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not a good idea, because lots of times you will be encountering an elite pack right after you casted bombardment on trash, then you have to wait a full cycle to damage the elite pack, I would rather not take the chance as you go higher the grift more valuable the coe cycle becomes.

You would be waiting the exact same amount of time though. Thats the whole point of waiting for Phys cycle.
 
Interesting. I think I can do that.

Tell me one thing tho, should it follow the same order an in-combat casting? IronSkin+ShieldGlare then Bombardment?

In theory, whatever it "Holds" for Phys Cycle, should just be used whenever Phys Cycle is up, not just when fighting. Because its going to be back up again when the next phys cycle occurs anyway.

I hope this makes sense.

Also Jubi since you are here, could you please add Area Damage to The Final Witness crusader shield in the item list rules? Its missing.
 
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You would be waiting for the next phys cycle in both cases.

Always cast on phys - Kills trash and progresses bar while looking for elite pack. Would have to wait until next phys CoE to cast anyhow in which cast bombardment will be off cd as per usual.

Only cast for elites - CoE phys rotation hits, bombardment isn't cast. More trash is left alive therefore progress par is hindered.

He is correct. Bombardment should be cast on every physical rotation no matter the surroundings.
not really, bot tend to cast bombardment 2-3 seconds before the cycle hits. after it hits bombardment then run forward 2-3 seconds and encounters an elite pack you would still have around 3 seconds damage window for coe cycle if the bot didn't cast bombardment first.
 
also i think thres another way to get shieldglare cast after bomb. do you guys think this is ok? I changed the physical timers in trinity .45:

Code:
        private static bool CanCastShieldGlare()
        {
			
            if (!CanCast(SNOPower.X1_Crusader_ShieldGlare))
                return false;
			

            if (!IsBombardmentBuild &&
                ((CurrentTarget.IsBossOrEliteRareUnique && CurrentTarget.RadiusDistance <= 15f) ||
                 TargetUtil.UnitsPlayerFacing(16f) >= CrusaderSettings.ShieldGlareAoECount))
                return true;

            if (IsBombardmentBuild && !ShouldWaitForConventionofElements(Skills.Crusader.ShieldGlare, Element.Physical, [COLOR="#FF0000"]500[/COLOR], [COLOR="#FF0000"]3000[/COLOR]) &&
                ((CurrentTarget.IsBossOrEliteRareUnique && CurrentTarget.RadiusDistance <= 15f) ||
                 TargetUtil.UnitsPlayerFacing(16f) >= CrusaderSettings.ShieldGlareAoECount))
                return true;

            return false;
        }

now the bot casts shieldglare .5 seconds before physical (after bomb cast) & can still cast it upto three times during a rotation so elite's will be cc'd.
 
not really, bot tend to cast bombardment 2-3 seconds before the cycle hits. after it hits bombardment then run forward 2-3 seconds and encounters an elite pack you would still have around 3 seconds damage window for coe cycle if the bot didn't cast bombardment first.

I still dont think you understand. You would still be casting before the cycle. If you cast during the phys cycle bombardment wont land.

Trust me, using it at all times for phys is going to be a gain in all situations.
 
Well it should be kind of spamming it already. The only reason it wouldn't cast it is if it was already too close to the CoE TimeSpan or if there weren't any mobs around.

I think the best scenario would be to cast bombardment at the usual pre 1-2 second window before every physical CoE (regardless of surroundings) followed by Iron Skin as the bombardments are about to land. This should allow the crusader to pick off trash as it wanders around looking for elites. It is also likely the tail end of some of the impacts will hit the newly found elites.
 
I think the best scenario would be to cast bombardment at the usual pre 1-2 second window before every physical CoE (regardless of surroundings) followed by Iron Skin as the bombardments are about to land. This should allow the crusader to pick off trash as it wanders around looking for elites. It is also likely the tail end of some of the impacts will hit the newly found elites.

I vote for this, sounds like a pretty decent improvement.
 
I think you guys speculate too much :p. I'll give you test versions soon then.
 
I think you guys speculate too much :p. I'll give you test versions soon then.
I live to speculate! I did wonder about how much the casting of bombardment/iron skin would interrupt steed charge. I think logically the best priority is:

1. Always use steed charge off cd unless bombardment cast time is approaching.
2. Cast bombardment so the impacts land within CoE physical cycle for every CoE cycle regardless of surroundings.
3. Cast Iron Skin for every bombardment cast just before impacts.
4. Cast Consecration/shield glare only within the range of elites and during CoE physical cycle.
 
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Hah, I actually had forgotten how broken this build is. I'm working all week with builds that struggle to do 65, and then I'm testing this build and it does 75 like it's nothing.

Anyway, try this.
 

Attachments

Hah, I actually had forgotten how broken this build is. I'm working all week with builds that struggle to do 65, and then I'm testing this build and it does 75 like it's nothing.

Anyway, try this.

It is an ideal build for botting as the bombardments are very automated in where they land. Using the game's own automated mechanics always seems to work best.

I cleared an 83 earlier and I believe placed in the top 300 haha. I'm testing that cs now.
 
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I think you guys speculate too much :p. I'll give you test versions soon then.
I already made my own version that casts it every cycle and saw my average clear time improve from ~10 mins to ~7 mins on gr75 iirc. It really helped improve the consistency of clear times because some maps are dense with white mobs but they start out too spread to trigger the density settings and you just fly by them with steed charge. I'm still working on fine tuning it and have some other improvements but I don't want to release mine until I get it perfected.
 
Let me know how the edited file goes Job2k9. Will you be updating this change to the SVN Jubis?
 
7f58a8a819.jpg


HNNNNNGGGGG
 
Hah, I actually had forgotten how broken this build is. I'm working all week with builds that struggle to do 65, and then I'm testing this build and it does 75 like it's nothing.

Anyway, try this.

Very noticeable improvement.
 
I know I'm always asking for things Jubi, sorry if im a hassle.
- The Final Witness shield is missing Area Damage under the item list filter
- Can we have support for The Final Witness so we don't need to turn to cast Shield Glare (It becomes 360degree). Better to use it when in the center of a pack instead of moving to face them.
- Currently salvaging Ancient Swiftmount's even though the only requirement to keep is Ancient. Must be some kind of bug in the loot rules?

Thanks Jubi... :)
 
Jubi, the new crusader file does cast on phys cycles when running through mobs now... but it still doesn't cast it every time. I've witnessed it go through a phys cycle without casting bombardment. Still an improvement though.
 
7f58a8a819.jpg


HNNNNNGGGGG

Sheesh man. You got a max phys and a very high thorns roll out of the gate on top of it being ancient w/ Iron Maiden. Probably one of the best LoN Crusaders ammies around.
 
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