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

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

[Arms] Armed - Quick, dirty, simple, fast

Apoc

Well-Known Member
Joined
Jan 16, 2010
Messages
2,790
To prove a point I made a while ago, CC's don't need to be over complicated to work really well.

The following is purely a rotation CC (no movement, no targeting, with the optional exclusion of Heroic Leap as a DPS cooldown [buggy!])

This is meant for use with RaidBot (or LazyRaider in RaidBot mode). Do not expect this to work unattended. It's meant to show that not everything is broken, and people tend to overthink things. Simplicity is key!

Code:
using System;using System.Collections.Generic;
using System.Linq;


using Styx;
using Styx.CommonBot;
using Styx.CommonBot.Routines;
using Styx.Helpers;
using Styx.TreeSharp;
using Styx.WoWInternals;
using Styx.WoWInternals.WoWObjects;


using Action = Styx.TreeSharp.Action;


namespace Armed
{
    public class Routine : CombatRoutine
    {
        /// <summary>
        /// The name of this CombatRoutine
        /// </summary>
        /// <value>
        /// The name.
        /// </value>
        public override string Name { get { return "Armed"; } }


        /// <summary>
        /// The <see cref="T:Styx.WoWClass"/> to be used with this routine
        /// </summary>
        /// <value>
        /// The class.
        /// </value>
        public override WoWClass Class { get { return WoWClass.Warrior; } }


        private Composite _combat, _buffs;


        public override Composite CombatBehavior { get { return _combat; } }
        public override Composite PreCombatBuffBehavior { get { return _buffs; } }
        public override Composite CombatBuffBehavior { get { return _buffs; } }


        public override void Initialize()
        {
            _combat = CreateCombat();
            _buffs = CreateBuffs();
        }


        Composite CreateBuffs()
        {
            return Cast("Battle Shout", ret => !StyxWoW.Me.HasAura("Battle Shout"));
        }


        Composite CreateCombat()
        {
            return new PrioritySelector(


                // Interrupt please.
                //Cast("Pummel", ret => StyxWoW.Me.CurrentTarget.IsCasting && StyxWoW.Me.CurrentTarget.CanInterruptCurrentSpellCast),
                Cast("Impending Victory", ret => StyxWoW.Me.HealthPercent <= 90 && StyxWoW.Me.HasAura("Victorious")),


                // Kee SS up if we've got more than 2 mobs to get to killing.
                new Decorator(ret => UnfriendlyUnits.Count() >= 2,
                    CreateAoe()),


                new Decorator(ret => StyxWoW.Me.CurrentTarget.HealthPercent <= 20,
                    CreateExecuteRange()),
                new Decorator(ret => StyxWoW.Me.CurrentTarget.HealthPercent > 20,
                    new PrioritySelector(
                        Cast("Recklessness", ret => StyxWoW.Me.CurrentTarget.IsBoss),
                        Cast("Avatar", ret => StyxWoW.Me.CurrentTarget.IsBoss),
                        Cast("Skull Banner", ret => StyxWoW.Me.CurrentTarget.IsBoss),


                        // Only drop DC if we need to use HS for TFB. This lets us avoid breaking HS as a rage dump, when we don't want it to be one.
                        Cast("Deadly Calm", ret => NeedTasteForBloodDump),
                        Cast("Heroic Strike", ret => NeedHeroicStrikeDump),


                        Cast("Bloodbath", ret => StyxWoW.Me.CurrentTarget.IsBoss),


                        Cast("Berserker Rage", ret => GetSpellCooldown("Colossus Smash").TotalSeconds < 1),
                        Cast("Colossus Smash", ret => !StyxWoW.Me.CurrentTarget.HasAura("Colossus Smash")),
                        Cast("Execute"),
                        Cast("Mortal Strike"),


                        //HeroicLeap(),


                        Cast("Storm Bolt"),
                        Cast("Dragon Roar"),
                        Cast("Overpower"),


                        // Rage dump!
                        Cast("Slam", ret => (StyxWoW.Me.RagePercent >= 60 || StyxWoW.Me.CurrentTarget.HasAura("Colossus Smash")) && StyxWoW.Me.CurrentTarget.HealthPercent > 20),


                        Cast("Battle Shout", ret => StyxWoW.Me.RagePercent < 30),
                        Cast("Heroic Throw"),


                        // Don't use this in execute range, unless we need the heal. Thanks!
                        Cast("Impending Victory", ret => StyxWoW.Me.CurrentTarget.HealthPercent > 20 || StyxWoW.Me.HealthPercent < 50))
                    )
                );
        }
        Composite CreateAoe()
        {
            return new PrioritySelector(
                Cast("Dragon Roar"),
                Cast("Shockwave"),
                Cast("Bladestorm", ret=>UnfriendlyUnits.Count() >= 4),
                Cast("Sweeping Strikes"),
                Cast("Thunder Clap")
                
                );
        }
        Composite CreateExecuteRange()
        {
            return new PrioritySelector(


                // Pop all our CDs. Get ready to truck the mob.
                Cast("Recklessness", ret => StyxWoW.Me.CurrentTarget.IsBoss),
                Cast("Skull Banner", ret => StyxWoW.Me.CurrentTarget.IsBoss),
                Cast("Avatar", ret => StyxWoW.Me.CurrentTarget.IsBoss),
                Cast("Bloodbath", ret => StyxWoW.Me.CurrentTarget.IsBoss),
                Cast("Berserker Rage"),
                new Action(ret => { UseTrinkets(); return RunStatus.Failure; }),


                Cast("Colossus Smash"),
                Cast("Execute"),
                Cast("Mortal Strike"),
                Cast("Overpower"),
                Cast("Storm Bolt"),
                Cast("Dragon Roar"),
                Cast("Slam"),
                Cast("Battle Shout")


                
                );
        }


        Composite HeroicLeap()
        {
            return new Decorator(ret=> StyxWoW.Me.CurrentTarget.HasAura("Colossus Smash") && SpellManager.CanCast("Heroic Leap"),
                new Action(ret=>
                    {
                        var tpos = StyxWoW.Me.CurrentTarget.Location;
                        var trot = StyxWoW.Me.CurrentTarget.Rotation;
                        var leapRight = WoWMathHelper.CalculatePointAtSide(tpos, trot, 5, true);
                        var leapLeft = WoWMathHelper.CalculatePointAtSide(tpos, trot, 5, true);


                        var myPos = StyxWoW.Me.Location;


                        var leftDist = leapLeft.Distance(myPos);
                        var rightDist = leapRight.Distance(myPos);


                        var leapPos = WoWMathHelper.CalculatePointBehind(tpos, trot, 8);


                        if (leftDist > rightDist && leftDist <= 40 && leftDist >= 8)
                            leapPos = leapLeft;
                        else if (rightDist > leftDist && rightDist <= 40 && rightDist >= 8)
                            leapPos = leapLeft;


                        SpellManager.Cast("Heroic Leap");
                        SpellManager.ClickRemoteLocation(leapPos);
                        StyxWoW.Me.CurrentTarget.Face();
                    }));
        }


        void UseTrinkets()
        {
            var firstTrinket = StyxWoW.Me.Inventory.Equipped.Trinket1;
            var secondTrinket = StyxWoW.Me.Inventory.Equipped.Trinket2;


            if(firstTrinket != null && CanUseEquippedItem(firstTrinket))
                firstTrinket.Use();


            if(secondTrinket != null && CanUseEquippedItem(secondTrinket))
                secondTrinket.Use();


        }
        private static bool CanUseEquippedItem(WoWItem item)
        {
            // Check for engineering tinkers!
            string itemSpell = Lua.GetReturnVal<string>("return GetItemSpell(" + item.Entry + ")", 0);
            if (string.IsNullOrEmpty(itemSpell))
                return false;


            return item.Usable && item.Cooldown <= 0;
        }


        IEnumerable<WoWUnit> UnfriendlyUnits
        {
            get { return ObjectManager.GetObjectsOfType<WoWUnit>(true, false).Where(u => !u.IsDead && u.CanSelect && u.Attackable && !u.IsFriendly && u.IsWithinMeleeRange); }
        }


        bool NeedTasteForBloodDump
        {
            get
            {
                var tfb = StyxWoW.Me.GetAuraByName("Taste for Blood");
                if (tfb != null)
                {
                    // If we have more than 3 stacks, pop HS
                    if (tfb.StackCount >= 3)
                        return true;


                    // If it's about to drop, and we have at least 2 stacks, then pop HS.
                    // If we have 1 stack, then a slam is better used here.
                    if (tfb.TimeLeft.TotalSeconds < 1 && tfb.StackCount >= 2)
                        return true;
                }
                return false;
            }
        }


        bool NeedHeroicStrikeDump
        {
            get
            {
                // Flat out, drop HS if we need to.
                if (StyxWoW.Me.RagePercent >= 90)
                    return true;


                return NeedTasteForBloodDump;
            }
        }


        private delegate T Selection<out T>(object context);
        Composite Cast(string spell, Selection<bool> reqs = null)
        {
            return
                new Decorator(
                    ret => ((reqs != null && reqs(ret)) || (reqs == null)) && SpellManager.CanCast(spell),
                    new Action(ret => SpellManager.Cast(spell)));
        }


        public static TimeSpan GetSpellCooldown(string spell)
        {
            SpellFindResults results;
            if (SpellManager.FindSpell(spell, out results))
            {
                if (results.Override != null)
                    return results.Override.CooldownTimeLeft;
                return results.Original.CooldownTimeLeft;
            }


            return TimeSpan.MaxValue;
        }
    }
}
 
open notepad -> paste code -> save it as "Armed By Apoc.CS". Make a folder in HB > Combat Routines > Named "Armed By Apoc" > pun the notepad file("Armed By Apoc.CS") in this folder and ur done.
 
open notepad -> paste code -> save it as "Armed By Apoc.CS". Make a folder in HB > Combat Routines > Named "Armed By Apoc" > pun the notepad file("Armed By Apoc.CS") in this folder and ur done.

Cant get it to work. I made a new folder in the HB folder called Combat Routines. Inside that i made a new folder called Armed by Apoc, and inside that i put the .cs file Armed By Apoc.cs

Still not working. Is it supposed to come up with the other CC's like Singular and such for me to choose?
 
went from 40k dps using another CC to using this with raidbot and i jumped to 49k-52k dps. pretty insane...
 
Indeed, this cc is the best to give the most dps on my arms warrior, great job!
 
best CC for Arms
--------------------------------
wowscrnshot111912133103.jpg

trashxy.jpg


lastboss.jpg


tested on orc warrior ilvl 480
 

Attachments

  • trashxy.jpg
    trashxy.jpg
    16.7 KB · Views: 634
  • lastboss.jpg
    lastboss.jpg
    19.9 KB · Views: 596
Last edited:
Does any1 know how to make it use whirlwind as rage dump when more than 3 targets + last tier skills like bloodbath and stormbolt on cd?
 
any way to make this profile to charge? i wanna use it with the grindbot but he doesnt charge so cant initiate a fight
 
Last edited:
any way to make this profile to charge? i wanna use it with the grindbot but he doesnt charge so cant initiate a fight
It has no movement so implementing charge only will not be sufficient.
 
Quick question to Apoc, is it possible to call a specific Composite or set a next spell in a routine from within the game?
 
Back
Top