People check out MAD for resto heals on this. Awesome CR. Glitches a bit in DB from time to time. It's not built with DB in mind tho. Had to completely close HB and reopen it after a wipe or instance change. The healing was amazing though.
In both black rock caverns and storm stout brewery the team needed a little "push" to get going. It's as if the starting point is a set a little further into the beginning of the instance than it should be. Running the tank manually to the first group of trash kicked things off. Sometimes the healer needed to be ran in further as well. This might work for other instances too.
Im having problem with the bot not running away from bad stuff in MoP dungeons,(dont know about others). I checked in the dungeon script files and I can see that they do contain the code for the auras I want to avoid for example : The problem is that this code never seem to fire, regardless of which encounter and which Combat routine. Im running a full team of bot, and have tried alot of different CR's, but with the same result. Summary: Avoidance part of dungeon script not working Class: Shaman, Druid, Mage, Priest CustomClass: Singular (14446,1496), CLU, and alot others. Role: All roles Queue Type: Party Mode: True Dungeon: Any MoP The only clue I see in the logs is this Not sure if it is relevant, but seems to fit where I expect runawayfrombad to happen. Log
@xmolda Been trying to get this stuff looked at for a while now. Not sure what's wrong or when it will get fixed. Seen the bot move to safe zones in vortex pinnacle - but never avoids damage it should by moving away or getting out of stuff on the ground - alla BRC and TotT (Cata dungeons) Similar issues exist with storm stout brewery.
Can we got an official post on what working? I heard highvoltz say hes getting MOP working first then off to the others. Is MOP fully functional yet? I would love to level 85-90 with dungeon buddy! BG= Scary Questing = Buggy and user help (87-90) Grinding= Fuck that
isnt it possible to NOT always stand in something like aoe on the ground, these pits of beer like in stormbrew? really sucks as a melee, to ALWAYS die^^ and get flamed for beeing noob which is obvious
I'm with you. storm stout brewery it's pretty doable. This is as far as my whole team has leveled so I don't know beyond that yet. Small movement stick on arch of door, but only seen a couple of times and it wasn't for very long. However stuff seems to get more prone to breaking after the 3rd or 4th dungeon for me (fails at re queue)....that's still better than dealing with some of the other leveling methods. I know the leveling profiles are always improving
As this is beta and very buggy i have had to reinstall this on more than one occasion again today it vendored all my blues and i have already used the item restoration service Why on earth would anyone set it to vendor rare items? Sorry i dont mean to be ungrateful for the development of this bot im just upset at loosing what was about 10 blue items id just got from doing a bunch of heroics
I love this concept of dungeoning AFK but it seems like highvoltz is on his own here. Just keep pumping him information on exactly whats going on and what could be better, with a log of course.
Yeah, I have the highest respect of the task the developers of this has at hand, that is why I tried to provide as much info as possible in my previous post. I have now tried most of the MoP dungeons alot and my conclusion is that Brewery and Mogushan is somewhat afk'able, in that sense that the bots will run through the whole instances, so meshes seems ok for those 2. The main problem (for me) is as I stated that the logic for not standing in bad stuff isn't working and that means you have to seriously outgear the instance in order to make it.
Sorry snake been there done that as well. Mark your callender and I think you can restore again 30 days from the last time. It's silly there aren't stickies and warnings all over the place. It really needed some kind of hotfix pushed through...there's an idea. Spend your points on other gear in the mean time?
I'm in love with the idea of AFK on this. Great way to level, gear, weekly guild xp, etc. That code xmolda posted has to point to something. Great job. I've posted a log showing the wrong boss encounter completed - that indicates DB was on the wrong part of the script...well of course...no wonder they aren't doing the fight properly! This is so cool when it works!! If the avoidance can be fixed it would be huge.
My team is 85-86 mostly in panda greens / crafted blues. I use MAD CR now on the healer (resto). It gets through brewery by healing the crap out of everything! Try different healing CR or worse if you really want don't bot heal (if u can) until they improve it. For me that's still 4 bots going at once. Just sharing how I get something out of this in the current state.
I've been running the first four dungeons with a team of lvl 19 bots (Ragefire Chasm, Deadmines, Shadowfang Keep and Wailing Caverns). Deadmines is dead, bots won't move at all. Shadowfang Keep has issues with the gates after Lord Walden. Wailing Caverns tries to do the escort event before killing any bosses. The only one afkable is Ragefire Chasm and that seems to be running the pre-Cataclysm script and just brute forcing its way to the end of the dungeon. It manages to skip Dark Shaman Wotshisface entirely. I appreciate that people want the current dungeons and scenarios working, but can we please also have some input into the lower level dungeons we use to level up.
I have run RFC and SFK fully afk with a 5 man team as for the others I agree they do not work. RFC will do the other boss if you set it to optional bosses true. And I cant say I had any trouble with the gates at all in SFK.
Setting the optional bosses to true makes no difference. Unless you are using custom profiles, the ones supplied with HB still have the pre-Cata bosses programmed.