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Firebats WD

caerthose529

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Jan 15, 2010
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Is there a way to make it so that your WD uses firebats and doesn't attempt to kite all over the damn place, I have all the avoiding things turned off and it still sometimes just runs around and never uses it against Ghom.
 
Same here. Pet builds are the way to play now, but the firebats retardation of the bot fucks it up. Havent got 4 piece yet, but firebats + fetish passive work just fine. The bots just needs to stand still and play more turret like. I'v got enough defense to take some punishement (and pets ofc)
 
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im using fire bats build the bot runs fine but im having this error on demonbudy.
[Trinity][Behavior] System.Exception: Somente uma parte de um pedido ReadProcessMemory ou WriteProcessMemory foi concluída, at addr: 00000000, Size: 416
em GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
em GreyMagic.MemoryBase.Read[T](IntPtr addr)
em Zeta.Game.Internals.Actors.ActorMovement.()
em Zeta.Game.Internals.Actors.ActorMovement.get_IsMoving()
em Trinity.Trinity.<GetWitchDoctorPower>b__124(TrinityCacheObject u) em c:\Users\F1r3shot\Documents\Demonbuddy\Plugins\Trinity\Combat\Abilities\WitchDoctor.cs:line 363
em System.Linq.Enumerable.Any[TSource](IEnumerable`1 source, Func`2 predicate)
em Trinity.Trinity.GetWitchDoctorPower(Boolean IsCurrentlyAvoiding, Boolean UseOOCBuff, Boolean UseDestructiblePower) em c:\Users\F1r3shot\Documents\Demonbuddy\Plugins\Trinity\Combat\Abilities\WitchDoctor.cs:line 362
em Trinity.Trinity.AbilitySelector(Boolean IsCurrentlyAvoiding, Boolean UseOOCBuff, Boolean UseDestructiblePower) em c:\Users\F1r3shot\Documents\Demonbuddy\Plugins\Trinity\Combat\AbilitySelector.cs:line 147
em Trinity.Trinity.AssignMonsterTargetPower() em c:\Users\F1r3shot\Documents\Demonbuddy\Plugins\Trinity\Combat\HandleTarget.cs:line 1006
em Trinity.Trinity.HandleTarget(Object ret) em c:\Users\F1r3shot\Documents\Demonbuddy\Plugins\Trinity\Combat\HandleTarget.cs:line 270
[Trinity][Behavior] System.NullReferenceException: A referência de objecto não foi definida como uma instância de um objecto.
em Trinity.Trinity.<GetWitchDoctorPower>b__124(TrinityCacheObject u) em c:\Users\F1r3shot\Documents\Demonbuddy\Plugins\Trinity\Combat\Abilities\WitchDoctor.cs:line 363
em System.Linq.Enumerable.Any[TSource](IEnumerable`1 source, Func`2 predicate)
em Trinity.Trinity.GetWitchDoctorPower(Boolean IsCurrentlyAvoiding, Boolean UseOOCBuff, Boolean UseDestructiblePower) em c:\Users\F1r3shot\Documents\Demonbuddy\Plugins\Trinity\Combat\Abilities\WitchDoctor.cs:line 362
em Trinity.Trinity.AbilitySelector(Boolean IsCurrentlyAvoiding, Boolean UseOOCBuff, Boolean UseDestructiblePower) em c:\Users\F1r3shot\Documents\Demonbuddy\Plugins\Trinity\Combat\AbilitySelector.cs:line 147
em Trinity.Trinity.AssignMonsterTargetPower() em c:\Users\F1r3shot\Documents\Demonbuddy\Plugins\Trinity\Combat\HandleTarget.cs:line 1006
em Trinity.Trinity.HandleTarget(Object ret) em c:\Users\F1r3shot\Documents\Demonbuddy\Plugins\Trinity\Combat\HandleTarget.cs:line 270
[Trinity][Behavior] System.NullReferenceException: A referência de objecto não foi definida como uma instância de um objecto.
em Trinity.Trinity.<GetWitchDoctorPower>b__124(TrinityCacheObject u) em c:\Users\F1r3shot\Documents\Demonbuddy\Plugins\Trinity\Combat\Abilities\WitchDoctor.cs:line 363
em System.Linq.Enumerable.Any[TSource](IEnumerable`1 source, Func`2 predicate)
em Trinity.Trinity.GetWitchDoctorPower(Boolean IsCurrentlyAvoiding, Boolean UseOOCBuff, Boolean UseDestructiblePower) em c:\Users\F1r3shot\Documents\Demonbuddy\Plugins\Trinity\Combat\Abilities\WitchDoctor.cs:line 362
em Trinity.Trinity.AbilitySelector(Boolean IsCurrentlyAvoiding, Boolean UseOOCBuff, Boolean UseDestructiblePower) em c:\Users\F1r3shot\Documents\Demonbuddy\Plugins\Trinity\Combat\AbilitySelector.cs:line 147
em Trinity.Trinity.AssignMonsterTargetPower() em c:\Users\F1r3shot\Documents\Demonbuddy\Plugins\Trinity\Combat\HandleTarget.cs:line 1006
em Trinity.Trinity.HandleTarget(Object ret) em c:\Users\F1r3shot\Documents\Demonbuddy\Plugins\Trinity\Combat\HandleTarget.cs:line 270
[Trinity][Behavior] System.NullReferenceException: A referência de objecto não foi definida como uma instância de um objecto.
em Trinity.Trinity.<GetWitchDoctorPower>b__124(TrinityCacheObject u) em c:\Users\F1r3shot\Documents\Demonbuddy\Plugins\Trinity\Combat\Abilities\WitchDoctor.cs:line 363
em System.Linq.Enumerable.Any[TSource](IEnumerable`1 source, Func`2 predicate)
em Trinity.Trinity.GetWitchDoctorPower(Boolean IsCurrentlyAvoiding, Boolean UseOOCBuff, Boolean UseDestructiblePower) em c:\Users\F1r3shot\Documents\Demonbuddy\Plugins\Trinity\Combat\Abilities\WitchDoctor.cs:line 362
em Trinity.Trinity.AbilitySelector(Boolean IsCurrentlyAvoiding, Boolean UseOOCBuff, Boolean UseDestructiblePower) em c:\Users\F1r3shot\Documents\Demonbuddy\Plugins\Trinity\Combat\AbilitySelector.cs:line 147
em Trinity.Trinity.AssignMonsterTargetPower() em c:\Users\F1r3shot\Documents\Demonbuddy\Plugins\Trinity\Combat\HandleTarget.cs:line 1006
em Trinity.Trinity.HandleTarget(Object ret) em c:\Users\F1r3shot\Documents\Demonbuddy\Plugins\Trinity\Combat\HandleTarget.cs:line 270
[Trinity][Behavior] System.NullReferenceException: A referência de objecto não foi definida como uma instância de um objecto.
em Trinity.Trinity.<GetWitchDoctorPower>b__124(TrinityCacheObject u) em c:\Users\F1r3shot\Documents\Demonbuddy\Plugins\Trinity\Combat\Abilities\WitchDoctor.cs:line 363
em System.Linq.Enumerable.Any[TSource](IEnumerable`1 source, Func`2 predicate)
em Trinity.Trinity.GetWitchDoctorPower(Boolean IsCurrentlyAvoiding, Boolean UseOOCBuff, Boolean UseDestructiblePower) em c:\Users\F1r3shot\Documents\Demonbuddy\Plugins\Trinity\Combat\Abilities\WitchDoctor.cs:line 362
em Trinity.Trinity.AbilitySelector(Boolean IsCurrentlyAvoiding, Boolean UseOOCBuff, Boolean UseDestructiblePower) em c:\Users\F1r3shot\Documents\Demonbuddy\Plugins\Trinity\Combat\AbilitySelector.cs:line 147
em Trinity.Trinity.AssignMonsterTargetPower() em c:\Users\F1r3shot\Documents\Demonbuddy\Plugins\Trinity\Combat\HandleTarget.cs:line 1006
em Trinity.Trinity.HandleTarget(Object ret) em c:\Users\F1r3shot\Documents\Demonbuddy\Plugins\Trinity\Combat\HandleTarget.cs:line 270
[Trinity][Behavior] System.NullReferenceException: A referência de objecto não foi definida como uma instância de um objecto.
em Trinity.Trinity.<GetWitchDoctorPower>b__124(TrinityCacheObject u) em c:\Users\F1r3shot\Documents\Demonbuddy\Plugins\Trinity\Combat\Abilities\WitchDoctor.cs:line 363
em System.Linq.Enumerable.Any[TSource](IEnumerable`1 source, Func`2 predicate)
em Trinity.Trinity.GetWitchDoctorPower(Boolean IsCurrentlyAvoiding, Boolean UseOOCBuff, Boolean UseDestructiblePower) em c:\Users\F1r3shot\Documents\Demonbuddy\Plugins\Trinity\Combat\Abilities\WitchDoctor.cs:line 362
em Trinity.Trinity.AbilitySelector(Boolean IsCurrentlyAvoiding, Boolean UseOOCBuff, Boolean UseDestructiblePower) em c:\Users\F1r3shot\Documents\Demonbuddy\Plugins\Trinity\Combat\AbilitySelector.cs:line 147
em Trinity.Trinity.AssignMonsterTargetPower() em c:\Users\F1r3shot\Documents\Demonbuddy\Plugins\Trinity\Combat\HandleTarget.cs:line 1006
em Trinity.Trinity.HandleTarget(Object ret) em c:\Users\F1r3shot\Documents\Demonbuddy\Plugins\Trinity\Combat\HandleTarget.cs:line 270
 
I haven't seen my Firebats fire even once. it's using haunt like it's going out of style
 
Firebats is not really supported. Most spells with a Startup cost don't work well when botting.
 
Do you mean a start up cost then 0 cost? or just startup cost in general

What spells have a startup cost and 0 continued cost? :) Nothing works like that AFAIK, unless you have some fancy rune/weapon/armor/jewlry that makes the spell free
 
What spells have a startup cost and 0 continued cost? :) Nothing works like that AFAIK, unless you have some fancy rune/weapon/armor/jewlry that makes the spell free


Firebats, Vampire Bats rune then with a high APS(2.3+) makes Psycho's(from passive) spawn very fast
 
What spells have a startup cost and 0 continued cost? :) Nothing works like that AFAIK, unless you have some fancy rune/weapon/armor/jewlry that makes the spell free
The only way I could see it being possible is like you said with some very tricky gear setup. I know at one point on my Wizard I had a good amount of resource cost reduction on random pieces, plus a helm and off hand that when I crit I would gain +4 arcane power each piece (so total of 8 arcane power) basically made my Arcane Torrent endless.

But yeah straight up without taking gear into consideration, not possible. :P
 
The only way I could see it being possible is like you said with some very tricky gear setup. I know at one point on my Wizard I had a good amount of resource cost reduction on random pieces, plus a helm and off hand that when I crit I would gain +4 arcane power each piece (so total of 8 arcane power) basically made my Arcane Torrent endless.

But yeah straight up without taking gear into consideration, not possible. :P


No special gear needed.... Firebats costs 225.. if you use the vampire bats runes the channel cost is 0

Firebats - Game Guide - Diablo III


added link from diablo 3 site showing vampire bats having no channel cost
 
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I am using this same build as well. And its amazing and he is right on as far as Firebats / Vapire bats rune is concerned it costs 225 to cast and as long as it is channeled does not cost again until you recast. I reported on this error back in trinity v.17 and in following versions but I think it was missed in the crazyness of a trinity thread. Firebats sychphants build is amazing on wd and would be amazing if you visited this. Thanks! As of right now i just use rain of toads in its place as it also spawns the sychphants fairly well and does not cause the error.
 
I am using this same build as well. And its amazing and he is right on as far as Firebats / Vapire bats rune is concerned it costs 225 to cast and as long as it is channeled does not cost again until you recast. I reported on this error back in trinity v.17 and in following versions but I think it was missed in the crazyness of a trinity thread. Firebats sychphants build is amazing on wd and would be amazing if you visited this. Thanks! As of right now i just use rain of toads in its place as it also spawns the sychphants fairly well and does not cause the error.

I'll give it a shot on my WD now..
 
to make it very effective for Psycho's you need high aps

Testing with Vampire bats. Using as many mana-regeneration runes and skills as I can, seems to work "OK" - although falls back to the basic (fire bombs in my case) attack a little too often. Definately needs some work.
 
Testing with Vampire bats. Using as many mana-regeneration runes and skills as I can, seems to work "OK" - although falls back to the basic (fire bombs in my case) attack a little too often. Definately needs some work.
If you get Firebats working as a player would use it, you'd never have Fire Bombs on your bar :)
 
I switched back to DOT build. Fetish (jeram) build is annoying to say the least. Guargantuan critting for over 100 mil is nice, but he has to hit (to much fetish blocking) and his damage will be nerfed anyway. Scaling is completely off right now.
DOT's with quetzalcoatl (weird name) feels superior and more efficient, and ultimately jade harvester makes your WD a big fat nuke (1 more piece, cant wait). Spirit barrage is used as mana dump with rush of essence for mana. Some +cold skill and elite damage and good to go.
 
I switched back to DOT build. Fetish (jeram) build is annoying to say the least. Guargantuan critting for over 100 mil is nice, but he has to hit (to much fetish blocking) and his damage will be nerfed anyway. Scaling is completely off right now.
DOT's with quetzalcoatl (weird name) feels superior and more efficient, and ultimately jade harvester makes your WD a big fat nuke (1 more piece, cant wait). Spirit barrage is used as mana dump with rush of essence for mana. Some +cold skill and elite damage and good to go.

envious of your RNG, i haven't found a single set piece.
 
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