You handle taunting, but should only need to manage that on bosses. The routine puts out good dps and uses all the active mitigation stuff, so you'll usually be ahead of everyone on threat anyway. I usually have to taunt on bosses that drop threat (obviously) and when the DPS gets too excited at pull. Other than that, holds aggro just fine by itself.
hey i made my jugg but i have an issue where my character is using threatening scream and pulling threat this is just me and my companion but will it use it in raids?
yeah the aoe taunt i dont have it in mine as well i edited the one you had also was gonna see if you could check it out its based on the new 4.0 guide on dulfy Code: // Copyright (C) 2011-2015 Bossland GmbH // See the file LICENSE for the source code's detailed license using Buddy.BehaviorTree; using DefaultCombat.Core; using DefaultCombat.Helpers; namespace DefaultCombat.Routines { internal class Immortal : RotationBase { public override string Name { get { return "Juggernaut Immortal"; } } public override Composite Buffs { get { return new PrioritySelector( Spell.Buff("Soresu Form"), Spell.Buff("Unnatural Might"), Spell.Cast("Guard", on => Me.Companion, ret => Me.Companion != null && !Me.Companion.IsDead && !Me.Companion.HasBuff("Guard")) ); } } public override Composite Cooldowns { get { return new PrioritySelector( Spell.Buff("Unleash"), Spell.Buff("Saber Reflect", ret => Me.HealthPercent <= 90), Spell.Buff("Endure Pain", ret => Me.HealthPercent <= 80), Spell.Buff("Enraged Defense", ret => Me.HealthPercent < 70), Spell.Buff("Invincible", ret => Me.HealthPercent <= 50), Spell.Buff("Saber Ward", ret => Me.HealthPercent <= 30), Spell.Buff("Enrage", ret => Me.ActionPoints <= 6) ); } } public override Composite SingleTarget { get { return new PrioritySelector( //Movement CombatMovement.CloseDistance(Distance.Melee), //Rotation Spell.Cast("Retaliation"), Spell.Cast("Force Scream"), Spell.Cast("Aegis Assault"), Spell.Cast("Crushing Blow"), Spell.Cast("Ravage"), Spell.Cast("Crushing Blow"), Spell.Cast("Smash", ret => Me.CurrentTarget.Distance <= 0.5f && Me.InCombat), Spell.Cast("Backhand"), Spell.Cast("Vicious Throw"), Spell.Cast("Saber Throw", ret => Me.CurrentTarget.Distance <= 0.5f && Me.InCombat), Spell.Cast("Vicious Slash"), Spell.Cast("Force Choke", ret => Me.ActionPoints < 5), Spell.Cast("Force Push"), Spell.Cast("Assault") ); } } public override Composite AreaOfEffect { get { return new Decorator(ret => Targeting.ShouldPbaoe, new PrioritySelector( Spell.Cast("Crushing Blow", ret => Me.HasBuff("Aegis")), Spell.Cast("Smash", ret => Me.CurrentTarget.Distance >= 0.5f && Me.InCombat), Spell.Cast("Sweeping Slash"), Spell.Cast("Mad Dash") )); } } } } and its doing it when i dont have threat on a mob on its own also what is the increment in distance mean of 0.5f is that feet?
anyone tryed healing in ops ? after almost 1 week i tried ops 8 HM and normal as dps difference between Lockselector and Preorityselctor is not that big exept for Commando and Gunslinger sharpshooter but steady fps 50 all the time i don't have healer class so that's why i am asking
the new engineer guide came out i was wondering if there is a command to wait for the next thing to come on cool down because when it has nothing to cast it will use Rifle shot
i have problem with routine i think when bot done fight he recharge health untill cast time is done. how i can fix this? seems bot no ress compa too not know if is problem routine or other thanks
Not loading Vanguard shield specialist... 2015-11-23 21:15:36,759 [1] INFO Log - Medpac Created! 2015-11-23 21:15:39,114 [7] INFO Log - User is a Trooper 2015-11-23 21:15:40,186 [7] INFO Log - Advanced Class: Vanguard / Discipline: CanNotBeDetermined <-------- 2015-11-23 21:15:40,187 [7] INFO Log - Routine Path: Routines Lots of compile errors
There are some specs that cannot be determined as of now. I believe Avetas is gonna be looking into them. Im just not sure when
Until then..there is a dirty fix here: https://www.thebuddyforum.com/buddy-wing-forum/232302-discipline-cannotbedetermined-dirty-fix.html
Why is this routine hasn't been updated for 4.0 yet ? For example Combat Sentinel has still old/incorrect skills names : "Saber Throw" : it's a Jedi Guardian skill not a Sentinel one, for Sentinel it's "Dispatch" "Dual Saber Throw" : It is now called "Twin Saber Throw" Spell.Buff("Saber Reflect", ret => Me.HealthPercent <= 70) needs to be changed to Spell.Buff("Force Camouflage", ret => Me.HealthPercent <= 70) Missing this line too : Spell.Buff("Guarded by the Force", ret => Me.HealthPercent <= 10) to be on par with the marauder carnage routine. Remove useless conditions on "Zen" cause if not it won't activate Zen at all during a whole fight. Etc... I really want to code an optimized rotation for Sentinel Combat / Marauder Carnage but i need help : it consists of an opener rotation (one time only at the beginning of the fight : don't know how to do this) followed by a main rotation who can switch to a burst rotation if condition is true and return back to the main rotation when condition isn't true anymore.
was wondering if you can help me make this rotation for commando gunnary, having issues wrapping my head around making it Code: 1) Get the Curtain of Fire proc by using Grav Round 2) Use the following abilities if they are available: Vortex Bolt Demo Round ONLY on a target with Gravity Vortex from Grav Round High Impact Bolt ONLY with 5 stacks of Charged Barrel from using Grav Round Electronet 3) Use the Curtain of Fire buffed Boltstorm 4) Use Grav Round if energy is available otherwise use Hammer Shot And that's it, I could spin it out for longer but it's really that simple and that's a key reason it's popular. As an opener I like to do Vortex Bolt -> Electronet + Supercharged Cell + Adrenal -> Boltstorm without Curtain of Fire proc -> Instant (because of Vortex Bolt) Grav Round. At that point I'm at #1 on the priority list and I go from there. Remember to charge Supercharge to 10 stacks before any fight using Med Shot. Your resource cooldowns of Reserve Powercell - 0 energy cost on next ability, best used on Boltstorm for the maximum possible energy saving. Recharge Cells - always take the tier 1 utility Improved Generates to instantly gain 15 more energy Supercharged Cell - remember this generates 10 energy Should be used as much as possible to maximise your Grav Round spamming when anything better is on cooldown and allow you to use abilities as soon as possible when they come off cooldown rather than waiting for energy to recover. The reason it always is Grav Round is because of a few things. Plain damage is one, Charged Barrel stacks is another and 1/10 of every Supercharged Cell you build up is a third. 1 energy generated and 1/10 of the damage bonus of Supercharged Cell is tied in to every Grav Round or Hammer Shot.
Yeah, Gunnery is one of the specs I personally play and it works great. Could probably use some work on cooldowns, but the rotation is good.