Code: # Executed every time the actor is available. actions=auto_shot actions+=/tranquilizing_shot,if=debuff.savage_howl.react actions+=/tranquilizing_shot,if=debuff.reactive_earth_shield.react actions+=/use_item,name=beating_heart_of_the_mountain,if=cooldowns_enabled actions+=/arcane_torrent,if=focus.deficit>=30 actions+=/blood_fury,if=cooldowns_enabled actions+=/berserking,if=cooldowns_enabled actions+=/barrage,if=active_enemies>1&aoe_enabled actions+=/glaive_toss,if=active_enemies>1&aoe_enabled actions+=/call_action_list,name=aoe,if=active_enemies>2&aoe_enabled actions+=/stampede,if=cooldowns_enabled actions+=/a_murder_of_crows,if=cooldowns_enabled actions+=/explosive_shot,if=focus<100|focus<35&cooldown.black_arrow.remains>1.5 actions+=/black_arrow,if=cooldown.explosive_shot.remains>2&focus>45|target.time_to_die>5 actions+=/dire_beast actions+=/arcane_shot,cycle_targets=1,if=dot.serpent_sting.remains<3 actions+=/explosive_trap,if=!target.debuff.flying.react # Cast a second shot for steady focus if that won't cap us. actions+=/cobra_shot,if=buff.pre_steady_focus.up&buff.steady_focus.remains<5&(14+cast_regen)<=focus.deficit actions+=/focusing_shot actions+=/cobra_shot actions.aoe+=/barrage actions.aoe+=/explosive_trap,if=dot.explosive_trap.remains<=5|!target.debuff.flying.react actions.aoe+=/multishot,if=buff.thrill_of_the_hunt.react&focus>50&cast_regen<=focus.deficit|dot.serpent_sting.remains<=5|target.time_to_die<4.5 actions.aoe+=/multishot,if=focus>=70|talent.focusing_shot.enabled actions.aoe+=/explosive_shot,if=buff.lock_and_load.react&(!talent.barrage.enabled|cooldown.barrage.remains>0) actions.aoe+=/black_arrow,if=!ticking actions.aoe+=/explosive_shot,if=active_enemies<5 actions.aoe+=/a_murder_of_crows actions.aoe+=/dire_beast actions.aoe+=/glaive_toss actions.aoe+=/powershot actions.aoe+=/cobra_shot,if=buff.pre_steady_focus.up&buff.steady_focus.remains<5&focus+14+cast_regen<80 actions.aoe+=/focusing_shot actions.aoe+=/cobra_shot
How many pieces of T17 you have? Add line below to your profile actions+=/black_arrow,if=cooldown.explosive_shot.remains>2&focus>45|target.time_to_die>5 actions+=/dire_beast actions+=/arcane_shot,cycle_targets=1,if=dot.serpent_sting.remains<3 actions+=/arcane_shot,if=focus>70 actions+=/explosive_trap,if=!target.debuff.flying.react
2 pieces. Added the line, but it is still casting FS 100% of focus. Any variety times with less than 100%, but loses a large part.
Ok edit to actions+=/arcane_shot . I have bm and mm atm and cant rly test that code. Just givin you suggestions.
I appreciate your help. Everything is functioning properly. Thank you for your patience and attention.
One last question. This function will apply doting on all targets in a certain range, or has a target limit. Example: if you have six targets in range, it applies to 6 or can limit this number?
It will only cycle mobs 10yards around the target. max_cycle_targets is weird, im not sure how its exactly supposed to work ^^
So did you get actions+=/arcane_shot,if=focus>64 to work? PriorityCR or did you have to leave it with no if
put that way: Code: actions+=/arcane_shot,cycle_targets=1,if=dot.serpent_sting.remains<3 actions+=/arcane_shot
Code: # Executed every time the actor is available. actions=auto_shot actions+=/tranquilizing_shot,if=debuff.savage_howl.react actions+=/tranquilizing_shot,if=debuff.reactive_earth_shield.react actions+=/use_item,name=lucky_doublesided_coin,if=cooldowns_enabled actions+=/arcane_torrent,if=focus.deficit>=30 actions+=/blood_fury,if=cooldowns_enabled actions+=/berserking,if=cooldowns_enabled actions+=/barrage,if=active_enemies>1&aoe_enabled actions+=/glaive_toss,if=active_enemies>1&aoe_enabled actions+=/call_action_list,name=aoe,if=active_enemies>2&aoe_enabled actions+=/stampede,if=cooldowns_enabled actions+=/a_murder_of_crows,if=cooldowns_enabled actions+=/explosive_shot,if=focus<100|focus<35&cooldown.black_arrow.remains>1.5 actions+=/black_arrow,if=cooldown.explosive_shot.remains>2&focus>45|target.time_to_die>5 actions+=/dire_beast actions+=/arcane_shot,cycle_targets=1,if=dot.serpent_sting.remains<3 actions+=/explosive_trap,if=!target.debuff.flying.react # Cast a second shot for steady focus if that won't cap us. actions+=/cobra_shot,if=buff.pre_steady_focus.up&buff.steady_focus.remains<5&(14+cast_regen)<=focus.deficit actions+=/focusing_shot actions+=/arcane_shot actions+=/cobra_shot actions.aoe+=/barrage actions.aoe+=/explosive_trap,if=dot.explosive_trap.remains<=5|!target.debuff.flying.react actions.aoe+=/multishot,if=buff.thrill_of_the_hunt.react&focus>50&cast_regen<=focus.deficit|dot.serpent_sting.remains<=5|target.time_to_die<4.5 actions.aoe+=/multishot,if=focus>=70|talent.focusing_shot.enabled actions.aoe+=/explosive_shot,if=buff.lock_and_load.react&(!talent.barrage.enabled|cooldown.barrage.remains>0) actions.aoe+=/black_arrow,if=!ticking actions.aoe+=/explosive_shot,if=active_enemies<5 actions.aoe+=/a_murder_of_crows actions.aoe+=/dire_beast actions.aoe+=/glaive_toss actions.aoe+=/powershot actions.aoe+=/cobra_shot,if=buff.pre_steady_focus.up&buff.steady_focus.remains<5&focus+14+cast_regen<80 actions.aoe+=/focusing_shot actions.aoe+=/cobra_shot Something like that?
Code: # Executed every time the actor is available. actions=auto_shot actions+=/tranquilizing_shot,if=debuff.savage_howl.react actions+=/tranquilizing_shot,if=debuff.reactive_earth_shield.react actions+=/use_item,name=beating_heart_of_the_mountain,if=cooldowns_enabled actions+=/arcane_torrent,if=focus.deficit>=30 actions+=/blood_fury,if=cooldowns_enabled actions+=/berserking,if=cooldowns_enabled actions+=/barrage,if=active_enemies>1&aoe_enabled actions+=/glaive_toss,if=active_enemies>1&aoe_enabled actions+=/call_action_list,name=aoe,if=active_enemies>2&aoe_enabled actions+=/stampede,if=cooldowns_enabled actions+=/a_murder_of_crows,if=cooldowns_enabled actions+=/explosive_shot,if=focus<100|focus<35&cooldown.black_arrow.remains>1.5 actions+=/black_arrow,if=cooldown.explosive_shot.remains>2&focus>45|target.time_to_die>5 actions+=/dire_beast actions+=/arcane_shot,cycle_targets=1,if=dot.serpent_sting.remains<3 actions+=/arcane_shot actions+=/explosive_trap,if=!target.debuff.flying.react # Cast a second shot for steady focus if that won't cap us. actions+=/cobra_shot,if=buff.pre_steady_focus.up&buff.steady_focus.remains<5&(14+cast_regen)<=focus.deficit actions+=/focusing_shot actions+=/cobra_shot actions.aoe+=/barrage actions.aoe+=/explosive_trap,if=dot.explosive_trap.remains<=5|!target.debuff.flying.react actions.aoe+=/multishot,if=buff.thrill_of_the_hunt.react&focus>50&cast_regen<=focus.deficit|dot.serpent_sting.remains<=5|target.time_to_die<4.5 actions.aoe+=/multishot,if=focus>=70|talent.focusing_shot.enabled actions.aoe+=/explosive_shot,if=buff.lock_and_load.react&(!talent.barrage.enabled|cooldown.barrage.remains>0) actions.aoe+=/black_arrow,if=!ticking actions.aoe+=/explosive_shot,if=active_enemies<5 actions.aoe+=/a_murder_of_crows actions.aoe+=/dire_beast actions.aoe+=/glaive_toss actions.aoe+=/powershot actions.aoe+=/cobra_shot,if=buff.pre_steady_focus.up&buff.steady_focus.remains<5&focus+14+cast_regen<80 actions.aoe+=/focusing_shot actions.aoe+=/cobra_shot
How implemented should warlock commands be? My Demo lock was basically just spamming corruption on the main target before the last update a couple days ago. I decided to give it another try but now he just spams corruption on a different target (im testing at the dummies in Lvl 3 garrison). Also it never switches to Metamorphosis even when at full Demonic Fury. Its just a farming alt that I wouldn't mind slowly gearing up through LFR if the rotation works correctly, so I'm not incredibly bummed out but it would be nice if you or anyone else has any input as far as warlocks go.
Unfortunately i dont have a warlock, most of the apis should work fine though, ive gotten like 40 bucks in donations, another 15 and i will just buy a warlock push to 90 for testing thursday