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Into the Hills SK V 2.0

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I had the same problem with healer mana. Went too fast and everybody was lom. Tried everywhere to make the macro pause for mana, this is the best I got to work.

Find the moveloop in the pull sub
Rich (BB code):
   :moveloop
/if (${Me.XTarget}>=1) /goto :Movepause
     /bc [+Y+]Path : [+y+]${CampNum}[+Y+]  Point : [+y+]${i}  [+x+]
    /squelch /moveto loc ${Path[${CampNum},${i},1]} ${Path[${CampNum},${i},2]}
     :MoveLoop1
       /doevents

and make it look like this. Put your toon's name who runs low on mana first in the brackets and change the number to whatever mana pct you want it to stop at.

Rich (BB code):
   :moveloop
/if (${Me.XTarget}>=1) /goto :Movepause
     /if (${Group.Member[PutHealerNameHere].CurrentMana}<25) {
        /sit
	/echo Waiting for mana, 120s
        /delay 120s 
}
     /bc [+Y+]Path : [+y+]${CampNum}[+Y+]  Point : [+y+]${i}  [+x+]
    /squelch /moveto loc ${Path[${CampNum},${i},1]} ${Path[${CampNum},${i},2]}
     :MoveLoop1
       /doevents

All this will do is just pause it for 2 mins though, will make the SK sit but thats it. I ran my casters on mounts and mercs would autosit so this worked for the group i was running.
 
I'm still working on a version of this for a warrior. Having some interesting issues with pulling but if I get it working more smoothly I'll gladly post it here.

Rich (BB code):
|  This is the grunt of the pulling routine
|  This bit is checking for targets while moving....
|  This is here incase it tries to pull another mob when it already pulled one.
		/if (${Me.XTarget}) {
		/face fast
		/goto :Movepause
		}
       /varset CheckMob ${SpawnCount[NPC radius ${PullRange} zradius ${zrange} los noalert 1]}
       /if (${CheckMob}>${NumberMobsToCheck}) /varset CheckMob ${NumberMobsToCheck}
       /if (${CheckMob}) {
         /for tt 1 to ${CheckMob} 
           /doevents  
           /if (${ReturnGribble}==1) {
              /varcalc i ${i}-1
              /goto :ReturnPath
           }
           /tar id ${NearestSpawn[${tt}, NPC los radius ${PullRange} zradius ${zrange} noalert 1].ID}
           /delay 1s ${Target.ID}==${NearestSpawn[${tt}, NPC los radius ${PullRange} zradius ${zrange} noalert 1].ID}||${Me.CombatState.Equal[COMBAT]}
           /if (${Target.Type.Equal[NPC]} && ${Target.LineOfSight}) {
             /if (!${Me.Moving} && ${Target.LineOfSight} && !${Me.XTarget} && ${Target.Distance}<=250) {
		/face fast
	        /delay 5
    /if (!${Me.XTarget}) {/bc Shooting an arrow at [+t+]${Target.Name}
                /ranged
}
/delay 2s
             } 
             /delay 4
           } 
           /if (${Target.Type.Equal[NPC]} && ${Target.Distance}<150 && ${Target.LineOfSight}  && ${Me.XTarget}<2) {
            /delay 2s ${Me.CombatState.Equal[COMBAT]}
          }
|  This is here incase it tries to pull another mob when it already pulled one.
		/if (${Me.XTarget}) {
		/face fast
		/goto :Movepause
		} 
	  /delay 2s
          /next tt
          }
         }
     /delay 1
    
     /if (!${MoveTo.Stopped} && !${Me.XTarget}) /goto :MoveLoop1

|  This bit is checking for mobs to pull at the way point.
|  This is here incase it tries to pull another mob when it already pulled one.
		/if (${Me.XTarget}) {
		/face fast
		/goto :Movepause
		}
      /varset CheckMob ${SpawnCount[NPC radius ${PullRange} zradius ${zrange} los noalert 1]}
       /if (${CheckMob}>${NumberMobsToCheck}) /varset CheckMob ${NumberMobsToCheck}
       /if (${CheckMob}) {
         /for tt 1 to ${CheckMob} 
           /doevents
           /if (${ReturnGribble}==1) {
              /varcalc i ${i}-1
              /goto :ReturnPath
           }
           /tar id ${NearestSpawn[${tt}, NPC los radius ${PullRange} zradius ${zrange} noalert 1].ID}
           /delay 1s ${Target.ID}==${NearestSpawn[${tt}, NPC los radius ${PullRange} zradius ${zrange} noalert 1].ID}||${Me.CombatState.Equal[COMBAT]}
           /if (${Target.Type.Equal[NPC]} && ${Target.LineOfSight}) {
             /if (!${Me.Moving} && ${Target.LineOfSight} && !${Me.XTarget} && ${Target.Distance}<=250) {
		/face fast
	        /delay 5
    /if (!${Me.XTarget}) {/bc Shooting an arrow at [+t+]${Target.Name}
                /ranged
}
/delay 2s
             } 
             /delay 4
           }
           /if (${Target.Type.Equal[NPC]} && ${Target.Distance}<150 && ${Target.LineOfSight}) {  
            /delay 2s ${Me.CombatState.Equal[COMBAT]}
          }
|  This is here incase it tries to pull another mob when it already pulled one.
		/if (${Me.XTarget}) {
		/face fast
		/goto :Movepause
		}
          /delay 2s
          /next tt
          }
  /varcalc i ${i}+1
  /if (${Bool[${Path[${CampNum},${i},1]}]}) /goto :MoveLoop
  /delay 1s

Thats the warrior pull routine you NEED arrows and a bow, but its worked for me going on 2 weeks. This is an old version though. I'm working on an all in one version that I will release. It will work with any of the 3 tank classes. Best way to get arrows /baz search for Huntsman's Ethereal Quiver summon 1000 of them and it will not run out for days.

- - - Updated - - -

Should be able to release a beta version of it this weekend.
 
Awesome, since they made some scaling changes with this patch I'm going to try this out for leveling my crew. Currently my warrior is 85 (Heroic) with VOA Visible slots. The rest of the crew is around 91. I'll report back on how it goes.

Thanks so much for your help!
 
Into the Hills SK V 2.0
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