Runepriest vs Zealot: background wise I'd prefer the Runepriest here Zealot that has 'transference' tactic, healing for 50% of direct dmg Runepriest has an equivalent. (solo-play & levelling win?) (and don't worry, I won't use the AoE knockback dps skill in scenario's, I promise.) Shaman & Archmage have some 'lifetaps' in 3rd tree (a grand total of 2.) stylewise I'd prefer the Shaman but Archmage has 'Arcing Power' tactic, to make all DPS spells heal for 25%. So: is there a (semi-)viable lifetap + some DPS ranged healer, as alternative? :sĪlso, correctly selecting defensive targets during melee won't be my strong point, at all. Then there's the 'need to get close' bit, you'll need to stack strength so you can land hits, but then your non-melee heals will be lacking. Initially, I was thinking DoK 'lifetap' style, however, from the tree abilities & tactics wearing a shield is clearly rather encouraged this rather ruins the aesthetic of dual wield for me. Release, just Rogue level 9 script so far.I'd like to try running a sort-off healer a bit.By the way, this caused DPS to be MUCH lower than normal, but after this tweak it's the same, on my side at least. Will explain it a bit below under Installation. Tweaked the timing of calling a spell and the script tick-rate (This one is way too tricky, it depends SO much on the ping.And because of disabling the warning system no more annoying messages of cool-down and such. DPS is now higher than the previous versions, even a little higher than manually casting, it's like a fighting machine. Spells should be cast instantly as soon as they're ready. Added a WarningOverride system (check credits above) that triggers ONLY during combat, then the warning system returns to normal right afterwards, you might even notice a couple of error messages at the end of every fight while the skill queue is being flushed!.Flipped the "Blind Stab being cast first" system to solve the issue of starting at the back of the mob and getting stuck, now it starts with Shadowface to force the mob to face you first then cast Blind Stab.The code is still as dirty (heavy and filled with redundants) as ever.Added range check, and energy usage numbers list.You can now edit the Lua file and put in the hotbar slot number of the spell in a convenient list at the beginning of the script.If the mob moves outside of range, follow it till it's in range again.Stop when the first skill to cast is in range.Fixed a bug that prevented the mod from starting combat if the computer was a bit heavy on loading the game.Added the 'Throw' skill if you start engaging a mob too far with Rogue.Added the Warrior class, and a script to cast some spells if the secondary was Rogue.Added a UI (look at command below), with selectable skills, and hotbar slots customization (woot).Split the class scripts into different files.Cleaned/organised the code, and conditionals a bit.
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