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  • Gunslinger Saboteur Lazy Raider routine

    Discussion in 'Archives' started by digitalHaze, Nov 22, 2015.

    1. digitalHaze

      digitalHaze New Member

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      Anybody have a routine they use for their gunslinger? Preferably for lazy raider but i guess it doesnt matter much.

      Ive tried changing the current routine to more of a mainstream rotation but cant get tit work properly. One problem is she constantly spams incendiary grenade. I mean, she'll throw that sucker like 6-7 times before moving on.

      Another Problem is getting Sabotage to work properly. I think it may be due to the debuff name or something.

      Last problem is getting her to go into cover during AOE only and use sweeping fire and freighter flyby correctly.
       
    2. willz916

      willz916 Member Legendary

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      this is my engineer you can translate it to you sab


      Code:
      // Copyright (C) 2011-2015 Bossland GmbH
      // See the file LICENSE for the source code's detailed license
      
      using Buddy.BehaviorTree;
      using DefaultCombat.Core;
      using DefaultCombat.Helpers;
      
      namespace DefaultCombat.Routines
      {
      	internal class Engineering : RotationBase
      	{
      		public override string Name
      		{
      			get { return "Sniper Engineering"; }
      		}
      
      		public override Composite Buffs
      		{
      			get
      			{
      				return new PrioritySelector(
      					Spell.Buff("Coordination")
      					);
      			}
      		}
      
      		public override Composite Cooldowns
      		{
      			get
      			{
                      return new PrioritySelector(
      					Spell.Buff("Escape"),
      					Spell.Buff("Shield Probe", ret => Me.HealthPercent <= 50),
      					Spell.Buff("Evasion", ret => Me.HealthPercent <= 30),
      					Spell.Buff("Adrenaline Probe", ret => Me.EnergyPercent <= 40),
                          Spell.Cast("Laze Target")
      
      					
      					);
      			}
      		}
      
      		public override Composite SingleTarget
      		{
      			get
      			{
                      return new LockSelector(
      					//Movement
      					CombatMovement.CloseDistance(Distance.Melee),
      
      					//Low Energy
      					new Decorator(ret => Me.EnergyPercent < 30,
                              new PrioritySelector(
                                  Spell.Cast("Fragmentation Grenade", ret => Me.HasBuff("Energy Overrides")),
                                  Spell.Cast("Rifle Shot")
      							)),
      
       
      
      
      
      
      
                          //Rotation
                          Spell.Cast("Target Acquired", ret => Me.EnergyPercent <= 75),
                          Spell.Cast("Series of Shots"),
                          Spell.DoTGround("Plasma Probe", 7500),
                          Spell.Cast("Explosive Probe"),
                          Spell.DoT("Interrogation Probe", "Interrogation Probe"),
                          Spell.Cast("Fragmentation Grenade", ret => Me.HasBuff("Energy Overrides")),
                          Spell.Cast("EMP Discharge", ret => Me.CurrentTarget.HasDebuff("Interrogation Probe")),
                          Spell.CastOnGround("Orbital Strike"),
                          Spell.DoT("Corrosive Dart", "Corrosive Dart"),
                          Spell.Cast("Takedown"),
                          Spell.Cast("Fragmentation Grenade"),
                          Spell.Cast("Snipe", ret => Me.EnergyPercent >= 85),
                          Spell.Cast("Rifle Shot")
      
                          );
      			}
      		}
      
      		public override Composite AreaOfEffect
      		{
      			get
      			{
      				return new Decorator(ret => Targeting.ShouldAoe,
                          new PrioritySelector(
                              Spell.CastOnGround("Orbital Strike"),
                              Spell.DoTGround("Plasma Probe", 9000),
                              Spell.Cast("Suppressive Fire")
      						));
      			}
      		}
      	}
      }
      
       

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