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Idea - ChaseAssist

Joined
Jan 14, 2016
RedCents
1,418¢
hi!

I'm new here, and normally very very quiet. However, I wanted to stop by and thank the lovely people not only for KissAssist, but for ChaseAssist. I mean, its my new love. I knew about it, and had used it, and I know you all did too.

But, I have been taken by the nostalgic old school dungeon run. I don't mean going back and doing the 1999 dungeons, but rather just a style of clearing a zone. As long as the AFN wizzy is tethered to the cleric, ChaseAssist is, well, worthy of its own pedestal. Oh sure, you can't have one without the other, but ChaseAssist, its my new love! ;-*
 
As someone who is finally about to start playing in some real content I would love to hear more about how this has helped!

I still have major problems pulling with my tank/ma, but that is for another thread. I may *gasp* try and play him manually, but the idea of a way for my toons to reliably follow and assist sounds right nice.

If your puller is also your MA will this run out with him on pulls?

I guess you just /bcg //chaseon and toggle it as necessary?
 
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My post was half a joke, and half a salute to the Chase system.

Chase really is a godsend. It is working so flawlessly these days. I would NOT put it on the puller, its for the MA. KA is kinda MA centric. I have used EQBC to turn it on and off in the past, but I have now kinda just left it on since in battle it ignores the setting but picks it right back up afterwards. It allows me to run the MA (PullerTank has been my main goto grp management toon for awhile now) without having to stop and worry about who is following who and by what command. No more issuing a /bcg //stick off /bcg //afol off nonsense. Chase lets em med if you aren't moving, and they get up to follow if you are.

It really isn't anything new, but goddamnit if it aint working flawlessly. I suppose I have slowly adopted my playstyle to a more KA friendly approach, but I am diggin it. It makes grp management outa sight outa mind. I mean you just get to play EQ, that's why I posted.

I've noticed the cleric (running AutoCleric) hangs back a bit more than the rest of grp which is fine because I tether the wizzy to him (running AFNuke2) and want him a bit out of arms reach of the mobs. It really is a perfect system. I get to run in dungeon-like mode as if the rest of the grp were actual players... And in this case, I am playing my MA (war started in PullerTank mode but hacked into Tank mode - manually pulling) myself. If I were grinding/camping I would not be traveling and therefore have no need for grp management.
 
Why are you playing in pullertank mode instead of just tank mode?
 
I play my SK as my main, and he pulls and is the MA/Tank.


IE: I run out to tag the mob I want with terror or whatever I cast. I run back to my camp (very close if dungeon crawling) and then the assisting starts. This is problematic with KA running as sometimes I want to maneuver differently. I changed the mq2melee setting that was causing my to stick the mob. That helped a bit, but what I really want is for my SK to be moving 100% manually until I get back to my camp spot (again might be super close when dungeon crawling).

I find myself fighting with either KA or MQ2melee in terms of movement during the pull.
 
Idea - ChaseAssist

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