I gave up using defaultcombat for PT and Merc (others are working fine). It just won't work and shows error in different Situations. I went back to Joes at least for the PT/Merc I'm currently botting but pleaaaaase can you fix defaultcombat? I'm pretty sure that Joes-Routine will stop working as well at some point and Joe hasn't been here for ages. I will consider a larger donation when the next BW update shows up with a working defaultcombat routine for all classes. And no, I didn't forget the logs They show the same error like the other ones I have been posting. But if really needed I will of course post them.
Man sorry read the wrong Routine for you on page 33. You are missing shoulder cannon, unload, rapid shotsGrapple, thermal sensor overrides. Im checking what i can do for you... Need to check something how we can code shoulder cannon in perfectly Could you please sum up what else on spells you got now according to this page? SWTOR 3.0 Powertech Advanced Prototype and Pyrotech DPS Guide by Kwerty - Dulfy
Have you tried using Pure? I have two installations of BW going: one with pure and one with default combat. They might not be super-optimized, but at lvl 55-60 Pure rotations still work better than a lot of DC rotations.
Search Tools on this site are a PITA to use. I can't figure out how to get it to search within a thread but here is a link to the post containing the SVN your looking for. https://www.thebuddyforum.com/buddy...29-defaultcombat-post1869305.html#post1869305
Leon, could you try to run this version? i added some spells, maybe you get better dps now. if not let me know. Please backup Original file!
Hi Cyro, Thanks I will try it later. Currently stuck in FF XIV Can't wait to be 50 and open another account to bot with
my main is a powertech and i just tested it not everything is not firing sometimes it uses shoulder sometimes not never uses explosive fuel there's no need to have unload in the rotation its a waste of energy for advance prototype it vents heat when it wants Code: using System; using System.Collections.Generic; using System.Linq; using Buddy.BehaviorTree; using Buddy.Swtor; using Buddy.Swtor.Objects; using PureSWTor.Helpers; using PureSWTor.Core; using PureSWTor.Managers; using Action = Buddy.BehaviorTree.Action; using Distance = PureSWTor.Helpers.Global.Distance; namespace PureSWTor.Classes.PowerTech { class Advanced : RotationBase { #region Overrides of RotationBase public override string Revision { get { return ""; } } public override CharacterDiscipline KeySpec { get { return CharacterDiscipline.AdvancedPrototype; } } public override string Name { get { return "Powertech Advanced Prototype by alltrueist"; } } public override Composite PreCombat { get { return new PrioritySelector( Spell.Buff("High Energy Gas Cylinder"), Spell.Buff("Hunter's Boon"), //Scavenge.ScavengeCorpse, Rest.HandleRest ); } } private Composite HandleCoolDowns { get { return new LockSelector( Spell.Buff("Thermal Sensor Override", ret => Me.InCombat), Spell.Buff("Explosive Fuel", ret => Me.InCombat), Spell.Buff("Determination"), Spell.Buff("Vent Heat", ret => Me.ResourcePercent() >= 70), Spell.Buff("Energy Shield", ret => Me.HealthPercent <= 60), Spell.Buff("Kolto Overload", ret => Me.HealthPercent <= 30), Spell.Buff("Shoulder Cannon", ret => !Me.HasBuff("Shoulder Cannon") && Me.CurrentTarget.BossOrGreater()), MedPack.UseItem(ret => Me.HealthPercent <= 20) ); } } private Composite HandleHighHeat { get { return new LockSelector( Spell.Cast("Rail Shot", ret => Me.HasBuff("Prototype Particle Accelerator")), Spell.Cast("Rapid Shots") ); } } private Composite HandleSingleTarget { get { return new LockSelector( //Move To Range CloseDistance(Distance.Melee), //Rotation Spell.Cast("Quell", ret => Me.CurrentTarget.IsCasting && !LazyRaider.MovementDisabled), Spell.Cast("Shoulder Cannon", ret => Me.HasBuff("Shoulder Cannon") && Me.CurrentTarget.BossOrGreater()), Spell.Cast("Energy Burst", ret => Me.BuffCount("Energy Lode") == 4), Spell.Cast("Rail Shot", ret => Me.CurrentTarget.HasDebuff("Bleeding (Retractable Blade)") && Me.HasBuff("Prototype Particle Accelerator")), Spell.DoT("Retractable Blade", "Bleeding (Retractable Blade)"), Spell.Cast("Thermal Detonator"), Spell.Cast("Rocket Punch"), Spell.Cast("Magnetic Blast", ret => Me.Level >= 26), Spell.Cast("Flame Burst", ret => Me.Level < 26) ); } } private Composite HandleAOE { get { return new Decorator(ret => ShouldAOE(8, Distance.MeleeAoE), new LockSelector( Spell.Cast("Explosive Dart", ret => Me.CurrentTarget.HasDebuff("Bleeding (Retractable Blade)")), Spell.MultiDot("Retractable Blade", "Bleeding (Retractable Blade)") )); } } private Composite HandlePBAOE { get { return new Decorator(ret => ShouldPBAOE(3, Distance.MeleeAoE), new LockSelector( Spell.Cast("Flame Thrower"), Spell.Cast("Flame Sweep"))); } } private class LockSelector : PrioritySelector { public LockSelector(params Composite[] children) : base(children) { } public override RunStatus Tick(object context) { using (BuddyTor.Memory.AcquireFrame()) { return base.Tick(context); } } } public override Composite PVERotation { get { return new PrioritySelector( Spell.WaitForCast(), PreCombat, HandleCoolDowns, HandleAOE, HandlePBAOE, new Decorator(ret => Me.ResourcePercent() > 75, HandleHighHeat), new Decorator(ret => Me.ResourcePercent() <= 75, HandleSingleTarget) ); } } public override Composite PVPRotation { get { return PVERotation; } } #endregion } } this is what i use for my pt from pures old rotations and it still works fine it even uses shoulder cannon when i added it i even use it for pvp is there any way you can incorporate it into default rotations everytime i try it doesn't compile
Did something change with the latest release? Profiles aren't working as well as in the previous one.
ive always used Joes, but unfortunately it seems to have 100% stopped working. is there a way to get default combat to harvest nodes / loot ?
I just saw that Buddywing is down overall due to patch, so that explains why joes doesn't work at all. but I am still curious as to if you can set default combat to harvest loot etc
I notice that inquisitor and sage don't run the same. Sage is running great about 4k dps. Inquisitor (same gear same build) only runs 1.5 k . Is there anyway to fix this ?
Sith Sorcerer - Lightning Utility points are Chain Shock - Tempest mastery -Oppressing force Corruptive flash -Emersion Surging speed - Corrupted Barrier
View attachment Lightning.cs lvl 60 only and this playstyle will be nerf'd soon. See if the dps is comparable.
Will there be future plans to implement "skinning" mobs ( bio, scavenging ) in this routine or I am doomed to use joes that is not updated or supported anymore, who knows if it will work with the new BW now ?