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.duration2|talent.volley&active_enemies=2 # 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+=/muzzle actions+=/tranquilizing_shot actions+=/call_action_list,name=cds actions+=/call_action_list,name=trinkets actions+=/call_action_list,name=st,if=active_enemies<3|!talent.trick_shots actions+=/call_action_list,name=trickshots,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|buff.steady_focus.down&!buff.trueshot.up) actions.st+=/rapid_fire,if=buff.trick_shots.remains45|boss&fight_remains<12 actions.st+=/explosive_shot actions.st+=/rapid_fire,if=talent.surging_shots|action.aimed_shot.full_recharge_time>action.aimed_shot.cast_time+cast_time actions.st+=/kill_shot,if=!buff.trueshot.up 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,if=buff.precise_shots.down|buff.trueshot.up|active_enemies>1 # 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. 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+=/kill_shot 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+=/arcane_shot,if=focus>cost+action.aimed_shot.cost 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+=/kill_shot,if=buff.razor_fragments.up actions.trickshots+=/explosive_shot actions.trickshots+=/volley actions.trickshots+=/barrage,if=talent.rapid_fire_barrage actions.trickshots+=/rapid_fire,if=buff.trick_shots.remains>=execute_time&talent.surging_shots 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. Generally only cast if it would cleave with Trick Shots. Don't overwrite Precise Shots unless Trueshot is up or Aimed Shot would cap otherwise. actions.trickshots+=/aimed_shot,cycle_targets=1,if=(buff.trick_shots.remains>=execute_time&(buff.precise_shots.down|buff.trueshot.up|full_recharge_time=execute_time actions.trickshots+=/chimaera_shot,if=buff.trick_shots.up&buff.precise_shots.up&focus>cost+action.aimed_shot.cost&active_enemies<4 actions.trickshots+=/multishot,if=buff.trick_shots.down|(buff.precise_shots.up|buff.bulletstorm.stack=10)&focus>cost+action.aimed_shot.cost actions.trickshots+=/kill_shot,if=focus>cost+action.aimed_shot.cost actions.trickshots+=/multishot,if=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)