forked from phenom/healer-man
Update Healer Man server
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@@ -11,14 +11,14 @@ The most useful upstream starting points are `src/Ai/Class/<Class>/Strategy/` fo
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| Execute | Execute-category abilities move ahead of the normal profile below 20% target health. |
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| Multiple targets | Cleave gains value at two hostiles; area damage moves ahead at three or more. |
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| Healing | Critical, medium, and light triage bands begin below 30%, 60%, and 90% health. Area healing requires three injured allies. |
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| Threat | Tanks interrupt first and taunt a hostile that is not attacking them; non-tanks drop dangerous threat before continuing their profile. |
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| Threat | Tanks interrupt first and taunt a hostile that is not attacking them; non-tanks drop or redirect dangerous threat before continuing their profile. Threat effects update every engaged enemy and immediately resolve its next target. |
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| Control | Interrupts are reactive. Long crowd control is used only when an encounter requests control. |
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| Defense | Mitigation is used below 55% actor health and receives emergency priority below 35%. |
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| Resources | Low-resource generators are favored below 30%; spenders still have to pass runtime cost and rune validation. |
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| Defense | Mitigation is used below 55% actor health and receives emergency priority below 35%. Assassination uses Evasion for boss aggro, low-health melee pressure, or a telegraphed strong melee hit; Vanish resets threat for boss aggro or near-death escape. |
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| Resources | Low-resource generators are favored below 30%; spenders still have to pass runtime cost and rune validation. Arms banks Rage for Mortal Strike and Assassination banks Energy for Mutilate instead of starving those signature actions with a cheaper filler. |
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| Combo points | Builders run below four points; finishers require at least four points on the current target. |
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| Major cooldowns | Offensive cooldowns of 60 seconds or longer are held for bosses or durable targets. |
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`playerbots-inspired-v5-ready-five` also generates legal level-scaled talent plans for all
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`playerbots-inspired-v6-reactive-ready-five` also generates legal level-scaled talent plans for all
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31 classic specializations. Each level-80 plan spends 51 points in the selected
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tree and 20 in a compatible secondary tree, prefers executable active talents
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and their prerequisites, and sanitizes obsolete imported prerequisite links.
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@@ -43,7 +43,7 @@ The leftmost available action wins after reactive rules, learned-talent gating,
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| Hunter | Beast Mastery | Aspect of the Dragonhawk/Hawk; Call Pet; Kill Command; Bestial Wrath; Serpent Sting; Arcane Shot; Multi-Shot; Steady Shot |
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| Hunter | Marksmanship | Aspect of the Dragonhawk/Hawk; Call Pet; Misdirection; Rapid Fire; Readiness; Kill Shot; Chimera Shot; Aimed Shot; Serpent Sting; Arcane Shot; Steady Shot; Silencing Shot; Disengage; Feign Death |
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| Hunter | Survival | Aspect of the Dragonhawk/Hawk; Call Pet; Kill Shot; Explosive Shot; Black Arrow; Serpent Sting; Aimed Shot; Arcane Shot; Steady Shot |
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| Rogue | Assassination | Deadly/Instant Poison; Tricks of the Trade; Cold Blood; Envenom; Rupture; Mutilate; Eviscerate; Sinister Strike; Kick; Evasion; Cloak of Shadows; Vanish |
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| Rogue | Assassination | Deadly/Instant Poison; Tricks of the Trade; Cold Blood; Envenom; Shiv; Rupture; Mutilate; Eviscerate; Sinister Strike; Kick; Evasion; Cloak of Shadows; Vanish |
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| Rogue | Combat | Killing Spree; Blade Flurry; Eviscerate; Sinister Strike |
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| Rogue | Subtlety | Shadow Dance; Rupture; Eviscerate; Hemorrhage; Backstab |
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| Priest | Discipline | Inner Fire; Pain Suppression; Inner Focus; Power Infusion; Shadowfiend; Divine Hymn; Penance; Power Word: Shield; Flash/Greater Heal; Renew; Dispel Magic; Cure Disease; Resurrection |
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@@ -92,3 +92,33 @@ major offensive and defensive cooldown decisions without unexplained idle
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windows. Stock abilities whose Talent.dbc node was removed by the patched
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client (currently Devastate, Shadowstep, and Lava Lash) use their retained
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Spell.dbc source level rather than an impossible dangling talent gate.
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The Ready-five runtime gives healer mitigation its own triage pass before
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direct healing: Discipline uses Pain Suppression at the defensive threshold,
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Power Word: Shield as named absorb capacity, and Renew on moderately injured
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targets without replacing a pending HoT. Inner Focus is reserved for an ally
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at or below 40% health or at least two allies at or below 60%, then empowers
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the next direct single-target or area heal with a free cost and 25 percentage
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points of critical chance. Protection Revenge is enabled for a
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five-second window after an authoritative incoming dodge, parry, or block.
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Untargeted cooldown resets affect other abilities only, so Readiness cannot
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reset itself and monopolize the Hunter rotation. Blink and Disengage create
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distance from threat, low-health danger, or an imminent strong melee hit;
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Fire Blast is the instant Fire action available while moving.
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Assassination treats Envenom as its primary four-plus-combo-point finisher,
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matching the pinned Playerbots Assassination trigger, and banks Energy rather
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than spending those points on cheaper Rupture while Envenom becomes affordable.
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Rupture remains a bleed fallback rather than a required maintenance action.
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Instant Poison now deals rank- and attack-power-scaled Nature damage. Deadly
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Poison applies a source-specific, refreshable 12-second DoT that scales from one
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to five doses. Envenom uses up to one dose per combo point, normally consumes
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those doses, deals Nature damage per used dose, and grants its 1 + combo-point
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second buff: 75% more frequent Instant Poison applications and 15 percentage
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points more Deadly Poison application chance. Mutilate supplies two poison
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opportunities. Shiv
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models its off-hand strike by guaranteeing a Deadly Poison application and is
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eligible at four-plus combo points only while the target lacks enough doses for
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the pending Envenom. The pinned Assassination build's 3/3 Master Poisoner gives
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Envenom a 100% chance to
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preserve the doses while retaining their damage scaling.
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