HAving an issue with horrible lag that MIGHT be related toloads of error messages relating to the CR...
View attachment BuddyWing 16588 2015-10-04-14.23.14.txt
View attachment BuddyWing 16588 2015-10-04-14.23.14.txt
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...
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
// 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)
));
}
}
}
}
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; } } }
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 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.
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
Alltrueist, do you have all 8 story classes unlocked?
So guides for rotations are popping up:
Sentinel Combat PVE: http://dulfy.net/2015/10/27/swtor-4-0-combat-sentinel-pve-guide-hayete/
Not much, but some have more impact now, ie order has changed a small bit.I saw those. Not much changed it looks like.
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.