So hes going into stealth before resting? I went ahead a put a check for resting into the stealth. It wont stealth for lazyraiding now, as it shouldnt.
Thank you, Ama. Using UNPURE again and doing Ilum Dailies. It seems the problem is when he casts " cloaking screen" which will put him in stealth. Everything ends after that and he will just stand there looking dumb

I removed this line from the lethality.cs file and it seems fine now. I mean...now he just plain dies instead of cloaking when using unpure...I left that in for Pure cause it is nice to have.

//Spell.Cast("Cloaking Screen", ret => Me.InCombat && !Me.HasBuff("Stealth")),
16:27:54.992 V] [UseObject] Moving to interact with: Crane
[16:27:58.804 D] [POI Set] Type: Kill
[16:27:58.832 N] Killing Talz Rifleman with 100% health at 22.09 meters
[16:27:59.028 N] >> Casting << Stealth
[16:27:59.088 D] Object reference not set to an instance of an object.
[16:27:59.088 D] at Buddy.Swtor.Objects.TorObject.()
at ..()
at ..[](UInt64 , HeroType )
at Buddy.Swtor.Objects.TorObject.GetField[T](DomFieldIds field, HeroType forcedType)
at Buddy.Swtor.Objects.TorCharacter.get_Health()
at Buddy.Swtor.Objects.TorCharacter.get_IsDead()
at Buddy.Swtor.Objects.TorNpc.get_IsLootable()
at Buddy.CommonBot.DefaultLootTargetingProvider.(TorNpc )
at System.Linq.Enumerable.<>c__DisplayClassf`1.<CombinePredicates>b__e(TSource x)
at System.Linq.Enumerable.WhereSelectEnumerableIterator`2.MoveNext()
at System.Collections.Generic.List`1..ctor(IEnumerable`1 collection)
at System.Linq.Enumerable.ToList[TSource](IEnumerable`1 source)
at Buddy.CommonBot.DefaultLootTargetingProvider.GetObjectsByWeight()
at Buddy.CommonBot.Targeting.Pulse()
at Buddy.CommonBot.Logic.BrainBehavior.()
[16:28:00.325 D] Object reference not set to an instance of an object.
[16:28:00.325 D] at Buddy.Swtor.Objects.TorObject.()
at ..()
at ..[](UInt64 , HeroType )
at Buddy.Swtor.Objects.TorObject.GetField[T](DomFieldIds field, HeroType forcedType)
at Buddy.Swtor.Objects.TorCharacter.get_InCombat()
at PureSWTor.Classes.RotationBase.<>c__DisplayClass1.<ShouldAOE>b__0(TorCharacter mob)
at System.Linq.Enumerable.Count[TSource](IEnumerable`1 source, Func`2 predicate)
at PureSWTor.Classes.RotationBase.ShouldAOE(Int32 minMobs, Single distance)
at PureSWTor.Classes.Operative.Lethality.<get_HandleAoE>b__18(Object ret)
at Buddy.BehaviorTree.Decorator.CanRun(Object context)
at Buddy.BehaviorTree.Decorator..()
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.PrioritySelector..()
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.PrioritySelector..()
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.Decorator..()
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.PrioritySelector..()
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.Decorator..()
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.PrioritySelector..()
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.Decorator..()
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.PrioritySelector..()
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.CommonBot.BotMain.()
[16:28:00.558 N] >> Casting << Corrosive Grenade
[16:28:02.038 N] >> Casting << Rifle Shot
[16:28:02.705 D] [POI Set] Type: Kill
[16:28:04.143 N] >> Casting << Corrosive Grenade
[16:28:07.301 N] >> Casting << Rifle Shot
[16:28:07.430 N] >> Casting << Cloaking Screen