137 lines
12 KiB
Markdown
137 lines
12 KiB
Markdown
# Combat rotation matrix
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Healer Man uses AzerothCore playerbots commit `531282e` as a read-only behavioral reference. The complete historical checkout is available locally at `../wow-pvt-server-backups-2/azerothcore-wotlk/modules/mod-playerbots`; do not modify it or treat it as the active project. The implementation is an independent TypeScript policy over Healer Man's executable catalog, not a port of playerbots C++.
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The most useful upstream starting points are `src/Ai/Class/<Class>/Strategy/` for actions, triggers, and relative priorities; `conf/playerbots.conf.dist` for the level-60 and level-80 PvE talent build links; `src/PlayerbotAIConfig.cpp` for parsing those links; and `src/Bot/Factory/PlayerbotFactory.cpp` plus `src/Mgr/Talent/Talentspec.cpp` for level-aware talent application. Translate these inputs through Healer Man's own talent legality, executable-effect, resource, encounter-state, and deterministic-simulation rules rather than copying C++ behavior literally.
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| Concern | Playerbots behavior translated into Healer Man |
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| --- | --- |
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| Core rotation | One deterministic priority profile for each of the 31 Wrath specializations. |
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| Maintenance | DoTs, debuffs, buffs, pets, and summons are refreshed only after their existing effect ends. |
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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 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%. 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-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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Runtime resource generation is actor-authoritative without erasing the action's
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cooldown/GCD, and companion melee abilities share the formation combat-reach
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leeway already used by weapon swings.
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CoA and Runes of Magic builds use the same semantic rules when no classic profile applies. Runes of Magic candidates include primary, secondary-general, and primary/secondary elite skills through `abilitiesForCharacter`.
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## Classic specialization profiles
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The leftmost available action wins after reactive rules, learned-talent gating, resource checks, maintenance checks, execute/AoE adjustments, and major-cooldown conservation. Maintenance entries are intentionally listed first; an active aura or pet removes that entry from consideration.
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| Class | Specialization | Maintenance and core priority |
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| --- | --- | --- |
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| Warrior | Arms | Battle Stance; Bloodrage; Rend; Mortal Strike; Bladestorm; Overpower; Execute; Slam; Heroic Strike |
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| Warrior | Fury | Berserker/Battle Stance; Bloodrage; Bloodthirst; Whirlwind; Execute; Sunder Armor; Heroic Strike |
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| Warrior | Protection | Defensive Stance; Shield Block/Last Stand/Shield Wall/Enraged Regeneration; Taunt; Shield Bash; Bloodrage; Shield Slam; Revenge; Devastate; Thunder Clap; Sunder Armor; Heroic Strike |
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| Paladin | Holy | Concentration Aura; Blessing of Might; Holy Shock; Flash of Light; Holy Light; Sacred Shield; Judgement of Light |
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| Paladin | Protection | Devotion Aura; Blessing of Might; Hammer of the Righteous; Shield of Righteousness; Holy Shield; Consecration; Judgement of Wisdom |
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| Paladin | Retribution | Retribution Aura; Blessing of Might; Divine Storm; Crusader Strike; Judgement of Wisdom; Consecration; Exorcism; Hammer of Wrath |
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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; Volley (3+); Multi-Shot (2+); 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; Fan of Knives (3+); 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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| Priest | Holy | Inner Fire; Circle of Healing; Prayer of Mending; Flash Heal; Greater Heal; Renew |
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| Priest | Shadow | Shadowform; Inner Fire; Vampiric Touch; Devouring Plague; Shadow Word: Pain; Mind Blast; Mind Flay; Shadow Word: Death |
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| Death Knight | Blood | Frost Presence (Blood Presence fallback); Heart Strike; Death Strike; Icy Touch; Plague Strike; Death Coil |
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| Death Knight | Frost | Blood Presence; Icy Touch; Plague Strike; Howling Blast; Frost Strike; Obliterate |
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| Death Knight | Unholy | Unholy Presence (Blood Presence fallback); Raise Dead; Plague Strike; Icy Touch; Scourge Strike; Death Coil; Death and Decay |
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| Shaman | Elemental | Flametongue Weapon (Rockbiter fallback); Lightning Shield; Flame Shock; Lava Burst; Chain Lightning; Lightning Bolt |
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| Shaman | Enhancement | Windfury Weapon (Rockbiter fallback); Lightning Shield; Feral Spirit; Stormstrike; Lava Lash; Earth Shock; Lightning Bolt |
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| Shaman | Restoration | Water Shield; Rockbiter Weapon; Lightning Shield; Riptide; Chain Heal; Lesser Healing Wave; Healing Wave; Earth Shield |
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| Mage | Arcane | Mage Armor; Arcane Barrage; Arcane Blast; Arcane Missiles |
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| Mage | Fire | Molten Armor; Combustion; Mirror Image; Flamestrike (3+); Living Bomb; Fireball; Scorch; Fire Blast; Counterspell; Blink; Ice Block; Fire/Frost Ward |
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| Mage | Frost | Frost Armor; Deep Freeze; Frostbolt; Ice Lance; Cone of Cold |
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| Warlock | Affliction | Fel Armor; Felhunter; Haunt; Unstable Affliction; Corruption; Curse of Agony; Drain Soul; Shadow Bolt |
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| Warlock | Demonology | Fel Armor; Felguard; Metamorphosis; Immolate; Corruption; Shadow Bolt |
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| Warlock | Destruction | Fel Armor; Imp; Chaos Bolt; Conflagrate; Immolate; Incinerate; Shadow Bolt |
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| Druid | Balance | Moonkin Form; Starfall; Moonfire; Insect Swarm; Starfire; Wrath |
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| Druid | Feral Bear | Dire Bear/Bear Form; Mangle; Lacerate; Swipe; Maul |
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| Druid | Feral Cat | Cat Form; Rip; Savage Roar; Mangle; Rake; Shred; Claw |
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| Druid | Restoration | Tree of Life; Wild Growth; Swiftmend; Lifebloom; Rejuvenation; Regrowth; Healing Touch |
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## Ability audit classification
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Active abilities fall into one of three audit buckets:
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- **Conditional:** executable but selected only by a semantic trigger, such as interrupts, dispels, resurrection, threat control, movement, crowd control, executes, defensives, and long cooldowns.
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- **Unsupported:** the catalog has only `unsupported`, `scripted`, or noncombat `utility` payloads, or represents a noncombat summon such as a scouting eye, ritual object, portal, or mount. These remain player-visible when valid but are deliberately excluded from autonomous rotations.
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- **Rotation defect:** an executable learned ability with combat semantics that cannot be selected in its valid state. Profile-reference tests, shared-policy scenario tests, party damage audits, and the expanded-class audit treat these as failures.
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## Companion readiness gate
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The shared WoW NPC policy begins with Protection Warrior (Aldren), Discipline
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Priest (Quorin), Marksmanship Hunter (Liora), Fire Mage (Xavian), and
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Assassination Rogue (Orin) as Ready. Every other WoW specialization begins as
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Needs Testing; Beta is an explicit GM-published opt-in. Every CoA specialization
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and RoM class/role profile is also shown as Needs Testing. Automatic balance,
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bracket, regression, and seat-audit scopes exclude Needs Testing entries.
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Player character choices remain unrestricted, and an explicit targeted
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diagnostic can still inspect a Needs Testing build without adding it to the
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certified pool.
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Ready is a certification result, not a tuning label. Its profile must resolve a
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legal Playerbots-derived talent allocation and learned ability ranks at each
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level bracket; preserve its generated identity, resources, gear, and precombat
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setup; execute every conditionally required action; react correctly to threat,
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healing, dispels, interrupts, movement, and boss mechanics; and demonstrate
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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. Player Inner Focus uses the same one-heal aura and
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retains the chosen heal's normal cast time; its activation tooltip is excluded
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from permanent passive talent parsing. 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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Ready DPS AoE uses local engaged packs rather than every hostile in the
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encounter. Marksmanship uses Multi-Shot when two targets fit its three-target
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chain and channels Volley into clustered packs of three or more. Fire uses
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Flamestrike at three or more targets and allows its ground fire to finish
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ticking before recasting. Assassination uses the full-circle Fan of Knives at
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three or more targets. Companion AoE never counts or damages unengaged packs.
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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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