Okay, gonna start a list of stuff and edit as I go. If I don't, I'll forget :p
-this is using beta 1.2 posted earlier-
1. /usedruid is kindof working. With the setting on, it will cast Unified Hand of Nonia (Lv. 105) but *only* when Spell Haste drops on the cleric. It's not checking when it drops on anyone else in group. I also tested this with /usedruid off so it would cast Unified Hand of Surety and same issue. Is this intended?
Yes this is intended, but I will beef up the checks so it should be more reliable.
2. Is it possible to do a 'group check' for auto-rezzing? While I'm sure random people in the lobby appreciate free rezes, spam rezing any corpse in range might be a tad conspicuous. Perhaps at least a toggle of some sort.
I've gone back and forth over the years on this, but I think removing outside group rezes in certain zones make since like PoK and Guild Lobby.
3. If /usedruid is ON then Armor of the Ardent needs to be disabled as they don't stack.
Definitely will add, forgot about this.
4. Awecrush (stun) is not casting for me at all.
Hmmm, my cleric is casting it like crazy, but maybe I mis-spelled the higher level version one.
5. If you manually un-mem shining from gem 12 and then it is needed via normal fading on the tank or through an event request, it will un-mem group heal (gem 5) and load shining there instead of the "buff" gem 12. It does not remem group heal or fix itself. I guess you aren't "supposed" to be meming/unmeming stuff yourself but it should probably default to only load in 12.
This is strange as all misc spells should be forced into gem 12.
6. Heal point on remedy seems to be set really high... Cleric was chaining both when tank would hit 85-90%
Heal point adjusts based on the events. I only use a shitty tank merc, so thats why
Currently set at 90% with 2+ XTargets or Named Mob, 85% if mob same level, 80% if mob within 5 levels, and 70% if lower level. I can make a raidtank toggle with other healpoints if you want. What healpoints would you use in these situations?
7. If the tank dies the Cleric will not rebuff; this might go along with #1 and the buff check.
Yes when I beef up the buff checks this should alleviate this.
8. Virtuous Contravention (the second, lower level one loaded) rarely had a chance to fire due to swapping back to heals and the other Contravention and Mystical Intervention - that's my guess at least since it would occasionally cast. This slot may be better used for something else.
This is due to high heal points, at lower heal points it fires quite often.
Some context for testing so far: Maxxed AA tank merc with full buffs. No outside healing. No slows on mobs. Currently working through Lv 105 HAs in COTF. With AutoCleric the tank merc (yes, merc!) could handle 4 dark blues at once. The healing was very impressive. Divine Arb, epic shield, and Burst of Life all went off with such high damage incoming. However, the threshold for Divine Arb/Shield may want to be adjusted to be used more often as they are relatively quick re-use and the tank was close to death's door when they would fire making it dicey.
Good point, I'll tweak these from 35% to 40%Checked it was at 30, I changed this to 35 for 1.2
May want to consider adding Beacon of Life, Focused Celestial Regeneration, and Celestial Regeneration AAs to the mac. Another thing to consider would be using "Smite the Wicked" AA DD against undead if it's possible to detect mob body type.
Smite of the Wicked has already been added, Cele Regen technically should fire after a Divine Arb. Focused Regen and Beacon of Life need to be added and will be soon
I'm shooting for next week on this.
Edit: Additional thoughts while it's on my mind - would like to see buff support for shining outside of the main tank by saying 'shining' or something else within 100 units similar to how the current HP buffs are setup or have it buff shining on assigned group main assist/puller. Also, buff support for Rallied Greater Ward of Vie.
A Very easy addition, I can do this probably this weekend
Edit #2: There seems to be an issue with the cleric when using the /moveto command over EQBC. The cleric will remain significantly further behind the "moveto" location. I know it's specific to this since 3 other bots in group move appropriately with the command.
I need to put in Error Checks for ${Moveto.Moving} So it won't try to sit or med when you do a /moveto command. I've been meaning to add this, but forgot about it. Done for 1.2
THANK YOU FOR ALL THE FEEDBACK! Its a great help to make the macro better, and it actually make my character a better cleric
- - - Updated - - -
This looks awesome! Will this work for clerics of all levels? Been thinking of leveling one up for my box crew.
Pretty much, I think its a bit dicey under lvl 50 though. I'm working on expanding it so at lvl 1 it will work. I'm going to start some TLP toons soon and check it out. Above 50 it should work, and above 65-70 it works good, and above 85+ it dominates.