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Hunters
Is there an error? Something missing? Funky grammar? Do not hesitate to leave a comment.
This section is a part of the TCI reference.
Regular spells are not mentioned here, you just have to follow the standard names formatting rules.
Pets can be declared and edited as any character with the pet setting (see Characters#Pets). A couple of notes:
-
Supported pets are not listed here, there are many of them though. Their names follow the standard names formatting rules. In doubt, you can check the
sc_util.cpp
source file and search forutil::pet_type_string
to get the list of pets. -
The summon_pet setting (scope: character; default:
turtle
) is used to specify the pet this character should use.
# Here are some examples
summon_pet=wind_serpent
summon_pet=spirit_beast
summon_pet=crocolisk
- Finally, you can use the summon_pet action to summon the pet you previously specified.
# Summon your pet.
actions+=/summon_pet
- Specifying
summon_pet=disabled
will make the summon_pet action not summon any pet.
Primary (main) hunter pet can be referenced in pet expressions as pet.main
instead of using the name set by the summon_pet option. This way action lists work properly with any pet type.
actions+=/barrage,if=pet.main.buff.frenzy.remains>execute_time
The position setting (scope: character; default: back
) can be used to specify whether the character should start in front of the target, or at its back. Acceptable values are front
, ranged_front
, back
, and ranged_back
.
position=front
(New for 6.0) All hunter actions have an additional property, cast_regen
. The property returns the amount of focus regenerated during the execution of the action (casting, channel, or GCD). This enables easier conditionals to protect against focus capping. For example, in MM where Aimed Shot can be used to consume focus, an ability might be used unless it would focus cap after casting the ability and aimed_shot.
actions+=/steady_shot,if=cast_regen+action.aimed_shot.cast_regen<focus.deficit
Several hunter spells and abilities have mechanics that can reduce their base cooldown durations significantly by the time they are ready again. Two custom expressions exist to give values closer to what the final cooldown durations are after accounting for reductions: duration_guess
and remains_guess
, each replacing the generic cooldown expressions duration
and remains
respectively.
actions+=/trueshot,if=cooldown.trueshot.duration_guess+buff.trueshot.duration>target.time_to_die
actions+=/bestial_wrath,if=cooldown.aspect_of_the_wild.remains_guess>5
Kill Command for Survival hunters has an additional expression to return the remaining duration of the Bloodseeker damage over time effect on the current target: bloodseeker.remains
.
actions+=/kill_command,target_if=min:bloodseeker.remains
The next (currently "active") Wildfire Infusion bomb type can be checked with a next_wi_bomb.[shrapnel|pheromone|volatile]
expression. If the talent is not active the expression always return false.
action+=/wildfire_bomb,if=next_wi_bomb.shrapnel&dot.serpent_sting.remains>5*gcd
The module supports casting Tar Trap and implements 2 related expressions:
-
tar_trap.remains
- returns the remaining duration on the Tar Trap slowing effect -
tar_trap.up
- returns true if the Tar Trap slowing effect is active (basically a shortcut totar_trap.remains>0
)
All entries for hunters are fairly obvious and therefore not documented.
- Features
- Starters guide
- Frequently asked questions
- Common Issues
- Textual configuration interface
- Classes
- Graphical User Interface
- Appendixes
- Developers Corner