Shadow Priest CC MoP Shadow Priest PVE CC Fully working CC with GUI config. Grindbot, questing supported. Be sure to look at the settings and if you don't want the bot to move, check Disable all movement. Removed the Spriest 2.x.x versions. Use Pasteur instead. Credits to : Singular developpers CLU Handnavi For borrowing some code.
Oo that's why I think, I was testing it against the dummy in ogrimmar and it hade the skull on so I think that's why ! We're are the normal dummy's ?
Got the following error with the latest HB and CC. Code: Compiler Error: e:\Bots\HonorBuddy - Priest\Routines\Spriest\spriest.cs(14,7) : warning CS0105: The using directive for 'System.Diagnostics' appeared previously in this namespace Compiler Error: e:\Bots\HonorBuddy - Priest\Routines\Spriest\spriest.cs(28,68) : error CS0117: 'Styx.WoWInternals.ObjectManager' does not contain a definition for 'Me'
got latest version working great CC like it! managed to get it working myself in the .cs amend this Code: private static LocalPlayer Me { get { return ObjectManager.Me; } } to this Code: private static LocalPlayer Me { get { return Styx.StyxWoW.Me; } } again i like the CC used a couple of versions as its progressed, and hope i was ok posting a quick fix until its updated.
I integrated a GUI for the cc. Look at the options and feel free to make suggestions if more options are needed. You can change the options and save it, but the GUI code is not integrated in the CC for now. The CC works as before with little tweaking for more dps. Rotation on normal mobs (not in instances) : Mind Blast, Shadow Word: Pain, Mind Flay, Shadow Word: Death, Devouring Plague. On elites and bosses the cc will also use Vampiric Touch, Mindbender. When more than 3 adds, he will use Mind Sear. The option in the GUI to disable Mind Sear when not in party or raid is usefull. Example : daily in Molten Front. Need to kill 3 elites. Elites outside dungeons and lvl difference not greater than 10, the CC use Boss rotation. Now while killing first elite, a lot of elementals spawn around. The CC count adds, more than 3 > use Mind Sear and i have to run to stay alive It's save to turn of Mind Sear if you are not in group. When the GUI is fully integrated I will change the version numbers to 2.x.x For now in the 1.x.x branche, I still improve it. The base need to work like I want it, b4 I integrate the GUI.
Works well for Questing (I know it's not intended for that, but it's leaps and bounds better than not working Singular). Thanks
If you quest yourself, you can use this CC. It will not working if you use it with quest bot and let the bot do all the work.
It surprisingly does actually pull on its' own. Granted mostly with its' face but even on it's own when it's a forced specific target anyways.
Because Mind Spike now is useless. It consumes your DoT's without doing more damage than the skill shows when you mouseover. That means, you have to refresh your DoT's, losing dps. Mind Blast do 3x more damage than Mind Spike, Mind Flay do more damage than Mind Spike. It's better to cast 2x Mind Flay and a Mind Blast, than use Mind Spike and refresh your DoT's. And why should I insert Divine Hymn ? You almost never run out of mana ( Mindbender + Dispersion ). If some1 asks for a Divine Hymn in Raid/Party, just click the button. Then you use it at the right time if healers runs out of mana. If you realy want Mind Spike, the code is in the CC. Just put Code: MindSpike(); where you want it in the rotation. Code: HealthStone(); VampiricEmbrace(); Fade(); Renew(); Dispersion(); PowerShield(); DevouringPlague(); ShadowWordDeath(); if (Me.HasAura("Divine Insight") && !Adds()) { MindBlast(); } VampiricTouch(); ShadowWordPain(); Racial(); MindBender(); MindBlast(); MindFlay(); MindSear(); I tested it all out, including Mind Spike. The code is there