and what logic was that? Care to share for the benefit of the rest of the community?Fixed it myself by just throwing in some logic to make sure that skill spam doesn't happen.
Me.CurrentTarget.HasDebuff("Slow")
Sure, the last thing that I did that seemed to fix it was to simply prevent Strike if you have more than 10 action points, this makes it dump your action points into Slash until another ability in the rotation comes up, and doesn't seem to get stuck using Strike-> Slash-> Strike -> Slash etc., like it was previously.
I have done quite a bit of rearranging of abilities that worked better for me, and added Dispatch that wasn't in the rotation previously. Not sure how this affects actual DPS at end game, since I am still leveling and only recently started playing, so this is just what worked for me and I customized it how I liked it.
Looks like there was an extra bit of code in there I had to remove to get it working, don't recognize the abilities so I am assuming it was a mis-paste. I do notice definite rotation improvements, and focus usage seems overall more consistent. Don't have the Persistent Chill utility yet so can't test how that plays in the rotation, but I get the concept, looks good.
I already fixed it on my end personally, just letting Logandros know so he can push it onto the stable release.
Better to check for the dot debuff on the target instead of the buff on the player.
I already fixed it on my end personally, just letting Logandros know so he can push it onto the stable release.
Better to check for the dot debuff on the target instead of the buff on the player.