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"Trigger only once" checkbox clarification?

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Skarling

Posts: 247

Joined: Mon Oct 22, 2012 8:24 am

Post Sun Dec 01, 2013 12:57 pm

Re: "Trigger only once" checkbox clarification?

Ualaa wrote:So basically... rather than do not advance for x.x
It would be disable this step (thereby skipping it entirely, and going to the step beyond it) for this duration.


Yes, absolutely!

its not EQ, its just a general concept for games where you cannot create /castsequence macros like in WoW. As I said earlier in this thread, I have everything macroed within IS Boxer for WoW, its priority-based /castsequence stuff and there is absolutely no need for this fancy keymap-based rotation "cooldown" stuff.

In my case, its for Vanguard and Lotro (Lotro does not even hava a macro system, and Vanguard's is lacking in efficiency). My understanding Firescue is a guru on EQ1. EQ2 can be handled by in-game macros with some rotation help to cast dots/debuffs from within IS boxer.

Its a concept that is interesting. Yes, you can miss your dot spell for whatever reason (lag, stun etc), if you map it instead of macroing it, and that will mean you will not recast it for the "cooldown x.x" defined by you in a relevant step, but generally if your only tool for crafting comprehensive rotation sequences in a given game is IS Boxer, any additional tool or idea is of great assistance.
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firescue17

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League of Extraordinary Multiboxers

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Location: Omaha, NE

Post Sun Dec 01, 2013 1:19 pm

Re: "Trigger only once" checkbox clarification?

Mapped Key Step State is an interesting idea. The profile overhead is HUGE on my method. This would cut down on that tremendously.

@Lax: If Mapped Key Step State is warranted or feasible, I would propose options similar to the Advanced Mapped Keys options, only on a per step basis:


[ ] Do not advance to the next step [ ] ... for at least X seconds [ ] and only trigger once
[ ] Disable this step when executed
[ ] Enable this step after X seconds [ from the first Hotkey press ]


Hmm. I'm kinda digging this more and more as I'm typing :) Mapped Key Step State can already be simulated. This wouldn't implement any new functions, it would just make management in the Toolkit UI much easier.
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rfarris

Posts: 95

Joined: Sat Jul 06, 2013 2:38 pm

Location: San Diego

Post Sun Dec 01, 2013 2:13 pm

Re: "Trigger only once" checkbox clarification?

firescue17 wrote:The image in the original post should now link to a full size download.

That is an amazing descriptional chart. Great work, Fire.
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Skarling

Posts: 247

Joined: Mon Oct 22, 2012 8:24 am

Post Wed Dec 04, 2013 3:50 am

Re: "Trigger only once" checkbox clarification?

firescue17 wrote:@Lax: Mapped Key Step State can already be simulated. This wouldn't implement any new functions, it would just make management in the Toolkit UI much easier.


Well, that's the verdict on this? Is there a hope that it'll happen sometime in the future IS boxer updates, and we will get this new wonderful feature? Perefectly in line with "one game action per click", fewer wasted clicks.
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Skarling

Posts: 247

Joined: Mon Oct 22, 2012 8:24 am

Post Sat Dec 07, 2013 3:07 am

Re: "Trigger only once" checkbox clarification?

Come to think about it, I would also love to have "Mapped Key Step Action State" functionality added to manage procs more efficiently.
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Finney

Posts: 83

Joined: Fri Jul 05, 2013 8:49 am

Post Sat Dec 07, 2013 11:56 am

Re: "Trigger only once" checkbox clarification?

Ok--I've been playing with this and wanted to write up a post with what I've tested and works so far. Looking for any input for improvements!

My goal was to set up priority-based rotations where each spell is self-contained and handles its own cooldown. It's all based on the work of firescue17 and Skarling discuss above, but not as in-depth as what firescue17 is up to. It also builds on ideas from Lax in this thread. To repeat, not my concepts here: just put into a more portable form I can understand.

You need to be a fast button masher for this to work. In some rotations, it helps to set "execute a step when the Hotkey is pressed or released."

The general idea is you let ISBoxer do very little on the automatic advancement of steps by itself—you manually control the state of each mapped key using timers and actions:

    • First, you set up some mapped keys to allow controlled downtime;
    • then you set up mapped keys for each self-contained ability and its cooldown;
    • and finally you put them all together in rotation mapped keys—the "calling rotations."
We put the higher priority spells as the first steps and a mapped key representing a default, no-cooldown ability at the bottom. This will fire off if everything else is on cooldown. Each key press "steps through" until it hits a valid spell to cast. If you press quickly, it simulates a true fall through where the unused/on cooldown steps don't impact your rotation.

Here's how each part gets built.

Disable Combat Mapped Keys:
Image


Each character's keymap needs to have a few "Disable Combat" mapped keys, each with its own duration. I typically have four: one each for 1, 2, 3 seconds and an additional for the Global Cooldown (GCD). If a character has any channeled spells, you'll need one for the length of the channel as well. Each of these has 1 step with 2 actions:

    • Action 1 turns combat keymap off (Virtual Combat Keymap most likely) for self
    • Action 2 turns combat keymap on for self with a timer (this one timer is shared among all the Disable Combat mapped keys) set for the appropriate amount of time.

Here, for example, is the set up for the "Two Second" disabled keys for my Rift character "Ozy":
Name: Disable Combat 2 seconds
Advanced: Reset timer options unchecked
Step 1: Do not advance options unchecked
Action 1: RIFT Virtual Combat Key Map ‘Off' -> self. No timer
Action 2: RIFT Virtual Combat Key Map ‘On' -> self. Timer: "T: Ozy Combat Timer" Max Timers in Group: 1, Delay 2.0 seconds.

Ability Mapped Keys:
Once the Disable mapped keys are created, you can go on to create a mapped key for each character ability (I call all abilities "spells" here.) How you set up the spell depends on the spell type.

Duration between use (cooldown) spell, typical setup:
Each of these mapped key has 2 steps. In both steps "Do not advance to the next step" is checked.
The first step does the work. There are 4 actions:

    • Action 1 hits the actual key press (or calls the mapped key for the key press if you keep your bindings somewhere else; I've had some strange results when using keybind mapped keys--I think it's related to the level of nested mapped keys--so I usually just enter a straight keystroke action).
    • Action 2 calls the Disable Combat mapped key for appropriate length of time to allow for cast times or GCDs.
    • Action 3 sets a timer for this mapped key to reset itself to Step 1 after the proper duration--you may want to add a second or two for lag.
    • Action 4 sets this mapped key to Step 2 (no timer).

The second step does nothing. I call it "Park" and it has no actions, it is just set "Do not advance to the next step." This is the state the mapped key stays in while it is ticking away for its duration. (You could probably do the same thing by using the mapped key "state" action to turn the mapped key off, but I started by using the "Park" step so I could do debugging--put in a Popup text so I knew when it hit--and it stuck.)

Here's an example of a mapped key for a 20-second "Motif of Bravery" spell that bards use in Rift (character's name is "Ozy"):

Image

Name: Spell Motif of Bravery
Advanced: Reset timer options unchecked
Step 1: Do not advance to the next step: checked. Name "Motif of Bravery 20s"
Action 1: Keystroke Alt+Num+1 -> self
Action 2: Do Key Map Disable Combat GCD -> self
Action 3: New Mapped Key Step Action:
    Self (Window: Current)
    Mapped Key "Spell Motif of Bravery"
    Step Adjustment: Set to step 1
    Timer Group: T:Ozy: Motif of Bravery, Delay 20 or 21 seconds, Max Timers in Group: 1, Auto-recurring unchecked.
Action 4: New Mapped Key Step Action:
    Self (Window: Current)
    Mapped Key "Spell Motif of Bravery"
    Step Adjustment: Set to step 2
    Timer: None

Step 2: Do not advance to the next step: checked. Name: "Park"
Actions: Blank.

Notes: Each character/ability mapped key has its own timer, max members in the timer group is 1. You can't have multiple mapped keys in your config messing with the same timer (with the exception of the disabled combat keys timer, because that will only be called serially).

Let's analyze what happens when this mapped key gets executed. Action 1 hits the actual key press. Action 2 turns off the keymap for a few seconds while the global cooldown (GCD) is passing: it's best not to trust the "advance to next step" timers here. (Again, this is straight from firescue17's stuff!) Action 3 fires up a timer that is specific to this character and this ability. It sets it up so that in 20 seconds, this mapped key will reset to step 1. Action 4 puts this keymap into its step 2—its "parked" position—where it will stay no matter what hits it until the timer we just created brings it back to step 1.

Variations on the duration/cooldown mapped key:
Sometimes abilities are either/or. For example, in Rift, my rogue can have either Necrotic Core or Curative Core up, but not both at the same time. Haven't played WoW in a while, but I seem to remember Shaman totems also were limited.

In this case, you can add additional actions in the "Spell Necrotic Core" mapped key Step 1 to "Park" and "Unpark" the other ability:

Action 5: New Mapped Key Step Action:
    Self (Window: Current)
    Mapped Key "Curative Core"
    Step Adjustment: Set to step 1
    Timer Group: T:Ozy: Curative Core, Delay (Necrotic Core's cooldown X 2) seconds, Max Timers in Group: 1, Auto-recurring unchecked.
Action 6: New Mapped Key Step Action:
    Self (Window: Current)
    Mapped Key "Curative Core"
    Step Adjustment: Set to step 2
    Timer: None

We set the duration on Curative Core's timer to double Necrotic Core's so there is no way it can be off cooldown when Necrotic Core's comes up. Of course, we do the reverse with Curative Core's mapped key. The drawback is if we want to swap cores, we do need to wait for that extra cooldown to pass—in Rift, that's 15 seconds. In this particular example, Necrotic Core is part of my DPS rotation, whereas Curative Core is in my Healing Rotation. When I call for healing, my rogue helps out by throwing down his Curative Core and then goes on to his DPS rotation. Since Curative Core is already up, the Necrotic Core step in DPS is skipped.

No cooldown/duration or channeled spell setup:
These we set up in a pretty standard way. Just 1 step with 2 actions. No timers required.
    • Action 1 hits the actual key press
    • Action 2 calls the Disable Combat mapped key for appropriate length of time to allow for cast times, GCDs, or channels.

In this case we also set up the step to not advance for at least X seconds and only fire once.

Image

As we'll see, these mapped keys would need to be fall-through/default spells, at the bottom of the calling rotation.

Builder/Finisher Spell setup:
One of the benefits of this modular rotation set up is that associated spells can be grouped together in their own mapped key—into essentially "sub-rotations." In the case of builder and finisher spells (where you do X builder casts to accumulate points and then 1 finisher cast to use them up), you can put all of those together and let the steps keep count for you—as in a normal, non-prioritized rotation. In our case, we just make sure this is the last mapped key in our "calling rotation," after all the cooldown-type spells created above.

My rogue has a builder called "Empyrean Bolt" and a finisher called "Empyrean Ray." Each bolt gives us a point and a full finisher will use 5 points. To track this, we simply have a 6-step mapped key. The first five steps cast the builder spell and the last hits the finisher. So, the mapped key setup:

Image
Name: Spell Empyrean Bolt Bldr Empyrean Ray Fnsh (ST)
Advanced: Reset timer options unchecked
Step 1: Do not advance to the next step for at least 1.0 seconds (Rogue has a 1-second GCD) and only trigger once. Name "Empyrean Bolt Bldr."
Action 1: Keystroke Ctrl+Num+- -> self

Steps 2-5: Same as Step 1

Step 6: Do not advance to the next step for at least 2.0 seconds and only trigger once. Name "Empyrean Ray ST Fnsh."
Action 1: Keystroke Ctrl+Num+9 -> self

Builder/Finisher setups could have a post all to themselves. The example here is the simplest. There are tweaks we could make since there can be many types of builders and finishers, and each themselves can have cooldowns and priorities.

What I have also done is set up the following mapped keys:
Mapped Key Spell Builder
Mapped Key Spell Finisher
Mapped Key Spell Builder Finisher

Spell Builder is its own priority rotation (since some of my builders have cooldowns) and so is Spell Finisher. Spell "Builder Finisher" calls Spell Builder 5 times, then has 3 fall-through do nothing steps, then calls Spell Finisher. Also, some builders contribute more than 1 point. In those cases, I have that builder's mapped key advance the steps appropriately on the Builder Finisher mapped key (that's why I have the extra fallthrough steps there. These are blank steps with no hindrance to advancement--see "calling rotations"). I can elaborate on this setup if there is any interest.

Calling Rotations:
The Calling Rotations are the usual mapped keys like "DPS Rotation," "Pull Rotation," and "Heal Rotation." These call the ability mapped keys we created above. The key to making this all work is the advancement settings (or lack thereof) that we set in these steps. We take advantage of the fact each Hotkey we send to ISBoxer continues through steps until it finds either a step that has some sort of option set not to advance, or it finds something it needs to do in game. So for each step in a calling rotation we leave all the "Do not advance" checkboxes blank and we allow the mapped keys themselves to handle pauses. As it goes through the steps, any ability mapped key that is "Parked" because of our cooldown timers will be bypassed, and it will act on the first one that has been moved back out of its parked position by our timers.

At the bottom of each of these rotations there needs to be one and only one mapped key that is guaranteed to fire off—that has no cooldown. This would normally be a spam, builder/finisher, or channeled (with no cooldown) mapped key.

For the advanced options on this Calling Rotation mapped key, we do set "Reset to Step 1 after X seconds from the last Hotkey press," so after a fight the rotations will reset.

DPS/Heal Rotations:
These we build just as explained above. Here's a simple example from my rogue:

Image

Name: 04: DPS Rotation
Advanced: Reset to Step 1 after 4 seconds from the last Hotkey press
Step 1: All "Do not advance" options unchecked.
Action 1: Do Spell Motif of Bravery in RIFT Rogue Ozy Key Map -> self

Step 2: All "Do not advance" options unchecked.
Action 1: Do Spell Empowered Shot in RIFT Rogue Ozy Key Map -> self

Step 3: All "Do not advance" options unchecked.
Action 1: Do Spell Empyrean Bolt Bldr Empyrean Ray Fnsh (ST) in RIFT Rogue Ozy Key Map -> self

Rotation Step-by-step
Let's go through a series of Hotkey presses. First, ISBoxer tries to do the Spell Motif of Bravery mapped key. If that hasn't triggered, it does so (and the Spell Motif of Bravery mapped key starts its cooldown timer and "parks"). Now ISBoxer has moved onto step 2 and it waits for the next Hotkey press.

Next press, it is sitting at step 2 so it tries the "Spell Empowered Shot" mapped key. That's not on cooldown, so it fires off Empowered Shot and starts its cooldown. ISBoxer moves onto step 3 and waits.

Next press, it is sitting at step 3, "Spell Empyrean Bolt Bldr Empyrean Ray Fnsh." This is the default—it will always find something to do here. So it fires off the first builder step in that mapped key and now it's sitting at the top of the rotation again, at Step 1.

Next press, it tries to do the first step, Spell Motif of Bravery. But that's parked and on cooldown still—ISBoxer finds no action to do, so next keypress (very quick) it falls through to step 2, but "Spell Empowered Shot" is also parked on cooldowns, so again it falls through to "Spell Empyrean Bolt Bldr Empyrean Ray Fnsh" again. Here it finds work, so it fires off the second builder step and goes back to top of the rotation again, at Step 1.

This continues. Eventually one of the other keys comes off cooldown and gets hit first.

Pull Rotations (Do some spells and then settle into a normal rotation):
In my pull rotations I usually do some stuff first and then go onto the DPS rotation. I want the initial steps only to fire once for each pull, so we change things up a bit. It's easiest to explain by example.
Name: 01: Pull
Advanced: Reset to Step 1 after 5 seconds from the last Hotkey press
Step 1: Do not advance to the next step for at least 1.5 seconds and only trigger once. Name "Nop" (short for "No Operation").
Action 1: None

Step 2: All "Do not advance" options unchecked.
Action 1: Do Spell Restorative Engine On in RIFT Rogue Ozy Key Map -> self

Step 3: "Do not advance" to the next step is checked.
Action 1: Do 04: DPS Rotation in RIFT Rogue Ozy Key Map -> self

To walk through this one: In a pull, I like my DPS to sit tight for a bit while the tank starts things off, so I create an empty step with "Do not advance for 1.5 seconds" at the top. First Hotkey press hits this and waits—meanwhile the same press over in my tank's Pull rotation is starting some trouble. Second key press hits the Restorative Engine to make sure that's on (it's a "turn it on if it's off" macro being called in game). Then on the third press we get to the DPS—we simply pass the action over to the DPS Rotation mapped key explained above, but we set this option to not advance. We don't want to wrap around to Nop or Restorative Engine again. We rely on the "Reset to Step 1 after 5 seconds from the last Hotkey press" to bring us up to the top and get us ready for the next pull.

Conclusion:
There are many more permutations of rotations you could do, depending on what you're trying to accomplish. The goal here is it doesn't matter what rotation you use or where you call a spell from—if you change from your DPS rotation to your Panic rotation hotkeys mid-fight—when you call the mapped key for a spell it won't fire if it's been used from anywhere else and is still cooling down. It will just go onto the next active spell.

A few notes/caveats:
    • Of course, ISBoxer has no way to know if an ability misses or is resisted somehow. This assumes 100% effectiveness. If something misses, ISBoxer will still put it on cooldown. You'll need to wait until the ISBoxer-tracked cooldown comes around before it is tried again.
    • I have totally ignored in-game macroing capabilities here. Depending on what you're playing, many of these timers might not be needed.
    • In the end, I use this only on rotations that require it. There is a level of complexity here that isn't always needed. A lot of rotations are really best served in the "classic" method: do this spell, then do that spell, then do the third spell, using the normal "do not advance" settings.
    • Also, this is not 100% priority based. There are cases where the "default" spell in a rotation will fire before a spell that's just come off cooldown--but that should only be one hit and relatively rare.
    • I haven't touched on the "Stance" work that firescue17 and Skarling have done (different rotations for differing levels of difficulty of mobs). That could all be set up to add into this.
    • And finally, I am still pretty new to this. If all that is described above is old hat in the community, :oops: !


Any suggestions would be welcome!
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Skarling

Posts: 247

Joined: Mon Oct 22, 2012 8:24 am

Post Mon Dec 09, 2013 5:59 am

Re: "Trigger only once" checkbox clarification?

Nice write-up Finney. The way I see it, the only drawback of using timers instead of "do not advance to next step" timed option is that by disabling Virtual Combat keys for a set duration you have only one chance to trigger the spell, whereas "do not advance to" allows for multiple attempts to fire it off within a given interval (GCD for example). If you have periodic lag, mutliple attempts should work better imho. On the other hand, timers allow for greater flexibility to adjust the cooldowns on the fly via ISBoxer's "Timer Group action" fuctionality, to take advantage of spell haste Blood Lust - like buffs. I was actually pondering a possibility of combining both methods, but tbh I first wanted to hear from lax on Mapped Key Step State Action chances of implementation first....
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Azorel

Posts: 42

Joined: Mon Jun 10, 2013 3:13 pm

Post Tue Dec 10, 2013 2:08 pm

Re: "Trigger only once" checkbox clarification?

Was searching the forums, reading, and found this thread. Love the right ups, and examples of what some of you are doing in the different games. I also find it neat that a lot of the concepts work for other games as well.

I play vanguard soh, and run a team below. The dps rotations, and layout is design'd for me to minimize the amount of micro management per slot. I don't mind calling for a toon to fire off a spell or re calling him agian to try again. Tho I'm trying to lesson the amount of times I need to jump from char to char to get a basic fight down. When things start to get fun like extra mobs, lose of a char then a swamp to char is just the best way to handle the issue.

Axanager - DK ( tank ) : 5 min Str / Wis buff, 30 sec Endurence buff
Ikino - Disc ( melee dps / healer ) : 5 min heal buff
Azorel - psi ( CC / nuker ) : Mana Drain Dot, General dots 20sec to 45 sec duration
Azbardin - bard ( melee dps / caster ) : 30 sec duration dots
Skinnybean - shaman ( dot / melee dps / back up healer ) : 15sec - 45 sec duration dots, melee dots 20sec to 30sec
Skimper - monk ( melee dps / high burst dps ) : 5 minute cool down from burst, 1 to 4 minute dots debuffs

Using the example "like a pro", have built, and have up and running dps rotations that call up, short term ( 30sec - 5m duration ) buffs and dots and re apply's them. This is depending on either being called in the dps rotation off the start or by a mapped key and a menu click to call / start recast timer.

I m going to use the disc example as it has most of the different styles in it, tho the concept also works on the monk as well.

Main Mapped Keys
Ikino
- DPS Roation
- Step 1 - Ctrl - 2 "Do not advance to next step for 9 sec"
- Set Step DPS Roation Ikino to 1 after 4 min ( 1 timer )
- Step 2 - Set step DPS Rotation ikino to 6
- Step 3 - Ctrl - 3 "Do not advance to next step for 6 sec"
- Step step dps rotation ikino to 3 after 15 min ( 1 timer )
- step 4 - set step dps rotation ikino to 6
- step 5 - Ctrl - 3 "do not advance to next step for 2.4 sec"
- step 6 - key 2
- step 7 - key 2
- step 8 - set step dps rotation ikino to 6

- Reset
- Step 1 - Set DPS Rotation ikino to step 6

- Petals ( Combat Heal buff )
- step 1 - Set dps rotation ikino to step 1

- Melee Damage buff
- Step 1 - Set step dps roation ikino to 3


ALL Char's Have a Reset Mapped Key then I have a global mapped key that calls for them so one click and all the resets are done on all the rotation. This same one also does the assist me command, target me command.

Click bar combat
Ikino petals
ikino Dmg buff

click bar Fight & Me
Reset

Now, the reset of the team has the same, other then, on some the reset step that is called, just starts the timers, for instances skimper. Skimpers dps rotation step that is called from the reset is for a timer to be started that is going to fire off his burst which is 45sec into the fight.

So team is on follow tank, wondering around the wonderful chunk. Find a nice sunny spot by the tree, or somewhere new to girnd..

Tank targets mob ( mouse click )
Click bar button reset
Click bar button follow ( breaks follow )
Tank runs over hits the mob blah blah
Turns tail runs back to the team
start pounding the dps rotation key
click bar ikino petals ( succesful landing of buff )
while thats happening still pounding the dps rotation key
mobs dead / loot
follow for the team

Next mob
Tank targets mob ( mouse click )
Click bar button reset
Click bar button follow
Tank runs over hits mob
tank runs back to team
start pounding dps rotation key
mob dead / loot
follow for the team

4:30 min later ( on timer for petals )
Tank target mob
click bar button reset
click bar button follow
tank runs over hits mob
tank runs bank to team
start pounding dps rotation key
*4:59sec ( on timer for petals ) Ikino dps rotation reset to step 1 fires Petals
keep pounding dps rotation key
mob dead / loot
follow for the team

So that is the basic of examples I can write, from what I have going, if the combat buff is called and is successful then life is good no swap to char is needed, and buff never drops, if it misses, click bar button and attempt again.

I ve setup all my rotations for all my toons bottom up.. So where I land from the reset is about middle, which starts off with fights openers, debuffs, then move into the dots, all dots have a timer to them and reset to that timer, so basicly if the fight last longer then a timer, on a dot it replies it. If something misses or a timer needs to be reset i have a mapped key for it on a click bar to call it again.

The system works great for me to get full dots / debuffs on a mob with out switching chars.

My next thing I m going to be working on today, seens VG is on a 12 hour patch for some major changes to the game. I m going to start to implement a Burst Mapped key.

My idea is to put the Burst mapped key into virtual combat it will call for a cast / buff from a char in a step by step based on time frame. All lining up to have all six chars best buffs up, and highest dps spell / hit going off for 30sec

Thought I add my current build, and play setup tho, private paste says its too large, so I will share via google. hopefully it works for you all
https://drive.google.com/file/d/0B9UvG0mReZCNSW8tNjIyekE4OGc/edit?usp=sharing
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Skarling

Posts: 247

Joined: Mon Oct 22, 2012 8:24 am

Post Tue Dec 10, 2013 3:31 pm

Re: "Trigger only once" checkbox clarification?

Vanguard has a cool game system called weaknesses, where each class has 2-4 abilities that create special debuffs for 8 secs that can be expoited by other classes. For example Sorcerer's spell "Freeze" creates "Chilled" weakness while it expoits "Vulnerable" pre-existing debuff if it is on the mob. Shaman's spell "Spirit Strike" on the other hand expoits "Chilled" weakness by doing significant extra damage if it lands on a mob with "Chilled" condition, and in turn creates "Shaken" weakness ("Chilled" goes away once expoited). Psionisists's Mental Blast then takes advantage of "Shaken" and puts up "Vulnerable" and so on.

So for Vanguard, I tried to create standard opening sequences that were taking adavantage of this system (my team is DRK, Shaman, Bard, Psionisist, Necro, Sorc), so I had to shuffle spell's a bit within each class's rotations. It's quite fun actually, I managed to have two strings of these running in parallel for first three spells:), cuts down your average fight time significantly.
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Azorel

Posts: 42

Joined: Mon Jun 10, 2013 3:13 pm

Post Tue Dec 10, 2013 5:23 pm

Re: "Trigger only once" checkbox clarification?

Skarling wrote:Vanguard has a cool game system called weaknesses, where each class has 2-4 abilities that create special debuffs for 8 secs that can be expoited by other classes. For example Sorcerer's spell "Freeze" creates "Chilled" weakness while it expoits "Vulnerable" pre-existing debuff if it is on the mob. Shaman's spell "Spirit Strike" on the other hand expoits "Chilled" weakness by doing significant extra damage if it lands on a mob with "Chilled" condition, and in turn creates "Shaken" weakness ("Chilled" goes away once expoited). Psionisists's Mental Blast then takes advantage of "Shaken" and puts up "Vulnerable" and so on.

So for Vanguard, I tried to create standard opening sequences that were taking adavantage of this system (my team is DRK, Shaman, Bard, Psionisist, Necro, Sorc), so I had to shuffle spell's a bit within each class's rotations. It's quite fun actually, I managed to have two strings of these running in parallel for first three spells:), cuts down your average fight time significantly.


Same as well, its taken some time to get all the weaknesses, and spells / abilities to line up tho, once have up the over all dps of the group by a good portion.

The next part of the dps work, is to get a burst going, so the psi 30sec time shift, 30sec dark elf 10% spell damage, Shaman Frenzy, DK Terror, all line and fire. With that also getting each of the chars to use Mithrel Runes of Damage, Solider Powders of Strength, before all this happens. Basicly from what I have been tinkering with and working on paper is about a 20sec ultra burst, where all abilities / clickies / buffs are on the group, just trying to get it so that is when all major hitting spells / abilities land..

The route I m taking on this is to add another step to combat hotkey, it will run Virtual DPS Rotation step 1, and step 2 will be a Burst DPS Rotation, each char will have there own burst dps rotation, and on the steps will time out there abilities. Then I can disable the Burst DPS Rotation, and still have a general DPS Rotation running. That also gives me the abilities to turn on and off each char on there own. So if i don't want the psi to burst tho the monk, I can turn them on or off with a mapped key.
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