Testing a new rotation, and this is endgame optimized. Have not changes it for leveling rogues.
Nothing about assassination spec was changed since 1.21.
Yes, I just updated, re-svn and test that version.
public override void Rest()
{
if (!Me.Mounted && !Me.IsMoving && !Me.IsCasting && (!Me.HasAura(ARSettings.Instance.MHPoison) || (Me.HasAura(ARSettings.Instance.MHPoison) && Me.ActiveAuras[ARSettings.Instance.MHPoison].TimeLeft.Minutes < ARSettings.Instance.MHPT)) && CastMeUp(ARSettings.Instance.MHPoison)) { Logging.Write("Applying " + ARSettings.Instance.MHPoison); }
if (!Me.Mounted && !Me.IsMoving && !Me.IsCasting && (!Me.HasAura(ARSettings.Instance.OHPoison) || (Me.HasAura(ARSettings.Instance.OHPoison) && Me.ActiveAuras[ARSettings.Instance.OHPoison].TimeLeft.Minutes < ARSettings.Instance.OHPT)) && CastMeUp(ARSettings.Instance.OHPoison)) { Logging.Write("Applying " + ARSettings.Instance.OHPoison); }
// if (Me.HealthPercent <= 65 && Me.IsAlive) { Styx.CommonBot.Rest.Feed(); }
}
Would it be possible to add override keybindings for movement?
E.g.: When w, a, s, d or arrow keys are pressed, we are actually able to move the bot although "Enable Movement" is ticked in the options?
I'm actually using your CC with DungeonBuddy as a follower for my tank (hand played) and it would help tremendously if we were able to move
the rogue out of aoe effects (because DungeonBuddy isn't able to do so itself).
Btw, v1.3.1:
Config - General: SB are ticked
Config - Combat: AR + KS are ticked
But if I don't enable "Always use cooldowns" as well, it won't use these three cooldown ever, even on boss fights?
From the little time that i had to test it, CC for combat rogue is working flawlessly.
I did, however, managed to reproduce "movement bug" that i mentioned few posts back.
Movement bug is caused by "resting" part of code, when you are below 65% of HP and you dont have anything to eat. Its forcing bot to stop in place, and since your trying to move, it will stop your movement after few steps and try to rest.
Now, this might be an issue in raid so, it would be nice if you have little time to implement in UI setting option to disable "resting." I fixed it for my self by disabling this part of code, line 132:
Code:public override void Rest() { if (!Me.Mounted && !Me.IsMoving && !Me.IsCasting && (!Me.HasAura(ARSettings.Instance.MHPoison) || (Me.HasAura(ARSettings.Instance.MHPoison) && Me.ActiveAuras[ARSettings.Instance.MHPoison].TimeLeft.Minutes < ARSettings.Instance.MHPT)) && CastMeUp(ARSettings.Instance.MHPoison)) { Logging.Write("Applying " + ARSettings.Instance.MHPoison); } if (!Me.Mounted && !Me.IsMoving && !Me.IsCasting && (!Me.HasAura(ARSettings.Instance.OHPoison) || (Me.HasAura(ARSettings.Instance.OHPoison) && Me.ActiveAuras[ARSettings.Instance.OHPoison].TimeLeft.Minutes < ARSettings.Instance.OHPT)) && CastMeUp(ARSettings.Instance.OHPoison)) { Logging.Write("Applying " + ARSettings.Instance.OHPoison); } // if (Me.HealthPercent <= 65 && Me.IsAlive) { Styx.CommonBot.Rest.Feed(); } }
Also, same thing is happening again with leftover CPs after battle, CC is trying to refresh more powerful, active, SnD with inferior SnD (less CP's) instead of casting Recuperate.
Now small suggestion and reminder.
It would be good, when you have time, if you can implement that CC "Kidney Shot" uninterruptible spell casts (like mobs channel spells (for instance Rare Panda mobs Spinning Crane Kick)) and add it option to UI since it would be pointless for CC to try to Kidney Shoot a boss.
Reminder: I asked you few days back for Combat Rogues "Combat Opener" (5CP's SnD and Ripture) code and to tell me where to implement it, i would like to test it with current Revision.
PS. U have beta tester right here, so if you need one, you can count on me.
Not sure what the deal is and I am probably just doing something wrong. However it seems that it has a hard time doing early level questing. It appears to get stuck pretty easily and target things it shouldn't. This might be the profile I am using but when I switch over to Singular it doesn't appear to have that problem. For low level questing I don't think using Singular is a bad thing, will try this CC again at later levels and see what happens. Like I said, have not tinkered with it much but thought I would give a heads up to people questing in the 1-60 range (where I am currently at). I have read that it is not a stand alone CC as well, might have changed some but like I said, I might be wrong and just not setting it up right or I might be trying to use it for the wrong purpose all together.
This CR has nothing to do with targeting, well to an extent. This CR only runs when you get into combat, with a few non combat checks, ie your poison check or food check.
Any way to make this CC not move at all using lazy raider
Thanks, but it is unchecked. The problem is when questing and lazy raiding I often need to turn around to do something other than fight the mob I am on. As soon as I turn the character he spins back to attack the mob. May not even be a problem with the CC, but the way lazy raider works.
Basically makes it tough to run away if I need to.