Here are my suggestions to the Merc Innovative Ordnance rotation: (This is a really difficult rotation, but insane dps numbers if done right)
-Added Emergency Scan to cooldowns, its fairly cheap (15 heat), and nice for survivability
-Took out Rail Shot from Low Resource handler, this just may be my own preference, but I like to regain resource as fast as possible
-Added Mag Shot to rotation - lvl 57 replacement for Railshot
-Added Missle Blast as a sub 30% ability, used with Volatile Warhead buff only
-Added a second Mag Shot ability because I didn't know how to create an 'or' contition for the 'Superheated Shot' buff the procs, this could likely be combined with the first Mag Shot line
-Added Power Shot to instant proc from Speed to Burn buff, alternatively Serrated Shot can be instant proc as well, I just choose power shot for overall damage
-Added Serrated Shot lvl 41 DOT
-Added debuff handler to Incendiary Missle
-Added SuperCharged Gas with InCombat handler
-Moved up Electo Net to take advantage of SuperCharged Gas buff
-Added Unload to rotation, this is used to provide crit on Mag Shot every 60 sec, plus its decent dps
-Disabled Fusion Missle because of low damage output compared to Death from Avove and Sweeping Blasters, however, is useful for Dot spreading, for some fights this is better
Code:
using Buddy.BehaviorTree;
using DefaultCombat.Core;
using DefaultCombat.Helpers;
namespace DefaultCombat.Routines
{
public class InnovativeOrdnance : RotationBase
{
public override string Name { get { return "Mercenary Innovative Ordnance"; } }
public override Composite Buffs
{
get
{
return new PrioritySelector(
Spell.Buff("Combustible Gas Cylinder"),
Spell.Buff("Hunter's Boon")
);
}
}
public override Composite Cooldowns
{
get
{
return new LockSelector(
Spell.Buff("Determination", ret => Me.IsStunned),
Spell.Buff("Vent Heat", ret => Me.ResourcePercent() >= 50),
Spell.Buff("Energy Shield", ret => Me.HealthPercent <= 40),
Spell.Buff("Emergency Scan", ret => Me.HealthPercent <= 35),
Spell.Buff("Kolto Overload", ret => Me.HealthPercent <= 30)
);
}
}
public override Composite SingleTarget
{
get
{
return new LockSelector(
//Movement
CombatMovement.CloseDistance(Distance.Ranged),
new Decorator(ret => Me.ResourcePercent() > 40,
new LockSelector(
//Spell.Cast("Rail Shot", ret => Me.HasBuff("Prototype Particle Accelerator")),
Spell.Cast("Rapid Shots")
)),
//Rotation
Spell.Cast("Disabling Shot", ret => Me.CurrentTarget.IsCasting && Me.CurrentTarget.Distance <= Distance.Melee && !DefaultCombat.MovementDisabled),
Spell.Cast("Mag Shot", ret => Me.HasBuff("Innovative Particle Accelerator") && Me.Level >= 57),
Spell.Cast("Rail Shot", ret => Me.Level < 57),
Spell.Cast("Missle Blast", ret => Me.CurrentTarget.HealthPercent <= 30 && Me.HasBuff("Volatile Warhead")),
Spell.Cast("Mag Shot", ret => Me.HasBuff("Superheated Shot")),
Spell.Cast("Power Shot", ret => Me.HasBuff("Speed to Burn")),
Spell.DoT("Serrated Shot", "", 15000, ret => !Me.CurrentTarget.HasDebuff("Marked (Physical)")),
Spell.DoT("Incendiary Missile", "", 12000, ret => !Me.CurrentTarget.HasDebuff("Burning (Incendiary Round)")),
Spell.Cast("Supercharged Gas", ret => Me.BuffCount("Supercharge") == 10 && Me.InCombat),
Spell.Cast("Electro Net", ret => Me.HasBuff("Supercharged Gas") && Me.CurrentTarget.HealthPercent > 30),
Spell.Cast("Unload"),
Spell.Cast("Thermal Detonator"),
Spell.Cast("Power Shot")
);
}
}
public override Composite AreaOfEffect
{
get
{
return new Decorator(ret => Targeting.ShouldAOE,
new LockSelector(
Spell.CastOnGround("Death from Above", ret => Me.CurrentTarget.Distance > Distance.MeleeAoE),
//Spell.Cast("Fusion Missle", ret => Me.HasBuff("Thermal Sensor Override")),
Spell.CastOnGround("Sweeping Blasters", ret => Me.CurrentTarget.Distance > Distance.MeleeAoE),
Spell.Cast("Explosive Dart"))
);
}
}
}
}
Raiding Notes: (these are just suggestions, you may have to adjust for your style of play - passive abilities, etc.)
-This is one of the most difficult rotations in the game, but can produce insane DPS
-Resouces management is the biggest issue; you may have to tweek the low resource handler percentage a bit to get better results, however, overall I am pretty satisfied
-Some fights with lots of adds, Dot spreading with Explosive Dart and Fusion Missle are necessary, so you may want to tweek which AOE's you use
-I also take the ranged distance check off for the AOE's, this didnt work well in previous versions of Pure, but seem more realiable in the current Default routine.
Please let me know if anyone figures out how to combine some of my repeated lines. I am not brilliant with code, suggestions welcome

Thanks
EDIT: I think I have found a way to combine the Mag Shot lines, still not sure on Power Shot:
Mag Shot line should look something like this I think:
Code:
Spell.Cast("Mag Shot", ret => Me.HasBuff("Innovative Particle Accelerator") || Me.HasBuff("Superheated Shot") && Me.Level >= 57),