Will be updating this again today, so please speak up now if you have any ideas/concerns.
Hey, havent had much time the past days so Im not up to date on this topic but I did a raid yesterday with the standard 2.2 version;
This is all in a 10-man NORMAL DS
Morchok; 29k
Zonozz; 59k!!!
Ooze boss; I forgot ...
Ultrax: 38k!!
Hagara; Forgot but wasnt impressive.
Ilvl of my character is 390, with T13 2P and Gurth raidfinder edition.
Hey, havent had much time the past days so Im not up to date on this topic but I did a raid yesterday with the standard 2.2 version;
This is all in a 10-man NORMAL DS
Morchok; 29k
Zonozz; 59k!!!
Ooze boss; I forgot ...
Ultrax: 38k!!
Hagara; Forgot but wasnt impressive.
Ilvl of my character is 390, with T13 2P and Gurth raidfinder edition.
Titan Arms v2.2 Update.
- Bladestorm
- Execute Phase
- #Region Combat
- #Region CastSpell Method
- #Region Add Detection
All of the above has either been improved, removed or altered.
---------------------------------------------------------------
A few minor bug fixes and i've added {} to the If statements to see if it results in a DPS increase.
As usual I'd love to have some feed back!
PS: I've done 2 hours of testing with Stance Dancing, this is the last time i ever attempt to code that into Titan Arms!
Seems better then ever
Still would love seeing Overpower and Slam get delayed if Mortal Strike/Colossus Smash CD < 0.5 seconds. And did you alter the execute rotation to just Colossus Smash > Execute (if Executioner < 5) > Mortal Strike > Execute. I think this execute rotation is the way to go.
its CS > Execute (stacks to 5, refreshes at 3 sec) > Mortal Strike > Execute if nothing else > Return.
Is that what you wrote too? Glad you like itI think its good aswell atm, and i dont have any further update plans for now either! Everything seems to work out alright.
Should be:
Execute (if Executioner < 3 seconds) > Colossus Smash > Execute (if Executioner < 5 stacks) > Mortal Strike > Execute
This is the correct execute rotation, and i think it's the one you got.
I'm planning to remove the charge/heroic leap ability from your cc plus remove the cooldown usage like recklessness and blood fury. This is so that i can have even more control over my character, i don't like the fact i'm already running to another mob the CC charges the one i'm targetting cause i failed to select the target i was moving toRemoving cooldown usage like recklessness allows me to turn them on when i really need to.
It is already living to my expectations
By the way Shaddar, if you have time to spare read this -> 4.3 Arms PvE Guide - Forums - World of Warcraft
Found it just now and it has lots of information regarding rotations, single and aoe targets.
Would be awesome if you could make an option to use the cooldowns on bosses only (levelrange => 88) in Settings, if not i'll just manually edit it myself![]()
private bool IsTargetBoss()
{
string UnitClassification = Lua.GetReturnValues("local classification = UnitClassification(\"target\"); return classification")[0];
string UnitLevel = Lua.GetReturnValues("local level = UnitLevel(\"target\"); return level")[0];
if (!Me.IsInRaid)
{
if (UnitClassification == "worldboss" ||
(Me.CurrentTarget.Level == 87 && Me.CurrentTarget.Elite) ||
(Me.CurrentTarget.Level == 88))
return true;
else return false;
}
else
{
if (UnitLevel == "-1")
return true;
else return false;
}
}
Well, I've seen the CC use all cooldowns on e.a Hour of Twilight adds at the start and end trash mobs. They are level 87+
Other than that I dont have much to complain about this awesome CC
(Me.CurrentTarget.Level == 87 && Me.CurrentTarget.Elite) ||
(Me.CurrentTarget.Level == 88 && Me.CurrentTarget.Elite) ||
I'm gonna make some modifications of my own, if i can with Shaddar's help, something like delaying overpower and slam if colossus smash or mortal strike cooldown is inferior to one second. And to not cast Colossus Smash if the boss has Colossus Smash debuff (i think it's a debuff or maybe it's a buff, dunno really), removing cooldown usage like Recklessness, Blood Fury, Charge, Heroic Leap and trinkets. With that it would be sheer perfection.
If you have already applied Colossus Smash to the Target, it doesnt cast Colossus Smash till it wears off. Thats already implemented in Titan Arms.
However I dont see the need of delaying Overpower/Slam as Colossus Smash has higher priority then both of them to begin with and should favor CS -> OP/Slam. Removing Cooldown usage is just to delete the lines below
/////////////////////////////////Cooldowns are here////////////////////////////////
Hope that clear things up.