Addons folder. Once that is done, boot into World of Warcraft, make sure Power Auras Classic is loaded on the AddOns page, and boot into your character.

The Power Auras Interface

Bring up the User Interface any time in-game by typing the command /powa and pressing Enter.

This will bring up the following window:

This screen is the home screen. Each of those blank boxes represents a slot for an “aura string”, which is a set of program instructions that define under what conditions an aura should be shown.

But what does the rest of it mean?

[ ] Activate Power Auras: This check-box determines whether or not Power Auras or not will be running. For now we will want this checked, but know that you can turn off Power Auras without having to log out.

[ ] Activate Debug Messages: This checkbox will enable debug messages, meaning that if an error occurs, it will generate a string of code to tell you what went wrong. Unless you’re a programmer, there isn’t any need to check this box.

Character Effects: Character effects are effects specific to the character onto which you are currently logged. That means that if you switch to an alt, none of the character effects for your first character will transfer over. There are five pages for character effects, each with 24 boxes, meaning you can have for a whopping total of 120 character specific aura strings alone!

Global Effects: Unlike character effects, global effects will save for ALL of your characters to use. To that regard, they operate just like “General Macros” versus “Character Macros”. 10 pages mean that 240 global auras can be saved.

Rename: This button will let you rename the currently highlighted page. This is useful when you have a large number of aura strings and need to group them based on type. You can put your buff macros on one page, your ability rotation macros on another page, and so forth.

Test: This will “test” a highlighted aura string by displaying it on the screen, regardless of whether or not the event to trigger the aura string has actually occurred. Clicking the button again will turn off the highlighted aura that was forced to test-display. This button is useful for positioning and sizing auras, but we will look more into this ability later.

Hide All: This command will hide any auras you have forced to display through the “test” command. This is useful for dismissing all of the auras you might have queued to make sure they all line up without obscuring one another.

Edit: Opens up the editing page for the selected aura string.

New: Creates a new aura string. It will show up in the top-most left-most slot available as a question-mark until you define what the aura string is supposed to do. Currently you can not reposition aura strings on the pages, but you can move or copy them between pages with…

Move/Copy: Moves or copies the highlighted aura string. Select the aura string you wish to move or copy, click the “Move” or “Copy” button depending on which you want to do, then click the page you want to move or copy the string to.

Import/Export: This is a great feature that lets you share aura strings you and others have created with the rest of the Power Aura community! To import some strings, scroll down to Warhawke’s Power Aura Strings for Hunters section, highlight and copy the code, tab back into World of Warcraft, click “Import”, then paste the code and click “Accept”. Once you get proficient at creating strings, share them with others by clicking the “Export” button, copying the code, and pasting it to forum boards, e-mails, chat programs, or wherever!

Delete: Deletes the selected aura string. Note that to delete the selected aura string you MUST hold the ctrl-key down while clicking the Delete button!

Congratulations! You have mastered the main page!

The Effect Editor

Ready to create your own aura strings? We’re almost there. There’s just one last topic to go over before jumping into creating our own strings.

Open Power Auras by typing /powa in the chat screen and pressing enter and click the “New” button. A new window will pop up that looks like this:

Yikes! Looks complicated! But I promise it’s not as hard as it looks! Let’s run down the options like we did before.

Colors: In the top left, that is the visual aura that we have selected. It’s what is going to show up on the screen. The white box underneath that is the color selector. The default is white, but you can change it to whatever color you wish. Alternatively, if you check off the “Random Colors” box, the aura will display in a random color each time it is activated.

[ ] Glow: forces Power Auras to use the selected texture’s normal opacity. In layman’s terms, un-checking this box will make the aura darker, while checking the box will make it glow brighter.

[ ] WoW Textures: allows you to use the aura textures already defined by WoW. You might recognize some of them as you scroll through them, like the classic Hunter Aspect of the ___ auras. If the standard textures don’t quite suit you, try checking this box and looking through WoW’s textures.

[ ] Custom Textures: is an advanced option that lets you define a custom texture should the default or WoW textures not have exactly what you’re looking for. You can import a collection of textures by dropping sequentially numbered *.tga files into the “Custom” subdirectory underneath your Power Auras install in your Addons folder. Or, more easily, you can type in a spell name or spell ID (unique number assigned to spells) to have it use the World of Warcraft texture. So for example, if you really have a love (or hatred) for monkeys and you want a monkey to display every time you aggro a mob, select this checkbox, go down to the new textbox, and type in “Aspect of the Monkey” without quotation marks. As an editorial note, I have never bothered with using custom textures, so unless you’re really adventurous or particular about your UI, always leave this checkbox unchecked.

[ ] Text Aura: A picture may be worth a thousand words, but sometimes we want our UI to tell us in plain English (or whatever language you speak) what to do. Check this box if you would rather display text rather than an aura texture. When you check off this checkbox, a textbox will appear in the place of the texture selection slider. Type in the newly-created text box what you want the aura to display. If the default font isn’t stylish enough for you, click the [T] button to change the font.

Choosing and Modifying a Texture

Directly underneath the Text Aura checkbox there is a Texture slider that says “Texture : 1”. That is a funky way for choosing that texture we want displaying for the aura. Drag the slider from left to right to slide through a series of textures.

Underneath that slider is the Opacity slider. Opacity determines how see-through an aura texture is. The default is 75%, which is mostly visible. Slide right up to 100% to make the aura opaque, or slide to the left to make it more transparent. The minimum level of opacity is 10%, but any less and we wouldn’t be able to see the aura we’re creating.

Underneath the Random Colors box is the Symmetry slider. Note that this title is a little bit of a misnomer. The symmetry tab actually “flips” the aura texture across a certain axis. Dragging the slider to “X” will flip the texture from left-to-right. Dragging it to “Y” will flip the texture from top-to-bottom. Dragging it to “XY” ill make it flip left-to-right and top-to-bottom. If you’re having trouble understanding it, select the standard texture 27 and try it out for yourself!

To the right of that is the Deformation slider. 1.00 means that the width of the texture is proportional to the height. Sliding down to 0.50 stretches the texture up-down, meaning that the texture is taller more than it is wide. Consequentially, raising the slider to 1.50 stretches the texture left-right, meaning the texture is wider than it is tall.

Size determines the size of the texture. The size can range from an understated 10% to a screen-hogging 200%.

Position X and Position Y determine where on the screen your aura texture will appear. Note that the X and Y variables are mapped on a Cartesian plane (yay geometry!). If you’re looking at the dead-middle of your screen, the pixel that you’re staring at would be X=0, Y=0. Anything to the right of that center point will mean that X is greater than 0. Anything to the left of that center point will mean that X is less than 0. Likewise, anything above that center point will mean that Y is greater than 0, and anything below will be less than 0.

Still confused? Look at the graph here to try to make sense of it all.

Editor’s Note: Why does Power Auras use such a confusing coordinate system? Everyone runs WoW at different screen resolutions, so what may be 600 pixels up and 800 pixels right from the bottom left corner of your screen might be way different if your friend is using a higher or lower resolution. But everybody has a middle point on their screen, so if you use the center of the screen as a point of reference, the aura shows up in the same place!

The X and Y sliders can be dragged out to any distance. They only slide 200 pixels in any direction at a time, so to get a value more than that, slide the slider all the way in the desired direction to the edge and release the mouse button. The slider will snap back to the center, but the X or Y value will stay where you left it. Now you can slide it out even further, letting you position your aura anywhere on the screen.

The Bottom Half – Activation Tab

The activation tab determines under what conditions our power aura will activate. In this tab, you determine what the aura string will react to. The most important part of this is the…

Activation By: pull-down menu. In this menu we have the options to have the aura string activate by:
* Buff (i.e. a buff your character receives)
* Debuff (i.e. a debuff your character receives)
* Debuff’s Type (e.g. poison, curse, disease, magic, or none)
* AOE Debuff (e.g. rain of fire)
* Weapon Enchant (i.e. temporary enchant such as ‘crippling’)
* Combo Points (# of combo points required)
* Action Usable (name or part of name of a usable ability)
* Health (threshold slider bar: 0%-100%)
* Mana (threshold slider bar: 0%-100%)
* Rage/Energy/Runic (threshold slider bar: 0%-100%)
* Aggro (i.e. you have gained aggro from an NPC)
* PvP (i.e. you have been flagged for PvP)
* Spell Alert (i.e. a specific spell cast)

You have a significant number of activators to work from. When you select an “activation by” menu choice, it brings up options specific to that activator. Health, Mana, Rage, Energy, and Runic activators give you a threshold slider, for example. The default setting is intuitive, so that if your health and mana falls below the specified threshold, the aura activates, or if your rage/energy/runic power goes above the specified threshold the aura activates. If for some reason you need to invert this threshold (say, for example, you want an aura to display when your mana is over 95%, not under it) simply check off the box to invert the default threshold settings.

[ ] Use Own Texture is a neat little checkbox that allows you to use the default texture or image for the buff, debuff, or spell as opposed to the one displayed in the window that you selected with the texture slider. You can do some cool things with this checkbox enabled, but more on that will come later. The giant Question Mark to the right will depict the “own texture” should you select “Use Own Texture”, though please note that you may have to close the Power Auras editor and trigger the aura to get it to show up right.

If you’re going to use the “Use Own Texture” command, please note that you must have the ability somewhere, stand-alone or in a macro, on your any one of your action bars to get it to display correctly!

The text box where ??? is displayed is where you type in the name of the name of the buff, debuff, debuff type, enchant, action, or spell that will activate the effect. Note that this does not have to be precise, as long as the [ ] Exact Name checkbox is unchecked! For example, if you want an aura to active when either Aspect of the Wild or Gift of the Wild is cast, you only need to type “of the Wild” into the text box.

Stacks is a mathematical operator, simply meaning you are telling Power Auras how many stacks a buff or debuff needs to be at before it activates. For example, if you want an aura to activate when your target has five sunder armors on it, you would type in Sunder Armor into the buff textbox, then in the stacks textbox you would type =5. You can also specify “greater than” or “less than”, so if you want an aura to activate whenever a boss has less than five sunder armors, type ”<5” into the modifier box.

[ ] Exact Name checkbox to makes an aura activate only when the exact modifier name occurs. “Of the Wild” won’t activate when you have either Aspect or Gift form if this checkbox is enabled.

[ ] Ignore Uppercase checkbox to have your auras work even if you didn’t get the capitalization right. However, there’s really not much need for either “Ignore Uppercase” or “Exact Name” so long as you type your buffs/debuffs/abilities right.

The box to the right of the Exact Name checkbox is the [ ] Combine Checks textbox. This is an advanced setting that makes the triggering of a current aura string dependent upon another aura string. It doesn’t seem to be working as intended right now (aura strings will turn on but won’t turn off), so your best bet is to ignore this function until they update its functionality in a future release.

[ ] Global Cooldown determines whether the aura will react to triggering the global cooldown. Let’s say you have an aura that displays any time your Explosive Shot ability is available to cast and disappears when it’s on cooldown. This will result in the aura displaying any time Explosive Shot is off its own cooldown and disappearing when you have engaged the cooldown by using the ability. By checking the Global Cooldown checkbox, the aura will behave exactly the same way, but your explosive shot aura will ALSO disappear any time you engage the global cooldown (by using Aimed Shot, Steady Shot, etc.) for the duration of the global cooldown (1.5 seconds). As such, this may have the side effect of causing the aura to “flash,” turning on and off whenever you use any ability that triggers a global cooldown.

[ ] Cast by Me limits the aura to activating to when the buff/debuff on your target has been cast by you, your character. For an ability like Hunter’s Mark that doesn’t stack, we don’t care whether or not we were the ones who put hunter’s mark on the target, we just care that there is a hunter’s mark on the target (perhaps cast by another hunter in raid). For Hunter’s Mark, we would leave this ability unchecked. But for something like Serpent Sting, we want to know when our sting is on the target, not just when any sting is on the target. For abilities like Serpent Sting, we would want to use the “Cast by Me” checkbox.

[ ] Show When Not Active, in a word, inverts, the conditions for the aura string. Let’s say you create a debuff aura serpent sting that shows whenever your target has serpent sting applied. If you check this checkbox, the aura will display whenever your target doesn’t have serpent sting applied. This is particularly useful for debuff classes who need help chasing their cooldowns, since it displays an aura when a debuff needs to be applied.

[ ] Only if in Combat / [ ] Only if Not in Combat simply limits the aura to engaging based on whether you are in combat or not in combat. This helps reduce screen clutter by disabling auras for combat when you’re doing something passive like fishing and disabling non-combat auras during combat.

[ ] Only if in Raid limits the aura to activating only when you are in a raid group. Note that this excludes when you are in a non-raid party, so checking this checkbox will still prevent an aura from showing up in five-man dungeons.

[ ] Mount Toggle determines whether or not the aura will activate when you are on or off your mount (air, ground, or water). Unchecked means the aura will disappear when you are mounted, and checked means it will only appear when you are mounted.

[ ] Enemy Target / [ ] Friendly Target / [ ] Focus all determine what kind of target must have the buff or debuff that activates the aura. “Enemy Target” means that your currently highlighted enemy must have the buff/debuff to engage the target (as opposed to you having it). “Friendly Target” means that your currently highlighted friendly target must have the buff/debuff. “Focus” means that the target you have /focused must have the buff/debuff.

[ ] Party Member / [ ] Raid Member / [ ] Any, if you have selected the “Friendly Target” option, determines what kind of party member that the friendly target must be to activate. “Party Member” means that the buff/debuff must be satisfied by a player or players in your 5-man party. “Raid Member” means that the buff/debuff must be satisfied by a player or players in your raid. “Any” means that any raid or party member can satisfy the conditions for the aura string. Unchecked means that all of the raid/party members must meet the aura string’s conditions before the aura will activate. For example, if you have an aura display when Blessing of Kings is activated on a player, with “Any” unchecked, all players must have Blessing of Kings for the aura to appear. Checked, then the aura will show up if any player has Blessing of Kings.

[ ] Unit Name is useful if you have one particular person you want to monitor, like a tank or an assigned healer. Checking this checkbox brings up a new textbox where you should type the exact name of the player of which you want to monitor the particular buff/debuff status.

The Animation and Sound Tabs

In case glowing auras are not quite enough to get your attention, you can also animate the triggering and disappearance of auras.

Begin Animation/End Animation are pull-down boxes that determines what type of animation you want to happen when the aura triggers (beginning) and disappears (end). Think of this like PowerPoint slide transitions.

Main Animation/Secondary Animation are pull-down boxes that let you select what kind of animation you want to occur throughout the aura’s displaying. You have two animation options to choose from, so you can combine animations “Pulse” and “Electric” to make a very attention-grabbing aura.

Animation Speed lets you set the speed at which the selected animations occur. You can slow them all the way down to 50% speed, or speed it up to 200%.

Animation Duration limits how long you want the animation to occur, in seconds. Maybe you don’t want a bunch of pulsing auras distracting you from a fight. This option lets you set the main and secondary animations to animate for X seconds before becoming still. The duration and animations will retrigger every time the aura is retriggered.

Sound to Play lets you choose a sound to play whenever an aura is triggered. There are a number of predetermined sounds to choose from the drop down menu.

[ ] Sound File if you don’t want to use any of the menu sounds, you can specify your own. In the textbox, write the name of the sound file you want to use. Note that you will need to place this sound file in the Addons/PowerAuras/Sound file to work before starting WoW. Mp3s and WAV files are supported.

The Timer Tab

Many abilities, buffs, and debuffs have cooldowns. If knowing the expiration of these cooldowns is important to you, enabling a timer may help.

[ ] Show: Checking this checkbox will enable a timer for the aura’s current buff, debuff, or ability cooldown.

Position X/Position Y: Works just like the Cartesian system used to position the aura. Use the X and Y values to position the timer anywhere on the screen that you like. Note that unlike the position selectors for the auras, the timer position scales in multiples of five. You can’t place a timer at an X or Y value that is not a multiple of five. !Timer positions do not import or export. You will have to manually adjust these values.~

Size: Lets you change the size of the timer.

Opacity: Determines how opaque the timer is. 10% is almost completely transparent, while 100% is completely opaque.

[ ] Show Hundredths: Enabling this adds a smaller set of numbers on the timer that measures 100ths. If the timer is displaying seconds, it shows the 100ths of seconds. If the timer is measuring minutes, the hundredths timer shows the seconds. If the timer is measuring hours, it shows minutes.

[ ] Two Timers: This option can be a bit confusing. When the checkbox is unchecked, a single, 4-digit timer will display for one ability. The big numbers will represent the larger time measurement value (i.e. minutes), and the small numbers will represent the smaller time measurement value (i.e. seconds). So one ability/buff/debuff’s timer will display as “mm:ss” When “Two Timers” is enabled, however, the 4-digit timer represents the timer for two different abilities. The large numbers will represent the shortest timer (we’ll say it belongs to ability 1) why the small numbers represent the longer timer (ability 2). So if you have aura strings for Hunter’s Mark and Serpent Sting timed [color coding added for illustrative purposes], unchecking the “Two Timers” box in their respective timer tabs will give you two separate timers (we’ll pretend Hunter’s Mark has 04:42 mins:secs remaining, and Serpnt Sting has 07:74 secs:millisecs remaining). Check the “Two Timers” checkbox for either ability, however, will make that aura’s timer track both Hunter’s Mark and Serpent Sting. The timer would display as 07:04, representing the 07 seconds left on Serpent Sting and the 04 minutes left on Hunter’s Mark. Generally, I find this box much too confusing to use, so I just watch separate timers.

Creating Your Own Hunter Aura Strings

Congratulations! You’ve made it through the incredible wall of text! You are now a master of the Power Auras interface. Ready to create your own auras?

Because TKA Something is a Hunter website, I’m going to assume you are a hunter. My main is a hunter, too. So I’m going to walk you through how to make a few of your own hunter-oriented auras.

Making an Aura for Aspect of the Viper

Let’s start with something simple. There’s nothing more damaging to a hunter’s dps than forgetting your Aspect of the Viper is still on when you’ve regained the necessary amount of mana to finish a fight, yet all the standard Blizzard UI gives us to work with is an inconspicuously small icon in the top-right corner, probably buried under a cascade of raid buffs. We should really make that buff more visible.

  1. Boot up the Power Auras interface by typing /powa and pressing enter.
  2. Click the “New” button to create a new aura string and bring up the effect editor.
  3. Let’s find an aura to use. I like the slim circular design of the standard Texture #2, so for now, choose that. You can change it to something else later. Click the color box and make the aura blue. Leave everything else on the top part alone.
  4. On the Activation Tab, select “Activation by: Buff”. In the textbox, type “Aspect of the Viper”. Leave everything else at the default settings.
  5. Switch to the Animation Tab. We’ll leave the beginning, ending, and primary animations alone, but for the fun of it, let’s make this aura animated to grab our attention better. Select the “Electric” option from the Secondary Animation pull-down menu.
  6. We’re not going to add a sound for this aura, and AotV doesn’t have a cooldown buff, so we’re done! Click the X at the top right of both the Effect Editor page and the main Power Aura page. Test it out! Any time you bring up AotV, your aura will display, and any time you don’t have it up, the aura will disappear!

Making an Aura and Timer for Serpent Sting

Remember when I said there were some cool things you could do with the “Use Own Texture” option? Well we’re about to do that. Serpent Sting is a critical hunter ability, but it’s a pain to have to monitor. Even with other addons, it’s difficult to see or remember how long your serpent sting debuff has been on your target. To alleviate some of that frustration, we’re going to make an aura and timer. To do that, we’re going to have to create two aura strings – one to make an icon that lets us know when serpent sting is not on the target, and the other to make a timer that tells us how long the debuff will stay on the target.

  1. Create a new aura string by booting Power Auras and clicking the “New” button.
  2. Skip the top for now. Go down to the Activation Tab and, under the Activation By pulldown menu, select Debuff.
  3. Auras are cool, but after a few of them, your character’s going to glow so much you’d think he or she’s been irradiated. Sometimes it’s nice just to display a button. Check off the Use Own Texture checkbox.
  4. In the big textbox, type “Serpent Sting”. The icon for Serpent Sting won’t show up yet, but it will after you close the editor and use your Serpent Sting ability to trigger the aura.
  5. We don’t really care whether or not any hunter’s Serpent Sting is on our current target. We want to know when our Serpent Sting is on the target! Check off the Cast by Me checkbox.
  6. Similarly, we don’t care (too much) if Serpent Sting is on a friendly target. Check off the Enemy Target checkbox.
  7. We want to know when Serpent Sting isn’t on the target. Check off the Show when not Active checkbox.
  8. Close the editor and the Power Auras main window, find an enemy target, and use your Serpent Sting to activate the aura. You will see a giant, semi-transparent Serpent Sting icon cover your character. It may get your attention, but it’s not very useful. We’re going to shrink it down to size.
  9. Open Power Auras again, select the aura string we just created and tested, and click “Test” and “Edit”. At the top of the Effect Editor, set the Opacity to 100% and shrink the Size down to 12%. That looks better, doesn’t it? Move it using the Position X and Position Y sliders to somewhere convenient on your screen.

Now we have an aura string that will show us a Serpent Sting button every time we have it cast on the target. But a timer to tell us when Serpent Sting expires would make this way more useful in planning our rotations.

  1. Close the Effects Editor. Select the Serpent Sting aura string we just created, and Copy it to whatever page you like. Now open the newly copied string by highlighting it and pressing Edit.
  2. Since we just want to display a timer, not the aura, slide the Opacity setting down to 10%.
  3. Uncheck the Use own Texture box to make the aura even less prominent.
  4. Serpent Sting makes me think of the color green. Click on the Color Selector box and find a nice, bright green color.
  5. Switch to the Timer Tab. Check off the Show textbox to enable a timer. On the main Power Auras screen, click Test to test our timer. Move it to somewhere convenient using Position X and Position Y.

There! Now you have a debuff aura and a timer whenever you cast Serpent Sting on a target!

You may be asking, “But why did we create two separate auras for one effect? Couldn’t you just enable a timer in the original Serpent Sting string?”

The answer is “Yes!” That is a perfectly viable option. The reason I made two is because I have a lot of timers on my screen, and by breaking the aura into two pieces, I can have a distinctly green-colored timer without colorizing my Serpent Sting button.

If you successfully made it through these steps, you now know everything you need to know to make your own aura strings. Don’t be afraid to try, test, or fail! You might surprise yourself with your own creativity!

Warhawke’s Power Auras Strings for Hunters

(updated for 3.1.1)

You didn’t bother to try to make your own aura strings, did you? No matter. I’ve already written a number of strings for my hunter that you can import. Tweak them however you like! It’s your UI; make it work like you want it to!

Remember that certain string variables are not imported or exported, like Aura IDs and, most importantly, timer positions! I have included timer positions in the name of the aura string in case you want to match my UI setup.

Serpent Sting Icon

gcd:bofalse; soundfile:st; owntex:botrue; b:nu0.87843137254902; anim1:nu1; duration:nu0; g:nu0.87843137254902; thresholdinvert:bofalse; ignoremaj:botrue; opt2:nu0; speed:nu1; finish:nu0; icon:stInterface\Icons\Ability_Hunter_Quickshot; size:nu0.12000000476837; torsion:nu1; multiids:st; stacksOperator:st=; realaura:nu1; sound:nu0; mine:botrue; optunitn:bofalse; symetrie:nu0; begin:nu0; off:bofalse; texmode:nu2; x:nu80; customname:st; timerduration:nu0; target:botrue; wowtex:bofalse; groupany:bofalse; customsound:st; combat:nu1; y:nu-125; randomcolor:bofalse; unitn:stOnly for raid/group.; bufftype:nu2; r:nu0.87843137254902; aurastextfont:nu1; party:bofalse; opt1:nu0; focus:bofalse; isenchant:bofalse; raid:bofalse; isdebufftype:bofalse; texture:nu1; anim2:nu0; buffname:stSerpent Sting; customtex:bofalse; stacks:nu0; threshold:nu50; exact:botrue; alpha:nu1; aurastext:st; textaura:bofalse; isdebuff:bofalse; inverse:botrue; ismounted:bofalse; targetfriend:bofalse; timer:bofalse; isinraid:bofalse; stance:nu10

Serpent Sting Timer (X:70, Y:-115)

gcd:bofalse; soundfile:st; owntex:bofalse; b:nu0.015686274509804; anim1:nu1; duration:nu0; g:nu1; thresholdinvert:bofalse; ignoremaj:botrue; opt2:nu0; speed:nu1; finish:nu0; icon:stInterface\Icons\Ability_Hunter_Quickshot; size:nu0.12000000476837; torsion:nu1; multiids:st; stacksOperator:st=; realaura:nu1; sound:nu0; mine:botrue; optunitn:bofalse; symetrie:nu0; begin:nu0; off:bofalse; texmode:nu2; x:nu0; customname:st; timerduration:nu0; target:botrue; wowtex:bofalse; groupany:bofalse; customsound:st; combat:nu1; y:nu0; randomcolor:bofalse; unitn:stOnly for raid/group.; bufftype:nu2; r:nu0; aurastextfont:nu1; party:bofalse; opt1:nu0; focus:bofalse; isenchant:bofalse; raid:bofalse; isdebufftype:bofalse; texture:nu1; anim2:nu0; buffname:stSerpent Sting; customtex:bofalse; stacks:nu0; threshold:nu50; exact:bofalse; alpha:nu0.10000000149012; aurastext:st; textaura:bofalse; isdebuff:bofalse; inverse:bofalse; ismounted:bofalse; targetfriend:bofalse; timer:botrue; isinraid:bofalse; stance:nu10

Hunter’s Mark Icon

gcd:bofalse; soundfile:st; owntex:botrue; b:nu1; anim1:nu1; duration:nu0; g:nu1; thresholdinvert:bofalse; ignoremaj:botrue; opt2:nu0; speed:nu1; finish:nu0; icon:stInterface\Icons\Ability_Hunter_SniperShot; size:nu0.12000000476837; torsion:nu1; multiids:st; stacksOperator:st=; realaura:nu1; sound:nu0; mine:bofalse; optunitn:bofalse; symetrie:nu0; begin:nu0; off:bofalse; texmode:nu2; x:nu-80; customname:st; timerduration:nu0; target:botrue; wowtex:bofalse; groupany:bofalse; customsound:st; combat:nu1; y:nu-125; randomcolor:bofalse; unitn:stOnly for raid/group.; bufftype:nu2; r:nu1; aurastextfont:nu1; party:bofalse; opt1:nu0; focus:bofalse; isenchant:bofalse; raid:bofalse; isdebufftype:bofalse; texture:nu1; anim2:nu0; buffname:stHunter’s Mark; customtex:bofalse; stacks:nu0; threshold:nu50; exact:botrue; alpha:nu1; aurastext:st; textaura:bofalse; isdebuff:bofalse; inverse:botrue; ismounted:bofalse; targetfriend:bofalse; timer:bofalse; isinraid:bofalse; stance:nu10

Hunter’s Mark Timer (X:-80, Y:-115)

gcd:bofalse; soundfile:st; owntex:bofalse; b:nu0.003921568627451; anim1:nu1; duration:nu0; g:nu0; thresholdinvert:bofalse; ignoremaj:botrue; opt2:nu0; speed:nu1; finish:nu1; icon:stInterface\Icons\Ability_Hunter_SniperShot; size:nu0.12000000476837; torsion:nu1; multiids:st; stacksOperator:st=; realaura:nu1; sound:nu0; mine:bofalse; optunitn:bofalse; symetrie:nu0; begin:nu0; off:bofalse; texmode:nu2; x:nu0; customname:st; timerduration:nu0; target:botrue; wowtex:bofalse; groupany:bofalse; customsound:st; combat:nu0; y:nu-30; randomcolor:bofalse; unitn:stOnly for raid/group.; bufftype:nu2; r:nu1; aurastextfont:nu1; party:bofalse; opt1:nu0; focus:bofalse; isenchant:bofalse; raid:bofalse; isdebufftype:bofalse; texture:nu1; anim2:nu0; buffname:stHunter’s Mark; customtex:bofalse; stacks:nu0; threshold:nu50; exact:bofalse; alpha:nu0.10000000149012; aurastext:st; textaura:bofalse; isdebuff:bofalse; inverse:bofalse; ismounted:bofalse; targetfriend:bofalse; timer:botrue; isinraid:bofalse; stance:nu10

Explosive Shot

gcd:bofalse; soundfile:st; owntex:botrue; b:nu0; anim1:nu1; duration:nu0; g:nu0.89803921568627; thresholdinvert:bofalse; ignoremaj:botrue; opt2:nu0; speed:nu1; finish:nu0; icon:stInterface\Icons\Ability_Hunter_ExplosiveShot; size:nu0.12000000476837; torsion:nu1; multiids:st; stacksOperator:st=; realaura:nu1; sound:nu0; mine:bofalse; optunitn:bofalse; symetrie:nu0; begin:nu0; off:bofalse; texmode:nu2; x:nu-40; customname:st; timerduration:nu0; target:bofalse; wowtex:bofalse; groupany:bofalse; customsound:st; combat:nu1; y:nu-125; randomcolor:bofalse; unitn:stOnly for raid/group.; bufftype:nu7; r:nu1; aurastextfont:nu1; party:bofalse; opt1:nu54; focus:bofalse; isenchant:bofalse; raid:bofalse; isdebufftype:bofalse; texture:nu1; anim2:nu0; buffname:stExplosive Shot; customtex:bofalse; stacks:nu0; threshold:nu50; exact:bofalse; alpha:nu1; aurastext:st; textaura:bofalse; isdebuff:bofalse; inverse:bofalse; ismounted:bofalse; targetfriend:bofalse; timer:bofalse; isinraid:bofalse; stance:nu10

Aimed Shot

gcd:bofalse; soundfile:st; owntex:botrue; b:nu0.9921568627451; anim1:nu1; duration:nu0; g:nu1; thresholdinvert:bofalse; ignoremaj:botrue; opt2:nu0; speed:nu1; finish:nu0; icon:stInterface\Icons\INV_Spear_07; size:nu0.12000000476837; torsion:nu1; multiids:st; stacksOperator:st=; realaura:nu1; sound:nu0; mine:bofalse; optunitn:bofalse; symetrie:nu0; begin:nu0; off:bofalse; texmode:nu2; x:nu40; customname:st; timerduration:nu0; target:bofalse; wowtex:bofalse; groupany:bofalse; customsound:st; combat:nu1; y:nu-125; randomcolor:bofalse; unitn:stOnly for raid/group.; bufftype:nu7; r:nu0.96078431372549; aurastextfont:nu1; party:bofalse; opt1:nu40; focus:bofalse; isenchant:bofalse; raid:bofalse; isdebufftype:bofalse; texture:nu1; anim2:nu0; buffname:stAimed Shot; customtex:bofalse; stacks:nu0; threshold:nu50; exact:bofalse; alpha:nu1; aurastext:st; textaura:bofalse; isdebuff:bofalse; inverse:bofalse; ismounted:bofalse; targetfriend:bofalse; timer:bofalse; isinraid:bofalse; stance:nu10

Aspect of the Viper

gcd:bofalse; soundfile:st; owntex:bofalse; b:nu1; anim1:nu1; duration:nu0; g:nu0.2; thresholdinvert:bofalse; ignoremaj:botrue; opt2:nu0; speed:nu1; finish:nu2; icon:stInterface\Icons\Ability_Hunter_AspectoftheViper; size:nu0.75999999046326; torsion:nu1; multiids:st; stacksOperator:st=; realaura:nu1; sound:nu0; mine:botrue; optunitn:bofalse; symetrie:nu0; begin:nu0; off:bofalse; texmode:nu1; x:nu0; customname:st; timerduration:nu0; target:bofalse; wowtex:bofalse; groupany:bofalse; customsound:st; combat:nu0; y:nu-30; randomcolor:bofalse; unitn:stPhoenixwolf; bufftype:nu1; r:nu0; aurastextfont:nu1; party:bofalse; opt1:nu38; focus:bofalse; isenchant:bofalse; raid:bofalse; isdebufftype:bofalse; texture:nu2; anim2:nu0; buffname:stAspect of the Viper; customtex:bofalse; stacks:nu0; threshold:nu10; exact:bofalse; alpha:nu0.75; aurastext:st; textaura:bofalse; isdebuff:bofalse; inverse:bofalse; ismounted:bofalse; targetfriend:bofalse; timer:bofalse; isinraid:bofalse; stance:nu10

Lock and Load

gcd:bofalse; soundfile:st; owntex:bofalse; b:nu0.10196078431373; anim1:nu1; duration:nu0; g:nu0; thresholdinvert:bofalse; ignoremaj:botrue; opt2:nu0; speed:nu1; finish:nu2; icon:stInterface\Icons\Ability_Hunter_LockAndLoad; size:nu0.75999999046326; torsion:nu1; multiids:st; stacksOperator:st=; realaura:nu1; sound:nu0; mine:botrue; optunitn:bofalse; symetrie:nu0; begin:nu0; off:bofalse; texmode:nu1; x:nu0; customname:st; timerduration:nu0; target:bofalse; wowtex:bofalse; groupany:bofalse; customsound:st; combat:nu0; y:nu-30; randomcolor:bofalse; unitn:stOnly for raid/group.; bufftype:nu1; r:nu1; aurastextfont:nu1; party:bofalse; opt1:nu0; focus:bofalse; isenchant:bofalse; raid:bofalse; isdebufftype:bofalse; texture:nu11; anim2:nu0; buffname:stLock and Load; customtex:bofalse; stacks:nu0; threshold:nu50; exact:bofalse; alpha:nu0.75; aurastext:st; textaura:bofalse; isdebuff:bofalse; inverse:bofalse; ismounted:bofalse; targetfriend:bofalse; timer:bofalse; isinraid:bofalse; stance:nu10

Sniper Training (X:0, Y:-160)

gcd:bofalse; soundfile:st; owntex:bofalse; b:nu0.98039215686275; anim1:nu1; duration:nu0; g:nu1; thresholdinvert:bofalse; ignoremaj:botrue; opt2:nu0; speed:nu1; finish:nu0; icon:stInterface\Icons\Ability_Hunter_LongShots; size:nu0.15999999642372; torsion:nu1; multiids:st; stacksOperator:st=; realaura:nu1; sound:nu0; mine:bofalse; optunitn:bofalse; symetrie:nu0; begin:nu0; off:bofalse; texmode:nu1; x:nu0; customname:st; timerduration:nu0; target:bofalse; wowtex:botrue; groupany:bofalse; customsound:st; combat:nu1; y:nu-178; randomcolor:bofalse; unitn:stOnly for raid/group.; bufftype:nu1; r:nu0.96078431372549; aurastextfont:nu1; party:bofalse; opt1:nu0; focus:bofalse; isenchant:bofalse; raid:bofalse; isdebufftype:bofalse; texture:nu1; anim2:nu1; buffname:stSniper Training; customtex:bofalse; stacks:nu0; threshold:nu50; exact:bofalse; alpha:nu1; aurastext:st; textaura:bofalse; isdebuff:bofalse; inverse:bofalse; ismounted:bofalse; targetfriend:bofalse; timer:botrue; isinraid:bofalse; stance:nu10

Black Arrow

gcd:bofalse; soundfile:st; owntex:botrue; b:nu0.68627450980392; anim1:nu1; duration:nu0; mine:bofalse; optunitn:bofalse; multiids:st; opt2:nu0; speed:nu1; finish:nu0; anim2:nu0; size:nu0.12000000476837; torsion:nu1; r:nu0.37647058823529; stacksOperator:st=; realaura:nu1; y:nu-125; x:nu0; ignoremaj:botrue; symetrie:nu0; begin:nu0; off:bofalse; texmode:nu2; icon:stInterface\Icons\Spell_Shadow_PainSpike; textaura:bofalse; timerduration:nu0; target:bofalse; wowtex:bofalse; groupany:bofalse; customsound:st; combat:nu1; inverse:bofalse; buffname:stBlack Arrow; unitn:stOnly for raid/group.; bufftype:nu7; exact:bofalse; aurastextfont:nu1; stacks:nu0; threshold:nu50; focus:bofalse; isenchant:bofalse; raid:bofalse; isdebufftype:bofalse; texture:nu6; thresholdinvert:bofalse; sound:nu0; customtex:bofalse; g:nu0.10588235294118; party:bofalse; customname:st; alpha:nu1; aurastext:st; timer:bofalse; isdebuff:bofalse; randomcolor:bofalse; ismounted:bofalse; targetfriend:bofalse; opt1:nu52; isinraid:bofalse; stance:nu10

Frequently Asked Questions

Help! My aura string isn’t working like it should!

There are any number of reasons why an aura string isn’t working right. Are you sure you’ve chosen the right “Activation by” criterion? It’s easy to forget that buff is actually a debuff! If your aura isn’t activating correctly or displaying the right icon when “Custom Texture” or “Use Own Texture” is enabled for an ability, that ability is somewhere on your action bars! It can be on an invisible action bar, or even in a macro, but Power Auras has to be able to see the icon to know what to display!

Will you check my aura string export?

If it’s buggy, no. I would love to be able to help every one of you out of your technical problems, but I am a college student double-major trying to get into law school with barely enough time to raid and write guides, much less debug every string with a faulty checkbox. Try working it out yourself! If you think there is a major bug, or if there is a problem with something in this guide, you are then welcome to PM me.

I’ve come up with some great aura strings! Would you host them under the Power Aura Strings for Hunters section?

If your string is sufficiently helpful to a majority of hunters and hasn’t already been covered by a previously existing string (or does the job better than a currently existing string), I would be happy to upload it and give you credit. Export the code and send me a private message on the forums!

When will you make a Power Auras guide for Death Knights/Druids/Mages/Paladins/Priests/Rogues/Shamans/Warlocks/Warriors?

I don’t have any level 80 characters other than my hunter, so I don’t have any plans to retool this guide for any other classes. However, should there be enough interest, I would be happy to create a section for Aura Strings for other classes. You just have to make them! Send them to me, and I’ll post them under a new section and give you credit!

How do I contact you to ask a question or send you an export?

Send me a private message on the forums or e-mail me at wksims86hotmail(dot)c** (deformated to prevent spider-crawling spam). It might take me a day or two to get back to you, but I do check both!

Special Thanks to…

The TKA Something community, for making this guide worth writing.
Zourn, for being my Power Auras wingman and theory tester.
My girlfriend Liz, for being her :-)

Warhawke, AKA
Phoenixwolf, lvl 80 Hunter – Doomhammer