Hey folks, I will be working my way though the rotations, test each one out and providing some feedback on how they play in RL. I have toons in most every class, so this will take a while, but I thought I would just give basic feedback on missing items in rotations, etc. first, with some raiding notes if folks find those helpful.
Here are a few suggestions / adds to the Assassin Deception spec:
Added new ability - Ball Lightning at lvl 57
Added Shock into rotation, Ball Lightning replaces at lvl 57
Added Saber Strike into rotation for low resource management, plus it helps proc static charge
Added InCombat handler for Recklessness, I was finding that it would pop when clicking on my toon
Raiding Notes: (these are just suggestions, you may have to adjust for your style of play - passive abilities, etc.)
-I typically don't enable force speed options because I like to use it myself when needed and with new Emersion passive, its nice to keep this on cooldown for when you need it most
-I also disable Force Shroud, it does have some cooldown qualities, but some fights you need to save this at all costs, so I either set the value really low, or just disable and use manually
-Low Slash I dont use, at max level it really doesn't make sense, unless you are using the passive Hand of Darkness
-I have slight difference to Maul ability - Spell.Cast("Maul", ret => Me.HasBuff("Duplicity") && Me.IsBehind(Me.CurrentTarget)) - I dont use the "Stealth" buff, found it unreliable
-I don't use Thrash, too much resource and I have found that Saber Strike, although does less damage and takes longer for animation, makes my resource not tank so quickly, allowing for higher damage output overall
Thats it, sorry for the book, hope this helps others using this rotation. I have been using Pure rotation for long time, and now moving over to DefaultCombat. My next rotation focus will be Merc - Innovative Ordinance
Here are a few suggestions / adds to the Assassin Deception spec:
Added new ability - Ball Lightning at lvl 57
Added Shock into rotation, Ball Lightning replaces at lvl 57
Added Saber Strike into rotation for low resource management, plus it helps proc static charge
Added InCombat handler for Recklessness, I was finding that it would pop when clicking on my toon
Code:
using Buddy.BehaviorTree;
using DefaultCombat.Core;
using DefaultCombat.Helpers;
namespace DefaultCombat.Routines
{
class Deception : RotationBase
{
public override string Name { get { return "Assassin Deception"; } }
public override Composite Buffs
{
get
{
return new PrioritySelector(
Spell.Buff("Surging Charge"),
Spell.Buff("Mark of Power"),
Spell.Buff("Stealth", ret => !Rest.KeepResting() && !DefaultCombat.MovementDisabled && !Me.IsMounted)
);
}
}
public override Composite Cooldowns
{
get
{
return new LockSelector(
Spell.Buff("Unbreakable Will", ret => Me.IsStunned),
Spell.Buff("Overcharge Saber", ret => Me.HealthPercent <= 85),
Spell.Buff("Deflection", ret => Me.HealthPercent <= 60),
Spell.Buff("Force Shroud", ret => Me.HealthPercent <= 50),
Spell.Buff("Recklessness", ret => Me.BuffCount("Static Charge") < 1 && Me.InCombat),
Spell.Buff("Blackout", ret => Me.ForcePercent <= 40)
);
}
}
public override Composite SingleTarget
{
get
{
return new LockSelector(
Spell.Buff("Force Speed", ret => !DefaultCombat.MovementDisabled && Me.CurrentTarget.Distance >= 1f && Me.CurrentTarget.Distance <= 3f),
//Movement
CombatMovement.CloseDistance(Distance.Melee),
//Interrupts
Spell.Cast("Jolt", ret => Me.CurrentTarget.IsCasting && !DefaultCombat.MovementDisabled),
Spell.Cast("Electrocute", ret => Me.CurrentTarget.IsCasting && !DefaultCombat.MovementDisabled),
Spell.Cast("Low Slash", ret => Me.CurrentTarget.IsCasting && !DefaultCombat.MovementDisabled),
//Rotation
Spell.Cast("Discharge", ret => Me.BuffCount("Static Charge") == 3),
Spell.Cast("Shock", ret => Me.BuffCount("Induction") == 2 && Me.Level < 57),
Spell.Cast("Ball Lightning", ret => Me.BuffCount("Induction") == 2 && Me.Level >= 57),
Spell.Cast("Maul", ret => (Me.HasBuff("Stealth") || Me.HasBuff("Duplicity")) && Me.IsBehind(Me.CurrentTarget)),
Spell.Cast("Assassinate", ret => Me.CurrentTarget.HealthPercent <= 30),
Spell.Cast("Voltaic Slash", ret => Me.Level >= 26),
Spell.Cast("Thrash", ret => Me.Level < 26),
Spell.Cast("Saber Strike"),
Spell.Cast("Force Speed", ret => Me.CurrentTarget.Distance >= 1.1f && Me.IsMoving && Me.InCombat)
);
}
}
public override Composite AreaOfEffect
{
get
{
return new Decorator(ret => Targeting.ShouldPBAOE,
Spell.Cast("Lacerate", ret => Me.ForcePercent >= 60)
);
}
}
}
}
Raiding Notes: (these are just suggestions, you may have to adjust for your style of play - passive abilities, etc.)
-I typically don't enable force speed options because I like to use it myself when needed and with new Emersion passive, its nice to keep this on cooldown for when you need it most
-I also disable Force Shroud, it does have some cooldown qualities, but some fights you need to save this at all costs, so I either set the value really low, or just disable and use manually
-Low Slash I dont use, at max level it really doesn't make sense, unless you are using the passive Hand of Darkness
-I have slight difference to Maul ability - Spell.Cast("Maul", ret => Me.HasBuff("Duplicity") && Me.IsBehind(Me.CurrentTarget)) - I dont use the "Stealth" buff, found it unreliable
-I don't use Thrash, too much resource and I have found that Saber Strike, although does less damage and takes longer for animation, makes my resource not tank so quickly, allowing for higher damage output overall
Thats it, sorry for the book, hope this helps others using this rotation. I have been using Pure rotation for long time, and now moving over to DefaultCombat. My next rotation focus will be Merc - Innovative Ordinance