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Config - So no Necro ini out there that has been tested mine does not seem to be working well

I'll dig my cobbled up one out later today and post it. It's not the most optimized. But no one else has answered my query for one. So I modified my 105. It's reasonable. Maybe it will stir up some discussion and help make it better. I'll get it up later today.
 
Add 13 dots to KA in DPS section = done:xd:

Mobs die to fast for necro to be useful in group setting, unless you are solo'ing on your necro. Ditch your necro for a wizard/mage!
 
Necros didn't change that much with RoS, an EoK updated for the new spells should do the trick.
 
So here's mine, it's pretty close. Could use just a touch more I think. But it works pretty solid.

I just updated and tested this last night. Might need a touch of tweaking. But it works smooth and everything is using up to date spells and AAs. I've seen a lot of copy and paste that still has old AAs that aren't even around or have been combined/changed.

[General]
KissAssistVer=10.2.3
Role=Assist
CampRadius=30
CampRadiusExceed=400
ReturnToCamp=0
ChaseAssist=0
ChaseDistance=25
MedOn=1
MedStart=45
MedCombat=0
LootOn=1
RezAcceptOn=1|96
AcceptInvitesOn=1
GroupWatchOn=0
CastingInterruptOn=0
EQBCOn=0
IRCOn=0
MiscGem=12
MiscGemLW=0
MiscGemRemem=1
HoTTOn=0
CampfireOn=0
CharInfo=Necromancer|110|GOLD
DefaultUI=TRUE
DPSMeter=1
ScatterOn=0
ConditionsOn=0
[SpellSet]
LoadSpellSet=0
SpellSetName=KA
[Buffs]
BuffsOn=1
BuffsCOn=0
BuffsSize=10
Buffs1=Mortifier's Unity
Buffs2=Dead Man Floating|me
Buffs3=Hand of Death
Buffs4=Gift of the Grave
Buffs5=Anizok's Steam Escalator
Buffs6=Ashen Skin
Buffs7=Sheild of Order
Buffs8=Familiar of the Emerald Jungle
Buffs9=Blood Magic|Mana|85|50
Buffs10=Death Bloom|Mana|50|50
RebuffOn=1
CheckBuffsTimer=10
PowerSource=NULL
[Melee]
AssistAt=98
MeleeOn=0
FaceMobOn=1
MeleeDistance=150
StickHow=snaproll
AutoFireOn=0
UseMQ2Melee=0
[GoM]
GoMSHelp=Format - Spell|Target, MA Me or Mob, i.e. Rampaging Servant Rk. II|Mob
GoMCOn=0
GoMSize=2
GoMSpell1=Refute for Blood|Mob
GoMSpell2=Call Skeleton Army|Mob
[GMail]
GMailHelp=Events currently support - Dead,Drag,GM,Level,Named,Leftgroup
GMailOn=0
GMailSize=5
GMail1=NULL
GMail2=NULL
GMail3=NULL
GMail4=NULL
GMail5=NULL
[AE]
AEOn=0
AECOn=0
AESize=1
AERadius=50
AE1=NULL
[DPS]
DPSOn=2
DPSCOn=0
DPSSize=17
DPSSkip=15
DPSInterval=1
DPS1=Scent of Terris|100|Once
DPS2=Chaotic Efflivuim|100|Once
DPS3=Refute for Blood|99
DPS4=Call Skeleton Army|98
DPS5=Banestrike|97|Weave
DPS6=Azeron's Flashblaze|96|Once
DPS7=Hoshkar's Swift Sickness|95|Once
DPS8=Adalora's Swift Lifedraw|94|Once
DPS9=Dichomatic Paroxysm|90|Once
DPS10=Pyre of the Shadewarden|89
DPS10=Pyre of Jorobb|89
DPS12=Ignite Memories|88
DPS13=Crippling Paraplegia|85
DPS14=Mind Excoriation|85
DPS15=Consume Essence|80
DPS16=Eradicate Magic|80|once
DPS17=Deathwhisper|50|once
DebuffAllOn=0
DPS11=NULL
[Aggro]
AggroOn=1
AggroSize=4
Aggro1=Death Peace|80|>
Aggro2=/stand
Aggro3=Death's Effigy|40|>
Aggro4=/stand
[Heals]
Help=Format Spell|% to heal at i.e. Devout Light Rk. II|50
HealsOn=1
HealsCOn=0
HealsSize=3
Heals1=Companion's Fortification|90|Pet
Heals2=Companion's Aegis|50|Pet
Heals3=Companion's Interveneing Divine Aura|20|Pet
XTarHeal=0
XTarHeal2=0
AutoRezOn=1
AutoRezWith=Convergence
HealGroupPetsOn=0
[Cures]
CuresOn=1
CuresSize=1
Cures1=Embrace the Decay
[Pet]
PetOn=1
PetSpell=Reliving Assassin
PetFocus=NULL
PetShrinkOn=1
PetShrinkSpell=Soulcatcher Earhoop
PetBuffsOn=1
PetBuffs1=Sigil of the Arcron
PetBuffs2=Cascading Deathshield
PetBuffs3=Infuse Ally
PetToysGave=
PetCombatOn=1
PetBreakMezSpell=NULL
PetRampPullWait=0
PetSuspend=0
MoveWhenHit=0
PetHoldOn=1
PetForceHealOnMed=0
PetBuffsSize=3
PetToysSize=0
PetAssistAt=95
[Mez]
MezOn=0
MezRadius=50
MezMinLevel=Min Mez Spell Level
MezMaxLevel=Max Mez Spell Level
MezStopHPs=80
MezSpell=Your Mez Spell
[Burn]
BurnCOn=0
BurnSize=10
BurnText=Burth This Mutha
BurnAllNamed=1
Burn1=Arch Lich's Conflagrant Robe
Burn2=Fundament: Third Spire of Necromancy
Burn3=Mercurial Torment
Burn4=Gift of Deathly Resolve
Burn5=Funeral Pyre
Burn6=Rise of Bones
Burn7=Hand of Death
Burn8=Wake the Dead
Burn9=Swarm of Decay
Burn10=Forceful Rejuvenation
UseTribute=0
[Pull]
PullWith=Scent of Terris
PullMeleeStick=0
MaxRadius=350
MaxZRange=50
UseWayPointZ=0
PullWait=0
PullRadiusToUse=90
PullRoleToggle=0
ChainPull=0
ChainPullHP=90
ChainPullPause=30|2
PullLevel=0|0
[AFKTools]
AFKHelp=AFKGMAction=0 Off, 1 Pause Macro, 2 End Macro, 3 Unload MQ2, 4 Quit Game
AFKToolsOn=0
AFKGMAction=1
AFKPCRadius=100
CampOnDeath=0
ClickBacktoCamp=0
[Merc]
Help=To use: Turn off Auto Assist in Manage Mercenary Window
MercOn=0
MercAssistAt=92
 
Last edited:
i would almost say swift dots for regular trash and longer dots for named...but my necro only pulls 50+k in group and 70+k on named... but i am not 110
 
I need to fine tune it. It is a box. It happens to be my main's F&F buddy account so I like the exp bonus.

I'll update the spells a bit more when I chat with my necro buddies a little bit.

I'll be working up my cleric next with the help of some of my cleric buddies as well.

Then SK hopefully.)

I think I'll go with swifts right off the bat, and then add the highest DPS reg dots. I'l get the most off their ticks that way. Now just to acually figure out the highest DPS with focus and AAs.
 
use dps for swifts can load i think 3 dots 2.2 cast time with 12 second dots and weave the blood spell for the crit ticks on dots, also run skin like poison? for a 40kish proc on dot cast and swarm for last dps entry.For burn i would then load 3 wound spells for big damage (after a minute) or latest poison fire magic non wound spell for big dots then run dichotomic as your GoM spell for 100-105 or as a burn only spell for 90k+ ticks atleast thats what i would do. Not an expert but i box one

- - - Updated - - -

i box not using kiss mind you but the spell line up would be best.

- - - Updated - - -

really need to judge your kill rate to add in what spells work best honestly, if your mobs last 30 to 40 seconds 2 or 3 rounds of swifts will out dmg long dots, but if the mobs last longer run the longer dots you will get more out of them.
 
I was thinking of quick dots, then the medium dots. I kill too fast for the long dots. BUt the question is, are the long dots more DPS even if they aren't running the full time due to mob death?

So...
3x 12 sec dots
?x 30 or 42 sec dots
?x long dots.

And the actually figure out the list. Or just repeat the 3 quick dots and keep them rotating? And how would you space those out in KA?
 
If the mob dies in less than 20 secs its inefficient to use any dot besides the swift dot, but even then those are pretty inefficient.


To demonstrate:

1st Swift dot 2.5 sec cast time = 2.5 sec

12 secs to finish through on full dotting so (12 +2.5s) 14.5 secs effectively (so your first Swift cast is your highest efficient dot)

2nd Swift dot gets 3 seconds added on because of 1.5 secs from the global cooldown + server sync latency after you cast your first Swift dot + the 2.5 sec cast time

so thats (2.5s cast time + 1.5s GCD + 12 secs) = 16 secs to do full dmg


That leaves 4 secs to start your 3rd swift dot and do any kinda dmg making it your least efficient, all based on the assumption that the mob dies in 20 secs or less.


I parsed my shaman setup which I thought was awesome when EoK was released, and with the shit dots he only does 10k dps because the mobs are all dying under 20 secs.

So noway are necro dots good in any group situation unless the fight lasts at least 1 minute. You are better off chaining nukes and lifetaps on the necro and only casting just 1 of your best dmg Swift dot.


Like I said ditch the necro if you intend to play it in a group and just level up a wizard/enc/mage.


With enchanters probably being the highest dps if you can charm properly.
 
If the mob dies in less than 20 secs its inefficient to use any dot besides the swift dot, but even then those are pretty inefficient.


To demonstrate:

1st Swift dot 2.5 sec cast time = 2.5 sec

12 secs to finish through on full dotting so (12 +2.5s) 14.5 secs effectively (so your first Swift cast is your highest efficient dot)

2nd Swift dot gets 3 seconds added on because of 1.5 secs from the global cooldown + server sync latency after you cast your first Swift dot + the 2.5 sec cast time

so thats (2.5s cast time + 1.5s GCD + 12 secs) = 16 secs to do full dmg


That leaves 4 secs to start your 3rd swift dot and do any kinda dmg making it your least efficient, all based on the assumption that the mob dies in 20 secs or less.


I parsed my shaman setup which I thought was awesome when EoK was released, and with the shit dots he only does 10k dps because the mobs are all dying under 20 secs.

So noway are necro dots good in any group situation unless the fight lasts at least 1 minute. You are better off chaining nukes and lifetaps on the necro and only casting just 1 of your best dmg Swift dot.


Like I said ditch the necro if you intend to play it in a group and just level up a wizard/enc/mage.


With enchanters probably being the highest dps if you can charm properly.



So I looked over my shaman dots and dd nukes again today. Looks like there isn't anything good either way, either you can cast swift dots or nukes both are pretty much shit dps.

The swift dots are "ok" to cast if its taking you less than 20 secs to kill a mob since there are only 2 swift dots, so both should go off assuming you get the 2nd one to go off within 16-20 secs, pretty much depends on how fast your shaman casts it initially.

The dd nukes are just as bad (which I was saying was probably better than swifts in my previous post), because they have 12.0 sec, 4.0 sec recast timers, and 2.7 sec recast timers, making them crappy dps because of those recast timers.


So its pretty much pick your own poison, without parsing out various setups to tell which would be best. Not sure how this applies to necro nukes, would have to check recast timers and go from there.
 
my necro runs one swift dot and pulls 50K on average but my mobs last longer then 20 seconds more like 45 seconds, this is using up to lvl 105 dots. Running mostly 8 dots, and one nuke. But I dont run my necro with kiss, so my point is mute, but like has been stated use what ever you like, if you want maximum carnage drop the necro and stack burn classes. If you want to keep the necro just keep using your blood spell line(adds critical dot chance) on cool down and run swifts if mobs are lasting ~20s longer then that run fire dots with swifts and blood line up to ~45s anything up to 90s use magic and fire with no swift dots keeping blood nuke on cool down. "If" the mob lasts longer then 90s use the wound line and use |once for each they will proc into a massive dot at the end of 90s and for a few ticks will be massive dmg. But this is all from my point of view again stating the fact that ideal grp mobs should not last beyond 30s with named lasting around 1 minute. Everybody plays their class different, for me i run 3 wounds a fire a poison a dual dot and blood nuke with skin like poison proc (that alone will up your dps on every dot cast and tick it has a chance to proc a DD on the mob for 33k base can crit.
 
That's exactly where I'm retuning my ini for. I got a list of what I want to do for DPS. I'll be playing with it for the next few days then I'll update my ini to match that.
 
Add 13 dots to KA in DPS section = done:xd:

Mobs die to fast for necro to be useful in group setting, unless you are solo'ing on your necro. Ditch your necro for a wizard/mage!

if u want real dps make that a zerker instead of mage or wiz....
 
I just posted a pretty substantial updated ini. Go check it out and see. Would love a few pointers if anything needs changing.
I know... get a wiz or a zerker or a mage. Well no. I played this character and all the flagging/progression. Not redoing all that.
 
Looks good only things I don't see is Companion's Fury(In AA list) Frenzy Dead on Hotkey and details calls it Frenzy of the Dead aa which gives pet huge dps spike for necro pet for 1min and a 10 min proc. Have a hard time triggering this as Kiss doesn't seem to find the AA? And Pyre of Fereth instead of Jorobb as Fereth get's the bonus from conflag robe?
 
I would move Hand of Death to the DPS section. It only lasts 1 minute with the recast of over 8 minutes, this way it isn't wasted.

DPS10=Pyre of the Shadewarden|89
DPS10=Pyre of Jorobb|89
DPS10 is in there twice, change one to DPS11 and remove the DPS11=NULL at the bottom of the DPS section.

PetBuff4=Cascading Deathshield
should be added to pet buffs.

You have it set to assist with the character at 98, but don't send the pet till 95 in the PetAssistAt. I personally would mirror the characters AssistAt

Just got 110 today and am going to throw your DPS section in for testing. Looks pretty good at first glance.

Heals5=Soulsiphon|90|Tap
was added to my heal section, serves a purpose of both healing me and has a chance to make Essence Emeralds.

BuffName|dual|BuffRecourse|Target

should be used when the buff has a different name than the effect. This applies to Mortifier's Unity, Your familiar, and Gift of the Grave

Buffs1=Mortifier's Unity|Dual|Contraside|Me
Buffs4=Gift of the Grave|Dual|${Spell[Gift of the Grave].RankName}|Me
Buffs8=Familiar of the Emerald Jungle|Dual|Familiar: Emerald Sokokar|Me

Without those, I had the issue of chain casting Mortifier's Unity as soon as it was available, as with Gift of the Grave.

${Spell[Gift of the Grave].RankName} will parse only on starting the macro. So if you upgrade your AA you'd have to restart the macro. Alternately you could just hard code it in. "Gift of the Grave II" is what mine is currently. But this make it universal for whoever uses this INI and isn't dependant on them having a certain number of AA's Spent. However, with Motirifer's I couldn't do it that way and you'll have to change "Contraside" to "Forgotenside" etc based on your current AA and level.
 
Also, as a side note, if you intend to do conditions at anypoint, Eradicate Magic could be used if ${Target.Beneficial}, that way it will only fire if the mob has a Buff on it. I'm personally not partial to using conditions, but this would prevent you from using the AA unless it's actually needed, thus opening up some cast time.
 
currently kiss has a problem with the mind wrack line of spells for necros, as in it being hardcoded to not cast them from the dps section, but its fixable if you not afraid to fiddle the code a bit.

Rich (BB code):
/if (${Spell[${DPSPart1}].Subcategory.Equal[Mana Drain]} && ${MyTargetID} && !${Spawn[${MyTargetID}].Class.CanCast}) {
     /if (${DebugCombat}) /echo  CombatCast: I'm skipping ${Spell[${DPSPart1}]} on ${Spawn[${MyTargetID}]} in CombatCast cause we shouldnt try to mana drain non caster mobs \agLine#: ${Macro.CurLine}
    /break
}

simply comment out that section.
 
Config - So no Necro ini out there that has been tested mine does not seem to be working well

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