Difference between revisions of "Spartacle Realms"

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===Hit===
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===[[Hit]]===
  
 
Hit refers to physical damage that occurs as a result of an attack made with melee or ranged weapons. Basically it reduces the chance to miss with your attack (see below). Patch 4.0.1 decreased the required rating per 1% slightly. The chance to hit now increases by 1% per 30.7548 hit rating points at level 80, 14.7905 hit rating points at level 70, and 9.3793 hit rating points at level 60. The base chance to miss against an opponent of equal level is 5% for single wield and 24% for dual wield. With Patch 3.0, both hit and spell hit use the same basic hit rating attribute within the combat rating system, although the similarity largely ends there — they are effectively distinct attributes derived from the same rating.
 
Hit refers to physical damage that occurs as a result of an attack made with melee or ranged weapons. Basically it reduces the chance to miss with your attack (see below). Patch 4.0.1 decreased the required rating per 1% slightly. The chance to hit now increases by 1% per 30.7548 hit rating points at level 80, 14.7905 hit rating points at level 70, and 9.3793 hit rating points at level 60. The base chance to miss against an opponent of equal level is 5% for single wield and 24% for dual wield. With Patch 3.0, both hit and spell hit use the same basic hit rating attribute within the combat rating system, although the similarity largely ends there — they are effectively distinct attributes derived from the same rating.
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Just see http://www.wowwiki.com/Gems_by_color
 
Just see http://www.wowwiki.com/Gems_by_color
  
=PvP Stats=
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=[[PvP Stats]]=
 
==Death Knight==
 
==Death Knight==
 
===Blood===
 
===Blood===
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=PvE Stats=
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=[[PvE Stats]]=
 
==Death Knight==
 
==Death Knight==
 
===Blood===
 
===Blood===
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===Protection===
 
===Protection===
  
=PlayerBot=
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=[[PlayerBot]]=
 
Playerbot lets you add another character from your account as a bot that you can command. Only characters from your account can be used, so you can have a maximum of 9 bots at one time per account.
 
Playerbot lets you add another character from your account as a bot that you can command. Only characters from your account can be used, so you can have a maximum of 9 bots at one time per account.
  

Revision as of 12:33, 10 June 2012

Contents

World of Warcraft Server

Spartacle Realms is lock-stepped to WoW Client 3.3.5a, this is the last iteration of Wrath of the Lich King. The resources here have been collated from various sources and is filtered to be relevant for the version used.

Base Statistics for Level 80

This section is a condensed and summarised form of information contained at http://www.wowwiki.com/Heroic_mode

Common Requirements

Level 80 Instances can be attempted in Normal or Heroic modes. In heroic mode, instances are harder to complete and most mobs have their damage increased and bosses often having their damage and health increased. In return, Drops from Bosses are of a higher quality.

Many of the following are stats commonly accepted by PUG heroics (guild heroics may be higher/ lower depending on the nature of the guild.)

Tank

Generally, tanks should have enough dodge/block/parry and life combined to be healed efficiently, but not constantly. Note that 5-player-heroics healing is based upon healing the entire group, unlike 10 or 25-player-raid healing where tanks may often have a dedicated (or 2-3) healer topping them off.

In WotLK, a tank should have 21k health un-buffed and 535 Defense. Wrath heroics are noticeably more difficult in boss encounters as well as the requirements for crowd control and group coordination.

Healer

For WotLK, a healer should have between 1,600 and 1,900 spell power, 230 mana regeneration (while casting) and 15k mana (unbuffed) to heal effectively in heroics.

However, healer gear/stats are often greatly dependent on the tank. If your tank has 21k health and your healer has a low spell power, or low 5k mana, your healer will not be able to heal the tank quick enough, or for long enough. But if the healer has 1,500 spell power and 12k mana, but your tank has < 21k health, or is below 535 Defense it's not going to matter, because the tank will die too fast.

A good healer has more than 14k mana: this is preferred for boss fights, and for efficient running (most people geared for heroic aren't willing to wait after every mob for a mana break). Also try to aim for about 400+ mana regeneration when out of combat, and at least 230+ whilst casting; this helps a lot with efficient running.

Though less important than the above, health is also a vital factor, especially on low-armor healers, especially priests, who can be hit for 14k (non-crit) damage in some heroics (e.g. Hammer of the Righteous, see Eadric the Pure). Strive for at least 16k+ health; and for paladins and shamans, a shield, which really aids with survivability.

DPS

All classes have a strong DPS spec and with Dual Talent Specialization, even players who normally heal or are tanks can have a second spec just for DPS.

Caster DPS should aim to have 1,500+ spell power (absolute minimum); and Melee/Ranged DPS, 2.5k attack power.

Most classes should keep their health above 16k to avoid being one-shotted; and casters should aim to have mana above 15k as well, so sustained DPS can be used on mobs and bosses.


Hit

Hit refers to physical damage that occurs as a result of an attack made with melee or ranged weapons. Basically it reduces the chance to miss with your attack (see below). Patch 4.0.1 decreased the required rating per 1% slightly. The chance to hit now increases by 1% per 30.7548 hit rating points at level 80, 14.7905 hit rating points at level 70, and 9.3793 hit rating points at level 60. The base chance to miss against an opponent of equal level is 5% for single wield and 24% for dual wield. With Patch 3.0, both hit and spell hit use the same basic hit rating attribute within the combat rating system, although the similarity largely ends there — they are effectively distinct attributes derived from the same rating. Hit axe to tree.png Contents [show]

Calculating Miss Rate Edit

If the difference between the mob's level and your level is less than or equal to 2, then the formula for calculating your base miss rate against that mob is:

   with single-wielding: 5% + (Mob Level - Your Level) * 0.5%
   with dual-wielding: 24% + (Mob Level - Your Level) * 0.5% 

If the difference between the mob's level and your level is greater than 2, then the formula for calculating your base miss rate against that mob is:

   with single-wielding: 2% + (Mob Level - Your Level) * 2%
   with dual-wielding: 21% + (Mob Level - Your Level) * 2% 

Applying these formulas gives the following base miss rate for a Level 80 character:

       v. Level 80 mob: 5.0% / dual-wield: 24%
       v. Level 81 mob: 5.5% / dual-wield: 24.5%
       v. Level 82 mob: 6.0% / dual-wield: 25% (level of most heroic bosses)
       v. Level 83 mob: 8.0% / dual-wield: 27% (level of raid bosses) 
       30.75 hit rating reduces your chance to miss by 1% 

Thus, if you are a Level 80 character with no talents increasing your chance to hit, you need a Hit Rating of 247 (8.03%) to never miss a shot against a Level 83 boss (or skull mob) with a special attack or single-wield auto-attack (see hit rating cap below).

Melee attacks divide into two categories: auto-attacks (white attack/damage) and special attacks (yellow attack/damage). Attacking a mob from behind removes parry and block from both tables, provided the attack is more than 0.5 yards away. Hit rating cap Edit

In the context of stats, the term "cap" refers to the point at which equipping more of a particular stat will have no additional value. For hit rating the cap usually discussed is in regards to raid bosses. For example, once you reach or surpass the hit cap, you will never miss an attack against a raid boss unless you are under the effect of some debuff that reduces your hit chance (for example, Archavon the Stone Watcher's gas cloud).

As shown above, your base chance to miss a raid boss while dual wielding is 27% with auto-attack on both hands. Your base chance to miss a special attack is 8%. For each 14.79 hit rating at level 70 or 32.78 hit rating at level 80, you reduce your chance to miss by 1%. Thus we can calculate hit caps for auto-attack and special attacks:

A "soft" cap is the point at which your yellow attacks will always hit and more hit rating has no effect on them. A "hard" cap is the point at which your autoattacks will always hit and more hit rating does absolutely nothing for you.

   Note: For DPS exclusively doing heroics and not planning on raiding at all, the hit cap is lower, since heroic bosses are never higher than 82 (see "Calculating Miss Rate", above). 

All level 80 physical DPS

   Single-wielding auto-attack: 263 Hit rating
   Dual-wielding auto-attack: 885 Hit rating 


Table 1

Level 60 Level 70 Level 80
Hit Rating Required Per 1 percent 9.38 14.79 32.78

Hit rating chart

Required Hit Rating Level Special attack, Single-wield, Ranged weapon Dual-wield
3% 4% 5% 6% 7% 8% 22% 23% 24% 25% 26% 27%
70 44.37 59.16 73.95 88.74 103.53 118.23 325.39 340.18 354.97 369.76 384.55 399.34
80 98.33 131.10 163.87 196.65 229.43 262.20 721.05 753.83 786.60 819.38 852.15 884.93

Note: for practical purpose, since hit rating is always integer, you need to round up the above numbers to ensure true hit-cap. 960 = 7.999% 961 = 8.00%.


Six Sigma Miss per Hit Opportunities (on level 80)

Hit Rating Additional Hit % Miss per 10,000 Hits Miss %
247 8.031% 0 0.00%
246 7.999% 0.1 0.00%
245 7.966% 3 0.03%
243 7.901% 10 0.10%
241 7.836% 16 0.16%
239 7.771% 23 0.23%
237 7.706% 29 0.29%
235 7.641% 36 0.36%
233 7.576% 42 0.42%
231 7.511% 49 0.49%
229 7.446% 55 0.55%
227 7.381% 62 0.62%
225 7.316% 68 0.68%
223 7.251% 75 0.75%
221 7.186% 81 0.81%
219 7.121% 88 0.88%
217 7.056% 94 0.94%
215 6.991% 101 1.01%
213 6.926% 107 1.07%
185 6.015% 198 1.98%
154 5.007% 299 2.99%
123 3.999% 400 4.00%
93 3.024% 498 4.98%

Special attack hit cap (soft)

Hit Rating Needed to Cap Special Attacks ( vs Raid Bosses )

Increased Hit Chance
Rating Needed at Level
70 80
Needed by
1% 14.79 30.75 Draenei (Heroic Presence) Enhancement Shaman dual wielding with 3/3 Dual Wield Specialization
2% 29.58 61.51 Any other Enhancement Shaman dual wielding with 3/3 Dual Wield Specialization
Draenei (Heroic Presence) Rogues with 5/5 Precision
3% 44.37 92.26 Rogues with 5/5 Precision
4% 59.16 123.02 Draenei (Heroic Presence) Death Knights dual-wielding one handed weapons and 3/3 Nerves of Cold Steel
Draenei (Heroic Presence) Warriors with 3/3 Precision
5% 73.95 153.77 Death Knights dual-wielding one handed weapons and 3/3 Nerves of Cold Steel
Warriors with 3/3 Precision
6% 88.74 184.53
7% 103.53 215.28
8% 118.32 246.04 All special attacks not affected by talents which modify chance to hit

Note: Characters in a group containing a Draenei gain an additional +1% hit chance from Heroic Presence and can reduce their required hit rating accordingly.


Heroic Presence

Heroic Presence is a draenei passive ability that give draenei a 1% reduction in hit rating requirement.

When raiding, remember to take it into account:

   The presence of a draenei in your party (not raid; it is still party-only). Their Heroic Presence racial ability gives +1% chance to hit with all attacks (spell or physical). At lvl80 physical dps (melees or hunters) can use this to swap 30.75 points of hit rating designated to reach their physical-attacks-cap for more useful stats. However Heroic Presence for lvl80 players translates to only 26.23 hit rating points when it comes to spells. This distinction can be useful to avoid any miscalculations, for, abilities like taunt and growl are still considered spells. Bear this in mind if you are planning to hit the spell cap for taunt-sensitive bossfights. 

Auto attacks

Each melee auto attack made by characters against mobs will result in one of the following (in order of precedence):

Order of precedence Result
1 Miss
2 Dodge
3 Parry
4 Glancing blow
5 Block
6 Critical strike
7 Hit

Hit chance doesn't work by increasing the amount of "Hit" on these tables. Instead, it works by decreasing the amount of miss.

Example #1

Critical strike chance "fills in" the hit chance portion of this table. Crit is "capped" when the crit chance exceeds the amount of hit chance on the table. Until we reach that cap, hit chance has NO effect on crit chance. For example: maximum dual wielding weapon skill, chance to hit 0% and chance to critical strike 50%. Dual wield auto-attacking a raid boss from behind results in a loss of 8.6% critical strike:

Result Chance
Miss 28%
Dodge 5.6%
Glancing blow 25%
Critical strike 41.4%
Hit 0%

Example #2

Increase chance to hit to 10% and decrease chance to critical strike to 45% results in no loss of critical strike:

Result Chance
Miss 18%
Dodge 5.6%
Glancing blow 25%
Critical strike 45%
Hit 6.4%

It is actually quite difficult to be crit capped without trying. This is one reason why it's important to maintain a balance of stats, and not to "stack" any one stat indiscriminately. Special attacks Edit

Each melee special attack made by characters against mobs will result in one of the following in order of precedence:

Result
Miss
Dodge
Parry
Block
Hit

The system is exactly the same as normal attacks, except the miss chance is reduced to 8%, whether dual-wielding or not.



Crowd Control

In WotLK, most heroics do not need any form of crowd control. Correctly geared tanks can generate enough threat to hold the attention of multiple mobs, and the damage is low enough to be relatively easily healed.

If crowd control is requested, Mages are the most effective, because of the usefulness of Polymorph. Rogues and Retribution paladins are the next best CC, with hunters' Ice Traps and the Shaman Hex being last. If played correctly, all are viable forms of CC, and depending on the DPS output of your group, you may only need to incapacitate the mob for 10secs, making traps as efficient as Polymorph.

Enchants

Just see http://www.wowwiki.com/Enchantments_by_slot

Gems

Just see http://www.wowwiki.com/Gems_by_color

PvP Stats

Death Knight

Blood

Frost

Unholy

Druid

Elemental

Feral

Restoration

Hunter

Beast Mastery

Marksman

Survival

Mage

Arcane

Frost

Fire

Paladin

Holy

Protection

Retribution

Priest

Discipline

Holy

Shadow

Rogue

Assassination

Combat

Subtlety

Shaman

Elemental

Fury

Restoration

Warlock

Affliction

Demonic

Destruction

Warrior

Arms

Fury

Protection

PvE Stats

Death Knight

Blood

Frost

Unholy

Druid

Elemental

Feral

Restoration

Hunter

Beast Mastery

Marksman

Survival

Mage

Arcane

Frost

Fire

Paladin

Holy

Protection

Retribution

Priest

Discipline

Holy

Shadow

Rogue

Assassination

Combat

Subtlety

Shaman

Elemental

Fury

Restoration

Warlock

Affliction

Demonic

Destruction

Warrior

Arms

Fury

Protection

PlayerBot

Playerbot lets you add another character from your account as a bot that you can command. Only characters from your account can be used, so you can have a maximum of 9 bots at one time per account.

Bots will only use abilities that they have - for example, a priest will only use the renew spell if it has been trained. A bot's equipment will lose durability like any other character.

Commands

 /s .bot add BOTNAME (add character to world)
 /s .bot remove BOTNAME
 /s .bot co|combatorder BOTNAME COMBATORDER [TARGET]
 /invite BOTNAME (bot will auto accept invite)

For a full list of commands, use '/t BOTNAME help' or various subcommands e.g. '/t BOTNAME help auction remove'.

 /t BOTNAME attack (bot will attack selected target, similar to the way a pet can attack)
 /t BOTNAME follow (orders bot to follow player; will also revive bot if dead or teleport bot if far away)
 /t BOTNAME stay
 /t BOTNAME assist (you'll need to be attacking something and the bot only does melee atm)
 /t BOTNAME spells (replies with all spells known to bot)
 /t BOTNAME cast <SPELLID | (part of) SPELLNAME | [SPELLLINK]>
 /t BOTNAME use [ITEM LINK]
 /t BOTNAME equip [ITEM LINK]
 /t BOTNAME reset (will reset states, orders and loot list)
 /t BOTNAME report (bot reports all items, creatures or gameobjects needed to finish quests)
 /t BOTNAME stats (bot shows available money, free inventory space and estimated item repair costs)
 /t BOTNAME survey (bot shows all available gameobjects, within a local perimeter around the bot)
 /t BOTNAME find [GAMEOBJECT LINK] (bot will travel to the gameobject location and then wait)
 /t BOTNAME get [GAMEOBJECT LINK] (bot will fetch the selected gameobject and then return to the player)
 /t BOTNAME quest (Shows bot's current quests)
 /t BOTNAME quest <(a)dd> [QUESTLINK] (Adds a quest)
 /t BOTNAME quest <(d)rop> [QUESTLINK] (Drop a quest)
 /t BOTNAME quest <(e)nd> (Turns in a completed quest)
 /t BOTNAME quest <(l)ist> (Shows new quests offered by questgiver)
 /t BOTNAME orders (Shows bot's combat orders)
 /t BOTNAME pet spells (Shows spells known to bot's pet. Autocast spells will be shown in green)
 /t BOTNAME pet cast <SPELLID | (part of) SPELLNAME | [SPELLLINK]>
 /t BOTNAME pet toggle <SPELLID | (part of) SPELLNAME | [SPELLLINK]> (Toggle autocast for a given spell)
 /t BOTNAME pet state (Shows current react mode of bot's pet)
 /t BOTNAME pet react <(a)ggressive | (d)efensive | (p)assive> (Set bot's pet reaction mode)
 /t BOTNAME collect (shows collect subcommand options and current collect status)
 /t BOTNAME collect <subcommand(s)> (subcommands can be alone or together [none combat loot objects profession quest])
 /t BOTNAME sell [ITEM LINK] (bot will sell item(s) with nearest vendor)
 /t BOTNAME buy [ITEM LINK] (bot buy item(s) from selected vendor)
 /t BOTNAME drop [ITEM LINK] (bot will drop item immediately, permanently destroying it)
 /t BOTNAME auction (bot will display all it's active owned auctions. Auction info will include an [AUCTION LINK] )
 /t BOTNAME auction add [ITEM LINK] (bot will add item to it's m_itemIds, for later auction)
 /t BOTNAME auction remove [AUCTION LINK] (bot will add auctionid to it's m_auctions, for later auction cancellation)
 /t BOTNAME repair [ITEM LINK] (bot will seek out armourer and repair selected items specified by [ITEM LINK] )
 /t BOTNAME repair all (bot(s) will seek out armourer and repair all damaged items equipped, or in bags )
 /t BOTNAME talent (Lists bot(s) active talents [TALENT LINK] & glyphs [GLYPH LINK], unspent talent points & cost to reset all talents)
 /t BOTNAME talent learn [TALENT LINK} .. (Learn selected talent from bot client 'inspect' dialog -> 'talent' tab or from talent command  (shift click icon or link))
 /t BOTNAME talent reset (Resets all talents)
 /t BOTNAME talent spec (Lists talent specs available to this bot's class, with #, to use below)
 /t BOTNAME talent spec # (If valid, uses this # talent spec for this bot (see # from talent spec above))
 /t BOTNAME bank  (Lists bot(s) bank balance)
 /t BOTNAME bank deposit [Item Link][Item Link] .. (Deposit item(s) in bank)
 /t BOTNAME bank withdraw [Item Link][Item Link] ..  (Withdraw item(s) from bank. ([Item Link] from bank))
 /t BOTNAME skill (lists all [PROFESSION LINK] bot Primary profession skills)
 /t BOTNAME skill train (lists [TRAINING LINK] available class, weapon & profession (Primary or Secondary) skills & spells, from selected  trainer)
 /t BOTNAME skill learn [TRAINING LINK] (learn selected skill or spell, from selected trainer)
 /t BOTNAME skill unlearn [PROFESSION LINK] (unlearn selected primary profession skill & all associated spells)
 /t BOTNAME help (lists all the commands above and how they work. Except for the ".bot command" ones.)
 /t BOTNAME gm check talent spec (Does a validity check on all talentspecs in the database, only works for GMs or higher)

Shortcuts: c = cast e = equip u = use

Gameobject interaction with bots

The bot(s) can interact with gameobjects. This is particularly useful, in order to complete 'gather' type quests (e.g Milly's harvest in Northshire). The bot(s) can also harvest 'ore deposits' and 'herbs'

Four commands have been introduced 'collect', 'survey, 'find' & 'get', to facilitate this feature.

The 'collect' command provides a way to have a bot automatically get loot or objects in the world. The command by itself gives you a display of what settings the bots have. Defaults are stored in the playerbot.conf. The subcommands do the actual work:

   combat - bot will loot after combat for the options that are set
   loot - bot will grab all loot available from corpse
   quest - bot will grab all quest items on corpse
   profession - bot will grab any profession related item that the bot has from corpse
   skin - if you have skinning, and corpse has been looted, bot will skin corpse. Most of the time you may want this option and the loot option enabled, but if you are grabbing the stuff as you are going around, the bot will skin afterwards.
   objects - bot will collect things that are specified by the survey and get <shift-click> commands
   distance:<value> - bot will loot objects in the specified distance value
   none - removes any collect options that have been set

The 'survey' command provides the means for bot(s) to detect gameobjects in the world. It can be used to detect available gameobjects local to a single bot, or more effectively (wider area) those for a party of bots.

Suggestion: setup the 'survey' command as an assigned macro button, on the client (e.g /p survey). You can then quickly refresh the gameobject list.

Gameobject list [GAMEOBJECT LINK] (Currently bots can only interact with ore, herb and needed quest items)

 [Copper Vein][Silverleaf][Earthroot][Milly's Harvest][Battered Chest][Food Crate]

Then, use the 'find' or 'get' commands to interect with the gameobject.

Using the gameobject list information, it is possible to locate and/or fetch each of the gameobjects. To select a [GAMEOBJECT LINK], hold down the shift key and click on the relevant link with your mouse.

Creature interaction with bots

The bot(s) can now interact directly with creatures. This will enable bot(s) to independently contact NPCs, without the need for player's selection. This opens up new possiblities for bot/NPC commerce.

Each bot will maintain it's own item list (m_itemIds - This is a list of paired data). The first component (UNIT_NPC_FLAG) dictates what is to done with the second component (itemid).

Each bot will also maintain it's own active auction list (m_auctions - This is a list of paired data). The first component (ActionFlags) dictates the action to be performed on the second component (auctionid).

 While(m_itemIds not empty)
 {
     bot will scan for surrounding creatures (findNearbyCreature()) who can service m_itemIds
     if(found)
         Search is carried out for all itemids that can be processed by this creature.
         if(processed successfully)
             This instance of the data pair (npcflag,itemid) will be removed from m_itemIds
             While(m_auctions not empty)
                 process contained auctionids according to ActionFlag & then update m_auctions
 }

Please note that bot(s) m_itemIds & m_auctions will be emptied, when bot(s) are dismissed.

Repair with bots

Bot can now repair <all or selected> items - equipped or in bags. If the bot is a member of a guild, then the guild fund is used for repairs. If not, the bots own gold supply is used. If the bot cannot pay for the repair, they remain damaged.

The new 'stats' command provides useful information to help in the repair decision.

 First:  Money available to bot(s)
 Second: Free inventory slots for bot(s)
 Third:  Estimated (excludes NPC reputation discount) item damage cost for bot(s).

Combat Orders explained

There are primary and secondary commands which can be combined. In this way it is possible to define a bot to assist the main tank and also protect the healer, making combat management much easier. The commands assist and protect require a target parameter or a friendly player selected by bots master.

 Available Combat Orders:
   tank        pri     try to bind all targets involved in combat by gaining highest threat
   assist      pri     do damage on selected targets attacker without getting highest threat
   heal        pri     concentrate on healing - no offensive spells, try to keep threat low
   protect     sec     if target of protect get's directly attacked gain higher threat on attacker
   reset       -       clear out assist and protect targets and set combat order to nothing

Examples:

   .bot co TheTank tank
   .bot co MyHealer heal
   .bot co TheBrutal assist TheTank
   .bot co TheBrutal protect MyHealer

Trading with bots

To trade items/money with your bot simply initiate a trade and the bot will tell you how much money and items are available. To request an item simple whisper the bot and shift click the link of the item you would like. You can link multiple items on the same line. You can also request money in the following manner when the trade window is open:

 /w BOTNAME 10g <-- request that the bot give you 10 gold
 /w BOTNAME 6g500s25c <-- request 6 gold, 500 silver, and 25 copper

A bot is also able to show an item in its 'Will not be traded' slot. The item can be either in its bags or be equipped and even be soulbound. Using this you can cast spells/enchantments on soulbound items ('nt' stands for 'not trading').

 /w BOTNAME nt [Enchantable Soulbound Item]

More Information

If specifying a spell substring, the spell chosen will be in priority of exact name match, highest spell rank, and spell using no reagents. Case does not matter. Here's some examples:

 /t BOTNAME c greater heal
 /t BOTNAME cast pain
 /w BOTNAME c poly
 /w BOTNAME cast fort
 /t BOTNAME cast <SPELLID>

- OR -

 /w BOTNAME c <SPELLID>

Also all commands can be broadcast to the party. For example:

 /p follow
 /p spells

To use or equip items for your bot say:

 /w BOTNAME use [ITEMLINK1][ITEMLINK2]
 /w BOTNAME equip [ITEMLINK1][ITEMLINK2]

- OR -

 /w BOTNAME u [ITEMLINK1][ITEMLINK2]
 /w BOTNAME e [ITEMLINK1] [ITEMLINK2]

If you inspect your bot, your bot will tell you what items you have in your inventory that you can equip. To create a link in the chat window, hold the shift key and press the left mouse button when clicking the link.