The UI in WoW Retail have the capability to customize size, behavior and disposition about different things like:

  • buffs and debuffs Frame
  • Player, target and focus Frame
  • Party and Raid frame
  • Boss frame
  • Chat frame
  • Action Bars
  • Status Bars
  • Extra abilities

and much more, you can have multiple “profiles” and split into whatever you want like for different resolutions and different purposes (like For farming, dungeon, raid, etc)

TL;DR

Edit mode

In Edit Mode, you can export and import profiles allowing you to share it, transfer it to other accounts or copy from others. To import a configuration, go to the Layout list and click the Import option.

layout import

This will open a prompt where you can paste the import text. Below that, you can enter any name you’d like for the configuration. Keep in mind the intended resolution of each profile if it doesn’t match the layout profile you’re importing, some elements may be misplaced or require slight adjustments. I will show simple preview with ALL bars, remember some bars only appears on particular situations (raid frames, boss frames, vehicle) and i don’t use cooldown manager, but also setup on particular position. Here, I’ll share my layout profiles.

Split 1900 1200

For monitor/display 1900x1200 This mode have the action bars split in horizontal way and player frame are on top left of the monitor/display

Preview: split 1900 1200

1 43 0 0 0 7 7 UIParent -154.1 2.0 -1 ##$$%/&''%)$+#,$ 0 1 0 0 0 UIParent 553.0 -1113.0 -1 ##$$%/&''%(#,$ 0 2 0 0 0 UIParent 553.0 -1068.5 -1 ##$$%/&''%(#,$ 0 3 1 5 5 UIParent -5.0 -77.0 -1 #$$$%/&('%(%,$ 0 4 0 0 0 UIParent 1106.8 -1069.3 -1 #$$'%/&'''(#,$ 0 5 0 3 5 MultiBarLeft 4.0 29.0 -1 ##$&%/&'''(#,$ 0 6 1 1 4 UIParent 0.0 -50.0 -1 ##$$%/&('%(#,$ 0 7 1 1 4 UIParent 0.0 -100.0 -1 ##$$%/&('%(#,$ 0 10 0 0 0 UIParent 553.0 -1034.5 -1 ##$$&('% 0 11 0 0 0 UIParent 553.0 -1000.5 -1 ##$$&('%,# 0 12 0 0 0 UIParent 996.8 -1034.5 -1 ##$$&('% 1 -1 0 0 0 UIParent 817.8 -957.6 -1 #&$#%$ 2 -1 1 2 2 UIParent 0.0 0.0 -1 ##$#%( 3 0 1 0 0 UIParent 4.0 -4.0 -1 $#3) 3 1 0 0 0 UIParent 272.6 0.2 -1 %#3+ 3 2 0 0 0 UIParent 10.0 -251.4 -1 %$&$3# 3 3 0 0 0 UIParent 62.0 -743.4 -1 '$(#)$-k.G/$1#3# 3 4 0 0 0 UIParent 78.0 -698.0 -1 ,#-c.#/#0$1$2( 3 5 1 5 5 UIParent 0.0 0.0 -1 &$*$3# 3 6 1 5 5 UIParent 0.0 0.0 -1 -#.#/#4& 3 7 1 4 4 UIParent 0.0 0.0 -1 3# 4 -1 0 0 0 UIParent 625.0 -837.4 -1 # 5 -1 0 1 4 UIParent 274.0 -2.0 -1 # 6 0 1 2 2 UIParent -255.0 -10.0 -1 ##$#%#&/(*)( 6 1 0 0 0 UIParent 1067.0 -220.0 -1 ##$#%#'/(*)( 7 -1 0 4 4 UIParent 140.6 35.3 -1 # 8 -1 0 3 3 UIParent 34.0 -495.0 -1 #'$d%$&_ 9 -1 0 0 0 UIParent 1026.8 -1032.5 -1 # 10 -1 1 0 0 UIParent 16.0 -116.0 -1 # 11 -1 0 7 1 BagsBar -65.7 4.0 -1 # 12 -1 1 2 2 UIParent -110.0 -275.0 -1 #.$#%$ 13 -1 1 8 8 MicroButtonAndBagsBar 0.0 0.0 -1 ##$#%-&- 14 -1 0 8 2 MicroMenuContainer 0.0 4.0 -1 ##$#%( 15 0 0 4 4 UIParent 0.0 508.7 -1 # 15 1 0 8 2 MainStatusTrackingBarContainer 0.0 4.0 -1 # 16 -1 1 5 5 UIParent 0.0 0.0 -1 ## 17 -1 1 1 1 UIParent 0.0 -100.0 -1 ## 18 -1 1 5 5 UIParent 0.0 0.0 -1 ## 19 -1 0 4 4 UIParent 340.3 -200.0 -1 ## 20 0 0 7 1 PlayerCastingBarFrame 146.0 4.6 -1 ##$/%$&('%(-($)#+$,$-$ 20 1 0 6 6 UIParent 294.0 273.0 -1 ##$*%$&('%(-($)#+$,$-$ 20 2 0 7 7 UIParent -36.0 148.0 -1 ##$$%$&('((-($)#+$,$-$ 20 3 0 0 0 UIParent 264.0 -223.4 -1 #$$$%#&('((-($)#*#+$,$-$

Edit Mode

This mode allow you to modify almost everything of your UI to enter on this mode you can write on chat

/editmode

Alternatively, right-click on the General tab of the chat window and select Edit Mode.

Once you are in Edit Mode, most of the frames, action bars, and the minimap will display a square region that you can drag. If you click on any of these elements, you will access additional configuration options for that specific frame such as modifying its size or layout. Each frame has its own set of options.

NOTE: The things that you can edit here are the things “native” to the game, that means the UI elements related to addons usually are not included here.

Layout

This works like the UI “profiles” here you can have multiple configurations of your UI, here you will have two default layouts (Preset) that you can’t delete:

  • Modern
  • Classic

These ones every time that you set again will adapt to your current Resolution

Create your own layout

Every time you create a layout, you can base it on an existing one. The first time you do this, you will use one of the presets. This guide uses the Classic preset (where the player frame is located at the top left). Many of the tips explained here also apply to the Modern preset (where the player frame is centered on the left side of the screen).

Once you select a preset make any modifications and then try to close from edit mode you will be prompted to save or discard changes if you try to save will ask to set a name in order to create a New Layout based on the current changes you have made. When you select any layout (preset or custom) and click on the + New Layout option, a new layout profile will be created based on the currently active profile (like copy from current selected one). I recommend including the resolution in the layout name to help you remember which resolution was configured useful for future exports.

layout create

NOTE: If you create a layout for a specific resolution and later change your resolution, that layout may no longer be ideal as a new base. In that case, it’s better to start with a preset again.

Delete, Copy, Rename Layouts

You can manage your custom layouts by opening the layout list. When you hover your cursor over a layout name, you will see management icons appear:

  • Delete: Prohibited icon
  • Copy or Rename: Engine icon

layout profiles

Edit elements

Once you have a base layout profile ready is the moment to customize according to your Monitor/Display and your style.

Every editable element in edit mode will display a light blue (almost transparent) region. When you hover your cursor over an element, its name will appear. If you click on the element, it will change color to yellow and display frame name in the center of element region also advanced options for the selected element will displayed, every element have their specific options.

All elements can be repositioned by clicking and dragging them, similar to a drag-and-drop system. To make alignment easier, it’s recommended to enable the Show Grid option with a value of 100. Snap Elements be Enabled this allows elements to automatically snap into place when moved near another, helping them align closely and neatly. To see all possible elements (to enable or disable to see and be able to edit, required for the further steps) Advanced Options must be Enabled to see ALL the available options

grip and snap

NOTE: if your are new in the game just use any preset how is it focus to experiment a little bit the different things of the game like usage of your character, questing, dungeons, collections, etc.

Frames

Refers a informative bar status of you, Allies, Enemies, Pet in different scenarios like Dungeons, Raid, Arena.

Chat Frame

This is the General Chat tray, where you can view messages from nearly all channels such as Say, Yell, Whispers, Party, Raid, Dungeon, and more. It also displays log messages like combat logs, miscellaneous updates, skill notifications, alerts, addon messages, and most other types of text. Chat tabs can be attached to this area.

Additionally, this frame contains special communication icons, including:

  • Social: Manage friends, group finder (Who), raid, and Quick Join features.
  • Chat Channels (speaker icon): Manage in-game voice chats.
  • World Channels: Access General, Trade, LocalDefense, and custom chat channels.

chat frame

In their advanced options, you can:

  • Width: Adjust the width of the frame
  • Height: Adjust the height of the frame

Alternatively, you can resize the frame manually using your mouse. In the bottom-right corner, you will see a triangle icon click and hold it, then drag to resize the frame until you are satisfied with its dimensions.

Player Frame

This frame by default is visible, there is no way to “hide” in edit mode (regular way) is always visible, this frame display your character name, current level and your current their status like health, power (Mana, energy, runic power, rage) and “special combat resources like runes, combo points, etc according to your class and talent specialization. To identify the frame and differentiate with Target and focus frame (that are similar), hover your cursor over it or click on it, and the frame name will be displayed.

player frame

In their advanced options, you can:

  • Frame Size: Change the size of frame by percentage preserving their aspect ratio, the ideal size depends of your display in my case 130% is ok
  • Cast Bar Underneath: Value Enable your cast bar will be below of player frame, Value disabled allow to have anywhere is recommend value Disabled if your player frame is in a corner (Classic preset). It is the same configuration to Advanced config Lock to Player Frame of Cast Bar

Target Frame

This represents your current target, showing their status like health, power (mana, energy, rage, etc.), buffs, and debuffs. It only appears when you have a target whether ally, enemy, or neutral.

To view it in Edit Mode (even without a target), make sure the Target and Focus option is enabled in the HUD Edit Mode window. You will see a target example with yourself as a placeholder. To identify the frame and differentiate with Player and focus frame (that are similar), hover your cursor over it or click on it, and the frame name will be displayed.

target frame

In the advanced options, you can:

  • Buffs On Top: Choose where to display the target’s buffs and debuffs. With Value Disabled (default), they appear at the bottom ideal when the target is positioned at the top of the screen (like the classic preset). With Value Enabled, buffs and debuffs appear at the top typically used when the target is slightly below center (like the modern preset).
  • Frame Size: Adjust the size of the target frame using a percentage value preserving the aspect ratio.

Focus Frame

This represents your focus, this is something like a target that you can setup with command /focus or right click to any target and then click on to option Set Focus (to remove without target execute /focus, for advanced usage check here…to-do) showing their status like health, power (mana, energy, rage, etc.), buffs, and debuffs. It only appears when you have a target whether ally, enemy, or neutral.

To view it in Edit Mode (even without a focus), make sure the Target and Focus option is enabled in the HUD Edit Mode window. You will see a focus example with yourself as a placeholder. To identify the frame and differentiate with Player and target frame (that are similar), hover your cursor over it or click on it, and the frame name will be displayed.

focus frame

In the advanced options, you can:

  • Use Larger Frame: By default, Focus is smaller than the Target Frame. When Value Enabled is selected the focus frame will look more like to the Target Frame.
  • Buffs On Top: Choose where to display the target’s buffs and debuffs. With Value Disabled (default), they appear at the bottom ideal when the target is positioned at the top of the screen (like the classic preset). With Value Enabled, buffs and debuffs appear at the top typically used when the target is slightly below center (like the modern preset).
  • Frame Size: Adjust the size of the target frame using a percentage value preserving the aspect ratio.

Party Frames

When you are in a Party (a team of 2-5 players, including yourself), you can see the status of each member such as health, power (mana, energy, rage, etc.), buffs, and debuffs. These can be displayed in different styles the “Default” representation and the Raid representation. Each style has its own advanced options. To view it in Edit Mode (even if you are not in Party), make sure the Party Frames option is enabled in the HUD Edit Mode window. A common advanced option is:

  • Use Raid-Style Party Frames: Switch the party frame style between the Default style (Value Disabled) and the Raid style (Value Enabled), when this one is changed the available advanced options will change.
Default Style

This is similar to the Target Frame, displaying the character face of each party member. However, it waste space between members and only is can be used in vertical. Personally, I don’t use this style.

party frame default

In the advanced options, you can:

  • Show Background: The area where are the party frames show background (Value Enabled) or not (Value Disabled)
  • Frame Size: Size in percentage of party Frames (all party members will have the same size and increase party frame area) preserving their aspect ratio
Raid Style

Similar to how Raid Frames work simple this style instead of character faces use thick bars that can show class colors and display larger health numbers. Each bar visually represents either the remaining or missing health, this style are affected by Raid interface config.

party frame raid

In the advanced options, you can:

  • Frame Width: Adjust the width of the frame
  • Frame Height: Adjust the height of the frame
  • Sort By: Change how party members are sorted
    • Role: Sorts by role in the order Tank, Healer, then Damage (DPS)
    • Group: Displays members based on the order they joined or left the group. The default keybindings (F1-F5) will match the order shown.
    • Alphabetical: Sorts by character name
  • Use Horizontal Layout: Changes the layout of the party frame to Horizontal (Value Enabled) or Vertical (Value Disabled). In my opinion, the best layout depends on how your action bars are set. If you use horizontal bars, the horizontal layout is better because the mouse distance between spells and party frames remains consistent for each member.
  • Display Border: Toggles the display a border on each member (Value Enabled) or hides it (Value Disabled)

Raid Frames

When you are in Raid (a team of 6-40 players), the raid is something like multiple groups (like party max 5 member) on the same team (max 8 groups) you can see the status of each member such as health, power (mana, energy, rage, etc.), buffs, and debuffs. Now the difference with party on this case is intended to be a lot of players this one uses smaller frames and optimal where show relevant info, like health and power bars in minimalistic mode. To view it in Edit Mode (even if you are not in Raid), make sure the Raid Frames option is enabled in the HUD Edit Mode window.

Raid Frames support two grouping techniques Separated or Combined. These are the common advanced config:

  • Raid Size: Show mock/example size (to get an idea when configuring raid frames in edit mode) for common raid sizes 10, 25, or 40 typically used in raids, battlegrounds, and world. This option does not allow have a different config per size is just a mock/example.
  • Frame Width: Adjust the width of the frame
  • Frame Height: Adjust the height of the frame
  • Groups: Change how raid members groups are distributed horizontal or vertical and if are sorted (Combine Groups) or not (Separate Groups), this one change the advanced options.
    • Separate Groups (Vertical): Show raid members by groups follow their respective Group number in vertical mode
    • Separate Groups (Horizontal): Show raid members by groups follow their respective Group number in horizontal mode
    • Combine Groups (Vertical): Show raid members all together (regardless incomplete group numbers) following the Sort By option in vertical mode
    • Combine Groups (Horizontal): Show raid members all together (regardless incomplete group numbers) following the Sort By option in Horizontal mode
Separated Mode

Displays each group according their group number and display group number, preserving the order. Sorting options are not available in this mode. This option is better if Group number matters for mechanics, buffs groups limitation (know all the time). This one is my preferred config and i relocate the raid frames according to current member size trying to put more close where party frame was (close and aligned with action bars)

Raid frame Separated

TIP: Snap to grid the raid frames for easy symmetric relocation, you can made a simple edit at any moment according to your current needs.

Mock with raid size 10 Raid frame 10

Mock with raid size 25 Raid frame 25

The advanced options available only for this raid mode (in addition of common advanced options for raid frames):

  • Display Border: Toggles the display a border on each member (Value Enabled) or hides it (Value Disabled)
Combined Mode

Shows all members as one large unified group on this case sort and grouping options are available. In this mode, group numbers are not displayed within the Raid Frame you can only check group numbers in the raid config for mechanics that use group numbers could be an issue and on your player frame you will now which group you are.

Raid frame Combined

The advanced options available only for combined mode (in addition of common advanced options for raid frames):

  • Sort By: How groups are sort in raid regardless group numbers
  • Group by:
    • Role: By role in the order Tank, Healer, then Damage (DPS)
    • Group: Displays members based on the order managed in raid groups panel, the group numbers are not displayed if for some reason have groups with less 5 members they will displayed together (last player of one group with the first player of another group) BUT their group number will not displayed on raid frame
    • Alphabetical: Sorts by character name
  • Column Size: Number of columns to have in raid frame disposition changing their size horizontally or vertically (according to their respective combined mode horizontal or vertical)

Pet Frame

Small Frame (smaller than the Target frame) displays your controlled unit, such as a Pet or Guardian (Not all pets or guardians are visualized in pet frame, only relevant or permanent). When you’re in certain vehicles, your player frame will appear in Pet Frame position, and the vehicle frame will take the Player Frame’s position sometimes with decorative borders depending on the type of vehicle. They aren’t always literal vehicles like cars; sometimes the events simply change your main action bar for the event without mount literally vehicle sometimes could be npc control, structure, canon, etc. To see in edit mode make sure the Pet Frame option is enabled in the HUD Edit Mode window.

pet frame

In the advanced options, you can:

  • Frame Size: Change the size of frame by percentage preserving their aspect ratio

Boss Frames

In dungeons or raids (PVE content), some boss encounters or special encounters (such as mini-bosses) may have multiple strong NPCs (typically 2 or more, or strong summoned NPCs). In these cases, a special frame should be generated on the right side of the screen (default position, is intended to be located on right becase on left will be allies and your frame), where the objective tracker is normally located. To see in edit mode make sure the Boss Frames option is enabled in the HUD Edit Mode window.

The objective tracker should be pushed downward to accommodate the number of boss frames (commonly are from 2 to 5), when you activate from HUD Edit Mode you will see how the objective tracker move downward and deactivate you will see how objetive tracker back into their original position. These frames function similarly to target frames, displaying health and power bars, and showing their cast bars below.

boss frame

In the advanced options, you can:

  • Use Larger Frame: By default, these frames are smaller than the Target Frame. When Value Enabled is selected these frames will look more like to the Target Frame.
  • Cast Bar on Side: When this value is enabled, the cast bars will appear on the side (to the left of each boss frame), allowing the boss frames to be positioned closer together. When value is disabled, the cast bars will appear below each boss frame, requiring more vertical space.

Arena Frames

In Arenas (PvP content), 2v2, 3v3, and 5v5 encounters display frames for enemy players involved in the match. These frames show similar to raid frame with player’s name, class icon, health bars, power bars, cast bars. Pet frames appear below the corresponding player unit frame. Visibility of these elements depends on the interface options related to arena frames (numbers in health bars, visualize pets, etc). To see in edit mode make sure the Arena Frames option is enabled in the HUD Edit Mode window.

Similar to boss frames will be on the right side of the screen (default position, is intended to be located on right becase on left will be allies and your frame), arena frames will push the objective tracker downward until all arena frames are fully accommodated.

Arena Frame

In the advanced options, you can:

  • Arena Size: Show mock/example size (to get an idea when configuring arena frames in edit mode) for arenas 2v2 or 3v3
  • Frame Width: Adjust the width of the frame
  • Frame Height: Adjust the height of the frame
  • Display Border: Toggles the display a border on each member (Value Enabled) or hides it (Value Disabled)

Combat

Elements related to combat like bufs, debufs, stance, abilities, action bars, encounter bar, cooldown manager

Buff Frame

Buffs or positive effects (usually will have positive effects, but could have negative effects) are shown with their duration also you can view a tooltip with detailed information about the effect by hovering mouse over buff icon. The difference with Debuff frame the debuffs usually have a thin edge. To view it in Edit Mode (even without buffs), make sure the Buffs and Debuffs option is enabled in the HUD Edit Mode window

Buff frame

In the advanced options, you can:

  • Orientation: Configure how the buffs will disposed Value Horizontal show the remaining duration up or down of every icon based on Icon Wrap Value and spread horizontally, Value Vertical Show remaining duration on the left or right of every icon based on Icon Wrap Value and spread vertically.
  • Icon Wrap: Set how the buff icons will wrap. The wrap direction determines the position of the remaining buff time, following the Icon wrap value, i.e icon wrap value down the timer will be down. The available values for Icon Wrap depend on the Orientation setting, Horizontal will have Up and Down icon wrap values, while Vertical will have Left and Right icon wrap values.
  • Icon Direction: Configures the direction in which the buff icons grow and specifies where the array of buffs starts. For example, when the value is Left, the first buff appears on the right side of the buff frame. The available values depend on the Orientation setting, Horizontal will have down and up, while Vertical will have right and left.
  • Icon Size: Change the size of buffs icons and their text by percentage preserving their aspect ratio
  • Icon Padding: Specifies the numeric (maybe is pixel) distance between buffs icons in all directions.
  • Icon Limit: Sets the maximum number of icons per row or column (based on the Orientation setting). When this limit is reached, additional icons wrap to the next row or column (based on the Icon Wrap setting), creating a new line.

Debuff frame

Debuffs or negative effects (usually will have negative effects, but could have positive effects) are shown with their duration also you can view a tooltip with detailed information about the effect by hovering mouse over debuff icon. The difference with Buff frame the debuffs usually have a thick edge. To view it in Edit Mode (even without debuffs), make sure the Buffs and Debuffs option is enabled in the HUD Edit Mode window

Debuff frame

In the advanced options, you can:

  • Orientation: Configure how the buffs will disposed Value Horizontal show the remaining duration up or down of every icon based on Icon Wrap Value and spread horizontally, Value Vertical Show remaining duration on the left or right of every icon based on Icon Wrap Value and spread vertically.
  • Icon Wrap: Set how the buff icons will wrap. The wrap direction determines the position of the remaining buff time, following the Icon wrap value, i.e icon wrap value down the timer will be down. The available values for Icon Wrap depend on the Orientation setting, Horizontal will have Up and Down icon wrap values, while Vertical will have Left and Right icon wrap values.
  • Icon Direction: Configures the direction in which the buff icons grow and specifies where the array of buffs starts. For example, when the value is Left, the first buff appears on the right side of the buff frame. The available values depend on the Orientation setting, Horizontal will have down and up, while Vertical will have right and left.
  • Icon Size: Change the size of buffs icons and their text by percentage preserving their aspect ratio
  • Icon Padding: Specifies the numeric (maybe is pixel) distance between buffs icons in all directions.
  • Icon Limit: Sets the maximum number of icons per row or column (based on the Orientation setting). When this limit is reached, additional icons wrap to the next row or column (based on the Icon Wrap setting), creating a new line.

Cast Bar

Cast bar from player perspective for any spell that requires cast time, channeling from your character, vehicle that you are using, unit that you are controlling directly, etc. To view it in Edit Mode (even without casting a spell with cast time), make sure the Cast Bar option is enabled in the HUD Edit Mode window

cast bar

In the advanced options, you can:

  • Bar Size: Change the size of cast bar by percentage preserving their aspect ratio
  • Lock to Player Frame: Value Enable your cast bar will be below of player frame, Value disabled allow to have anywhere is recommend value Disabled if your player frame is in a corner (Classic preset). It is the same configuration to Advanced config Cast Bar Underneath of Player Frame
  • Show Cast Time: Show cast time number on the right side of cast bar

Action Bars - Main

Bars where you place your spells, items, and macros, which you interact with using keybindings or left-clicks. The main Action bar cannot be disabled from options and have a little bit different option with extra action bars

action bars main

In the advanced options, you can:

  • Orientation: Horizontal or vertical, that depends about your action bars orientation (in order to be aligned)
  • # of rows: by default action bars is one single row, increment the number of rows allow to wrap buttons
  • # of Icons: Number of buttons that will the action bar have, the action bar will centered and wrap according to number of icons
  • Icon Size: Change the size of spell icons and their text by percentage preserving their aspect ratio
  • Icon Padding: Specifies the numeric (maybe is pixel) distance between spell icons in all directions.
  • Always Show Buttons: Displays buttons regardless of whether are spells in buttons (Value Enabled) or only shows the button if there is a spell there (Value Disabled).
  • Hide Bar Art: The main action bar could have decorative dragon artwork on its sides. Use value Enabled to hide the artwork.
  • Hide Bar Scrolling: Main action bar have secondary bar that can be accessed via scroll (interactive way with mouse) located on the left side of the action bar. Use value Enabled to hide the Scroll.

Action Bars - Extra

These bars serve the same purpose as the main action bar holding spells, items, macros, etc. but unlike the main bar, they do not include decorative art or scrolling functionality and have the Bar visible option to dynamically show (based on combat condition) or disable via edit mode.

Action bars extra

In the advanced options, you can:

  • Orientation: Horizontal or vertical, that depends about your action bars orientation (in order to be aligned)
  • # of rows: by default action bars is one single row, increment the number of rows allow to wrap buttons, you can wrap in order to increment the action buttons horizontally (at least visually) if you have a horizontally long screen
  • # of Icons: Number of buttons that will the action bar have, the action bar will centered and wrap according to number of icons
  • Icon Size: Change the size of spell icons and their text by percentage preserving their aspect ratio
  • Icon Padding: Specifies the numeric (maybe is pixel) distance between spell icons in all directions.
  • Bar Visible: specify when the bar will be visible always, in combat, without combat or hide.
  • Always Show Buttons: Displays buttons regardless of whether are spells in buttons (Value Enabled) or only shows the button if there is a spell there (Value Disabled).

These bars are always visible in edit mode, but only if you’ve activated them. To manage them, go to Options → Gameplay → Action Bars, where you can specify which of the 8 action bars you want to display all of them or only specific ones (any of them), the main action bar (action bar 1) can’t be disabled.

action bars options

TIP: Use Lock action bars value enabled for avoid unintended spell button drags (specially if for some reason you trigger the actions with mouse) and Show numbers for cooldowns value enabled that options are helpfully if you are not using any external tool for UI

Stance Bar

This bar contains “stances” for the player. These function like spells that change the player’s stance. For example, a Warrior has Defense Stance, Berserker Stance, and Combat Stance. Druids some of their transformations. To view it in Edit Mode (even without stance spells), make sure the Stance Bar option is enabled in the HUD Edit Mode window

Stance bar

In the advanced options, you can:

  • Orientation: Horizontal or vertical, that depends about your action bars orientation (in order to be aligned)
  • # of rows: by default stance bar is one single row, increment the number of rows allow to wrap stance spells
  • Icon Size: Change the size of spell icons and their text by percentage preserving their aspect ratio
  • Icon Padding: Specifies the numeric (maybe is pixel) distance between spell icons in all directions.

Extra Abilities

This region is for spells related to scenarios, special objects, special events or special spell be temporary in extra ability region in order to drag into action bar once is in action bar disappear from extra abilities . If, for some reason, more than one extra ability exists (when have a temporary special spell to drag and other extra spell according to situation), it will appear next to the right side of the extra ability location. To view it in Edit Mode (even without stance extra abilities), make sure the Extra Abilities option is enabled in the HUD Edit Mode window

extra abilities

This one does not contain advanced options

Pet Bar

This bar contains spells for permanent or long term controlled units. Classes like Warlock, Hunter, Mage, and Death Knight can summon these kind of units. In some situations, this bar includes special spells related to the automatic behavior (Aggressive, passive, defensive modes) of units and could have dedicated buttons for pet abilities. To view it in Edit Mode (even without pet), make sure the Pet Bar option is enabled in the HUD Edit Mode window

pet bar

In the advanced options, you can:

  • Orientation: Horizontal or vertical, that depends about your action bars orientation (in order to be aligned)
  • # of rows: by default pet bar is one single row, increment the number of rows allow to wrap pet bar buttons
  • Icon Size: Change the size of spell icons and their text by percentage preserving their aspect ratio
  • Icon Padding: Specifies the numeric (maybe is pixel) distance between spell icons in all directions.
  • Always Show Buttons: Displays buttons regardless of whether are spells in buttons (Value Enabled) or only shows the button if there is a spell there (Value Disabled).

Possess bar

Similar to pet bar this one is bar for temporary or short term controlled units such as those affected by Mind Control or certain vehicles. To view it in Edit Mode (even without a poseed unit), make sure the Possess Bar option is enabled in the HUD Edit Mode window.

Possess Bar

In the advanced options, you can:

  • Orientation: Horizontal or vertical, that depends about your action bars orientation (in order to be aligned)
  • # of rows: by default pet bar is one single row, increment the number of rows allow to wrap pet bar buttons
  • Icon Size: Change the size of spell icons and their text by percentage preserving their aspect ratio
  • Icon Padding: Specifies the numeric (maybe is pixel) distance between spell icons in all directions.

Encounter bar

A bar that displays information about the scenario or situation for example, Vigor used in Skyriding, environmental status like distance to a discovery item, charge indicators for special encounters, and more. Its size may vary slightly depending on the bar’s decoration and the specific context. To view it in Edit Mode (even without stance spells), make sure the Encounter Bar option is enabled in the HUD Edit Mode window.

encounter bar

This one does not contain advanced options

Tracked Bars

Tracked buffs from Cooldown Manager system this one shows your tracked buffs in bars by cooldown manager. This only works if Cooldown manager is activated from interface options. To view it in Edit Mode (even without Tracker Bars system working), make sure the Cooldown manager option is enabled in the HUD Edit Mode window.

Tracked Bars

In the advanced options, you can:

  • Icon Size: Change the size of spell icons and their text by percentage preserving their aspect ratio
  • Icon Padding: Specifies the numeric (maybe is pixel) distance between spell icons in all directions.
  • Opacity: Sets the opacity level of the Tracked Buffs bar. Lower values make the bar slightly transparent.
  • Visibility: Determines when Tracked Bars will be visible, always, combat or never
  • Display Mode: How the track buffs are displayed on tracked bars with icon or name or both.
  • Hide when inactive: When value is enabled if there is no tracked buffs on player will hide the related tracked bar
  • Show Timer: Show remaining duration of tracked buffs
  • Show Tooltips: When values is enabled, displays tooltips when hovering the mouse over buffs in the Tracked bar.

Tracked Buffs

Tracked buffs from Cooldown Manager system this one shows your tracked buffs in buffs icons without bars by cooldown manager. This only works if Cooldown manager is activated from interface options. To view it in Edit Mode (even without Tracker Buffs system working), make sure the Cooldown manager option is enabled in the HUD Edit Mode window.

Tracked Buffs

In the advanced options, you can:

  • Orientation: Configure how the utility spells will disposed Value Horizontal spread horizontally, Value Vertical spread vertically.
  • Icon Direction: Configures the direction in which the spells icons grow and specifies where the array of spells starts. For example, when the value is Left, the first spells appears on the right side of the Utility cooldowns. The available values depend on the Orientation setting, Horizontal will have right and left, while
  • Icon Size: Change the size of spell icons and their text by percentage preserving their aspect ratio
  • Icon Padding: Specifies the numeric (maybe is pixel) distance between spell icons in all directions.
  • Opacity: Sets the opacity level of the Tracked Buffs bar. Lower values make the bar slightly transparent.
  • Visibility: Determines when Tracked Bars will be visible, always, combat or never
  • Hide when inactive: When value is enabled if there is no tracked buffs on player will hide the related tracked bar
  • Show Timer: Show remaining duration of tracked buffs
  • Show Tooltips: When values is enabled, displays tooltips when hovering the mouse over buffs in the Tracked bar.

Utility Cooldowns

Tracker of utility spells, usually are spells with functions like stun, defensives for allies, interrupts, speed increase, etc from Cooldown Manager system, displayed similar to buffs. This only works if Cooldown manager is activated from interface options. To view it in Edit Mode (even without Utility cooldowns working), make sure the Cooldown manager option is enabled in the HUD Edit Mode window.

utility cooldowns

In the advanced options, you can:

  • Orientation: Configure how the utility spells will disposed Value Horizontal spread horizontally, Value Vertical spread vertically.
  • # Columns/# Rows: Sets the maximum number of icons per row or column (based on the Orientation setting). When this limit is reached, additional icons wrap to the next row or column, creating a new line (row or column).
  • Icon Direction: Configures the direction in which the spells icons grow and specifies where the array of spells starts. For example, when the value is Left, the first spells appears on the right side of the Utility cooldowns. The available values depend on the Orientation setting, Horizontal will have right and left, while Vertical will have up and down.
  • Icon Size: Change the size of spells icons by percentage preserving their aspect ratio
  • Icon Padding: Specifies the numeric (maybe is pixel) distance between spells icons in all directions.
  • Opacity: Sets the opacity level of the utility cooldowns. Lower values make the bar slightly transparent.
  • Visibility: Determines when Utility cooldowns will be visible, always, combat or never
  • Show Timer: Show remaining cooldown of utility spells
  • Show Tooltips: When values is enabled, displays tooltips when hovering the mouse over spells in the utility cooldowns.

Essential Cooldowns

Tracker of Essencial spells, usually are spells important for rotation or personal usage (only can be used or affected to your character) for defensives, damage increase from Cooldown Manager system, displayed similar to buffs. This only works if Cooldown manager is activated from interface options. To view it in Edit Mode (even without Essential cooldowns working), make sure the Cooldown manager option is enabled in the HUD Edit Mode window.

Essential cooldowns

In the advanced options, you can:

  • Orientation: Configure how the utility spells will disposed Value Horizontal spread horizontally, Value Vertical spread vertically.
  • # Columns/# Rows: Sets the maximum number of icons per row or column (based on the Orientation setting). When this limit is reached, additional icons wrap to the next row or column, creating a new line (row or column).
  • Icon Direction: Configures the direction in which the spells icons grow and specifies where the array of spells starts. For example, when the value is Left, the first spells appears on the right side of the Utility cooldowns. The available values depend on the Orientation setting, Horizontal will have right and left, while Vertical will have up and down.
  • Icon Size: Change the size of spells icons by percentage preserving their aspect ratio
  • Icon Padding: Specifies the numeric (maybe is pixel) distance between spells icons in all directions.
  • Opacity: Sets the opacity level of the utility cooldowns. Lower values make the bar slightly transparent.
  • Visibility: Determines when Utility cooldowns will be visible, always, combat or never
  • Show Timer: Show remaining cooldown of essential spells
  • Show Tooltips: When values is enabled, displays tooltips when hovering the mouse over spells in the utility cooldowns.

Misc

Miscellaneous stuff of the game like Status bars, Loot windows, vehicle info, equipment durability, talk head, tooltips, etc.

Talking Head

Some special NPC communication dialogs appear in the center of the screen in a large window, featuring a close-up of the NPC’s head and the dialogue text they are speaking. To view it in Edit Mode (even without special npc dialog active), make sure the Talking Head option is enabled in the HUD Edit Mode window.

talking head

This one does not contain advanced options

Status Bar 1 - Main

Main status bar where show information related to required experience to level up to next level (only showed if you can reach a new level) or tracked reputation, visible on status bar 1 only when you are at max level otherwise tracked reputation will showed at status bar 2

status bar

This one does not contain advanced options

Status Bar 2 - Extra

Extra status bar where show information about the reputation that you are tracking only if you at the same time the main status bar already are showing the information about the required experience to the next level. To view it in Edit Mode (even without have two simultaneous track), make sure the Status bar 2 option is enabled in the HUD Edit Mode window.

Status bar 2

This one does not contain advanced options

Vehicle exit button

Some vehicles do not significantly alter the main action bar or make no changes at all. In these cases, the interactive button to exit the vehicle appears separately from the main bar (this particular config). To view it in Edit Mode (even without have two simultaneous track), make sure the Vehicle Exit Button option is enabled in the HUD Edit Mode window.

Vehicle exit button

This one does not contain advanced options

HUD Tooltip

Location where the tooltip will appear about the element mouse is hovering (some tooltips appear near where the cursor is located), the default positioned in the bottom-right corner of the screen.

hud tooltip

This one does not contain advanced options

Equipment durability

This is a general character model where showing parts of your equipment that are nearly broken (yellow) or already broken (red). It only appears when at least one of your equipped gear nearly to broken or already broken. If equipped items are not nearly to broken or already broken, the equipment durability model will automatically hide. While this model is visible, the objective tracker is moved downward (in order to put general character model). To view it in Edit Mode (even without have two simultaneous track), make sure the Equipment durability option is enabled in the HUD Edit Mode window.

equipment durability

In the advanced options, you can:

  • Size: Change the size of equipment character model by percentage preserving their aspect ratio

Duration bars

Duration bars about specific situations like fatigue, oxygen or any other special status to track. To view it in Edit Mode (even without to be in specific situation for that duration bras), make sure the Duration bars option is enabled in the HUD Edit Mode window.

duration bars

In the advanced options, you can:

  • Size: Change the size of duration bars by percentage preserving their aspect ratio

Vehicle seats

Seats of the current vehicle or mount that you are mounted where can have passengers like Traveler’s Tundra Mammoth, the shape of vehicle seats differs by every vehicle. While this model is visible, the objective tracker is moved downward (in order to put the model there). To view it in Edit Mode (even without mount or vehicle with seats), make sure the Vehicle seats option is enabled in the HUD Edit Mode window.

vehicle seats

In the advanced options, you can:

  • Size: Change the size of vehicle seats model by percentage preserving their aspect ratio

Archeology bar

Bar related to archeology activities. To view it in Edit Mode (even without be at archeology activity), make sure the Archeology bar option is enabled in the HUD Edit Mode window.

archeology bar

In the advanced options, you can:

  • Size: Change the size of archeology bar by percentage preserving their aspect ratio

Loot Window

Manage the position of the loot window. To view it in Edit Mode (even without Loot), make sure the Loot window option is enabled in the HUD Edit Mode window.

loot window

This config only take effect if the Option in Options → Gameplay → Controls Open Loot Window at Mouse is disabled otherwise this position config usually will be ignored

loot window option

Minimap

Minimap displays your surrounding area, including allies, target positions, and tracked elements such as quest-related enemies, minerals, herbs, and more. It also features icons for accessing the calendar, managing tracking options, collapsing addon lists (for addons that support this), viewing the current time and location name, and showing special reputation or renown status. Additionally, some addons can attach their icons to the minimap.

minimap

In the advanced options, you can:

  • Header underneath: When value is enabled, the minimap header (containing the current location name, calendar icon, time, and tracking icon) appears at the bottom of the minimap, when value is disabled, the header is displayed at the top of the minimap instead.
  • Rotate minimap: Rotate minimap where player are faxing (Value enabled) or static faxing to north (Value False)
  • Size: Change the size of Minimap by percentage preserving their aspect ratio

Objetive tracker

This one contains Objectives of quests, world quests, campaigns, also information related to delve, dungeon, raid (the current are you located) like bosses to kill, status of current m+ run. The position and disposition of this one could be affected for elements that could be appear on specific situations like Boss Frames, Vehicle exit button, Equipment durability.

objetive tracker

In the advanced options, you can:

  • Opacity: Sets the opacity level of the objetive tracker background. Set 0% for no background
  • Text size: Setup the text size for the text in Objetive tracker (only affect the text at objetive tracker)

Bags

Bags of your character inventory.

Bags

In the advanced options, you can:

  • Orientation: Configure how the bags will disposed Value Horizontal spread horizontally, Value Vertical spread vertically.
  • Direction: Determines how the bags are ordered. Available values depend on the Orientation setting, if Orientation is Horizontal, options are Left and Right, If Orientation is Vertical, options are Up and Down. For example, if Direction is set to Left, the first bag appears on the right, and subsequent bags are placed toward the left.
  • Size: Change the size of bags (the whole bar) by percentage preserving their aspect ratio

Menu bar where the different options related to your character and general about the game like:

  • Character info
  • Professions
  • Talent & Spellbook
  • Achievements
  • Quest Log
  • Guild & Communities
  • Group Finder
  • Warband Collections
  • Adventure guide
  • Shop
  • Game Menu

Also on this same bar the Group finder management icon (big green eye different to Group Finder, just another one) is located

menu

  • Orientation: Configure how the menu icons will disposed Value Horizontal spread horizontally, Value Vertical spread vertically.
  • Order: specify the order of menu value default or value reserved, intended for able to set on a different corner of the screen
  • Menu Size: Change the size of menu icons (the whole bar) by percentage preserving their aspect ratio
  • Eye size: Change the size of group finder manager (the big green eye, only that one) by percentage preserving their aspect ratio