diff --git a/BasicRotations/Tank/WAR_zBeta.cs b/BasicRotations/Tank/WAR_zBeta.cs index e1509e0..8f24c8d 100644 --- a/BasicRotations/Tank/WAR_zBeta.cs +++ b/BasicRotations/Tank/WAR_zBeta.cs @@ -13,9 +13,17 @@ public sealed class WAR_zBeta : WarriorRotation public bool SoloIntuition { get; set; } = false; [Range(0, 1, ConfigUnitType.Percent)] - [RotationConfig(CombatType.PvE, Name = "Nascent Flash Heal Threshold (Target must drop below this threshold for Nascent Flash to be used)")] + [RotationConfig(CombatType.PvE, Name = "Nascent Flash Heal Threshold")] public float FlashHeal { get; set; } = 0.6f; + [Range(0, 1, ConfigUnitType.Percent)] + [RotationConfig(CombatType.PvE, Name = "Thrill Of Battle Heal Threshold")] + public float ThrillOfBattleHeal { get; set; } = 0.6f; + + [Range(0, 1, ConfigUnitType.Percent)] + [RotationConfig(CombatType.PvE, Name = "Equilibrium Heal Threshold")] + public float EquilibriumHeal { get; set; } = 0.6f; + #endregion #region Countdown Logic @@ -82,11 +90,16 @@ protected override bool AttackAbility(IAction nextGCD, out IAction? act) protected override bool GeneralAbility(IAction nextGCD, out IAction? act) { - // If the player's health ratio is less than 0.6 (60%), consider using healing abilities. - if (Player.GetHealthRatio() < 0.6f) + // If the player's health ratio is less than configured setting, consider using healing abilities. + if (Player.GetHealthRatio() < ThrillOfBattleHeal) { // If Thrill of Battle can be used, use it and return true. if (ThrillOfBattlePvE.CanUse(out act)) return true; + } + + // If the player's health ratio is less than configured setting, consider using healing abilities. + if (Player.GetHealthRatio() < EquilibriumHeal) + { // If Equilibrium can be used, use it and return true. if (EquilibriumPvE.CanUse(out act)) return true;