Table of Contents

August 1, 2022

  • The following quests have had their requirements or rewards changed. You must delete your WDB folder to see the changes.
    • Trial : Who Touch Ma Food
    • Trial : I Am Big Boss
    • Trial : Ghost Busting
    • Trial : Descent of the Silithid
    • Trial : Jungle Cruise

July 28, 2022

  • Fixed an issue with Companions not dispelling their melee temp enchantments correctly, allowing them to stack crit indefinitely when paired with a Shaman's totems

July 26, 2022

  • Fixed an issue where Clones didn’t check for dots applied on the target and would keep trying to reapply them
  • Prevented being able to change Companions into their resistance gear when they are dead
  • Slowed down the Companions’ emote frequency

July 23, 2022

  • Fixed an issue where you couldn’t hire Companions from the NPCs in the starting zones.
  • I made it possible to invite players who are in a group with only their Companions. This needs to be monitored in case there are issues beyond my limited testing.
    • Eg. Player A is in a group with 4 Companions. Player B is not in a group and sends Player A a group invite. Player A accepts the invite and joins Player B’s group. Player A’s Companions will join Player B’s group as well, up to capacity. Because Player B’s group only has 3 slots left, 1 of Player A’s Companions will despawn. Player B could turn his group into a raid group before inviting Player A, so that he can keep all of his Companions upon accepting.
    • Eg. If Player B invites Player A who has Companions but also another Player C in his group, then Player B will get an error saying that Player A is already in a group. A player can only be invited to a group if either he’s not in a group at all, or in a group with only his Companions.
  • Added a new artifact quality shirt [Paragon]:
      • 100% XP
      • 100% Rep
      • -15% Hiring Cost for Companions (accumulative with other discounts)
      • No resurrection sickness from a Spirit Healer
      • On use slowfall effect that lasts for 10 seconds with a 10 minute cooldown.
    • Paragon can be obtained by taking on an adventure from Kadi Coxbain in Tanaris X:65 Y:65. Note that you will need to trade in the New Beginnings and Silvertongue shirts for the Paragon. Minimum level 60 to start the quest.
  • Olighto Mingo's location has changed to Winterspring X:65, Y:65 to make her a better part of the Paragon quest line.

July 21, 2022

  • Players will be able to retain their Companions after leaving a raid group, as well as after leaving a party group that had a “stranger” in the party. A “stranger” is someone who’s not you or one of your Companions. IE. If PlayerA is in a party with 1 of his Companions and with PlayerB who also has 1 Companion, then if either of them leaves the party, both will be put in a party with just their Companion
  • Fixed an issue where Companions would consider certain targets as invalid, caused by a recent change to dueling logic
  • Fixed some movement issues with casters
  • New dueling logic. Currently only the Warrior class is implemented but not thoroughly tested. Only tested basic functioning against another Warrior and no other classes. No other classes have logic currently
  • Based on feedback received, I have removed all the custom tents and whatnots from the starting zones. The starter NPCs were recruited into the ranks of the Companions to allow you to hire them. I’ve left mailboxes. Shirt quest NPCs moved to major cities at the tailor trainers

July 17, 2022

  • Using .z start on a target Companion will set only them active, instead of all your Companions
  • Companions won’t use their mounts before level 40
  • Companions will err on the side of caution and overheal slightly when the healed targets are under attack
  • Changed the number of allowed Companion healers to heal a tank from unlimited to 3. This count ignores Companion off-healers and real players. Non-tank targets can still only receive 1 heals from 1 Companion healer at a time. Hopefully this will allow for a better spread of heals instead of all healers trying to heal the most damaged tank at the same time
  • Companion healers will do a better job deciding when to interrupt their heal if the target has already been healed while they were casting, and only allowing for a maximum of 50% of their spell’s heal amount to be overhealed. IE. If a target is missing 450 HP and their heal is 1000 points then they will cancel it, because they would be wasting 550 healing points. This is in addition to canceling their heal if the target is at full HP
  • Fixed a crash related to the recent .z start change

July 15, 2022

  • Warriors/Rogues with ranged weapons will use them against victims they can’t reach with melee, when they are on stay.
  • Fixed a bug related to the Marketer reselling player bought items at the max item stack instead of the bought amount.
  • Paladins will no longer use Blessing of Protection on tanks, no matter what.
  • Warrior’s Battle Shout will be affected by .z toggle aoe.
  • Dungeon Warrior DPS will try to use Disarm and Disarm will be used against Gurubashi Axe Throwers.
  • Fixed a bug where you could clear the marks of someone else’s Companion by selecting them.
  • Fixed an issue where the Hunter would try to move at range when on cometoggle.
  • Removed the Paladin blessings check from the Shaman’s manual totem assignment. I assume you know what you’re doing.
  • Fixed a bug where your Companions would get stuck on their taxi flight after taking the taxi with cometoggle on.
  • Implemented a way to specify which totem types to toggle on/off.
    • .z set totems
      • This will behave like a master controller and only serves the purpose of toggling on/off all the types at once.
    • .z set totem [fire/wind/water/earth]
      • You can specify which type to toggle on/off. If you give the Shaman a manual totem assignment, like: set totem Tremor Totem and then if you toggle earth totems off: .z set totem earth, he won’t use earth totems at all. If you toggle earth totems back on then he will use your manual assignment. Hopefully you should have good control over the Shaman’s totems this way.
  • Companions will occasionally teleport to you if they can’t pathfind to your location. Needs to be monitored.
  • Changed teleport to happen at your location instead of above you and disabled teleport messages to reduce chat spam
  • Due to some issues with falling through floors and clipping through water, I’ve reverted a change that allows you to see the direction the Companions are facing. So now it may appear like they are facing the wrong way when fighting a target, but in reality they are facing correctly. More work will be needed on this in ze future.
  • Companions will teleport to their leader when taxi flying, if the leader is not taxi flying anymore, probably because they got Warlock summoned.
  • Companion Warlocks are now able to use Ritual of Summoning on players who are taxi flying.

July 11, 2022

  • Increased the drop chance of raid tokens from 75% to 100%
  • Allowed shirts to be available for illusions

July 9, 2022

  • Companions will use their 60% mounts when a player Druid is in Travel form
  • Melee Companions will only ignore their victims, who are at range, when rooted if they have other victims they can attack in melee range, instead of always ignoring them. This is to prevent situations like a Bear not using powershift to break out of roots because his victim was at range and therefore invalidated
  • New quest added for the legendary shirt Silvertongue, an item that grants the wearer double reputation gains. The quest for the item can be picked up from Mr. Deathicus in Azshara. It requires level 60, 1 Mature Blue Dragon Sinew, 20 Tokens of Dungeon Expertise and 300 gold. Access to Mr. Deathicus can be gained from Sanath at X: 28 Y: 50 in Azshara

July 7, 2022

  • Companions will use their 60% mounts when a player Shaman is in Ghostwolf form
  • Companions will pass group leadership back to their master whenever they are given leader, instead of de-spawning

June 30, 2022

  • Silithus' Abyssal Lords, Dukes and Templars now drop Tokens of Dungeon Expertise. Templars have a low chance to do so
  • All lower level dungeons now have a low chance of dropping Tokens of Dungeon Expertise, effectively, all dungeons in the game now have a chance to drop it

June 29, 2022

Various fixes from last 30 days:

  • Fixed various crashes
  • A lot of fixes and improvements to Companion logic
  • Added logic against the Green Dragons. Needs to be tested
  • Companions will use more lore friendly names. When in a raid group they will use your name’s initials to form a name, to make it easier to distinguish between your Companions and another players
  • New OnWhsiper set limiter [on/off] - this will remove the threat limiter that Companions use to throttle dps when over threatening against a boss
  • New OnWhsiper set totems [on/off] - this will cause a Shaman to use or not his totems
  • During Twin Emperor’s fight, Warlocks will be considered as tanks for the purpose of receiving any number of concomitant heals if their limiter is set to off. And they will use HP boosting consumables under this circumstance
  • All .z commands have received a refactoring, improving many aspects about them, including making most of them role/class selector aware
  • New .z cometoggle command. Selector aware. This will cause the affected Companions to move to your location if they are far from you, and stay at your location when they arrive. Sort of a combination between .z stop and .z comestay
  • Fixed an issue where the Companions were poison cleansing the Son of Hakkar poison, which is needed for a mechanic during the Hakkar fight
  • Reduced Son of Hakkar auto attack damage according to feedback received
  • Added more sources of small/large obsidian chunks in AQ40. On average it should take 1 full clear of AQ20 an AQ40 to gain enough obsidian for 1 T4R license upgrade
  • Fixed an issue with illusions not applying properly without a relog
  • Fixed an issue where Mage/Warlock food trading would sometimes not appear in the trade window
  • Fixed a bug where you could trade a Warlock for a healthstone pre level 10 which would give you a bad item that would cause your character to become invisible
  • A full rework of Marketer’s material prices. The current prices should be more than convenient and accessible across all levels. Marketer will also resell items he buys from players

June 28, 2022

LEVEL 60 COMPANION PROGRESSION EXPLAINED

  • [Short version]:
    • To unlock access to raids: complete the recognition quests from Companion Representatives by the Innkeeper in all major cities.
    • To unlock licenses used to upgrade your Companions: complete recognition quests then complete the license quests.
  • [Long version]:
    • Once you reach level 60 you can upgrade your T0D Companions (green gear) in 2 different ways: with dungeon licenses or raid licenses.
    • Even though all the raids are available, in order to access them you need to complete the recognition quests which require you to kill a boss at the end of a dungeon or raid.
    • The recognition quests can be picked up from the Companion Representatives by the Innkeeper in all major cities.
    • These quests come in 2 quest chains, one for the dungeons progression, one for the raid progression.
  • Dungeon Recognition Quests:
    • 1/5 - The Ropes: Defeat Darkmaster Gandling
    • 2/5 - Corrupted Hearts: Defeat Baron Rivendare
    • 3/5 - Counter Strategy: Defeat General Drakkisath (gives access to ZG)
    • 4/5 - A Blood Sacrifice: Defeat Hakkar the Soulflayer (gives access to AQ20)
    • 5/5 - Creepy Crawlies: Defeat Ossirian the Unscarred
  • Raid Recognition Quests:
    • 1/5 - The Seat of Power: Defeat Emperor Dagran Thaurissan (gives access to MC/Onyxia)
    • 2/5 - Fire and Brimstone: Defeat Ragnaros, the Firelord (gives access to BWL)
    • 3/5 - In the Shadow of the Mountain: Defeat Nefarian, the Lord of Blackrock Spire (gives access to ZG, AQ20, AQ40)
    • 4/5 - What Lies Dormant: Defeat C’Thun, the Prime Evil (gives access to Naxxramas)
    • 5/5 - Darkness Beckons: Defeat Kel’Thuzad, The Archlich
      • Even if you want nothing to do with the Companions at all, you still need to complete these quests if you want access to the raids. This is a raid progression designed for patch 1.12. Each character must unlock the raids in the order specified.
  • Raid recognitions: BRD -> MC -> BWL -> AQ40 -> Naxxramas
  • Dungeons recognitions: Scholomance -> Stratholme -> UBRS -> ZG -> AQ20
    • Note that only raids need to be unlocked.
  • Dungeon License Quests (companion upgrades):
    • 1/5 - Dungeon Licence : T1D
      • Requirements:
        • Companions Recognition : T1D - obtained from completing the quest: The Ropes
        • Token of Dungeon Expertise x10 - obtained from repeatable quests and dungeon bosses
        • Heavy Runecloth Bandage x20
        • Major Healing Potion x20
    • 2/5 - Dungeon Licence : T2D
      • Requirements:
        • Companions Recognition : T2D - obtained from completing the quest: Corrupted Hearts
        • Token of Dungeon Expertise x20 - obtained from repeatable quests and dungeon bosses
        • Runn Tum Tuber Surprise x20
        • Field Repair Bot 74A x1
    • 3/5 - Dungeon Licence : T3D
      • Requirements:
        • Companions Recognition : T3D - obtained from completing the quest: Counter Strategy
        • Token of Dungeon Expertise x30 - obtained from repeatable quests and dungeon bosses
        • Smoked Desert Dumplings x20
        • Demon Forged Breastplate x1
    • 4/5 - Dungeon Licence : T4D
      • Requirements:
        • Companions Recognition : T4D - obtained from completing the quest: A Blood Sacrifice
        • Token of Dungeon Expertise x40 - obtained from repeatable quests and dungeon bosses
        • Brilliant Wizard Oil x20
        • Bloodvine Vest x1
    • 5/5 - Dungeon Licence : T5D
      • Requirements:
        • Companions Recognition : T5D - obtained from completing the quest: Creepy Crawlies
        • Token of Dungeon Expertise x100 - obtained from repeatable quests and dungeon bosses
        • Powerful Anti-Venom x20
        • Spitfire Breastplate x1
  • Raid License Quests:
    • 1/5 - Raid Licence : T1R
      • Requirements:
        • Companions Recognition : T1R - obtained from completing the quest: The Seat of Power
        • Token of Dungeon Expertise x20 - obtained from repeatable quests and dungeon bosses
        • Greater Arcane Protection Potion x20
        • Dark Iron Bomb x20
    • 2/5 - Raid Licence : T2R
      • Requirements:
        • Companions Recognition : T2R - obtained from completing the quest: Fire and Brimstone
        • Token of Molten Core x1 - obtained from defeating Ragnaros
        • Greater Fire Protection Potion x20
        • Core Armor Kit x5
    • 3/5 - Raid Licence : T3R
      • Requirements:
        • Companions Recognition : T3R - obtained from completing the quest: In the Shadow of the Mountain
        • Token of Blackwing Lair x1 - obtained from defeating Nefarian
        • Greater Shadow Protection Potion x20
        • Elementium Bar x1
    • 4/5 - Raid Licence : T4R
        • Requirements:
        • Companions Recognition : T4R - obtained from completing the quest: What Lies Dormant
        • Token of Ahn'Qiraj x1 - obtained from defeating C’Thun
        • Greater Nature Protection Potion x20
        • Thick Obsidian Breastplate x1
    • 5/5 - Raid Licence : T5R
      • Requirements:
        • Companions Recognition : T5R - obtained from completing the quest: Darkness Beckons
        • Token of Naxxramas x1 - obtained from defeating Kel’Thuzad
        • Greater Frost Protection Potion x20
        • Glacial Vest x1

June 23, 2022

  • New rules for Marketer (AH bot) buying stuff at double vendor price
    • Short version:
      • You must now set auction duration for 24h otherwise it won't buy.
    • Extended version:
      • If you want to sell your items for up to double vendor price then you must do the following.
        • 1) Go to any Auction House
        • 2) Post your items for up to 2x vendor price of that item (use modified aux addon that automatically does this, all you have to do is select the item you wish to sell and press Post)
      • These are the requirements for the Marketer to buy your items:
        • 1) Item must not be sold at any normal vendors.
        • 2) Item quality must be between normal and epic, no grey or legendary.
        • 3) Item price must be <= (lower or equal) to twice as much as you would normally get by vendoring it.
        • 4) Item must be posted for 24 hours duration. If you post for 8h or 2h, then the Marketer won't buy it.
        • 5) Item must have a sell price and a buy price. Some quest items do not have either, they will not be bought.
      • The Marketer will not buy his own items. The items he resells, if nobody buys them they will eventually be lost.
    • The reason for the Marketer to exist is to encourage players to use the AH. If you are patient, then the Marketer will reward you with more gold than you'd normally get by vendoring items. Items that players post for the Marketer will have a lifetime of about 48 hours (24 from you posting, 24 from the Marketer reposting), giving players more time to buy items provided by other players.

June 18, 2022

  • To turn off you PvP title speak with Harry Burlguard in Stormwind or Ox in Orgrimmar.

June 14, 2022

  • With the occasion of our 1 year anniversary we will hold a 2x XP and 2x Reputation event starting from the 21th of June to the 5th of July.

June 9, 2022

*- added the new .z cometoggle command

June 6, 2022

  • License Quest Giver Locations
    • Dungeon License Quests:
      • 1/5 - Dungeon Licence : T1D - Holymana Brightshield - Western Plaguelands - X:52 Y:83
      • 2/5 - Dungeon Licence : T2D - Rubix Qube - Eastern Plaguelands - X:52 Y:19
      • 3/5 - Dungeon Licence : T3D - Anatolia Ayhan - Forgewright’s Tomb - X:48 Y:64
      • 4/5 - Dungeon Licence : T4D - Ketblek Abramovich - Stranglethorn Vale - X:13 Y:15
      • 5/5 - Dungeon Licence : T5D - Paminen Nerys - Silithus - X:40 Y:88
    • Raid License Quests:
      • 1/5 - Raid Licence : T1R - Andros Geargrinder - Blasted Lands - X:50 Y:14
      • 2/5 - Raid Licence : T2R - Kadi Coxbain - Tanaris - X:65 Y:64
      • 3/5 - Raid Licence : T3R - Olighto Mingo - Winterspring - X:54 Y:51
      • 4/5 - Raid Licence : T4R - Mr. Deathicus - Azhara - X:26 Y:46
      • 5/5 - Raid Licence : T5R - Circe Odyssey - Desolace - X:30 Y:10

May 21, 2022

  • Fixed some issues related to the Hunter’s movements
  • Fixed a crash caused by the Companions still following a player who was disconnected

May 20, 2022

  • The Priest and Paladin will try to prioritize dispeling stun, disoriented, polymorph, fear, charm and sleep spells. This needs to be monitored in case they might do it in inappropriate situations and waste their mana and GCDs
  • When you hire by role the text will mention that your cost was discounted by 25% just to have a visual representation
  • Allowed the Companions to attack the charmed target during Baroness Anastari fight in Stratholme
  • Companions will yell out when Twin Emperors are about to teleport in AQ40

May 18, 2022

  • New gear presets introduced for Companions
    • At level 60 they will start with T0D, which consists only of green items. By completing Licence quests you can upgrade them in 2 different ways, Dungeons and Raids. Both the Dungeons and Raids licenses go from T1 to T5, that’s T1D to T5D and T1R to T5R. There are numerous differences between these gear presets, but overall, the Dungeons are designed to be more proficient when clearing dungeons and vice versa. The differences consist in talents, gear and logic.
  • The “attunement” part of the previous Licence quest has been split into their own quest series. You can pick up these quests from any of the representatives in major cities, next to the Innkeepers. You will need to complete these quests in order to unlock access to raids. The requirement for completing them is simply to defeat the last boss in the previous raid. IE. To unlock Blackwing Lair you must defeat Ragnaros. Upon completion, you will also be awarded a recognition item which will be used for the Licence quests.
    • The Licence quests have had their gold requirements reduced across the board to 500 gold. Everyone who had previously completed any T2+ quest has been reimbursed with the difference. Please log in within 30 days to receive that gold from your mail. The NPCs who give you these Licence quests can be found all throughout Azeroth, further supporting the lore that the Companions is a network of adventurers that’s spread all across the world.
    • In addition to gold, the Licence quests will require various items. Some of them can be obtained through professions, but new Token items were introduced as well. These tokens can be obtained from repeatable quests that can be found throughout the world, but they also drop naturally from bosses in the following instances: The Temple of Atal'Hakkar, Blackrock Depths, Blackrock Spire, Scholomance, Stratholme, Dire Maul, Zul’Gurub, The Ruins of Ahn’Qiraj.
  • Companions have also received a comprehensive logic revision and many aspects pertaining to their general/class logic have been improved

May 2, 2022

  • Potentially fixed a crash related to the Hunter Companion.
  • Fix a bug where the Companions wouldn't buff Paladins and Shamans.
  • New OnWhisper command to turn on/off the threat limiter during raid for Companions. This is necessary for Warlocks to tank Twin Emperors.
    • set limiter (all) [on/off]

May 1, 2022

  • Implemented Companion logic for AQ40
  • Hiring Companions by role is now 25% cheaper.
  • Added a new OnWhisper command that allows you to set their gear to resistance type.
    • To see the presets they have access to, whisper them: set gear
    • You can specify if all your Companions should change their preset by adding [all]
      • set gear all Nature Resistance
    • T1R+ Companions have access to:
      • set gear Fire Resistance
    • T3R+ have access to:
      • set gear Nature Resistance
      • set gear Viscidus
      • set gear Shadow Resistance (Warlocks only)

March 13, 2022

  • Grimando Goldenlock has been busy crafting a new shirt with a unique effect that you can earn through a quest. Speak to the <Companions> representative in the lvl 1 starting areas (Northshire, Deathknell, etc) to start the quest. Completing the quest will allow you to earn a shirt that cuts all your XP gain to 0 when worn. Its intended for battleground twinks or people who just want to stay at a certain level. It also has a unique graphic that's normally only available from an Alliance quest, but now Horde can use it too.

March 8, 2022

  • You can clear a Companion’s Blacklist with the whisper deny remove all
  • Allowed Focus and CC Marks to replace each other instead of telling you that it can’t be done.
  • You can use .z ccmark or .z focusmark without any arguments to see the already assigned Marks of your Companions. Added this functionality to the addon by clicking the big selector CC Mark and Focus Mark buttons.
  • In AQ20, Lieutenant General Andorov and the Kaldorei Elites now have a greatly reduced respawn timer if they die during the Rajaxx event. Normally you would have to wait 15 minutes between attempts, now you only have to wait 1 minute. Note that this does not let you cheese the event: They will only respawn after the event resets (i.e., you wipe on it). And you can still only get him as a vendor if you keep him alive until the end of the event.

March 7, 2022

  • Companions clear their Paused, Passive, Staying and OnWhisper upon death.
  • Fixed an issue where you could clear another player’s marks.
  • Paladins can be assigned a second blessing by whispering them: set blessing second [name/link/id of blessing]
    • This requires that they have their primary blessing already set with: set blessing [name/link/id]
    • The second blessing will have no checks, unlike the first one.
    • For example, if you give them: set blessing Greater Blessing of Wisdom then they won’t cast it on Warriors, because they have no mana. If you also give them: set blessing second Greater Blessing of Might, then they will see that they can’t cast Wisdom on Warriors and give them Might instead.
    • Note that this configuration of setting 2 greater blessings may confuse paladins about which greater blessing should be applied to classes that can benefit from Might or Wisdom depending on their spec, like druids. So if you have a party with both a feral druid and a resto druid, you may want to set your second blessing as a regular, non-Greater blessing to prevent them from trying to just cast them both back and forth. Or just use Kings.

March 4, 2022

  • Companions’ Threat Manager won’t kick in against flying bosses like Onyxia because it would cause them to wand/wait.
  • Introduced a Z axis check for melee Companions. If the Target is flying and it’s higher on the Z axis than the Companions’ melee reach then the target will be considered invalid for attack by them.
  • Refactored .z pause/unpause. Check wiki for how it works.
  • Fixed an issue that would allow the Companions to be group leaders if you had them paused.
  • Fixed an issue where cloned Companions might try to use trade spells in combat.
  • Companions will only teleport if the group has no attackers and they are not in combat.
  • OnWhisper: you can set the Paladin’s and Shaman’s blessings or totems by whispering them:
    • set totem/blessing [spell name/ID/link]
    • set totem/blessing cancel
  • Improved facing the target when casting visual for Companions, so they don’t appear like they’re facing the wrong way when casting. It still happens sometimes but now it should happen less often.
  • Fixed an issue where Companions would get stuck in a loop when trying to buff lower level group members. Now they correctly downrank the buffs.
  • Changed the priority order for Shamans totem usage. Considering that now you can specify what totems they should use, I thought it good for them to use Windfury Totem by default and you can change this to suit your particular needs.
  • Level 50 to 59 Companions are not guaranteed to be randomized with Rare (blue) gear, but can now also have Uncommon (green) gear mixed in.
  • Companions will only pass on monetary loot during raids instead of everywhere, based on feedback received. We want raids to be an additional source for gold but without impacting normal gameplay too much.
  • Increased the Companions hiring cost based on feedback received and data collected. Their initial cost was designed to absorb some of the gold loss that would happen when the server restarted but since now you get your gold back should that happen, there’s no more reason for them to remain this cheap. In testing, previously, it proved that you could gain back dozens of times the return on investment if you were to be farming efficiently. We revised the cost so you can still gain many times the return on investment, but to a more reasonable degree.
  • We want to further emphasize the importance of hiring only the number of Companions that you need for your activities, so the cost has been shifted more onto the 4th Companion, which will now cost as much as the first 3 combined. This could also encourage you to potentially seek out and team up with other players in order to reduce the cost of hiring.

February 12, 2022

  • Starting with T3R, players will be able to purchase world buffs from Companion representatives. You need to have a T3R+ licence in your bag when talking to the representative (or the option won’t show), and you need a group of 20+ members. After using this service, your group will have a 2 hour cooldown before the service can be used again. The player who purchases the buff will share it with everyone in a 100 yards radius. Based on the licence in your inventory you will be presented with these 3 options:
    • T3R: Warchief's Blessing - 50 Gold
    • T4R: Warchief's Blessing + Dragonslayer - 100 Gold
    • T5R: Warchief's Blessing + Dragonslayer + Spirit of Zandalaar - 200 Gold
  • Added a Companion representative in Searing Gorge near the flight master.
  • Added logic for T3R+ Fire Mages.
  • Corrected Boss armor values according to Classic.
  • Lowered Eternal Quintessence cooldown from 1 hour to 30 minutes to compensate for the ratio of people/AI in a raid.
  • Fixed an issue where Warlocks were not respecting their priority list for Soulstones because the group members were out of range.
  • Druids won’t use Rebirth on group members who can self resurrect (Soulstone or Reincarnation) or have already received a resurrection effect.

February 8, 2022

  • Fixed Companions falling through the ground in some places because of the movement sync.
  • Rogues will only enter stealth if they are less than 15 yards from the target.
  • Added a new command to toggle allow or deny Companions the use of AoE.
    • .z toggle aoe
  • Companions will use better food starting from T2D and T2R+.
  • Companions will heal other Companions when in a raid group even when having no group attackers. Usually that’s because in raids you happen to take environmental damage and Companions won’t be able to drink/eat, so they need to be healed.
  • Companions will make use of Powerful Anti-Venom if they are poisoned in raids.
  • Companions will self revive after 2 minutes (down from 6 minutes) even without your intervention.
  • New characters will automatically be added to the “Adventurers” Guild. We have received reports that this is necessary for new players to more easily get in touch with each other.

February 3, 2022

  • Molten Core, Azuregos, Kazzak phase 1 bosses Companions logic implemented and cleared.
  • BWL Suppression room Taskmasters no longer heal the players, kicking Rogues out of stealth.
  • Added a range check for Warlock’s Soulstones to prevent them from acting out when the target they’re trying to buff is far away.
  • Warlocks will no longer spread dots if they have a Focus mark, in addition to not spreading them if they have a CC mark in 40 yards.
  • You can now ask one of your Companions to follow someone else in your party, as long as your Companion is within 30 yards of that member and they are both out of combat.
    • To achieve this you can whisper them:
      • set follow on [name of group member]
      • set follow off
    • To make all your Companions follow or unfollow a target at once you can use the commands:
      • .z follow
      • .z unfollow
  • It is now possible to assign multiple CC marks to a Companion. Every time you use the CC commands to add a mark it will add it to a list. When you use this command it will also tell you if the mark was successfully added to their list and they will list their list of CC marks so you can see.
      • .z ccmark [raidmark] (this remains unchanged)
    • Additionally, you can now clear their CC marks list using this command:
      • .z clear ccmark
    • For focus marks:
      • .z clear focusmark
    • If you don’t specify then you will clear both:
      • .z clear
  • You can ask Hunters and Warlocks to put away their pets with OnWhisper: set pet [on/off]
  • Prevented setting roles for the Companions that they are not supposed to perform.
  • You can use OnWhisper to set the threshold they will eat or drink at. Default 100% health or mana.
    • set eat/drink [value between 0.0 and 100.0] //This value represents percentage
  • You can use OnWhisper to set the healing and off-healing threshold of classes that can heal. Default 100% for heal and 50% for off-heal.
    • set heal/offheal [value between 0.0 and 100.0] // Value in percentage
  • Priest Healers will use Power Word: Shield on targets that are below 50% health or they are casting a spell and are being attacked, to prevent them from being interrupted.
  • Companions will use healing potions, healthstones and badages when below 20% health instead of 50%. This needs to be monitored in case they don’t get a chance to anymore.
  • Companions will only attack Focus and CC marked enemies if both those enemies and the Companions are in combat.
  • You will get your gold refunded whenever the server restarts. At server start a mail will be sent to you with the amount of gold you had spent on hiring your active Companions at restart.
  • You no longer share your gold loot with the Companions.
  • Mage Companions will no longer use Blink if they are set to stay.
  • Reworked the auto add bots to Battlegrounds feature. The bots will be spawned 1 by 1 from the moment you enter a queue. If a player joins the queue, then a bot will be removed to make room for the player. The same goes if an ongoing Battleground exists, bots will be kicked out to make room for players. Bots will also fill up to capacity ongoing Battlegrounds.
  • A chat notification will pop up every 30 seconds when you are in a Battleground queue to show you the status of the queue.
  • You can use OnWhisper to make your Companions tell you the spells they are using.
    • set debug [on/off]
  • Companions will accept group ready checks.

January 8, 2022

  • Fixed a crash caused by OnWhisper dispel all.
  • Fixed a crash caused by Transmog.
  • Companions accept duels.
  • Warrior tanks will taunt off any other tank class, cementing the idea that they’re designed to be main tanks. Bears will taunt off Shamans and Paladins. The hierarchy is Warrior > Bear > Shaman, Paladin.
  • Companions won’t spread dots if there’s a CC mark within 40 yards around them, to prevent situations like during the Majordomo fight.
  • Fixed an issue where players had access to game commands they weren’t supposed to.
  • Warriors will try to prioritize applying Sunder Armor. They will stance dance to use Berserker Rage and will use Execute on bosses.
  • Paladin tanks will use Consecration starting with 1 enemy, changed from 3. It was noticed that they were finishing boss fights with close to full mana. The goal is for them to expend more resources. This will also affect general gameplay so it needs to be monitored.
  • Fixed an issue where the Hunter wasn’t using Multishot for single target.
  • Druid tanks will use War Stop before using Rebirth or Innervate. They will also ensure they have Barkskin, less than 5 attackers and they have over 50% health before leaving Bear form before casting Rebirth or Innervate.
  • Added Trinkets logic for some of the T1R, T2R sets. This has mostly increased the dps of the T2R casters during boss fights.
  • Companions will no longer attack Banished targets.
  • Warlocks will no longer Banish focus marked targets.
  • Using .z come will remove the staying effect of your Companions even if they are on a different map.
  • Shamans and Paladins will use their resistance totems/auras depending on the boss they are fighting. Paladins will revert to their normal aura when they are not in combat.
  • Offhealers will no longer heal in raids unless there are no actual healers alive. In testing it proved that it’s better to focus mainly on dpsing.

January 2, 2022

  • Tanks spread threat around on attackers even when they’re the only ones on the threat lists.
  • Fixed an issue with max range logic for Companions.

December 30, 2021

  • Revisited the T1R and T2R sets.
  • Changed the raid Companions talents to include the range increasing talents and modified the logic that tells them at which distance to attack. Let me know if they seem to be stuck out of range.
  • Off-healers will only start healing at 20% in raids, from the normal 50% in dungeons. Let’s rely on the healers a bit more.
  • Removed the default cross and star raid marks from tanks and healers. They always seemed to need to be customized based on the situation and having some default values didn't particularly help.
  • Taurens will only use War Stomp if they don’t have any shapeshift.
  • Rogues can open locked chests in addition to lockboxes.

December 24, 2021

  • Battlegrounds will end prematurely if no real players are inside, after 5 minutes.
  • Potentially fixed the teleport stuck bug that made the Companions unresponsive with 50% health. I left an auto unstucker and debugging message that should tell you if it ever happens again. Let me know.
  • Fixed a bug that caused the Companions to use and dispel their consumables in a loop.
  • Allowed robes to be used on cloth vests for transmog.

December 22, 2021

  • Fixed a major long standing bug that made the Companions appear like they were teleporting and glitching out when you were moving around or they were casting spells. Their movement was desynced.
  • The Companions will now position themselves in a circle formation. Tanks front, Healer back, DPS on the sides.
  • Companions will walk instead of run when you walk.
  • Companions will no longer follow you if you’re dead.
  • Paused Companions that are out of the group will be removed.
  • Added a new functionality to OnWhisper. You can tell your Companions from which distance and angle they can follow you at, by whispering to them:
      • formation distance [number between 0 and 30 yards]
      • formation angle [number between 0 and 6.28 radians]
      • formation default
    • You can make use of this to set the Healers far back in the distance if you’re a melee player so the Healers don’t walk in melee range with you, or your Tanks to be further in front to ensure that they’re always the ones to pick up aggro first.

December 20, 2021

  • By whispering cancel to a Companion they will remove Staying, Passive and Paused. Just to save you some time in figuring out what’s going on.
  • Paladins won’t use Blessing of Freedom on stealthed members when they are on passive.
  • Hunters will set their pets to aggressive if the number of group attackers is > 1 and otherwise to defensive.
  • Fixed an issue with the daily restart announcement being spammed to everyone when someone else would log in.
  • Allowed Winter Event hats to be used in transmog.

December 19, 2021

  • Warlocks will only use Soulstone on tanks, prioritizing players, when in a raid group.
  • Warriors will use Last Stand and Shield Wall on pull against Garr if they have attackers.
  • Druid non Tanks will only use HoTs when their mana is >50% when on passive.

December 16, 2021

  • Fixed an issue where passive Companions in stealth could mount up.
  • Hunters will set their pets to Defensive during combat if they have nothing to attack.

December 13, 2021

  • Added a daily Server Auto-Restart. This will be announced at 9am with a 2 hours heads up. The restart will happen at 11am server time. This should give me time to push updates but it will also keep memory management in check.
  • Added: list status to OnWhisper. In case your Companion is behaving in a strange and unresponsive way, this function could help you determine what’s causing it

December 11, 2021

  • Added items with random property and quest items to the randomizer. This should increase the diversity available for leveling Companions.
  • Fixed the loss of illusion applied on items when re-equipping them or suffering durability loss in combat.
  • If you put any points into the Shield Specialization talents as a Warrior or Shaman, the Companions will consider you as a tank.
  • Fixed being able to un-stay other people’s Companions.

December 3, 2021

  • Fixed a crash related to list stats.
  • Companions will leave battlegrounds queue correctly when you do.
  • Druid tanks no longer use cloth armor subclass, warriors and paladins no longer use mail after level 40.
  • Druid bears and cats are no longer given weapons with a chance on hit by the randomizer.
  • Mages no longer cast INT buff on group members without mana.
  • Companions with pets will also set their pets on PASSIVE when they are put on PASSIVE.
  • Hunters will set their pet on AGGRESSIVE when in combat, DEFENSIVE when out of combat and PASSIVE when they are on passive. This should give them better control and uptime with their pets.
  • Fixed an issue where Druid cats were thrown out of stealth by trying to use Shadowmeld needlessly.

December 1, 2021

  • Companions will use Taxi Flying when you do, if they are out of combat.
  • Companions will use Greater Arcane Protection Potions during combat with Shazzrah, if cooldowns allow them.
  • Suppressed some buffs during raids to prevent reaching the cap. HoTs won’t be used on the target if they have >= 28 buffs and will be dispelled at >= 30. Warriors dispel their Bloodthirst. Thorns won’t be used in raids. INT and SPR buffs won’t be used on tanks and they will dispel them if they have them; sad about Paladins and Shamans.
  • OnWhisper dispel added. You can whisper your Companions to list or dispel a buff they have.
    • To make them show your their buffs/debuffs: list auras
    • To make them dispel a buff: dispel aura [aura name, link or ID]
    • To make them dispel all their buffs: dispel all self
    • To make them dispel all your hired Companion’s buffs: dispel all group

November 29, 2021

  • Companions will prioritize reviving players then healer Companions then the rest.
  • If you whisper someone else’s Companions that you are in the same group with, they will tell you who their leader is.
  • Added more voiced emotes to the Companions: out of mana, heal me, flee, charge, incoming, attack, open fire, you’re welcome, cheer, congratulate. These have a cooldown, but let me know if you think they spam them too much.

November 28, 2021

  • Fixed an issue with list spells not displaying correctly for Priests.
  • Non-Healer Paladins and Druids won’t try to heal when out of combat if their mana is below 50%.
  • Companions will use Restorative Potions in raids.
  • When in Raids, Druids will only use Rebirth and Innervate when fighting bosses.
  • Added spell blacklisting.
    • You can blacklist a spell by whispering the Companion the spell name, or spell link (provided by whispering him: list spells), or by spell id. For example, whisper a Companion:
      • deny add Fireball
      • deny add [Fireball] (linked)
      • deny add 116
    • To remove a spell from the blacklist you can whisper:
      • deny remove Fireball
      • deny remove [Fireball] (linked)
      • deny remove 116
    • To see which spells are on the blacklist:
      • deny list
    • You can get this information also by whispering: deny. The Companion will tell you what it does and how to use it. Don’t forget that you can whisper Hello to see the full OnWhisper functionality.
    • Currently this will work for the majority of the spells in their rotations, but some spells have some custom logic and won’t be affected. Let me know if you have any issues.
    • This pretty much covers my overhaul of the OnWhisper feature. If you have any more suggestions let me know.

November 12, 2021

  • Fixed an issue where you couldn’t directly see quest items drops unless the party leader would first generate them by opening the mob’s loot window. This was caused by making the groups be FreeForAll by default. Instead, now the Companions will check if the group has GroupLoot method and change it to FreeForAll if you’re the party leader.
  • Companions no longer accept items via trades, except for Healthstones, Consumables and Rogues still accept Lockboxes so they can open them for you.
  • Added the possibility for Rogues and Cats to use auto attacks if they don’t know any other attack abilities when in stealth.
  • OnWhisper:
    • Fixed an issue where the target didn’t get cleared and it would cause the Companions to chase after it when it respawned.
    • Companions can no longer cast negative spells on friendly targets.
    • Improvements to cast. You should find that the Companions are more reliable in succeeding their casts. You can now also cast by link. Whisper the Companion to list spells then whisper them: cast [spell link]}}, with shift + click to pass the link.
    • Reduced the cost of the portal service offered by Mages and Warlocks based on their tier. T0D: 10 Gold, T1R/T1D: 9 Gold, T2R/T2D: 7 Gold, T3R: 5 Gold, T4R: 3 Gold, T1R: 1 Gold.
  • Companions no longer teleport to you if you tell them to stay, when far away.
  • Fixed the New Beginnings shirt not grating 2x XP per kill when in a group. This was because only 1 person in the group receives the XP and shares it with the rest. So one of your Companions was receiving the XP and giving you the normal value. And now the 2x XP also applies to your pet.
  • Fixed the Marketer not buying items without a buyout price correctly.
  • Added the option to whisper Companions to list stats.

November 10, 2021

  • Companions can now tell you what their spells and talents are.
    • Whisper them:
      • list spells
      • list talents

November 8, 2021

  • Fixed an issue with the Companions not being removed correctly and eventually bugging out the OnWhisper functionality, causing you to send whispers to Companions that no longer exist.
  • Added pearls and gems to the Marketer. Readjusted the prices for some items.
  • Started a rework on the OnWhisper system. This is still a work in progress but I’m laying the groundwork for emotes and talking, in hopes that I can improve the Companion immersiveness. Thanks to @celguar who is a huge help with this. I’ve given the Comps the ability to tell jokes, just whisper them joke and see what happens. Again, this is just the building blocks for what comes next.

November 2, 2021

  • Fixed an issue with the .z set role command.
  • Fixed Marketer not buying certain items and increased the chance to buy items.
  • Transmog system added. One custom NPC in Stormwind and one in Orgrimmar, located at the mage trainers, will sell you this service.
    • The price to transmog is the vendor sell price of the item you’re trying to mog.
    • You need to own the items.
    • It will check for items in your bags and bank.
    • Only the same subclass is allowed, like plate to plate and swords to swords.
    • All qualities allowed.
    • No necklace, rings, trinkets, tabard or shirt allowed.
    • Mog persists through relog.
    • If you delete the source item then you will lose the mog on relog.
    • If you unequip and then equip a mogged item then you will have to relog or refresh appearance at the NPC to reapply the visual.
    • Set items not appearing as part of the set is just a visual thing. The set bonus remains as normal.

October 30, 2021

  • Player Raid Progression. Raids must be completed in the order they were released. MC -> BWL -> AQ -> Naxx. This is related to the Companions Raid Licence quests. Eg. To be able to enter Molten Core you need to have completed the T1R Licence quest.
  • Companion commands are now personal. You can only give commands to your own Companions and nobody else’s.
  • Reintroduced the AH deposit cost because with the addition of the Marketer it’s not longer needed.

October 29, 2021

  • Companions will no longer be forced to stay and eat/drink. If you move they will follow regardless of their hp/mana. If you tell them to stay then they will drink/eat. So you have overall control over them this way.
  • Set the announcement for server auto restart for honor calculations to 2 hours from 15 minutes. This should give you plenty of time to finish whatever dungeon you may be doing.
  • Stopped the honor decay. This should make it less grindy to reach your desired ranks and not have to worry about losing your progress. I will monitor this and see how it goes.

October 27, 2021

  • New stealth system to match classic
  • New transport system, prevent bots or pets falling off
  • New cooldown system work in miliseconds now to match classic
  • Drop sha_pass_hash from account database.(prevent server owners to use discover player passwords)
  • Revamp of mirror timers and environmental APIs
  • Rework stealth calculation
  • Implement pathing on elevators and improve extractors.
  • More refactoring to transports code.
  • New database release.
  • Fix Jubjub.
  • Fix initial cast visual for some persistent area auras.
  • Fix crash upon casting spell Manastorm (21097).
  • Remove EventAI from Negolash.
  • Consider all starting items as already discovered.
  • Fix cooldown for Sayge's buffs.
  • Fix spells used in Darkmoon Faire and Harvest Festival and assign pat…
  • Fix Volatile Infection causing Old Murk-Eye to re-enter combat.
  • Force root state when using TotemAI.
  • Remove bad attempt at smoothing server FPS and update in real time.
  • Add completion script for Facing Negolash.
  • Rework the Game of Towers event (EPL PvP).
  • Add Some Missing Creature Abilities.
  • Prevent abuse of valves for quest Samophlange.
  • Add Some Missing Creature Auras.
  • Fix Detect Amore aura.
  • Rework the Love is in the Air event.
  • Add completion script for quest Proof of Deed.
  • Fix gcd exploit.
  • Fix some issues with quest Pyrewood Ambush.
  • Scarlet Monastery: convert script texts to broadcast texts.
  • Added missing trainer greetings.
  • Rework Midsummer Fire Festival Event.
  • Fix some issues with mobs in Darkshore.
  • Restrict quest party accept to players which are in the same map .
  • Remove combo points on a creature when it evades.
  • Implement Threat Only On Miss spell attribute.
  • Make player enter combat instantly upon launch of delayed explicitly.
  • Fix spell attributes No Initial Threat and Suppress Target Procs.
  • Spell: Fix implementation of resistance percentage mods wrongly alter…
  • Don't enter combat when casting Arcane Missiles.
  • Add correct pre 1.3 areatrigger text for Dire Maul entrance.
  • Don't trigger weapon procs on self.
  • Trigger weapon procs on any weapon based spell.
  • Fix some items breaking stealth when they shouldn't.
  • Fix value for slow cast speed mechanic used in db.
  • Fix issues with Aurius if he dies during the fight.
  • Add forced cooldown on using instant spells during mind control.
  • Fix two issues in Molten Core.
  • Prevent temporarily spawned chests that contain group wide quest item…
  • Fix small issues with quest The Annals of Darrowshire.
  • Fix duration of Intimidating Shout.
  • Prevent gaining weapon skill while shapeshifted.
  • Reduce respawn of Fifth Mosh'aru Tablet to match that of Sixth Mosh'a…
  • Fix Wyvern Sting not being removed on taking damage.
  • Fix unable to turn in quests with required items after crash.
  • Make sure creature equipment is reset when changing entry.
  • Allow dwarf non-priests to take the MC attunement quest.
  • Fix quest The Battle of Darrowshire before patch 1.4.
  • Do not consume Elemental Mastery if spell did not crit.
  • Fix not being able to level defense skill when a bonus is applied.
  • Adjust on shapeshift root and slow removal to latest research.
  • Fix water breathing aura stacking issue.
  • Add quest progress and completion translations for French and German
  • Make multi jump and wall climb checks more aggressive.
  • Add packet logging option to movement anticheat.
  • Correct Respawn Times For Firecrackers.
  • Correct despawn time for lunar festival firecrackers.
  • Add Lunar Festival Firecracker Spawns.
  • Add script to despawn lunar festival firecrackers.
  • Add a way to send defense messages to map.
  • Improve the Darkmoon Faire Event.
  • Full Warden Anticheat reimplementation
  • Don't remove Mind Vision when target enters stealth.
  • Add an extra point in Kaya Flathoof's path.
  • Fix Necropolis despawning mechanic.
  • Add missing gossip options to Barnil Stonepot.
  • Add missing Coral Shark spawns in Swamp of Sorrows coast.
  • Correct name of Black Tabby before patch 1.6.
  • Correct duration of Scourge Invasion events
  • Fix talents that reduce cooldowns of pet spells.
  • Refactor pet cast handler.
  • Add spell lists for Den Mother and Thistle Cubs.
  • Fix weapon switch global cooldown.
  • Add missing spells to Darkshore and Ashenvale mobs.
  • Vorsha the Lasher: Only reset Naga Brazier when Muglash reaches it.
  • Make Den Mother and Thistle Cubs aggro together.
  • Send all elevator transports to player upon add to map.
  • Fix quest complete speells before 1.12.
  • Make Lakota Windsong speak at end of Free At Last
  • Add tauren detection test results in comment.
  • Correct stealth detection calculations to match classic measurements.
  • Add missing charm effect for Hex of Jammal'an.
  • Fix queries in player dump commands.
  • Fix detecting a few indoor locations in 1.12.1
  • Use pathfinding when returning pet to stay position.
  • Refactor BuildMovementUpdate and fix elevators in pre 1.9 clients.
  • Prevent assisting againt player outside of visibility range.
  • Fixed money reward for max level and repeatable quests
  • Add spell lists for a few other healer mobs.
  • Fix not being able to mount in shallow water.
  • Add spell list for Skullsplitter Spiritchaser.
  • Deviate Guardian and Sunscale Screecher should call for help.
  • Implement targeted emotes.
  • Fix new characters starting with rested xp.
  • Do not interrupt channeled spells on interacting with gameobject.
  • Add missing fake transport check and fix middle car in deeprun tram.
  • Add missing removal of auras on interact in a few places.
  • Add missign spell interrupt flags and rename existing ones.
  • Fix wrong target for Tame Ice Claw Bear before 1.12.
  • Fix position of Velinde Starsong for quest The Scythe of Elune.
  • Improve Buru the Gorger's phase transition.
  • Fix loot for Slimy Bag, Oozing Bag and Scum Covered Bag
  • Fix issues with Nefarian.
  • Fix mind control movement in old clients.
  • Remove spell mods for Mind Flay.
  • Relocate player to transport's map on login.
  • Add distance check for movement on transport.
  • Reimplement the Scourge Invasion event.
  • Change starting energy to 100.
  • Correct stats of Living Flame and fix auras and regen of creature gua…
  • Don't cast learned spells during character creation.
  • Correct Spell Effect for Spell Mistletoe
  • Introduce common logic for BeforeVisibilityDestroy for all cases.
  • Check if player has hostile reference for creature before removing fr…
  • Add Belfry Bat spawns to Hourly Bells event in Brill.
  • Fix issues with Hurley Blackbreath.
  • Triggered dot aura by Wyvern Sting should be a debuff.
  • Add missing Gold Vein (1734) spawns.
  • Add missing Copper Vein (103713) spawns.
  • Add missing Copper Vein (2055) spawns.
  • Add missing Copper Vein (3763) spawns.
  • New script for quest Guardians of the Altar.
  • Fix buyback slot items not displaying properly after map change.
  • Add missing texts for quest Freedom for All Creatures.
  • Fix Curgle Cranklehop's gossip menu.
  • Make sure mobs attacked by Guardian Pet are tagged for owner.
  • Add separate area aura type for creature groups.
  • Correct texts and emotes for many quests.
  • Add coin loot to fishing trunks
  • Fix damage and armor of starting mobs.
  • Define targets for Ashbringer aura.
  • Reduce Kindal Moonweaver's respawn time.
  • Fix Improved Drain Soul.
  • Add even more Giant Clam spawns.
  • Fix duration of SummonDemon effect.
  • Fix Garr respawn exploit.
  • Small improvements for Tooga's Quest escort
  • Add missing reward text for deprecated quest The New Horde.
  • Jer'kai Moonweaver should only be a quest giver.
  • Fix Plagued Warrior's Cleave spell and make Crypt Guards stunnable.
  • Use broadcast texts in STV fishing tournament script.
  • Fix gender text of quest 724.
  • Fix Blue Pearl drops
  • Fix more quest completion issues.
  • Add skinning loot table to Drywallow Vicejaw
  • Heart of Hakkar mini event fixes.
  • Innkeeper Thulbek was added in patch 1.7.
  • Poison Water and A Bundle of Hides quest chains should be Tauren only.
  • Add command to reset door or button.
  • Fix hunter traps not triggering in FFA case.
  • Rename beast family to pet family.
  • Fix The Unforgiven in Stratholme.
  • Don't prevent positive spells on immune targets.
  • Fix weapon damage spell effect being calculated as integer
  • Add Misc Quest Start and End Scripts
  • Fixes for Report on the Defias Brotherhood text.
  • Fix some quest issues in Duskwood.
  • Silver Piffeny Band shouldn't appear in chests.
  • Fix the scale of Pat's Snowcloud Guy
  • Vaelastraz shouldn't despawn after 1 hour in Patch 1.8 or greater.
  • Allow the usage of race specific languages even if crossfaction chat …
  • Make health and damage rates set in config apply to pets.
  • Prevent triggers in ZG from aggroing players.
  • Update Stonewatch Keep Creature Spawns and Waypoints
  • Add Bloodhoof Village Training Event
  • Add old levels for Duskwood bossed and remove useless script.
  • Improve script for Tome of Mel'Thandris.
  • Fix damage procs like Holy Shield.
  • Make food increase normal health regen.
  • Don't report spell as absorbed if target died before it hit.
  • Use player's name in quest Encrypted Sigil progress text
  • Don't check cooldown for auto repeat spells.
  • Destroy quest items on abandoning quest.
  • Flag rogue for PvP on Sap.
  • Prevent player from running and drinking at the same time.
  • Sitting player should always be crit by mobs.
  • Some dragonkin mobs should be elite before 1.12
  • Fix defense chance and reduce weapon skill chance.
  • Improved formula for combat skill increase
  • Fix taunt to prevent exponential threat gains between two taunt caste…
  • Add batching for procs and delay most spell effects.
  • Add Justine Demalier Event
  • Increase detection range in starting zones slightly.
  • Correct pet xp gain logic.
  • Pause wandering npcs when player interacts with them.
  • Interrupt pet movement when destination is too far.
  • Don't move pet when it first spawns.
  • Don't update pet position when turning.
  • Add position extrapolation for pet follow movement.
  • Correct more spells used by Doomguard.
  • Correct Rain of Fire spell used by Doomguard.
  • New script for quest One Shot. One Kill.
  • Fix some evade issues with creature groups.
  • Fix respawn issue with creature groups.
  • Fix Goblin Rocket Helmet and Horned Viking Helmet in patch 1.2.
  • Fix flags for trigger npc used during The Battle of Darrowshire quest.
  • Change despawn type of Mana Surges.
  • Blasted Lands buffs from turning in quests shouldn't stack.
  • Remove PvP flag from some mobs that shouldn't have it.
  • Unsummon totems if owner leaves visibility distance.
  • Correct scale of gnomes.
  • Correct auras used by Syndicate Highwayman.
  • New script for quest Counterattack.

October 25, 2021

  • Fixed an issue where despawned pvp bots didn’t leave the queue correctly.
  • Fixed an issue where pvp bots were added at the end of a BG, which would result in multiple unnecessary BGs to get started.
  • Fixed the Companion NPC Recruiter in Light’s Hope Chapel and Cenarion Hold having the wrong faction ID and being attackable by Horde players.
  • Healers will interrupt their heals if the target is at full health. This will help them save a bit of mana.

October 24, 2021

  • Made it possible to queue up with a group of Companions for Alterac Valley.
  • Better debuffing coordination.
  • Better taunt coordination.
  • Better dispel coordination.
  • Non tank Companions will use First Aid Bandages when in combat, below 50% health and don’t have any attackers.
  • Companions will only use healing potions and bandages when they are not receiving direct heals. This is with the hope that they will use them in a pinch rather than wasting them when the healer is already on their case.
  • Rogues will use Deadly Poisons in raids.
  • Threat limiter implemented. All dps classes will stop dpsing if their threat reaches 90% for melee or 110% for ranged of the tank with the highest threat on that boss. This is for bosses only. In practice, tanks do a banged up job of generating threat against bosses, assuming that you give them some time on the pull, and only rarely do some Warlocks happen to reach those thresholds and have to hold back a bit. This is just a fail safe to ensure that the dpsers don’t accidentally pull aggro like stupid. In practice, they didn’t seem to and tanks held a solid grip.
  • Molten Core all bosses logic. Companions can clear all 10/10 bosses. I’ve personally killed all of them over half a dozen times. As long as you know the boss mechanics, how to control the Companions and are decently geared then you will do fine. The clear times have been between the 50th and 10th percentile, so average and below average. That means there’s room for you to optimize but also room to fail.

October 19, 2021

  • Fixed not being able to accept the quest Hero of the Stormpike for the AV weapons.
  • Companion healers will be prioritized for revival.
  • Improved the usage of non-GCD spells for Companions. This should make them more responsive.
  • Implemented a mutex system for different spells like Shaman totems, Paladin bubbles and spell interrupts. This should make them coordinate better.
  • Better buffing coordination.
  • Better healing coordination.
  • Paladins better aura coordination.
  • Overhauled Shaman totems and made totems and Paladin blessings play nice with each other. They are mutually exclusive with a few exceptions, which means that you’ll have to think carefully about what benefits you want from each if you plan on bringing both classes in a group. Paladins use blessings out of combat, Shamans use totems in combat and they don’t try to override each other.
  • Shaman logic revisited. Improvements, tweaks and fixes.

October 16, 2021

  • Temporarily patched the visual bug that made Companions sometimes seem like they were missing items when inspected. This is related to the Companions being initialized too fast for the server to keep up. We’ll have to come up with a different solution in the future, which would probably slow down the initialization. Thanks to @Nyctermoon(Emil) for finding the source of the bug.
  • Druid logic revisited. Improvements, tweaks and fixes.

October 14, 2021

  • Companions will match the Leader’s PvP status.
  • Improved stop logic for Imps. Little shits won’t keep firing Firebolts anymore when I tell their masters to stop.
  • Fixed a bug where Imps weren’t shooting Firebolts at their master’s current target.
  • Added pets to .z come and .z comestay logic. This will make them “jump” over obstacles instead of taking the scenic route.
  • Warlock logic revisited. Improvements, tweaks and fixes.

October 13, 2021

  • Improved calculations for various finisher spells like Eviscerate, Ferocious Bite, Fire Blast, Arcane Explosion, Death Coil etc. Companions will be slightly more accurate when deciding to use a finisher.
  • Mage logic revisited. Improvements, tweaks and fixes.

October 12, 2021

  • Fixed a bug with Companion items not properly applying their random properties.
  • Companions will also auto revive if they are dead inside an instance and you are outside and alive.
  • Priest logic revisited. Improvements, tweaks and fixes.

October 11, 2021

  • Allowed AoEs to be used in Stratholme against the plagued rats.
  • Added additional logic to auto fishing to make it work on fishing holes.
  • Added logic to allow Companion Rogues to open chests for you. If they are high enough level to succeed, you will receive the chest loot window like normal.
  • Added logic to allow Companion Rogues to open lockboxes for you. Just trade them the lockbox and they will automatically send the containing items to you. If they don’t have enough skill then they will send you the lockbox back automatically.
    • // Just a reminder that Rogues can already open doors, which means that they are now capable of opening anything in the game: doors, chests, lockboxes, assuming they are high enough level.
  • Rogues will use Thistle Tea starting from level 50.
  • Rogue logic revisited. Improvements, tweaks and fixes.

October 10, 2021

  • Non Healers will cancel their physical invulnerability spells like Blessing of Protection and Ice Block if their health > 80%. To not waste too much time doing nothing during combat. Needs to be monitored for unexpected consequences.
  • Fixed an issue with Clones missing with attacks in combat because of low weapon skill.
  • Hunter logic revisited. Improvements, tweaks and fixes.

October 9, 2021

  • Fixed the teleport fall damage bug.
  • Fixed healers trying to heal mind controlled allies, and non healers trying to attack charmed allies. This needs to be monitored in case it has some unexpected consequences.
  • Ignore enemies that are completely immune to damage.
  • Paladin logic revisited. Improvements, tweaks and fixes.

October 7, 2021

  • Endgame Dungeon/Raid consumables redone.
    • From level 50 to 60 Companions get one 25 stamina consume.
    • T1D gets an additional consume.
    • T2D gets yet another consume for a total of 3.
    • Only raid tiers can use raid consumes and they can also use dungeon consumes.
    • Dungeon tiers will use dungeon consumes in raids.
    • Raid consumes are reduced by 2 for a total of 8 + 3 shared world buffs + 1 resistance potion = 12.
  • Added the License quests to the other Major Cities and specified this in the information text of the representatives.
  • Tanks will use Greater Stoneshield Potion on cooldown after level 50.
  • Warrior logic revisited. Improvements, tweaks and fixes.
  • All Companions summon a race specific mount instead of copying yours.
  • Fixed crash related to auto fishing.

October 6, 2021

  • The Recruitment Agents were replaced with 45 custom lore friendly NPCs. They will allow you to hire Companions by talking to them. You can find them standing next to Innkeepers throughout the World.
  • 7 new lore friendly quests added to allow you to obtain licenses which will improve the gear of your Companions. The quests can be taken from Stormwind and Orgrimmar’s Companion representative who is standing next to the Innkeeper. More information about the Companions and Licenses has been added when speaking to the representatives.
  • 7 additional quests to offer replacement for lost Licenses. You can take these from 2 new custom NPCs in Stormwind’s Keep and Orgrimmar Thrall’s hut in the Valley of Wisdom.
  • Added a new option to Finalize Customization when hiring Companions from an NPC to allow you to skip choosing a race and gender.
  • Debuff limit changed from 16 to unlimited. In the UI you will still only see the max of 16 but that’s a Client limitation. The server will calculate all the debuffs on a target.
  • Boss health increased to counterbalance the debuff limit removal.
  • 2 new dungeon specialized sets were added and a level 60 starting set. The previous level 60 sets were moved up a rank as Tier 1 Raid sets.
    • All Companions now start with a Tier 0 Dungeon set, which consists of blue items with no enchants.
    • By completing quests and obtaining Licenses you can upgrade them in 2 different ways.
      • T0D -> T1D -> T2D
      • T0D -> T1R -> T2R -> T3R -> T4R -> T5R
    • The dungeon sets are built and specialized in clearing dungeons. They are concerned with fighting multiple mobs, tanks will hold threat better and dps will have more survivability.
    • The raid sets are focused on boss fighting, with capped hit chances, capped defenses and focused on achieving the highest single target damage possible.
    • When hiring Companions, the Licenses you hold in your backpack inventory will determine what kinds you hire. Dungeon Licenses have a priority over Raid ones.
    • For example, if you carried with you a Tier 2 Dungeon Licence and a Tier 5 Raid Licence, then you would hire Tier 2 Dungeon Companions.
    • The same would be if you had a Tier 1 Dungeon Licence and a Tier 5 Raid Licence, you would hire Tier 1 Dungeon Companions.
    • Another example, if you carried a Tier 1 Raid, a Tier 3 Raid and a Tier 4 Raid Licence, then you would hire Tier 4 Raid Companions.
    • The best way to manage your Licenses is to deposit the ones you don’t intend to use at your Bank and swap them around depending on what you need.
    • The cost of hiring has been increased depending on the type of Licence that you use. Dungeon Companions are cheaper to hire than Raid ones.

September 25, 2021

  • Updated the display of hiring cost to not show silver and copper values unless they are higher than 0.
  • Fixed a bug that prevented Healers from reviving dead party members.
  • Quests grant Full XP and Reputation regardless of level. This should allow you to complete any quest without any stress of outleveling the content. Hopefully this will also allow you to level to 60 by quests alone and to reduce the amount of grinding necessary.
  • Low level quests are no longer hidden and will always be visible with an exclamation mark above NPCs like the rest.
  • Added 3 NEW Quests.
    • New Beginnings - Level 1 - from Custom NPCs in starting zones. Reward: Legendary Shirt “New Beginnings” which grants 2x XP rate while wearing it.
    • Behind Every Crafter… - Level 50 - from Custom NPC Grimando Goldenlock. Reward: 26 slot Epic Bag “Bag of Plenty”.
    • A Tale of a Distant Land - Level 60 - from Custom NPC Grimando Goldenlock. Reward: 36 slot Legendary Bag “Horadric Cube”.

September 23, 2021

  • Fixed repeatable battleground mark turn in quests only granting XP twice. Now they continuously grant XP at 50% rate after the first turn in, allowing you to level up by doing PvP.
  • Added some thresholds for when the Companions should eat and drink.
    • If the Leader isn’t moving then it’s whenever they are <100%, just like before.
    • When the Leader is moving then it’s <50% Health and Mana.
    • What happens now is that they will stop eating/drinking when you start to move if they are above 50% and start as soon as you stop moving. So you have more responsibility over their well being. If you want to engage combat with their Health and Mana at 50% that’s on you.
    • Hopefully this will make them waste less time and fall behind less often.
  • Added an additional check for some of the CC spells to ensure that they don’t overlap them.
  • Added more logic to the passive mode.
    • Instead of having the Companions just follow you around without doing anything, I gave them some extra logic to help them survive in case they get attacked while in passive mode. They will try to use potions and instant cast abilities.
    • Here are some of the abilities they try to use for each class:
      • Warrior: Defensive Stance, Shield Wall, Last Stand, Intimidating Shout.
      • Paladin: Repentance, Hammer of Justice, Bubbles, Lay on Hands, Blessing of Freedom, Divine Intervention, Divine Favor + Holy Shock, Blessing of Sacrifice, Dispels.
      • Shaman: Stoneclaw Totem, Grounding Totem, Nature’s Swiftness + Heal, Dispels.
      • Hunter: Aspect of the Pack, Aspect of the Monkey, Feign Death, Scatter Shot, Concussive Shot.
      • Rogue: Vanish, Blind, Gouge, Evasion.
      • Priest: Psychic Scream, Renew, Power Word: Shield, Dispels.
      • Mage: Frost Nova, Cone of Cold, Blink, Ice Barrier, Mana Shield, Dispels.
      • Warlock: Death Coil.
      • Druid: Nature’s Swiftness + Heal, Nature’s Grasp, Dispels.
    • Hopefully this won’t make them sitting ducks anymore.
  • Custom NPCs were added that allow you to hire Companions directly from them, instead of using the addon or commands, neither of which have been changed. The NPCs will also show you the cost of hiring when speaking to them.
    • There are 6 custom named NPCs, each in the starting zones of the game. They will have a tent above them, together with a mailbox and training dummy. You can increase your weapon skills by attacking the dummy. These NPCs also have a lore friendly introductory text that hopefully will convince new players to acquire their services.
    • Another custom NPC, named Recruitment Agent, has been added to all of the Inns in the game who will also provide the same hiring service. He really stands out so he should be easy to spot. I used my best judgement to place them where I thought was room enough for them, but if you think their placement is not ok then let me know and I’ll make adjustments.
    • All of these custom NPCs will have the tag <Companions> and they will also allow you to use the addon when nearby them to hire Companions. So when nearby either <Innkeepers> or <Companions> the addon and the .z add command will work.
    • For your client to register these custom changes it is important that you delete the WDB folder from your client’s main folder. This will refresh your cache. Nothing bad will happen by deleting this folder.

September 20, 2021

  • Marketer will post auctions when the previous ones have expired in addition to once every 8 hours.
  • Added passive follow mode to the Companions.
    • Use the .z stop command or the addon to force them to stop attacking and just follow you. Be aware that while in passive mode they won’t do anything at all to help you in combat or even drink, they will just try to follow you.
    • Use .z start or .z pull commands to make them active again.
    • This is very useful if all you want is to go places and you don’t want them to stop for every insignificant mob along the way. But it’s also good if you want to gather a whole pack of mobs to AoE down before giving them an attack command.
    • Thanks @Lotor and @Rubix for the excellent suggestion. Let me know if there are any issues with it.

September 16, 2021

  • Max Professions you can learn increased from 2 to 10. You can now learn all the Professions in the game.
  • Increased the chance to skill up with Professions by 5%. The new chances are grey 5%, green 30%, yellow 80%, orange 100%.
  • Increased the amount of skill gained to 2 from 1 when leveling a Profession.
  • Now you gain Fishing skill even when failing to catch a fish.
  • Auto Fishing is now available. Just start fishing and you will continue to fish automatically.
  • Marketer is now available.
    • This system will automatically add and manage trade goods on the Auction House. The goods are posted for 24 hours but they are also checked and refreshed if they run out every 8 hours. One stack of each trade goods is posted on each Auction House, but because we have cross factions and all AHs are linked, there will be 3 stacks of each item.
    • The Marketer will also be responsible for buying items from Players. It can differentiate between auctions posted by itself and Players. It can also tell if an item is sold by a vendor and it won’t buy vendor items. It will check for new auctions to buy every 1 hour. The chance of buying your auction is between 6 and 50% per check and it depends on the type of item, the quality and the buyout price. For an 8 hour auction there are 8 chances to sell your item, for a 24h -> 24 chances.
    • It will only buy auctions if the buyout price is lower or equal to 2x the vendor price of that item. Eg. If an item can be sold at a vendor for 1 gold, then you can post it for 2 gold or less and the Marketer will buy it from you. But, if you post it for 2 gold and 1 copper, then it won’t buy it. It will only buy items that have the sell price and buy price higher than 0; some special items don’t have either one of those so it won’t buy them.

September 13, 2021

  • Fixed .gob select not being usable by players, to allow players to tell Companions to use objects.
  • Fixed Warlocks not buffing Companions with Unending Breath when underwater in dungeons.

September 11, 2021

  • Playing a Paladin myself made me realize the importance of off-healing in key situations, where the group may have pulled a large pack and the Healer doesn’t have enough output to keep up with the incoming damage. Melee DPS Paladins will now seek to heal group members who are below 50% health in combat, if they only have 1 or no attackers as to not get casting pushback. This should also make them a bit more useful as leveling Companions.
  • Dps Paladin will use Rank 1 Seal of Command when below 50% mana to conserve it. They will use Consecrate even against a single target if they have Vengeance active. A few improvements to seal logic that should increase dps a bit.
  • Added logic for Racial spells. I haven’t tested too much, only tested to see if they work, let me know if there are any problems. Here’s a short breakdown.
    • Human - Perception
      • They’ll use it if there’s a Rogue within 50 yards attacking them.
    • Dwarf - Stoneform
      • Used to remove bleed, poison or disease.
    • Gnome - Escape Artist
      • Used when rooted or slowed and trying to move.
    • Night Elf - Shadowmeld
      • Used when the leader is in stealth and neither of them are moving.
    • Orc - Blood Fury
      • Only used by melee dps, while in combat, if the victim is elite with >50% hp or boss or if there are 3+ enemies. Only when the Orc isn’t attacked.
    • Tauren - War Stomp
      • Used when they have at least 3 attackers at short range.
    • Undead - Will of the Forsaken
      • Used to remove charm, fear, sleep.
    • Troll - Berserking
      • Used offensively against elites or 3+ enemies.
    • I have also added some of the Racial spells for the Priest: Fear Ward, Desperate Prayer, Elune’s Grace, Devouring Plague, Hex of Weakness and Shadowguard. These are the ones that I thought were important.

September 10, 2021

  • Allowed Priest Healers to use Lesser Heal up to level 29 from 15 because their other heals are so powerful you’d have to be almost dead before they’d use them on you.
  • Another fix for skins. As it turns out, males and females have a different number of customizations and last time I applied male numbers for females as well, which don’t mix. I separated them and I tested with a fresh non modded client and a modded client and I didn’t see anything wrong, not accounting for the horde's unique… beauty. Let me know if you guys see any more strange skins or features.

September 9, 2021

  • Clones now have a 5 minute duration and a 10 minute cooldown. The cooldown ticks even while the Clone is out so if you maintain the Clone for the whole duration then you only have to wait for 5 more minutes to create another one. Clones will also disappear when they are killed. The idea is for them to be temporary aids in a pinch, not substitutes for Companions. They will only disappear when they are out of combat, even if their timer has expired, so they won't abandon you in the middle of a boss fight.
  • Druid non healers will only heal outside of combat if the group has no attackers. This is to not mess with their forms. The intention is for them to heal only when you don’t have a companion healer in the group just to save you some food.
  • Mages will use Fireball if they don’t know Frostbolt yet, at low levels.

September 8, 2021

  • Fixed a problem with cloning where the wrong class/race were given to the Clone.
  • Fixed goblin/black skin for gnomes. The problem was caused by the generic randomizer which was giving them a random face/hair/skin/etc from 1 to 6. Gnomes can only have 5 skins so the 6th one was causing goblin/black appearance. I’ve made it so that every race has the maximum number of customization possible for the randomizer, instead of just 6, because some races have a crazy number of customizations, like 20 hair types etc. Overall, fixed the bug and increased variety.

August 20, 2021

  • Added a hiring cost for Companions. Check #announcements to see the list of prices. You can always see how much it’s going to cost in game by trying to add a Companion when not near an Innkeeper or when hiring.
  • Off-Healers will first check if there are alive Healers in the group before healing out of combat, as to not waste time and mana.
  • Fixed a bug where Greater Healthstone and Major Healthstone were traded at the wrong levels.
  • Priests will correctly give stamina buff to pets.

August 18, 2021

  • Partybots are now officially called Companions. Battlebots are now called Wayfarers. I wanted to not only move away from the idea of “botting” as to not create any confusion about the purpose of the server, but also to move towards an RPG and lore friendly direction.
  • Max number of Companions you can hire is 4 (hiring not implemented yet). Max number of Clones you can make is 1.
  • You can only clone Players, not Companions, that are the same level or lower.
  • Wayfarers will automatically join Battlegrounds. It’s no longer possible to manually add them. All you have to do is queue up for a Battleground and wait 1 minute and they will join you. While you are in a Battleground they will check every 30 seconds to see if there are any empty spots and fill them, in case someone leaves.
  • I have refactored the Companion commands, so I’m sorry that broke your existing macros. The idea was to make the commands shorter, but I also made improvements and bug fixes. Changed the prefix from .partybot to .z
  • With this occasion I also added all the Companion commands on the website, full list and explanations for what they do. If the information on the website is not clear please let me know and I’ll do my best to further improve it.
  • And finally, the long time request has been fulfilled, I added all the missing commands to the addon. Well, .z remove is still missing, but on purpose; addon real estate is hard. Please download the updated addon because the older versions are now obsolete.
  • Rogues are now capable of unlocking doors if they have enough skill, by using the Use command in the Addon interface and standing close enough to a door. If they aren’t in range, they will move to your location. So you can use this to open the door in Dire Maul North if you’re going for a tribute run, or the skip door in BRD etc.

August 14, 2021

  • Starting from level 10 non Tank Bots will use engineering bombs that stun Attackers.
  • Bots will also use food as a Dungeon consumable from level 50+.
  • Bots will self revive if they have a Soulstone or Reincarnation effect ready and active. Many Bots have been hurt in the process of making this work. Let’s take a moment and appreciate their sacrifice.
  • Fixed a bug that caused Healers to move into melee range of mobs and attack them, or to move unnecessarily, which lowered their healing output and made them pull more threat.
  • Increased .partybot tankpull default duration from 5 back to 10 seconds again. It was a nice experiment, but the biggest issue with holding aggro is not giving the Tank enough time to establish it.
  • Paladin and Shaman Melee DPS will always use Nightfall through all the tiers at level 60. Since their personal dps could never be as high as other classes, they could provide much more value by embracing their natural supportive nature.
  • Fixed a bug with Rogue needing multiple attempts to apply poison to his weapons.
  • All Bots will use level appropriate Sharpening Stones, Weighting Stones, Mana Oils and Wizard Oils. Melee Bots will dispel their main hand temporary buff if they are in range of a Windfury Totem to make room for the Windfury buff.
  • Shaman Rework
    • Before this rework, the Shaman had only a few lines of code, random totems and the roles Tank and Melee DPS were not implemented at all. So I went back to the beginning and added everything that was missing. The Shaman Bot can now do all 4 roles: Tank, Healer, Melee DPS, Ranged DPS.
    • Totems were a headache to write in because unlike other buffs they’re not casted by the Shaman himself but by creatures owned by the Shaman and some of them are not even buffs, like Tremor and Windfury. So yea, I had to get a little more creative to get them to be aware of the totems they were placing on the ground. I only added logic for the most important totems and I didn’t go too crazy with multi totem functionality because I didn’t think it was worth the effort. Since the totems only affect party members and the unlikelihood that you’ll ever have more than 2 Shamans in the party, I tried to offer each role at least a selection of 2 different totems per type. For example, if you were to add 2 Shaman Tanks then the first one would put down Stoneskin and Grace of Air, and the second one would use Strength of Earth and Windfury. Of course, you wouldn’t use 2 Tanks, but that’s the general idea; if someone has already placed a totem he was going to place then he checks to see if he can place a different one of the same type, similar to how Paladin buffs work. The Shaman has 25 total totems and most of them are great but they’re very situational. For now I’m satisfied with the big ones being used. Later on when I work on raid logic I will come back and add what is needed. Since I don’t play Horde it’s unlikely that I’ll test Shamans too much in the future, so feedback will be necessary for me to make any further changes to it.
    • This is the main set of totems each role will try to place on the ground, assuming they’re the only Shaman in the party, at level 60.
      • Tank: Stoneskin + Grace of Air + Mana Spring + Searing.
      • Healer: Windfury + Strength of Earth + Mana Spring + Searing.
      • Melee DPS: Windfury/Grace of Air + Strength of Earth + Mana Spring + Searing.
      • Ranged DPS: Windfury + Tremor + Mana Spring + Searing.
    • If you had a Melee DPS and a Healer Shaman Bots in your party then on the ground would be:
      • Windfury + Grace of Air + Strength of Earth + Tremor + Mana Spring + Healing Stream + 2x Searing.
    • Even though their main totems seem to be the same, they would try to place their secondary totems depending on what’s already placed, resulting in 7 different totems instead of just 4.
    • Melee and Ranged DPS Shamans are also off-healers, when group members are below 50% health. I’m still testing how efficient this is but it does seem to be pretty handy from time to time and especially if the Healer were to die. The Tank can also heal himself when below 50% health if no one else is healing him and he has 2 or less attackers.
    • Melee DPS Shaman is the lowest DPS of all the Bots so far. But I gave him Nightfall across all tiers at level 60 so hopefully this should make him a more interesting pick especially for the utility he brings by twisting totems, Nightfall and off healing. So instead of trying to achieve high DPS, something he will never manage, he goes for maximum support points instead.
    • Tank Shaman is very off meta but in testing if you pair him with a Rogue and a Warrior and you only go for small packs to bank on that high single target damage, then he will surprise you.
    • Healer and Ranged DPS are very solid picks, with Elemental Shaman rivaling the dps of a Mage.
    • Now, I know that normally I go more into detail about their rotation but I’ll just tell you what some of the other cool abilities you can expect from Shamans instead.
      • Reincarnation is something you can rely on. When the Shaman Bot dies, he will immediately revive himself. This has 1 hour cooldown so don’t count on it too often but it can turn the table on a sticky situation.
      • Water Walking/Breathing are both very useful if you’re going to be out there questing. They will only use them when you are swimming/underwater.
    • Windfury Totem affects all Melee Bots except for Shaman Tanks, Druid Bears and Cats. No matter what other temporary buff they had on their melee weapon, the moment they’re in range of a WF Totem they will dispel those to make room for the WF buff.
    • Don't forget to download the updated addon to be able to summon the new Shaman roles. Feedback is appreciated 🙂

August 9, 2021

  • Tanks will taunt Attackers based on proximity to the group member instead of random, to prevent situations where the Tank would chase some archer 30 yards away when the Mage was attacked by 12 Angry Ogres. However, they are still slow to react.
  • Everyone will now use Goblin Sapper Charges, not just Tanks. The extra bit of DPS will help improve clear times a little.
  • Bots will use Stratholme Holy Water and Limited Invulnerability Potions starting from level 50.
  • Mages and Warlocks will trade you food, water and Healthstones upon opening a trade window with them. They will send you a message when they have placed the items in the trade window. This is done just in case they place the items but it doesn’t show up, this is just a visual bug. If the message appears in chat then the items are in the trade window. Hopefully, the visual bug I was experiencing when testing won’t manifest anymore.
  • Druids won’t cast Rebirth out of combat anymore.
  • Fixed a bug related to giving Bots reagents for their spells, which would sometimes cause the Bots to become stuck when trying to cast a spell that required a reagent.
  • Fixed a bug with Bash for Druids and Concussion Blow for Warriors. They will now use them normally to defend their group members.
  • Warriors will use Battle Shout and Druids will use Demoralizing Roar when walking from victim to victim and they can’t cast anything else, to generate more threat.
  • Paladin Tanks will be able to use Dark Runes for Mana and they now have slightly better downranking to preserve Mana . They will use Rank 1 Consecrate more often when pulling mobs. Holy Shield will only be used if there are 4 or less enemies in melee range. Seal of Wisdom will be used when low mana and otherwise Seal of Righteousness. Judgement of Righteousness will only be used as a taunt.
  • Certain Bots will be able to spread around their DoTs to other enemies in range. Warlocks, Shadow Priests, Hunters. They will check if the DoT’s damage is less than the victim’s health before applying as to not waste mana needlessly.
  • Bots with silence or interrupts will also check if secondary enemies in their range can be silenced.
  • Bots with Wands will attempt to use theirs more frequently after casting spells with big GCD but no cast time, like after Shadow Word: Pain.
  • The necessary enemy count within radius to use AoEs has been increased to 5 for most spells and the cancellation has been increased to 2 enemies from 1.
  • Bots will now have max reputations with a wider number of factions and max professions with engineering and either blacksmithing, leatherworking or tailoring. This may have some unexpected effects on the randomizer so it needs to be monitored.
  • Warlock Rework
    • Warlocks will apply Soulstones to Players in the group. This should give you a chance to resurrect and revive the group in case of a wipe.
    • They will cast Unending Breath when you are swimming or underwater. Fixed a crash related to this.
    • They will share Healthstones with any other Bots in the group and all the Bots will use them if they have them. You could also give Healthstones to Bots and they will use them.
    • The only Pet they will use is the Imp. The Imp will constantly be casting Firebolt and Bloodpact and they will cast Fire Shield on Tanks in the group.
    • Against Bosses they will use curses in this order: Recklessness -> Weakness -> Elements -> Shadow -> Agony. This should tell you how many Warlocks you need in your Raid to apply a certain curse.
    • The leveling rotation is different from the level 60 rotation because it uses different talent specs, but I will explain both at the same time, mostly focusing on the 60 rotation.
    • Combat Rotation
      • Death Coil
      • Fear
      • Banish
        • These are used defensively when the Warlock is attacked in melee range. A while back some people were asking me to make the Warlock disable / not use Fear because it was making feared mobs pull other mobs and that was their reason for not using Warlock Bots. Warlocks were bad before this rework so I don’t blame them, but I will always be against disabling things. I am for making things work properly, but not disabling stuff, unless there’s really absolutely nothing else I can do to make it work. Warlocks are now probably the highest DPS out of all the Bots and Fear is part of their toolkit and is one of the few things they can do to stay alive, considering how much of a glass cannon they are, so there’s no chance I will disable this. Now, I’ve run a metric ton of dungeons and Fear has never caused any issues for me, not even when used in AoE by a Warrior’s Intimidating Shout. A lot has to do with your positioning and using the tools that are available to you, like the tankpull command. Bots won’t use breakable CC when an enemy is affected by DoTs so it’s very unlikely they will use Fear now anyways, but if they do then it’s perfectly fine for them to use it. You should consider this a possibility when bringing a Warlock in your group.
      • Hellfire
      • Rain of Fire
        • They will use these AoEs against 5+ enemies, normal AoE rules apply. Even though Hellfire deals more damage, I won’t make them walk into melee range just to cast this. Warlocks’ threat is already off the charts and the Tanks struggle to keep aggro off them. Usually when they get a chance to cast Hellfire there's a good probability they also pull aggro and die, though I’ve done my bestestestestestest to prevent that as much as possible, with LIPs and tweaking the Tank logic, but it’s not always possible, it’s just too much threat. It’s a little bit better with the leveling spec because they have a chance to stun enemies, but don’t count on it too much. I recommend using tankpull maybe a couple of times or with a longer duration to give the tank more time to establish threat or the Warlock is very likely to pull aggro.
      • Shadowbolt - Shadow Trance proc
        • They will use this if they proc Shadow Trance from the talent for insta-cast Shadowbolts. Won’t see much use during leveling.
      • Shadowburn
      • Death Coil
        • These are also used as finishers. The Warlock will calculate if he has enough damage to kill the target in the case of Death Coil, otherwise use it if the target is below 20% health in case of Shadowburn. During leveling, they will also use Conflagrate as a finisher or if Immolate is about to expire.
      • Siphon Life
      • Drain Life
        • Used when the Warlock is below 50% health, but doesn’t see much use. Normally, the Healer does a decent enough job at keeping everybody healthy so there aren’t that many opportunities to use this. Typically, the only time the Warlock goes below 50% is when he’s used Hellfire and now he’s getting 2-shot by the 50 mobs he’s just pulled.
      • Corruption - main target/secondary targets
      • Curse of Agony - main target/ secondary targets
        • The Warlock will spread DoTs around on all Attackers, but will always prioritize the current victim. During leveling, he will use Immolate -> Curse of Agony -> Corruption, but at level 60 he will use Corruption -> Curse of Agony. They won’t use DoTs on secondary targets with CC Marks applied to them because targets with DoTs are considered invalid for CC, because DoTs usually break breakable CC.
      • Shadowbolt
        • Used on cooldown, but won’t be used at all during leveling. Wanding will be used then instead.
      • Life Tap
        • Used when Mana is below 10%.
    • That’s the gist of it. Warlocks are very powerful in all situations, really. Probably the highest DPS Bots. They bring great utility and high DPS no matter if you need single target, multi target or AoE. Their only problem is that they have no way to mitigate threat by themselves and their defensive spells aren’t very good compared to other classes, so they are glass cannons. They have a high probability of dying to pulled aggro so keep that in mind. Let me know if you have any issues, feedback is appreciated 🙂

August 2, 2021

  • Mages will now give Players level appropriate food/drinks upon trade. They only give you drinks if you have a Mana bar, so Rogues, for instance, only get food. Starting from level 1, free of charge. Basically, Mages are now Dispensaries.
  • Bots will now use level appropriate food/drinks. This has been on my mind for quite some time and I thought about the pros and cons on both sides of the coin, but at the end of the day this is Vanilla. Downtime is an important aspect of the game and so are resources and consumables. When trying to preserve the spirit of Vanilla as much as possible and to improve the Bots within the limits of what’s possible to do in Vanilla, using the best food across all levels trivializes the importance of downtime and the dangers that come with it. Sometimes when I do my Stratholme test runs I get caught off guard and some enemies engage my party before they’ve had a chance to fully recover, and that can sometimes lead to a wipe. That’s just how the game was intended to be and it’s part of the charm. Fully recovering in but a moment at low levels feels unnatural and arcadey, it takes away from potential dangers and diminishes the importance of things like gear with spirit.
  • Mages will now use Conjure Mana when out of combat and use the gems in combat when below 50% Mana. Be aware that this will increase their downtime as conjuring the gem takes a significant amount of Mana. Since the Bots already use Dark Runes, the benefit of using Mana gems comes from saving up some Health on the first use, which is not too bad. Dark Runes are quite dangerous for Mages from what I’ve seen in testing because their Health pool is already low. Overall, this will take a bit of pressure off the Healer at the cost of more out of combat downtime for the Mage.

August 1, 2021

  • Mage Rework
    • Only Frost spec is done for now. At a later date I will do Fire spec, which is used by higher tier Bots that nobody’s going to unlock any time soon. Before, the Mage Bots were a pizza mix of Frost and Fire, with some mistakes that prevented proper functioning. Now that they know their proper place and spec, they can shine as some of the best dps in the game. Even though some more work on them will follow, for now they are just good enough.
    • Out of combat they will buff and decurse.
      • Ice Block
        • They will not only use this when below 20% Health and are under attack, but also break out of CC. They will cancel the Ice Block if their Health is above 80%.
      • Frost Nova
        • They use this to snare Attackers in melee range.
      • Cone of Cold
        • A follow up to Frost Nova, to use against Attackers.
      • Blink
        • A follow up to Cone of Cold, but also used to break out of stuns and to kite around.
      • Ice Barrier
      • Mana Shield
        • They buff these when out of combat so they start the combat with them active, and they use them in combat when under attack. I’m still unsure about Mana Shield because it drains mana very fast, but I guess it’s better than dying too quickly.
      • Polymorph
        • To use against Attackers when below 50% Health. The health condition is preventing them from spamming this too much, but perhaps a bit more spammy wouldn’t be too bad either since Mages are so squishy.
      • Evocation
        • Use when out of mana and not under attack.
      • Counterspell
        • Used to silence casters.
      • Cone of Cold
        • Very strong but used infrequently because they don’t usually stand close enough to use it.
      • Blizzard
        • Their most used AoE. They use it only when not under attack. All AoEs for all classes are set for 3+ targets.
      • Arcane Explosion
        • Used in short range, doesn’t care if under attack or not as long as there are 3+ targets to hit.
      • Fire Blast
      • Arcane Explosion
        • Used as finishers when the Mage thinks he has enough damage to kill the target.
      • Frostbolt
        • Will sometimes use Rank 1 if the Victim is attacking the Mage and it isn’t slowed.
      • Wanding
        • Some opportunistic wanding in between GCDs or when out of mana, same as for Priest.
    • The Mage was much quicker to rework thanks to already having the groundwork done from the other classes. Even though it isn’t finished just yet, the important aspects are done. I’m going to look into making the Mage Bots give food/water to the Players. Feedback is welcome 🙂

July 31, 2021

  • More Healing Logic optimizations to reduce overhealing.
    • Healers now also take HoTs on target into account before downranking. Be aware that Priests are terrible at topping off if there are HoTs applied on target because their heals are the most powerful and even their lowest ranks heal for large amounts, which means, the target has to be at 1% Health before they decide to heal. No, I’m joking, but even with Renew and Heal Rank 1, the target needs to take a lot of damage before they heal. Paladins and Druids are much better at keeping targets topped off because of their Rank 1 heals. For example, if you have a both a Priest and a Druid in the group, and they both apply their HoTs, and there’s a constant amount of damage applied to the target, then only the Druid will heal with Rank 1 Healing Touch, which he will spam constantly; and the Priest will AFK aside from applying Renew. That’s because the target would need to take a very large amount of damage before Heal Rank 1 is considered valid, whereas the Druid’s Healing Touch Rank 1 heals for a much lower amount, so it can constantly be used. This is just to reduce unnecessary overhealing.
  • Healer Focus Marks, default Star.
    • To remind you, Tank’s default is Cross, DPS default is Skull. As with Tanks and DPS, they will only heal the Focus Mark, so you could be dying right next to them, if the Focus Mark is on somebody else then they won’t heal you. As always, this needs to be monitored to see if there are any problems. This will only work when the Healer is in combat; out of combat they will heal everybody. Be aware that this may cause some confusion, as sometimes Healers remain out of combat even when the rest of the group is in combat, so understand that if such a situation occurs then they will heal everybody.
  • Major Mana Potions will be used instead of Major Rejuvenation Potions when Health is not sorely needed.
  • Bots now use Alterac Manna Biscuits to eat/drink. I’m strongly considering making them use appropriate food across all levels, however.
  • |- Priest Rework -|
    • Nothing fancy about this one. Most of the work consisted in tweaking the healing logic, otherwise the rest of the rotations are pretty simple. Out of combat, the priests will buff, dispel and heal.
    • Shared Rotation:
      • Psychic Scream
        • They will use this when below 30% Health and are attacked in melee range. Follows the same pattern as the rest of the fears. It doesn’t see that much use, normally. Though, as always, you should be mindful of this and try to pull the packs somewhere it wouldn’t cause harm if they were to use it.
      • Fade
      • Power Word: Shield
        • They use them whenever they have Attackers.
      • Shackle Undead
        • Only when below 50% Health against Attackers, to prevent too much unnecessary spam.
    • Healer Rotation:
      • At the top of their logic is the Focused Mark logic, which doesn’t contain any AoE heals. The idea is that you’ll use focus marks to primarily heal a tank or somesuch, in which case it’s better to save mana just for the tanks and leave AoE healing to the rest of the group.
      • They use Prayer of Healing when at least 3 group members are below 60% Health, Holy Nova when at least 4 members are below 70% and there’s at least 1 enemy in the zone. They don’t use these spells very often because it’s rare for the whole group to be damaged at the same time. Holy Nova should be even more rare, which is fine because it’s an extremely inefficient heal, so it should be used only when you can make the most out of it.
      • They use Power Word: Shield when the target is below 50% Health.
      • As far as the 3 main heals are concerned, they will only use Flash Heal when the target is below 30% Health, and otherwise downrank between Heal and Greater Heal. Typically, when the damage comes at a constant rate and they have Renew applied on the target, they will only use Heal Rank 1. This is the most efficient they can be. Just to remind you, they do a very rough calculation of the amount of healing they can do with a spell, taking into account HoTs on the target, and use that to downrank the healing spells. Under normal circumstances, they will use the first rank of a spell that cannot fully heal a target. I’ve also changed it to not use any heals if the previous condition isn’t met, unless the target is lower than 10 levels. I won’t go into full detail because it would be a lot to explain, but now they actually won’t heal until they believe, based on their rough calculation, that they won’t overheal. They still overheal sometimes, for a lot of reasons I won’t explain, but that’s totally acceptable. As they are right now, it’s a far cry from what they were a few months ago. In testing, the healers can usually last 3-4 packs in Stratholme, when you’re normally only supposed to only pull 1. There are still many ways in which they can be improved, however.
      • They use Inner Focus for Greater Heal and Prayer of Healing.
      • Apart from healing, the Healer Priests will also remove diseases and dispel magic. They will also dispel magic offensively, on the party attackers, sorted by the highest Health. This might be a bit too taxing on the mana, so it needs to be monitored. But since it’s at the bottom of the rotation it won’t get in the way of healing, as a compromise.
    • DPS Rotation:
      • Shadow Priests will still heal themselves if below 30% Health until they get Shadow Form. This allows them to solo stuff.
      • Silence
        • Used against spellcasters. But know that there’s currently no queue system that would allow multiple silencers to coordinate, so they can all cast their silence at the same time. Kicks, Pummels etc.
      • Vampiric Embrace
        • They will use this on elites, but not bosses, if they are above 50% Health. Shadow Priests are slow at DPSing, but they are decent as off healers, and they can do a good amount of passive healing this way.
      • Shadow Word: Pain
        • Used on all targets if they are above 50% Health. Very efficient DoT, but it almost never spends the full duration.
      • Mind Blast
        • Used on cooldown.
      • Mind Flay
        • Only use if the Priest has only 1 Attacker, otherwise it might risk getting interrupted.
      • Smite
        • Use until Mind Flay is learned.
      • Wanding
        • Use whenever possible. Do know that because the Bots have a 1 second default delay, which doesn’t coincide with the 1.5 seconds GCD, it will seem obvious when they use Wanding after something like Shadow Word: Pain. So they check at 1.0 GCD and they can’t cast anything so they wand, and then they check again at 2.0, which is 0.5 too slow after the GCD is over. I’ve considered lowering the default delay because it’s clearly a DPS loss and more, but the correct delay would be 0.1s, which would sure as hell cause server lag on this slow-ass server. So, yea, we’ll just have to bear with it.
    • Let me know if you have any issues with Priests, feedback is always appreciated 🙂

July 21, 2021

  • Reduced the AoE check padding from 10 yards to 5 because it was too much.
  • Healers will only heal Players and their pets when out of combat, Bots will eat/drink. This will save a bit of time.
  • DPS Bots instead of selecting a random Attacker as a low priority targeting, they will now select the lowest health Attacker first. So if you’re playing something like a healer that doesn’t attack targets directly, then your Bots will try to kill the quickest targets first.
  • Tank Bots will also prioritize Focus Marks but their default mark is cross, whereas everyone else’s default is skull. Be aware that it does exactly what you’d expect, they ignore everything but the target with the mark, so don’t expect them to try to take aggro from anyone else. This is useful for 2 tanks to hold, say, 2 different bosses. I’ve tested this against the Twin Emperors in AQ and it works as you’d expect but it’s not enough to beat that fight. Controlling 40 Bots is very difficult and frustrating, especially when you have to look left and right at the same time.
  • Tank Bots won’t try to take aggro off each other anymore. Call it professional courtesy. This may need more work.
  • Disabled Oil of Immolation out of combat to prevent some rare cases when the Tank was passing by some neutral mobs and tagging them.
  • Changed Manual Crowd Pummeler for Cats and Bears from level 29 to 50 because it was too strong.
  • Warriors and Paladins will use Berserker Rage and Divine Shield to break out of incapacitated effects if they can.
  • Mages will use Blink to break out of stun.
  • More improvements to AoE logic to ignore critters and totems from calculations.
  • |- Warrior Rework -|
    • Before this rework the Warrior Bots were very simplistic. They didn’t do stance dancing, didn’t account for the Tactical Mastery talent, didn’t do any rage pooling and were overall just wasting rage left and right. Their rotation, if I can call it that, was basically just a list of random spells they were trying to cast in no particular order.
    • As with all of my other reworks, I’ve studied numerous guides and watched multiple videos and podcasts by some of the best warriors in WoW. The Warrior is one of my favorite classes and it’s a class that is more technical than the others, where every single point of rage can be calculated and accounted for and can be used to its maximum efficiency, so I wanted to do it justice.
    • Tactical Mastery. This is a talent they will try to invest into early and it’s used to its full extent. Every time the Bots want to change to another stance they will first check what ranks of Tactical Mastery they know and act accordingly. At rank 5 they can stance dance if they have 25 or less rage, at rank 4 if they have 20 or less etc. until rank 0 where they can only stance dance if their rage is 0. This ensures that rage is never wasted, in or out of combat.
    • Rage Pooling. Some spells have rage pooling to ensure that there is always rage available for the most important spells when they need them. To give you an example, Heroic Strike can only be used when above 30 rage if Rend is learned, above 35 rage if Sunder Armor is learned, above 40 rage if Revenge is learned, above 50 rage if Shield Block is learned, above 70 rage if Shield Slam is learned. Therefore, Heroic Strike is used mainly as an efficient rage dumper. Rage dumping is something they do naturally using spells like Heroic Strike but also when they’re trying to enter their main stance after doing some dancing. Like when dancing from Defensive to Berserker to use Intercept and back to Defensive. That’s the gist of it.
    • When out of combat, the Warrior Bot will try to enter Battle Stance by default, if Tactical Mastery and rage permitting, and they will use either Charge or Intercept to initiate combat depending on all the factors explained above. They will also try to use Intercept in combat, but this is easier for DPS than the Tank who has to find the right opportunity to stance dance. When Tanks are above 25 rage you will usually see them walking to their targets in combat. For the combat spells, the order I describe them in is the order they will try to cast them.
    • Tank Rotation
      • Shield Wall
      • Last Stand
      • Intimidating Shout
        • These are the circuit breakers they will use once below 30% Health. Intimidating Shout I suppose can be controversial as it is with fear spells, but in testing they have occasionally saved the Warrior by giving the healer some extra time.
      • Mocking Blow
        • It’s pretty rare to see them use this. It’s only used when Taunt is on cooldown but it’s not easy to swap to Battle Stance just for this because the cooldown on Taunt is usually pretty short and the Warrior doesn’t lose aggro that often. But it does happen sometimes during a bad pull.
      • Thunderclap
        • Now, this may be the most controversial thing I’ve read about Warriors, and it seems to be a very divisive topic when it comes to whether or not they should be using Thunderclap. All of that is nonsense. This skill is fucking amazing. They only use it on 3+ targets so the overall damage and threat isn’t bad, but the star is obviously the 10% reduction to the enemies’ attack speed. The Warrior Bot Tank is the tankiest tank and this skill is one of the reasons why. He sometimes manages to pull it off during Charge, but otherwise he finds opportunities to stance dance and to cast it during combat as well. Since the Bot manages his rage and doesn’t waste any on stance dancing, there’s absolutely no reason not to use this, it’s just too good.
    • The rest of the abilities are used in Defensive Stance.
      • Mighty Rage Potion
      • Self: Rage <= 25
      • Self: Level >= 50
        • This is great not only for the rage and strength increase, but most notably for the boost in threat they get from all the newly generated rage, which is further boosted by 1.3x in Defensive Stance. Do know that this shares the same cooldown as Major Rejuvenation Potions but there are cases when either one could be used. For instance, when below 50% Health, they will use Rejuv Potion.
      • Bloodrage
      • Self: Rage < 30
        • They use this on cooldown, and it’s great because sometimes it extends their combat duration and persperves some of their rage between pulls.
      • Cleave
      • Heroic Strike
        • These are rage dumps that respect those rage pooling levels I told you about. Cleave is used when there are 2+ mobs together or otherwise Heroic Strike for a single target. It’s pretty common for the Tank to Cleave a lot when tanking lots of mobs in end game.
      • Challenging Shout
        • Uses aoe taunt when there are 3+ targets in vicinity that he isn’t tanking.
      • Demoralizing Shout
        • He debuffs everyone with this all the time, but respects aoe rules not to accidentally aggro someone out of combat. This spell together with Thunderclap is what makes Warriors so tanky when dealing with large groups.
      • Battle Shout
        • This spell is amazing. He primarily uses this to establish aggro. If you use something like tankpull, he will wait until at least 1 more member is in range before using it, just to generate more threat. The most important thing is that he will use this to generate threat when 3+ targets are attacking the rest of the group. Because this doesn’t mess with out of combat mobs, the Warrior is the only Tank who can aoe threat when near out of combat/cc-ed targets. Because of this mechanic, I’ve had a good time dealing with large packs.
      • Taunt
        • Single target Taunt, uses it when the victim is attacking another party member who’s not a tank.
      • Shield Bash
        • Uses this reliably to interrupt casters.
      • Disarm
        • I haven’t tested this yet, but this could prove useful against some bosses like Sulfuron Harbinger or Majordomo Executus. So if you’re fighting those let me know if it works. Currently it’s set to only work against those 2 bosses, more will be added if it’s good.
      • Concussion Blow
        • Use against fleeing enemies, enemies who attack other party members or defensively when low Health.
      • Shield Block
        • Main defensive cooldown, use when the victim is attacking the Tank with melee or ranged weapons. Keep it up as much as possible.
      • Shield Slam
        • This is the Tank’s highest threat ability and he rage pools to make sure that he’s saved enough for the other ones, but otherwise, when he has rage to spare, this is used as a higher priority to establish aggro. It’s also a decent dps tool.
      • Revenge
        • Used on cooldown, no rage pooling for this one. With talents he sometimes stuns the victim. It generates good threat and helps with damage mitigation.
      • Rend
        • Now, you can really argue about this one, I’m not sure about it myself. It’s recommended to be used until level 49, but only on targets above 75% Health. During testing, I’ve seen this being used in low level dungeons to some effect. It’s a rather mediocre spell just because the victims usually die too quickly to make full use of it, in spite of it being very efficient damage per rage.
      • Sunder Armor
        • This is one of my favorite spells. While I was testing it, I was also checking the armor value of the targets and in dungeons it sure helps a ton. It basically multiplies the physical damage of anyone attacking that target, so any rogues/cats you bring will surely be grateful. They apply and maintain up to 5 stacks if the target is above 50% Health and their armor is above 0. That’s right, they have sense for how much armor the enemies have and don’t use more than they need to. Not unlike how a normal player would know not to use too many stacks against clothies and to apply full stacks on plates. On bosses they will always apply and maintain 5 stacks.
    • DPS Rotation
      • I will explain both the leveling Arms and the level 60 Fury Rotations at once. From now on all melee DPS will try to position behind the target.
      • Intimidating Shout
        • Same as before, used as a circuit breaker when below 30% Health.
      • Overpower
        • Now, even though I’ve worked a lot on getting this to function properly, I’m still not convinced about the extent to which it helps increase the dps. So, when in Battle Stance it’s not a problem, they will use it when it becomes available. But when in Berserker Stance they will stance dance with some restrictions. First, they need to wait for both Bloodthirst/Mortal Strike and Whirlwind to be under cooldown, which isn’t a problem if they don’t know these spells yet, and of course they need to respect the Tactical Mastery talent. During early levels this is more commonly used because rage is not so abundant, so it’s normal for them to be close to 25 rage to do a quick dance. But the higher the level and the better gear the Bot has, the less use this spell sees. In a raid setting I imagine this will never be used because the Bot will most likely never have low enough rage to stance dance, and there’s not enough time between BT and WW’s cooldowns to dump rage just for this dance to happen. So, yea, in conclusion, it helps a lot more at early levels and at low gear level.
      • Sweeping Strikes
        • They will use this if there are 3+ enemies. All rules apply for stance dancing. They don’t continue with the rotation until they’ve applied this.
      • Thunderclap
        • This uses the same logic as for Tanks. Even though this is mostly a tanking spell, I consider it essential for the DPS to help as well. Whatever dps loss comes from using this, is nothing compared to helping the group beat an encounter. Since this is only used if there are 3+ targets, it’s never a problem for bosses. They don’t use this if Sweeping Strikes is learned.
      • Mighty Rage Potion
      • Bloodrage
          • Same as before. Used after entering Berserker Stance.
      • Deathwish
        • This is used on elites or if there are 3+ targets to fight, and Sunder Armor/Expose Armor is already applied, or the target doesn’t have any armor.
      • Recklessness
        • Used only against bosses when they have < 20% Health, because of the 30 minute cooldown.
      • Cleave
      • Heroic Strike
        • Same as before, just slightly different rage pool levels.
      • Battle Shout
        • Always keep active.
      • Whirlwind AOE
        • If the Bots are encountering 3+ enemies then use Whirlwind as a priority.
      • Demoralizing Shout
        • Same as with Thunderclap, I consider it teamplay to help ease the encounters, especially if there are no other warriors present to apply this. If you’re facing 20 mobs and you have to choose between this or Cleave, I think it’s a pretty clear winner. They only use it against 3+ enemies.
      • Sunder Armor
        • Same logic as for tanks. Applying stacks should be the first thing they do against a boss.
      • Execute
        • They will check if either Execute or Bloodthirst deals more damage and use that one instead. Usually happens after 2k attack power during raids. But most importantly, they will check if they have enough damage to kill the target, and if they don’t, only then they will use Execute. I know it’s a bit counterintuitive, but this is necessary to not waste rage and to spend half a bar on a 10 Health victim. This way they carry over a lot of rage for the next victims or encounters, helping the overall speed of clearing.
      • Pummel
        • They use this whenever they can to interrupt spellcasters.
      • Bloodthirst
        • Use on cooldown.
      • Whirlwind
        • Use only if Bloodthirst is on cooldown. So whenever we’re dealing with single targets, Bloodthirst has the priority.
      • Hamstring
        • This is mostly used as a rage dumper, usually in hopes of proccing Flurry.
    • As always, I will keep an eye on any adjustments that I need to do as I play more with the Bots and see how they behave. Feedback is much appreciated 🙂

July 16, 2021

  • Skull is the default Focus Mark and Moon is the default CC Mark now. The Bots will start with them as default upon adding them to the group, and you can simply apply them to the targets and have Bots respect them right away.
  • The DPS Bots will prioritize attacking the Focus Mark above all else, whereas previously they wouldn’t change targets until their current one was dead. Now they don’t listen to any other commands while the Focus Mark is up. So just know that this is very powerful and it’s to be used with care.
  • Bots will use a wider range of CC spells against CC Marked targets. A Rogue, for instance, he’ll use Cheap Shot (if the opportunity arises), Blind and Gouge. Do know that the Bots won’t go out of their way to use CC, only if it’s possible from where they’re standing.
  • CC Marks now invalidate AoE spells if they are in the radius of the spell in addition to CC-ed targets and out of combat targets. So if you need to prevent the Bots from using AoE, then this might be a good way.
  • I’ve added a padding of 10 yards to every AoE spell's validity check. So if an AoE such as Blizzard has an 8 yards radius then the Bots will also check in an 18 yards radius for CC Marks, CC-ed targets and out of combat targets. This is because sometimes you might encounter mobs who patrol, roam or are under effects such as fear that causes them to move around and might accidentally enter the AoE radius and have their CC effect broken. This also means that the Bots will be more cautious than before with their AoE and you might need to reposition them if they’re too close to neutral mobs or some such. This is only for the reworked classes. This needs to be monitored in case I’ve overdone it.
  • I took away the ability of the Paladin healers to auto attack and use seals. It was a fun little experiment that has come to an end. Even though they dealt a little bit of damage, the cost of opportunity was too great. They were spending too much time chasing down mobs instead of staying safe and healing. They’re still using Holy Wrath and Consecrate opportunistically but don’t count on it.
  • Pets are now the last to get heals.
  • Reworked classes will first buff when coming out of combat or when first added and only afterwards they will drink/eat, to save some time.
  • Added a few missing high level spells to some classes which were learnt from books.
  • I’m testing some changes to the kiting logic. Kiting distance has changed to 12 yards from 15. Any less than 11 yards is deadzoning the Hunter. Not to be confused with combat distance which would be 9 yards + 3 yards reach = 12 yards. Anyway, the point is, this is close to deadzoning Hunters so I won’t lower it anymore. Bots won’t kite if the victim is within melee range from the leader and is attacking the Bot, same as before, to prevent endless kiting. Before deciding to kite, they will check if the distance between the leader and the victim is sufficient and if it is they will move towards the leader; ( Leader distance from target - 12 yards ) which will usually put them between you and the mob. Ideally they will move the shortest distance possible so they can shoot as quickly as possible. They will also start running towards the leader if the bot is between 20 and 100 yards away.
  • Bots will stop fighting and start kiting towards the leader if they are more than 100 yards away from him. They will use whatever kiting spells they know. This one might need more testing but now they won’t just stand on the other side of the map fighting some irrelevant mobs, but instead they will try to drop combat and teleport to you, or maybe they even make it to you on foot.
  • The AoE spells Blizzard, Hurricane, Volley will be interrupted if there’s 1 or none targets in the area, changed from none.
  • Added pet logic for commands like .partybot cometome to make them follow the Hunter.
  • Added a condition to only consider Attackers as valid targets if they are within 50 yards and in line of sight as to avoid chasing some creatures across the map in certain situations. Needs to be monitored in case I’ve overdone it. This will prevent Bots and pets from chasing enemies through walls across the map.
  • Other smaller tweaks and fixes. Some potential crashes have been fixed as well.
  • Added logic to the current spells for Rogue Bots:
    • Use Kidney Shot if attacked by Elites or Rare Elites with at least 3 combo points and Attacker > 20% Health. This allows them to solo Elites more easily.
    • Use Expose Armor against Bosses if they don’t already have Expose Armor or Sunder Armor at 5 combo points. They seem to use it reliably, and their rotation becomes keeping Slice and Dice and Expose Armor up.
    • Use Feint against Attackers as a low priority spell.
  • |- Hunter Rework -|
    • The hardest part about this rework wasn’t even coding in his abilities but stopping the Hunter Bot from being a rolling ball. Before, he was moving back and forth everywhere, everytime and just wasting a ton of time getting in range and figuring out what his range should be etc. Now, he’s a motherfucking TURRET. Yes, a turret. He knows exactly what his range is and tries to get in range if he has to, but once he’s in range, he can have 1000 mobs surrounding him, he won’t move an inch unless he really has to, like when enemies are in melee or otherwise out of his range.
    • Corrected a few issues and fixed a crash related to the Hunter’s randomizer process.
    • Maybe you guys find this useful and it’s been asked for before, so here are the talent builds they are currently using. They might not pick them in the order that you think, this is true for all Bots.
    • For leveling: https://classic.wowhead.com/talent-calc/hunter/5200300150511251-054510005
    • At level 60: https://classic.wowhead.com/talent-calc/hunter/55000000505-05551000513051
    • Out of combat, the Hunters will manage their pet’s happiness, restock on ammo and use auras. After level 40 they will use Aspect of the Pack to buff the movement speed on the group by 30%. They first check to see if there are any enemies within 50 yards before using it, neutral mobs included.
    • Combat Rotation
      • Auto Shot
      • Pet Attack
      • Hunter’s Mark
        • The standard Hunter opener. Do know that they are rather slugging as swapping targets and it can’t be helped. They are among the highest single target dpsers when it’s only 1 target, but their dps drops significantly because they can’t deal with swapping very fast.
        • Pets will use Growl and Intimidation for defense when the Hunter is attacked; Bestial Wrath and Bite for offense otherwise. Pets will prioritize attacking the Hunter’s Attackers in an attempt to gain aggro. By Pets I mean Lupos.
      • Feign Death
        • Self: Attackers in melee range
        • He will use this liberally. This will also open up the possibility to use different traps. Explosive Trap for AoE against 3+ targets; Freezing Trap if attacked and below 50% Health; Immolation Trap against 1 target for damage.
      • Concussive Shot
        • Self: Attackers chasing from range
        • This is the first line of defense which usually gives him time to use another Auto Shot.
      • Scatter Shot
        • Self: Attackers other than the Victim
        • He uses this to keep adds at bay.
      • Scare Beast
      • Self: Attackers that are beasts
        • He’ll use it against any beast attacker.
      • Tranquilizing Shot
        • Target: Bosses with Frenzy, Enrage?
        • I haven’t tested this and I don’t know if it also works against Enrage. Needs testing.
      • Volley
        • Targets: 3+
        • I’m not sure if maybe it needs more targets to be worth using. Some guides said 10+ but I think that’s too many. I’ve normalized AoE use at 3+ targets across all classes which is not a bad idea.
      • Rapid Fire
        • Targets: Elites+ OR 3+ enemies
      • Arcane Shot
        • Use as Finisher instead of Aimed Shot, if Aimed Shot is not learned, or on the move. The damage is very low after level 60 so it doesn’t see much use.
      • Aimed Shot
        • Use if Hunter doesn’t have enough damage to kill the victim to prevent casting in vain, and if the victim isn’t targeting the Hunter to prevent entering his deadzone. He will try to cancel the cast if someone has deadzoned him.
      • Multi Shot
        • Cast whenever possible but check for CC-ed targets.
      • Serpent Sting
        • Use if Aimed Shot isn’t learned or on the move and if the Victim is over 50% Health. Doesn’t see that much use.
      • Distracting Shot
        • Use to help Healers if the tank isn’t already on the Attackers.
      • Raptor Strike
      • Disengage
      • Mongoose Bite
      • Wing Clip
        • Melee attacks used for a bit extra dps when the Hunter is in melee range.
    • Generally speaking, the Pet should come and go as the Hunter does. So if the Hunter is attacking then the Pet is also attacking and vice versa. As always, feedback is appreciated. 🙂

July 9, 2021

  • Bot Tanks will use Crystal Spire starting from level 30 and Oil of Immolation starting from level 40. This should further help them with maintaining threat.
  • Bot Tanks will prioritize taunting enemies that are attacking Healer Bots in melee range.
  • Paladins will no longer use Blessing of Freedom if the Tank is affected by Dazed.
  • Paladins might cast Blessing of Protection on Tanks if they are below 10% Health.
  • Fixed Rogues and Cats getting stuck in Stealth and not attacking.

July 8, 2021

  • Bots now teleport to your location and revive themselves when you enter a dungeon after a wipe.
  • Applied a potential fix for a server crash when Druid Cat power shifts.
  • Paladin Tanks and DPS will now heal out of combat if the group isn’t attacked.
  • Paladins will first perform buffing before drinking.
  • Paladin and Druid Healers will use direct healing in combat once the target is below the 90% threshold, increased from 80%. This will cause them to burn more mana but hopefully will make them react quicker to the group taking damage.
  • |- Rogue Rework -|
    • When below level 60 the Rogue will use dagger spec and at level 60 he will use sword spec.
    • With the dagger spec his rotation consists of primarily using Stealth and casting Ambush -> Backstab -> Eviscerate.
    • With sword spec they will use Stealth -> Garrote -> Slice and Dice -> Sinister Strike -> Eviscerate.
    • In order to make it possible for them to position themselves behind the target and use Ambush/Garrote, I had to take away their ability to start attacking on their own while in Stealth. This means that you, as the Bot’s leader, have to give an attack command by using right click or being directly in combat with a target. If you don’t have an attack target then the Bot won’t attack and will stay in Stealth. Think of yourself as a Lord and the Rogues are Ninjas. They will only attack on your command.
    • The Rogues will constantly try to stay behind the target while in combat. There’s an issue where the Bots get bugged while trying to attack from behind. I’m still investigating what’s causing it. If you see them behind the target and they’re at 100% Energy and everyone else is attacking, then call them to your position and issue another attack order.
    • When out of combat, the Rogues will apply Instant Poisons on their weapons. Previously, they would use Rank 1 of a random known Poison, but now they use appropriate Ranks of Instant Poison.
    • As before, they will enter Stealth if the leader is in Stealth or Combat, after which they will attempt to use Ambush, Garrote, Backstab or Sinister Strike depending on which ones they know and can use.
    • Combat Rotation
      • Adrenaline Rush
        • Victim: rank elite or higher
        • Self: low Energy
        • This is only used at level 60 because what’s when they learn the sword spec. If against normal elites he's checking to see if there are at least 3 of them before using it. But against rare elites and bosses he will use it against a single target.
      • Eviscerate
        • Victim: Health < Eviscerate Damage OR
        • Self: 5 Combo Points
        • I thought it was important for the Rogues to use Eviscerate sooner than 5 combo points to maximize their damage and potential, and so I made them calculate something similar to what you would see on the ability’s tooltip. You can call this: “on paper” damage. Much in the same way a player would look at the tooltip and then decide when to use Eviscerate, so does the Bot Rogue. In practice, this seems to work well enough and this is more frequently used when there are fewer group members and the target is dying slower, but I’ve seen it used plenty in dungeons too. Because the Rogue isn’t aware of any damage multipliers on the target, most notably damage reduction from the target’s armor, this will never be a 100% correct estimate. I played with the notion of making this more accurate, but not only did that feel cheaty, but they were struck by their perpetual enemy: anticipation. The Bots just don’t know how to adapt. So it was useless to calculate precisely what the damage is, if the other party members were going to kill the target before the Rogue had a chance to use it. Either way, with the dagger spec, this should also help the Remorseless Attacks talent proc. I also gave this logic to the Druid Cat.
      • Gouge
      • Blind
        • Self: has Attackers
        • Self: Blade Flurry not active
        • In testing, he seemed to use Gouge and Blind pretty consistently and he tries to respect as much as possible not to use AoE or to attack them to break the CC. This is only used on “adds”, so attackers who are not the current victim.
      • Vanish
        • Self: Health < 80%
        • Self: under attack
        • It may be a bit early to use it at < 80% because it’s not great if you want the Rogue to 1v1 somebody, but in a group setting it should be fine just to avoid giving the Healer a hard time.
      • Evasion
        • Self: Health < 80%
        • Victim: not caster and attacking me OR
        • Self: has 2+ Attackers
        • I want him to use Evasion either when he’s pulled aggro or he’s got 2+ attackers.
      • Kick
        • Victim: is casting
        • Pretty straight forward spell interruption. He uses this quite reliably.
      • Slice and Dice
        • Self: effect not active
        • Keep this up whenever possible. Only at level 60, not before. I thought it wasn’t worth using for the Ambush -> Backstab leveling build, because the targets were usually dying too quickly.
      • Blade Flurry
        • Victim: 2+ targets in melee range
        • It tries to respect Victims with breakable CC in proximity, but it’s not very precise, so be aware.
      • Backstab
      • Sinister Strike
        • Victim: use whenever possible
        • During leveling, he will try to use Backstab if behind the target or Sinister Strike otherwise. At level 60 he will only use Sinister Strike because he’ll be using swords.
      • Sprint
        • Victim: not in melee range
        • I also changed this for Cat’s Dash to have the same condition. It proves useful either when you’re switching to a target that’s far away or maybe he got stunned and needs to get back into the fight quickly.
    • That’s about it. I opted not to work around the Sword Specialization procs, where they would have to wait for the swing timer to reset before using Sinister Strike, because in testing it proved to be very inconsistent and he had times when he’d just wait with 100% Energy. Though, now that I think about it, I could just tell him to use SS when at 100% Energy or if the Swing Timer is > 75% just to avoid the Sword Specialization cutting into it and potentially lowering the dps. Either way, this is just a micro optimization. In testing, the rogue does about 5% more dps than the Cat, which is pretty good. In longer fights the Rogue would pull even further away as the Cat would run out of Mana for power shifting. Any feedback is appreciated 🙂
  • Bot Tanks now also maintain aggro. Previously, they would only react to aggro loss and would try to get aggro from enemies who were attacking other party members. Now, they also calculate their percentage of aggro for each attacker and they constantly swap to the attacker with the lowest held aggro, thus maintaining their aggro across all attackers.
  • Druid Cats will now use potions even when in form. If they need mana for power shifting, they will leave form to drink a potion and then re enter form. This is done seamlessly by checking for GCD before leaving and re entering, thus it looks like they’ve never left. With the help of Major Rejuvenation Potions and Dark Runes they can perform power shifts for long periods of times, effectively increasing their dps.
  • Bot Tanks now use Goblin Sapper Charges starting from level 50 and if they’re surrounded by 3+ enemies and over 80% Health. Bears use the same logic as Cats for re entering their form, which should be done quickly so as to not give the enemies any chance to hit them. Plus a few other minor changes to the Bear rotation to prioritize threat generation.
  • Overall, with all these changes, Tanks should be in a very good spot. Bears, especially, seem to be doing great. I haven’t tested for Paladins but they should be fine as well. Warriors I will rework at a future date, their current rotation is bananas so your mileage might vary.

July 5, 2021

  • |- Druid Rework -|
    • Just like with the Paladin and likely how it’s going to be for the rest of the classes, I wrote their logic from scratch so I’ll tell you how they work in the same fashion as before, if for no other reason but for me to keep track of these changes in the future.
  • But before we get into that, here are some changes which have affected more than the Druids.
    • More Improvements to Healing Logic.
      • Healing over time was restricted to 1 HoT before, now it’s unrestricted and a target can receive Rejuvenation, Regrowth, Renew etc. I also took back a change I did last time where I had the targeting priority set to healer -> tank -> rest and removed the tank from the equation. Even though this was better in the cases where the tank was getting bursted down, it also made the Healer spend too little attention on the other group members who maybe were pulling aggro with AoE spells. So now tanks will just have to wait a little longer and use their natural mitigation to give the healer a chance to work on the other group members as well. I applied this targeting logic to both direct healing and healing over time. They choose whom to heal based on how much HP they’re missing, with one exception. Healers will prioritize themselves if they’re under attack and afterwards they will heal the rest of the group. This is to help the cases when the Healer was pulling aggro and getting bursted down. In testing, these changes seem to work well and deal with tank aggro loss a bit better.
      • After doing research into the class, it still wasn’t obvious to me, like it was for the Paladin, which spells and which ranks the Healer Druid should use for healing. So based on their gear, talents and my judgement, this is what I came up with.
      • First of all, Druid Healers will apply HoTs on targets. If the target is >60% HP they will only use Rejuvenation, otherwise, Regrowth -> Rejuvenation. If the target is under attack they will use max ranks, otherwise down rank. So if you’re missing like 100 HP and you’re not under attack then you can expect them to throw a Rank 1 Rejuvenation your way just to top you off. But if you are under attack and even if you’re only missing 100 HP then they will use max rank Rejuvenation. That’s because of that anticipation issue I was telling you about. They can’t know how hard you’re about to get hit so it’s better to use more mana just to ensure that you don’t accidentally die before they can heal you.
      • After HoTs are applied on the target, they will use all ranks of Healing Touch and down rank them as they deem necessary, using the improvements to total healing calculation that I made last time. In testing, for general purpose healing, they usually apply max rank Rejuvenation on the tank and down ranked Rejuvenation on the rest of the group, then they use Rank 3 and Rank 4 Healing Touch to top off.
      • In addition, they also use Swiftmend and Nature’s Swiftness when the target is < 50% HP. Druids may not be the most mana efficient healers, but they seemed to do a pretty good job keeping the target alive. But this isn’t that big of an issue because of some of the other changes I’ve made which will help them with their mana shortages.
    • More Improvements to AoE Logic.
      • Bots are now aware of how many targets are inside the radius of their channeled AoE and if there are no more targets then they will cancel the channel. I made this specifically for the Druid’s Hurricane but I’ve also applied it to the Mage’s Blizzard and the Hunter’s Volley. This also synergizes with the .partybot aoe command that @Nyctermoon wrote.
    • Starting from level 50, Bots will also use Dark Rune, in addition to Major Rejuvenation Potion, to recover mana. I’ve conditioned the Bots not to use them when under attack or < 1000 HP to prevent them from accidentally dying.
    • More changes to Raid Consumables.
      • I’ve made it so that the potion effects they receive while in end game dungeons and raids will be removed the moment they leave the designated zones. This is to prevent abuse by summoning the bots in a raid zone and then teleporting away (like in a battleground) and then using them for something else.
      • For dungeons, they will still receive 2 potions, but for raids I’ve limited them to 10 potions + 3 world buffs + 1 potential elemental resistance potion (which will be coded in for raid strategies).
      • The world buffs are given to T2, T2.5 and T3 bots.
        • T2 -> Rallying Cry of the Dragonslayer
        • T2.5 -> Warchief's Blessing + T2 buff
        • T3 -> Spirit of Zandalar + T2.5 + T2 buffs
      • Even though Warchief's Blessing is only for Horde, we’re a cross faction server and Thrall won’t mind, and there wasn’t any other buff with the same AoE effect like other other 2 world buffs.
      • So in total they could potentially have 14 buffs from consumables, which is already pretty high. When you have every kind of class in your raid, some of them can reach 24 buffs, which is dangerously close to 32 already. This needs to be further monitored and if it turns out to be an issue then I’ll reduce their consumables from 10 to 8 and so on. Though, more can be done to also prevent Bots from casting unnecessary buffs, such as Detect Invisibility etc.
      • The idea behind how the world buffs work, is that for Bot Tier 0 or 1, you can still choose to go get these buffs yourself and then share them with the Bots, but after Tier 2 it will be the Bots who share them with you, which should make those of you who loathe acquiring them a little happy 🙂
  • Ok, let’s talk about the Rotations for each role. The order I describe them in is the order they will try to execute them.
    • Druids are now capable of changing their form based on the role. In and out of combat, if you change their role to something different, they will also change their form accordingly. Do know that this won’t change anything about their gear, talents, spells, everything else remains the same, except for their form and their Rotation. So, if your Tank has died and you need the Cat Druid to change to Bear, then you can do so by selecting the Druid and using the addon to change his role to Tank, which will change his Rotation to Tanking. This should make the Druid Bots truly be the flexible class they were designed to be.
    • I’ve also refined their form usage to know when they have enough mana to enter the form, and for combat spells, they should know when they have enough mana to cast the spell and re enter the form. This should prevent them from leaving form to cast something, only to be trapped outside the form. It may need more monitoring.
    • When out of combat, Druid will Buff -> Remove curses/poisons -> Heal -> and use prep spells like Stealth, Tiger’s Fury and Ravage for Cats.
    • In combat, they will do the following:
    • Shared Rotation:
      • Barkskin
        • Self: Health < 50% (and enough mana to cast it and re enter form)
        • This is their first line of defense. For roles such as Bear, even if they are under attack, they will leave Bear form -> use a healing potion -> cast Barkskin -> re-enter Bear form. In practice this seemed to work quite well, even when the Bear was tanking many mobs.
      • Rebirth
        • Target: Dead
        • Target: role Tank or Healer, or Player
        • Before they try to cast Rebirth, they will first try to cast Barkskin using the rotation I described above. They will only try to revive Tank or Healer Bots, but also Players regardless of their class/role.
      • Innervate
        • Target: Mana < 20%
        • Target: role Healer or Boomkin, or Player (with mana)
        • It’s questionable if Boomkins should get this, but they’re useless without mana, and if he’s the only group member you have, then he should use it on himself at least.
      • Re-enter form to dispel roots
        • This is mostly used by Bears and Cats if they can’t reach their target with melee and they’re rooted.
    • Tank Rotation
      • Manual Crowd Pummeler
        • Starting from level 29, Bears and Cats will use this item. They have an unlimited amount of MCPs so they will always have the effect active while in combat.
      • Frenzied Regeneration
        • Self: Health < 60%
        • A great cooldown to use rather early just to give the Healer a chance to heal the rest of the group in case someone else took aggro. Generally speaking, if the Bear is the only one being healed, then he shouldn’t have cause to reach < 60% HP too often.
      • Enrage
        • Self: Rage < 50%
        • Self: not attacked
        • Enrage is something that’s usually used out of combat or when the tank is about to pull. But there are cases when he may have lost aggro because of CC so he uses this because he needs the Rage to regain aggro.
      • Charge
        • Use whenever possible
        • Because this can be used both in and out of combat, the Bear will always look out for opportunities to use this.
      • Faerie Fire Feral
        • Apply if effect not active
        • All Druids will try to keep Faerie Fire active on their targets.
      • Challenging Roar
        • Targets: more than 3 enemies around the Bear are not attacking him
        • This has a very long cooldown so it’s not used often.
      • Demoralizing Roar
        • Target: not debuffed
        • Bears will keep this debuff up on the current victim.
      • Growl
        • Target: attacking other party member
        • This is his most used taunt because it doesn’t cost anything and it has a low cooldown.
      • Bash
        • Target: attacking other party member OR
        • Target: if Self: Health < 50% OR
        • Target: is fleeing
        • This is a multi purpose spell that he sometimes uses to stun enemies he can’t taunt.
      • Swipe
        • Targets: 3+ enemies OR
        • Self: Rage > 50%
        • Use this as AoE or rage dump.
      • Maul
        • Use whenever possible
        • This is his bread and butter damaging spell so he uses it on cooldown.
    • Healer Rotation
      • Hibernate
        • Target: attacking Self
      • Tranquility
        • Self: not attacked
        • Group: 3+ targets with Health < 60%
        • Doesn’t use it very often because he’s normally stuck doing single target healing.
      • Healing over Time
      • Direct Healing
        • We’ve already talked about his healing rotation.
      • Faerie Fire
        • Attacker: effect not already active
      • Insect Swarm
        • Attacker: rank elite
        • This is a nice little utility spell that reduces the hit chance of the elite enemies by 2% which is good in combination with the Bear’s dodge tanking. It also does a negligible amount of damage.
      • Dispel Curse/Poison
        • This is at the bottom of the rotation to not make him use too much mana.
    • Melee DPS Rotation
      • Manual Crowd Pummeler
        • Self: always active
      • Power Shifting
        • Self: Energy < 28%
        • Self: enough Mana to re-enter Cat form
        • In testing this works well, but there’s currently a bug where they don’t calculate correctly how much energy they need for using a spell, so they end up wasting a bit of Energy sometimes. A seasoned player could do it better, but the Bot is decent enough at it.
      • Tiger’s Fury
        • Self: Energy = 100%
        • This is used as an energy dump and sometimes it helps by increasing DPS a little bit.
      • Faerie Fire Feral
        • Target: effect not already active
      • Ferocious Bite
        • Self: Energy < 48%
        • Self: Combo Points = 5
        • This one is only good if he can’t cast Shred and has 5 points on target, which doesn’t happen very often.
      • Shred
        • Use whenever possible
        • Their bread and butter DPS ability.
      • Claw
        • Self: in front of the target
        • A filler ability which is used when the Cat isn’t behind the target.
      • Cower
        • Self: attacked in melee range
        • It’s questionable if this should even be used, but it helps reduce aggro against melee attackers. Could prove very useful against Bosses.
      • Dash
        • Target: distance > 30 yards
        • It’s very rare to use this because normally the fights happen in very close proximity.
    • Do know that Cats use Bear form when below level 20 and normal form when below level 10, like everyone else. Their Rotations in those forms are already explained.
    • Ranged DPS Rotation
      • Entangling Roots
        • Self: attacked in melee range
        • The Boomkin will do some kiting using Roots. Do know that his kiting movement range is currently set at 25 yards so he will go quite the distance. It hasn’t caused me any issues because of the way I play, but it may need to be further monitored.
      • Faerie Fire
        • Target: effect not already active
      • Moonfire
        • Target: Health > 20%
        • They will apply the DoT on any new victim that doesn’t already have it.
      • Hibernate
        • Target: attacking Self
      • Tranquility
        • Self: not attacked
        • Group: 3+ targets with Health < 70%
        • Boomkins have the chance to do a bit of off-healing and even though the effect won’t be as strong as a Healer’s, it’s still a nice little bit of help to have in order to counter some AoE damage.
      • Self Heal
        • Self: Health < 30%
        • Because they have a couple of healing talents that couldn’t be avoided, I thought it would be helpful if they would at least heal themselves in emergencies, which sometimes proved to be useful.
      • Hurricane
        • Targets: 3+ targets
        • Target: main target not Moving
        • Self: not attacked
        • Self: not moving
        • Though the decision making for casting this spell isn’t perfect, it’s decent enough for a Bot. If the area where the spell is being casted no longer has any enemies then the channeling will be canceled.
      • Starfire
        • Use whenever possible
        • The bread and butter single target DPS spell.
      • Wrath
        • Use whenever Starfire isn’t learnt.
    • Alright, that covers the main aspects of the Druid Rework. In testing, a group of 4 Druids managed to clear Stratholme, but the last boss, by themselves, so that’s good enough for now. More monitoring needs to be done and tweaking where necessary. Feedback is always welcome 🙂

July 4, 2021

  • @Nycermoon added a few things:
    • New command
      • .partybot aoe
        • This will cause bots to use whatever AoE's the know. IE. Mages will cast Blizzard. At the moment they don't also run to the target, so you have to position them to be in range of the target for the command to work.
    • Bots will assist pets if they are attacked
    • Added the spell Smite to non shadow priests
    • Warlocks will only use Banish if they are attacked by more than 1 elemental

June 27, 2021

  • |- Paladin Rework -|
    • Spaghetti. That’s how the Paladin’s logic was before, heck, I don’t even know how this bot functioned. It had random buffs, random auras, random seals and just about random everything. It was missing many spells and for some of them it wasn’t even using the correct ranks. And for the spells it did have logic for, it was very simplistic.
    • I rewrote everything from scratch. So instead of telling you what’s changed, I’ll just tell you how it works now. But before that, a couple of other things.
  • Improved AoE Logic.
    • Bots are now told to not use AoE if there are enemies with breakable CC inside the radius of their AoE, or enemies who are out of combat. I’ve only tested for Paladin and it works very well. Unless certain neutral mobs, who wander about, walk into the AoE themselves, the Paladins will respect these restrictions. I’ve also given this logic to other bots like the Mage’s AoEs and the Hunter’s Volley, but I have not tested them.
  • Improved Healing Logic.
    • Targeting optimization. Tanks can be healed by multiple Healers, anyone else can only be healed by 1 Healer.
    • Improved calculation for the total amount of healing a spell can do, which will lead to less mana wasted on overheals. This is not a 100% precise calculation but a far better estimate than it was before when it was just taking into account the base amount of healing a spell can do, which led to severe overhealing with end game gear. Now it takes into account the spell’s random amount, the gear’s bonus and other buffs on the target which increase healing received.
    • Paladin improved spell rotation and downraking. Now also uses Flash of Light. This should make the Paladin much more efficient at using the correct spell and rank and to conserve as much mana as possible. In testing, the Paladin can heal for long periods of time if all he has to do is routine healing, but can’t handle big spikes of damage too well and has to rely on big cooldowns like Blessing of Protection or Lay on Hands.
  • If bots are capable of dispelling, they will also dispel pets. IE. The Paladin’s Cleanse or Purify will also be used on pets.
  • Tweaked Dungeons Consumables to bring them more in line with each role’s strengths instead of them being generic per class. IE. Paladin Tank will use health consumables, DPS will use spell power, Healers will use mana/regen.
  • Paladin Buffing and Aura improvements.
    • As a follow up to my previous rework of the Paladin's buffing and aura usage, now Paladins are aware if they have already applied their buff on a target. Because of this, each role is now capable of applying their full array of buffs to a target. So if you have 5 Paladin healers then you can expect 5 different buffs.
    • Aura usage has also been optimized to better fit each role’s talents and main function.
    • It's now possible to use OnWhisper to ask a Paladin to give a certain buff to the target and he won't try to change it back; but know that you will have to keep telling him to reapply the buff, or he will go back to his standard sequence.
    • Generally speaking, this is each role’s order of buffs:
      • Blessings:
        • Tank: Sanctuary/Salvation -> Kings -> Wisdom -> Might -> Light
        • Healer: Kings -> Wisdom -> Might -> Salvation -> Light
        • DPS: Wisdom -> Might -> Salvation -> Light
      • Auras:
        • Tank: Retribution -> Devotion -> Concentration -> Resistances
        • Healer: Devotion -> Concentration -> Retribution -> Resistances
        • DPS: Sanctity -> Retribution -> Devotion -> Concentration -> Resistances
      • Seals:
        • Tank: Righteousness-> Wisdom
        • Healer: Light -> Wisdom -> Righteousness
        • DPS: Command -> Wisdom -> Righteousness
    • Tanks and DPS will keep Judgement of Wisdom up on elites and Healer will keep Judgement of Light up on elites. This will give a nice extra amount of healing and mana regeneration for everyone attacking those targets.
  • Paladins now use their on use equipment / trinkets at level 60. Even though they only have a few such items, I have laid the groundwork for the other classes when their time comes. They will use these items against rare elites (like Van Cleef) and bosses.
  • It’s now possible to get bots moving again by issuing an attack command after using a stay command. This makes it easier to control them by using stay and attack orders, which is especially useful for corner pulls.
  • Druid bears and cats will equip Manual Crowd Pummeler from level 29 until forever because it’s best in slot. The logic to use it will be added when I rework their class.
  • Druids will only cast Grasp of Nature when out of bear or cat forms. This will prevent them from going out of these forms only to buff themselves with Grasp of Nature and waste mana.
  • Other minor tweaks and fixes.
  • Ok, let's talk about the Paladin.
    • When out of combat, the Paladin will buff -> dispel -> heal.
    • For the combat rotation I will tell you for each spell what some of the conditions are so you get a better picture of what’s going on. Their rotation is split between shared spells and individual role spells. The order I describe them in is the order they will try to execute them.
    • First of all, you have to understand that all of the bot code is strictly reactionary, meaning that the bots can’t anticipate stuff. They can’t tell if they’re about to get bursted down from 100% to 0% in 1 second, so if they have a condition that only triggers when they’re < 20% HP then that condition will likely not be met because the bot can’t check fast enough. Therefore, in situations where the bots are dying very fast it’s possible that certain spells won’t get a chance to be casted, like Lay on Hands. You could say that the bots crack under pressure, ey. I have stress tested them in Stratholme and they seemed alright even when pushed hard, like when pulling 2-3 packs, which is something you shouldn’t normally do anyway.
    • Shared Rotation:
      • Divine Shield
        • Self: HP <50% and attacked OR
        • Self: HP <30% OR
        • Self: HP <10% and Tank
        • Divine Shield is the Paladin’s first line of defense. I expect them to cast this early if they’re not the tank to reset aggro and not give the healer a hard time, or especially if you’re the healer. The HP <30% condition is there regardless if the Paladin is attacked or not, because he may be taking aoe damage or some dot damage, so he bubbles up and then he’ll have a condition to heal himself when bubbled. And finally, the HP <10% only applies to Tanks. Now, I know that this may be a bit controversial to have Tanks use bubble and wipe their aggro, but in reality it didn’t sit right with me to see the Tank just stand there and accept his fate. This way, he sometimes manages to bubble himself and then he’ll try to heal up to >= 80% HP, then cancel the bubble and reestablish aggro. He’s saved the group a couple of times by doing this.
      • Divine Protection
        • Self: has melee attackers AND
        • (Self: HP <50% OR
        • Self: HP <10% and Tank)
        • Divine Protection is the little brother to Divine Shield and will be using this if they don’t know that one. This one only protects against physical damage so they have the extra condition to make sure they have melee attackers.
      • Blessing of Protection
        • Target: not Tank AND
        • Target: HP <30% AND
        • Target: has melee attackers
        • Even though this can be cast on self, it’s normally used on other targets. When a healer is casting and he may be going below 30% hp, then the dps or tank will sometimes cast this on him and vice versa. And of course, this shouldn’t be cast on tanks because it resets their aggro. If you’re a healer then you should do everything else at your disposal to keep the tank alive.
      • Lay on Hands
        • Target: HP <40% AND Self: Mana <10% OR
        • Target: HP <20%
        • This one gave me a lot of trouble. I tried using lower HP levels but I was facing that anticipation issue I was telling you about, where the bots were dying too quickly for them to use this. Initially I was going for something like HP <20% and Mana <10% just to be more efficient, but this was only working in situations where we had a very prolonged fight and the damage was coming at an even rate. But my biggest issue is preventing all the Paladins casting this at the same time. I still don’t have a good fix for it yet so you can expect more tweaking.
      • Blessing of Freedom
        • Target: Tank only AND
        • Target: can’t be dispelled by Cleanse or Purify AND
        • Target: Victim out of melee range
        • When the Tank is affected by something like Hamstring or Tendon Rip, which can’t be Cleansed, then use Blessing of Freedom, if he can’t reach his target. This helps the Tanks especially when pulling and they have to run around but they get slowed.
      • Blessing of Sacrifice
        • Target: Tank only AND
        • Target: doesn’t have the current bot’s blessing AND
        • Self: HP >80%
        • This will get used either when you have more Paladins than there are blessings available or after someone has used Blessing of Freedom and has overridden their previous buff. It provides a nice little extra protection which can help mitigate damage spikes on the tank.
      • Divine Intervention
        • Self: HP <30%
        • When below 30% HP, the Paladin will check to see how many members are alive in the group and who is alive. If it’s only him and another player or a bot healer, but there is at least 1 dead member, then he will use Divine Intervention on the other alive member. This has worked quite a few times for me and has in fact allowed me to revive the bots without wiping. Do know that when you have DI on yourself, the healer bot won’t get auto revived until you cancel it. If it’s a healer bot who has DI then they will check to see if there are any enemies within a 30 yard radius before cancelling the effect. I’m not sure what the correct range is here, but 30 yards seemed to work just fine. I checked the configs and it seemed that the max aggro range is 40 yards, but that one might be situational based on the mob, so keep an eye out on this.
    • Tank Rotation:
      • First, the Tank will check to see if he has a bubble from Divine Shield/Protection. If he does, then cancel it if HP >80% or heal himself otherwise.
      • Holy Shield
        • Self: has melee attackers
        • If Mana >70% then use max rank, otherwise use rank 1 to conserve mana.
      • Self Heal
        • Self: HP <50% AND
        • Self: has less than 3 attackers (because of pushback) AND
        • Self: not targeted by someone else (like a healer)
        • It’s quite rare for this to trigger when in a group, but it’s useful if the healer has died or maybe you don’t have a healer at all.
      • Finish off fleeing mobs
        • Hammer of Wrath -> Exorcism -> Hammer of Justice
        • Fleeing mobs can be quite dangerous because they run to pull other mobs in the distance, so It’s important to try and stop them with whatever spells are available.
      • Holy Wrath
        • Self: less than 2 attackers (for pushback) AND
        • Self: surrounded by more than 2 enemies
        • Because of the changes to AoE logic, they won’t use this if there are neutral mobs in the radius, like in Stratholme. This is mainly for regaining aggro because of the 2 second cast time.
      • Consecration
        • Self: surrounded by more than 2 enemies AND
        • Target: isn’t moving (to prevent casting while chasing)
        • Though I should probably add Self: isn’t moving, too. Use max rank if Mana >50% or rank 1 otherwise. Max rank is good for gaining aggro whilst rank 1 is good for maintaining it and conserving mana.
      • Hammer of Justice
        • Friendly: has aggro OR
        • Self: HP <50%
        • This is either used to CC mobs who are attacking other party members or to stun the target if the Tank’s HP is below 50%, which coincides with self heal, so it’s a good combo.
      • Seals
        • The Tank will try to apply Judgement of Wisdom on elites and otherwise use Seal of Righteousness and Judgement of Righteousness for dps and as a tool to gain aggro.
      • Hammer of Wrath
        • Target: is rank elite or higher AND
        • Target: HP <20%
        • This is used to “execute” low hp mobs.
      • Exorcism
        • Target: is undead or demon
        • Very efficient damage spell against undeads and demons so it’s used on cooldown against them.
    • Shared Rotation
      • Cleanse/Purify
        • Target: has dispellable effect: disease, poison, magic
        • Self: Mana >50%
        • This is used at the end of everybody’s rotation just to prevent spamming it too much in combat.
  • That’s it. I won’t show you for Healer and DPS because it would take too long. Their conditions for the spells are a bit different and they have some extra spells such as Holy Shock for Healers, which they will use both for healing and finishing off fleeing enemies, and Repentance for DPS, which they will use to CC attackers. Do note that if they use Repentance, then they can’t use Consecrate because they will have a CC-ed target in range.
  • The most notable thing is that now Healers are allowed to attack all targets except for bosses. This does the following:
    • They help with melee dps
    • They apply Judgements of Light/Wisdom to help with healing and mana regen
    • They use Consecrate and Holy Wrath
  • When testing in Stratholme this added a 5% total damage done and a 10% extra healing from Judgement of Light. So there’s definitely benefit, but will need to be monitored to see if maybe it distracts them from healing, though it shouldn’t too much, because healing is at the top of their rotation while dps is at the bottom.
  • Now, all of this is subject to change and improvement. Paladins are a complex class so it might take some further tweaking to get them working just right. In my Stratholme runs, where I only watched, they managed to clear everything but 2 bosses so I think that’s a good starting point. I might use this as a benchmark for other classes as well.
  • Any feedback or suggestions are more than welcome. I’m not a Paladin player but I’ve always wanted to learn how to play it. After doing a lot of research into the class and coding in every spell, I can say that I now have a better understanding of how they work, so I look forward to playing the class myself 🙂

June 19, 2021

  • New Bot Randomizer.
    • We have reworked how we generate the Bots.
    • Previously, there were templates done by @Nyctermoon and saved up in the database. When you’d add a Bot, it would load up one of those templates and apply it to the Bot. The issue was that this was a rigid system. It was difficult to know at any point in time what kind of skills, spells, talents or gear the Bots had, and it was even more inconvenient to change any of these aspects. Moreover, there were a lot of issues caused by the fact that the templates were created for 1 particular character (race) and when you tried to apply, for instance, a human Mage template to an undead Mage, he would actually inherit Alliance portals and spells particular to Alliance. So I had to deny undead mages from the code to cast Alliance portals, which was definitely not ideal. Another notable issue was with Hunters not able to shoot bows/guns that weren't for their race. Dwarves couldn’t shoot bows, elves couldn’t shoot guns. And other such issues.
    • Now, everything has been reworked and the Bots are entirely generated from within the code, their skills, spells, talents, pets and gear. This has not only solved our previous issues, but it has also allowed us to give different sets of gear to the same level of Bot.
    • The way the new Bot Randomizer for gear works is the following. The Bots search through the entire item database for items they could potentially wear and create a list. This list is refined by applying filters which sort out the items to only allow those that are useful. The main criterias for evaluation are the item’s attributes/effects, the item’s quality and the required level.
    • First of all, each class and role was given a set of Primary Attributes, Secondary Attributes and Ignored Attributes.
    • For example, a Warrior Tank has:
      • Primary Attributes: Strength, Stamina
      • Secondary Attributes: Agility, Spirit, Resistances
      • Ignored Attributes: Intellect
    • A Warrior DPS has:
      • Primary Attributes: Strength, Agility
      • Secondary Attributes: Stamina, Spirit, Resistances
      • Ignored Attributes: Intellect
    • So, when a Bot checks if an item is valid for equipping, first he looks at the Ignored Attributes. If the item has one of those, then the item is considered invalid and he moves on to the next item. Therefore, Warriors will consider any item with Intellect to be invalid, irrespective of its other stats. Secondary Attributes are only allowed if they are accompanied by a Primary Attribute. A DPS Warrior would consider an item that has only Stamina to be invalid. But if the item has Stamina and Strength, then it’s a valid item. Obviously, Primary Attributes are allowed to be on their own, so an item with just Agility is valid.
    • After the attributes check, an item needs to pass an effects check. Warriors will filter out all items that give spell power, healing etc. while a Priest healer will filter out all items which give attack power, melee crit etc.
    • Second of all, based on the level of the bot, there is a minimum item quality allowed for an item. The maximum quality is always epic, therefore, from level 1 to 59 it’s always possible for a Bot to have an epic item equipped, if such an item exists, passes all the checks, and the Bot is lucky enough to pick it.
    • The minimum quality for an item is as it follows:
      • Below level 20: minimum normal quality (White items)
      • Between level 20 and 50: minimum uncommon quality (Green items)
      • From level 50 to 59: minimum rare quality (Blue items)
      • And again, maximum from level 1 to 59 is epic quality (Purple items)
    • This means that the Bots start out rather weak at low level and become increasingly stronger as they reach level 59 when they’re going to run end game dungeons. The level 50 powerup coincides with them also being eligible for raid potions in end game dungeons. This will hopefully allow them to be strong enough to tackle this content.
    • Third of all, the bot chooses items only within a certain level range. For most items, the potential level range is 10 levels, but the majority of times the bots will look for items to equip that are on their level or one level below. For example, a level 20 mage will look for level 20 and 19 staves to equip. If he can’t find any, then he will look at level 18 staves, then 17 and so on. It’s uncommon that a Bot has to look 2 levels or lower for an item to equip, but there are situations where the Bot wants a very particular kind of item, so this can happen.
    • Let’s say a Bot finds 3 level 20 staves and 2 level 19 staves which have passed all the checks and are now considered valid for equipping. He then chooses 1 of those staves completely at random. So if you were to add 5 of the same Bot, then there is a chance for each Bot to have a different staff. Otherwise, if he were to find 0 level 20 staves and 0 level 19 staves, but 3 level 18 staves, then he would choose at random between those three.
    • Apart from these, there are a lot of other filters to ensure that the Bot gets a valid item that he can actually equip. Hopefully, there shouldn’t be any situations where the Bot has an empty gear slot where he obviously should’ve had something equipped. This issue would be most obvious at later levels when all the slots are typically filled.
    • The general idea was to give the Bots not only relevant gear, but also diverse gear. When you add a bunch of Bots of the same class/role, they should have some diversity going on between them. Some classes/roles will be more diverse than others. For example, Paladin healers, who are allowed to equip cloth, leather, mail and plate should look more diverse than Warrior tanks who want a very particular kind of gear needed for tanking.
    • This randomization only happens from level 1 to 59. Come level 60, the Bots will receive best in slot sets.
  • Level 60 progression sets.
    • All the Bots start in pre raid best in slot at level 60. This gear is fully enchanted.
    • We have put together these sets using guides available on wowclassicbis, wowhead and icy-veins. The main information source was wowclassicbis, so the sets will resemble those presented there. However, there are some small differences which were necessary for the Bots, for example, they weren’t allowed to equip items with <random> effects, so those items were replaced with something else.
    • The sets available are Pre Raid, Phase 2, Phase 4, Phase 5, Phase 6, but for simplicity I will call them T0, T1, T2, T2.5, T3.
    • So if the Bots start out in T0 at level 60, how do they unlock higher tiers? Well, in order to add Bots with higher tiers, you will need items which drop from the following bosses:
      • T0: default at level 60
      • T1: Ragnaros - Essence of the Pure Flame
      • T2: Nefarian - Head of Nefarian
      • T2.5: C’Thun - Eye of C'Thun
      • T3: Kel’Thuzad - The Phylactery of Kel'Thuzad
    • To summon T1 Bots you need Essence of the Pure Flame to be in your inventory. If you put it in the bank or sell it then you’re back to adding T0 Bots. To summon T2 Bots you need both Essence of the Pure Flame and Head of Nefarian. If you only have Head of Nefarian then you’ll be adding T0 Bots. This was done to ensure that you pass through the lower tier raids and not just skip ahead. Think of these sets as a reward for clearing the current raid, which should not only help you farm the current raid easier, but also to set you up for the next one as well.
    • In the future we will refine this system, but for now this is the general idea.
  • Hunter Bot Pets reworked.
    • Previously, they would summon a temporary pet which had no skills, no spells, no loyalty, no happiness and was generally just kind of a blank creature. Which is why it felt like the pet basically didn’t exist, he wasn’t doing much damage at all. The previous wolf was the Rabid Dire Wolf from Duskwood.
    • Now, Hunter Bots summon an actual Lupos. Full skills, spells, loyalty and happiness. He will use Bite and Furious Howl to buff the party, making him especially useful in melee party compositions. Unlike a normal wolf, Lupos runs very fast and deals shadow damage which is countered by shadow resistance instead of armor like physical damage is. In testing, he proved to be quite formidable and useful.
    • In the future when the Hunter rotation gets more attention, perhaps he will also be able to use Growl, to taunt targets that attack the Hunter.
  • Hunters now receive a quiver full of ammo.
    • Previously, Hunters were given ammo in a very inefficient way and only level 1 ammo. So they were using the worst ammo in the game across all levels.
    • @Nyctermoon wrote a function which now gives Hunters a quiver and ammo based on their level. At level 60 they will have the best ammo and quiver in the game, which should help bring their dps in line with the other classes. Warriors and Rogues also receive some ammo for their ranged weapons, though this is currently unused.
    • This has also indirectly fixed a bug where Dwarf Hunters couldn’t shoot their bows or Night Elves their guns.
    • With these changes, Hunter Bots should be in a better spot than they were before, and thanks to the damage and utility they provide, it should be more tempting to add them to a group.
  • Adding Bots can no longer be spammed.
    • Previously, you could spam the addon’s buttons to add Bots very quickly, but this caused a bunch of issues and unintended bugs. Most importantly, you could go over the limit of 9 bots per player.
    • Now, you have to wait for the previous Bot you’ve added to be initialized before adding a new one. An error message will let you know if you try. This should also give the server a bit of breathing room, considering that each bot now has to sort through a large list of items to equip.

June 3, 2021

  • Bots now also repair their equipment when they eat. You could even call this Maintenance Mode. Beep Bop.
  • Fixed some issues with .partybot stay that caused druids to enter/leave their form when were told to stay.
  • Horde Players can no longer add Paladin Bots.

June 2, 2021

Special Thanks to @Nyctermoon for providing some very useful insights and suggestions. He's very resourceful. 🙂

  • Bots now use Health and Mana potions starting from level 1. They respect the same cooldowns as Players but they have an unlimited amount of potions. They will only use them in combat.
  • Bots now use consumable potions/buffs when inside end game Dungeons and Raids. They will keep using the potions for as long as they are inside the designated zones and will only use them when out of combat.
    • Consumables are an essential part of Vanilla, so the Bots have to start making use of them.
    • For Dungeons, the Bots will receive 2 potion buffs each. They require to be in that particular Dungeon's Zone and have at least level 50.
    • For Raids, the Bots will receive the full array of possible/expected potion buffs. Since the Bots are mercenaries, it's their duty to come prepared just like any other well prepared guild/raid group would be. They require to be in that particular Raids's Zone and have at least level 60. World Bosses are also accounted for.
  • Druid Bots will only use the Thorns buff on Player and Bot tanks, and pets. Once again, a Bot decides if a Player is a tank if he has a shield equipped and/or has Righteous Fury buff or is in Bear Form .
  • Warlock Bots only cast Unending Breath when swimming or underwater.
  • Shaman Bots leave Ghost Wolf Form also when leader enters combat.
  • Battlebots now ignore priests who are in Spirit of Redemption.

May 28, 2021

  • OnWhisper tweaks. You can't use bots outside of your own party to prevent abuse.
  • Bots will no longer ignore the leader and drink/eat if he's in combat; they will join combat no matter what their hp/mana levels are.
  • Hunter Bots will now use Trueshot Aura if they know it.
  • Warlock Bots improved fear logic. They will now fear/death coil/banish only attackers in melee range.
  • Added Bots can now be customized by [gender] also.
    • To make use of this you can call:

*.partybot add [class][race][role][gender]

May 25, 2021

  • OnWhisper Crash Fix + a few other issues related to it. Please let me know if there are any other problems with it.
  • Nyc has added a couple more commits from vmangos core.

May 24, 2021

  • New bot commands added.
    • .partybot stay[class]
    • .partybot stay[role]
    • .partybot stay(not)[role]
  • Examples:
    • .partybot stay -> will affect all bots
    • .partybot staymage -> will affect all mages
    • .partybot stayhealer -> will affect all healers
    • .partybot staynothealer -> will affect all tanks and dps
      • This will cause the bots to stop at their location and not move, similar to being rooted. They will perform their tasks to the best of their ability without being able to move. This was primarily intended for healers so you can position them strategically instead of having them follow you in situations where you'd rather not. The functionality of the command is otherwise the same as with .partybot cometome. You can target individuals, the whole group or specific classes or roles. The duration is permanent so please don't forget your bots in the rain or murder police will come find you! To make them move again you have 2 options: .partybot cometome or .partybot move.
    • .partybot move[class]
    • .partybot move[role]
    • .partybot move(not)[role]
      • This command's purpose is to allow the bots to move again after using .partybot stay on them. This is most useful in cases where the bots are far away from you and you want to allow them to move again, but you don't want them to come to your location by using .partybot cometome.
    • .partybot comeandstay[class]
    • .partybot comeandstay[role]
    • .partybot comeandstay(not)[role]
      • This command orders the bots to come to your position and then makes them stay there. It's basically a combination between cometome and stay. It should make it easier for you to quickly command the bots in tense situations where you need to act quickly.
  • On Whisper Commands
    • You can now tell your bots what to cast by whispering to them. It only allows for 3 things and there's a difference.
      • 1) Spell Name (Case Sensitive)
        • If you whisper them a spell name they will see if they know that spell and cast the highest known rank of that spell. For example, if you whisper your mage: Arcane Intellect then he will cast the highest rank that he knows.
      • 2) Spell ID
        • If you know the ID of a spell then by whispering that ID the bot will cast exactly that spell, if he knows it. For example, if you whisper: 1459 then your mage will attempt to cast Arcane Intellect Rank 1, if he knows it and if the target doesn't have a more powerful effect.
      • 3) cancel
        • After whispering to your bot either a spell name or ID and you've changed your mind about it, you can whisper: cancel which will cause him to stop his previous attempt at casting and just come to your location instead.
    • It's very important that you have a target selected for this to work. If you don't have a target selected then the bot will cast that spell on himself, including damaging spells, so beware. Click a target, right click the bot to whisper to him and then enter either a spell name or ID.
    • This feature will also make it possible for you to make mage and warlock bots use portals. This is pretty overpowered, but some of you have requested this and in spite of me initially disagreeing to add it, I think that perhaps a middle ground is better. There will be a cost of 10 gold associated with using this. After the mage or warlock creates the portal for you, he will take his fee from you. If you don't have enough gold then he won't cast. Warlock bots still need 2 players to use the portal and summon the target and other bots will never be allowed to click the portal. This is pushing the limit of what I consider keeping it vanilla, so we will monitor this and increase the usage cost if needed, or even disable it altogether, based on feedback.
    • Special thanks to @celguar for helping me debug the warlock portal. Celguar is an amazing developer in the SPP community and a super nice guy, so I highly recommend you check out his repack that features transferability from vanilla to TBC to WOTLK. His bots are more immersion focused, perfect for immersive solo playthroughs.

May 21, 2021

  • @Nyctermoon has updated the core from the main vmangos branch. Over 100 new changes and updates. He’s also made it possible for us to more easily get updates and stay updated to the core. So a huge shoutout to Nyc for doing what was pretty tedious but crucial work.
  • Pets will now receive buffs from bots.
  • Buffing order has changed to: Players -> Bots -> Pets.
  • Hunter bots will now resummon their dead pets out of combat. Pets are no longer on a timer, instead, a new pet will get resummoned when they die.
  • Hunter's pets will now attack the hunter's target. If the hunter is running away without fighting, then the pet will also do the same.
  • Rogues and Cats will enter/leave stealth with the party leader in addition to entering stealth when the leader enters combat.
  • Druids now use their mount when the party leader does.
  • Paladin Aura and Buff rework.
    • Previously, Paladins were using an Aura and Buff completely at random from a list of known buffs.
    • Now, Paladins have logic when using Buffs and Auras that’s similar to a player’s and in line with the other bot’s playstyle.
    • They have 3 buffing strategies based on their roles: Tank, Healer, DPS.
      • Tank Paladin: Blessing of Kings -> Blessing of Might/Wisdom.
      • Healer Paladin: Blessing of Life -> Blessing of Might/Wisdom.
      • DPS Paladin: Blessing of Salvation -> Blessing of Might/Wisdom.
    • So if you have all 3 roles of Paladins in your group and you are high enough level, then you can expect to have 3 buffs active. The way they choose which buffs to use is based on a lot of different factors, but to boil it down: tanks will primarily use BoK on everybody if they have it, otherwise they will choose between BoM and BoW depending on the target’s class and role; healers will buff the tanks with BoL and otherwise use BoM or BoW on everyone else; dps will use BoS on everybody but the tanks, on whom they will use BoM or BoW.
    • You should know that the logic for deciding which buffs to use differs from bots to players. Paladin bots buffing other bots is pretty clear cut, there’s no room for error because their roles and classes are well defined. However, when it comes to buffing the players it’s more of a guessing game. The most important aspect is when a bot decides that a player is a tank, which is either when he has a shield equipped or is in druid bear form.
    • As for the Auras, they will cast them in a certain order also based on their role:
      • Tank Paladin: Devotion -> Retribution -> Concentration -> Resistances.
      • Healer Paladin: Concentration -> Devotion -> Retribution -> Resistances.
      • DPS Paladin: Sanctity -> Devotion -> Retribution -> Concentration -> Resistances.
    • It’s also possible to make them cast a certain Aura based on their zone. For example, I made it so that they will cast Fire Resistance if they are summoned in Blackrock Mountain. In the future I might add more such zones for other Resistances.
    • Fun fact, the amount of code written just for the logic of using Buffs and Auras is far greater than the entirety of the Paladin’s combat strategy, so you can expect a few bugs. Please report any bugs or inconsistencies or strange behavior that you see. For example, if they’re swapping buffs constantly. A known issue is if you spam the addon’s add bot button too quickly, the spawned bots might execute their code at the same time which will cause them to overlap auras. You might notice this effect when you spawn a bunch of warriors and they all use Battle Shout simultaneously.
  • If you have any more suggestions or bugs please report them so we may take a look at them. Thank you for all your suggestions and feedback so far, it has helped us improve the bots and the server. And thank you for playing here! 🙂

May 18, 2021

  • New bot commands added.
    • .partybot cometome[role]
    • .partybot cometome(not)[role]
      • To add to the previously added cometome[class] commands, this should give the player even more control over their party bots.
      • For example, .partybot cometometank -> will cause the tanks in your party to come to your location. The functionality is the same as the generic cometome except that it only affects the chosen role.
      • In addition, you can use a "not" in front of the role to call all but that role.
      • For example, .partybot cometomenottank -> will cause all the bots who are not tanks to come to your location, meaning all healers and DPS.
      • In the future I might look at shortening these commands, but right now I'm only concerned with their functionality. They are meant to be used in macros.
    • .partybot tankpull [optional duration, default 10 seconds]
      • This command will freeze all the DPS bots in the party for 10 seconds (default) or another duration specified by you. Then the Tank bots will be sent to attack the target. Healers are unaffected and will follow you and heal the party as per normal.
      • If you set a very high duration (e.g .partybot tankpull 99999) and you want to unfreeze the DPS bots, you can type .unpause all. Alternatively, you can use .partybot attackstart to send everybody to attack.
    • .partybot togglehelm
    • .partybot togglecloak
      • These 2 commands will toggle the bot's helmet or cloak on or off. You can select individual bots for the command, or no selection will affect the entire group.
  • Bot's Auto Revive logic revised.
    • Previously, if you had a dead healing class bot nearby then that bot would get auto revived. A healing class is defined as a class that can revive, irrespective if they were assigned as a healer role or not.
    • The way it works now, only players can auto revive bots and only if the player is within 15 yards of the bot. If you have a bot assigned as a healer in the party, then you cannot auto revive any other roles; otherwise, if you don't have any healers then revive all nearby bots.
    • This way you shouldn't find yourself anymore in situations where you have a druid tank, which was considered a healing class, be auto revived and then enter bear form only to leave the healer dead on the floor.
  • Healer bots no longer react to .partybot attackstart.
    • They were doing nothing more than running in melee range and swinging their weapons, so it's better that they ignore this.
  • Druid bots will now come out of their forms to buff the party if buffs are needed.
  • AH deposit cost removed.
    • It still shows what it would cost you normally, but it's only visual, you won't spend any money. This was done in order to encourage people to post on the AH due to low server population and may get reversed in time.

May 16, 2021

  • AH Bot is disabled. If you thought that it wasn't, that's because AH Bot was on its last legs, gasping for air, with one hand on its left knee and the right hand risen up to the sky, saying, "No, please, spare me". Those were AH Bot's famous last words, before it was mercilessly slain and thrown in to a deep pit, where it made no sound from reaching the bottom. So, to this day, AH Bot could still be falling… and falling… into the Abyss. The End.
  • Free for All is now set by default when creating a group. This is to prevent situations where you try farm meat for hours for the Westfall Stew quest, only to realize that you're still on Group Loot, but the bots don't actually loot anything.

May 14, 2021

  • Battlebots will now despawn if they can't enter a Battleground. This is to prevent them from using server resources needlessly.

Previously they would stand in wait until server restart and caused some lag issues.

  • Battlebots will now despawn after finishing a Battleground. This will further help server resource usage in situations where players would stop running Battlegrounds but the bots kept going. Now, when you intend to run a Battleground you have to summon a fresh batch of bots.
  • Hunter Battlebots will now use all pet types, which reduces the chance of getting a Hunter bot with Lupos in Battlegrounds to 5%.

Hunter Partybots continue to spawn only Lupos. We will continue to monitor this balance.

May 12, 2021

  • .partybot cometome[class] has been added.
    • It is now possible to call to your location specific classes, which works the same way as .partybot cometome, except that it only affects chosen classes.
    • For example, if you have a mob targeted and use .partybot cometomewarrior then all warriors in the party will come to your location.
    • This should make it easier for you to control your bot party.
  • Mage bots will now decurse in and out of combat, both themselves and the rest of the party.
  • (@Nyctermoon) Hunter bots only use Lupos as pet. Lupos can not only buff the party but also deal good shadow damage.

May 10, 2021

  • Additional Partybot Hunter tweaks.
  • Battlebot Hunter overhaul to match Partybot. Hunters are now capable of using Feign Death -> Freezing Trap -> go at range -> Aimed Shot.
    • This should give them an advantage in combat. Both Partybot and Battlebot are now capable of CC-ing adds who are attacking the hunter, without losing focus on the main target.
  • Shaman bot now uses Ghost Wolf when out of combat and leaves this form when in combat.