My latest UI build around tanking in raids on my Paladin.
Main idea behind the UI is to show only the information I need based upon importance, with the use of dirrerent opacities in various elements. This has the advantage that I have acces to everything I know, but the most important features stick out more.
Main focus are the UF's which are a modified old ouf_nin. The main idea behind the frames fit my needs perfect. UF's who loose health gradually stick out more thanks to the way ouf_nin is written. Thus providing more vieuwing area when things are going good.
My health frame is in the middle. Always in my eye vision with the most important buffs I need to track above my health frame. Long duration cooldowns are shown relatively big under my UF. Short duration cooldowns (hammer of the righteouss, holy shield, consecration, etc.) pop up as a big icon on the top middle part of my screen.
Right part of the UI is basically my information panel and "oh shit" actionbar (This because I find it more easy to click on the right side of my screen). It has the Target UF which shows 6 debuffs (mine only) and 4 buffs (to see what buffs bosses get, nice to time my cooldowns appropriately). Below are the party/raidframes which fade out to 0.2 opacity when engaged in combat. As a tank there is little I can do for them and my nameplates give me all the Aggro information I need. Still thanks to ouf_nin it's very easy to see when people are dying. And ofcourse, mousing over them gives them full opacity again. Out of combat they just fade depending on being in range or not. They also support Raid Icons and aggro notifiers (a little red * on the UF).
Next to my target frame is the ToT frame with 9 debuffs max. Again easy for a tank as a lot of encounters need tank switching at specific debuffs.
Above my target frame is the threatbar. A maximum of 3 bars (my threat, offtank threat and first DPS behind us) because that's all I need. Again faded to 0.2 opacity. Still easy to see on the fly and give way more visability of my surroundings.
Topleft show all my buffs (except for the one filtered above my UF), which again totally fade out when engaged in combat. I have no interest in seeing all my buffs constantly. When engaging a Boss the DXE boss panel shows up instead.
Left of my UF are the bosstimers. It creates a nice simmetry with the target frame. My UI are basically 2 major lines, which can be seen on the thumbnail of this UI.
At the very left, quite big debuff frames with timers colored in debuff type. They're not in the way and are still great eyecatchers.
A basic square minimap which again fades to 0.2 opacity when engaged in combat. I have no need for a minimap in combat, yet it doesn't fully fade away mainly because I'm a miner and don't want to miss nodes when doing my daily tours. ;)
Nameplates (not shown here -.-*) color depending on aggro and only show a simple HP bar with name and level. Green = aggro, orange = loosing aggro, red = no aggro. This makes AoE tanking a breeze.
I think this covers up the whole idea behind my UI. Sorry for the huge wall of text, but I find it important that people know WHY I choose the things I did.
Apart from some small elements which still need to be aligned perfect the UI should be finished.
I hope you like it.