I don't know what rotations are up to date. I do not play all of these classes. Most of them were originally modeled after Noxxic rotations or user requests. Noxxic has not updated its rotations since the expansion though. Since I do not play the game and do not know about these classes, I can't correct the rotations without information.
I you have a specific one that needs to be fixed, you have to give specifics on what to fix. There are 48 unique rotations and there aren't guides online about how to do them. If you know your rotation and have a few moments to type it out, we will code it for you. If you just say, "X class don't work", I can't do anything with that.
Yes they have pretty much a guide updated for 3.0 for every calss and spec they are very in depth with rotations and the ones i tried work great for me raidingDulfy keeps his up to date on 3.0 rotations , that's where I posted my rotation for tactics vanguard earlier .
SWTOR 3.0 Vanguard Tactics and Plasmatech DPS Guide by Kwerty - Dulfy
Dulfy keeps his up to date on 3.0 rotations , that's where I posted my rotation for tactics vanguard earlier .
SWTOR 3.0 Vanguard Tactics and Plasmatech DPS Guide by Kwerty - Dulfy
I posted this on page 8 in reply to you already , here it Is againDulfy's guides are too thorough for what we're trying to do. I'm not going to read a novel to code a rotation for a class I don't play. Noxxic is nice because it's a simple priority rotation. Look at the guide you posted-- how would someone who doesn't have a VG be able to distill that into a priority rotation with proc names? This is why we either need 1. Noxxic to update their shit, or 2. you guys to help us with rotations (the one you posted is nice and super helpful).
I'll work on the VG one today.
all nice and stuff, but i dont think (correct me if im wrong), how Defaultcombat handles 'routines' .
if i understand prio correctly you will get only this:
Opener:
- Preload Shoulder Cannon
- Energy Lodes
Rotation:
How would you even get 4 stacks of energy lodes? cast it 4 times?
- Assault Plastique
- Gut
- Battle Focus
- Shoulder Cannon
- High impact Bolt
- Stock Strike
- Tactical Surge
- Cell Burst
- High impact Bolt
- Tactical Surge
- High impact Bolt
- Full auto (if energy is > 84 else use regen cooldown)
- Hammer Shots if energy is <75 (cant have 2 options here)
- Cell Burst (if Energy Lodes stacked 4 times (what is buff name etc.))
public override Composite SingleTarget
{
get
{
return new LockSelector(
//Movement
CombatMovement.CloseDistance(Distance.Melee),
new Decorator(ret => Me.ResourcePercent() > 40,
new LockSelector(
Spell.Cast("Flame Burst", ret => Me.HasBuff("Flame Barrage")),
Spell.Cast("Rapid Shots")
)),
Spell.Cast("Flame Thrower", ret => Me.BuffCount("Superheated Flame Thrower") == 3),
Spell.DoT("Incendiary Missile", "Burning (Incendiary Missle)"),
Spell.DoT("Scorch", "Burning (Scorch)"),
Spell.Cast("Rail Shot", ret => Me.HasBuff("Charged Gauntlets")),
Spell.Cast("Immolate"),
Spell.Cast("Thermal Detonator"),
Spell.Cast("Flaming Fist"),
Spell.Cast("Flame Burst")
);
}
}
public override Composite AreaOfEffect
{
get
{
return new LockSelector(
new Decorator(ret => Targeting.ShouldAOE,
new LockSelector(
Spell.DoT("Scorch", "Burning (Scorch)"),
Spell.CastOnGround("Death from Above", ret => Me.CurrentTarget.Distance > Distance.MeleeAoE),
Spell.Cast("Explosive Dart")
)),
new Decorator(ret => Targeting.ShouldPBAOE,
new LockSelector(
Spell.DoT("Scorch", "Burning (Scorch)"),
Spell.Cast("Flame Thrower"),
Spell.Cast("Flame Sweep")
)));
}
}
public override Composite SingleTarget
{
get
{
return new LockSelector(
//Movement
CombatMovement.CloseDistance(Distance.Melee),
new Decorator(ret => Me.ResourcePercent() > 40,
new LockSelector(
Spell.Cast("Rail Shot", ret => Me.HasBuff("Prototype Particle Accelerator")),
Spell.Cast("Rapid Shots")
)),
Spell.Cast("Quell", ret => Me.CurrentTarget.IsCasting && !DefaultCombat.MovementDisabled),
Spell.Cast("Energy Burst", ret => Me.BuffCount("Energy Lode") == 4),
Spell.Cast("Rail Shot", ret => Me.CurrentTarget.HasDebuff("Bleeding (Retractable Blade)") && Me.HasBuff("Prototype Particle Accelerator")),
Spell.DoT("Retractable Blade", "Bleeding (Retractable Blade)"),
Spell.Cast("Thermal Detonator"),
Spell.Cast("Rocket Punch"),
Spell.Cast("Magnetic Blast", ret => Me.Level >= 26),
Spell.Cast("Flame Burst", ret => Me.Level < 26)
);
}
}
public override Composite AreaOfEffect
{
get
{
return new LockSelector(
new Decorator(ret => Targeting.ShouldAOE,
new LockSelector(
Spell.CastOnGround("Death from Above"),
Spell.Cast("Explosive Dart", ret => Me.CurrentTarget.HasDebuff("Bleeding (Retractable Blade)"))
)),
new Decorator(ret => Targeting.ShouldPBAOE,
new LockSelector(
Spell.Cast("Flame Thrower"),
Spell.Cast("Flame Sweep"))
));
}
}
Arend vanguards/commandos mostly ranged types?
Due to this line? CombatMovement.CloseDistance(Distance.Melee),
Ah sorry, got confused by high impact bolt full auto and the likes from my commando as i see them as ranged spells![]()
so for this line should look like
Spell.Cast("High Impact Bolt", ret => Me.HasBuff("Tactical Accelerator ")),
Dude thats it! , Advanced prototype one im talking!
Rail shot = High Impact Bolt
Rapid shots = Hammer Shot
quell = Riot Strike
Energy burst = Cell Burst ( me has buff = "Energy Lode")
retractable blade = Gut ( bleed effect )
thermal detonator = Assault Plastique
rocket punch = Stockstrike
magnetic blast =Tactical Surge
flame burst = Ion Pulse
Flame Thrower = Pulse Cannon
Flame Sweep = Explosive Surge
Explosive Dart= Sticky Grenade
Death from Above = Mortar Volley
ok where do I find this at , ill make some edits and see if that works .