Elemental Mastery update to Ele shaman.
for all you shammies out there tossing up over what talent to go with... read this:
Elemental Talent's and you!
Elemental Mastery update to Ele shaman.
for all you shammies out there tossing up over what talent to go with... read this:
Elemental Talent's and you!
Another ele update, this time doing stuff resulting in a dps gain.
will burn lava burst charges before using ascendance.
There's a pretty significant loss in arcane dps due to how supernova is currently working. It is now being cast at cooldown whenever Incanter's Flow is at 4-5 stacks. The problem is that supernova is casted even when the Prismatic Crystal is off cooldown (or close to being off cooldown) resulting in supernova being on cooldown while Prismatic Crystal is up. The PC+SN combo is the whole reason for taking Supernova.
The logic should look something like this:
if PC exists and IF >=4, cast Supernova
else If incanters flow >= 4 AND PC cooldown timer > 50s, cast all charges of Supernova
else If incanters flow >= 4 AND PC cooldown timer > 25s, cast one charge of Supernova
The idea here is to allow Supernova charges to always be available when the Prismatic Crystal is casted.
Thanks![]()
OK so here is my proposed solution
It looks like a dogs breakfast but that is more to cater for people who dont pick both talents together (Flow and Prismatic).
-- Special SupaNova logics
{{ --PrismaticNovaFlow
{ "Supernova", { "player.totem(Prismatic Crystal)" } },
{ "Supernova", { "player.spell(Prismatic Crystal).cooldown > 50", "player.spell(Supernova).charges >= 1" } },
{ "Supernova", { "player.spell(Prismatic Crystal).cooldown > 25", "player.spell(Supernova).charges > 1" } }
}, { "player.debuff(Arcane Charge).count = 4", "player.buff(Incanter's Flow).count >= 4", "talent(7, 2)" } },
{{ --PrismaticNova
{ "Supernova", { "player.totem(Prismatic Crystal)" } },
{ "Supernova", { "player.spell(Prismatic Crystal).cooldown > 50", "player.spell(Supernova).charges >= 1" } },
{ "Supernova", { "player.spell(Prismatic Crystal).cooldown > 25", "player.spell(Supernova).charges > 1" } }
}, { "player.debuff(Arcane Charge).count = 4", "!talent(6, 3)", "talent(7, 2)" } },
--NovaFlow
{ "Supernova", { "player.debuff(Arcane Charge).count = 4", "player.buff(Incanter's Flow).count >= 4", "!talent(7, 2)", "talent(6, 3)" } },
--Nova
{ "Supernova", { "player.debuff(Arcane Charge).count = 4", "!talent(7, 2)", "!talent(6, 3)" } },
I have NOT uploaded this yet as i have a new SmartAE function to test on all rotations first - but wanted you to have a look and see if that matched what you were expecting.
Last edited by akeon1; 04-07-2015 at 02:23 AM.
Checked the code and it looks good![]()
*All rotations and specs updated to fix SmartAE in raids. (Many thanks to StinkyTwitch)
Fix supernova in arcane rotation
Fix chain lightning distance in ele rotation
This is a mandatory update for everyone and is now live.
*Reminder, this is a PE issue and the "fix" is really a workaround.
Great work. Tested it out and works well.
Another problem (Sorry lol) I noticed when fighting Kromog is that Prismatic Crystal does not work. The mage is apparently trying to place the crystal on the boss instead of in front of it, which results in the rotation being stuck in an infinite loop since it is never going to be able to place the crystal on the boss.
Can a special case be made for kromog where the crystal is placed in front of him rather than on him?
Last edited by nightwish2; 04-07-2015 at 07:35 AM.
I have a fix for that nightwish2. I'll hook Akeon up with it.
"Shootings easy, Aimings hard!" Stinky
Don't apologise for suggesting improvements![]()
I take an iterative approach to these rotations - normally in waves depending on what I am currently playing.
If I don't play it, then I rely on you guys to suggest improvements.
Will hopefully have an update for you soon.
Last edited by akeon1; 04-07-2015 at 08:24 PM.
Thanks, haven't tested on Kromog yet but did test it on Oregorger where I was facing a similar issue. Will be testing on Kromog soon.
Hey Akeon,
Your new Smart AOE doesn't seem to be working for me. AOE doesn't activate at all. Multiswitch is on and on a fresh install of PE and your rotation. WTF cleared. PE r16. There are no LUA errors this time though. Weird.
Another bug I see is that maintaining sacred shield in the rotation doesn't happen. It activates when you're in combat and are out of range of melee attacks but once you get back in it doesn't refresh again. Again, no LUA errors to report.