What's new
  • Visit Rebornbuddy
  • Visit Panda Profiles
  • Visit LLamamMagic
  • Visit Resources
  • Visit Downloads
  • Visit Portal

Actaeon - A Hunter CC part of the Zeus suite

I would say try to apply it twice at max. If it's not > 4 lvls higher, assume it is immune and move on. Or just don't use stings on elementals. Either one works tbh.

Two attempts and it will stop. Sounds good.

EDIT: I've added this feature now, I'll be testing it in the next day or so.
 
Last edited:
I've said it before and I will prolly gonna say it again:

This is the king of grinding CC's.
Its good it almost hurts.
Way to go FPS.
 
When multipulling, the Pet is attacking critters.
A tad funny, but not the best sollution maybe.

No I don't have the Critters factionID in my profile.
:)
 
Multimob pulling is not working properly, it needs a re-write of the entire logic. I may have left it enabled when I uploaded the latest build.
It?s working decently. But yea, I would like to see some improvements.
 
I love it.
Sure it pulls some critters but the Xp/Hour is getting up + it looks alot more lifelike.

Edit: Instead of removing it for the next push. Can't you keep it but put up a huge sign telling ppl that it is VERY much experimental and they wont get any bloody help with bugs related to it.
Because as I said before; it rox!
 
Last edited:
While I've never seen it pull critters, I have now explicitly excluded critters from the pull list.
 
I miss the good old times where my Hunter had much more EXP.. i dunno what im doin wrong ..its just that the hunter can handle about 4-5 Mobs at the same time but has got a EXP/h rate of 21k which is nothing for lvl 35 -.-
Any ideas`?
 
My hunter seems to be stuck in a melee mode. It sends the pet in, delayed like it should, then runs in, spins around a bunch attacking with it's melee weapons. It occasionally will use it's ranged weapon, but not very offten. Please find attatched copy of my log
 

Attachments

My hunter seems to be stuck in a melee mode. It sends the pet in, delayed like it should, then runs in, spins around a bunch attacking with it's melee weapons. It occasionally will use it's ranged weapon, but not very offten. Please find attatched copy of my log

[9:30:41 AM:25] Spell_C::CastSpell(34026, 0, 0xF530006D62668768, 0)
[9:30:41 AM:61] -Kill Command
[9:30:42 AM:817] ** You are out of ammo. Using melee only **
[9:30:42 AM:824] ** Buy more ammo and restart HB **
[9:30:43 AM:470] Moving closer to Mangal Crocolisk
 
keep reading down the log. I purchased ammo, to no avail, long before I posted my log
 
followed your advice. Restarted HB and it started working properly. thanks
 
Hey fps, I just learned Kill Command at 66, and realized that there is a flaw in your config logic. Apparently the setting is reversed. If you have "Use Kill Command" checked, it will not use it - however when I uncheck it, it starts using it like it should.
 
Hey fps, I just learned Kill Command at 66, and realized that there is a flaw in your config logic. Apparently the setting is reversed. If you have "Use Kill Command" checked, it will not use it - however when I uncheck it, it starts using it like it should.

protected override bool CanRun(object context)
{
if (OneSettings.Debug) Utils.Log("*** DEBUG SHIT: Kill Command");
if (Target.IsHealthBelow(40)) return false;
return Me.GotTarget && OneSettings.HunterUseKillCommand && Spell.CanCast("Kill Command");
}

There must be an erorr in the config loading/saving. The logic to use the spell is correct.
 
any chance for surv spec to use Explosive Shot more often as it seems to not use it as soon as the cd has done...if you dont have aimed shot ticked it wont do anything while Explosive Shot is on cd.

It also needs to know when Lock and Load is up as it didnt seem to use it much as it could (i think it gives 3 shots of Explosive Shot)

Im prob asking a bit much here but with knowing if we have adds is there anyway to check in a grp then check tank then check how many adds are on tank and if so multishot and then use aoe - on that it could even use MD to tank?
 
Last edited:
any chance for surv spec to use Explosive Shot more often as it seems to not use it as soon as the cd has done...if you dont have aimed shot ticked it wont do anything while Explosive Shot is on cd.

It also needs to know when Lock and Load is up as it didnt seem to use it much as it could (i think it gives 3 shots of Explosive Shot)


if (Me.GotTarget && OneSettings.HunterUseExplosiveShot && Target.IsHealthAbove(OneSettings.HunterMinTargetHealthForDoTs) && Spell.CanCast("Explosive Shot") && !Target.IsDebuffOnTarget("Explosive Shot"))

It will only use Explosive Shot if the target's health is above the minimum DoT setting. This value is user definable. The default setting is 35% health.

The 'Proc Check' takes place well before all other shots and stings. There is where Locked and Loaded is checked. When you have the Locked and Loaded buff on you it will cast Explosive Shot.


Im prob asking a bit much here but with knowing if we have adds is there anyway to check in a grp then check tank then check how many adds are on tank and if so multishot and then use aoe - on that it could even use MD to tank?

Yes, all of this is possible and all of these features are on the 'To Do' list. But, as I've lost a large number of accounts with high level charactes recently its going to be a while before I add these features.
 
Last edited:
Can you include "Race Spells" like Shadowmeld for Nighelfs.. so if my Pet dies and my char aggros 5 mobs he uses Shadowmeld to lose the whole Aggro.
 
Back
Top