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fix(spell): paladin and dk aggro spell, warrior
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@@ -165,16 +165,16 @@ void GenericDKStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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triggers.push_back(new TriggerNode("bone shield", NextAction::array(0, new NextAction("bone shield", ACTION_NORMAL + 1), nullptr)));
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triggers.push_back(new TriggerNode("horn of winter", NextAction::array(0, new NextAction("horn of winter", ACTION_NORMAL + 1), nullptr)));
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triggers.push_back(new TriggerNode("mind freeze on enemy healer", NextAction::array(0, new NextAction("mind freeze on enemy healer", ACTION_HIGH + 1), nullptr)));
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triggers.push_back(new TriggerNode("enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_NORMAL + 8), nullptr)));
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// triggers.push_back(new TriggerNode("enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_NORMAL + 8), nullptr)));
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triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("icebound fortitude", ACTION_HIGH + 5), new NextAction("rune tap", ACTION_HIGH + 4), nullptr)));
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triggers.push_back(new TriggerNode("medium health", NextAction::array(0, new NextAction("rune tap", ACTION_NORMAL + 4), new NextAction("death strike", ACTION_NORMAL + 3), nullptr)));
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triggers.push_back(new TriggerNode("icy touch", NextAction::array(0, new NextAction("icy touch", ACTION_HIGH + 1), nullptr)));
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// triggers.push_back(new TriggerNode("icy touch on attacker", NextAction::array(0, new NextAction("icy touch on attacker", ACTION_HIGH + 1), nullptr)));
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triggers.push_back(new TriggerNode("plague strike", NextAction::array(0, new NextAction("plague strike", ACTION_HIGH + 1), nullptr)));
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// triggers.push_back(new TriggerNode("plague strike on attacker", NextAction::array(0, new NextAction("plague strike on attacker", ACTION_HIGH + 1), nullptr)));
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triggers.push_back(new TriggerNode("high aoe", NextAction::array(0, new NextAction("unholy blight", ACTION_NORMAL + 6), new NextAction("death and decay", ACTION_NORMAL + 5),
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triggers.push_back(new TriggerNode("high aoe", NextAction::array(0, new NextAction("unholy blight", ACTION_HIGH + 6), new NextAction("death and decay", ACTION_NORMAL + 5),
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new NextAction("pestilence", ACTION_NORMAL + 4), new NextAction("blood boil", ACTION_NORMAL + 3), nullptr)));
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triggers.push_back(new TriggerNode("medium aoe", NextAction::array(0, new NextAction("death and decay", ACTION_NORMAL + 5),
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triggers.push_back(new TriggerNode("medium aoe", NextAction::array(0, new NextAction("death and decay", ACTION_HIGH + 9),
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new NextAction("pestilence", ACTION_NORMAL + 4), new NextAction("blood boil", ACTION_NORMAL + 3), nullptr)));
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triggers.push_back(new TriggerNode("light aoe", NextAction::array(0, new NextAction("howling blast", ACTION_NORMAL + 5), new NextAction("pestilence", ACTION_NORMAL + 4),
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new NextAction("hearth strike", ACTION_NORMAL + 3), new NextAction("blood boil", ACTION_NORMAL + 3), nullptr)));
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