There also doesn't seem to be any logic for the creation or use of Healthstones for Warlocks.
EDIT: Also doesn't seem to ever let go of a target in PVP. I just watched my bot run most of the way across AB following this one specific target that it HAD to get... Even though other viable targets were passing it by.
I was just adding this. Don't know about the Targeting, i'll let Apoc fix that ....
Awesome. While you are at it, any way you can throw in the use of an Infernal during PVP? I like letting one loose whenever there's a few other allies around and a few enemies. Helps clear out things rather quickly at the beginning of a group on group fight.
Also, most Warlock CC's use Fear in PVP straight up as part of the normal rotation. The current build only uses the AE Fear once a Warlock's health is low (and by then, in PVP, it is too late). Again, any way to add in normal Fear for a situation when there's only a single target around and AE Fear when there are multiple? That certainly will help the longevity of things.
I'm just working on PVE Demonology. :-\
My Disc priest is spamming fortitude all the time...
No, I just observede the toon for 3 minutes @ a training dummy
How do I change it so it will use Zealotry on pvp targets end regular mobs?![]()
Lots of bug reports, and fixes to implement.
Man you guys are great bug testers
I'll see what bugs/implementations I can get done today. (A bit busy with other stuff, so we'll see what happens)
public Composite CreateRetributionPaladinCombat()
{
// Divine Purpose - Tab 3, Index 17
return
new PrioritySelector(
CreateEnsureTarget(),
// check for crowd control
CreateSpellBuffOnSelf("Hand of Freedom",
ret => Me.Auras.Any(
aura => aura.Value.Spell.Mechanic == WoWSpellMechanic.Rooted ||
aura.Value.Spell.Mechanic == WoWSpellMechanic.Snared ||
aura.Value.Spell.Mechanic == WoWSpellMechanic.Slowed) &&
Me.CurrentTarget.Distance > 8),
CreateSpellBuffOnSelf("Cleanse",
ret => Me.Auras.Any(
aura => aura.Value.Spell.Mechanic == WoWSpellMechanic.Rooted ||
aura.Value.Spell.Mechanic == WoWSpellMechanic.Snared ||
aura.Value.Spell.Mechanic == WoWSpellMechanic.Slowed) &&
Me.CurrentTarget.Distance > 8),
new Decorator(ret => Me.Auras.Any(
aura => aura.Value.Spell.Mechanic == WoWSpellMechanic.Polymorphed ||
aura.Value.Spell.Mechanic == WoWSpellMechanic.Charmed ||
aura.Value.Spell.Mechanic == WoWSpellMechanic.Frozen ||
aura.Value.Spell.Mechanic == WoWSpellMechanic.Stunned ||
aura.Value.Spell.Mechanic == WoWSpellMechanic.Turned),
new Decorator( ret => Miscellaneous.UseTrinket(true),
new ActionAlwaysSucceed())),
CreateSpellCast("Judgement",
ret => Me.CurrentTarget.Distance > 8 &&
Me.CurrentTarget.Distance <= 30 &&
!Me.CurrentTarget.Auras.Any(
aura => aura.Value.Name == "Repentance"),
false),
CreateSpellCast("Exorcism",
ret => Me.ActiveAuras.ContainsKey("The Art of War") &&
Me.CurrentTarget.Distance > 8 &&
Me.CurrentTarget.Distance <= 30, false),
CreateSpellCast("Repentance", ret => Me.CurrentTarget.Distance > 15 && Me.CurrentTarget.Distance <= 20, false),
// Make sure we're in range, and facing the damned target. (LOS check as well)
CreateMoveToAndFace(5f, ret => Me.CurrentTarget),
CreateAutoAttack(true),
CreateSpellCast("Word of Glory",
ret => Me.HealthPercent <= 80 &&
(Me.CurrentHolyPower >= 2 || Me.HasAura("Divine Purpose"))),
CreateSpellCast("Rebuke", ret => Me.CurrentTarget.IsCasting && Me.CurrentTarget.Distance < 8),
CreateSpellBuffOnSelf("Inquisition", ret => Me.CurrentHolyPower == 3 || Me.HasAura("Divine Purpose")),
CreateSpellCast("Hammer of Justice", false),
CreateSpellCast("Hammer of Wrath", false),
CreateSpellCast("Exorcism", ret => Me.ActiveAuras.ContainsKey("The Art of War"), false),
CreateSpellCast("Templar's Verdict", ret => Me.CurrentHolyPower == 3),
CreateSpellCast("Crusader Strike", false),
CreateSpellCast("Judgement", false),
CreateSpellCast("Templar's Verdict", ret => Me.HasAura("Divine Purpose")),
CreateSpellCast("Holy Wrath")
Can somebody explain me how this PrioritySelector stuff works..
I changed my retri code to
and I assume that while running to target it should do cleanse, judgements etc.. but I don't feel it's doint that while running to target which is trying to keep distance(like hunter kiting me)..
How this Priority selector stuff works or should I put some code in Pulse handler? so I want while trying to reach target still cast some stuff like cleans, jugements, WoG in case of Divine Purpose proc etc..
P.S. well, it's doing it.. sometimes, but now all the time when it's possible
I thought friday was coding night Apoc![]()
Sorry, I used code block, but looks like it didn't correctly wrap it because of missing curly bracket or smth..As a side suggestion, you may want to use the code block instead of the quote block when posting snippits like that. Helps it to be more readable/scrollable.
Sorry, I used code block, but looks like it didn't correctly wrap it because of missing curly bracket or smth..
You need to use a code block.Code:P.S; I fixed it for you.