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Question - Breaking crowded rooms?

Cluelessone

Member
Joined
Mar 27, 2018
RedCents
428¢
What's the best way for KA to pull crowded rooms?

I am thinking using a enchanter with calm but not sure how to set it up in KA (ie, calm everything in range, tash to pull)

I can FD pull with my SK if the enchanter thing can't be done but that takes a lot longer and I don't know how to set that up in KA either ;)
 
As far as I know there's no way to get Kissassist to pull a crowded room with Pacify/Calm or anything like that. Some of the crowded RoS zones are a nightmare if you try to pull with Kissassist - it literally almost can't pull for you in a lot of situations.

A good example is in RoS Howling Stones, Kissassist will open the door and run into the room, stopping literally right in front of the mob to pull it. Usually this agros the whole room and gets the puller killed instantly, thankfully otherwise he would train the group.

Best example of this happening is in Howling Stones southern wing (southern most room has about 8 enemies in it and KA will pull them all most of the time if you let it pull from that room) as well eastern wing with Drusella's Room. He'll kamikazi in there and body pull the whole room instead of pulling from a distance.


Sorry that I can't be of much help - but at least you're not alone!
 
pull the room let the chanter mez? or pull the room bard mez? or pull the room warrior pops defensive discs and proceds to tank it all? sorry those are all the options that i can think of
 
I use PullerTank and let the chanter mez... usually the tank can survive long enough for the mezzer to get it under control
 
I couldn't find a way to automate it safely so the best way I found was to make a hotkey on my tank to request the calm spell from my ench/bard. With my bard it looks like this:

/bct MYBARD //multiline ; /target id ${Target.ID}; /casting "Silence of Silisia"

If you lead your party to close but not aggro range, and then I use that ability, he will calm my target. And then I can do it again until enough is calmed and then I just pull.
 
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I couldn't find a way to automate it safely so the best way I found was to make a hotkey on my tank to request the calm spell from my ench/bard. With my bard it looks like this:

/bct MYBARD //multiline ; /target id ${Target.ID}; /casting "Silence of Silisia"

If you lead your party to close but not aggro range, and then I use that ability, he will calm my target. And then I can do it again until enough is charmed and then I just pull.

Great idea!!! thanks!

Also I noticed some people have this in the pull section of their INI files:
Rich (BB code):
UseCalm=0
CalmWith=Harmony
Anyone know what version of KA this works with? Version 10, 11 or eqmule's version?

I tried creating a new INI file on my enchanter but didn't see it there. I also searched the mac file and didn't see CalmWith in that file.
 
Only the mule version uses calm for now, not sure if that will change with Kiss11. But bear in mind that it assumes the calm spell is an area effect. So it will run near the mobs, use the calm spell once, and then pull. I find that it is better than nothing because even with single target calm, it calms one mob and then pulls the next one. But it wont calm them in sequence and pull the last one or whatever.
 
EQmule's mod KA version - It's included in your KA updates, so you can just type:

Rich (BB code):
/mac kissassist1004e15 puller

First time running it, it will add the extra setting lines to your KA ini.

As microscope noted, it is set up for casting an AE calm at one target near it's pull target. It checks if anything is within 50 feet of the pull target, if so it runs the Calm sequence one time then pulls.

I was just trying the single target calm on my 110 Ench and it does reduce the pull total by at least 1.
Rich (BB code):
UseCalm=1
CalmWith=Mollified Mind

I tried the Enchanter targeted AE Calm aura too, but that didn't seem to work.

Not automated, but I also like having the "Ward of the Transfixer" buff up on my Enchanter when KA is pulling. When LoS sucks and the puller runs into melee range, the defensive buff will auto-trigger on like 50% of the mob hits and you'll auto-mez a good chunk of aggro. Then the Ench runs back to camp and some follow, the mez breaks on the rest in 12-20 seconds and they show up around the time you've cleared the first mob. So at least breaks up the bunch a little. Does suck if you mez all the mobs though, then you're waiting for 12-20 secs and they all show up at once anyways.
 
I couldn't find a way to automate it safely so the best way I found was to make a hotkey on my tank to request the calm spell from my ench/bard. With my bard it looks like this:

/bct MYBARD //multiline ; /target id ${Target.ID}; /casting "Silence of Silisia"

If you lead your party to close but not aggro range, and then I use that ability, he will calm my target. And then I can do it again until enough is calmed and then I just pull.

Thanks! This went in my OneNote for future reference!!
 
Depends on the room. but here is a trick if you can use if you have control over the bard.
"Bypass Single Pull
This is a great technique for bypassing loads of mobs and pulling named_mob_01 ALONE from one side of the zone to the other, WITHOUT adds. First, you must know that there are two kinds of agro: Direct Agro, and Assist Agro. Both work differently.
Direct Agro (DA) is the agro you get when you attack a mob, or a mob sees you first and attacks you.
Bypass Single Pull
This is a great technique for bypassing loads of mobs and pulling named_mob_01 ALONE from one side of the zone to the other, WITHOUT adds. First, you must know that there are two kinds of agro: Direct Agro, and Assist Agro. Both work differently.


Direct Agro (DA) is the agro you get when you attack a mob, or a mob sees you first and attacks you.
Assist Agro (AA) is the agro you get when a mob (or mobs) is in range to assist a mob that has DA on you.
Now they both seem the same; in both ways you end up with a mob trying to kill you. But here is the difference:
A mob with DA on you will be able to attract nearby allies and cause them to AA on you.
A mob with AA on you will never attract allies to assist you, even if he runs right over them. Only a mob with DA on you can do that.
The Technique:


The goal for this pull is to make named_mob_01 get Assist Agro (AA) on you. You will need an invis song or clicky ready (not fade), along with a mez, Fading Memories aa, and possibly a lull song.


Step 1: Locate named_mob_01. You will NOT be taking any action against this mob.
Step 2: Get to a safe spot.
Step 3: If possible, lull mobs in range of named_mob_01 (do not lull named_mob_01).
Step 4: Mez a mob in assist range to named_mob_01. This will cause the mezzed mob to DA on you, but it will be unable to attack. Named_mob_01 should AA on you and begin running at you.
Step 5: Quickly invis up and run to camp with named_mob_01 in tow. If you did all of the above correctly, since named_mob_01 only has AA on you, he will not be getting help from allies as he runs by them, and should be alone by the time he gets to camp.
Step 6: Once named_mob_01 is close enough to camp, fade off the mezzed mob. The mezzed mob will completely forget about you whether or not he was still mezzed by the time you faded.
Tips


A mezzed mob will normally attack when mez wears off. If you fade before mez wears of, the mezzed mob will not remember you when it wakes up and will not attack.
Don't worry if mez wears off before you get to camp. Just stay invis and keep running with named_mob_01 in tow. There is still plenty of distance between you and named_mob_01, and the massive train the now awakened mob is bringing towards you. Just don't forget to fade when you get to camp.
This technique will get you praises from your group members, but you will still look bad if you end up training another group. If the mezzed mob wakes before you get to camp, it will start a train and possibly hurt any players caught in the middle. Be sure the path between named_mob_01 and your group camp is clear of other parties before you pull"
at 110 bard gets upgrade to his aa invis that will give him invis vs undead as well.
 
also on mobs you cant lul same things work, pick a mob near your named and mez that mob and a small train will happen, wait till the mobs leave the room and fade. The mob you mezzed will be in the room but the named and its adds will be out side. Once you see movement on the mobs walking back run back in and mezz another and can rinse and repeat till named is single, can also snare the named or a mob you want and it will not path back to its spawn till snare is gone. An older trick is pet pulling with a sk or nec which is click pet attack on the named mob, once it hits spam pet back off and once the mob moves to chase the pet, FD and the mob will stop attacking the pet, now you spam stand and fd till the named is single then sick pet on it and run back to camp, though pet splitting is difficult its not too bad just slower then bard splitting. Monks can flop split most camps but it is same speed as pet splitting, but they can lull and split quickly once the pack is out of the room. Also another bard trick is high sun splitting though is resisted more now it was very common before.
 
A note on pulling named. When they fixed Fading Memories to give it levels with level limits the result is that you can mezz a mob near the named then fade when they give chase. Everything below the cap will wander off while the named which is almost always the only thing over cap chases you on assist aggro. Run on back to camp and you're golden.
 
So I saw this post and decided to give it a stab. Some interesting shit going on when I started trying to code this sub. The sub itself works. It's knowing where to put it in the macro that will be the PITA. I converted KA into an Include for proof of concept and got it to work for me.


Rich (BB code):
Sub Pacify(PullTargetID)
    /declare LullSpell string local Silence of Jembel
    /declare i int local 0
    /if (${Math.Calc[${SpawnCount[npc radius 60 zradius 25 loc ${Spawn[${PullTargetID}].X} ${Spawn[${PullTargetID}].Y} ${Spawn[${PullTargetID}].Z}]}-1].Int}) {
        /for i 1 to ${Math.Calc[${SpawnCount[npc radius 60 zradius 25 loc ${Spawn[${PullTargetID}].X} ${Spawn[${PullTargetID}].Y} ${Spawn[${PullTargetID}].Z}]}-1].Int}
            /if (${Spawn[${PullTargetID}].NearestSpawn[${i},radius 60 zradius ${Math.Calc[${Math.Abs[${Math.Calc[${Target.Z}-${Me.Z}]}]}+25]}].ID}) {
                /call CastWhat "${LullSpell}" "${Spawn[${PullTargetID}].NearestSpawn[${i},radius 60 zradius ${Math.Calc[${Math.Abs[${Math.Calc[${Target.Z}-${Me.Z}]}]}+25]}].ID}" "Pacify" 0
            }
        /next i
    }
/return

This functions. What's with all the math you ask? Well Apparently ${SpawnCount[loc X Y Z]} and ${Spawn[blah].NearestSpawn[blah]} work differently when taking ZRadius into account. The first uses the provided Z location, the second uses the location of your character when issuing the command. So I had to calculate the difference from you to the mob and add the 25 I was trying to use at the end to get it to return accurate results.

This sub only does pacification. @Maskoi ctaylor22 May or may not want to use this in any shape form or fashion in the official KA. I'll include the KA.Inc file I made and the Pacify.mac file that uses it for their testing purposes. Note, that only does the pacification, it does not engage the final target. By design it will cast the pacify on all -except- the pull target. Because of the way it was coded, this will just loop through the pacification sub. Just a proof of concept/functionality. Lull is hard coded in as Silence of Jembel, the bard song, obviously this would need to be made into an INI setting.
 

Attachments

Wow Chat! That looks amazing, gonna try it tomorrow.


Nice trick, I never knew that! I just pull the old school way of fd, splitting, fading memories, lulling, etc. There was a trick I used to do in the old days though and I'm not sure if it would still be possible. I had a necro with a pre-nerf Circlet of Shadows which gave instant invis. You could cast a dot on a mob and then they all run at you, so you fd. Then as they are resetting, you stand up and hit the instant invis at the exact same time as you stand up. As the dot does its next tick on the mob, it will come at you but his buddies will not because they can't see you.

I am gonna use your trick a lot.
 
often when using kiss, its a good idea, to play the area yourself before letting kiss take over, get a room split, stagger the spawns so you get singles or doubles that way making it easier for kiss.
 
Mage assist split: You can also use CoH to fake an fd split if you don't have a real puller in your setup. Tag your Named with your best fake puller, bring them fairly close to group but not visual range, press your CoH EQBC request key and get yanked back to camp w/ no aggro. Invis back and tag the one you want as they split wander back. You can add snare to the one you want (assuming not an immune Named) and that will auto split them if you run far enough. Or snare the adds off one at a time and coh to leave them elsewhere. You can also optionally, use DoT as your pull spell, then keep running back into aggro range to get the Named to keep aggro'ing as others wander back. Have to watch CoH range abit closer if you do it with DoTs.

Mage assist pre-debuff: If I have a Named well above my group's abilities, I'd also do CoH debuff loop. You basicly get the timing of your CoH spell down so you can land a debuff, the mob takes a step or two towards your debuffer, then the debuffer poofs back to camp with no aggro via CoH.

Enchanter goes in to Tash-> CoH Enchanter
Shammy Malo's -> CoH
Shammy Slows -> CoH
Repeat for Cripple or anything else if needed.

Puller now brings you a completely debuffed mob. I used this more for PoP era Named I was planning to tank via charmed mob, so you could only have ench + 2 healers on aggro list. But I used it a few times when working into RoS and the Named had nasty AE's or silences.
 
Question - Breaking crowded rooms?

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