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Question - Burn - When & How

mgeneral

Member
Joined
Apr 22, 2019
RedCents
162¢
Hi folks,
I have a question about "BURN".
What's your strategy for using "BURN"?
I am trying to understand the approach. I understand that it's an alternate approach to attacking a MOB.
When do you use it? How do you use it?
I have tinkered around with it, but I am not sure my .ini's are set up strategically.
For example, should I configure my Wizard to use low mana/low output nukes during normal encounters, and then configure the BURN to blast him high mana, high output nukes?
TIA!
-DAGENERAL
 
Burn mode to kill Named mobs quickly.

Find an ini here that works for you, see how mana comnsumption is.....then you can also get better mana regen through spells and gear , pull less mobs or use more mana efficient nukes
 
I moved all my burns into dps and heal section with conditions

Code:
Cond10=${Me.GroupAssistTarget.Named}
Cond23=${Target.Named}
for example
 
My simple way: If it has a 10+ minute cooldown it goes in Burn. Less than 10 minutes, I use it in DPS.

I'd go with mana/endurance efficient spells/abilities in DPS. Stuff like "Alliance" or strong healing boosts or your best defensive disciplines would be good ones to save for Burn, regardless of cooldown or cost.

You also have some choices on when KA fires Burn.
  • BurnAllNamed=0 for no automatic burn.
  • BurnAllNamed=1 auto use Burn if the main assist is killing a Named.
  • BurnAllNamed=2 auto use Burn only for Named mobs listed in your KissAssist_info.ini entry for that zone. Useful for instances/zones where you want to save burn for specific dangerous named or use it on certain trash mobs.
  • "/burn" command can be issued anytime to start burn on current target.

In combination with Burn, you can use your toon's AE section to ramp up DPS/healing/defenses on big pulls. I have this on my wizards, so they use a longer cooldown nuke boost if the puller brings 3+ mobs to camp:
Code:
[AE]
AEOn=1
AERadius=50
AE1=Improved Twincast|3
AE2=Arcane Fury|4
AE3=Arcane Destruction|5

Depends a little on how to plan to play your group too. If you're setting up to power-level or strictly chain-pull in an area with no named, then you might make another ini that runs all "burn" stuff constantly and maybe add conditions to avoid overlaps.

Some examples, here are a few ways people have used Burn.
  • eqmule's 110 wizard ini - designed to be super mana efficient even if it never gets a med break. Burn section is removed in favor of triggering burn type stuff in the DPS section via conditions.
  • Sinn69's 110 wizard ini - A more conventional setup with more burst DPS/Burn though also more likely to require a med break.
  • eqtrader74's 110 bard ini - Anything under 10 minutes used in DPS, over 10 minutes is used in AE/Burn.
  • kaen01's 110 warrior ini - Uses Burn & AE to ramp up defenses/aggro, but also has the ability to /stopdisc and switch discs if needed.
 
Last edited:
I moved all my burns into dps and heal section with conditions

Code:
Cond10=${Me.GroupAssistTarget.Named}
Cond23=${Target.Named}
for example
That's an interesting & creative way to approach it. Less to consider when your in the midst of melee.
 
That's an interesting & creative way to approach it. Less to consider when your in the midst of melee.
the groupassisttarget.named is what i use on my cleric, since i leave my cleric dps=0 it never targets mobs and I've had less than desirable outcomes with using the regular burn setup
 
My strategy for using burn is DON'T! It only gets checked once at the beginning of a named fight and if it can't activate something, for any reason, it simply gets skipped. At least in the [DPS] section it will have multiple chances to activate. If I were to use the [BURN] section, I'd limit it to 2 or 3 things that maybe have long reuse times that I would only ever want to use at the very beginning of a fight.
 
Agree with the above, conditions are more flexible and accurate than burn, same goes for the AE section. However both the burn and AE sections are easier to set up for novices.
 
Use of burn when multiple mobs are in camp ie 6 or more can be a mistake for various reasons in my experience. Especially if its the cleric or mezzer. I have found they can ignore their primary responsibilities and focus some what on the burn cast order. I like to cast burns before engaging and not during fighting because of this, especially when shit is hitting the fan!
 
I put almost everything in the DPS section as conditions. You should prioritize your order of operations by buffs/debuffs first then actual dmg, because once you are buffed you don't want to waste the interval that you start doing dmg, buffing/debuffing or casting stuff that actually doesn't do dmg if that makes sense.

Take a look at my wizard DPS section >here

You will notice my prioritization on each condition is buffing/debuffing the mob first before I start nuking, and everything is in the DPS section. I never use the BURN section of KA at all.

There is also a secondary prioritization check I do on ordering, which is how quickly the recast time of the spell/disc/aa is.

For my rule of thumb,

Any disc/aa that is <5 min recast time, I don't really build out a verbose condition for.

Any disc/aa between 7 -12 mins recast time, my condition is usually 3+ mobs in camp or named in camp as my condition.

Any disc/aa greater than 15 mins recast time, my condition is restricted to Named mob being in camp.


While this example is for wizards, it can be applied to almost any class.
 
Question - Burn - When & How

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