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[Necromancer] Rathma Faceroll Glass Cannon GR 100+

Hey Bantou you put out great work on this combat routine and very nice how you continue to improve on this, been waiting for a good reliable routine and this by far pushes necro limit(bot wise) far. Ive cleared GR95 thanks to you!

Instead of using Devour-Satiated I've stuck with Devouring Aura just becauase its pathway walks over corpse anyways so you arnt missing a lot of corpses.. incase It does decide to bug out.

One thing I wanna add that can potentially make this bot better is by maxing out distance on everything no matter what, some situations bott revives from death and stays in big fight until it dies another time than moves.. best to keep a distance no matter

and this v1.03 I think bugged out repair armor on bot if you wanna double check that?

Lastly if you decide to make a BloodLancer Trag Necro combat routine you would make the bot push even further, revolves around the same skill usage and targeting elite/champions/RGs only

http://www.diablofans.com/builds/91053-corpseless-blood-lancer-gr-push-meta
 
and this v1.03 I think bugged out repair armor on bot if you wanna double check that?

that's true, besides that very often bot stucks because can't pick target or use skill on target (eg gold or rift orbs, seen him stuck trying to pick up gold, probably trying to cast a spell on it?)
 
that's true, besides that very often bot stucks because can't pick target or use skill on target (eg gold or rift orbs, seen him stuck trying to pick up gold, probably trying to cast a spell on it?)

I didn't test it as much outside of Greater Rifts - that's been the main focus because that's what I want him to be the best at, but I'll certainly check it out ... thanks :)

P.S. Sometimes these bugs can be fixed with a fresh install of Demonbuddy, but the targeting bugs I don't think are mine, they are bot-wide, and I'm not sure how to fix them any further :'(

I hope you are liking it anyway ;)

Hey Bantou you put out great work on this combat routine and very nice how you continue to improve on this, been waiting for a good reliable routine and this by far pushes necro limit(bot wise) far. Ive cleared GR95 thanks to you!

Instead of using Devour-Satiated I've stuck with Devouring Aura just becauase its pathway walks over corpse anyways so you arnt missing a lot of corpses.. incase It does decide to bug out.

One thing I wanna add that can potentially make this bot better is by maxing out distance on everything no matter what, some situations bott revives from death and stays in big fight until it dies another time than moves.. best to keep a distance no matter

and this v1.03 I think bugged out repair armor on bot if you wanna double check that?

Lastly if you decide to make a BloodLancer Trag Necro combat routine you would make the bot push even further, revolves around the same skill usage and targeting elite/champions/RGs only

http://www.diablofans.com/builds/91053-corpseless-blood-lancer-gr-push-meta

I can definitely look into the distance thing a little more, but some mobs will chase him, and I don't want him to be so busy trying to run to range that he never casts a spell. If anyone wants to help with that, maybe someone can make a list of mobs types that usually like to jump to melee, so at least I could include those to ignore in this proposed logic, if I was to try and implement it :D
 
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I didn't test it as much outside of Greater Rifts - that's been the main focus because that's what I want him to be the best at, but I'll certainly check it out ... thanks :)

P.S. Sometimes these bugs can be fixed with a fresh install of Demonbuddy, but the targeting bugs I don't think are mine, they are botwide, and I'm not sure haw to fix them any further :'(

I hope you are liking it anyway ;)
Yes, he's doing Greater Rifts while has enough of keys, then normal rift. Didn't notice this targeting bugs before on 3 different classes and another necr routine so you should check it
 
Yes, he's doing Greater Rifts while has enough of keys, then normal rift. Didn't notice this targeting bugs before on 3 different classes and another necr routine so you should check it

Yeah, I definitely will check it ... the gold thing sounds like something I could maybe fix, I am checking if the proposed target of the proposed spell is a valid target, but I don't think the built in logic the bot has that I'm using is working too well, so if I can see a reasonably consistent problem, I will definitely look for better ways to check. But for T13 Rifts, you should Cube Goldwrap and Averice Band, swap in the gem Boon of the Hoarder instead of Esoteric Alteration, and have a pet out at all times, (they run around gathering gold for you) ... that might make it hard to notice the bug you are talking about. It is the setup I used, and hadn't noticed that problem yet so... ;)

P.S. I recommend running the Nephalim Rift profile until you have lots of Keystones, and then change the Cube and gems back, and run the Greater Rift profile :)
 
HI bantou! A little feedback for 1.03! last time i metioned the shrines stuck problem and that happens again in 1.03! also stuck when there are progress globes in range! then I checked a lot both in GR an NR I found that everytime the bot sees exp pool\progress globes\shrines\ and mobs in attack range then 100% the bug happens! Anyway I think your routine is the only routine that really do the work great thx to you even if that bug cannot be fixed I can use it properly!

PS:I notice that it happens when BOT trying to collect those things that TRINITY original setup has HIGHEST priority. (example:in the official routines you will collect shrines first and then do the rest even if you can get murdered doing that)
 
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HI bantou! A little feedback for 1.03! last time i metioned the shrines stuck problem and that happens again in 1.03! also stuck when there are progress globes in range! then I checked a lot both in GR an NR I found that everytime the bot sees exp pool\progress globes\shrines\ and mobs in attack range then 100% the bug happens! Anyway I think your routine is the only routine that really do the work great thx to you even if that bug cannot be fixed I can use it properly!

PS:I notice that it happens when BOT trying to collect those things that TRINITY original setup has HIGHEST priority. (example:in the official routines you will collect shrines first and then do the rest even if you can get murdered doing that)

There's 2 possibilities I can do. First (the one I was trying to do), let it pick them up anyway, but you'll probably die (I am confident I can actually get this working, even though apparently I didn't so far), and you certainly won't keep anything like the right range in many situations :(

Or (and this one I'm just thinking about now), get people to turn off the setting to activate shrines and collect progress globes in the trinity settings, and I can intelligently code doing that into my routine (with an option not to if you really mean for the bot not to collect them). What do you guys think ... I actually think now that the second idea will work way better, and be way more survivable, and will help stop the bot being so bloody retarded :p
 
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There's 2 possibilities I can do. First (the one I was trying to do), let it pick them up anyway, but you'll probably die (I am confident I can actually get this working, even though apparently I didn't so far), and you certainly won't keep anything like the right range in many situations :'(

Or (and this one I'm just thinking about now), get people to turn off the setting to activate shrines and collect progress globes in the trinity settings, and I can intelligently code doing that into my routine (with an option not to if you really mean for the bot not to collect them). What do you guys think ... I actually think now that the second idea will work way better, and be way more survivable, and will help stop the bot being so bloody retarded :p
I choose your code!:D
 
I choose your code!:D

Lol yeah I thought people might say that ... Yayay, more work for me :P

I was definitely leaning that way now anyway, and I am confident that the routine will be way better off for it ;)

Leave it with me, and I'll tinker away at it over the next couple of days, but I want to get a head start on the season, so I might not push any updates for this too quickly. After all, even with that glitch, the routine still does pretty damn well if I do say so myself :D
 
Using v1.03 atm, but sometimes when the bot gets close to a big pack of mobs(this is where I've been able to see it happen) he just stops all action, tanks shit and dies. Anyone else having this issue?
 
I've just posted another updated build of this combat routine in the OP, v1.0.4

All combat routine related stuck issues should now be resolved (really this time, I mean it), but it's a bot, and so it's sometimes quite retarded, and will happily get stuck sometimes without my help. Anyway, as usual let me know what you think, and of course if you notice anything odd occurring, just post a message here, or hit me up on Discord :)
 
that's true, besides that very often bot stucks because can't pick target or use skill on target (eg gold or rift orbs, seen him stuck trying to pick up gold, probably trying to cast a spell on it?)

I just had a though: did you disable Looting In Combat (not doing so could cause it to stuck sometimes) :P
 
There's 2 possibilities I can do. First (the one I was trying to do), let it pick them up anyway, but you'll probably die (I am confident I can actually get this working, even though apparently I didn't so far), and you certainly won't keep anything like the right range in many situations :(

Or (and this one I'm just thinking about now), get people to turn off the setting to activate shrines and collect progress globes in the trinity settings, and I can intelligently code doing that into my routine (with an option not to if you really mean for the bot not to collect them). What do you guys think ... I actually think now that the second idea will work way better, and be way more survivable, and will help stop the bot being so bloody retarded :p

I'm waiting on an answer from the Devs in relation to having the bot intelligently activate shrines, so for the moment, if a shrine comes within a certain range I let the default bot logic move us wherever the heck it wants (which is usually straight to the shrine), until it's been activated. This at least fixes the stuck issue with shrines for the moment, but sometimes puts the Necromancer in a lot of danger (an occasional death in range of a shrine is better than always getting stuck, which is a guaranteed death). When/if the Devs can answer my question, it should only take me 10 minutes to include the logic to intelligently activate shrines, and improve the combat routine even further :D
 
I'm waiting on an answer from the Devs in relation to having the bot intelligently activate shrines, so for the moment, if a shrine comes within a certain range I let the default bot logic move us wherever the heck it wants (which is usually straight to the shrine), until it's been activated. This at least fixes the stuck issue with shrines for the moment, but sometimes puts the Necromancer in a lot of danger (an occasional death in range of a shrine is better than always getting stuck, which is a guaranteed death). When/if the Devs can answer my question, it should only take me 10 minutes to include the logic to intelligently activate shrines, and improve the combat routine even further :D
Globes are well collected! Shrines still got stuck sometimes(can confirmed when many mobs around the shrine)! right now i just ignore all shrines the bot works perfect! Great thx to bantou!
 
Globes are well collected! Shrines still got stuck sometimes(can confirmed when many mobs around the shrine)! right now i just ignore all shrines the bot works perfect! Great thx to bantou!

I don't think that it's a stuck you're seeing now, it's just that I give control of movement back to the default bot logic when the bot comes into range of a shrine, so I'm no longer trying to scootch it forward as the mobs in front die, but when mobs start getting out of range of my attacks, eventually the default logic will move him forward and grab the shrine. I think what you could be seeing is this sudden delay in the movement cycle, but rest assured the bot is still attacking, and is not actually stuck (well at least unless I'm mistaken). It might require a slight tweak to the range check for this if anyone is still getting stuck, dropping out of combat and dying, so please let me know either way to confirm. I set the range to 40 yards, and from my tests and others, it seemed like the default bot logic which was previously causing the stuck, wasn't actually detecting the shrine until about 30 yards out, and then it suddenly makes a bee-line for it. So at this stage all should be working as intended. If I've set the range too long I'd rather leave it that way for now to guarantee safety, until I can implement the correct solution, which hopefully is not only possible, but on it's way soon ;)
 
I don't think that it's a stuck you're seeing now, it's just that I give control of movement back to the default bot logic when the bot comes into range of a shrine, so I'm no longer trying to scootch it forward as the mobs in front die, but when mobs start getting out of range of my attacks, eventually the default logic will move him forward and grab the shrine. I think what you could be seeing is this sudden delay in the movement cycle, but rest assured the bot is still attacking, and is not actually stuck (well at least unless I'm mistaken). It might require a slight tweak to the range check for this if anyone is still getting stuck, dropping out of combat and dying, so please let me know either way to confirm. I set the range to 40 yards, and from my tests and others, it seemed like the default bot logic which was previously causing the stuck, wasn't actually detecting the shrine until about 30 yards out, and then it suddenly makes a bee-line for it. So at this stage all should be working as intended. If I've set the range too long I'd rather leave it that way for now to guarantee safety, until I can implement the correct solution, which hopefully is not only possible, but on it's way soon ;)
I know what you mean.i think it is some range check problem because most time it is good but sometimes when mobs around shrine and the "need a target to cast skill"(Im not playing english version D3 but i think that tip means that) tip shows then i got stucked for like 30S before the bot starts to attack.

Update:Im pretty sure the Bot will attack again in about 20s~30s and not only shrine can cause stuck and Im not sure what does (1 time i stucked when there is only a weapon dropped on the ground but it happens so rare so im not sure ) so what i am 100% sure of is 1.04 made the stuck rarely happen and when it happens the bot will comeback attacking in 25s.
 
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I know what you mean.i think it is some range check problem because most time it is good but sometimes when mobs around shrine and the "need a target to cast skill"(Im not playing english version D3 but i think that tip means that) tip shows then i got stucked for like 30S before the bot starts to attack.

Update:Im pretty sure the Bot will attack again in about 20s~30s and not only shrine can cause stuck and Im not sure what does (1 time i stucked when there is only a weapon dropped on the ground but it happens so rare so im not sure ) so what i am 100% sure of is 1.04 made the stuck rarely happen and when it happens the bot will comeback attacking in 25s.

A friend turned on Debug logging for a while, and sometimes when it was getting stuck for him, it was constantly trying to cast Bone Armor, which it should know it can't cast because that skill hasn't been selected, until it eventually decided to fix itself and start working again. If you want to test that for me, maybe you could turn on Spell Cast Logging (or Debug Logging, or all of the Logging options) in the advance options, and see if that's what you get when you notice it stucks. If that turns out to be the problem I can easily make a simple fix, because that skill isn't needed for this build, and in my mind, it's more important for this routine to be really good at this build, than to be compatible with all other skill variations, so I can just delete the code the tells the bot to cast Bone Armor. But I'm still not 100% sure that's actually the problem at this stage, so ...

If you are willing to test, please just let me know what you find, thanks :)
 
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