Because I'm purely pointing out negatives here, this is going to come off sounding harsher than I really mean for it to. I want to preface this by saying I love these macros designed to make things simple for the community. The amount of effort put into these projects just so others can have a set it and go bot is amazing and I appreciate that. With that said...
To finish out double exp, I wanted to get a couple alts to 110 headshotting in FM and was using this as a mostly hands off way to handle that. Tank pulling packs of mobs, let ranger handle himself to reduce the tedium. So that is the situation in which all of the following was observed. - Tank pulling 1-5 mobs at a time in FM, ranger camp is set and ranged mode is on. Autosit was turned on. I basically didn't touch anything else because the whole point was just a hands off headshotting bot.
As far as positioning itself for easy headshot killing, it does accomplish this totally hands off, so for that I was happy enough in the short term (and thanks for something that I can just fire up and it does that with basically no tweaking). If I was using it in ranged mode for anything else, it would be been outright dangerous to use, however.
Let's start with that. Positioning. Quite regularly it will back up while turning more to the left WAY too far. To the point it aggroed mobs a good distance away from my camp spot more than once in a few hours. I was in FM with a maxed out ranger so whatever.. but if that had happened in ToV I'd have got wrecked. This occurs with or without bard speed, on or off a mount (obviously the problem is exacerbated by bard speed). Sometimes it would do this, run all the way up to the mob (obviously too close to bow) and then immediately do it again trying to reposition away from the mob.
Once in awhile it was slow about positioning and would end up not facing the mob entirely (happened multiple times on named where it made no attempt to position correctly or even turn to face the named (I manually intervened when I noticed, so I don't know how long it would take to do it on its own, or if it would. I will refrain from manually turning it to face a named the next time I test it out). And when it got out of position, sometimes it wouldn't go back to the set camp on its own after a mob was killed until I intervened. This only occurred a relatively small handful of times in the several hours I was playing, but there were a few times I'd look away for a minute and come back to the ranger being on the wrong side of the wall in the Sarnak Fort and not returning to camp. If it's in the middle of one of the previously mentioned 'backing up and turning to the left' sections when the mob dies, it doesn't appear to go back to the camp spot.
I spotted at least 2 occasions where the ranger ran off towards the mob to assist the tank basically as he tagged the mob. The mob was below 98%, but was quite a distance out for it to be considered 'in camp'. I hesitate to mention this as I didn't regularly see it and I can't offer more details towards recreating (like if it only happened when he had not returned to camp spot from a previous kill or not)
It didn't seem to be using Marked Shot ever until I got a named mob. Then, during and after the named, it did use Marked Shot as it was available (roughly) but didn't seem to be using focused arrow nuke ever. It then seemed to shift back to properly using Focused after another named, but not Marked Shot. I don't know if it cycled every named, though that was when I noticed it would shift between the two.
Now on to just general usefulness vs actually not functioning correctly.
Not being able to turn off DoT's separate from nukes just wastes mana a lot of times. In the scenario of headshotting in FM, obviously it's a waste, but even in my normal ToV grind setup, casting the big dot on every single mob can be mana inefficient. They don't last long enough for me to get enough out of them to be worth 13k mana most of the time and just eat up mana that would be better spent nuking. In the grand scheme of things, this is pretty minor, but being able to turn off just the Dot's would be good. (Burning off all your mana so you can't even really keep up with your physical nukes is also bad in general for rangers, so you might consider having it stop dotting under 'x %', anyway)
It favors jolting axe kick and focused gale of blades (combat abilities) over marked shot/Focus arrow nuke spells. This is also minor, but it is bad from a dps perspective. It does mostly stay where it should enough to use them so some good news there. That said, those bow based physical nukes are an extremely significant portion of your dps and should take priority over the spammable combat abilities whenever possible.
Outside of burns, it never used guardian, group guardian, and outriders.. These are abilities you can have 1 of the 3 up at almost all times if you stagger them. I understand the logic of keeping auspice, pureshot, and scarlet for burns, but those first 3 abilities really shouldn't be held. They're more about sustaining dps than big bursts. I realize this is likely a lot more complicated than the previous two, I'm just stating it as food for thought at this point. - (And this is just a note in case you make changes to what is and isn't part of the burn - Spire should always be hit with auspice if possible, so if you're saving auspice, it's not a bad idea to save spire as well. If you're hitting it as it's available for sustained, auspice pairing with spire is a good idea even though their timers don't sync perfectly)
I will be further testing this tomorrow and making a point to watch more closely for anything else I should be mentioning here. For now, bed.
To finish out double exp, I wanted to get a couple alts to 110 headshotting in FM and was using this as a mostly hands off way to handle that. Tank pulling packs of mobs, let ranger handle himself to reduce the tedium. So that is the situation in which all of the following was observed. - Tank pulling 1-5 mobs at a time in FM, ranger camp is set and ranged mode is on. Autosit was turned on. I basically didn't touch anything else because the whole point was just a hands off headshotting bot.
As far as positioning itself for easy headshot killing, it does accomplish this totally hands off, so for that I was happy enough in the short term (and thanks for something that I can just fire up and it does that with basically no tweaking). If I was using it in ranged mode for anything else, it would be been outright dangerous to use, however.
Let's start with that. Positioning. Quite regularly it will back up while turning more to the left WAY too far. To the point it aggroed mobs a good distance away from my camp spot more than once in a few hours. I was in FM with a maxed out ranger so whatever.. but if that had happened in ToV I'd have got wrecked. This occurs with or without bard speed, on or off a mount (obviously the problem is exacerbated by bard speed). Sometimes it would do this, run all the way up to the mob (obviously too close to bow) and then immediately do it again trying to reposition away from the mob.
Once in awhile it was slow about positioning and would end up not facing the mob entirely (happened multiple times on named where it made no attempt to position correctly or even turn to face the named (I manually intervened when I noticed, so I don't know how long it would take to do it on its own, or if it would. I will refrain from manually turning it to face a named the next time I test it out). And when it got out of position, sometimes it wouldn't go back to the set camp on its own after a mob was killed until I intervened. This only occurred a relatively small handful of times in the several hours I was playing, but there were a few times I'd look away for a minute and come back to the ranger being on the wrong side of the wall in the Sarnak Fort and not returning to camp. If it's in the middle of one of the previously mentioned 'backing up and turning to the left' sections when the mob dies, it doesn't appear to go back to the camp spot.
I spotted at least 2 occasions where the ranger ran off towards the mob to assist the tank basically as he tagged the mob. The mob was below 98%, but was quite a distance out for it to be considered 'in camp'. I hesitate to mention this as I didn't regularly see it and I can't offer more details towards recreating (like if it only happened when he had not returned to camp spot from a previous kill or not)
It didn't seem to be using Marked Shot ever until I got a named mob. Then, during and after the named, it did use Marked Shot as it was available (roughly) but didn't seem to be using focused arrow nuke ever. It then seemed to shift back to properly using Focused after another named, but not Marked Shot. I don't know if it cycled every named, though that was when I noticed it would shift between the two.
Now on to just general usefulness vs actually not functioning correctly.
Not being able to turn off DoT's separate from nukes just wastes mana a lot of times. In the scenario of headshotting in FM, obviously it's a waste, but even in my normal ToV grind setup, casting the big dot on every single mob can be mana inefficient. They don't last long enough for me to get enough out of them to be worth 13k mana most of the time and just eat up mana that would be better spent nuking. In the grand scheme of things, this is pretty minor, but being able to turn off just the Dot's would be good. (Burning off all your mana so you can't even really keep up with your physical nukes is also bad in general for rangers, so you might consider having it stop dotting under 'x %', anyway)
It favors jolting axe kick and focused gale of blades (combat abilities) over marked shot/Focus arrow nuke spells. This is also minor, but it is bad from a dps perspective. It does mostly stay where it should enough to use them so some good news there. That said, those bow based physical nukes are an extremely significant portion of your dps and should take priority over the spammable combat abilities whenever possible.
Outside of burns, it never used guardian, group guardian, and outriders.. These are abilities you can have 1 of the 3 up at almost all times if you stagger them. I understand the logic of keeping auspice, pureshot, and scarlet for burns, but those first 3 abilities really shouldn't be held. They're more about sustaining dps than big bursts. I realize this is likely a lot more complicated than the previous two, I'm just stating it as food for thought at this point. - (And this is just a note in case you make changes to what is and isn't part of the burn - Spire should always be hit with auspice if possible, so if you're saving auspice, it's not a bad idea to save spire as well. If you're hitting it as it's available for sustained, auspice pairing with spire is a good idea even though their timers don't sync perfectly)
I will be further testing this tomorrow and making a point to watch more closely for anything else I should be mentioning here. For now, bed.



