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[Necromancer] Rathma Faceroll Glass Cannon GR 100+

a small issue of 1.2.4a. I set cluster size at 3-4 but the bot will kept attackting on a single target.

Besides, I noticed that if there is a single target and the mages are idle, bringing more mobs into combat might bring them back to live. So I am thinking, if this is possible, set cluster size 1+ then the bot will treat elites like normal mobs and make it walk away from a single target.
 
I edited the routine and added support to spam simulacrum & landofthedead when bot has cooldownshrine. You should change that in the official release!

if (!TargetUtil.AnyElitesInRange(LotDRange) && !HasInstantCooldowns)
return false;

and

if (!TargetUtil.AnyElitesInRange(LotDRange) && !AlwaysSimulacrum && !HasInstantCooldowns)
return false;
 
Besides, I noticed that if there is a single target and the mages are idle, bringing more mobs into combat might bring them back to live. So I am thinking, if this is possible, set cluster size 1+ then the bot will treat elites like normal mobs and make it walk away from a single target.


Regarding this issue. There has been tons of posts about skeletal mages on reddit, d3 forums etc, and people have come to the conclusion that if you cast the mages on a POSITION, they will stay idle, but if you cast them on a TARGET,they will attack. The trinity developers however has implemented the mages so that they spawn on the target POSITION. I tested this by changing necromancer base routine & this routine to spawnn skeletal mages on the TARGET itself instead and voila, the mages actually attack singletarget now. Do not know why it was implemented this way, hopefully trinitydevs will fix it.
 
New to demonbuddy, how do i use these routines?

Download it, put it into Demonbuddy/Plugins/Trinity/Routines/Necromancer

Then start demonbuddy, go into trinity options and select it in the routine menu! Happy hunting! :)
 
a small issue of 1.2.4a. I set cluster size at 3-4 but the bot will kept attackting on a single target.

Besides, I noticed that if there is a single target and the mages are idle, bringing more mobs into combat might bring them back to live. So I am thinking, if this is possible, set cluster size 1+ then the bot will treat elites like normal mobs and make it walk away from a single target.

You are correct with how it currently works, but this is definitely something that I can look into improving, I will have a look at it :D
 
I edited the routine and added support to spam simulacrum & landofthedead when bot has cooldownshrine. You should change that in the official release!

if (!TargetUtil.AnyElitesInRange(LotDRange) && !HasInstantCooldowns)
return false;

and

if (!TargetUtil.AnyElitesInRange(LotDRange) && !AlwaysSimulacrum && !HasInstantCooldowns)
return false;

I wasn't aware of this, thank you, I will add this in next version ;)
 
Regarding this issue. There has been tons of posts about skeletal mages on reddit, d3 forums etc, and people have come to the conclusion that if you cast the mages on a POSITION, they will stay idle, but if you cast them on a TARGET,they will attack. The trinity developers however has implemented the mages so that they spawn on the target POSITION. I tested this by changing necromancer base routine & this routine to spawnn skeletal mages on the TARGET itself instead and voila, the mages actually attack singletarget now. Do not know why it was implemented this way, hopefully trinitydevs will fix it.

Can you PM me your code for this, I might be able to override the NecromancerBase or offer an alternative version of it as temporary solution :)

Edit: As far as I can tell, NecromanerBase wouldn't have to be updated, I was able to override it, and have it cast on target, but then it is unable to cast, as the spell does not require a target. Perhaps an edit to TrinityActors.cs could alleviate this, but I actually don't think so, because the spell clearly doesn't require a target to be cast, just a location, even though it works far more consistently when it's cast on the actual location of a target, which the latest version of this combat routine will always do ;)
 
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All i did was change position to target in all skeletalmage code. Example below. Just search for skeletalmage and change all vector3 to trinityactor etc.


from

protected virtual TrinityPower SkeletalMage(Vector3 position)
=> new TrinityPower(Skills.Necromancer.SkeletalMage, 50f, position);

to

protected virtual TrinityPower SkeletalMage(TrinityActor target)
=> new TrinityPower(Skills.Necromancer.SkeletalMage, 50f, target.AcdId);
 
I have my mages set to 65% and it seems to clear about the same speed as 40%, so I have no idea what's best.
 
how the f* can i load it in demonbuddy ? its a cs file? and my demon buddy says it has to be xml... + where do i have to put the files ( wich map ?)
Can someone help me out pls ?

thx
 
Charybus it is said at least three times in this thread where files belong.... read and you will answer your own question....

I'll copy paste it for you if you still find it to difficult
 
Ohh there was someone faster than me.... but true.... reading makes people automatically smarter :D
 
Just installed 1.24a or whatever the latest was called. My little necro is still not attacking T13 rift bosses =/

Back to running T10 so my skeletons will slap them down.

Edit** TO be clear, that's not a complaint. This is still freaking bad ass.
 
Last edited:
Regarding this issue. There has been tons of posts about skeletal mages on reddit, d3 forums etc, and people have come to the conclusion that if you cast the mages on a POSITION, they will stay idle, but if you cast them on a TARGET,they will attack. The trinity developers however has implemented the mages so that they spawn on the target POSITION. I tested this by changing necromancer base routine & this routine to spawnn skeletal mages on the TARGET itself instead and voila, the mages actually attack singletarget now. Do not know why it was implemented this way, hopefully trinitydevs will fix it.

Thx for info. It seems that mages AI really works better when casting on target. Someone should report this to trinity devs.

Afterfix thoughts regarding to this routine.
Mages are being summoned near the player regardless of target position, what makes bot definitely more surviving but may result in longer rifting with such default distance.
I can't say that mages not attack at all while being cast at position, so there might be some solution to spawn mages at great distances and make them attack always somehow.
 
The updated version is excellent, again. I am now clearing 85's in 5-6 minutes for 290B an hour. I have about 10 deaths an hour.

I have not been able to create a good set up to speed run t13 rifts for keys and am just running the default build that I use in Grifts and have ~5min clears.

Anyone have any suggestions for faster clears for keys? I tried blood rush but it just get's me killed.
 
The updated version is excellent, again. I am now clearing 85's in 5-6 minutes for 290B an hour. I have about 10 deaths an hour.

I have not been able to create a good set up to speed run t13 rifts for keys and am just running the default build that I use in Grifts and have ~5min clears.

Anyone have any suggestions for faster clears for keys? I tried blood rush but it just get's me killed.
What is your character sheet damage for clearing 85's that fast?
 
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