Gamemoney3381
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- Dec 5, 2012
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Just updated via SVN and expose armor and shadowstep dont seem to be used. Even the previous revision the shadowstep didnt work at all.
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Just updated via SVN and vendetta and shadowblades are not being used on target dummies nor is expose armor, this a bug?
Is there a way to make this eat?
Have not uploaded this to the svn yet.
does this one stop to heal if its low i know some of the cc's dont and it causes death frequently
hi ty for work
im use combat on asasin and off movement, but his move and move fase on boss, can im off it?
no, atm it doesnt stop to eat/regen. Altec will prolly add it.
I
Im using 3-in-1 routine for combat/sub (since they both share same stat prior/reforging/enchanting) and with "use movement" turned off i only find CC facing boss/rare/normal mob from time to time when i try to get out of range. Maybe ur using some plugins for HB that glue you to your target, like "iGlue."
Altec, i must praise your AoE detection part of routine, its working fast, however, i found a small bug.. If i attack mob and another pack one joins fight, so its 4+ mobs, it will auto turn on BF and start FoK rotation, keeping its single target rotation going on main target, as it should, but, even if i move a little and im still in AoE melee range of mobs (maybe lose one target) it will disable BF and continue rotation without it, re-enabling it after CD (or instantly if its not on CD).
Yea, it is almost ready for an update, been working late and going straight to bed when I get off. Anywho, blade flurry in itself was hard to get to work properly. I might know of a good fix for it turning off.
New rotation doesnt use slice and dice at the start combat, and since we want SnD up near 100% imo new rotation looks bad.
Also with the old rotation i'd get around 900dps with lazy raider with me playing manually i'd get around 1700 big increase.
I'm using Assassination and having problems with the new version initiating its rotation at all... just seems even more buggy with the new update. Ahhh I need version 1.21 back
Combat rotation seems more fluent and better, getting close to what it should be.
Now, for few bugs, first 2 are really nasty ones:
1. HB with Lazyrider as botbase: CC just stop working from time to time. HB with Lazyrider as botbase are running without any errors, but CC isnt doing anything. To fix it you need to stop HB and restart
2. HB with Lazyrider as botbase: CC settings "Enable Movement" - disabled. Strange movement bugs, CC is, from time to time just keep bugging and making 4-5 steps and stop. Example: I hold my "W" button to move forward, CC makes 5 steps and stop, i need to release "W" and press it again to move another 5 steps. This issue fixes it self after 6-8secs and you keep moving normally after that. No errors in HB log whatsoever.
3. I see that currently CC allows SnD to fall off for a few secs, even when it fall off it doesnt try to refresh it with any CP at disposal. I guess that its not possible to do 5CP SnD opener and then refresh it with any CP left since code will detect "SnD opener" as missing buff and refresh it, so its either 5CP SnD or refreshed with any CP at disposal, it cant be both. So, practically, its not an bug.
Currently im only playing combat, so i didnt had chance to test rest 2 builds, but i presume that first 2 errors affect them all.
Not sure about movement bug, will look into this. Slice and dice opener does not get detected during regular combat rotation.