alltrueist
Active Member
- Joined
- Dec 10, 2012
- Messages
- 1,424
This is what I've got for the Sniper/Marksmanship. I'm going to go test it now. It compiles at least.
Code:public override Composite Cooldowns { get { return new LockSelector( Spell.Buff("Escape", ret => Me.IsStunned), Spell.Buff("Shield Probe", ret => Me.HealthPercent <= 70), Spell.Buff("Evasion", ret => Me.HealthPercent <= 30), Spell.Buff("Adrenaline Probe", ret => Me.EnergyPercent <= 40), Spell.Buff("Sniper Volley", ret => Me.EnergyPercent <= 60), Spell.Buff("Entrench", ret => Me.CurrentTarget.StrongOrGreater() && Me.IsInCover()), Spell.Buff("Laze Target"), Spell.Buff("Target Acquired") ); } } public override Composite SingleTarget { get { return new LockSelector( //Movement CombatMovement.CloseDistance(Distance.Ranged), //Rotation Spell.Cast("Distraction", ret => Me.CurrentTarget.IsCasting), Spell.Buff("Crouch", ret => !Me.IsInCover() && !Me.IsMoving), Spell.Cast("Followthrough"), Spell.Cast("Penetrating Blasts", ret => Me.IsInCover() && Me.Level >= 26), Spell.Cast("Series of Shots", ret => Me.IsInCover() && Me.Level < 26), Spell.DoT("Corrosive Dart", "", 15000, ret => Me.CurrentTarget.StrongOrGreater()), Spell.Cast("Ambush", ret => Me.IsInCover() && Me.BuffCount("Zeroing Shots") == 2), Spell.Cast("Takedown", ret => Me.CurrentTarget.HealthPercent <= 30), Spell.Cast("Snipe", ret => Me.IsInCover()), Spell.Cast("Overload Shot", ret => !Me.IsInCover()) ); } } public override Composite AreaOfEffect { get { return new Decorator(ret => Targeting.ShouldAOE, new LockSelector( Spell.CastOnGround("Orbital Strike"), //Spell.Cast("Fragmentation Grenade"), Spell.CastOnGround("Suppressive Fire") ));
I made your modifications, but kept the Rifle Shot at < 60% energy at the top.