I modified Swaggasauruz's profiles for this, and combined the two runs. Works well unless you want to destroy destructible objects.
Known issues:
Sometimes bot gets stuck for a bit at the pillar before Azmodan.
If you have it destroy destructibles set in Trinity, a melee bot will sometimes get stuck at WP out of TD 1. It will backtrack to kill the object, then back to WP until the object is blacklisted. If you want to take advantage of your Warzchian Armguards on a WW barb this profile won't work unfortunately efficiently unless you alter your trinity config (even then it isn't super). What I did was equip weapon throw and made the following changes. (This stop the issue most of the time, and if it doesn't happen the hang up isn't for as long)
in barbariancombat.cs insert:
if (Hotbar.Contains(SNOPower.X1_Barbarian_WeaponThrow))
return new TrinityPower(SNOPower.X1_Barbarian_WeaponThrow, V.F("Barbarian.WeaponThrow.UseRange"));
above
if (Hotbar.Contains(SNOPower.Barbarian_Overpower))
Under the 'private static TrinityPower DestroyObjectPower' function
I tried pathing closer to the destructibles near the WP to avoid having to do this, but trinity won't attack them all the time. In general for my barb, if it does go to attack a destructible object it won't go near enough to it for WW to hit. Maybe this can be fixed by adjusting the attack range of WW in Trinity with respect to destructibles, but I wasn't able to find this option. Maybe Rrrix can fix this in a future trinity update.
Known issues:
Sometimes bot gets stuck for a bit at the pillar before Azmodan.
If you have it destroy destructibles set in Trinity, a melee bot will sometimes get stuck at WP out of TD 1. It will backtrack to kill the object, then back to WP until the object is blacklisted. If you want to take advantage of your Warzchian Armguards on a WW barb this profile won't work unfortunately efficiently unless you alter your trinity config (even then it isn't super). What I did was equip weapon throw and made the following changes. (This stop the issue most of the time, and if it doesn't happen the hang up isn't for as long)
in barbariancombat.cs insert:
if (Hotbar.Contains(SNOPower.X1_Barbarian_WeaponThrow))
return new TrinityPower(SNOPower.X1_Barbarian_WeaponThrow, V.F("Barbarian.WeaponThrow.UseRange"));
above
if (Hotbar.Contains(SNOPower.Barbarian_Overpower))
Under the 'private static TrinityPower DestroyObjectPower' function
I tried pathing closer to the destructibles near the WP to avoid having to do this, but trinity won't attack them all the time. In general for my barb, if it does go to attack a destructible object it won't go near enough to it for WW to hit. Maybe this can be fixed by adjusting the attack range of WW in Trinity with respect to destructibles, but I wasn't able to find this option. Maybe Rrrix can fix this in a future trinity update.