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Question - Chain Mezzing - working as intended?

lowres09

Member
Joined
Jan 8, 2016
RedCents
112¢
My enchanter goes into chain mez mode when I have a pull of >3 mobs in camp. The only reason why this presents such a problem is that he runs through his mana very quickly reapplying.

Is this intended?

Rich (BB code):
[General]
KissAssistVer=8.4.2
Role=Assist
CampRadius=30
CampRadiusExceed=400
ReturnToCamp=0
ChaseAssist=0
ChaseDistance=25
MedOn=1
MedStart=90
MedCombat=0
LootOn=0
RezAcceptOn=0
AcceptInvitesOn=1
GroupWatchOn=1
EQBCOn=0
IRCOn=0
MiscGem=8
HoTTOn=0
CampfireOn=0
[SpellSet]
LoadSpellSet=0
SpellSetName=KissAssist
[Buffs]
BuffsOn=1
Buffs1=Gift of Pure Thought
Buffs2=Shield of the Magi|Me
Buffs3=Overwhelming Splendor|Me
Buffs4=Rune V|Me
Buffs5=Umbra|MA
Buffs6=Group Resist Magic
Buffs7=Visions of Grandeur|Melee
Buffs8=NULL
Buffs9=NULL
Buffs10=NULL
Buffs11=NULL
Buffs12=NULL
Buffs13=NULL
Buffs14=NULL
Buffs15=NULL
Buffs16=NULL
Buffs17=NULL
Buffs18=NULL
Buffs19=NULL
Buffs20=NULL
RebuffOn=1
CheckBuffsTimer=20
[Melee]
AssistAt=90
MeleeOn=0
FaceMobOn=0
MeleeDistance=75
StickHow=snaproll
AutoFireOn=0
[GoM]
GoMSHelp=Format - Spell|Target, MA Me or Mob, i.e. Rampaging Servant Rk. II|Mob
GoMSpell1=NULL
GoMSpell2=NULL
[AE]
AEOn=0
AERadius=50
AE1=NULL
AE2=NULL
AE3=NULL
AE4=NULL
AE5=NULL
[DPS]
DPSOn=1
DPSSkip=20
DPSInterval=2
DPS1=Tashanian|97|Once
DPS2=Forlorn Deeds|95|Once
DPS3=NULL
DPS4=NULL
DPS5=NULL
DPS6=NULL
DPS7=NULL
DPS8=NULL
DPS9=NULL
DPS10=NULL
DPS11=NULL
DPS12=NULL
DPS13=NULL
DPS14=NULL
DPS15=NULL
[Aggro]
AggroOn=0
Aggro1=NULL
Aggro2=NULL
Aggro3=NULL
[Heals]
Help=Format Spell|% to heal at i.e. Devout Light Rk. II|50
HealsOn=0
Heals1=NULL
Heals2=NULL
Heals3=NULL
Heals4=NULL
Heals5=NULL
XTarHeal=0
[Cures]
CuresOn=0
Cures1=NULL
Cures2=NULL
Cures3=NULL
Cures4=NULL
Cures5=NULL
[Pet]
PetOn=0
PetSpell=YourPetSpell
PetShrinkOn=0
PetShrinkSpell=Tiny Companion
PetBuffsOn=0
PetBuffs1=NULL
PetBuffs2=NULL
PetBuffs3=NULL
PetBuffs4=NULL
PetBuffs5=NULL
PetBuffs6=NULL
PetBuffs7=NULL
PetBuffs8=NULL
PetCombatOn=1
PetBreakMezSpell=NULL
PetRampPullWait=0
PetSuspend=0
MoveWhenHit=0
[Mez]
MezOn=1
MezRadius=100
MezMinLevel=35
MezMaxLevel=60
MezStopHPs=80
MezSpell=Glamour of Kintaz
MezAESpell=Facination|3
[Burn]
BurnText=Decepticons Attack
BurnAllNamed=0
Burn1=NULL
Burn2=NULL
Burn3=NULL
Burn4=NULL
Burn5=NULL
Burn6=NULL
Burn7=NULL
Burn8=NULL
Burn9=NULL
Burn10=NULL
Burn11=NULL
Burn12=NULL
Burn13=NULL
Burn14=NULL
Burn15=NULL
[Pull]
PullWith=Melee
MaxRadius=350
MaxZRange=50
PullWait=5
PullRoleToggle=0
ChainPull=0
ChainPullHP=90
ChainPullPause=30|2
[AFKTools]
AFKHelp=AFKGMAction=0 Off, 1 Pause Macro, 2 End Macro, 3 Unload MQ2, 4 Quit Game
AFKToolsOn=0
AFKGMAction=1
AFKPCRadius=150
CampOnDeath=0
ClickBacktoCamp=0
[Merc]
Help=To use: Turn off Auto Assist in Manage Mercenary Window
MercOn=0
MercAssistAt=92
 
From my understanding is that it is intended because it's designed for higher level enchanters who don't run out of mana as easily.
 
Rich (BB code):
MezAESpell=Facination|3

should probably be

Rich (BB code):
MezAESpell=Fascination|3

which may mean that your ench is single target mezzing 3 which isn't mana efficient...

KA might be reapplying early to be safe...

KA might finish the dps routine because of the |once flags and then reset the mez timer... see if it slows down if you add in a DD to the DPS rotation and up the DPS interval...
 
Yes. Kiss is Mez Heavy when it comes to the logic and it is intended to be that way. If a mob doesn't get mezzed, for what ever reason, the group will most likely wipe. Better to be safe than sorry, and that is the way the mez logic is written.
 
Completely understandable. I'll try some of Darkie's fixes and tweaks to see if I can't reduce the mana consumption issue. The mezzing is absolutely fantastic, I guess that's the trade off.

If anyone else has some useful tricks to kind of "slow down" my Ench on those high mob count pulls let me know!=)
 
best advice is get better mana gear so your mana pool is deeper
 
I use an AE of 4 so It single mezzes when I pull tripples. My enchanter is also the weak link on my group when pulling places like Chardok/Seb. If you hit an AE mez cycle you will burn mana fast as it will AE mez then go and single mez each which is by design so you are as safe as possible for a macro. Put an Obulus Death shroud on him, Mana pres 3 will be a noticeable difference. Obviously your group will need to be robust enough to handle some hits in the mean time.
 
So, I do see what my personal issue was in all this. All of the subroutines restart when a mob dies. I happen to be killing relatively quickly and therefore I am casting Fascination quite a bit as well as refreshing mez quite a bit as well.

I am wondering if a holyshit might not be a little more efficient than this? Perhaps checking for the mez buff fading on targets or even a hard timed event.

Effectively it's just that kind of restart of the mez cycle when a mob dies that is causing me so many mana issues.
 
CC is rarely efficient because any time CC done effectively trivializes most encounters. I'm curious if this routine will get any attention, I have my doubts because as it is, it "works" and by "works" it keeps all my toons alive while keeping the mobs in sleepy time.
 
Now the TLPs are farther along in content I can look into this if its and easy fix BUT I am pretty HAPPY with the way mez works currently.
 
Actually it is a little more complicated than that. The main issue has more to do with the MA's Target getting mezzed by the AE mez and someone other than the MA hitting(Breaking Mez) on the mob first. This causes a chain reaction to start mezzing all over again. It is easy to tell if the MA broke the Mez, but there is know way to tell if the mob that was awakened(Mez Broke), is the mob the tank is on, when the mob is awoken by someone other than the MA.
 
I've noticed if the mez is broke by anyone other than MA, it reports it but never fills in the >><< with a name. I guess I never checked to see if it re-mezzed everything after that happens.
 
Yep. That is just because Lizard boy didn't go back and add ${mezbreaker} to the broadcast line. it is easy enough to fix.
 
Actually it was there and its one of things Ctaylor deletes all the time. I don't know why he does that.
 
Question - Chain Mezzing - working as intended?

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