Rotation is basically the same, with the exception that Serenity Strike can be used in replacement of Double Strike when player needs to replenish some health(pref. at 70%), and Vanquish is used to apply a debuff called "Vulnerable" on target and must be kept up at all times. Vanquish shares the same cooldown as Mind Crush For AoE, it is advisable to cast Force Breach and Sever Force before Force in Balance(FiB). This is because FiB will now spread the periodic damage from those 2 skills to other targets as will. Hope this helps. Any Serenity Shadow may feel free to chime in their thoughts.
I need the exact names of the debuffs Force Breach and Sever Force apply. They've been changed, I'm sure of it. The rest of it I've already added, but we can't move forward until Aevitas gets Shadow/Serenity added as a recognized Discipline.
Force Breach = Crushed (Force Breach) Server Force = Server Force Just checked in game for you. Alright, no hurry, I'll take this time to write down a full rotation when I can. Thanks a lot alltrueist, appreciate all the work.
No problem. Here's what I have now: Code: private Composite HandleSingleTarget { get { return new LockSelector( //*Steath and Force Speed Handling. Remove the // to enable the automatic usage of these abilities Spell.Buff("Force Speed", ret => !LazyRaider.MovementDisabled && Me.CurrentTarget.Distance >= 1f && Me.CurrentTarget.Distance <= 3f), //Movement CloseDistance(Distance.Melee), //Rotation Spell.Cast("Mind Snap", ret => Me.CurrentTarget.IsCasting && !LazyRaider.MovementDisabled), Spell.CastOnGround("Force in Balance"), Spell.Cast("Sever Force", ret => !Me.CurrentTarget.HasDebuff("Sever Force")), Spell.DoT("Force Breach", "Crushed (Force Breach)"), Spell.Cast("Vanquish", ret => Me.HasBuff("Force Strike") && Me.Level >= 57), Spell.Cast("Mind Crush", ret => Me.HasBuff("Force Strike") && Me.Level < 57), Spell.Cast("Spinning Strike", ret => Me.CurrentTarget.HealthPercent <= 30 || Me.HasBuff("Crush Spirit")), Spell.Cast("Serenity Strike", ret => Me.HealthPercent <= 70), Spell.Cast("Double Strike"), Spell.Buff("Force Speed", ret => Me.CurrentTarget.Distance >= 1.1f && Me.IsMoving && Me.InCombat) ); } } private Composite HandleAOE { get { return new Decorator(ret => ShouldPBAOE(3, Distance.MeleeAoE), new LockSelector( Spell.DoT("Force Breach", "Crushed (Force Breach)"), Spell.Cast("Sever Force", ret => !Me.CurrentTarget.HasDebuff("Sever Force")), Spell.CastOnGround("Force in Balance"), Spell.Cast("Whirling Blow", ret => Me.ForcePercent > 70) )); } } Does that look right?
I've got a good guide for Sniper/Marksmanship that I'm trying to process through. There are some pretty significant changes (like always keeping Corrosive Dart up at all times now, SoS being replaced with Penetrating Blasts, etc). I'm going to try and get it modified in my local copy. https://www.reddit.com/r/swtor/wiki/class_guides/sniper
That looks pretty solid and useful, but the bot works through a Priority Selector. Basically, that means that rotational information is helpful, but not perfect. In the example directly above your post, the bot will not always cast Vanquish before Spinning Strike, because Vanquish is locked behind a proc. Similarly, the rotation might tell you to cast Double Strike at some point earlier, and the bot WILL cast it then, but it goes lower on the list because Double Strike is always available, and therefore needs to be at the bottom of the priority list. I hope that made sense. Your guide is super helpful, but I would need to work through it to translate it into a bot rotation.
Well here's what I've got so far. Seems to be working pretty well. I left the old stuff in there for reference: Code: private Composite HandleSingleTarget { get { return new LockSelector( //Movement CloseDistance(Distance.Ranged), //Rotation //Spell.Cast("Distraction", ret => Me.CurrentTarget.IsCasting && !LazyRaider.MovementDisabled), Spell.Cast("Distraction", ret => Me.CurrentTarget.IsCasting), Spell.Buff("Crouch", ret => !Me.IsInCover() && !Me.IsMoving), Spell.Cast("Corrosive Dart", ret => !Me.CurrentTarget.HasDebuff("Marked (Physical)")), Spell.Cast("Followthrough"), Spell.Cast("Takedown", ret => Me.CurrentTarget.HealthPercent <= 30), Spell.Cast("Laze Target", ret => Me.IsInCover() && Me.BuffCount("Zeroing Shots") == 2), Spell.Cast("Ambush", ret => Me.IsInCover() && Me.BuffCount("Zeroing Shots") == 2), Spell.Cast("Penetrating Blasts", ret => Me.IsInCover()), Spell.Cast("Snipe", ret => Me.IsInCover()) //Spell.Cast("Shatter Shot", ret => !Me.CurrentTarget.HasDebuff("Armor Reduced")), //Spell.DoT("Corrosive Dart", "", 15000, ret => Me.CurrentTarget.StrongOrGreater()), //Spell.Cast("Takedown", ret => Me.CurrentTarget.HealthPercent <= 30), //Spell.Buff("Target Acquired"), //Spell.Cast("Ambush", ret => Me.IsInCover() && Me.BuffCount("Zeroing Shots") == 2), //Spell.Cast("Takedown", ret => Me.CurrentTarget.HealthPercent <= 30), //Spell.Cast("Explosive Probe"), //Spell.Cast("Snipe", ret => Me.IsInCover()) //Spell.Cast("Overload Shot", ret => !Me.IsInCover()) ); } }
Spell.DoT has always been around. It has a few purposes... 1) it makes the code more readable. 2) if we need to make any changes in the future that will affect dots, all we can make it to that method and all of our dot calls will benefit from it. 3) it prevents double dotting So yeah, we don't have to use timers, but Spell.DoT has other functionality that was there before we needed timers.
Shadow - Inf must be fixed. "Clairvoyant Strike" change to Spell.Cast("Clairvoyant Strike", ret => Me.CurrentTarget.BuffCount("Clairvoyance") < 2), not sure. Just start checking SI rotation...
I thought the Clairvoyant Strike buff was on the player, not the target? Either way, it would need to be Debuff, not buff
Looks about right except for 2 points. 1. Will the bot still use Mind Crush after level 57? Because Vanquish completely replaces Mind Crush once its available. 2. -Cancelled- [Update] Scratch point 2. Just tested it by copying over to Sage Balance rotation. The Shadow Serenity rotation is working just fine . Though Serenity Strike can be increased to 80% or even 90% until someone can figure the healing numbers in detail. Cheers.
1. The Me.Level stuff checks to make sure it doesn't cast the wrong ability. Vanquish is set to >= 57 and Mind Crush is set to < 57. 2. The Balance and Serenity rotations are pretty similar. Once we get Serenity into the Me.Discipline field, it'll be a quick fix for me.
when 3.0 come out i use sawbone file everything was fine, but now the bot wont loot,no matter what i do ,,i checked setting file and i also run game and bot in admin, please help
Used to use Joes Routine for grinding until 3.0 but doesn't look like it is being updated. Tried the default routine but it only locks onto targets but does not attack. I read that this one is for rotational purposes only so movement is handled by the user and looting as well. In that regard, this one works great, however, I would like to have a routine that just grinds, loots, and scavenges the bodies. I tried the unpure rotation and finally figured out how to make it move and attack but it does not loot the fallen enemies or scavenge. It just moves onto the next mob and keeps killing stuff but never loots. Any ideas? I know Walter is working on his as well but that might be awhile since he had some family things going on. Any help is much appreciated. Would like to get it running again. EDIT: Joe's Routine does work, the only thing that is screwy with it now is it doesn't properly recognize the advanced class so the rotation is off. I am happy with it for now though. If no one updates that one, perhaps I'll try to figure it out but I am no programmer. I've made some questing profiles but routines is a whole different ballgame.
How to make accent in the code please? I have translate the name of the cast for the french game, its work ' s great but I have some cast with accent like é, û... and the accent is not supported by routine. Any idea? Sorry for my english.
Pure and Joe's don't work well together. Joe's resets your loot settings, so that causes Pure to not loot. If you want to have both, you need to have two Buddywing folders (annoying, I know) and run the .exe for the rotation you want to use.
Does pureSWTOR actually make buddywing work at present ? I am trying to level a new character, but after installing correctly, loading my 1-10 profile that worked fine. The character just stands still ! Is there a problem with nav server or something at present ?