* ICC PP WIP
WIP
* added mutated plague for PP
* BPC added (kinetic and boss targeting need to be done by player)
OT collects dark nucles, bots spread on vortex and other stuff they do ok on their own.
Tested only on 10NM, should work on 25NM
* Tank pos. correction
* BQL, ranged spread, link, flame, bite, tanking tested 10NM
to do (better fire spread, hc tacti, melee spread when in air)
* LDW improved
improved shadow logic, ranged spread for easier shadow handling
* dbs update, fixed teleporting
Bots should only go and teleport to the mage that is actually below zero now
* DBS ranged fix
Ranged should spread more quickly and freak out less
* Festergut && DBS
fixed ranged spread (both)
fixed spore logic (fester)
* Rotface fix
Improved big ooze tanking (static pos, todo kiting)
ooze explosion spread mechanic fix
ooze pool fix
Player needs to mark rotface with skull icon, oterwise bots try to attack oozes
* BQL fixed for 25nm
todo: better melee logic in air phase, better melee flame spread
* VDW, Sister Svalna, Sindy update
Sister Svalna, bots can pickup spears and throw at svalna when she has shield up
VDW added healer strats to use portal and heal boss (atm druids are for raid healing only, so use druide + any other healer, ideally player should be healer)
todo (focus on supressers, add healer rotations, atm they use quickest spell they can)
Sindragosa
Added tank boss manipulation (boss orientation and position)
bots detect (buffet, unchained magic and chilled to the bone and act accordingly)
bots detect frost beacon move to safe spot and los frost bombs around them, while dpsing tombs (todo stop dps if only one tomb is left, if we have frost bombs around, not a big deal atm since in nm they dont one shot)
Last phase bots los behind tomb to loose buffet, tanks swap when they have hi buffet count.
Player should tell bots with skull rti if they should kill tomb or focus boss.
todo (dynamic tomb los in last phase so that healers can see tank but also hide behind tomb to break los from boss)
Removed some debug messages, improved LM spike action (nearest bots also try to help kill it)
Improved Lady Deathwshiper shade action (only targeted bots will run away instead of every bot that is near it)
dbs improved tank switch
I recommend to use 3 healers (just to be safe) and 2 paladin tanks (warr seems to struggle with agro) in 10 man
25 man 6-7 healers (just to be safe) Since most of the bosses are about survival and not dps
* LK Update (doable)
LK added
Improved tank switching for all bosses
Fixed PP gas cloud kiting
Malleable goo todo (dont know how to detect it since its not object or npc) just summon ranged bots to safe position to bypass
BPC fixed OT sometimes not tanking kele
kinectic bombs todo (for now player should take care of them)
Sindragosa fixed rare case when she is in air phase but tombs went to last phase position
LK
Bots can handle necrotic
Bots can handle adds
Bots should focus valkyre that actually grabbed someone (if unlucky and player just use attack command and summon bots to you if they are far away from you) if they grab bots you can either summon to make them useless or let bots cc them and do it legit way.
Defile should be watched by player and once it was cast just summon bots to you
Vile spirits for some reason go to the ground and get nuked by bots aoe spells so there is not much to be done
**Player needs to be alive the whole LK fight since you will have to watch out for frost spehers (sometimes bots ignore them), summon bots when defile is up and summon ranged bots if they get stuck near shambling or raging spirits since their aoe will wipe you)
all in all LK is doable both 10 and 25nm, player needs to have knowledge of lk fight and needs to know how to use multibot addon and make macros for eg summoning or commanding groups of bots or individual bots)
Dont forget frost/shadow/nature resist auras in whole ICC since it will help alot
I have done whole icc 10 and 25 with 2 pala tanks, 2/5 heals and rest dps, if you use +1 or +2 heals it should be easier (since I was testing I did close to 0 dmg in fights same with heals)
* fixed changes made by mistake
fix
* Malleable fix (simple spread mechanic)
Malleable mechanic added (simple spread for now)
Gas cloud fixed (Bots sometimes got stuck between puddle and kite location)
* Defile Update
Bots detect and avoid defile (they struggle to find a way back to the boss around it tho, use summon to help them)
Melee bots should be able to stand behind/to the flank of shambling/spirits
* GS fixed bots not returning to their ship for A and H
Bots will return back to ship after killing mage
* PP gas cloud kiting improved
PP gas cloud kiting improved
* BPC targeting fixed
Bots will mark valid prince with skull RTI now
* BQL added melee spread in air pahse
BQL added melee spread
* VDW healing rotation improved
Healers will now use strong heals and hots
* Fixed Necrotic Plague
Fixed issue with Necrotic where it would get dispelled too soon, or would not get dispelled at all
* ICC PP WIP
WIP
* added mutated plague for PP
* BPC added (kinetic and boss targeting need to be done by player)
OT collects dark nucles, bots spread on vortex and other stuff they do ok on their own.
Tested only on 10NM, should work on 25NM
* Tank pos. correction
* BQL, ranged spread, link, flame, bite, tanking tested 10NM
to do (better fire spread, hc tacti, melee spread when in air)
* LDW improved
improved shadow logic, ranged spread for easier shadow handling
* dbs update, fixed teleporting
Bots should only go and teleport to the mage that is actually below zero now
* DBS ranged fix
Ranged should spread more quickly and freak out less
* Festergut && DBS
fixed ranged spread (both)
fixed spore logic (fester)
* Rotface fix
Improved big ooze tanking (static pos, todo kiting)
ooze explosion spread mechanic fix
ooze pool fix
Player needs to mark rotface with skull icon, oterwise bots try to attack oozes
* BQL fixed for 25nm
todo: better melee logic in air phase, better melee flame spread
* VDW, Sister Svalna, Sindy update
Sister Svalna, bots can pickup spears and throw at svalna when she has shield up
VDW added healer strats to use portal and heal boss (atm druids are for raid healing only, so use druide + any other healer, ideally player should be healer)
todo (focus on supressers, add healer rotations, atm they use quickest spell they can)
Sindragosa
Added tank boss manipulation (boss orientation and position)
bots detect (buffet, unchained magic and chilled to the bone and act accordingly)
bots detect frost beacon move to safe spot and los frost bombs around them, while dpsing tombs (todo stop dps if only one tomb is left, if we have frost bombs around, not a big deal atm since in nm they dont one shot)
Last phase bots los behind tomb to loose buffet, tanks swap when they have hi buffet count.
Player should tell bots with skull rti if they should kill tomb or focus boss.
todo (dynamic tomb los in last phase so that healers can see tank but also hide behind tomb to break los from boss)
Removed some debug messages, improved LM spike action (nearest bots also try to help kill it)
Improved Lady Deathwshiper shade action (only targeted bots will run away instead of every bot that is near it)
dbs improved tank switch
I recommend to use 3 healers (just to be safe) and 2 paladin tanks (warr seems to struggle with agro) in 10 man
25 man 6-7 healers (just to be safe) Since most of the bosses are about survival and not dps
* LK Update (doable)
LK added
Improved tank switching for all bosses
Fixed PP gas cloud kiting
Malleable goo todo (dont know how to detect it since its not object or npc) just summon ranged bots to safe position to bypass
BPC fixed OT sometimes not tanking kele
kinectic bombs todo (for now player should take care of them)
Sindragosa fixed rare case when she is in air phase but tombs went to last phase position
LK
Bots can handle necrotic
Bots can handle adds
Bots should focus valkyre that actually grabbed someone (if unlucky and player just use attack command and summon bots to you if they are far away from you) if they grab bots you can either summon to make them useless or let bots cc them and do it legit way.
Defile should be watched by player and once it was cast just summon bots to you
Vile spirits for some reason go to the ground and get nuked by bots aoe spells so there is not much to be done
**Player needs to be alive the whole LK fight since you will have to watch out for frost spehers (sometimes bots ignore them), summon bots when defile is up and summon ranged bots if they get stuck near shambling or raging spirits since their aoe will wipe you)
all in all LK is doable both 10 and 25nm, player needs to have knowledge of lk fight and needs to know how to use multibot addon and make macros for eg summoning or commanding groups of bots or individual bots)
Dont forget frost/shadow/nature resist auras in whole ICC since it will help alot
I have done whole icc 10 and 25 with 2 pala tanks, 2/5 heals and rest dps, if you use +1 or +2 heals it should be easier (since I was testing I did close to 0 dmg in fights same with heals)
* fixed changes made by mistake
fix
* Malleable fix (simple spread mechanic)
Malleable mechanic added (simple spread for now)
Gas cloud fixed (Bots sometimes got stuck between puddle and kite location)
* Defile Update
Bots detect and avoid defile (they struggle to find a way back to the boss around it tho, use summon to help them)
Melee bots should be able to stand behind/to the flank of shambling/spirits
* EoE and Naxx Portals
* Added Orb of Naxxramas objects and use GAMEOBJECT_TYPE_GOOBER
* Fixed missing ! in HasEffect(SPELL_EFFECT_TELEPORT_UNITS) check
Commented out old code in case it is needed in the future for edge case portal objects.
* Enraged regen at critial health
* Enraged regen action context
* Enraged regen on critical health trigger
* Enraged regen on critical health trigger
* Added logic for Arms to use Retaliation
* Added logic for Arms to use Retaliation
* Used correct class enums for !players
* Retaliation on medium health
* Removed temp line
* Added check for attacker->GetVictim() != bot
* Adjusted triggers for emergency actions
* Added Shattering Throw logic
* Added Shattering Throw logic
* Added Shattering Throw logic
* Added Shattering Throw logic
* Added Shattering Throw logic
* Added Shattering Throw logic
* Fixed ActionNode for Shattering Throw
* Added debug logging
* More debug logs
* Better debug logs
* Adjusted range on action
* Adjusted priorities
* More logging
* Update WarriorActions.cpp
* Update WarriorActions.h
* Changed trigger name for differentiation
* Updated to new shattering throw trigger name
* Update WarriorTriggers.h with new ST name
* Update ArmsWarriorStrategy.cpp
* Changed priority
* Shattering Throw and Retaliation stance reqs
Battlestance needed for Shattering Throw and Retaliation
* Created isUseful for Shattering Throw
* Created isUseful for Shattering Throw
* GetTarget instead of GetTargetValue
* Changed to GetTarget instead of GetTargetValue
* Commented out Execute function
* Commented out Execute function
* isPossible was failing, created basic isPossible
IsImmuneToSpell was returning true for Shattering Throw
2 DAYS! :(
* isPossible was failing, created basic isPossible
* Added some more isPossible checks
* Update WarriorActions.cpp
* Missing )
* Missing !
* Removed logging
* Removed logging
* Clean up
* Cleanup
* Corrected logic for Rogue's Expose Armor trigger
Logic was checking the Rogue, not the Rogue's target, for Sunder Armor before casting Expose Armor.