Put a massive update to the SVN. All classes with resource management have been reworked. Tweaked almost every rotation to work with the guides on dulfy.net. Check it out and leave feedback please.
rotation are looking smooth, only I noticed Gunslinger/smuggler tries to use scrambling field as part of the rotation as a cooldown, I think this is better used manually. edit: marauder also appears not to be using Dual saber throw
Dual saber throw is for UnPure only (afk bot). We did this because it can cause problems if the bot just throws it out when you're in a group (accidentally pulling another pack of mobs). I'll look into scrambling field, what should it be doing?
Scrambling field is a AOE raidcooldown so it should not be used at all imo, better used as a manual CD
Oh yeah, that's the raid-wide cooldown, right? I'll take it out for all of them, get it on SVN in about 20 mins. EDIT: fix is on the SVN
Operative-Lethality Your shooting darts and tossing corrosive grenades at up to 30-35M but no real DPS combat until your under 10m. Since this is suppose to be more of a mobile ranged AoE role I added an extra "Spell.Cast("Overload Shot")" at the end of the base routine, this gives more DPS at over 10m.
Oh, I added this to the Scoundrel routines, I must have forgotten to do it for Operatives. I'll get it on the 2 dps rotations (leaving healing stuff alone for now).
Overload Shot and Quick Shot are both 10m abilities, so instead I changed the CloseDistance call on Operatives to be Melee instead of range. This was already working on Scoundrels, but you are right that these are melee specs.
Yeah if you do this label it so I can disable it on my lazyraider routine. But if you add that also think about adding the Stim/Class Buff's/Medipac.
Like I said, I'm not capable of adding anything new to the framework. I can only tweak the rotations within the framework Ama provided. If anyone who's smart with coding wants to add mounting, stims, or anything like that, feel free. Medpacs are already in, just let me know which classes you need them added to, and at what health percentage the rotation should use them. What class buffs do you mean? The standard class buffs (5% end, 5% crit, etc) are already in. Is there a class that's not using his class buff?
I see whats gong on. Your profile is built for the unpure rotation but that leaves a lot of things in pure rotation disabled. Spell.Buff("Coordination", ret => !LazyRaider.MovementDisabled), Rest.HandleRest, //Scavenge.ScavengeCorpse, Spell.Buff("Stealth", ret => !Rest.KeepResting() && !LazyRaider.MovementDisabled) ); This is why your routine made no sense to me under the purerotation mode where it made perfect sence under the unpure mode (since it would have auto stealthed and etc to get withing the 10m).
I probably won't remove the Stealth in UnPure only function (because the auto-stealth can look suspicious in groups), but I meant to make the class buffs function in Pure. I guess I missed some when I was going over all the other stuff. I can get to those in a bit.
Well your profile is good for UnPure rotation mode, But under PureRotation mode things like buffs are disabled. You should consider making a different routine for each mode that would make this easier. I think I can edit my profile and add "Spell.Buff("Coordination", ret => !Me.HasBuff("Coordination"))," Or something to that sort and be fine for PureRotation mode im not sure. Im ok at testing profiles not writing them.
Just update from the SVN. I fixed it so the Pure rotation uses the class buffs. Like I said, I won't change the stealth mechanics, because the user should have control over that in Pure (UnPure will continue to stealth on its own).
Nice got my auto buffs back, medpack works.. now just to figure out the auto stimms eh?? Well atleast for the reusable stimms.
Okay 2 things for op or any class I would like to know about. The agro dump The self cleanse Are those added to the routines?