Since fracture is a skill that applies a debuff like phlebotomize, why cant it be included in a combo like phlebotomize can be? ie it will use phlebotomize but wont actually reapply it until it is back to it in the rotation. Below is just an example.
protected override Composite CreateCombat()
{
return new PrioritySelector(
Apply("Internal Release", r=> true, r => Core.Player),
Apply("Bloodbath", r=> true, r => Core.Player),
Apply("Blood for Blood", r=> true, r => Core.Player),
Cast("Second Wind", r => Core.Player.CurrentHealthPercent < 80, r => Core.Player),
Cast("Invigorate", r => Core.Player.CurrentTPPercent < 50, r => Core.Player),
Cast("Full Thrust", r => Actionmanager.LastSpell.Name == "Vorpal Thrust"),
Cast("Vorpal Thrust", r => Actionmanager.LastSpell.Name == "True Thrust"),
Cast("True Thrust", r => Actionmanager.LastSpell.Name == "Phlebotomize"),
Cast("Phlebotomize", r => Actionmanager.LastSpell.Name == "Chaos Thrust"),
Cast("Chaos Thrust", r => Actionmanager.LastSpell.Name == "Fracture"),
Cast("Fracture", r => Actionmanager.LastSpell.Name == "Impulse Drive"),
Cast("Impulse Drive", r=> Core.Player.CurrentTarget.IsBehind),
Cast("Heavy Thrust", r=> Core.Player.CurrentTarget.IsFlanking)// r => Actionmanager.LastSpellId == 0 || Actionmanager.LastSpell.Name == "Full Thrust" )
);
}
I tried, Apply, but when the effect wears off, it can break combo
protected override Composite CreateCombat()
{
return new PrioritySelector(
Apply("Internal Release", r=> true, r => Core.Player),
Apply("Bloodbath", r=> true, r => Core.Player),
Apply("Blood for Blood", r=> true, r => Core.Player),
Cast("Second Wind", r => Core.Player.CurrentHealthPercent < 80, r => Core.Player),
Cast("Invigorate", r => Core.Player.CurrentTPPercent < 50, r => Core.Player),
Cast("Full Thrust", r => Actionmanager.LastSpell.Name == "Vorpal Thrust"),
Cast("Vorpal Thrust", r => Actionmanager.LastSpell.Name == "True Thrust"),
Cast("True Thrust", r => Actionmanager.LastSpell.Name == "Phlebotomize"),
Cast("Phlebotomize", r => Actionmanager.LastSpell.Name == "Chaos Thrust"),
Cast("Chaos Thrust", r => Actionmanager.LastSpell.Name == "Fracture"),
Cast("Fracture", r => Actionmanager.LastSpell.Name == "Impulse Drive"),
Cast("Impulse Drive", r=> Core.Player.CurrentTarget.IsBehind),
Cast("Heavy Thrust", r=> Core.Player.CurrentTarget.IsFlanking)// r => Actionmanager.LastSpellId == 0 || Actionmanager.LastSpell.Name == "Full Thrust" )
);
}
I tried, Apply, but when the effect wears off, it can break combo