heyas,
luckily for you, the community is awesome ^_^
that offsets any coding retardation
threw together something for ya. It uses frenzy in the following conditions:
1. you already have frenzy charges, but the duration is 2 seconds or less (to keep the stack refreshed)
2. there is only one monster left in combat range. This is to keep the duration refreshed when killing the last monster, so the stack is more likely to still be there by the time you reach the next mob pack. Only downside I can see is it will cast frenzy repeatedly when just one mob (such as a boss fights)
If you want that criteria removed, delete the line
(Utility.NumberOfMobsNear(LokiPoe.Me, 70) == 1) || //refresh frenzy stacks if 1 mob left, to keep duration high for next pack. effectively makes frenzy only single target skill usable
from ExampleRoutine.cs, edit with notepad or something
3. you have no frenzy charges, and there are mobs in combat range
4. you are not at max frenzy charges, and there are mobs in combat range
you will need frenzy on one of your skill slots (any slot is fine)
I only did very quick testing of like a minute with a bow, and a minute with a melee weapon (to check it wasn't running to melee range with a bow to refresh frenzy etc)
seems to be working as intended, but hard to say with such minimal testing
so use at your own risk. I take no responsibility for any deaths etc caused by idiocy in my code
let me know of any problems with it, and if you would like the frenzy conditions changed
Thanks!