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CC Advance Collections

cystacae

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Joined
Jul 17, 2011
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Here is the Assassin Madness CC I did... Tested it and works, getting 1517 on dummy. This does not take into consideration position for a maul, could use some help on that. This CC is based upon simulationcraft priority listings and was ran with a 5/5/31 build, currently the best dps for madness atm. I was not able to test EVERYTHING but the basic combat rotation and functions.

Code:
using System;
using System.Linq;
using Buddy.BehaviorTree;
using Buddy.Common;
using Buddy.CommonBot;
using Buddy.Swtor;

using WingIt.Dynamics;

using Action = Buddy.BehaviorTree.Action;

namespace WingIt.Routines
{
    public static class AssassinMadness
    {
        [Class(CharacterClass.Inquisitor, AdvancedClass.Assassin, SkillTreeId.AssassinMadness)]
        [Behavior(BehaviorType.Combat)]
        public static Composite AssassinMadnessCombat()
        {
            return new PrioritySelector(
                Movement.StopInRange(0.3f),
                Spell.WaitForCast(),
		
		Spell.Cast("Lightning Charge", ret => !BuddyTor.Me.HasBuff("Lightning Charge")),

                Spell.Cast("Mark of Power", ret => !BuddyTor.Me.HasBuff("Mark of Power")),
                
                Spell.Cast("Unbreakable Will", ret => BuddyTor.Me.IsStunned),
                
                // Crowd controls!
                //Spell.Cast("Electrocute", onUnit => Helpers.Targets.FirstOrDefault(t => t.Toughness == CombatToughness.Strong), ret => Helpers.Targets.Count() > 3 && Helpers.Targets.FirstOrDefault(t => t.Toughness == CombatToughness.Strong) != null),
                Spell.Cast("Whirlwind", onUnit =>
                                                    {
                                                      var previousTarget = BuddyTor.Me.CurrentTarget;
                                                      return
                                                         Helpers.Targets.FirstOrDefault(
                                                              t =>
                                                              t != previousTarget && (t.Toughness == CombatToughness.Strong) && !t.IsDead) ??
                                                         Helpers.Targets.FirstOrDefault(t => t != previousTarget);
                                                    }, castWhen => Helpers.Targets.Count() >= 3),             

                // Interrupts
                Spell.Cast("Jolt", ret => BuddyTor.Me.CurrentTarget.IsCasting),
                Spell.Cast("Overload", ret => BuddyTor.Me.CurrentTarget.IsCasting),
		Spell.Cast("Electrocute", ret => BuddyTor.Me.CurrentTarget.IsCasting),

                // Defensive Cooldowns
                Spell.Cast("Deflection", ret => BuddyTor.Me.InCombat && BuddyTor.Me.HealthPercent <= 80),
                Spell.Cast("Force Shroud", ret => BuddyTor.Me.InCombat && BuddyTor.Me.HealthPercent <= 70),
		
		// Buffs
		Spell.Cast("Recklessness", castWhen => BuddyTor.Me.InCombat && !BuddyTor.Me.HasBuff("Recklessness")),
		Spell.Cast("Force Cloak", castWhen => BuddyTor.Me.InCombat && !BuddyTor.Me.HasBuff("Dark Embrace")),
                Spell.Cast("Overcharge Saber", castWhen => BuddyTor.Me.InCombat && !BuddyTor.Me.HasBuff("Overcharge")),
                
                Spell.CastOnGround("Death Field", ret => Helpers.Targets.Count() >= 1, ret => BuddyTor.Me.CurrentTarget.Position),
		Spell.Debuff("Crushing Darkness", castWhen => BuddyTor.Me.HasBuff("Raze") && !BuddyTor.Me.CurrentTarget.HasDebuff("Crushed (Force)")),
		Spell.Debuff("Discharge", castWhen => !BuddyTor.Me.CurrentTarget.HasDebuff("Shocked (Force)")),
                Spell.Cast("Assassinate", castWhen => BuddyTor.Me.CurrentTarget.HealthPercent <= 30),
                Spell.Debuff("Creeping Terror", castWhen => !BuddyTor.Me.CurrentTarget.HasDebuff("Creeping Terror (Force)")),
                Spell.Cast("Maul", castWhen => BuddyTor.Me.HasBuff("Exploit Weakness")),
                Spell.Cast("Thrash", castWhen => BuddyTor.Me.ResourceStat > 45),
                Spell.Cast("Saber Strike"),
                Movement.MoveTo(ret => BuddyTor.Me.CurrentTarget.Position, 0.3f)

                );
        }

        [Behavior(BehaviorType.OutOfCombat)]
        public static Composite AssassinMadnessRest()
        {
            return new PrioritySelector(
                Spell.Cast("Seethe", ret => BuddyTor.Me.HealthPercent <= 90)
                );
        }

        //[Behavior(BehaviorType.Pull)]
        //public static Composite AssassinMadnessPull()
        //{
        //    return new PrioritySelector(
        //        Spell.CastOnGround("Death Field", ret => Helpers.Targets.Count() >= 1, ret => BuddyTor.Me.CurrentTarget.Position))
        //}
    }
}

I will be working on Deception and Darkness in that order. I will see about getting this converted over to Shadow too since they are similar. I will also try to get Operative Since I have a level 50 of that too but I know that one is going to be a bit more "tricky". I also need to add pre-combat sequence with stealth, get behind and maul. Perhaps someone could assist me? I have no examples atm.
 
Last edited:
Would this work on pre lvl 50? Lvling up from 10. Thought of makin a madness.
 
Would this work on pre lvl 50? Lvling up from 10. Thought of makin a madness.

Couldn't tell you how this would operate less than 50 because it was designed around optimum 50 ops rotation and was tested on a 50.
 
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