Just noticed the trooper basic only checks health and not resources to "recharge and reload"
blah balh blah blah blah.
Was the update today missing the spot for Telekinetic Sage? I don't see the spot in merchelpers.
Was the update today missing the spot for Telekinetic Sage? I don't see the spot in merchelpers.
junk tank and vengeance works awesome. I just used these both from 10 to 55.Im about to start a hole new legacy, or purge an old one. Which class/spec you think is the best one to go with that works the best?
Was the update today missing the spot for Telekinetic Sage? I don't see the spot in merchelpers.
All done sorry I honestly forgot/didn't update today yet! I just been busy with that damn real life stuff!
ok ok... i have been silent and no it was not cuz i was working on something big i was just lazy.. and id not want to do nothing...... well i ma back now am i will be perfecting Jedi Sentinel.... currently testing basic Jedi knight and it suck!!!
You are all set to add sage telekinetic. I added heal for companion and few other things that you will need. Let me know if I can help anymore.
public static void SniperMarksmanshipPull()
{
return;
}
public static void SniperMarksmanshipCombat()
{
WaitForCast();
datLCL = DateTime.Now;
Thread.Sleep(200);
LoadVars();
MercBuffSelf("Coordination", true);
MoveTo(CT, 2.80f);
//if (!IG) if (CTT >= CombatToughness.Boss1) MoveIfNec(9.90f); else MoveIfNec();
if (!IG && BuddyTor.Me.IsMoving) StopMoving();
if (CT == null && Me.CurrentTarget != null) CT = Me.CurrentTarget;
if (CT == null) { Logging.Write("No target. Exiting."); return; }
if (!TargetInCombat()) return;
MercCast("Crouch", Me, !MyBuffs.Contains("Crouch"));
if (!CT.InCombat)
{
Thread.Sleep(200);
if (MercCast("Ambush", !CT.InCombat || CT.IsStunned)) return;
if (MercCast("Snipe", !CT.InCombat || CT.IsStunned)) return;
}
//**Defensive**
if (HP <= 30) UseMedPackInInventory();
if (MercCastOnGround("Orbital Strike", CTT >= CombatToughness.Boss1 && THP >= 30f, CT)) return;
if (MercCast("Takedown")) return; // execute
if (MercCast("Followthrough")) return; // Followthrough shot
if (MercCast("Debilitate", TC)) return;
if (MercCast("Distraction", TC && StrongOrGreater(CT))) return;
if (MercCast("Adrenaline Probe", RS <= 20)) return;
if (MercCast("Shield Probe", !MyBuffs.Contains("Shield Probe"))) return;
if (MercCast("Entrench", HP <= 70f)) return;
if (MercCast("Ballistic Shield", HP <= 50)) return;
if (MercCast("Diversion", HP <= 50 && CT.Toughness != CombatToughness.Player)) return;
if (MercCast("Laze Target", StrongOrGreater(CT) && THP >= 50f)) return;
if (MercCast("Target Acquired", StrongOrGreater(CT) && THP >= 50f)) return;
if (UseAOE)
{
if (MercCast("Fragmentation Grenade",RS > 70)) return;
}
if (TD <= .50f)
{
if (MercCast("Cover Pulse")) return; // knockback; need to add leg shot here.
if (MercCast("Flash Bang")) return; // or aoe mezz
if (MercCast("Debilitate")) return; // single target stun
}
if (MercCast("Explosive Probe")) return;
if (MercCast("Ambush", HaveBuffStacks("Zeroing Shots", 2))) return; // we need to put name of ambush charges here
if (MercCast("Snipe", CTDebuffs.Contains("Smuggler's Luck"))) return;
if (MercCast("Shatter Shot", StrongOrGreater(CT) && !CTDebuffs.Contains("Armor Reduced (Physical)"))) return; // armor debuff
if (MercCast("Series of Shots")) return; // series of shots
if (MercCast("Sniper Volley", HP <= 50 || RS <= 20)) return;
//if (MercCast("Leg Shot")) return;
if (MercCast("Snipe")) return; // snipe
if (MercCast("Rifle Shot")) return;
//if (MercCast("Vital Shot", !CTDebuffs.Contains("Bleeding (Tech)"))) return;
////Logging.Write(RS.ToString("0.0") + " Forced Cast: Rifle Shot");
////Buddy.CommonBot.AbilityManager.Cast("Flurry of Bolts", CT);
}
public static void SharpshooterCombat()
{
WaitForCast();
datLCL = DateTime.Now;
Thread.Sleep(200);
LoadVars();
MercBuffSelf("Lucky Shots", true);
MoveTo(CT, 2.80f);
//if (!IG) if (CTT >= CombatToughness.Boss1) MoveIfNec(9.90f); else MoveIfNec();
if (!IG && BuddyTor.Me.IsMoving) StopMoving();
if (CT == null && Me.CurrentTarget != null) CT = Me.CurrentTarget;
if (CT == null) { Logging.Write("No target. Exiting."); return; }
if (!TargetInCombat()) return;
MercCast("Crouch", Me, !MyBuffs.Contains("Crouch"));
if (!CT.InCombat)
{
Thread.Sleep(200);
if (MercCast("Aimed Shot", !CT.InCombat || CT.IsStunned)) return;
if (MercCast("Charged Burst", !CT.InCombat || CT.IsStunned)) return;
}
//**Defensive**
if (HP <= 30) UseMedPackInInventory();
if (MercCastOnGround("XS Freighter Flyby", CTT >= CombatToughness.Boss1 && THP >= 30f, CT)) return;
if (MercCast("Quickdraw")) return; // execute
if (MercCast("Trickshot")) return; // Followthrough shot
if (MercCast("Dirty Kick", TC)) return;
if (MercCast("Distraction", TC && StrongOrGreater(CT))) return;
if (MercCast("Cool Head", RS <= 20)) return;
if (MercCast("Defense Screen", !MyBuffs.Contains("Defense Screen"))) return;
if (MercCast("Hunker Down", HP <= 70f)) return;
if (MercCast("Scrambling Field", HP <= 50)) return;
if (MercCast("Diversion", HP <= 50 && CT.Toughness != CombatToughness.Player)) return;
if (MercCast("Smuggler's Luck", StrongOrGreater(CT) && THP >= 50f)) return;
if (MercCast("Illegal Mods", StrongOrGreater(CT) && THP >= 50f)) return;
if (UseAOE)
{
if (MercCast("Thermal Grenade",RS > 70)) return;
}
if (TD <= .50f)
{
if (MercCast("Pulse Detonator")) return; // knockback; need to add leg shot here.
if (MercCast("Flash Grenade")) return; // or aoe mezz
if (MercCast("Dirty Kick")) return; // single target stun
}
if (MercCast("Sabotage Charge")) return;
if (MercCast("Aimed Shot", HaveBuffStacks("Charged Aim", 2))) return;
if (MercCast("Charged Burst", CTDebuffs.Contains("Smuggler's Luck"))) return;
if (MercCast("Flourish Shot", StrongOrGreater(CT) && !CTDebuffs.Contains("Armor Reduced (Physical)"))) return; // armor debuff
if (MercCast("Speed Shot")) return; // series of shots
if (MercCast("Burst Volley", HP <= 50 || RS <= 20)) return;
//if (MercCast("Leg Shot")) return;
if (MercCast("Charged Burst")) return; // snipe
if (MercCast("Flurry of Bolts")) return;
//if (MercCast("Vital Shot", !CTDebuffs.Contains("Bleeding (Tech)"))) return;
////Logging.Write(RS.ToString("0.0") + " Forced Cast: Rifle Shot");
////Buddy.CommonBot.AbilityManager.Cast("Flurry of Bolts", CT);
}
public static void SniperMarksmanshipCombat()
{
WaitForCast();
datLCL = DateTime.Now;
Thread.Sleep(200);
LoadVars();
MercBuffSelf("Coordination", true);
MoveTo(CT, 2.80f);
//if (!IG) if (CTT >= CombatToughness.Boss1) MoveIfNec(9.90f); else MoveIfNec();
if (!IG && BuddyTor.Me.IsMoving) StopMoving();
if (CT == null && Me.CurrentTarget != null) CT = Me.CurrentTarget;
if (CT == null) { Logging.Write("No target. Exiting."); return; }
if (!TargetInCombat()) return;
MercCast("Crouch", Me, !MyBuffs.Contains("Crouch"));
if (!CT.InCombat)
{
Thread.Sleep(200);
if (MercCast("Ambush", !CT.InCombat || CT.IsStunned)) return;
}
//**Defensive**
if (HP <= 30) UseMedPackInInventory();
if (MercCastOnGround("Orbital Strike", CTT >= CombatToughness.Boss1 && THP >= 30f, CT)) return;
if (MercCast("Takedown")) return; // execute
if (MercCast("Followthrough")) return; // Followthrough shot
if (MercCast("Debilitate", TC)) return;
if (MercCast("Distraction", TC && StrongOrGreater(CT))) return;
if (MercCast("Adrenaline Probe", RS <= 40)) return;
if (MercCast("Rifle Shot", RS <= 59)) return; // keep energy up
if (MercCast("Shield Probe", !MyBuffs.Contains("Shield Probe"))) return;
if (MercCast("Entrench", HP <= 70f)) return;
if (MercCast("Ballistic Shield", HP <= 50)) return;
if (MercCast("Diversion", HP <= 50 && CT.Toughness != CombatToughness.Player)) return;
if (MercCast("Laze Target", StrongOrGreater(CT) && THP >= 50f)) return;
if (MercCast("Target Acquired", StrongOrGreater(CT) && THP >= 50f)) return;
if (MercCast("Fragmentation Grenade", UseAOE && RS > 69 && TWR30 > 2)) return;
if (TD <= .50f)
{
if (MercCast("Cover Pulse")) { MercCast("Leg Shot"); return;} // knockback; need to add leg shot here.
if (MercCast("Flash Bang")) return; // or aoe mezz
if (MercCast("Debilitate")) return; // single target stun
}
if (MercCast("Explosive Probe")) return;
if (MercCast("Ambush", HaveBuffStacks("Zeroing Shots", 2))) return; // we need to put name of ambush charges here
if (MercCast("Snipe", CTDebuffs.Contains("Smuggler's Luck"))) return;
if (MercCast("Shatter Shot", StrongOrGreater(CT) && !CTDebuffs.Contains("Armor Reduced (Physical)"))) return; // armor debuff
if (MercCast("Series of Shots")) {WaitForCast(); return;} // series of shots
if (MercCast("Sniper Volley", HP <= 50 || RS <= 20)) return;
//if (MercCast("Leg Shot")) return;
if (MercCast("Snipe")) return; // snipe
if (MercCast("Rifle Shot")) return;
//if (MercCast("Vital Shot", !CTDebuffs.Contains("Bleeding (Tech)"))) return;
////Logging.Write(RS.ToString("0.0") + " Forced Cast: Rifle Shot");
////Buddy.CommonBot.AbilityManager.Cast("Flurry of Bolts", CT);
}
public static void SharpshooterCombat()
{
WaitForCast();
datLCL = DateTime.Now;
Thread.Sleep(200);
LoadVars();
MercBuffSelf("Lucky Shots", true);
MoveTo(CT, 2.80f);
//if (!IG) if (CTT >= CombatToughness.Boss1) MoveIfNec(9.90f); else MoveIfNec();
if (!IG && BuddyTor.Me.IsMoving) StopMoving();
if (CT == null && Me.CurrentTarget != null) CT = Me.CurrentTarget;
if (CT == null) { Logging.Write("No target. Exiting."); return; }
if (!TargetInCombat()) return;
MercCast("Crouch", Me, !MyBuffs.Contains("Crouch"));
if (!CT.InCombat)
{
Thread.Sleep(200);
if (MercCast("Aimed Shot", !CT.InCombat || CT.IsStunned)) return;
}
//**Defensive**
if (HP <= 30) UseMedPackInInventory();
if (MercCastOnGround("XS Freighter Flyby", CTT >= CombatToughness.Boss1 && THP >= 30f, CT)) return;
if (MercCast("Quickdraw")) return; // execute
if (MercCast("Trickshot")) return; // Followthrough shot
if (MercCast("Dirty Kick", TC)) return;
if (MercCast("Distraction", TC && StrongOrGreater(CT))) return;
if (MercCast("Cool Head", RS <= 40)) return;
if (MercCast("Flurry of Bolts", RS <= 59)) return;
if (MercCast("Defense Screen", !MyBuffs.Contains("Defense Screen"))) return;
if (MercCast("Hunker Down", HP <= 70f)) return;
if (MercCast("Scrambling Field", HP <= 50)) return;
if (MercCast("Diversion", HP <= 50 && CT.Toughness != CombatToughness.Player)) return;
if (MercCast("Smuggler's Luck", StrongOrGreater(CT) && THP >= 50f)) return;
if (MercCast("Illegal Mods", StrongOrGreater(CT) && THP >= 50f)) return;
if (MercCast("Thermal Grenade", UseAOE && RS > 69 && TWR30 > 2)) return;
if (TD <= .50f)
{
if (MercCast("Pulse Detonator")) {MercCast("Leg Shot");return;} // knockback; need to add leg shot here.
if (MercCast("Flash Grenade")) return; // or aoe mezz
if (MercCast("Dirty Kick")) return; // single target stun
}
if (MercCast("Sabotage Charge")) return;
if (MercCast("Aimed Shot", HaveBuffStacks("Charged Aim", 2))) return;
if (MercCast("Charged Burst", CTDebuffs.Contains("Smuggler's Luck"))) return;
if (MercCast("Flourish Shot", StrongOrGreater(CT) && !CTDebuffs.Contains("Armor Reduced (Physical)"))) return; // armor debuff
if (MercCast("Speed Shot")) {WaitForCast(); return;} // series of shots
if (MercCast("Burst Volley", HP <= 50 || RS <= 20)) return;
//if (MercCast("Leg Shot")) return;
if (MercCast("Charged Burst")) return; // snipe
if (MercCast("Flurry of Bolts")) return;
//if (MercCast("Vital Shot", !CTDebuffs.Contains("Bleeding (Tech)"))) return;
////Logging.Write(RS.ToString("0.0") + " Forced Cast: Rifle Shot");
////Buddy.CommonBot.AbilityManager.Cast("Flurry of Bolts", CT);
}
Is your problem that the cast is getting cut short? Have you tried "WaitForCast();" Immediately afterward? That worked for TK throw for me.Series of shots/speed shot gets broken, so we have to change it to
if (MercCast("Speed Shot")) { Thread.Sleep(200); return;}
if (MercCast("Series of Shots")) { Thread.Sleep(200); return;}
I used 200. Cast time is 2.1 seconds... 200 is 3.33 seconds i guess. Should we make it less?