show us the code you have so far in visual studio to help us better determine where the error is in your code.
EDIT: Ok, I just bought RB to mess around with it, and I think this is the area you are messing with?:
Code:
protected override Composite CreateCombat()
{
return new PrioritySelector(
Cast(r => WhichPet, r => Core.Player.Pet == null && Actionmanager.HasSpell(WhichPet), r => Core.Player),
Apply("Bio II"),
Apply("Miasma"),
Apply("Bio"),
Cast("Energy Drain",r=> Core.Player.CurrentManaPercent < WindowSettings.RestEnergyDone),
Cast("Ruin", r => true)
);
}
If yours looks similiar to that, within the PrioritySelector try something like:
Code:
protected override Composite CreateCombat()
{
return new PrioritySelector(
Cast(r => WhichPet, r => Core.Player.Pet == null && Actionmanager.HasSpell(WhichPet), r => Core.Player),
Apply("Bio II"),
Apply("Miasma"),
Apply("Bio"),
Cast("Bane",r=> true && EnemiesNearTarget(7) >= 1 && Core.Player.CurrentTarget.HasMyAura("Bio") && Core.Player.CurrentTarget.HasMyAura("Bio II") && Core.Player.CurrentTarget.HasMyAura("Miasma")),
Cast("Ruin", r => true)
);
}
Mind you, this is just after 5 or so minutes looking at it and is not tested, but might give you more of a better idea on what to do.