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120 Enchanter ToL

Config - 120 Enchanter ToL

Joined
Oct 3, 2019
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Evelyn submitted a new resource:

115 Enchanter ToV Max AA KA11 w/ ADPS conds - 115 Enchanter ToV Max AA for KA 11.005 w/ ADPS + DPS conds

[General]
KissAssistVer=11.005
[Spells]
MiscGem=8
MiscGemLW=0
MiscGemRemem=1
CastingInterruptOn=0
LoadSpellSet=2
SpellSetName=KissAssist
Gem1=Shield of Destiny
Gem2=Deceive
Gem3=Proclamation of Tashan
Gem4=Dissident Reinforcement
Gem5=Mana Replication Aura
Gem6=Neutralizing Wave
Gem7=Night's Endless Terror
Gem8=Polycascading Rune
Gem9=Mind Coil
Gem10=Deceiving Constriction
Gem11=Mindrift
Gem12=Mindslash
Gem13=Pulmonary Grip
[Buffs]
BuffsOn=1
BuffsSize=14
Buffs1=Voice of Sagacity...

Read more about this resource...
 
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My ini has worked very well with my group that includes a Druid for Group Spirit Wolf. This KA uses a raid robe, epic 2.0 and miniature horn of unity - make sure to edit those parts out with what you have or don't have. It's a little mana hungry for people who don't have a decent-sized manapool due to the refresh casting of pulmonary grip. If you're running out of mana too fast then I suggest you change DPS14 to: DPS14=Pulmonary Grip|99

Key Features:
1. Debuffing (tashes and slows everything as priority)
2. Use of your 5 primary runes to be kept up on you (Shield of Destiny, Polycascading Rune, Epic/Aegis of Abstraction Rune, Eldritch Rune, Veil of Mindshadow). Additional group runes on top of that as well
3. Casting Dissident->Mindrift->Mindslash->Pulmonary Grip on refresh/rotation
4. Making use of all enchanter dots.
5. ADPS and more ADPS

I would love to hear your feedback. If you have any questions about my logic and conditions, let me know as well. The only thing I was not able do with this KA is swap out the twincast aura for the fortifying (damage increase) aura on adps burns for when improved twincast is running, but maybe I'll update that at a later time once I care to figure it out. It should be great in normal group situations as is either way.

Edit: Small update after this post, I had to include my current version with Pulmonary Grip to be casted on refresh (oops!)
 
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Use the latest version of this post if you'd like (I recommend it). Report any problems. I tweaked it after doing a string of named in ToV, and I caught a few things while analyzing my casting (which had to mainly do with the way PG was being casted).

Evelyn updated 115 Enchanter ToV Max AA for KA 11.005 w/ ADPS + DPS conds with a new update entry:

I hit up a named in EW (Servant of the Sleeper - yellow con) with my enc and rest of bot posse in EW after this update. Did 432K on enc with this update with all conditional burns up as intended. Not bad.encsleeper.PNG
On general trash that is even con and no burns, looks alright to me now.


Read the rest of this update entry...
 
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Loving this so far. Went from not being much more than just a buff/mez/slow bot to actually adding dps value.
 
Nice INI but why mezzing with Deceive instead of Chaotic Deception?
Why not using this line

Deviser's Unity|Dual|Polycascading Rune

instead of just one rune?
 
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Nice INI but why mezzing with Deceive instead of Chaotic Deception?
Why not using this line

Deviser's Unity|Dual|Polycascading Rune

instead of just one rune?

That's a good question/suggestion on Chaotic Deception. I guess it depends on your group makeup, and how fast you're killing mezzed adds. I can further test this. For those reading this that need clarification on this question posed by q8reflect, Chaotic Delusions is a 36sec-base duration mez that also procs a buff on your enchanter for 100% Twincast effect lasting for two direct damage spells cast within 23 seconds (the proc will only work on a mezzable mob). Whereas Deceive is a plain 54sec base mez.

My logic was the following: I like to use Chaotic Deception when I am not using MQ since the mez component has a 36 second base timer versus the 54 base timer of Deceive, so I factored that when putting together my .ini due to casting casting delays (MQ does things slower than a real person). I've had to recover my tank when dying a few times in ToFS while keeping heavy-hitting adds mezzed for more than 2 minutes or so and waiting for rez effects. For the time being, you can easily modify on your end to just swap all references of Deceive to Chaotic Delusions instead in the .ini if you wish to use it. When I have time and the new patch comes out with the new type 3 augs, I will test this further as we do know Chaotic Deception adds a nice personal DPS bonus. Stay tuned.

As for the rune part, I don't use Deviser's Unity, and I have no reason to (this goes for both raiding and grouping). That's why I made explicit mention of "ToV Max AA" in the title of this .ini. This assumes you have all your important stuff including all your AA runes maxed out. Eldritch Rune (ToV/max rank) will overwrite the Deviser Rune component of Deviser's Unity. The reason being is that Deviser Rune is only 137K absorption damage whereas Eldritch Rune is like 280K. Therefor, I have no reason to use a rune in my rune line-up that gives me less damage absorption. If for some reason you feel like you need to use Deviser's Unity, then you can modify that to your liking on your end if Eldritch Rune is not maxed for you. By the way - if you ever need to spam rune on yourself, you would use Polycascading anyhow since Deviser's Unity has a horrid refresh.
 
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can you post the General part please? and maybe Melee section too.

Sure. One thing to note is that I use an SK/Druid/Mage along with my enchanter:

Here is the general code:

[General] KissAssistVer=11.005 Role=Assist CampRadius=30 CampRadiusExceed=400 ReturnToCamp=0 ChaseAssist=0 ChaseDistance=25 MedOn=1 MedStart=20 MedCombat=0 LootOn=0 RezAcceptOn=0 AcceptInvitesOn=1 GroupWatchOn=0 GroupWatchCheck=FALSE EQBCOn=0 DanNetOn=0 DanNetDelay=20 IRCOn=0 CampfireOn=0 CharInfo=Enchanter|115|GOLD DPSMeter=1 ScatterOn=0 XTSlot=1

And for the melee:

[Melee] AssistAt=100 MeleeOn=0 FaceMobOn=1 MeleeDistance=75 StickHow=snaproll AutoFireOn=0 UseMQ2Melee=1 TargetSwitchingOn=0
 
Thank you Evelyn, really nice DPS on your INI with the flexibility to adjust for any situation. I did modify it a little for my Max AA chanter, thanks for the General and Melee part.
 
i don't use a pet and night dark terror dosent stack with shaman dissident roar what would you recommend swapping into those two spell gems ?
 
i don't use a pet and night dark terror dosent stack with shaman dissident roar what would you recommend swapping into those two spell gems ?

Some ideas to consider:

a) I guess it depends what you're doing, a group spell rune maybe (like Legion of Kildrukaun), if you're taking aes (like in Kael or in various TBL places where mobs cast damage spells).
b) You can use Shield of Destiny (self spell rune) so you don't have to swap spell gems for it when it's time to recast.
c) You can keep a 2nd aura, like Twincast Aura, up so then you don't have to swap spell gems for it either when it's time to recast.

These are really the most viable options I see.

I'm huge on spell runes if I'm killing in places like in TBL especially, so those are some thoughts. It won't affect spell rotation, conditionals or anything else if you swap those things in the .ini. Just make sure to turn the pet stuff off.

If you have trouble or need further help with anything, please let me know. I can post a revised .ini for you here in the discussion thread to just keep the main one up for sake of posterity.
 
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I have a question; forgive me if it is a stupid question, but I'm trying to get all this straight in my head...

You have CastingInterupt set to off. I was under the impression that for classes like the ENC and CLR that should be set to "on" so that, for example, the ENC could stop casting a damage spell or DoT if a new add entered the camp and needed to be mezed. Do I have this wrong?
 
I have a question; forgive me if it is a stupid question, but I'm trying to get all this straight in my head...

You have CastingInterupt set to off. I was under the impression that for classes like the ENC and CLR that should be set to "on" so that, for example, the ENC could stop casting a damage spell or DoT if a new add entered the camp and needed to be mezed. Do I have this wrong?

It's not a stupid question. That's something that's entirely up to you for your settings just like the fact that I keep rezaccept off.

I find for my personal gameplay that there is no use for it on a 115 enc that has spell haste AAs maxed (quick damage), spell haste items and spell haste cleric buff on. You're waiting at most a second to hit a mez spell during mid-casting a nuke/dot if there is an add detected in between spells. For the record, all my dots take 1.98 sec to cast and my nukes takes 2 sec. Deceive takes 1.75 sec for me to cast. If you're spells take longer to cast and you have a tank that goes splat relatively fast the moment an add touches him, then yes - it probably makes sense for you in that case. When i'm pulling, and if I bring an add, the enchanter will take priority anyway to mez in that case (since that's how KA works no matter what if you have mezzes turned on).
 
Evelyn updated 115 Enchanter ToV Max AA for KA 11.005 w/ ADPS + DPS conds with a new update entry:

Another update so people don't ask me why Pulmonary Grip isn't casting for them.

I put NOTES in the ini. You have to specify the rank of Pulmonary Grip in BOTH the DPS section and the conditional section. If you're using rank two or rank three, then you must specify which rank you use. Otherwise, PG will not cast on refresh and be skipped altogether.

Read the rest of this update entry...
 
I love this ini, it has worked great so far for me, any reason not to use doppleganger and phantasmal opponent aa?
 
I love this ini, it has worked great so far for me, any reason not to use doppleganger and phantasmal opponent aa?

I like to send in Phantasmal and Dopple when SK first engages a particular bad ass namer, as they will pull aggy from SK long enough for my enchanter and or cleric to get their rotations going. I had Dopple in one of my chanter ini's and the odd shadowstep effect on the chanter would after time put her oor of the group without return to camp on.
 
I consider Dopple and Phantasmal Opponent way too situational to maintain in my KA ini file here. I want a trusted, "safe" ini file where someone doesn't wonder why their enchanter wiped their ToV ToFS group by shadowstepping in a crowded room of mobs, or why their Phantasmal Opponent is fighting the mob too far out or too close to their liking where some xyz character can't ae or do other stuff to it. It's more intuitive for me to tell someone how to add something to an ini (which I will do further below on this post) rather than tell someone how to remove due to safety hazards. Sure dopple may have worked fine for you in an open, spacious zone like Empyr, but it won't work fine on the platform of ToV Velks. I leave these types of abilities to be modified solely at your discretion as a result as they don't fit the bill for "general purpose things to cast." I don't want people complaining then why they don't work for their group-makeup, or scenarios, or whatever else.

Personally, I want the named (or a pack of unmezzables adds) the whole time on my SK that already has epic clicked, defensive up, and mega DSes rolling right from the start as I'm sure other people who play SKs do. Again, that's why i find these suggested abilities to be too situational to be included in a main ini file for use for those who are auto-botting tanks and click certain things at certain times.

If you must have it though, it's easy to incorporate in the ini. You would simply change the burns section to look like this instead and have those abilities being used first:

INI:
[Burn]
BurnSize=6
BurnAllNamed=1
Burn1=Doppelganger
Burn2=Phantasmal Opponent
Burn3=Reactive Rune
Burn4=Glyph Spray
Burn5=Focus of Arcanum
Burn6=Forceful Rejuvenation

However, keep in mind that you may need to also alter engage distance for the enchanter so she doesn't cast PO on a mob that will get stuck too far out. Or, you would need to put it in the DPS section instead with a new conditional added as well that looks at xtarget distance to cast it when the mob is at your feet and not a mile away.
 
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wondering if i could mod this ini slighty to mnake an enc puller, with all the runes should be awsome bot puller
 
Evelyn updated 115 Enchanter ToV Max AA for KA 11.005 w/ ADPS + DPS conds with a new update entry:

Updated for viability of INI to optionally be used for pulling

I updated it for people wanting to pull. Not a whole lot of changes, but:

Added a note about pulling:
Role=Assist
;Change Role=Puller if you intend to pull instead

Small adjustment to buffs:
Buffs2=Hastening of Cekenar|melee

I set:
CastingInterruptOn=1
So it's on now.

The heals section was redone to factor in pulling:
[Heals]
HealsOn=1
HealsSize=6
Heals1=Eldritch Rune|85|Me
Heals2=Veil of Mindshadow|80|Me
Heals3=Companion's Fortification|50|Pet
Heals4=Companion's Aegis|40|Pet
Heals5=Friendly Stasis|50|Me
Heals6=Self Stasis|20|Me...

Read the rest of this update entry...
 
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Thanks, Evelyn! This ini is working well!

I'd like to point out a typo in Aggro1=Arcane Whisper|70|>Mob

Missing the pipe between the > and Mob.
 
Evelyn updated 115 Enchanter CoV for KA 11.005 w/ ADPS + DPS conds with a new update entry:

Updated for CoV expansion

1. I made some changes to the conditions to not exclusively rely on a druid (plus not everyone might have a druid in group).
2. Spells like NET and Dissident changed to their CoV relevant updated named (NPT and Composite)
3. Got rid of Deceiving Constriction since it operated too slow on Kiss and should improve damage with more nukes instead
4. Included more information in the INI to make changes as you see fit

Read the rest of this update entry...
 
Evelyn updated 115 Enchanter CoV for KA 12 w/ ADPS + DPS conds with a new update entry:

Update for KA12

As I posted on my Mage ini, I apologize for another update soon. I was not prepared for KA 12 to be out, but I updated it now.

1. Modernized the line for robe clicks to just use inv slot code instead so you don't need to keep editing the ini for it.
2. After reviewing the casting interrupt changes and some tests, I set it to CastingInterruptOn=30. It seemed to be working fine especially when I had 4 mobs accidentally wander into my group while buffing and testing.
3. I set all pet things to...

Read the rest of this update entry...
 
I made another update to remove conditionals for wolf since not everyone has a druid in group. It's slightly simplified now. Will just cast spire on refresh.
 
AA, Companion's Intervening Divine Aura, should be a pet heal?
Heals4=Companion's Intervening Divine Aura|75|pet
 
AA, Companion's Intervening Divine Aura, should be a pet heal?
Heals4=Companion's Intervening Divine Aura|75|pet

Yea, you can do that sure. I updated it now to be this instead:

HealsSize=5
Heals1=Self Stasis|20|Me
Heals2=Friendly Stasis|40|Me
Heals3=Companion's Intervening Divine Aura|25|pet
Heals4=Companion's Aegis|40|Pet
Heals5=Companion's Fortification|60|Pet

That should be better. Thanks for the input.
 
DPS2=Slowing Helix|99|debuffall|slow||always

My enchanter is casting this about every 6 seconds when it refreshes. Is this intended or should there be a condition added?
 
DPS2=Slowing Helix|99|debuffall|slow||always

My enchanter is casting this about every 6 seconds when it refreshes. Is this intended or should there be a condition added?

Nevermind. I figured it was failing to overwrite my shaman's slow, so it kept trying. Removing always fixed her up.

Today was a good day as I learned something new :-)
 
can you make a setup for enchanter to pull? im guessing just needs to keep rune on self and pull with tash. but i dont know any ideas?
 
Config - 120 Enchanter ToL

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