Did you get Shield Specialist fixed?Commando Gunnery works fine right now. What issues are you having with the rotation?
Did you get Shield Specialist fixed?Commando Gunnery works fine right now. What issues are you having with the rotation?
Did you get Shield Specialist fixed?
No one ever posted an updated rotation. I don't have a Vanguard, so I can't code/test anything.
Okay, How about Juggernaut Vengeance?
If you can post what needs to be updated I can take care of it. But I also don't have a Juggernaut. I basically only play 4 characters: Guardian, Sage, Commando, Scoundrel.
public override Composite SingleTarget
{
get
{
return new PrioritySelector(
Spell.Cast("Hidden Strike", ret => Me.IsStealthed && Me.IsBehind(Me.CurrentTarget)),
//Movement
CombatMovement.CloseDistance(Distance.Melee),
Spell.Cast("Lethal Strike",
ret =>
Me.IsStealthed)
,
Spell.Cast("Lethal Strike",
ret =>
Me.CurrentTarget.HasDebuff("Corrosive Dart") &&
// Me.CurrentTarget.DebuffTimeLeft("Corrosive Dart") <= 2 ||
Me.CurrentTarget.DebuffTimeLeft("Corrosive Dart") >= 7)
,
Spell.Cast("Corrosive Dart",
ret =>
// Me.HasBuff("Cut Down") &&
(!Me.CurrentTarget.HasDebuff("Corrosive Dart") || Me.CurrentTarget.DebuffTimeLeft("Corrosive Dart") <= 2) &&
!Me.IsStealthed)
,
Spell.Cast("Corrosive Grenade",
ret =>
// Me.HasBuff("Cut Down") &&
(!Me.CurrentTarget.HasDebuff("Corrosive Grenade") || Me.CurrentTarget.DebuffTimeLeft("Corrosive Grenade") <= 2) &&
!Me.IsStealthed)
,
Spell.Cast("Toxic Blast",
ret =>
Me.BuffCount("Tactical Advantage") < 2 &&
Me.CurrentTarget.HasDebuff("Corrosive Dart") &&
Me.CurrentTarget.HasDebuff("Corrosive Grenade") &&
!Me.IsStealthed)
,
Spell.Cast("Shiv",
ret =>
Me.BuffCount("Tactical Advantage") < 2 &&
Me.CurrentTarget.HasDebuff("Corrosive Dart") &&
Me.CurrentTarget.HasDebuff("Corrosive Grenade") &&
!Me.IsStealthed)
,
Spell.Cast("Corrosive Assault",
ret =>
Me.HasBuff("Tactical Advantage") &&
Me.CurrentTarget.HasDebuff("Corrosive Dart") &&
Me.CurrentTarget.HasDebuff("Corrosive Grenade") &&
!Me.IsStealthed)
// ,
//Spell.Cast("Overload Shot",
// ret =>
// Me.EnergyPercent > 85 &&
// !Me.HasBuff("Tactical Advantage") &&
// Spell.GetCCD("Shiv") > 1500 &&
// AbilityManager.KnownAbilities(a => a.Name.Contains("Shiv")).CooldownTime > 1.5 &&
// AbilityManager.KnownAbilities(a => a.Name.Contains("Toxic Blast")).CooldownTime > 1.5 &&
// Spell.GetCCD("Toxic Blast") > 1500 &&
// Me.CurrentTarget.HasDebuff("Corrosive Dart") &&
// Me.CurrentTarget.HasDebuff("Corrosive Grenade") &&
// !Me.IsStealthed)
// ,
//Spell.Cast("Rifle Shot",
// ret =>
// !Me.HasBuff("Tactical Advantage") &&
// Spell.GetCooldown("Shiv") > 15000 &&
// Spell.GetCooldown("Toxic Blast") > 15000 &&
// !Buddy.CommonBot.AbilityManager.CanCast("Shiv", Me.CurrentTarget) &&
// !Buddy.CommonBot.AbilityManager.CanCast("Toxic Blast", Me.CurrentTarget) &&
// Me.CurrentTarget.HasDebuff("Corrosive Dart") &&
// Me.CurrentTarget.HasDebuff("Corrosive Grenade") &&
// !Me.IsStealthed)
);
}
}
// 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 Arsenal : RotationBase
{
public override string Name
{
get { return "Mercenary Arsenal"; }
}
public override Composite Buffs
{
get
{
return new PrioritySelector(
Spell.Buff("High Velocity 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() >= 40),
Spell.Buff("Supercharged Gas", ret => Me.BuffCount("Supercharge") == 10),
Spell.Buff("Energy Shield", ret => Me.HealthPercent <= 70),
Spell.Buff("Kolto Overload", ret => Me.HealthPercent <= 30),
Spell.Buff("Thermal Sensor Override", ret => Me.ResourceStat <= 60)
);
}
}
public override Composite SingleTarget
{
get
{
return new LockSelector(
Spell.Cast("Rapid Shot", ret => Me.ResourcePercent() < 60),
//Movement
CombatMovement.CloseDistance(Distance.Ranged),
//Rotation
Spell.Cast("Disabling Shot", ret => Me.CurrentTarget.IsCasting && !DefaultCombat.MovementDisabled),
Spell.Cast("Blazing Bolts", ret => Me.HasBuff("Barrage")),
Spell.Cast("Heatseeker Missiles", ret => Me.CurrentTarget.HasDebuff("Heat Signature")),
Spell.Cast("Electro Net"),
Spell.Cast("Rail Shot", ret => Me.BuffCount("Tracer Lock") == 5),
Spell.Cast("Priming Shot"),
Spell.Cast("Power Surge"),
Spell.Cast("Tracer Missile"),
Spell.Cast("Rapid Shots")
);
}
}
public override Composite AreaOfEffect
{
get
{
return new Decorator(ret => Targeting.ShouldAoe,
new PrioritySelector(
Spell.CastOnGround("Sweeping Blasters"))
);
}
}
}
}
here is my merc ars rotation its for 65 not for leveling
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 Arsenal : RotationBase { public override string Name { get { return "Mercenary Arsenal"; } } public override Composite Buffs { get { return new PrioritySelector( Spell.Buff("High Velocity 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() >= 40), Spell.Buff("Supercharged Gas", ret => Me.BuffCount("Supercharge") == 10), Spell.Buff("Energy Shield", ret => Me.HealthPercent <= 70), Spell.Buff("Kolto Overload", ret => Me.HealthPercent <= 30), Spell.Buff("Thermal Sensor Override", ret => Me.ResourceStat <= 60) ); } } public override Composite SingleTarget { get { return new LockSelector( Spell.Cast("Rapid Shot", ret => Me.ResourcePercent() < 60), //Movement CombatMovement.CloseDistance(Distance.Ranged), //Rotation Spell.Cast("Disabling Shot", ret => Me.CurrentTarget.IsCasting && !DefaultCombat.MovementDisabled), Spell.Cast("Blazing Bolts", ret => Me.HasBuff("Barrage")), Spell.Cast("Heatseeker Missiles", ret => Me.CurrentTarget.HasDebuff("Heat Signature")), Spell.Cast("Electro Net"), Spell.Cast("Rail Shot", ret => Me.BuffCount("Tracer Lock") == 5), Spell.Cast("Priming Shot"), Spell.Cast("Power Surge"), Spell.Cast("Tracer Missile"), Spell.Cast("Rapid Shots") ); } } public override Composite AreaOfEffect { get { return new Decorator(ret => Targeting.ShouldAoe, new PrioritySelector( Spell.CastOnGround("Sweeping Blasters")) ); } } } }
Hi all is anyone planing to do a shadow edit ??
What needs to be edited?
anyone tank with guardian ops ? SM HM ? is good to use bot ?
While (Me.IsCasting)
{
SendMessage(_swtorhWnd, (int)0x100, (IntPtr)(char)0x1b, (IntPtr)0);
Thread.Sleep(100);
}
if (Me.IsCasting)
{
SendMessage(_swtorhWnd, (int)0x100, (IntPtr)(char)0x1b, (IntPtr)0);
Thread.Sleep(100);
}
So I worked on the rest routine back in the day and never got completely back to it. While I had resolved the run into the sunset bug when moving and initiating rest the logoff/quit menu would pop from time to time. Took a few mins and tracked that down. In rest.cs change
Code:While (Me.IsCasting) { SendMessage(_swtorhWnd, (int)0x100, (IntPtr)(char)0x1b, (IntPtr)0); Thread.Sleep(100); }
to
Code:if (Me.IsCasting) { SendMessage(_swtorhWnd, (int)0x100, (IntPtr)(char)0x1b, (IntPtr)0); Thread.Sleep(100); }
The simple change of while to if handles it. The iscasting wouldn't always switch off as fast as it should which caused esc to be pressed twice and not just a single time. I put about 2 hours of kill grinds against this code and it worked like a champ.
Sorry I was away so long and never got around to completing the solution for you all.
Anyone else get massive FPS drops while using this as a Combat Bot/LazyRaider? I'm talking from 90+ that drops down to 10-15 FPS.
The computer is severely overkill for the game, so I wouldn't think it's that. It's acting like Framelock is too high or something.
Using it has a Sage healer.