actions.precombat+=/summon_pet,if=!talent.lone_wolf # Determine the stronger trinket to sync with cooldowns. In descending priority: buff effects > damage effects, longer > shorter cooldowns, longer > shorter cast times. Special case to consider Mirror of Fractured Tomorrows weaker than other buff effects since its power is split between the dmg effect and the buff effect. actions.precombat+=/variable,name=trinket_1_stronger,value=!trinket.2.has_cooldown|trinket.1.has_use_buff&(!trinket.2.has_use_buff|!trinket.1.is.mirror_of_fractured_tomorrows&(trinket.2.is.mirror_of_fractured_tomorrows|trinket.2.cooldown.duration20 actions.precombat+=/salvo,precast_time=10 # Precast Aimed Shot on one or two targets unless we could cleave it with Volley on two targets. actions.precombat+=/aimed_shot,if=active_enemies<3&(!talent.volley|active_enemies<2) # Precast Steady Shot on two targets if we are saving Aimed Shot to cleave with Volley, otherwise on three or more targets. actions.precombat+=/steady_shot,if=active_enemies>2|talent.volley&active_enemies=2 actions+=/counter_shot actions+=/tranquilizing_shot # Determine if it is a good time to use Trueshot. Raid event optimization takes priority so usage is saved for multiple targets as long as it won't delay over half its duration. Otherwise allow for small delays to line up buff effect trinkets, and when using Bullseye, delay the last usage of the fight for max stacks. actions+=/variable,name=trueshot_ready,value=cooldown.trueshot.ready&(!raid_event.adds.exists&(!talent.bullseye|fight_remains>cooldown.trueshot.duration_guess+buff.trueshot.duration%2|buff.bullseye.stack=buff.bullseye.max_stack)&(!trinket.1.has_use_buff|trinket.1.cooldown.remains>30|trinket.1.cooldown.ready)&(!trinket.2.has_use_buff|trinket.2.cooldown.remains>30|trinket.2.cooldown.ready)|raid_event.adds.exists&(!raid_event.adds.up&(raid_event.adds.duration+raid_event.adds.in<25|raid_event.adds.in>60)|raid_event.adds.up&raid_event.adds.remains>10)|boss&fight_remains<25) actions+=/call_action_list,name=cds actions+=/call_action_list,name=trinkets actions+=/hunters_mark,if=(settings.mark_any|target.is_boss)&active_dot.hunters_mark=0&target.time_to_pct_80>20 actions+=/call_action_list,name=st,strict=1,if=active_enemies<3|!talent.trick_shots actions+=/call_action_list,name=trickshots,strict=1,if=active_enemies>2 ## Call for Power Infusion when Trueshot is up. ## actions.cds+=/invoke_external_buff,name=power_infusion,if=buff.trueshot.remains>12 actions.cds+=/berserking,if=buff.trueshot.up|boss&fight_remains<13 actions.cds+=/blood_fury,if=buff.trueshot.up|cooldown.trueshot.remains>30|boss&fight_remains<16 actions.cds+=/ancestral_call,if=buff.trueshot.up|cooldown.trueshot.remains>30|boss&fight_remains<16 actions.cds+=/fireblood,if=buff.trueshot.up|cooldown.trueshot.remains>30|boss&fight_remains<9 actions.cds+=/lights_judgment,if=buff.trueshot.down actions.cds+=/potion,if=buff.trueshot.up&(buff.bloodlust.up|target.health.pct<20)|boss&fight_remains<26 actions.cds+=/salvo,if=active_enemies>2|cooldown.volley.remains<10 actions.st+=/steady_shot,if=talent.steady_focus&steady_focus_count&buff.steady_focus.remains<8 actions.st+=/kill_shot,if=buff.razor_fragments.up actions.st+=/black_arrow actions.st+=/explosive_shot,if=active_enemies>1 actions.st+=/volley actions.st+=/rapid_fire,if=!talent.lunar_storm|(!cooldown.lunar_storm.remains|cooldown.lunar_storm.remains>5) actions.st+=/trueshot,if=variable.trueshot_ready # Trigger Salvo if Volley isn't being used to trigger it. actions.st+=/multishot,if=buff.salvo.up&!talent.volley # Don't overwrite Precise Shots unless Trueshot is active or it can cleave. actions.st+=/wailing_arrow # With Serpentstalker's Trickery target the lowest remaining Serpent Sting. Don't overwrite Precise Shots unless either Trueshot is active or Aimed Shot would cap before its next cast. Don't overwrite when using Chimaera Shot on two targets. Overwrite freely if it can cleave. actions.st+=/aimed_shot,cycle_targets=1,if=buff.precise_shots.down|(buff.trueshot.up|full_recharge_timeexecute_time&active_enemies>1) actions.st+=/steady_shot,if=talent.steady_focus&buff.steady_focus.down&buff.trueshot.down actions.st+=/chimaera_shot,if=buff.precise_shots.up actions.st+=/arcane_shot,if=buff.precise_shots.up actions.st+=/barrage,if=talent.rapid_fire_barrage actions.st+=/explosive_shot actions.st+=/arcane_shot,if=focus>cost+action.aimed_shot.cost actions.st+=/kill_shot actions.st+=/bag_of_tricks,if=buff.trueshot.down actions.st+=/steady_shot actions.trickshots+=/steady_shot,if=talent.steady_focus&steady_focus_count&buff.steady_focus.remains<8 actions.trickshots+=/explosive_shot actions.trickshots+=/volley actions.trickshots+=/barrage,if=talent.rapid_fire_barrage&buff.trick_shots.remains>=execute_time actions.trickshots+=/rapid_fire,if=buff.trick_shots.remains>=execute_time actions.trickshots+=/kill_shot,if=buff.razor_fragments.up actions.trickshots+=/black_arrow actions.trickshots+=/wailing_arrow,if=buff.precise_shots.down actions.trickshots+=/wailing_arrow,if=buff.precise_shots.down|buff.trueshot.up actions.trickshots+=/trueshot,if=variable.trueshot_ready # For Serpentstalker's Trickery, target the lowest remaining Serpent Sting. Only cast if it would cleave with Trick Shots. Don't overwrite Precise Shots. actions.trickshots+=/aimed_shot,cycle_targets=1,if=buff.trick_shots.remains>=execute_time&buff.precise_shots.down actions.trickshots+=/multishot,if=buff.trick_shots.down|buff.precise_shots.up|focus>cost+action.aimed_shot.cost actions.trickshots+=/bag_of_tricks,if=buff.trueshot.down actions.trickshots+=/steady_shot # True if effects that are desirable to sync a trinket buff with are ready. actions.trinkets+=/variable,name=sync_ready,value=variable.trueshot_ready # True if effecs that are desirable to sync a trinket buff with are active. actions.trinkets+=/variable,name=sync_active,value=buff.trueshot.up # Time until the effects that are desirable to sync a trinket buff with will be ready. actions.trinkets+=/variable,name=sync_remains,value=cooldown.trueshot.remains_guess # Uses buff effect trinkets with cooldowns and is willing to delay usage up to half the trinket cooldown if it won't lose a usage in the fight. Fills in downtime with weaker buff effects if they won't also be saved for later cooldowns (happens if it won't delay over half the trinket cooldown and a stronger trinket won't be up in time) or damage effects if they won't inferfere with any buff effect usage. Intended to be slot-agnostic so that any order of the same trinket pair should result in the same usage. actions.trinkets+=/use_item,use_off_gcd=1,slot=trinket1,if=trinket.1.has_use_buff&(variable.sync_ready&(variable.trinket_1_stronger|trinket.2.cooldown.remains)|!variable.sync_ready&(variable.trinket_1_stronger&(variable.sync_remains>trinket.1.cooldown.duration%3&fight_remains>trinket.1.cooldown.duration+20|trinket.2.has_use_buff&trinket.2.cooldown.remains>variable.sync_remains-15&trinket.2.cooldown.remains-5fight_remains)|variable.trinket_2_stronger&(trinket.2.cooldown.remains&(trinket.2.cooldown.remains-5=20|trinket.2.cooldown.remains-5>=variable.sync_remains&(variable.sync_remains>trinket.1.cooldown.duration%3|trinket.1.cooldown.durationfight_remains)))|trinket.2.cooldown.ready&variable.sync_remains>20&variable.sync_remains20|trinket.2.cooldown.remains>20))|boss&fight_remains<25&(variable.trinket_1_stronger|trinket.2.cooldown.remains) actions.trinkets+=/use_item,use_off_gcd=1,slot=trinket2,if=trinket.2.has_use_buff&(variable.sync_ready&(variable.trinket_2_stronger|trinket.1.cooldown.remains)|!variable.sync_ready&(variable.trinket_2_stronger&(variable.sync_remains>trinket.2.cooldown.duration%3&fight_remains>trinket.2.cooldown.duration+20|trinket.1.has_use_buff&trinket.1.cooldown.remains>variable.sync_remains-15&trinket.1.cooldown.remains-5fight_remains)|variable.trinket_1_stronger&(trinket.1.cooldown.remains&(trinket.1.cooldown.remains-5=20|trinket.1.cooldown.remains-5>=variable.sync_remains&(variable.sync_remains>trinket.2.cooldown.duration%3|trinket.2.cooldown.durationfight_remains)))|trinket.1.cooldown.ready&variable.sync_remains>20&variable.sync_remains20|trinket.1.cooldown.remains>20))|boss&fight_remains<25&(variable.trinket_2_stronger|trinket.1.cooldown.remains)