Hello there
On spell.cs there is the GetCooldown() function that states the total cooldown of a spell. This function doesn't take into account alacrity modifiers. Since CanCast() suffer interference from global cooldown it would be an enormous and incredible improvement if we could have another function that states the current cooldown of a spell to use as a conditional on combat rotations as per the example bellow on a lethality operative rotation
Spell.Cast("Overload Shot",
ret =>
Me.EnergyPercent > 85 &&
!Me.HasBuff("Tactical Advantage") &&
**CurrentCooldown**("Shiv") > 1500 &&
**CurrentCooldown**("Toxic Blast") > 1500 &&
Me.CurrentTarget.HasDebuff("Corrosive Dart") &&
Me.CurrentTarget.HasDebuff("Corrosive Grenade") &&
!Me.IsStealthed)
,
Hello there
On spell.cs there is the GetCooldown() function that states the total cooldown of a spell. This function doesn't take into account alacrity modifiers. Since CanCast() suffer interference from global cooldown it would be an enormous and incredible improvement if we could have another function that states the current cooldown of a spell to use as a conditional on combat rotations as per the example bellow on a lethality operative rotation