The fury class file that is current seems to be chain casting it's single target DoT (swarm or something). It needs to check and see if the dot is maintained currently and if so, not cast it.
The fury will also cast Starnova or whatever the encounter direct damage AE thing is. There's no way to stop it casting this currently. This seems at odds with the option "use AOEs".
Maybe alter this to be .. Use Encounter AoEs (would enable nova and wrath AA dot thing), and Use PBAEs (would enable call of storms, ring of fire and ball of flames - provided the last 2 were enabled independantly, and the CA that you can get from AAs would be allowed also).
Having altered that to work temporarily, the fury still is not a viable healer if you have any damage option enabled. Even if set as primary healer (love this idea btw! )
The fury will dps using whatever spells it has available and burn basically all it's power and be left with no healing power, or not enough.
That's not how I play a fury for sure, and it's made worse by the re-casting too quick dot thing I mentioned above. Fury are the hardest class to manage the power of, it's easily possible for a fury with good gear and AAs to dump their power very quickly. I can't see a way to "fix" this for the bot that is elegant and mimics how fury gets played. The best I can see is to set a "power % required for dps to be allowed" option. I might set it at 50% - this would mean with >> 50% power, the fury will do whatever dps options are set, along with the heals. When lower than 50% it would stop dpsing and preserve power for heals only.
I think as is, it still overheals quite often, when the single or group regen, or delayed heal from hib, will cover the healing, but it's hard for the script to determine what is spike and what is constant incoming damage.
The curing seems not wonderful and this causes power loss quite often. Using a group cure to heal 2 detriments, is expensive, especially with infusion and so on to consider.
The warden core healing seems to work a bit better, of course wardens should never have power problems tho.
The fury will also cast Starnova or whatever the encounter direct damage AE thing is. There's no way to stop it casting this currently. This seems at odds with the option "use AOEs".
Maybe alter this to be .. Use Encounter AoEs (would enable nova and wrath AA dot thing), and Use PBAEs (would enable call of storms, ring of fire and ball of flames - provided the last 2 were enabled independantly, and the CA that you can get from AAs would be allowed also).
Having altered that to work temporarily, the fury still is not a viable healer if you have any damage option enabled. Even if set as primary healer (love this idea btw! )
The fury will dps using whatever spells it has available and burn basically all it's power and be left with no healing power, or not enough.
That's not how I play a fury for sure, and it's made worse by the re-casting too quick dot thing I mentioned above. Fury are the hardest class to manage the power of, it's easily possible for a fury with good gear and AAs to dump their power very quickly. I can't see a way to "fix" this for the bot that is elegant and mimics how fury gets played. The best I can see is to set a "power % required for dps to be allowed" option. I might set it at 50% - this would mean with >> 50% power, the fury will do whatever dps options are set, along with the heals. When lower than 50% it would stop dpsing and preserve power for heals only.
I think as is, it still overheals quite often, when the single or group regen, or delayed heal from hib, will cover the healing, but it's hard for the script to determine what is spike and what is constant incoming damage.
The curing seems not wonderful and this causes power loss quite often. Using a group cure to heal 2 detriments, is expensive, especially with infusion and so on to consider.
The warden core healing seems to work a bit better, of course wardens should never have power problems tho.