Take a look here several pages back. There was extensive discussion regarding mythic Wod dungeons few months ago, including detailed explanations here and there. This is Combat Routine issue. While Dungeonbuddy could successfully be ran with 3rd party CRs, it is optimized for Singular. It was referenced an UBRS issue, not Skyreach.
For TuanHA CR, please ask functionality you need (rebirth / ressurect) in it's support thread. It's CR should do this, not BoeBase. I'd recommend to use Singular for DungeonBuddy instead. As for Mass resurrection, as far as i know it's not supported by DungeonBuddy.
Been using HB for a while now, but pretty new to dungeonbuddy. Just a quick question regarding Shadowmoon burial grounds/UBRS for SBG, it seems like the bot can't handle the mechanics of Ner'zhul, was there a fix for that recently posted (couldn't find it)? If not, is there a way I can set up dungeonbuddy to reque for random heroics again soon as the cooldown goes down? Kind of a small waste of time when it clears all the way to the last boss and just leaves and loses out on box/cache,etc. Also for UBRS, i know the in combat bug happens occasionally and doesn't reque. What steps can I take to make sure the bots dont just get stuck afk at the end of the dungeon for a long time? Is there an AFK timer or anything I can add so it will just relog and que for new ones?
Ner'zhul encounter is working and supported (I have completed it with 5 man group on Mythic in the past), but it has "MinRequireGroupItemLevelForNerzhul" variable, set to 608 ilvl for Normal and 625ilvl for Heroic difficulty. If the Average Group Item Level do not meet the requirement, the bot would leave the dungeon with the following popping:
Ah ok thanks for the response Aion. I didn't know about that for the Ner'zhul counter. I do admit my group has an ilvl around 623~ at the time. So that should be fixed soon. Do you know what steps I could take regarding the UBRS encounter though?
Generally, Dungeonbuddy have 15min idle-timer, then leave dungeon, but not sure if this works with the combat-stuck after UBRS complete. A custom workaround could be done, but I cannot manually test such, due to lack of subscribed accounts currently (focused on Legion Beta atm)
I tried to search forums but couldn't find an answer. How do I disable teleporting out of dungeon when tank dies and releases spirit? It's highly suspicious that my characters teleport out of dungeon when the tank releases spirit.
Are you using Party Mod in DungeonBuddy? If so - it's the reason as i remember, it's logic to port to dungeon start if party member died. You should check logs info about reason, tho. DungeonBuddy always comment what it's doing.
Frequently the tank will stand just SLIGHTLY out of range from pulling and just sits there. for a very long time. If u move an inch it will pull, do you have any idea why it does this? Currently using TuanHA's CR Prot Paladin.
Most probably you will find in log: Check logs you will see reason or set LogLevel to Diagnostic to see all : HB Settings -> Log Level -> Diagnostic.
Generally the healer and dps are right behind them. (5 man team so i can monitor all of them) They are all just sitting there waiting for the leader to move. I've been playing with logs set to none (Less Lag?) ill see if i can catch it in action again.
Hi, Version, It sounds like a problem with the Combat Routine. Calculating correct melee engagement distance can be a tricky thing to do, particularly in dungeons. Go back to Singular, and your problem will most likely go away. cheers, chinajade
Yes I am using party mod because I have 2 characters running dungeons together. Shouldnt I use party mode then?
Hi, Mortuarim, Not certain what a "Party mod" is, but setting up Dungeonbuddy for use with multiple accounts is described in the FAQ: Frequently Asked Questions cheers, chinajade
What kind of gear are you guys using for mythic dungeons? I'm in full pvp gear on all 5 characters, avg ilvl 698-703 on all characters doing right around 30k dps on all characters and I get absolutely wrecked in mythics.
Hmm, trying to run a five-man team in Timewalking dungeons is really rough.. Grim Batol seems pretty much impossible, as the bot is not able to kill Forgemaster Throngus. My tank (Brewmaster), Healer (Discipline) and my three DPS (Beastmaster) are all completely ignoring the mechanics so especially his Flaming Shield obliterates the entire team. The Vortex Pinnacle kinda works until the last boss, but on Assad the team is way too slow when they are supposed to react to the Unstable Grounding Field so half the team end up dead. And on the second time he is doing the spell the entire team will be dead 99% of the time. The tank might survive longer, but doesn't really help when everyone else is dead on the first or the second time the boss uses the ability. But things move really slowly due to the bot getting stuck on unkillable mobs though-out the dungeon.
yea timewalking was definitely tough for my team too. It downed lost city of tol'vir pretty easily but failed on grim batol pretty consistently.