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Question - Chanter doesn't mez if there's only 2 mobs.

riot

Active member
Joined
Sep 10, 2014
RedCents
438¢
Is there any work around to getting the chanter to mez if there's 2 mobs? Right now it only seems to mez if there's 3+ mobs.

Rich (BB code):
[General]
KissAssistVer=9.1.3
Role=Assist
CampRadius=150
CampRadiusExceed=400
ReturnToCamp=1
ChaseAssist=0
ChaseDistance=25
MedOn=0
MedStart=20
MedCombat=0
LootOn=0
RezAcceptOn=1
AcceptInvitesOn=1
GroupWatchOn=0
EQBCOn=1
IRCOn=0
MiscGem=8
HoTTOn=0
CampfireOn=1
CastingInterruptOn=0
[SpellSet]
LoadSpellSet=0
SpellSetName=KissAssist
[Buffs]
BuffsOn=1
Buffs1=Hastening of Prokev
Buffs2=Voice of Precognition
Buffs3=Enticer's Unity|Dual|Polyrefractive Rune
Buffs4=Twincast Aura|Aura
Buffs5=Runic Torrent Aura|Aura
Buffs6=Jungle Raptor Saddle|Mount
Buffs7=Gather Mana|Mana|80|20
Buffs8=NULL
Buffs9=Shield of the Pellarus
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
PowerSource=NULL
[Melee]
AssistAt=99
MeleeOn=0
FaceMobOn=1
MeleeDistance=75
StickHow=snaproll
AutoFireOn=0
UseMQ2Melee=1
[GoM]
GoMSHelp=Format - Spell|Target, MA Me or Mob, i.e. Rampaging Servant Rk. II|Mob
GoMSpell1=NULL
GoMSpell2=NULL
GoMSpell3=NULL
[AE]
AEOn=0
AERadius=50
AE1=NULL
AE2=NULL
AE3=NULL
AE4=NULL
AE5=NULL
AE6=NULL
AE7=NULL
AE8=NULL
AE9=NULL
AE10=NULL
[DPS]
DPSOn=1
DPSSkip=20
DPSInterval=2
DPS1=Decree of Tashan|98
DPS2=Undermining Helix|98
DPS3=NULL
DPS4=NULL
DPS5=NULL
DPS6=NULL
DPS7=NULL
DPS8=NULL
DPS9=NULL
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DPS11=NULL
DPS12=NULL
DPS13=NULL
DPS14=NULL
DPS15=NULL
DPS16=NULL
DPS17=NULL
DPS18=NULL
DPS19=NULL
DPS20=NULL
DebuffAllOn=0
[Aggro]
AggroOn=0
Aggro1=NULL
Aggro2=NULL
Aggro3=NULL
Aggro4=NULL
Aggro5=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
XTarHeal2=0
HealGroupPetsOn=0
[Cures]
CuresOn=0
Cures1=NULL
Cures2=NULL
Cures3=NULL
Cures4=NULL
Cures5=NULL
[Pet]
PetOn=0
PetSpell=Gordianus' Animation
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
PetToysGave=
PetHoldOn=1
[Mez]
MezOn=1
MezRadius=150
MezMinLevel=1
MezMaxLevel=108
MezStopHPs=80
MezSpell=Bewilder
MezAESpell=Deadening Wave|2
[Burn]
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Burn3=NULL
Burn4=NULL
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Burn6=NULL
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Burn15=NULL
UseTribute=0
[Pull]
PullWith=Dreary Deeds
MaxRadius=850
MaxZRange=100
PullWait=0
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ChainPull=1
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=150
CampOnDeath=0
ClickBacktoCamp=0
[Merc]
Help=To use: Turn off Auto Assist in Manage Mercenary Window
MercOn=1
MercAssistAt=98
[GMail]
GMailHelp=Events currently support - Dead,GM,Level,Named,Leftgroup
GMailOn=0
GMail1=NULL
GMail2=NULL
GMail3=NULL
GMail4=NULL
GMail5=NULL
 
Rich (BB code):
MezSpell=Bewilder|2
MezAESpell=Deadening Wave|3

and better

Rich (BB code):
MezSpell=Bewilder|2
MezAESpell=Anodyne Stare|3
 
I was unaware that |2 was valid in KA for the MezSpell, can we verify that?

Rich (BB code):
MezAESpell=Anodyne Stare|3

That utilizes a target ring, like a Splash. I am not sure KA will handle that. Even if it defaults to current target, the ring will be small. I often see a subsequent mob spawn and aggro from other side of camp and it probably wont get hit. Am I thinking incorrectly?
 
i use on mine and it work since 3 or 4 month i think (like pal splash ) :)

maybe you r right for |2 but not sure :)

Rich (BB code):
MezOn=1
MezRadius=50
MezMinLevel=98
MezMaxLevel=108
MezStopHPs=80
MezSpell=Bewilder
MezAESpell=anodyne stare|3

and it work for my chanter :)
 
I was unaware that |2 was valid in KA for the MezSpell, can we verify that?

Rich (BB code):
MezAESpell=Anodyne Stare|3

That utilizes a target ring, like a Splash. I am not sure KA will handle that. Even if it defaults to current target, the ring will be small. I often see a subsequent mob spawn and aggro from other side of camp and it probably wont get hit. Am I thinking incorrectly?

It looks to have the same ae range as deadening wave - 30. I couldn't find anything in the How-To pertaining to |2 under MezSpell so idk. It seems like if I have 3 mobs, the chanter single casts mez and if I have more than 3 she casts the aoe mez spell even though I have it set at |2. Maybe it's miscounting the mobs by ignoring the tanks target and counting the one add as only 1 mob so it doesn't trigger a mez?
 
You made me look thru the code haha:
Rich (BB code):
        /call LoadIni Mez MezSpell              string      "Your Mez Spell"
        | necros can't AE mez
        /if (${Select[${Me.Class.ShortName},BRD,ENC]}) {
            /call LoadIni Mez MezAESpell            string      "Your AE Mez Spell|0"
            /declare MezAECount                     int         outer ${MezAESpell.Arg[2,|]}
            /varset MezAESpell                      ${MezAESpell.Arg[1,|]}
        }

There is no parsing of MezSpell like there is for MezAESpell. I don't see how MezSpell|2 will work. Even if it manages to find a SpellName out of it, it can't honor |2.

Bafflement only has an AERange of 30, which is what I'm using on my ENC currently. I will have to revisit how to best implement AEMez. The splash also has a AERange of 30 but requires setting your target ring... thinking...

- - - Updated - - -

I use AEMezSpell to |3 after much trial and error. You have the current mob tank is fighting (1), you have an add (2) so should single mez the add, if there is another mob (3) then cast AE. That has proven accurate for me.

I still need to decide now between Anondyne, Bafflement, and Deadening Wave. I'm glad this all came up!

[EDIT]
I might as well throw Chaotic Bewildering into the decision...
 
Last edited:
Mine doesn't mez when I have (2) though and only single target mezzes on (3). It requires >3 mobs before the aoe mez comes out.
 
Even tho its AE|2? That is certainly peculiar, I wonder if its something specific to the spell. Using |3 has been working perfect on my bard. I am new to ENC so I am interested in how this plays out.
 
Yeah it wouldn't work with |3 so I bumped it down to |2 and it still doesn't fire off normally. Not sure if it's just an enchanter bug but I'll set up the bard for mezzing and see if it works proper for him.
 
bafflement is only a stun ae for 6 sec with 10 sec recast ... it s not a mez for cc in my opinion :)
for deadening wave the pb is you can be mezzed too when you use this spell

good idea for chaotic bewildering , will try and probably use on my chanter , thx darkie :)
 
Just tried it with the bard and he isn't firing off single target mezzes either on double pulls. :|
 
Bafflement Rk. II:
  • Causes your target and several creatures nearby to fall into an enchanted sleep for up to 6 seconds, with a 25% chance that each creature will become drowsy and fight more slowly. Creatures that are affected have a 7% chance to forget their enemies.

That sounded appealing to me. Now, I suppose its prudent to point out, I am using the ENC in a fast-grind situation where the mobs don't live but 10 seconds... In a 'real content' situation I prolly wouldn't use it.

- - - Updated - - -

My bard:
Rich (BB code):
[Mez]
MezOn=1
MezRadius=50
MezMinLevel=75
MezMaxLevel=108
MezStopHPs=80
MezSpell=Slumber of Silisia
MezAESpell=Wave of Torpor|3

Works perfectly. Mob 1, left alone, mob 2 single mez, mob 3 AE mez with singles thrown when a mob breaks (due to long recast of AEMez). Change your AE |2 to |3.
 
I got it working. I had XTarget[1] set to Tank's Target. Put it back on Auto and now they're mezzing normally.
 
There is no reason to AE mez with just 2 mobs in camp. 1 mob should get picked by MA and the other would be single mezed. What you need to look for is the mob count being returned by mobcount for the mez routine. Most likely the mobcount being returned is not what you expect.
 
I only set it to 2 for testing because 3 wasn't working. I put it back to 3 now that it's working properly.
 
AND... before I changed it months ago, the KA Wiki had it at |2 in the only example... Early in the year I posted about it, but ppl dint understand what I was askin... so after much testing, I simply changed it.

Technically, AE|2 would work (albeit wasteful). Add is detected, AE fires, but from what I remember from my testing, single mez would fire immediately after thus rendering the AE moot (until a 3rd+ show up).
 
Update: MezSpell=Chaotic Bewildering & MezAESpell=Anodyne Stare|3 have been working great! Thx all for the suggestions!
 
Question - Chanter doesn't mez if there's only 2 mobs.

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