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Help with FelHunter - Survival rotation

nfantry

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I have been playing around with creating a survival rotation which can be used with falldown's FelHunter CC.

I have no experience with C# and have been learning as I go but here is starter rotation, and if anyone has anything to add or tweak to pull more dps out of it, that would be greatly appreciated!

This is meant for use with LazyRaider and the FelHunter CC with THIS SPEC in mind.

Installation:


Download falldown's FelHunter CC, and put the folder into your customclasses folder.
Download Survival.cs and put in the FellHunter/Classes/Hunter folder.

Code:
0.1
initial release
0.2 
took out black arrow and replaced with explosive trap (for LnL procs)
0.3


Have fun and if you find any errors or anything to change please report back.
 

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To post a modified source requires author's approval.

Survival has been nerfed so not many uses that spec now.
 
To post a modified source requires author's approval.

Survival has been nerfed so not many uses that spec now.

First I think there is a difference of modifying someones cc and creating a different rotation, for use with a cc that was modified from the Felmaster cc to begin with.
But if you would like me to take this down I can do that.

Second, Survival was not nerfed, but was buffed in 4.3 so please dont comment unless you know what you are talking about. Thanks
 
You have to ask permission.

Modifying for personal use is one thing.
Uploading for release, even if just a single file, is another.

Please ask. No reason to close it just yet :p
 
You have to ask permission.

Modifying for personal use is one thing.
Uploading for release, even if just a single file, is another.

Please ask. No reason to close it just yet :p

Yea I have asked, but I dont expect a response anytime soon, since he (falldown) has not been around for a few weeks
 
Leaving it or closing it will be at the discretion of the mods/admins then.

I feel it's not hurting anyone.
 
I was just being nice....

Sorry for that.

There was a big fuzz some time ago when ppl used files w/o cowdude's permission i think, just trying to help you avoid that.

As for buffing SV , great news.....din't even bother to check that up since all they tend to do is buff Mages :-)

Even tho the buff wasn't huge:
  • Explosive Shot damage has been increased by 15%.
 
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I was just being nice....

Sorry for that.

There was a big fuzz some time ago when ppl used files w/o cowdude's permission i think, just trying to help you avoid that.

As for buffing SV , great news.....din't even bother to check that up since all they tend to do is buff Mages ;)
If it was that DK CC it was because he just took the whole CC, modified it and uploaded it as his own.

Gave no credits and didn't ask for permission.

You have asked, and have basically explained that this is a working fix/addition to the CC.

Should be fine until you get a response. Maybe he'll add it to the actual CC, if good enough :)
 
If it was that DK CC it was because he just took the whole CC, modified it and uploaded it as his own.

Gave no credits and didn't ask for permission.

You have asked, and have basically explained that this is a working fix/addition to the CC.

Should be fine until you get a response. Maybe he'll add it to the actual CC, if good enough :)

Yea I understand, thanks. Until I hear back, I am really just posting this to get help with how to improve it. I think I have the basic rotation down however, I have nothing in there for how to handle Lock and Load procs. The best rotation would be to cast explosive shot, wait a sec, so as not to clip, and then cast explosive again, followed by a cobra. But I am unsure on how to write that. I know it would include !SC.PlayerHasBuff("Lock and Load") but unsure on how to have it wait to cast another explosive without clipping.
 
CurrentCastingSpell or something of that sort.
Is that a channeled spell?

Use Visual Studio, and add references from Honorbuddy.exe and Tripper.Tools.dll

You don't want any sleeps/waits in behavior trees. Ever.

Just place it at the top.
All write a little what to do in a sec.
On the phone, gonna take a while.
 
Basically, if you have locknload your action would be, cast whatever spell, and then lockLoadTimer.Start();

At the top in global variables:
Public Stopwatch lockLoadTimer = new Stopwatch();

Then somewhere near the top, after ohshit gtfo checks put:
If (lockLoadTimer.IsRunning && lockLoadTimer.TotalMilleseconds < 1000) return runstatus.success;
If (lockLoadTimer.IsRunning && lockLoadTimer.TotalMilleseconds >= 1000)
Then do:
lockLoadTimer.Reset(); SpellManager.Cast(thatnextspell);

Get it?
Behavior tree keeps going, but it won't clip that currently casting spell cause of the timer not being at 1 second, but once it is then it casts and resets the timer.
 
Basically, if you have locknload your action would be, cast whatever spell, and then lockLoadTimer.Start();

At the top in global variables:
Public Stopwatch lockLoadTimer = new Stopwatch();

Then somewhere near the top, after ohshit gtfo checks put:
If (lockLoadTimer.IsRunning && lockLoadTimer.TotalMilleseconds < 1000) return runstatus.success;
If (lockLoadTimer.IsRunning && lockLoadTimer.TotalMilleseconds >= 1000)
Then do:
lockLoadTimer.Reset(); SpellManager.Cast(thatnextspell);

Get it?
Behavior tree keeps going, but it won't clip that currently casting spell cause of the timer not being at 1 second, but once it is then it casts and resets the timer.

Thanks for your help! I think I understand this, but I do not believe it will work for this. What happens is your traps or black arrows will have a 20% chance to proc a buff called "Lock and Load". With this buff your next two arcane or explosive shots cost no focus and have no cooldown. The optimal course of action would be to cast two explosive shots, but explosive shot also leaves a dot. I believe it is also called explosive shot, and you want to wait to cast your second explosive shot until the dot falls off. I am playing around with this now trying to find a solution. An easier way in the meantime would be to cast explosive shot, then cobra, then explosive again during the LnL phase, which would only be a minimal dps loss.
 
I don't have a huntard.
So I'm just giving coding options.

Good luck :)
-Panda
 
I asked in the main thread, but an option to freely cast aspects would be nice, instead of just it recasting hawk if you change it. Dunno if that can be done though
 
I asked in the main thread, but an option to freely cast aspects would be nice, instead of just it recasting hawk if you change it. Dunno if that can be done though

That is already implemented in this aswell as falldown's mm cc.

//SC.CastBuff("Aspect of the Hawk", a => !Me.Auras.ContainsKey("Trap Launcher") && !SC.PlayerHasBuff("Feign Death"), "Aspect of the Hawk"),

with the // infront it will not change aspects, to turn it back on just remove the //
 
That is already implemented in this aswell as falldown's mm cc.

//SC.CastBuff("Aspect of the Hawk", a => !Me.Auras.ContainsKey("Trap Launcher") && !SC.PlayerHasBuff("Feign Death"), "Aspect of the Hawk"),

with the // infront it will not change aspects, to turn it back on just remove the //

Wewt! Thanks
 
I'd do something like

//SC.CastBuff("Aspect of the Hawk", a => !Me.IsMoving && !Me.HasAura("Aspect of the Hawk") && !Me.Auras.ContainsKey("Trap Launcher") && !SC.PlayerHasBuff("Feign Death"), "Aspect of the Hawk"),


and

//SC.CastBuff("Aspect of the Fox", a => Me.IsMoving && !Me.HasAura("Aspect of the Fox") && !Me.Auras.ContainsKey("Trap Launcher") && !SC.PlayerHasBuff("Feign Death"), "Aspect of the Fox"),


well u get the idea
 
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