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Combat.Cs and Trinity setting for Holy Shotgun

xxxmalicexxx

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I have been looking thru the different posts and have not found a definitive go to Cs file for a Holy Shotgun build, i was wondering if any one that has a very successful set up can provide the info for those of us who might need it.
looking for the edited combatcrusader.cs file
and the settings under crusader in trinity
Thanks in advance
 
try harder
thanks for your constructive answer ill be sure to not answer your posts in the same regard. Its a shame ppl like you exist on the forums, in situations like this its better you just dont post at all and ppl wont see what an ahole you truly are.
 
Something I posted in another post. Worked fine for my crusader, having him blast shotgun at close range only with Akarat's active.

The code I use with the 6piece Akkhan set will have him spam Heaven's Fury at close range (so the beams can double hit sometimes) and only when he is in Akarat's Champion form. The 5-6 seconds between buffs he'll just drain his wrath casting it and I find it better to just have him use other abilities until Akarats is off CD again.


Code:
private static bool CanCastHeavensFury()
        {
           return CombatBase.CanCast(SNOPower.X1_Crusader_HeavensFury3) && GetHasBuff(SNOPower.X1_Crusader_AkaratsChampion) && (TargetUtil.EliteOrTrashInRange(5f) || TargetUtil.AnyMobsInRange(5f, 1));
        }
 
Something I posted in another post. Worked fine for my crusader, having him blast shotgun at close range only with Akarat's active.
thanks guys ill add it to my thread i had some asking me for it in Pms
Thanks again
 
Some people are also using laws, but they don't always work as you want.

Here is are some of the stats on the character I used this on:
  • near Max cooldown (63% sheet cooldown, ~95% chance on gear, paragon and passives)
  • Long arm of the law passive (doubles the normal 5 second length of all laws to 10 seconds)
  • Laws of Valor, Unstoppable force (Half price wrath for duration of spell)

Why do this, you ask?
So it's a 30 second cooldown, but is reduced to 10.96. Since the active skill lasts 5 seconds by default, you get 5 seconds of the law on, and 6 seconds with it off. However with Long arm of the law, you get 10 seconds of law uptime, and only 1 second of downtime.

Just an idea.


PHP:
                // LawsOfValor2
                if (CanCast(SNOPower.X1_Crusader_LawsOfValor2) && (TargetUtil.EliteOrTrashInRange(16f) || TargetUtil.AnyMobsInRange(15f, 5)))
                {
                    return new TrinityPower(SNOPower.X1_Crusader_LawsOfValor2);
                }

CHANGE TO

PHP:
                // LawsOfValor2
                if (CanCast(SNOPower.X1_Crusader_LawsOfValor2) && (TargetUtil.EliteOrTrashInRange(16f) || TargetUtil.AnyMobsInRange(15f, 1)))
                {
                    return new TrinityPower(SNOPower.X1_Crusader_LawsOfValor2);
                }
 
I was using that passive already, thnx for the tip, trying it out right now.
 
Changed all range to 5ft i could find in the crusadercombat. But it still cast at max range on alot of elites, only hitting with the tip of the middle beam :confused:
Still mucho faster at non-ghom botting then any other build i tried. And the fotf i found sucks balls.
 
Last edited:
ZWIJN

I save all of the changes I like to do to my classes in text files so that I have access to them just in case.

Here is what I use in my crusadercombat.cs


// HeavensFury
if (CanCastHeavensFury())
{
return new TrinityPower(SNOPower.X1_Crusader_HeavensFury3, 16f, TargetUtil.GetBestClusterPoint());
}

CHANGE TO

// HeavensFury
if (CanCastHeavensFury())
{
return new TrinityPower(SNOPower.X1_Crusader_HeavensFury3, 7f, CurrentTarget.ACDGuid);
}


private static bool CanCastHeavensFury()
{
return CanCast(SNOPower.X1_Crusader_HeavensFury3) && (TargetUtil.EliteOrTrashInRange(16f) || TargetUtil.AnyMobsInRange(16, 1));
}

CHANGE TO

private static bool CanCastHeavensFury()
{
return CanCast(SNOPower.X1_Crusader_HeavensFury3) && TargetUtil.AnyMobsInRange(15f, 1);
}


// Fist of Heavens
if (CanCastFistOfHeavens())
{
return new TrinityPower(SNOPower.X1_Crusader_FistOfTheHeavens, 65f, TargetUtil.GetBestClusterUnit(8f).Position);
}

CHANGE TO

// Fist of Heavens
if (CanCastFistOfHeavens())
{
return new TrinityPower(SNOPower.X1_Crusader_FistOfTheHeavens, 14f, TargetUtil.GetBestClusterPoint());
}


private static bool CanCastFistOfHeavens()
{
return CanCast(SNOPower.X1_Crusader_FistOfTheHeavens) &&
(TargetUtil.ClusterExists(8f, 8f) || TargetUtil.EliteOrTrashInRange(8f) || Player.PrimaryResourcePct > 0.5);
}

CHANGE TO

private static bool CanCastFistOfHeavens()
{
return CanCast(SNOPower.X1_Crusader_FistOfTheHeavens) &&
(TargetUtil.ClusterExists(8f, 8f) || TargetUtil.EliteOrTrashInRange(8f) || Player.PrimaryResourcePct > 0.5);
}


// LawsOfValor2
if (CanCast(SNOPower.X1_Crusader_LawsOfValor2) && (TargetUtil.EliteOrTrashInRange(16f) || TargetUtil.AnyMobsInRange(15f, 5)))
{
return new TrinityPower(SNOPower.X1_Crusader_LawsOfValor2);
}

CHANGE TO

// LawsOfValor2
if (CanCast(SNOPower.X1_Crusader_LawsOfValor2) && (TargetUtil.EliteOrTrashInRange(16f) || TargetUtil.AnyMobsInRange(15f, 1)))
{
return new TrinityPower(SNOPower.X1_Crusader_LawsOfValor2);
}


Of course you can modify the ranges as you see fit, I occasionally change them around for testing but this is the default version.
 
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