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  • Altec's Rogue Routine

    Discussion in 'Archives' started by altec, Nov 24, 2012.

    1. HoneyBrew

      HoneyBrew New Member

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      is this routine just for pve?
       
    2. kaihaider

      kaihaider Community Developer

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      We actually can check current life value/max. I have a few checks for is current target's life > 1/3 of my max life. What would be some logic that you would like to see regarding life? Also ambush gives 2cp now as well :p
       
    3. gorunn

      gorunn Member

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      Yup, Built for PvE, havent tested it in PvP
      I stand corrected, ty :) I havent played my rogue that much, i have rerolled a monk. I have spent some time on it, playing with Altec routine, but i presume that i never bothered to read Ambush specific tooltip. Damn, that was noobish. :D
       
    4. Rangbang

      Rangbang Member

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      Sweet, will try it out and see how it goes :)
       
    5. kaihaider

      kaihaider Community Developer

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      I was playing for a few weeks before I noticed it and only because I was reading through each spell, one by one, after I had made myself sound like a noob in guild chat while talking about feint/survivability :p
       
    6. Jianyu

      Jianyu New Member

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      What CC do you suggest for leveling? Standard? This? Another. I'd like an AFK-able one if possible, even if it's slightly slower.
       
    7. stuart07

      stuart07 New Member

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      This CC is awesome i'm using it currently to level as combat.

      I added Evasion & Combat Readiness to the main roation aswell (works only if you have use cooldowns selected). It should help survive those tricky multiple pull fights.

      Code:
              #region Combat
              public Composite MainRotation()
              {
                  return new PrioritySelector(
                      new Decorator(ret => Me.IsDead || Me.IsGhost || Me.IsCasting || Me.IsChanneling, new ActionAlwaysSucceed()),
                      new Decorator(ret => (Me.GroupInfo.IsInParty || Me.GroupInfo.IsInRaid) && (Me.CurrentMap.IsDungeon || Me.CurrentMap.IsRaid) && Me.CurrentTarget != null && !Me.CurrentTarget.Combat, new ActionAlwaysSucceed()),
                      //Movement
                      new Decorator(ret => ARSettings.Instance.FaceTarget && ValidUnit(Me.CurrentTarget) && !Me.IsSafelyFacing(Me.CurrentTarget, 70f) && Me.CurrentTarget.InLineOfSight && !Me.HasAura("Killing Spree"), new Action(delegate { Me.CurrentTarget.Face(); return RunStatus.Failure; })),
                      new Decorator(ret => ARSettings.Instance.Movement && SpellManager.HasSpell("Shadowstep") && ARSettings.Instance.ShadowStep && ValidUnit(Me.CurrentTarget) && Me.CurrentTarget.Distance > 10 && Me.CurrentTarget.InLineOfSpellSight && !Me.HasAura("Killing Spree"), new Action(delegate { CastSpell("Shadowstep", Me.CurrentTarget); return RunStatus.Failure; })),
                      new Decorator(ret => ARSettings.Instance.Movement && SpellManager.HasSpell("Rocket Jump") && Me.IsSafelyFacing(Me.CurrentTarget, 20f) && ValidUnit(Me.CurrentTarget) && Me.CurrentTarget.Distance > 15 && Me.CurrentTarget.InLineOfSpellSight && !Me.HasAura("Killing Spree"), new Action(delegate { CastSpell("Rocket Jump", Me.CurrentTarget); return RunStatus.Failure; })),
                      new Decorator(ret => ARSettings.Instance.Movement && SpellManager.HasSpell("Sprint") && (SpellManager.HasSpell("Shadow Step") && !SpellManager.CanCast("Shadow Step") || !SpellManager.HasSpell("Shadow Step")) && ValidUnit(Me.CurrentTarget) && !Me.CurrentTarget.IsWithinMeleeRange && Me.CurrentTarget.InLineOfSpellSight && !Me.HasAura("Killing Spree"), new Action(delegate { CastSpell("Sprint", Me.CurrentTarget); return RunStatus.Failure; })),
                      new Decorator(ret => ARSettings.Instance.Movement && Me.CurrentTarget.Distance > 2.5 && !Me.CurrentTarget.IsWithinMeleeRange && !Me.HasAura("Killing Spree"), new Action(delegate { MoveBehind(Me.CurrentTarget); Logging.Write("Moving to the target"); return RunStatus.Failure; })),
                      new Decorator(ret => ARSettings.Instance.Movement && ValidUnit(Me.CurrentTarget) && (Me.CurrentTarget.Distance > 2.5 && Me.CurrentTarget.IsWithinMeleeRange) && !Me.HasAura("Killing Spree"), new Action(delegate { Navigator.PlayerMover.MoveStop(); return RunStatus.Failure; })),
                      //End of Movement
                      //Pick Pocket -- 5m default seems buggy atm
                      new Decorator(ret => Me.HasAura("Stealth") && ValidUnit(Me.CurrentTarget) && Me.CurrentTarget.IsHumanoid && Me.CurrentTarget.Distance <= 5, new Action(delegate { CastSpell("Pick Pocket", Me.CurrentTarget); return RunStatus.Failure; })),
                      //Target is interuptable
                      new Decorator(ret => SpellManager.HasSpell("Kick") && ARSettings.Instance.Kick && !Me.IsStealthed && ValidUnit(Me.CurrentTarget) && IsEnemy(Me.CurrentTarget) && (Me.CurrentTarget.IsCasting || Me.CurrentTarget.IsChanneling) && Me.CurrentTarget.CanInterruptCurrentSpellCast, new Action(delegate { CastSpell("Kick", Me.CurrentTarget); return RunStatus.Failure; })),
                      //Energy Regen Mechanic -- Slice and Dice
                      new Decorator(ret => SpellManager.HasSpell("Slice and Dice") && CP() > 0 && (!Me.HasAura("Slice and Dice") || Me.GetAuraTimeLeft("Slice and Dice", true).TotalSeconds < 3), new Action(delegate { CastSpell("Slice and Dice", Me); return RunStatus.Failure; })),
                      //Energy Regen Mechanic -- Rupture
                      new Decorator(ret => SpellManager.HasSpell("Rupture") && !Me.IsStealthed && ValidUnit(Me.CurrentTarget) && IsEnemy(Me.CurrentTarget) && Me.IsFacing(Me.CurrentTarget) && ((ARSettings.Instance.Spec == "Combat" && ARSettings.Instance.Rupture && !Me.HasAura("Blade Flurry") && CP() > 4) || ARSettings.Instance.Spec != "Combat" && CP() > 0) && (!Me.CurrentTarget.HasMyAura("Rupture") || Me.CurrentTarget.GetAuraTimeLeft("Rupture", true).TotalSeconds < 5), new Action(delegate { CastSpell("Rupture", Me.CurrentTarget); return RunStatus.Failure; })),
                      //Tricks of the Trade -- Target's Target
                      new Decorator(ret => SpellManager.HasSpell("Tricks of the Trade") && (Me.GroupInfo.IsInParty || Me.GroupInfo.IsInRaid) && (Me.IsStealthed || (Me.FocusedUnit != null && !Me.FocusedUnit.IsAlive && Me.FocusedUnit.IsFriendly)) && Me.CurrentTarget.CurrentTarget.IsAlive && Me.CurrentTarget.CurrentTarget.IsFriendly, new Action(delegate { CastSpell("Tricks of the Trade", Me.CurrentTarget.CurrentTarget); return RunStatus.Failure; })),
                      //Tricks of the Trade -- Focus Target
                      new Decorator(ret => SpellManager.HasSpell("Tricks of the Trade") && (Me.GroupInfo.IsInParty || Me.GroupInfo.IsInRaid) && !Me.IsStealthed && Me.FocusedUnit != null && Me.FocusedUnit.IsAlive && Me.FocusedUnit.IsFriendly, new Action(delegate { CastSpell("Tricks of the Trade", Me.FocusedUnit); return RunStatus.Failure; })),
                      //Blade Flurry
                      new Decorator(ret => SpellManager.HasSpell("Blade Flurry") && ARSettings.Instance.BladeFlurry && ValidUnit(Me.CurrentTarget) && IsEnemy(Me.CurrentTarget) && Me.IsFacing(Me.CurrentTarget) && !Me.HasAura("Killing Spree") && BFaddCount() >= 2 && !Me.HasAura("Blade Flurry"), new Action(delegate { CastSpell("Blade Flurry", Me); return RunStatus.Failure; })),
                      new Decorator(ret => SpellManager.HasSpell("Blade Flurry") && ARSettings.Instance.BladeFlurry && ValidUnit(Me.CurrentTarget) && IsEnemy(Me.CurrentTarget) && Me.IsFacing(Me.CurrentTarget) && !Me.HasAura("Killing Spree") && BFaddCount() < 2 && Me.HasAura("Blade Flurry"), new Action(delegate { Me.CancelAura("Blade Flurry"); return RunStatus.Failure; })),
                      //Self Heals
                      //Recup
                      new Decorator(ret => SpellManager.HasSpell("Recuperate") && ARSettings.Instance.Recuperate && Me.ComboPoints > 0 && Me.HealthPercent < ARSettings.Instance.RHP && !Me.HasAura("Recuperate"), new Action(delegate{CastSpell("Recuperate", Me);return RunStatus.Failure;})),
                      //Shiv
                      new Decorator(ret => SpellManager.HasSpell("Shiv") && ARSettings.Instance.AShiv && !Me.IsStealthed && ARSettings.Instance.OHPoison == "Cripple Poison" && Me.HasAura(ARSettings.Instance.OHPoison) && ValidUnit(Me.CurrentTarget) && IsEnemy(Me.CurrentTarget) && Me.CurrentTarget.IsMoving && !Me.CurrentTarget.HasAura("Debilitating poison"), new Action(delegate { CastSpell("Shiv", Me.CurrentTarget); return RunStatus.Failure; })),
                      new Decorator(ret => SpellManager.HasSpell("Shiv") && ARSettings.Instance.AShiv && !Me.IsStealthed && ARSettings.Instance.OHPoison == "Mind-numbing Poison" && Me.HasAura(ARSettings.Instance.OHPoison) && !SpellManager.CanCast("Kick") && ValidUnit(Me.CurrentTarget) && IsEnemy(Me.CurrentTarget) && !Me.CurrentTarget.HasAura("Mind Paralysis"), new Action(delegate { CastSpell("Shiv", Me.CurrentTarget); return RunStatus.Failure; })),
                      new Decorator(ret => SpellManager.HasSpell("Shiv") && ARSettings.Instance.AShiv && !Me.IsStealthed && ARSettings.Instance.OHPoison == "Leeching Poison" && Me.HasAura(ARSettings.Instance.OHPoison) && Me.HealthPercent < ARSettings.Instance.RHP, new Action(delegate { CastSpell("Shiv", Me.CurrentTarget); return RunStatus.Failure; })),
      
                      #region Boss CD's / Always Use CD's
      		// Defensive cooldowns
      		new Decorator(ret => SpellManager.HasSpell("Evasion") && ARSettings.Instance.UseCDs && ValidUnit(Me.CurrentTarget) && !Me.IsStealthed && Me.HealthPercent <= 50, new Action(delegate { CastSpell("Evasion", Me); return RunStatus.Failure; })),
                      new Decorator(ret => SpellManager.HasSpell("Combat Readiness") && !SpellManager.CanCast("Evasion") && !Me.HasAura("Evasion") && ARSettings.Instance.UseCDs && ValidUnit(Me.CurrentTarget) && !Me.IsStealthed && Me.HealthPercent <= 50, new Action(delegate { CastSpell("Combat Readiness", Me); return RunStatus.Failure; })),
      
      		//Boss CDs / always use CDs
                      //Expose Armor
                      new Decorator(ret => SpellManager.HasSpell("Expose Armor") && ARSettings.Instance.ExposeArmor && (IsTargetBoss() || ARSettings.Instance.UseCDs) && ValidUnit(Me.CurrentTarget) && IsEnemy(Me.CurrentTarget) && Me.IsFacing(Me.CurrentTarget) && !Me.IsStealthed && Me.CurrentTarget.HasMyAura("Weakened Armor") && Me.CurrentTarget.GetAuraByName("Weakened Armor").StackCount < 3, new Action(delegate { CastSpell("Expose Armor", Me.CurrentTarget); return RunStatus.Failure; })),
                      new Decorator(ret => SpellManager.HasSpell("Expose Armor") && ARSettings.Instance.ExposeArmor && (IsTargetBoss() || ARSettings.Instance.UseCDs) && ValidUnit(Me.CurrentTarget) && IsEnemy(Me.CurrentTarget) && Me.IsFacing(Me.CurrentTarget) && !Me.IsStealthed && (!Me.CurrentTarget.HasAura("Weakened Armor") || Me.CurrentTarget.GetAuraTimeLeft("Weakened Armor", false).TotalSeconds < 3), new Action(delegate { CastSpell("Expose Armor", Me.CurrentTarget); return RunStatus.Failure; })),
                      //Shadow Blades
                      new Decorator(ret => SpellManager.HasSpell("Shadow Blades") && ARSettings.Instance.ShadowBlades && (IsTargetBoss() || ARSettings.Instance.UseCDs) && ValidUnit(Me.CurrentTarget) && IsEnemy(Me.CurrentTarget) && Me.IsFacing(Me.CurrentTarget) && !Me.HasAura("Killing Spree") && !Me.IsStealthed, new Action(delegate { CastSpell("Shadow Blades", Me); return RunStatus.Failure; })),
                      //Vanish
                      new Decorator(ret => SpellManager.HasSpell("Vanish") && ARSettings.Instance.Vanish && (IsTargetBoss() || ARSettings.Instance.UseCDs) && ValidUnit(Me.CurrentTarget) && IsEnemy(Me.CurrentTarget) && Me.IsFacing(Me.CurrentTarget) && !Me.IsStealthed && ((ARSettings.Instance.Spec == "Sublety" && !Me.CurrentTarget.HasMyAura("Find Weakness")) || ARSettings.Instance.Spec != "Sublety"), new Action(delegate {CastSpell("Vanish", Me); return RunStatus.Failure;})),
                      //Assassination - Vendetta
                      new Decorator(ret => SpellManager.HasSpell("Vendetta") && ARSettings.Instance.Vendetta && (IsTargetBoss() || ARSettings.Instance.UseCDs) && ValidUnit(Me.CurrentTarget) && IsEnemy(Me.CurrentTarget) && Me.IsFacing(Me.CurrentTarget), new Action(delegate { CastSpell("Vendetta", Me.CurrentTarget); return RunStatus.Failure; })),
                      //Combat - Adrenaline Rush
                      new Decorator(ret => SpellManager.HasSpell("Adrenaline Rush") && ARSettings.Instance.AdrenalineRush && (IsTargetBoss() || ARSettings.Instance.UseCDs) && ValidUnit(Me.CurrentTarget) && IsEnemy(Me.CurrentTarget) && Me.IsFacing(Me.CurrentTarget) && !Me.HasAura("Killing Spree") && !Me.IsStealthed, new Action(delegate { CastSpell("Adrenaline Rush", Me); return RunStatus.Failure; })),
                      //Combat - Killing Spree
                      new Decorator(ret => SpellManager.HasSpell("Killing Spree") && ARSettings.Instance.KillingSpree && (IsTargetBoss() || ARSettings.Instance.UseCDs) && ValidUnit(Me.CurrentTarget) && IsEnemy(Me.CurrentTarget) && !Me.IsStealthed && Me.CurrentEnergy < 40 && !Me.HasAura("Adrenaline Rush") && !Me.HasAura("Shadow Blades"), new Action(delegate {CastSpell("Killing Spree", Me); return RunStatus.Failure;})),
                      //Sublety - Premeditation
                      new Decorator(ret => SpellManager.HasSpell("Premeditation") && ARSettings.Instance.Premeditation && (IsTargetBoss() || ARSettings.Instance.UseCDs) && ValidUnit(Me.CurrentTarget) && IsEnemy(Me.CurrentTarget) && Me.IsFacing(Me.CurrentTarget) && (Me.IsStealthed || Me.HasAura("Shadow Dance")), new Action(delegate { CastSpell("Premeditation", Me.CurrentTarget); return RunStatus.Failure; })),
                      //Sublety - Shadow Dance
                      // ***** needs behind check *****
                      new Decorator(ret => SpellManager.HasSpell("Shadow Dance") && ARSettings.Instance.ShadowDance && (IsTargetBoss() || ARSettings.Instance.UseCDs) && ValidUnit(Me.CurrentTarget) && IsEnemy(Me.CurrentTarget) && Me.IsFacing(Me.CurrentTarget) && !Me.IsStealthed && !Me.CurrentTarget.HasMyAura("Find Weakness"), new Action(delegate { CastSpell("Shadow Dance", Me); return RunStatus.Failure; })),
                      //Talent - Preparation 
                      // ***** need talent checker *****
                      new Decorator(ret => SpellManager.HasSpell("Preparation") && ARSettings.Instance.Preparation && (IsTargetBoss() || ARSettings.Instance.UseCDs) && !SpellManager.CanCast("Vanish") && ValidUnit(Me.CurrentTarget) && IsEnemy(Me.CurrentTarget) && Me.IsFacing(Me.CurrentTarget) && !Me.IsStealthed, new Action(delegate { CastSpell("Preparation", Me); return RunStatus.Failure; })),
                      //Racials
                      //Arcane Torrent
                      new Decorator(ret => SpellManager.HasSpell("Arcane Torrent") && ARSettings.Instance.ArcaneTorrent && (IsTargetBoss() || ARSettings.Instance.UseCDs) && ValidUnit(Me.CurrentTarget) && Me.IsFacing(Me.CurrentTarget) && !Me.IsStealthed && (Me.CurrentEnergy < 85 || ((Me.CurrentTarget.IsCasting || Me.CurrentTarget.IsChanneling) && Me.CurrentTarget.CanInterruptCurrentSpellCast && Me.CurrentTarget.Distance <= 8)), new Action(delegate { CastSpell("Arcane Torrent", Me.CurrentTarget); return RunStatus.Failure; })),
                      //Berserking
                      new Decorator(ret => SpellManager.HasSpell("Berserking") && ARSettings.Instance.Berserking && (IsTargetBoss() || ARSettings.Instance.UseCDs) && ValidUnit(Me.CurrentTarget) && IsEnemy(Me.CurrentTarget) && Me.IsFacing(Me.CurrentTarget) && !Me.IsStealthed, new Action(delegate { CastSpell("Berserking", Me); return RunStatus.Failure; })),
                      //Blood Fury
                      new Decorator(ret => SpellManager.HasSpell("Blood Fury") && ARSettings.Instance.BloodFury && (IsTargetBoss() || ARSettings.Instance.UseCDs) && ValidUnit(Me.CurrentTarget) && IsEnemy(Me.CurrentTarget) && Me.IsFacing(Me.CurrentTarget) && !Me.IsStealthed, new Action(delegate { CastSpell("Blood Fury", Me); return RunStatus.Failure; })),
                      //Rocket Barrage
                      new Decorator(ret => SpellManager.HasSpell("Rocket Barrage") && ARSettings.Instance.RocketBarrage && (IsTargetBoss() || ARSettings.Instance.UseCDs) && ValidUnit(Me.CurrentTarget) && Me.CurrentTarget.Distance <= 30 && Me.IsFacing(Me.CurrentTarget) && !Me.IsStealthed, new Action(delegate { CastSpell("Rocket Barrage", Me.CurrentTarget); return RunStatus.Failure; })),
                      //Engy Gloves
                      new Decorator(ret => ARSettings.Instance.UseEngineeringGloves && (IsTargetBoss() || ARSettings.Instance.UseCDs) && ValidUnit(Me.CurrentTarget) && IsEnemy(Me.CurrentTarget) && Me.IsFacing(Me.CurrentTarget) && !Me.IsStealthed && Me.Inventory.Equipped.Hands.Usable && Me.Inventory.Equipped.Hands.Cooldown == 0, new Action(delegate { Me.Inventory.Equipped.Hands.Use(); return RunStatus.Failure; })),
                      //Trinkets
                      new Decorator(ret => ARSettings.Instance.UseTrinkets && (IsTargetBoss() || ARSettings.Instance.UseCDs) && ValidUnit(Me.CurrentTarget) && IsEnemy(Me.CurrentTarget) && Me.IsFacing(Me.CurrentTarget) && !Me.IsStealthed && Me.Inventory.Equipped.Trinket1.Usable && Me.Inventory.Equipped.Trinket1.Cooldown == 0, new Action(delegate { Me.Inventory.Equipped.Trinket1.Use(); return RunStatus.Failure; })),
                      new Decorator(ret => ARSettings.Instance.UseTrinkets && (IsTargetBoss() || ARSettings.Instance.UseCDs) && ValidUnit(Me.CurrentTarget) && IsEnemy(Me.CurrentTarget) && Me.IsFacing(Me.CurrentTarget) && !Me.IsStealthed && Me.Inventory.Equipped.Trinket2.Usable && Me.Inventory.Equipped.Trinket2.Cooldown == 0, new Action(delegate { Me.Inventory.Equipped.Trinket2.Use(); return RunStatus.Failure; })),
                      #endregion
      
                      //AoE
                      new Decorator(ret => SpellManager.HasSpell("Fan of Knives") && ARSettings.Instance.AOE && addCount() >= ARSettings.Instance.AoeAmount, AoERotation()),
                      //Assassination
                      new Decorator(ret => SpellManager.HasSpell("Mutilate") && (!SpellManager.HasSpell("Fan of Knives") || !ARSettings.Instance.AOE || addCount() < ARSettings.Instance.AoeAmount), AssassinationRotation()),
                      //Combat Spec
                      new Decorator(ret => !SpellManager.HasSpell("Mutilate") && !SpellManager.HasSpell("Backstab") && (!SpellManager.HasSpell("Fan of Knives") || !ARSettings.Instance.AOE || addCount() < ARSettings.Instance.AoeAmount), CombatRotation()),
                      //Sublety Spec
                      new Decorator(ret => SpellManager.HasSpell("Backstab") && (SpellManager.HasSpell("Fan of Knives") || !ARSettings.Instance.AOE || addCount() < ARSettings.Instance.AoeAmount), SubletyRotation())
                  );
              }
      
       
    8. Drdemise

      Drdemise New Member

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      is this still being updated?
       
    9. lynar

      lynar New Member

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      When i try to use it, it just spinns around and around and pulling more and more mobs. Going back to CLU.. :( Which is not so bad, but you always want to try out something new.
       

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    10. Asert

      Asert New Member

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      works good) thank u)
      i just use your routine (in combat spec) with LazyRaider. Im loving it)
       
    11. Tanner

      Tanner New Member

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      I'm getting this too. Anyone else?
       
    12. Slyly

      Slyly New Member

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      Assassination
      below 35% with 5 cp sometimes don't do envenom only Dispatch so waste cp. can you fix this please.
      I tested in Combat Bot.
       

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    13. Loliser_dota

      Loliser_dota New Member

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      using beta atm, working fine but gives lots and LOTS of fps lag spikes when in combat
       
    14. imabot

      imabot New Member

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      i'm using this with assassination spec and love it.

      I'm only having one problem; the shadowstep option doesn't seem to work. what I mean is, I check the box for shadowstep and click save but it won't remember the setting. I open up the class config again and it shows the box unchecked.

      also don't like how it uses sprint right before it pulls a mob.

      These are very minor things and overall love the routine. I'll check back if I have any problems (no real problems currently).
       
    15. Tropicocity

      Tropicocity New Member

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      Be sure you tick "enable movement" in the Class Config. Without this checked it'll just run circles whilst fighting which is weird but the way it is :/
       
    16. imabot

      imabot New Member

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      I don't have a clue what I am looking for and my eyes are surely bleeding by now, but..

      in the file ARForm.Designer.cs should there be something like "this.SS.CheckedChanged += new System.EventHandler(this.SS_CheckedChanged);" around line 440?

      edit: wow.. this actually made shadowstep work.
       
      Last edited: Feb 19, 2013
    17. Staffix

      Staffix Banned

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      testing it for 2 hours, before the reset :D
      (its been running for about 10 min. Works like a charm!)
       
    18. mspazz

      mspazz Member

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      Great CR. I am Ass. and I DO NOT have Recouperate checked. It's keeping it up almost 100%. I tried enabling it and setting it to 1%...still keeping it up..
       
    19. imabot

      imabot New Member

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      Do you have "Spend CP (rest)" checked off? this will spend combo points remaining after combat on SnD or recuperate.
       
      mspazz likes this.
    20. mspazz

      mspazz Member

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      That did it, thank you imabot!
       

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