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Monstertrip

New Member
Joined
Jan 29, 2010
Messages
87
I tried running a corruption sorcerer and what currently happens is BW will target a random member of the party other than the tank and continuously heal that target even if the non tank target is at 100%, it will continuously spam heals.

If I click off of that and select the tank, in an instant it will go back to the target i'm assuming it thinks is the tank and continue to spam heals, even if the tank is at any range of health 1% - 100%

I'm not savy enough with routines to know what things to change to fix this or I'd offer support for anyone else going through the same thing. (I am using the latest profiles from github)

However, if any one knows of a fix for this I would love to know about it. Is this maybe limited to corruption sorcerer? Are other healing classes having this issue?

Any suggestions would be appreciated!
(my main is a immortal juggernaut which works wonderfully, I'd just like to be able to heal with BW on the side)


I have the same prob. i have tried to set the tank with the hotkey but it doesnt works.

Can you fix it ?
 
How did you go with healing with Pure's? Cause I remember it working fine before 4.0, but when 4.0 hit, it basically reacted the same as defaultcombat.

Update: Okay I just tried pure's and it aint working. For the people that say they can get it to work can you explain to me how pls? And for the people that say they can get it to work with manual targeting it will be nice if you can share since anything is beter than nothing. thanks
 
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How did you go with healing with Pure's? Cause I remember it working fine before 4.0, but when 4.0 hit, it basically reacted the same as defaultcombat.

Update: Okay I just tried pure's and it aint working. For the people that say they can get it to work can you explain to me how pls? And for the people that say they can get it to work with manual targeting it will be nice if you can share since anything is beter than nothing. thanks

yea i would like to know it too, at least with manual targeting it would be better than nothing :)
 
For those looking to get healing to work to some extent and willing to edit the routine scripts;

You need to edit the rotation and completely get rid of the Spell.Heal code and just add the heals to the main rotation using Spell.Cast code.

I typically remove the damaging skills entirely minus stuns/interrupts as well, and replace it with the heals.

However, from my experience doing this, trying to check for health percentages hasn't worked for me when healing someone.

So it just goes through whatever priority you have for the skills written, and disregards any sort of health percentage.

Though it is still a somewhat reliable form of manual healing, just have to kind of manage a bit yourself as far as who to target since the routine disregards the hp %.

EDIT: It seems even the default healing script totally disregards health % as well... Just heals people at 100% health


I do hope that the targeting issues are fixed eventually though since healing is my favorite role.

Example script of the routine:

Code:
// Copyright (C) 2011-2015 Bossland GmbH
// See the file LICENSE for the source code's detailed license

using Buddy.BehaviorTree;
using DefaultCombat.Core;
using DefaultCombat.Helpers;

namespace DefaultCombat.Routines
{
	internal class Corruption : RotationBase
	{
		public override string Name
		{
			get { return "Sorcerer Corruption"; }
		}

		public override Composite Buffs
		{
			get
			{
				return new PrioritySelector(
					Spell.Buff("Mark of Power")
					);
			}
		}

		public override Composite Cooldowns
		{
			get
			{
				return new PrioritySelector(
					Spell.Buff("Recklessness", ret => Targeting.ShouldAoeHeal),
					Spell.Buff("Consuming Darkness", ret => NeedForce()),
					Spell.Buff("Unnatural Preservation", ret => Me.HealthPercent < 50)
					);
			}
		}

		public override Composite SingleTarget
		{
			get
			{
				return new PrioritySelector(
					//Movement
					CombatMovement.CloseDistance(Distance.Ranged),

					//Rotation INTERRUPTS
					Spell.Cast("Jolt", ret => Me.CurrentTarget.IsCasting),
					
					//Rotation PROCS
					Spell.Cast("Dark Heal", ret => Me.CurrentTarget.IsFriendly && Me.CurrentTarget.HealthPercent <= 80 && Me.HasBuff("Dark Concentration")),
					
					new Decorator(ret => Me.HasBuff("Force Bending"),
						new PrioritySelector(
							Spell.Cast("Innervate", ret => Me.CurrentTarget.IsFriendly && Me.CurrentTarget.HealthPercent <= 90),
							Spell.Cast("Dark Infusion", ret => Me.CurrentTarget.IsFriendly && Me.CurrentTarget.HealthPercent <= 50)
							)),
					
					//Rotation MAIN
					Spell.Cast("Dark Heal", ret => Me.CurrentTarget.IsFriendly && Me.CurrentTarget.HealthPercent <= 35),
					Spell.Cast("Innervate", ret => Me.CurrentTarget.IsFriendly && Me.CurrentTarget.HealthPercent <= 80),
					Spell.Cast("Static Barrier", ret => Me.CurrentTarget.IsFriendly && Me.CurrentTarget.HealthPercent <= 75 && !Me.CurrentTarget.HasDebuff("Deionized")),
					Spell.Cast("Resurgence", ret => Me.CurrentTarget.IsFriendly && Me.CurrentTarget.HealthPercent <= 90),
					Spell.CastOnGround("Revivification", ret => Me.CurrentTarget.IsFriendly && Me.CurrentTarget.IsStunned)
					);
			}
		}

		public override Composite AreaOfEffect
		{
			get
			{
				return new PrioritySelector(
					//BuffLog.Instance.LogTargetBuffs,

					//Cleanse if needed
					Spell.Cleanse("Purge")

					//Emergency Heal (Insta-cast)
					//Spell.Heal("Dark Heal", 80, ret => Me.HasBuff("Dark Concentration")),

					//Single Target Healing
					//Spell.Heal("Innervate", 80),
					//Spell.HoT("Static Barrier", 75, ret => HealTarget != null && !HealTarget.HasDebuff("Deionized")),

					//Buff Tank
					//Spell.HoT("Static Barrier", on => Tank, 100, ret => Tank != null && Tank.InCombat && !Tank.HasDebuff("Deionized")),

					//Use Force Bending
					//new Decorator(ret => Me.HasBuff("Force Bending"),
						//new PrioritySelector(
							//Spell.Heal("Innervate", 90),
							//Spell.Heal("Dark Infusion", 50)
							//)),

					//Build Force Bending
					//Spell.HoT("Resurgence", 80),
					//Spell.HoT("Resurgence", on => Tank, 100, ret => Tank != null && Tank.InCombat),

					//Aoe Heal
					//Spell.HealGround("Revivification"),

					//Single Target Healing                  
					//Spell.Heal("Dark Heal", 35),
					//Spell.Heal("Dark Infusion", 80)
					);
			}
		}

		private bool NeedForce()
		{
			if (Me.ForcePercent <= 20)
				return true;
			if (Me.HasBuff("Force Surge") && Me.ForcePercent < 80 && !Me.HasBuff("Reverse Corruptions"))
				return true;
			return false;
		}
	}
}
 
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