Ama, can we have more information in the first topic to know what rotation is up to date and working like Walter's topic ? Thanks in adance.
I don't know what rotations are up to date. I do not play all of these classes. Most of them were originally modeled after Noxxic rotations or user requests. Noxxic has not updated its rotations since the expansion though. Since I do not play the game and do not know about these classes, I can't correct the rotations without information. I you have a specific one that needs to be fixed, you have to give specifics on what to fix. There are 48 unique rotations and there aren't guides online about how to do them. If you know your rotation and have a few moments to type it out, we will code it for you. If you just say, "X class don't work", I can't do anything with that.
Dulfy keeps his up to date on 3.0 rotations , that's where I posted my rotation for tactics vanguard earlier . SWTOR 3.0 Vanguard Tactics and Plasmatech DPS Guide by Kwerty - Dulfy
Yes they have pretty much a guide updated for 3.0 for every calss and spec they are very in depth with rotations and the ones i tried work great for me raiding
Dulfy's guides are too thorough for what we're trying to do. I'm not going to read a novel to code a rotation for a class I don't play. Noxxic is nice because it's a simple priority rotation. Look at the guide you posted-- how would someone who doesn't have a VG be able to distill that into a priority rotation with proc names? This is why we either need 1. Noxxic to update their shit, or 2. you guys to help us with rotations (the one you posted is nice and super helpful). I'll work on the VG one today.
I posted this on page 8 in reply to you already , here it Is again just an FYI: shield spec is good , just assault and Plasma needs a fixing. Ill post the plasma if this one is ok for you . and ill also post the imp side as well to make it easy . Dullfy has a rotation for 3.0 on each class , you just have to go to the part about "rotation" for each spec. OPENER Preload Shoulder Cannon, Energy Lodes( energy loads is reloaded for cell burst by using "reload" on vanguard) Assault Plastique -> Gut -> [ Battle Focus, Start Shoulder Cannon Spam] High impact Bolt -> Stock Strike –> Tactical Surge -> Cell Burst -> High impact Bolt -> Tactical Surge –> High impact B -> Priority List Filler 1 Priority List: •Gut (Bleed fell off) •Stockstrike •4-Stack Energy Lodes Cell Burst •High Impact Bolt •Full Auto (Next cooldown must be free from Assault Plastique, Energy > 84 or regen cooldown available) •Hammer Shots (Energy < 75) •Tactical Surge Filler 2 Priority List: •Assault Plastique •4-Stack Energy Lodes Cell Burst •High Impact Bolt •Hammer Shots (Energy < 65) •Tactical Surge Proc Filler Priority List: •Stockstrike •Tactical Surge Filler 3 Priority List: •Assault Plastique •4-Stack Energy Lodes Cell Burst •High Impact Bolt Here is a picture if you cant understand the above
all nice and stuff, but i dont think (correct me if im wrong), how Defaultcombat handles 'routines' . if i understand prio correctly you will get only this: Opener: Preload Shoulder Cannon (isnt this just casting shoulder cannon?) Energy Lodes (you get this from recharge (regen) or heroic moment (i think)) Rotation: Assault Plastique Gut Battle Focus Shoulder Cannon High impact Bolt Stock Strike Tactical Surge Cell Burst High impact Bolt Tactical Surge High impact Bolt Full auto (if energy is > 84 else use regen cooldown) Hammer Shots if energy is <75 (cant have 2 options here) Cell Burst (if Energy Lodes stacked 4 times (what is buff name etc.)) How would you even get 4 stacks of energy lodes? cast it 4 times?
If you can get the above added just like you say it might just work itself out don't worry about hammer shot >75 that's just filler. energy loads are preloaded by using reload / resting, which the current routine does automatically after each fight. Energy loads are also done using high impact bolt. you wont have to refresh energy loads during a fight , just use cell burst it in the routine once it starts . So if you just add it into the routine it should work automatically since you have it set to "reload after each fight to heal .
I think I'll have more luck just porting the Powertech stuff over, because it's hard to wrap my brain around the prio list without a VG to even test stuff. I'll link the Pyro stuff here and if you guys can give me the names of the abilities and buffs I can change it. The PT stuff works okay, I've tested it on my PT personally. Here is Pyrotech: Code: public override Composite SingleTarget { get { return new LockSelector( //Movement CombatMovement.CloseDistance(Distance.Melee), new Decorator(ret => Me.ResourcePercent() > 40, new LockSelector( Spell.Cast("Flame Burst", ret => Me.HasBuff("Flame Barrage")), Spell.Cast("Rapid Shots") )), Spell.Cast("Flame Thrower", ret => Me.BuffCount("Superheated Flame Thrower") == 3), Spell.DoT("Incendiary Missile", "Burning (Incendiary Missle)"), Spell.DoT("Scorch", "Burning (Scorch)"), Spell.Cast("Rail Shot", ret => Me.HasBuff("Charged Gauntlets")), Spell.Cast("Immolate"), Spell.Cast("Thermal Detonator"), Spell.Cast("Flaming Fist"), Spell.Cast("Flame Burst") ); } } public override Composite AreaOfEffect { get { return new LockSelector( new Decorator(ret => Targeting.ShouldAOE, new LockSelector( Spell.DoT("Scorch", "Burning (Scorch)"), Spell.CastOnGround("Death from Above", ret => Me.CurrentTarget.Distance > Distance.MeleeAoE), Spell.Cast("Explosive Dart") )), new Decorator(ret => Targeting.ShouldPBAOE, new LockSelector( Spell.DoT("Scorch", "Burning (Scorch)"), Spell.Cast("Flame Thrower"), Spell.Cast("Flame Sweep") ))); } } And here is Advanced Prototype: Code: public override Composite SingleTarget { get { return new LockSelector( //Movement CombatMovement.CloseDistance(Distance.Melee), new Decorator(ret => Me.ResourcePercent() > 40, new LockSelector( Spell.Cast("Rail Shot", ret => Me.HasBuff("Prototype Particle Accelerator")), Spell.Cast("Rapid Shots") )), Spell.Cast("Quell", ret => Me.CurrentTarget.IsCasting && !DefaultCombat.MovementDisabled), Spell.Cast("Energy Burst", ret => Me.BuffCount("Energy Lode") == 4), Spell.Cast("Rail Shot", ret => Me.CurrentTarget.HasDebuff("Bleeding (Retractable Blade)") && Me.HasBuff("Prototype Particle Accelerator")), Spell.DoT("Retractable Blade", "Bleeding (Retractable Blade)"), Spell.Cast("Thermal Detonator"), Spell.Cast("Rocket Punch"), Spell.Cast("Magnetic Blast", ret => Me.Level >= 26), Spell.Cast("Flame Burst", ret => Me.Level < 26) ); } } public override Composite AreaOfEffect { get { return new LockSelector( new Decorator(ret => Targeting.ShouldAOE, new LockSelector( Spell.CastOnGround("Death from Above"), Spell.Cast("Explosive Dart", ret => Me.CurrentTarget.HasDebuff("Bleeding (Retractable Blade)")) )), new Decorator(ret => Targeting.ShouldPBAOE, new LockSelector( Spell.Cast("Flame Thrower"), Spell.Cast("Flame Sweep")) )); } }
Arend vanguards/commandos mostly ranged types? Due to this line? CombatMovement.CloseDistance(Distance.Melee),
Ah sorry, got confused by high impact bolt full auto and the likes from my commando as i see them as ranged spells
They have some 30ft spells, some 10ft spells, and some 4ft. spells. Easiest to just move them to melee
Dude thats it! , Advanced prototype one im talking! Rail shot = High Impact Bolt Rapid shots = Hammer Shot quell = Riot Strike Energy burst = Cell Burst ( me has buff = "Energy Lode") retractable blade = Gut ( bleed effect ) thermal detonator = Assault Plastique rocket punch = Stockstrike magnetic blast =Tactical Surge flame burst = Ion Pulse Flame Thrower = Pulse Cannon Flame Sweep = Explosive Surge Explosive Dart= Sticky Grenade Death from Above = Mortar Volley
so for this line should look like Spell.Cast("High Impact Bolt", ret => Me.HasBuff("Tactical Accelerator ")),
Perfect. While I'm working on getting this updated, you can make those changes on your local copy if you're in a hurry to get botting
ok where do I find this at , ill make some edits and see if that works . Ill update the plasma tech ones too and post the code if you want , or is the conversions I posted enough to update BW?