What's new
  • Visit Rebornbuddy
  • Visit Panda Profiles
  • Visit LLamamMagic
  • Visit Resources
  • Visit Downloads
  • Visit Portal
RebornBuddy Forums

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Default Combat Discussion

verry special... i have deleted CompiledAssemblies now Sorcerer work with no Problem, but all the other classes dont move...

ok now i made some test....
logs are attached...

View attachment 189678

only sorcerer lvl42 work, all other classes dont work.
The bot is not moving, if i move for the bot he will attack all enemy.

After each round i musst delete the CompiledAssemblies if i restart the bot and i dont delete the folder, the bot will not work...

i have now installed a clean windows 8.1 and i have installed all needed tools for buddywing.
still the same issue... bot is not moving...
which profile do you use with the defaultcombat mode?
i use the kicks profile with the public svn.
 
Sith Assassin only spams thrash and discharge. I notice a lot of the profiles do the same thing. I have uninstalled and reinstalled WB still to no prevail. People keep saying use the default but it spams one or two abilities and thats it. Attaching log.. please fix this product as we all pay for it. If its not supported anymore then don't sell it..

Code:
Advanced Class: Assassin / Discipline: Hatred
2015-10-14 17:00:06,181 [6] INFO  Log - Routine Path: Routines
2015-10-14 17:00:08,310 [6] INFO  Log - Medpac  Created!
2015-10-14 17:00:08,353 [6] INFO  Log - [DefaultCombat] Level: 21
2015-10-14 17:00:08,354 [6] INFO  Log - [DefaultCombat] Class: Inquisitor
2015-10-14 17:00:08,355 [6] INFO  Log - [DefaultCombat] Advanced Class: Assassin
2015-10-14 17:00:08,365 [6] INFO  Log - [DefaultCombat] Discipline: Hatred
2015-10-14 17:00:08,379 [6] INFO  Log - [DefaultCombat] [Hot Key][F7] Toggle AOE
2015-10-14 17:00:08,381 [6] INFO  Log - [DefaultCombat] [Hot Key][F8] Load UI
2015-10-14 17:00:08,381 [6] INFO  Log - [DefaultCombat] [Hot Key][F12] Set Tank
2015-10-14 17:00:08,382 [6] INFO  Log - [DefaultCombat] Rotation Selected : Assasin Hatred
2015-10-14 17:00:08,423 [6] INFO  Log - Chose DefaultCombat as your combat routine.
2015-10-14 17:00:08,424 [6] INFO  Log - [DefaultCombat] Level: 21
2015-10-14 17:00:08,425 [6] INFO  Log - [DefaultCombat] Class: Inquisitor
2015-10-14 17:00:08,426 [6] INFO  Log - [DefaultCombat] Advanced Class: Assassin
2015-10-14 17:00:08,435 [6] INFO  Log - [DefaultCombat] Discipline: Hatred
2015-10-14 17:00:08,444 [6] INFO  Log - [DefaultCombat] [Hot Key][F7] Toggle AOE
2015-10-14 17:00:08,445 [6] INFO  Log - [DefaultCombat] [Hot Key][F8] Load UI
2015-10-14 17:00:08,445 [6] INFO  Log - [DefaultCombat] [Hot Key][F12] Set Tank
2015-10-14 17:00:08,446 [6] INFO  Log - [DefaultCombat] Rotation Selected : Assasin Hatred
2015-10-14 17:00:10,239 [6] INFO  Log - BuddyMonitor has started up successfully.
2015-10-14 17:00:10,242 [6] INFO  Log - [BuddyMonitor] You have enabled BuddyMonitor but haven't entered your API key or your identifier yet! Open the configuration, set the values and restart BuddyWing.
2015-10-14 17:00:10,244 [6] INFO  Log - There are 2 plugins.
2015-10-14 17:00:10,257 [1] INFO  Log - Sell quality set to Premium.
2015-10-14 17:00:10,264 [6] INFO  Log - Buddy Wing: The Old Robot is ready!
2015-10-14 17:00:20,710 [1] ERROR Log - System.Exception: There is no profile loaded. Please load a profile before starting the bot.
   at Buddy.CommonBot.BotMain.Start()
   at Buddywing.MainWindow.?????????????????????????????????????????(Object , RoutedEventArgs )
2015-10-14 17:00:32,099 [1] INFO  Log - Current bot set to Combat Bot
2015-10-14 17:00:32,103 [1] INFO  Log - Loaded profile 
2015-10-14 17:00:33,313 [1] INFO  Log - Forcing profile reload. -- Temporary fix for behavior cache issues during start/stop.
2015-10-14 17:00:33,586 [1] INFO  Log - Current bot set to Combat Bot
2015-10-14 17:00:33,590 [1] INFO  Log - Loaded profile 
2015-10-14 17:00:51,151 [Main Bot Thread] INFO  Log - [DefaultCombat] >> Casting <<   Recklessness
2015-10-14 17:00:51,216 [Main Bot Thread] INFO  Log - [DefaultCombat] >> Casting <<   Recklessness
2015-10-14 17:00:51,350 [Main Bot Thread] INFO  Log - [DefaultCombat] >> Casting <<   Recklessness
2015-10-14 17:00:52,732 [Main Bot Thread] INFO  Log - [DefaultCombat] >> Casting <<   Discharge
2015-10-14 17:00:56,056 [Main Bot Thread] INFO  Log - [DefaultCombat] >> Casting <<   Thrash
2015-10-14 17:00:58,003 [Main Bot Thread] INFO  Log - [DefaultCombat] >> Casting <<   Discharge
2015-10-14 17:00:59,531 [Main Bot Thread] INFO  Log - [DefaultCombat] >> Casting <<   Discharge
2015-10-14 17:01:01,079 [Main Bot Thread] INFO  Log - [DefaultCombat] >> Casting <<   Discharge
2015-10-14 17:01:02,600 [Main Bot Thread] INFO  Log - [DefaultCombat] >> Casting <<   Discharge
2015-10-14 17:01:30,968 [Main Bot Thread] INFO  Log - [DefaultCombat] >> Casting <<   Discharge
2015-10-14 17:01:32,519 [Main Bot Thread] INFO  Log - [DefaultCombat] >> Casting <<   Discharge
2015-10-14 17:01:34,036 [Main Bot Thread] INFO  Log - [DefaultCombat] >> Casting <<   Discharge
2015-10-14 17:01:35,549 [Main Bot Thread] INFO  Log - [DefaultCombat] >> Casting <<   Discharge
2015-10-14 17:01:37,060 [Main Bot Thread] INFO  Log - [DefaultCombat] >> Casting <<   Discharge
2015-10-14 17:01:38,601 [Main Bot Thread] INFO  Log - [DefaultCombat] >> Casting <<   Discharge
2015-10-14 17:01:39,510 [Main Bot Thread] ERROR Log - System.NullReferenceException: Object reference not set to an instance of an object.
   at DefaultCombat.Routines.Hatred.<get_SingleTarget>b__12(Object ret) in c:\Users\wyatt.eddings\Desktop\Buddywing\Routines\DefaultCombat\Routines\Advanced\Assassin\Hatred.cs:line 61
   at DefaultCombat.Core.Spell.<>c__DisplayClass9.<Buff>b__4(Object ret) in c:\Users\wyatt.eddings\Desktop\Buddywing\Routines\DefaultCombat\Core\Spell.cs:line 54
   at Buddy.BehaviorTree.Decorator.CanRun(Object context)
   at Buddy.BehaviorTree.Decorator.gQR\[QKNp#UgPLFvfxk '_L3'%.MoveNext()
   at (IEnumerator )
   at Buddy.BehaviorTree.Composite.Tick(Object context)
   at Buddy.BehaviorTree.PrioritySelector.\.66coD;EV|>\]Ht|q\]dZ^n$H@'.MoveNext()
   at (IEnumerator )
   at Buddy.BehaviorTree.Composite.Tick(Object context)
   at DefaultCombat.Core.LockSelector.Tick(Object context) in c:\Users\wyatt.eddings\Desktop\Buddywing\Routines\DefaultCombat\Core\LockSelector.cs:line 20
   at Buddy.BehaviorTree.PrioritySelector.\.66coD;EV|>\]Ht|q\]dZ^n$H@'.MoveNext()
   at (IEnumerator )
   at Buddy.BehaviorTree.Composite.Tick(Object context)
   at DefaultCombat.Core.LockSelector.Tick(Object context) in c:\Users\wyatt.eddings\Desktop\Buddywing\Routines\DefaultCombat\Core\LockSelector.cs:line 20
   at Buddy.BehaviorTree.Decorator.gQR\[QKNp#UgPLFvfxk '_L3'%.MoveNext()
   at (IEnumerator )
   at Buddy.BehaviorTree.Composite.Tick(Object context)
   at Buddy.BehaviorTree.PrioritySelector.\.66coD;EV|>\]Ht|q\]dZ^n$H@'.MoveNext()
   at (IEnumerator )
   at Buddy.BehaviorTree.Composite.Tick(Object context)
   at Buddy.Common.HookExecutor.Run(Object context)
   at Buddy.BehaviorTree.Action.RunAction(Object context)
   at Buddy.BehaviorTree.Action.BadN9|\[|3%j9C_R{\*xtlW:?s!.MoveNext()
   at (IEnumerator )
   at Buddy.BehaviorTree.Composite.Tick(Object context)
   at Buddy.BehaviorTree.Decorator.gQR\[QKNp#UgPLFvfxk '_L3'%.MoveNext()
   at (IEnumerator )
   at Buddy.BehaviorTree.Composite.Tick(Object context)
   at Buddy.BehaviorTree.PrioritySelector.\.66coD;EV|>\]Ht|q\]dZ^n$H@'.MoveNext()
   at (IEnumerator )
   at Buddy.BehaviorTree.Composite.Tick(Object context)
   at Buddy.BehaviorTree.Decorator.gQR\[QKNp#UgPLFvfxk '_L3'%.MoveNext()
   at (IEnumerator )
   at Buddy.BehaviorTree.Composite.Tick(Object context)
   at Buddy.CommonBot.BotMain.?????????????????????????????????????????()
2015-10-14 17:01:43,935 [Main Bot Thread] INFO  Log - [DefaultCombat] >> Casting <<   Discharge
2015-10-14 17:01:45,441 [Main Bot Thread] INFO  Log - [DefaultCombat] >> Casting <<   Thrash
2015-10-14 17:01:46,947 [Main Bot Thread] INFO  Log - [DefaultCombat] >> Casting <<   Thrash
2015-10-14 17:02:08,076 [1] INFO  Log - Reason: 
2015-10-14 17:02:08,477 [Main Bot Thread] INFO  Log - Bot Thread Ended. Was this requested?
2015-10-14 17:02:10,180 [1] INFO  Log - We slept way too long waiting for the bot thread to give control back. Aborting thread. Client may crash!
2015-10-14 17:02:10,202 [1] INFO  Log - [Poi.Clear] Reason: Bot Stopped
2015-10-14 17:02:14,760 [1] INFO  Log - Forcing profile reload. -- Temporary fix for behavior cache issues during start/stop.
2015-10-14 17:02:14,980 [1] INFO  Log - Current bot set to Combat Bot
2015-10-14 17:02:14,983 [1] INFO  Log - Loaded profile 
2015-10-14 17:03:17,578 [Main Bot Thread] INFO  Log - [DefaultCombat] >> Casting <<   Recklessness
2015-10-14 17:03:17,617 [Main Bot Thread] INFO  Log - [DefaultCombat] >> Casting <<   Recklessness
2015-10-14 17:03:18,874 [Main Bot Thread] INFO  Log - [DefaultCombat] >> Casting <<   Discharge
2015-10-14 17:03:20,386 [Main Bot Thread] INFO  Log - [DefaultCombat] >> Casting <<   Discharge
2015-10-14 17:03:21,896 [Main Bot Thread] INFO  Log - [DefaultCombat] >> Casting <<   Thrash
2015-10-14 17:03:23,797 [Main Bot Thread] ERROR Log - System.NullReferenceException: Object reference not set to an instance of an object.
   at DefaultCombat.Routines.Hatred.<get_SingleTarget>b__12(Object ret) in c:\Users\wyatt.eddings\Desktop\Buddywing\Routines\DefaultCombat\Routines\Advanced\Assassin\Hatred.cs:line 61
   at DefaultCombat.Core.Spell.<>c__DisplayClass9.<Buff>b__4(Object ret) in c:\Users\wyatt.eddings\Desktop\Buddywing\Routines\DefaultCombat\Core\Spell.cs:line 54
   at Buddy.BehaviorTree.Decorator.CanRun(Object context)
   at Buddy.BehaviorTree.Decorator.gQR\[QKNp#UgPLFvfxk '_L3'%.MoveNext()
   at (IEnumerator )
   at Buddy.BehaviorTree.Composite.Tick(Object context)
   at Buddy.BehaviorTree.PrioritySelector.\.66coD;EV|>\]Ht|q\]dZ^n$H@'.MoveNext()
   at (IEnumerator )
   at Buddy.BehaviorTree.Composite.Tick(Object context)
   at DefaultCombat.Core.LockSelector.Tick(Object context) in c:\Users\wyatt.eddings\Desktop\Buddywing\Routines\DefaultCombat\Core\LockSelector.cs:line 20
   at Buddy.BehaviorTree.PrioritySelector.\.66coD;EV|>\]Ht|q\]dZ^n$H@'.MoveNext()
   at (IEnumerator )
   at Buddy.BehaviorTree.Composite.Tick(Object context)
   at DefaultCombat.Core.LockSelector.Tick(Object context) in c:\Users\wyatt.eddings\Desktop\Buddywing\Routines\DefaultCombat\Core\LockSelector.cs:line 20
   at Buddy.BehaviorTree.Decorator.gQR\[QKNp#UgPLFvfxk '_L3'%.MoveNext()
   at (IEnumerator )
   at Buddy.BehaviorTree.Composite.Tick(Object context)
   at Buddy.BehaviorTree.PrioritySelector.\.66coD;EV|>\]Ht|q\]dZ^n$H@'.MoveNext()
   at (IEnumerator )
   at Buddy.BehaviorTree.Composite.Tick(Object context)
   at Buddy.Common.HookExecutor.Run(Object context)
   at Buddy.BehaviorTree.Action.RunAction(Object context)
   at Buddy.BehaviorTree.Action.BadN9|\[|3%j9C_R{\*xtlW:?s!.MoveNext()
   at (IEnumerator )
   at Buddy.BehaviorTree.Composite.Tick(Object context)
   at Buddy.BehaviorTree.Decorator.gQR\[QKNp#UgPLFvfxk '_L3'%.MoveNext()
   at (IEnumerator )
   at Buddy.BehaviorTree.Composite.Tick(Object context)
   at Buddy.BehaviorTree.PrioritySelector.\.66coD;EV|>\]Ht|q\]dZ^n$H@'.MoveNext()
   at (IEnumerator )
   at Buddy.BehaviorTree.Composite.Tick(Object context)
   at Buddy.BehaviorTree.Decorator.gQR\[QKNp#UgPLFvfxk '_L3'%.MoveNext()
   at (IEnumerator )
   at Buddy.BehaviorTree.Composite.Tick(Object context)
   at Buddy.CommonBot.BotMain.?????????????????????????????????????????()
2015-10-14 17:03:25,369 [Main Bot Thread] INFO  Log - [DefaultCombat] >> Casting <<   Discharge
2015-10-14 17:03:26,922 [Main Bot Thread] INFO  Log - [DefaultCombat] >> Casting <<   Discharge
2015-10-14 17:03:28,440 [Main Bot Thread] INFO  Log - [DefaultCombat] >> Casting <<   Discharge
2015-10-14 17:04:05,716 [Main Bot Thread] INFO  Log - [DefaultCombat] >> Casting <<   Thrash
2015-10-14 17:04:09,228 [Main Bot Thread] INFO  Log - [DefaultCombat] >> Casting <<   Discharge
2015-10-14 17:04:10,837 [Main Bot Thread] INFO  Log - [DefaultCombat] >> Casting <<   Discharge
2015-10-14 17:04:12,388 [Main Bot Thread] INFO  Log - [DefaultCombat] >> Casting <<   Discharge
2015-10-14 17:04:13,941 [Main Bot Thread] INFO  Log - [DefaultCombat] >> Casting <<   Discharge
2015-10-14 17:04:15,452 [Main Bot Thread] INFO  Log - [DefaultCombat] >> Casting <<   Discharge
2015-10-14 17:04:17,066 [Main Bot Thread] INFO  Log - [DefaultCombat] >> Casting <<   Discharge
2015-10-14 17:04:18,594 [Main Bot Thread] INFO  Log - [DefaultCombat] >> Casting <<   Discharge
2015-10-14 17:04:21,959 [Main Bot Thread] INFO  Log - [DefaultCombat] >> Casting <<   Discharge
2015-10-14 17:04:23,491 [Main Bot Thread] INFO  Log - [DefaultCombat] >> Casting <<   Discharge
2015-10-14 17:04:25,882 [Main Bot Thread] INFO  Log - [DefaultCombat] >> Casting <<   Discharge
2015-10-14 17:04:27,898 [Main Bot Thread] INFO  Log - [DefaultCombat] >> Casting <<   Discharge
2015-10-14 17:04:30,803 [Main Bot Thread] INFO  Log - [DefaultCombat] >> Casting <<   Discharge
2015-10-14 17:04:32,942 [Main Bot Thread] INFO  Log - [DefaultCombat] >> Casting <<   Discharge
2015-10-14 17:04:37,358 [Main Bot Thread] INFO  Log - [DefaultCombat] >> Casting <<   Discharge
2015-10-14 17:04:38,887 [Main Bot Thread] INFO  Log - [DefaultCombat] >> Casting <<   Discharge
2015-10-14 17:04:40,392 [Main Bot Thread] INFO  Log - [DefaultCombat] >> Casting <<   Crushing Darkness
2015-10-14 17:04:41,908 [Main Bot Thread] INFO  Log - [DefaultCombat] >> Casting <<   Thrash
2015-10-14 17:04:43,457 [Main Bot Thread] INFO  Log - [DefaultCombat] >> Casting <<   Discharge
2015-10-14 17:04:45,911 [Main Bot Thread] INFO  Log - [DefaultCombat] >> Casting <<   Discharge
 
Last edited by a moderator:
I'll take a look at Hatred tonight. I don't play Hatred Assassin, so that's probably why it never got updated :D
 
I pushed this update live (along with an update to Virulence and Annihilation), but for those of you who can't wait:
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
{
	public class Hatred : RotationBase
	{
		public override string Name
		{
			get { return "Assasin Hatred"; }
		}

		public override Composite Buffs
		{
			get
			{
				return new PrioritySelector(
					Spell.Buff("Lightning Charge"),
					Spell.Buff("Mark of Power"),
					Spell.Buff("Stealth", ret => !Rest.KeepResting() && !DefaultCombat.MovementDisabled)
					);
			}
		}

		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")
					);
			}
		}

		public override Composite SingleTarget
		{
			get
			{
				return new LockSelector(
					Spell.Buff("Force Speed",
						ret => !DefaultCombat.MovementDisabled && Me.CurrentTarget.Distance >= 1f && Me.CurrentTarget.Distance <= 3f),

                    //Low Force
                    Spell.Cast("Saber Strike", ret => Me.ForcePercent <= 40),

					//Movement
					CombatMovement.CloseDistance(Distance.Melee),
					Spell.Cast("Jolt", ret => Me.CurrentTarget.IsCasting && !DefaultCombat.MovementDisabled),
					Spell.CastOnGround("Death Field"),
                    Spell.Cast("Assassinate", ret => Me.CurrentTarget.HealthPercent <= 30 || Me.HasBuff("Bloodletting")),
                    Spell.Cast("Demolish", ret => Me.HasBuff("Raze") && Me.Level >= 57),
                    Spell.Cast("Crushing Darkness", ret => Me.HasBuff("Raze") && Me.Level < 57),
                    Spell.DoT("Discharge", "Shocked (Discharge)"),
					Spell.DoT("Creeping Terror", "Creeping Terror"),
                    Spell.Cast("Leeching Strike"),
					Spell.Cast("Thrash"),
					Spell.Buff("Force Speed", ret => Me.CurrentTarget.Distance >= 1.1f && Me.IsMoving && Me.InCombat)
					);
			}
		}

		public override Composite AreaOfEffect
		{
			get
			{
                return new Decorator(ret => Targeting.ShouldAoe,
                    new LockSelector(
                    Spell.DoT("Discharge", "Discharge"),
					Spell.DoT("Creeping Terror", "Creeping Terror"),
					Spell.CastOnGround("Death Field"),
					Spell.Cast("Lacerate", ret => Me.CurrentTarget.HasDebuff("Discharge") && Me.CurrentTarget.HasDebuff("Creeping Terror") && Me.ForcePercent >= 60 && Targeting.ShouldPbaoe)
					));
			}
		}
	}
}
Seems to work fine for me, let me know if you're having issues.
 
Here is the Sorc healer "Corruption.cs" code that I converted from alltrueists Jedi Seer code that he gave me.
Test it out and tell your results.

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 LockSelector(
					Spell.Buff("Recklessness", ret => Targeting.ShouldAoeHeal),
					Spell.Buff("Polarity Shift", ret => Targeting.ShouldAoeHeal),
					Spell.Buff("Consuming Darkness", ret => NeedForce()),
					Spell.Buff("Unnatural Preservation", ret => Me.HealthPercent <= 75)
					);
			}
		}

		public override Composite SingleTarget
		{
			get
			{
				return new LockSelector(
					//Movement
					CombatMovement.CloseDistance(Distance.Ranged),
					Spell.Cast("Jolt", ret => Me.CurrentTarget.IsCasting && !DefaultCombat.MovementDisabled),
					Spell.Cast("Electrocute", ret => Me.CurrentTarget.IsCasting && !DefaultCombat.MovementDisabled),
					Spell.Cast("Force Storm", ret => Targeting.ShouldAoe),
					Spell.Cast("Crushing Darkness"),
					Spell.DoT("Affliction", "Affliction"),
                  			Spell.Cast("Shock"),
                  			Spell.Cast("Force Lightning"),
                   			Spell.Cast("Lightning Strike")
					);
			}
		}

		public override Composite AreaOfEffect
		{
			get
			{
				return new LockSelector(
					//Cleanse if needed
					Spell.Cleanse("Expunge"),

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

					//Aoe Heal
					Spell.HealGround("Revivification", ret => Targeting.ShouldAoe),

					//Single Target Healing
					Spell.Heal("Innervate", 80),
					Spell.Heal("Static Barrier", 90,
						ret => HealTarget != null && !HealTarget.HasDebuff("Deionized") && !HealTarget.HasBuff("Static Barrier")),

					//Buff Tank
					Spell.Heal("Static Barrier", on => Tank, 100,
						ret => Tank != null && Tank.InCombat && !Tank.HasDebuff("Deionized") && !Tank.HasBuff("Static Barrier")),
                   			Spell.Heal("Roaming Mend", on => Tank, 100, ret => Tank != null && Tank.InCombat && Me.BuffCount("Roaming Mend Charges") <= 1),

					//Use Force Bending
					new Decorator(ret => Me.HasBuff("Force Bending"),
						new LockSelector(
							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),

					//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;
		}
	}
}


Holy Shit! Does this mean I can actually Lazy Raider heal now in TOR?!

Aaaand I'll have to wait two weeks to actually test it lol Assuming that 4.0 is going to mess with BW for awhile.
 
Here are the changes for Knights in 4.0 (changed Master Strike to Blade Dance).
If Alltrueist can upload these.

In the next posts maybe we can discuss the changes that are made to the classes and if we add the spells?
 

Attachments

Note: Passive Skills will not be handled in this post, as they are not abilities to be used.

Sith Warrior/Jedi Knight
  • New Active Ability: Mad Dash/Blade Blitz! Dash forward 20 meters, dealing weapon damage to enemies in your path and increasing your defense chance by 100% while dashing. Cannot be used while immobilized or hindered. Has a 45 second cooldown, and can be attained at level 61.
  • Master Strike has been renamed Blade Dance. Already edited
I see this Dash / Blitz a benefit to dps, but for tanks i dont know (deffinantly not bosses)
So im suggesting this for all classes as a AOEDPS, what you guys think?




Sith Inquisitor/Jedi Consular
  • Phase Walk has moved into the Inquisitor/Consular base class, granting its use to Sorcerers/Sages as well. It can be trained/granted at level 61.
I couldnt find Phase Walk in any of the current routines. So should this be added or not?


Assassin/Shadow
  • New Ability: Phantom Stride/Shadow Stride! 30 meter range, no Global Cooldown (GCD). 30 second cooldown. Use the Force to move through time and space, appearing at your enemy target and increasing your movement speed by 75% for 3 seconds. Does not break Stealth. Cannot be used against targets in cover. Requires a Double-Bladed Lightsaber or Electrostaff.
I'd add this with the conditions if target is between a certain distance and is not in cover and Me is stealthed.



Imperial Agent/Smuggler
Operative/Scoundrel
  • New Ability: Holotraverse/Trick Move! Supercharge your stealth generator, quickly moving you to a friendly or enemy target and increasing your movement speed by 75% for 3 seconds. Does not break stealth, cannot be used against enemy targets in cover, has a 45 second cooldown, and is off of the Global Cooldown.
Same as Assassin/Shadow


Sniper/Gunslinger
  • New Ability: Imperial Preparation/Bag of Tricks! Resets the active cooldown on Evasion/Dodge, Countermeasures/Surrender, Shield Probe/Defense Screen, Cover Pulse/Pulse Detonator, Entrench/Hunker Down, and Covered Escape/Hightail It. This ability has a base cooldown of 3 minutes and is off of the Global Cooldown.
This is a little Heroic moment, but then for the Cooldowns and would be on the last line on Cooldowns. If those named abilities are not ready (all of them) activate this ability so they can be used.



Bounty Hunter/Trooper
  • Hydraulic Overrides/Hold the Line’s cooldown has been increased to 45 seconds (up from 30). With Jet Charge/Storm becoming baseline for Powertechs/Vanguards and the addition of Rocket Out/Propulsion Round for Mercenaries/Commandos, Bounty Hunters/Troopers will no longer rely so heavily on Hydraulic Overrides/Hold the Line for their mobility needs.
So Jet Charge/Storm becomes a part of the routine. I guess we'll have to wait on Dulfy rotations to see where it fits in. Its currently inside Shieldtech without lvl restriction.


Powertech/Vanguard
  • Jet Charge/Storm is now trainable by all Powertechs/Vanguards at level 22. Jet Speed/Blitz has been removed from the baseline version of this ability, and has been added as a utility choice instead.
See comment above.


Shield Tech/Shield Specialist
  • New Ability: Translocate/Transpose! Swap places with a group member and bestow a benign presence upon them for up to 6 seconds. Targets with a benign presence are ignored by most enemies, cannot be leapt to or pulled, and are immune to interrupts and ability activation pushback until they use an aggressive or healing ability. This has a 1.5 second activation time and a 90 second cooldown.
This is more for 'healing purposes', to get a dying teammember swapt with Me. Dont really know how to implement this. Maybe more in the lines If agroed and hp below 20/30% and not dps/tank, swap. Because if its dps im certain we can get warped at the bosses feet.



Mercenary/Commando
  • New Ability: Rocket Out/Propulsion Round! Jet/Fire a specially designed propulsion round to launch yourself backward 20 meters, gaining immunity to controlling effects while jetting/launched. Cannot be used while immobilized or hindered. This ability has a 20 second cooldown.
If being attacked, use this ability. Dumping it in Cooldowns with a check if (any) target is within melee range.

For leveling purposes, most could be implemented, as they are handy. But for endgame, its currently a big if.
Lets get discussions started.
 
I think Anni / Watchman is going to need an updated profile with the removal of force leap from the main rotation. Did we ever get the ability to detect if a spell is on cooldown and use it to write a rotation?


For leveling purposes, most could be implemented, as they are handy. But for endgame, its currently a big if.
Lets get discussions started.

For end game

One of the wow rotation engines had a feature where if you held down the CTRL key it would suspend the current rotation. You then bound your movement abilities to ctrl + key. (i.e. 1-0) This would pause the rotation and allow you to hit your movement / cooldown button. This would be a great way to integrate these into the current rotation without increasing the probability automated fuck-ups.


| Dash / Blitz a benefit to dps

I forsee jumping off many cliffs, standing in doom puddles, and being off angle and missing the majority of mobs.

| Phase Walk

Only automated use would with survivability talent in raids.

| Phantom Stride / Holotraverse / Jet Charge / Rocket Out
Tricky. Anni / Watchmen caused many deaths with autotarget / autocast.
 
I think Anni / Watchman is going to need an updated profile with the removal of force leap from the main rotation. Did we ever get the ability to detect if a spell is on cooldown and use it to write a rotation?




For end game

One of the wow rotation engines had a feature where if you held down the CTRL key it would suspend the current rotation. You then bound your movement abilities to ctrl + key. (i.e. 1-0) This would pause the rotation and allow you to hit your movement / cooldown button. This would be a great way to integrate these into the current rotation without increasing the probability automated fuck-ups.


| Dash / Blitz a benefit to dps

I forsee jumping off many cliffs, standing in doom puddles, and being off angle and missing the majority of mobs.

| Phase Walk

Only automated use would with survivability talent in raids.

| Phantom Stride / Holotraverse / Jet Charge / Rocket Out
Tricky. Anni / Watchmen caused many deaths with autotarget / autocast.

So far i can only talk about blitz and i have mixed feelings...
Yesterday i used it, but it 'blitzes' so far away its a bit too far for botting purposes. It would only pull more mobs.
Althow for grinding and mobs that are in range but within 20m and leap is on cooldown, id use it.
During combat... not really.
 
Yeah, we should stay away from anything that moves your character in general. If it moves you to an NPC (force leap, jet charge) it's okay for AFK botting, but I usually leave those abilities disabled for LazyRaider stuff.

Given that, it looks like Jedi Guardian will require almost no changes. I'll have to check to make sure ability levels weren't changed, and changed Master Strike to Blade Dance, but I think that's it.
 
Last edited by a moderator:
Yeah, we should stay away from anything that moves your character in general. If it moves you to an NPC (force leap, jet charge) it's okay for AFK botting, but I usually leave those abilities disabled for LazyRaider stuff.

Given that, it looks like Jedi Guardian will require almost no changes. I'll have to check to make sure ability levels weren't changed, and changed Master Strike to Blade Dance, but I think that's it.

I made the changes for every knight class a page back. its in a zip file. Thats the only change i made so far
 
I made the changes for every knight class a page back. its in a zip file. Thats the only change i made so far

There are other changes too that I'm making. There is a new Utility point you can spend that gives you a free Dispatch after every Force Leap. I feel like that's a pretty good buff, so I'll put a call in there for it. I also need to look at the passives. Now that Blade Dance has a defensive buff, I might need to move that higher in the rotation. Just small stuff, but that's way better than 3.0 changing everything. Shouldn't take as long to update everything.

As a reminder: I main Jedi Guardian, so I'll fix all that first. I have play a Jedi Sage (heals mostly), Scoundrel Smuggler (heals mostly), and Commando Trooper (Gunnery and Heals). I have level 60 alts of some other classes, but I don't play them as much so I won't push changes as much. You can expect me to update the classes/specs above in that order, so I'll need help with everything else. The best method is to just post your entire fixed file wrapped in CODE/CODE tags (with [] around each CODE). Then I can just copy/paste easily and make sure it works before pushing it live.

At the very least, if you have no coding experience or knowledge, you can help by listing the EXACT names (including proper capitalization) or abilities, buffs, and debuffs for mirror classes that I've already fixed (i.e.: Immortal Juggernaut).
 
Not much, but some have more impact now, ie order has changed a small bit.

The new heroic moment is awesome! This is perfect for bosses during solo/leveling.

Yeah I was thinking about adding in Heroic Moment for the afk routines. What would you guys think about that? How should the bot handle it? I love that little pop-up bar we get.
 
Back
Top