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FightThisWay

OK, fixed up faerie fire spam, and changed druid feral/guardian classes a LOT today. Let me if you encounter any further difficulties.

Thank you so much for that update Kamilche, it now works with perfection. To be honest I cannot find a single flaw :) Great work!
 
Need to remove exposed armor, add in revealing strike every time it comes off cooldown. 2 ambushes if Subterage was picked up in the 1st talent spec. this is for a combat rogue. Please assist. Also recuperate below 50% health because it isn't using it as much as I would like on harder type mobs.

+rep

OK, I removed 'Expose Armor', added 'Revealing Strike' as a debuff. Two ambushes will happen if subterfuge was picked as a first tier talent, but you won't see it unless you're in a party, because the first ambush causes the mob to face you unless someone else has aggro. Recuperate should be active if you have < 90% health and 5 combo points - I didn't change that, it's there from before. I couldn't repro that because my health never lowers and the mobs die too quick, as a rogue (still level 85). If I encounter problems with it when I start playing MoP with it, I'll fix it.
 
Thank you so much for that update Kamilche, it now works with perfection. To be honest I cannot find a single flaw :) Great work!

Thanks. Truthfully, the reason fixing it up took a day is because it's my main, it's a complicated class, and I'm very picky. Plus I dinged 90 on my druid, had to go get me some high level armor!
 
when in sub spec on a rogue, it just spams evasion and that's it.
Oof, thanks for pointing that out. It was spamming 'eviscerate', not 'evasion', and it's because 'Redirect' was failing. 'Redirect' is now working, and things are working properly again.
 
Kam check out my rogue profile that I posted and let me know what you think for combat. I added a bit of changes. Also I'm working on a fix for the bot to not stealth when mounted still. As I stated I will be more then happy to work on the rogue issues. I have 2 rogues and through them I have all 3 specs therefore it would be an easy way to test.
 
This is my Combat rogue profile so far that I have tweaked and changed a bit of stuff.

This new profile will now turn blade flurry on when 2 or more mobs are present, it will turn off when you are fighting only 1 add. It will now only Eviserate if SnD is active. Shadow Blades now cast when it is off cool down. Revealing strike now keeps on the target all the time. It will reset if the fight is long enough if the DeBuff comes off target.

Oh hey, thanks for that. I've tweaked it a little and incorporated it into the custom class. Particularly, I am using 'UseBandage' now instead of 'Use heavy windwool bandage', so it will use whatever bandage is in your inventory. Other minor stuff.
 
I saw that you had commented it out...I changed the Dense embersilk to Heavy Windwool and then I also -- it out because I saw the Usebandage line at the bottom. lol. I should of just completely removed it all together but It works out that way.
 
Affli lock rotation is just bad. It should use soulburn->soul swap->haunt->malefic grasp and drain soul as finisher instead of casting every dot separatly and not casting malefic grasp/drain soul at all.
 
Affli lock rotation is just bad. It should use soulburn->soul swap->haunt->malefic grasp and drain soul as finisher instead of casting every dot separatly and not casting malefic grasp/drain soul at all.
Then fix it, its not that hard to do, just edit the proper file under Data directory , ie:
Warlock_affliction.txt

Code:
-----------------------------------------------------------------------
-- Normal attack rotation
-----------------------------------------------------------------------
--Target.CastOnce Voidwalker: Disarm
--	Target.Distance < 6
Drain Soul
	Target.Health < 25
Summon Doomguard
	Target.IsElite = 1
	Target.Health > 35
Summon Terrorguard
	Target.IsElite = 1
	Target.Health > 35
Target.Cast Harvest Life
	Me.Health < 50
Drain Life
	Me.Health < 70
Shadow Bolt

Its pretty self explanatory, if you have any doub ask and after you finished please attach your .txt file in a post so it can be implemented on the SVN.

http://www.thebuddyforum.com/honorbuddy-forum/guides/35945-guide-how-attach-your-log-kick.html
 
Affli lock rotation is just bad. It should use soulburn->soul swap->haunt->malefic grasp and drain soul as finisher instead of casting every dot separatly and not casting malefic grasp/drain soul at all.
Hm, last I looked, it WAS using soul swap, haunt, malefic grasp. I'll check it out, maybe something changed in HonorBuddy or WoW that broke it.
 
Thank you so much for that update Kamilche, it now works with perfection. To be honest I cannot find a single flaw :) Great work!
Well - I have to say, it wasn't casting Thrash enough to suit me. So I looked into it, and HonorBuddy is continually returning 'oncooldown' for that spell. So I hooked into WoW via Lua, and extracted it myself... and got the exact same results as HonorBuddy! So I can't waggle the finger of blame at HonorBuddy this time, this time it points straight to WoW itself.

I put in a workaround though, so now it's merrily thrashing every mob in sight. Update as of about an hour ago.
 
Affli lock rotation is just bad. It should use soulburn->soul swap->haunt->malefic grasp and drain soul as finisher instead of casting every dot separatly and not casting malefic grasp/drain soul at all.

Hm, it is doing what you want - soul swap, haunt, malefic grasp, drain soul. Check to make sure you have the latest version. If you do, post what talents you have - maybe a talent you have that I don't, is interfering with the casting.

Also - check to make sure you're in the right spec. Don't laugh, it happens! It happened to me just last week, when I was tweaking the Fury warrior - everything seemed off! wrong! the whole class wouldn't change no matter what I tweaked! Then I noticed I was modifying the Arms rotation, while in the Fury spec.
 
Hm, it is doing what you want - soul swap, haunt, malefic grasp, drain soul. Check to make sure you have the latest version. If you do, post what talents you have - maybe a talent you have that I don't, is interfering with the casting.

Also - check to make sure you're in the right spec. Don't laugh, it happens! It happened to me just last week, when I was tweaking the Fury warrior - everything seemed off! wrong! the whole class wouldn't change no matter what I tweaked! Then I noticed I was modifying the Arms rotation, while in the Fury spec.

Will do later, if I don't forget :P

Now got another issue
Code:
:50:41     Target.Cast Wild Charge on Hatescale Spitter 2380 health 100 dist 24.5 aggro 0 UnitNotInThreatTable (addscount 0)
[FTW] 01:50:41 PULL: Target = Hatescale Spitter at 24.5142669677734 (16) (0 mobs surrounding)
[FTW] 01:50:41     Target.Cast Wild Charge on Hatescale Spitter 2380 health 100 dist 24.5 aggro 0 UnitNotInThreatTable (addscount 0)
[FTW] 01:50:42 PULL: Target = Hatescale Spitter at 24.5142669677734 (16) (0 mobs surrounding)
[FTW] 01:50:42     Target.Cast Wild Charge on Hatescale Spitter 2380 health 100 dist 24.5 aggro 0 UnitNotInThreatTable (addscount 0)
[FTW] 01:50:42 PULL: Target = Hatescale Spitter at 24.5142669677734 (16) (0 mobs surrounding)
[FTW] 01:50:43     Target.Cast Wild Charge on Hatescale Spitter 2380 health 100 dist 24.5 aggro 0 UnitNotInThreatTable (addscount 0)
[FTW] 01:50:43 PULL: Target = Hatescale Spitter at 24.5142669677734 (16) (0 mobs surrounding)
[FTW] 01:50:44     Target.Cast Wild Charge on Hatescale Spitter 2380 health 100 dist 24.5 aggro 0 UnitNotInThreatTable (addscount 0)
[FTW] 01:50:45 PULL: Target = Hatescale Spitter at 24.5142669677734 (16) (0 mobs surrounding)
etc etc.
Keeps trying to cast Wild charge on mobs not in sight.(mob was just behind a corner)


Also, druid was trying to cast Stampeding Roar to pull several times even though it was on cooldown. (doesnt happen anymore as I am watching so I dont know what was the problem here)

Oh, and I don't think that casting entangling roots on fleeing mobs is a good idea. (don't know how about you). Wouldn't be better to run behind them or wild charge or something?
 
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It can optionally pull only groups of monsters, ignoring onesie-twosies. This is great when farming for cloth, such as the trogg packs in Deepholm.

Anyone can explain me - how? :P

@edit
I got it, but suddenly after it my bot says "Movement disabled - not following" and other info messages with "Movement disabled". Im killing yellow mobs underwater, does that matter?
 
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Anyone can explain me - how? :P

@edit
I got it, but suddenly after it my bot says "Movement disabled - not following" and other info messages with "Movement disabled". Im killing yellow mobs underwater, does that matter?

That 'movement disabled' is because your scroll lock key is on. Turn it off to remove those messages.

To ignore onesie-twosies, put this in your 'Pull' section:
Code:
Blacklist
	Target.ClusterSize < 2
 
Interesting issue. The movement code had checks for line of sight, but come to think of it, the spell code did not! That WOULD cause problems on a pull such as you described.

So, I've changed the 'On_Cast' routine to check for line of sight and if it doesn't have it, return false. Let me know how it works for you.

Thanks for reporting that!

Will do later, if I don't forget :P

Now got another issue
Code:
:50:41     Target.Cast Wild Charge on Hatescale Spitter 2380 health 100 dist 24.5 aggro 0 UnitNotInThreatTable (addscount 0)
[FTW] 01:50:41 PULL: Target = Hatescale Spitter at 24.5142669677734 (16) (0 mobs surrounding)
[FTW] 01:50:41     Target.Cast Wild Charge on Hatescale Spitter 2380 health 100 dist 24.5 aggro 0 UnitNotInThreatTable (addscount 0)
[FTW] 01:50:42 PULL: Target = Hatescale Spitter at 24.5142669677734 (16) (0 mobs surrounding)
[FTW] 01:50:42     Target.Cast Wild Charge on Hatescale Spitter 2380 health 100 dist 24.5 aggro 0 UnitNotInThreatTable (addscount 0)
[FTW] 01:50:42 PULL: Target = Hatescale Spitter at 24.5142669677734 (16) (0 mobs surrounding)
[FTW] 01:50:43     Target.Cast Wild Charge on Hatescale Spitter 2380 health 100 dist 24.5 aggro 0 UnitNotInThreatTable (addscount 0)
[FTW] 01:50:43 PULL: Target = Hatescale Spitter at 24.5142669677734 (16) (0 mobs surrounding)
[FTW] 01:50:44     Target.Cast Wild Charge on Hatescale Spitter 2380 health 100 dist 24.5 aggro 0 UnitNotInThreatTable (addscount 0)
[FTW] 01:50:45 PULL: Target = Hatescale Spitter at 24.5142669677734 (16) (0 mobs surrounding)
etc etc.
Keeps trying to cast Wild charge on mobs not in sight.(mob was just behind a corner)


Also, druid was trying to cast Stampeding Roar to pull several times even though it was on cooldown. (doesnt happen anymore as I am watching so I dont know what was the problem here)

Oh, and I don't think that casting entangling roots on fleeing mobs is a good idea. (don't know how about you). Wouldn't be better to run behind them or wild charge or something?
 
Changes to the hunter class today - I saw that 'Trap Launcher' is now a buff, and not a complicated coding bit, so I commented out the old stuff and am using it as a buff. Works great, but I haven't tested it on lowbies. Let me know if it causes you problems on a lowbie, thx.
 
Awzum CC! Using it on my hunter while questing. But is it possible to make my hunter send pet on adds? If I pull 3 mobs, I'd rather my pet tank the adds, than me. Possible to make pet attack adds? So he get aggro?

Edit: Found a solution. Using Tenacity spec for pet, for pet AOE, and removing my aoe spells from class config. Now pet always tank all mobs :cool:
 
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Ok, I'll try to explain what I want to achieve:

I want my character (Warrior) to "Throw" on one of the 5 neutral mobs around, after this move to the next one and pull it aswell. Rinse and repeat until having 5 mobs on himself.

Is it possible with this CC?
 
Ok, I'll try to explain what I want to achieve:

I want my character (Warrior) to "Throw" on one of the 5 neutral mobs around, after this move to the next one and pull it aswell. Rinse and repeat until having 5 mobs on himself.

Is it possible with this CC?

Code:
Me.PullMore Throw
	Target.AddsCount < 5
	Me.Health > 50
	Me.InParty = 0
It's in there already, just commented out because not all classes can handle more than 1 mob at a time. Just change whatever is past the 'PullMore' command, to the spell you want to cast.
 
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