Sup Wizard dudes, I have a couple of questions for ya
I've seen this very interesting comment in the new Unified thread:
"WTB Better CM/WW Wizard Logic"
I'd like to know your opinion on this. Does that need improving? If so, what needs to be changed? Has anyone here done it already?
Also, If you have any Wiz improvements you feel should be merged with Trinity just let me know here
And then there's this guy:
"My wizard was simply not playing efficiently. There's definetly something wrong. I'll be monitoring and testing future versions of this. I am sure you guys will get it figured it out."
Any thoughts?
And: "my wiz is attacking walls."
Any help is appreciated!
Sup jubis, I'm guessing that guy means that CM/WW isn't as efficient as hand playing the wizard.
1) Energy Twister only gets casted when you have enough Arcane Power.
1a) When the Wizard runs out of Arcane Power to cast an offensive spell (in this case, Energy Twister), that particular spell reverts to a "default attack". With GilesTrinity, demonbuddy doesn't recognize that "default attack" as a usable spell as the main spell (Energy Twister) is "uncastable" giving messages such as "are you sure your crit chance is enough for this build" etc. There was an edit (by cfong I think) to the //default attack script for wizards to spam the "default attack" but it has failed to work ever since a certain demonbuddy version.
1b) Positioning of the Energy Twisters is inaccurate at times. Sometimes, it will plant the Twister slightly stray of the mobs. It's all fine and dandy until the mobs move a little, which allows them to escape from the Twister's hit box. No hits = no procs = no cc and diamond skin.
2) Wormhole doesn't work. Modifying the cooldowns does make it work outside of combat, but it retards the use of teleport in combat. As a note, Belphagor is pretty good at using wormhole. We might want to take some reference from that combat sequence.
3) Fire Chains and Arcane Enchanted. Bot has trouble positioning itself against these 2 kind of affixes. In a good situation, bot survives. In a bad situation, bot dies multiple times. I know creating vector lines is insanely resource intensive, but maybe we can actually position ourselves closer to the elites which in turn would allow for more Energy Twister procs and more cc and diamond skin... Which brings us back to the problem of 1a.
4) Frozen. Bot tends to run away towards the side where it is closer to radius of the frost ball. Imagine a circle with a dot in the center. That dot is the ice ball and the circle is the radius of the CC. The bot favors running toward to the shortest distance to the exterior of the circle, which at times, is right beside a wall/door/impenetrable object. I'm guessing this is part of the GilesTrinity avoidance script. A suitable fix would be backtracking 10ft to the previous waypoint (which is totally unblockable because we just came from there, unless its a waller then gg).