Thanks, I can see where this would potentially work better but it's hard to tell. I think for the most part the routine is so focused on the rotation that when an opportunity to have 3 people in a group with 1 person having both dots is limited due to people spreading out and running around. I am just going to focus on smashing manually to spread my dots.
One thing I am trying to tweak is priority.
Spell.Cast("Disruption", ret => Me.CurrentTarget.IsCasting && !DefaultCombat.MovementDisabled),
Spell.DoT("Force Rend", "Force Rend"),
Spell.DoT("Rupture", "Bleeding (Rupture)"),
Spell.Cast("Dual Saber Throw", ret => Me.HasBuff("Pulverize")),
Spell.Cast("Annihilate"),
Spell.Cast("Vicious Throw", ret => Me.CurrentTarget.HealthPercent <= 30),
Spell.Cast("Ravage"),
Spell.Cast("Vicious Slash", ret => Me.ActionPoints >= 9),
Spell.Cast("Battering Assault", ret => Me.ActionPoints <= 6),
Spell.Cast("Force Charge", ret => Me.ActionPoints <= 8),
Spell.Cast("Assault", ret => Me.ActionPoints < 9)
I see that assault and Vicious Slash are used heavily, it seems to be even using them when I have Force Rend available or they don't have rupture. Is there a way to have Vicious Slash only work if the target has rupture up? I want to maintain as close to 100% uptime on rupture as I can. Force Rend is a little more tricky since it has a CD. When it's avail I want it used top priority.