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Question - "7th man" (1 Viewer)

Groundskeeper

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Aug 2, 2020
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Hi, I have been boxing 6 for awhile now and just recently got a 7th box.
I didn't really think some things through, thought I'd reach out for some advice.

Is there anything I need to do special if the box is out of group?
How do I handle travel? I'm so used to the bard travel song but it is for a single group.
Wizard portals... do I need to take two trips always now?

Any other advice would be great! Thanks.
 
wizzard can translocate to most if not all the places you can port to. Xloc your box and port your group. As for running across the zone make sure that box has a way to invis and don't expect him to keep up :)
 
If you use eqbc just issue a /bcaa //target name ; /bcaa //afollow on will need to reissue after each zone though. Making a fellowship for your boxes is the easiest way to move around just run 3 drop a fire and all toons are together. If your oog is using KA and a healer be sure to turn on XTarHeal and add your group to the XT window by /xtarget set 1-12 charname
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depending on what class the 7th class is and what macro/plugin you are using, quite a few support the xtarget healing/buffing or assist with outside group assist.

May we ask which one you are using to further help?
 
I am running Very Vanilla/KA12...

I need to start modifying or writing my own though... the system is complex and learning how to use it is still not complete for me.
I haven't even really explored the alternate options. I would be down to try new things though.

I guess who is 7 should be up for debate.

I added an Enchanter to an existing {Monk, Warrior, Cleric, Bard, Wizard, Shaman}.

I decided to kick out the Wizard :( because the Enchanter was not really doing Mez while out of group.
I like the Wizard, him getting left out of XP made me sad... and I was having a hard time keeping an eye on his health.
After reading your posts, I feel like maybe the cleric should be the one out of group with a xtar list.

Travel was a little difficult but I think you can be clever to save time(use a pick or evac, etc...)
Thanks for the advice about just sending them automatically while invis and waiting.
 
I really like the come to me button, i realize it probably already is a macro, maybe i can make one that does everyone who is connected instead of everyone who is in group, actually being able to sort of select who comes to me can allow me to reorganize spatially easier from my main.
it looks like a nav to spawn id and a stop? how would i get them to stop automatically though?
 
I really like the come to me button, i realize it probably already is a macro, maybe i can make one that does everyone who is connected instead of everyone who is in group, actually being able to sort of select who comes to me can allow me to reorganize spatially easier from my main.
it looks like a nav to spawn id and a stop? how would i get them to stop automatically though?

/bcg = all in group except toon typing command
/bca = all connected to your EQBC client ( those outside group you have logged in )

/bcg //stand
/bcg pause 1
/bcg //nav id ${Me.ID)

This is the macro I have on all my toons, the stand and pause 1 are due to experience ......

Also have /bcg //nav stop ( If you want to make everyone stop running to you .. IE you forgot to invis everyone else )

Other hotkeys I have set up on each toon :

You will need to make sure you have MQ2nav and all the navmeshes download and installed.

/nav target ( if you target an NPC or PC then hit this button they run to it )
/nav pause (For when your toon is levitated or is stuck on a rock, hit this move the toon , hit it again it will run to original target )
/nav stop ( It cancels current nav command aka stops )

I'm sure someone will come in with some links to this stuff, I only had a quick minute to post atm.
 
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You can always switch out the cleric and shaman as they can xtarget heal and buff (just to keep up on exp). Another thought would be the monk as it can automatically FD when health gets low or gets too much aggro. I'd def say keep the war, bard, and chanter in the group for being a tank, having a bard using songs should def be in group, and chanter for the reasons you explained with mezzing.

As far as travel wizzie should help cut down and you can use bard group song to travel (7th man can be left behind until you set up camp, then you can drop fellowship campfire and have him use insignia to teleport instantly! Or just send 3 toons to zone to drop campfire after wizzie teleports. (Bard, War, and Monk would be my suggestion to run first just for bard speed and monk can FD....enchanter should stay behind as a second runner as chanter can recast invis and you'll be aware of mobs that either see through or might need to be mezz if you need to run to ZL, sham can also cast movement speed buffs since you won't have a bard for bard speed and sham can also cast invis, cleric can cast invis vs undead).

I use the "come to me" when I lead with the bard but that would have all group memebers move to where your toon is.
 
for travelling, you can google about fellowship, the effect from empowered campfire very worth fpr the 1000pp and it lasts 6 hour.

there is also a very cheap campfire that could use for travelling
 
I don't think I can fellowship until PoK, which I have no idea of, kunark is the furthest i've ever played and am playing (Riz).

I really think Number 7 is kind of a hassle, and I think just carrying 6 and re-arranging based on where i'm going might make more sense.

It starts me thinking more like well, if you carry 7 minus well carry 12... but what can you really do with 12 that 6 can't do? the toon threshold seems to be more for the very hard mobs...

I guess I just need to figure out what I want to do in the game next.

What size crew would be needed to do epic quests in era... a whole guild?
I might just have to accept that I need help with the epics.

Otherwise maybe I just have a few alts to swap and try to just do in era full group content.
I believe that has to be the majority of the content that the designers were tuning for? (6)
 
IIRC at one time in the distant past you could have a group of 5, invite 2 more characters, and if they accepted at within a tick of each other they'd both be in the group though you'd only see 6 in the UI. I've not tried that trick for quite a while but just throwing it up there if you want to give it a shot
 
What size crew would be needed to do epic quests in era... a whole guild?
I might just have to accept that I need help with the epics.

Depends on the epic but most everything outside select encounters (trak, VS, CT) can be done with 12 to 18.

I think 18 is the sweet spot where a lot of stuff becomes comfortable. 12 is doable but can be limiting because so much of your group is support and healing you end up lacking dps. 2 clr 2 bard 1 sham 1 enc 1 tank only leaves 5 for dps.

I run 12 on Riz and am really considering adding another group focused on dps just to open my options.
 
Depends on the epic but most everything outside select encounters (trak, VS, CT) can be done with 12 to 18.

I think 18 is the sweet spot where a lot of stuff becomes comfortable. 12 is doable but can be limiting because so much of your group is support and healing you end up lacking dps. 2 clr 2 bard 1 sham 1 enc 1 tank only leaves 5 for dps.

I run 12 on Riz and am really considering adding another group focused on dps just to open my options.

is it? or is it a slippery slope, i'm working on 8 and 9... thinking 12 will really help me out... next thing I know i'm going to want 18!
no repeat classes for me, i'm still learning the game... 18 would be so expensive to run.
 
Question - "7th man"

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