Not quite sure why this fight required a custom behavior. I have no issue simply engaging the mobs with combat bot, but if you insist on using a CB to target specific mobs, Chinajade made:
Code:
<CustomBehavior File="GetOutOfGroundEffectAndAuras"
EventCompleteWhen="SpecificMobsDead" EventCompleteDeadMobId="12264"
EventX="787.7026" EventY="-997.7234" EventZ="-206.2816"
MoveOutOfGroundEffectAuraId1="111111"
MoveAwayFromMobCastingSpellId1="111111"
MoveAwayFromMobWithAuraId1="111111">
<Safespots>
<Hotspot X="863.2941" Y="-1011.922" Z="-196.1759" />
</Safespots>
</CustomBehavior>
which is already pushed with HB and is quite effective at killing a specific mob.
We have used GetOutOfGroundEffectsandAuras for various fights as well. As far as I am aware, (This coming from ChinaJade personally) the behavior to prefer killing certain mobs will not always work. If you run it in the scenario we need it for in some fights, the behavior will spam switching to priority mob as a message, but not actually do it. SwitchTarget.cs was written to do the following:
1. Target a specific mob and pull it, from as far away as it appears in object manager if necessary (useful for pulling moving mobs like Baron Geddon, and more effective at doing so than InteractWith, as that behavior, in recent iterations of it can get stuck in an endless loop attempting to interact with mob, unless you use the tunables for MobState, and set it to "DontCare", which sometimes produces its own problems in some fights.
2. Switch from one target to another midfight and switch back as need be (refer to our Lost City of Tol'Vir profile, which completes all 4 bosses, not just 2 with the help of this behavior). For example, in the High Prophet Barim fight, my behavior switches from Barim to his add, when he gains his invincible aura, and targets both of his adds. (If you can get this to work with GetOutofGroundEffectsandAuras, let me know, I could not.)
Granted, in my experience, the Domo fight does not "need" the behavior, but I had one poster complain that his hunter tried to kill domo and ignored the adds, so this behavior works well to solve that problem.
Trust me, if I did not have to, I would not spend countless hours writing behaviors. A lot of the current behaviors that are part of HBcore were added in exactly this way I'm sure.
Edit:
http://www.thebuddyforum.com/honorbuddy-forum/developer-forum/118595-getoutofgroundeffectandauras-preferkillingmobid-not-properly-working.html#post1148539 See here, if you would like to see a short discussion with CJ about why this behavior is not suitable.