public static async Task <bool> SingleTarget() { // we only want to use the single target rotation after the open rotation is finished. if (await S.CastGround(SB.MetamorphosisSpell, C.CombatColor, UseMetamorphosisCD(false))) { return(true); } if (await RushST()) { return(true); } #region Single-Target Vengeful Retreat //use it if we have Prepared talent differently if (await S.GCD(SB.VengefulRetreat, C.CombatColor, HS.HavocVengefulReatreatSingleTarget && C.MissingPower > 30 && (FelRushCheckCharge(true)) && T.HavocPrepared && Me.IsWithinMeleeRangeOf(CurrentTarget), "ST1", sleep: false)) //{ felRushAfterVengefulRetreat.Restart(); C.fallingTimeout.Restart(); return true; } { return(true); } // use it if we DO NOT have Prepared talent without Fury check if (await S.GCD(SB.VengefulRetreat, C.CombatColor, HS.HavocVengefulReatreatAoe && (FelRushCheckCharge(true)) && !T.HavocPrepared && Me.IsWithinMeleeRangeOf(CurrentTarget), "ST2", sleep: false)) //{ felRushAfterVengefulRetreat.Restart(); C.fallingTimeout.Restart(); return true; } { return(true); } #endregion #region Single-Target Fel Rush // use this in combination with vengeful retreat //if (await S.Cast(SB.FelRush, C.CombatColor, HS.HavocFelRushSingleTarget && S.OnCooldown(SB.VengefulRetreat) // //&& felRushAfterVengefulRetreat.ElapsedMilliseconds <= 2000 // && T.HavocFelMastery // && Me.CurrentTarget.Distance <= 18 // && C.MissingPower <= 30, //"ST 1")) //{ felRushAfterVengefulRetreat.Reset(); return true; } //{ return true; } // use to engage if (await S.Cast(SB.FelRush, C.CombatColor, HS.HavocFelRushSingleTarget && !Me.IsWithinMeleeRangeOf(CurrentTarget) && CurrentTarget.Distance <= 18, "ST 2")) //{ felRushAfterVengefulRetreat.Reset(); return true; } { return(true); } #endregion // if we have used vengeful retreat, don't do anything else until we fel rush //if (felRushAfterVengefulRetreat.IsRunning && felRushAfterVengefulRetreat.ElapsedMilliseconds <= 2000) { return true; } // fel rush, almost max charges and needs momentum if (await S.Cast(SB.FelRush, C.CombatColor, HS.HavocFelRushSingleTarget && Me.IsWithinMeleeRangeOf(CurrentTarget) && FelRushAlmostMaxCharge() && NeedMomentum(true), "ST - Fel Rush for Momentum")) { return(true); } if (await S.Cast(SB.EyeBeam, C.CombatColor, T.HavocDemonic && CurrentTarget.Distance <= 10, "ST - Demonic talent")) { return(true); } if (await S.Cast(SB.FelEruption, C.CombatColor, T.HavocFelEruption && CurrentTarget.Distance <= 20, "ST")) { return(true); } L.debugLog(CanUseAbilityWithMomentum().ToString() + ", " + Me.IsWithinMeleeRangeOf(CurrentTarget).ToString() + ", " + UseFuryOfIllidariCD(false).ToString()); if (await S.Cast(SB.FuryOfTheIllidari, C.CombatColor, CanUseAbilityWithMomentum() && Me.IsWithinMeleeRangeOf(CurrentTarget) && UseFuryOfIllidariCD(false), "ST")) { return(true); } if (await S.Cast(SB.BladeDance, C.CombatColor, CanUseAbilityWithMomentum() && T.HavocFirstBlood && Me.IsWithinMeleeRangeOf(CurrentTarget), "ST")) { return(true); } if (await S.Cast(SB.FelBlade, C.CombatColor, C.MissingPower <= 30 && CurrentTarget.Distance <= 15, "ST")) { return(true); } if (await S.Cast(SB.ThrowGlaive, C.CombatColor, CanUseAbilityWithMomentum() && T.HavocBloodlet && CurrentTarget.Distance <= 30, "ST")) { return(true); } //if (await S.Cast(SB.FelBarrage, C.CombatColor, NeedMomentum() && T.HavocFelBarrage && S.GetCharges(SB.FelBarrage) >= 5, "ST")) { return true; } if (await S.Cast(SB.ChaosStrike, C.CombatColor, C.MissingPower <= 30 && Me.HasAnyTempAura("Metamorphosis") && Me.IsWithinMeleeRangeOf(CurrentTarget), "ST")) { return(true); } if (await S.Cast(SB.EyeBeam, C.CombatColor, Me.HasAura(SB.AuraAnguishOfTheDeceiver) && CurrentTarget.Distance <= 10, "ST - Has Eye of the Deceiver Trait")) { return(true); } if (await S.Cast(SB.ChaosStrike, C.CombatColor, C.MissingPower <= 30 && Me.IsWithinMeleeRangeOf(CurrentTarget), "ST")) { return(true); } if (await S.Cast(SB.FelBarrage, C.CombatColor, CanUseAbilityWithMomentum() && T.HavocFelBarrage && S.GetCharges(SB.FelBarrage) >= 4 && CurrentTarget.Distance <= 30, "ST")) { return(true); } if (await S.Cast(SB.DemonsBite, C.CombatColor, !T.HavocDemonBlades && Me.IsWithinMeleeRangeOf(CurrentTarget) && !S.MaxChargesAvailable(SB.ThrowGlaive), "ST")) { return(true); } // melee range with Demon Blades if (await S.Cast(SB.ThrowGlaive, C.CombatColor, Me.IsWithinMeleeRangeOf(CurrentTarget), "ST")) { return(true); } // nothing else to do so let's throw a glaive if (await S.Cast(SB.ThrowGlaive, C.CombatColor, !Me.IsWithinMeleeRangeOf(CurrentTarget), "ST")) { return(true); } return(false); }
public static async Task <bool> AoE(int count) { // use metamorphosis in aoe mode if (await S.CastGround(SB.MetamorphosisSpell, C.CombatColor, UseMetamorphosisCD(true))) { return(true); } // initial Fel Rush with Fel Mastery talent, near the cap, almost 2 charges at > 3 targets or trigger momentum if (await S.GCD(SB.FelRush, C.CombatColor, HS.HavocFelRushAoe && Me.CurrentTarget.Distance <= 18 && ((T.HavocFelMastery && !S.OnCooldown(SB.VengefulRetreat) && C.MissingPower <= 30 && count >= 3) || (NeedMomentum()) ), "AoE Initial", sleep: false)) { return(true); } #region Multi-Target Vengeful Retreat // use it if we have Prepared talent differently if (await S.GCD(SB.VengefulRetreat, C.CombatColor, HS.HavocVengefulReatreatAoe && C.MissingPower > 45 && FelRushCheckCharge(true) && T.HavocPrepared && Me.IsWithinMeleeRangeOf(CurrentTarget), "AoE")) // and cooldown timer < 500ms (2nd one) { return(true); } // use it different if we DO NOT have Prepared talent if (await S.GCD(SB.VengefulRetreat, C.CombatColor, HS.HavocVengefulReatreatAoe && FelRushCheckCharge(true) && !T.HavocPrepared && Me.IsWithinMeleeRangeOf(CurrentTarget), "AoE")) // and cooldown timer < 500ms (2nd one) { return(true); } #endregion // Fel Rush if we almost hitting max charges with 3 or more if (await S.GCD(SB.FelRush, C.CombatColor, HS.HavocFelRushAoe && Me.CurrentTarget.Distance <= 18 && count >= 3 && FelRushAlmostMaxCharge(), "AoE Max Charges", sleep: false)) { return(true); } if (await S.Cast(SB.FuryOfTheIllidari, C.CombatColor, UseFuryOfIllidariCD(count >= 3) && CanUseAbilityWithMomentum())) { return(true); } if (await S.Cast(SB.FelBarrage, C.CombatColor, count >= 3 && CanUseAbilityWithMomentum() && T.HavocFelBarrage && S.GetCharges(SB.FelBarrage) >= 4 && CurrentTarget.Distance <= 30, "AoE")) { return(true); } if (await S.GCD(SB.EyeBeam, C.CombatColor, count >= 3 && CanUseAbilityWithMomentum(), "AoE")) { return(true); } if (await S.GCD(SB.BladeDance, C.CombatColor, count >= 3, "AoE")) { return(true); } if (await S.Cast(SB.ThrowGlaive, C.CombatColor, count >= 3 && CanUseAbilityWithMomentum() && T.HavocBloodlet && CurrentTarget.Distance <= 30, "AoE")) { return(true); } if (await S.Cast(SB.ChaosStrike, C.CombatColor, T.HavocChaosCleave && count <= 3, "AoE")) { return(true); } if (await S.Cast(SB.ThrowGlaive, C.CombatColor, count >= 3 && CurrentTarget.Distance <= 30, "AoE")) { return(true); } if (await S.Cast(SB.ChaosStrike, C.CombatColor, (C.CurrentPower >= 70 && !T.HavocDemonBlades) || (C.CurrentPower >= 60 && T.HavocDemonBlades), "AoE")) { return(true); } if (await S.Cast(SB.DemonsBite, C.CombatColor, !T.HavocDemonBlades, "AoE")) { return(true); } return(false); }