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

This is great but it doesn't interrupt for me. Does not use pummel at all.

EDIT: lol, turns out there's a comment indicator before the pummel line. just remove that and it works fine.

Here's my copy which I've optimised for PvP. Doesn't use any cooldowns and shouldn't change your stance.

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("Hamstring", ret =>
			StyxWoW.Me.CurrentTarget.IsPlayer && StyxWoW.Me.CurrentTarget.IsWithinMeleeRange &&
			!StyxWoW.Me.CurrentTarget.HasAura("Hamstring") &&
			!StyxWoW.Me.CurrentTarget.HasAura("Piercing Howl") &&
			!StyxWoW.Me.CurrentTarget.HasAura("Crippling Poison") &&
			!StyxWoW.Me.CurrentTarget.HasAura("Hand of Freedom") &&
			!StyxWoW.Me.CurrentTarget.HasAura("Sluggish") &&
			!StyxWoW.Me.CurrentTarget.HasAura("Infected Wounds")
			),

                        // 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("Colossus Smash", ret => !StyxWoW.Me.CurrentTarget.HasAura("Colossus Smash") && StyxWoW.Me.CurrentTarget.IsWithinMeleeRange),
                        Cast("Execute", ret => StyxWoW.Me.CurrentTarget.IsWithinMeleeRange),
                        Cast("Mortal Strike", ret => StyxWoW.Me.CurrentTarget.IsWithinMeleeRange),


                        //HeroicLeap(),


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


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


                        Cast("Battle Shout", ret => StyxWoW.Me.RagePercent < 30),
                        
                        // 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("Bloodbath", ret => StyxWoW.Me.CurrentTarget.IsBoss),
                
                new Action(ret => { UseTrinkets(); return RunStatus.Failure; }),


                Cast("Colossus Smash", ret => StyxWoW.Me.CurrentTarget.IsWithinMeleeRange),
                Cast("Execute", ret => StyxWoW.Me.CurrentTarget.IsWithinMeleeRange),
                Cast("Mortal Strike", ret => StyxWoW.Me.CurrentTarget.IsWithinMeleeRange),
                Cast("Overpower", ret => StyxWoW.Me.CurrentTarget.IsWithinMeleeRange),
                Cast("Storm Bolt"),
                Cast("Dragon Roar", ret => StyxWoW.Me.CurrentTarget.IsWithinMeleeRange),
                Cast("Slam", ret => StyxWoW.Me.CurrentTarget.IsWithinMeleeRange),
                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 1 stacks, pop HS
                    if (tfb.StackCount >= 1)
                        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 >= 1)
                        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;
        }
    }
}
 
Last edited:
Im newbie to this langage, so i ask you if you can implant something to do hamstring in pvp, because this routines is fucking pretty good in pvp too.

Thx alot dude

Add this into the >20% health combat portion of the routine.

Cast("Hamstring", ret =>
StyxWoW.Me.CurrentTarget.IsPlayer &&
!StyxWoW.Me.CurrentTarget.HasAura("Hamstring") &&
!StyxWoW.Me.CurrentTarget.HasAura("Piercing Howl") &&
!StyxWoW.Me.CurrentTarget.HasAura("Crippling Poison") &&
!StyxWoW.Me.CurrentTarget.HasAura("Hand of Freedom") &&
!StyxWoW.Me.CurrentTarget.HasAura("Sluggish") &&
!StyxWoW.Me.CurrentTarget.HasAura("Infected Wounds")
),
 
Add this into the >20% health combat portion of the routine.

Cast("Hamstring", ret =>
StyxWoW.Me.CurrentTarget.IsPlayer &&
!StyxWoW.Me.CurrentTarget.HasAura("Hamstring") &&
!StyxWoW.Me.CurrentTarget.HasAura("Piercing Howl") &&
!StyxWoW.Me.CurrentTarget.HasAura("Crippling Poison") &&
!StyxWoW.Me.CurrentTarget.HasAura("Hand of Freedom") &&
!StyxWoW.Me.CurrentTarget.HasAura("Sluggish") &&
!StyxWoW.Me.CurrentTarget.HasAura("Infected Wounds")
),


WORKING PAPA!! thx alot and gj XD
 
Is there any way to have colossus smash hitting first any situation because in pvp sometime mortal strike and owerpower hit before colossus smash and this is very bard for dps ....
 
Does something come up letting you know its using the cs an not the one that comes with it already
 
Tried this CC due to arms is boring to play (patch 5.2).
Need to say, it works like a champ! Executes the rotation perfectly.
Great work Apoc!

(Easy to read, understand and tweak using Notepad++)
 
forgive me for being new at arms warrior rotation, but nowhere in this CC is there mention of berserker rage.

should i press it manually when it's off cooldown and i'm not enraged? or is berserker rage useless as arms?
 
I want to try this in tonights ToT raid. What do i need to change in the code to be as good as possible? I know how to fix the cd in the code. But wasnt there a change in overpower i 5.2? Pls help me get this right? thx alot!
 
nice work but the cc doesn?t use Bloodpath ore Skullbanner ore Reck.

mfg
I would guess he left those out because those are highly situational cooldowns best managed manually in timing with boss-events bloodlust or execute-phase.
 
Impeding victory is not the best talent in that tier. Anyway...

I guess with some priority modification this can be used to fury warriors as well. Is there a way in the API to determine whether we are TG or SMF? (DW 2h vs DW 1H)


yes it is. atleast in MOST situations. situationally, some pvp.. low lvl farming etc maybe I can see second wind being of use.. otherwise ill stick w/ impending. so will most others me thinks >>>
 
anyone know if there are any differences between this and the Ares Arms routine linked above? Or is that more of a "collection" which includes THIS cs?
 
Any chance this will be updated for WoD? I'd love to see how insane the damage could get with the new talents.
 
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