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Problem - KA Fine tuning (1 Viewer)

Vrakenor

Seasoned veteran member
Joined
Sep 23, 2015
RedCents
4,654¢
Version of KissAssist.mac?
11.001
When did your problem start?
3-14-2019
Character Role?
  1. Puller
What class is having this issue?
  1. Ranger
How often does this issue occur?
Always
Well after a month of study (feel like I was back in school lol) and hours of setup and troubleshooting (not to mention all the patience with my questions on you guys part) I achieved some limited SUCCESS. I have been running my 6 box crew, for the last couple of days, strictly under KA control, with manual pulling. I used the time to tune all 6 ini files to do what I wanted them to do. I had some real problems with mana til I started trimming back what my casters were doing. Especially the Shaman. BTW here is the makeup of this group: 48 Pal, 48 Bard, 55 Shaman, 55 Ranger, 48 Wiz, 48 Berserker. I had 2 of these characters from way back when and the Ranger is my first ever character in EQ. Anyways I wanted to utilize them and figured that I could make a trio with them. Just add a Paladin tank and they would be great with mercenaries, right? Then I started reading about FTP accounts and the real limitations they had with mercenaries, and one of you guys said something quite profound. "Why use mercenaries at all, when you can just use real characters". Well I had already PL'ed the Paladin up to 37 (where I could group him with 2 level 55's and get exp) when I read all that stuff. And I used a Bard for the AOE at really low levels (and planned to abandon her) so I had a 4th character already. And I agree why bother with mercenaries when the real thing is better. So I decided to create and PL a 5th and 6th character thus the Wiz and Ber. So much for the history lesson lol.

And last night I finally felt comfortable enough to setup the Ranger to be the Puller. And man what a puller he turned out to be. As a matter of fact, he is TOO good. This leads to my first of 5 questions:

1. How do you slow down the Puller? He pulls so fast that he runs the casters out of mana really quick. The Shaman is set up to be the healer and if he is OOM then he can't heal. Like I said previously, I really scaled back the casters mana usage to fix this problem. And that really helped the Shaman out but the Wiz is constantly out of mana (btw both casters are set to med @20%). Here is the Rangers pull section of his KA INI:

Code:
[Pull]
PullWith=Blessed Faydark Thunderbolt|Summoned: Arrow
PullMeleeStick=0
MaxRadius=350
MaxZRange=50
UseWayPointZ=0
PullWait=20
PullRadiusToUse=90
PullRoleToggle=0
ChainPull=0
ChainPullHP=90
ChainPullPause=30|2
PullLevel=0|0
CheckForMemblurredMobsInCamp=0
PullNamedsFirst=0
ActNatural=1
UseCalm=1
CalmWith=Nature of Harmony
PullPause=30|2
PullArcWidth=0

How do I slow him down a little?

2. Some of the problems with the Shaman stem from the weird way he does the Canni dance. He will mem Cannibalize III and cast it 1 time then mem the last spell that was in slot 8 and then immediately re mem Cannibalize III and cast it once again. Why doesn't he just cast Cannibalize III until he is say full mana, and then cast something else? I looked in the Buffs section of the KA guide but I wasn't sure about the specifics. Namely the low health issue, which is set to 20 in the example. I tried 50 as an experiment, but not sure about the results. Here is the Buffs section of his KA ini:

Code:
[Buffs]
BuffsOn=1
BuffsSize=9
BuffsCOn=0
Buffs1=Harnessing of Spirit
Buffs2=Talisman of Kragg
Buffs3=Deliriously Nimble|melee
!Buffs4=Alacrity|Melee
Buffs5=Infusion of Spirit
Buffs6=Dexterity|melee
Buffs7=Riotous Health
Buffs8=Spirit of Bih`Li
Buffs9=Cannibalize III|mana|90|50
RebuffOn=1
CheckBuffsTimer=25
PowerSource=NULL

Note I took out Alacrity because I have a Bard lol, it really wasn't needed and the Shaman could use the mana. Am I doing something wrong here? Or am I just asking too much of a Shaman. Main healer, main buffer, slower, and even had him nuking before I scaled back his mana usage.

3. Speaking of healing, I figured out that the Paladin was hardly using any mana at all. So I set him up to take over some of the healing responsibilities. The problem is that he is just not very good at it lol. Now I realize this is probably on me, and I have something set up wrong here. Here is the Healing section of his KA ini:

Code:
[Heals]
Help=Format Spell|% to heal at i.e. Devout Light Rk. II|50
HealsOn=1
HealsCOn=0
HealsSize=3
Heals1=Greater Healing|40|MA
Heals2=Wave of Life|60
Heals3=Etheral Cleansing|80
XTarHeal=0
XTarHeal2=0
AutoRezOn=2
AutoRezWith=Revive
HealGroupPetsOn=1
XTarHealList=NULL
AutoRez1=NULL
AutoRez2=NULL
AutoRez3=NULL

As you can see I have it set up to Heal himself at 40% and to do an AOE heal @60% and a HOT on each individual at 80%. I was figuring the last one would help out the Shaman in particular. But he just won't heal at all. Do I need to designate the !MA thing to make it work? Help?

4. I have read several of you guys don't like Bards for mezzing. I kinda agree, cause mine isn't mezzing at all. I think I know what part of the problem is. I am using the Bard's higher level (for level 48 anyways) Haste songs (I plan to fix some of this with Defiant gear that has Instrument skills built into them). And she really has a bunch of trouble getting them cast. She keeps fizzling on them. And by the time she gets through that twist for melee combat, the mob is dead, and then there is no need to mez anymore. Here is the Mez section of her KA ini:

Code:
[Mez]
MezOn=2
MezRadius=50
MezMinLevel=Min Mez Spell Level
MezMaxLevel=Max Mez Spell Level
MezStopHPs=80
MezSpell=Sionachie's Dreams
MezAESpell=Your AE Mez Spell|0

I have her set up to Single mez only because she is not high enough level to get the AOE mez yet. I have the spell on the cast bar. But she absolutely won't cast it at all.

5. And finally, I can't get my Tank's "ChaseMe" macro to work. I click it and run off and they all just stand there. Also it says in the MQ2 chat window the the chase on command was given to all of them except the Paladin, but no reaction from all the rest. Here is the macro:

Code:
/bcg //chase on

However, I realize 99% of these problems are probably my fault. I don't totally understand all the parameters of the KA ini files yet. Can you guys please help a brother out? (Lol I just watched that movie recently). Actually I am having a total blast watching my team rip up Luggalds in the Temple that leads to the Crypt of Nadox. As a matter of fact, all my level 48's just dinged 49 while I was typing this up...love it. Just too much of a perfectionist for my own good.

Thanks in advance for any and all help you can throw my way. Appreciate all you guys have done to help so far.
 
1) groupwatch setting in pullers .ini will tell puller to wait until team members have mana before pulling.

2) if you mem Canni in a specific gem slot or if you set the option not to re-mem last spell it won't mem & un mem the spell.

3) I don't see obvious issues but I haven't messed with heals section on a melee class much

4) add the max level your mez spell works for and the min level you want to bother mezzing, might help, could be other issue.

5) are you loading eqbcs? I'm not 100% how far away from tank before the group should actually start chasing...
 
Thank you Darkie for the help. I will implement your suggestions and see how they work out. Groupwatch huh? Learn something new everyday, good catch on that one. I had the Canni spell in gem 8 and 8 is set up to be the Misc gem in my ini file, that could very well be the problem. I will put it in a different gem and see what happens, but it feels right.

And I will try out the Min and Max level thing in the Mez section, thanks. Yes I definitely have EQBC loaded. And I have tried different distances but same result. That is no result at all, sheesh.
 
3. No heals work? Check the name on Heals3, should be Ethereal Cleansing. Heals2 is a group heal, so it will wait until the group's average health is at 60% or lower, so you may need to raise the trigger percentage.

You can also read the error messages when KA first runs. It should flag any typos or spells/abilities it can't find.

5. I'm not super familiar with /chase, but are the toons still running KA when you issue the command? It's a KA function so they can't be paused "/mqp" or such. Do the other toons give a KA chase recognition message? If not you can check your "/alias list" to make sure /chase hasn't been set to do something else.
 
Ill give some input on what hasnt already been answered.

1) I would try and focus on speeding the Shaman regan up rather than slowing the ranger. Mount if youre outdoors, bard mana song, set him to med at 80% so he sits, Canni AA. Shaman should never run oom in a group setting i dont think.

3)Is your pally trying to cast heals just being interrupted maybe? If no, id recommend posting his entire INI to troubleshoot.

5)Not sure why you would use chase over stick or the new afollow. I would use MQ2targetinfo plugin, it gives you a few very nice buttons at the bottom of your group window.
 
Eqtrader...thanks for pitching in. Great tips btw.

3. No heals work? Check the name on Heals3, should be Ethereal Cleansing. Heals2 is a group heal, so it will wait until the group's average health is at 60% or lower, so you may need to raise the trigger percentage. You can also read the error messages when KA first runs. It should flag any typos or spells/abilities it can't find.

I double checked my KA ini file for spelling mistakes and it looked good, but have not had a chance to check it in game yet. I did change the percentages for the triggers on the heals so that they have an improved chance of going off. At least for now while I am testing.

5. I'm not super familiar with /chase, but are the toons still running KA when you issue the command? It's a KA function so they can't be paused "/mqp" or such. Do the other toons give a KA chase recognition message? If not you can check your "/alias list" to make sure /chase hasn't been set to do something else.

THIS was a very good suggestion. I did check the /alias list and guess what I found? The alias list shows "/chase on" is really "/chaseon". Isn't that just peachy <sarcasm off>. Anyways, when I get back in game I will check this out, cause it was really bugging me that it didn't work at all. To be honest, I am not sure how I was using it, whether it was while KA was running or not.

Thanks man really appreciate it.
 
Darb...thanks for posting...good stuff here.

1) I would try and focus on speeding the Shaman regan up rather than slowing the ranger. Mount if youre outdoors, bard mana song, set him to med at 80% so he sits, Canni AA. Shaman should never run oom in a group setting i dont think.

Good idea, about the med percentage. I did raise it to 50% and we will see what that does. I also turned on "Groupwatch", on the Ranger too. I would think those will have a dramatic effect on things. I am also going to put Cannibalize III in a different gem slot so it won't get swapped out. Because when he can Canni dance properly, then no, he shouldn't be that low on mana.

3)Is your pally trying to cast heals just being interrupted maybe? If no, id recommend posting his entire INI to troubleshoot.

I made some changes to his INI file and want to test them before I post his whole file. Defer on this one.

5)Not sure why you would use chase over stick or the new afollow. I would use MQ2targetinfo plugin, it gives you a few very nice buttons at the bottom of your group window.

I do know about the buttons in MQ2Targetinfo, I looked all that up to turn them OFF, awhile back, lol. I thought they were redundant at the time. If I have to I can always turn them back on. I have been using /afollow and /stick long before using KA. I already have macros set up for those. I was following up on kaen01's suggestion (it's all his fault hehe), to utilize /chase, and found it didn't work (if you read the previous post above this one, well I think Eqtrader figured it out for me). Believe me, I went right back to those macros when I couldn't get /chase to work. /afollow also has the advantage of working whether KA is on or not. This issue comes from one of my previous questions about "How do you drive your team when running KA". That's why I was messing with it. You would think I would learn by now to change things slowly instead of all at once lol.

Anyways thanks for all the input, appreciate it.
 
It's my understanding that PullPause=30|2
Is what you need to tweak

You could slow down your pulls by making that something like 10|2, meaning every 10 mins he will stop for 2 mins... That's gives a chance for ooc/medding to occur (unless of course someone has a debuff from the mobs)

You could tweak it a bit, work out how long you can pull for non stop until enough are lom/oom or the shm is oom and then set that as the pull time and just set a wait timer of 3 mins or 4 mins to be absolutely fom

Only trouble with this is it can fragment spawns in the camp, so you could base the timer around a camp clear and then med/wait for respawn
 
First off I want to thank Rooster, Darb, Darkie and Eqtrader for all their input on this thread. Really helped me out guys.

I just wanted to bring this post up to date, I haven't had a bunch of time to play lately because of RL issues, but I am going to pick it back up here this weekend. Btw my team has evened up their level to 57 now and over 50 AA's on each. Most of these accounts are FTP so the AA's are important. And with the AA's they have gotten better. Here are some fixes that worked and some observations for my previous questions:

1. & 2. As far as the Ranger pulling at a slower pace goes, I followed Rooster, Darb and Darkie's suggestions. I put the Shaman's Canni spell in a different spell gem and man what a difference that made. He still is a little weird about it but at least he casts it 5 or 6 times in a row before casting something else. Helped a lot with his mana issues. I also, changed the Rangers /groupwatch setting to ON. It was set for OFF lol. Then I changed the Ranger's ini setting to what Rooster was talking about. I played with it over a couple of sessions and found that 15/3 was just about right. The Shammie just got Celerity and that's on a 15 minute timer. Honestly I found the best way to slow the Ranger down was to manually pull. I just am not used to the macro taking full control yet. Sometimes it kinda freaks me out. There are times I "feel" like I need to be pushing buttons or clicking stuff.

3. Well the Pally turned out to be a pretty good secondary healer and that really helps out the Shaman's mana problems too. I still am fine tuning the percentages but at least he fires off heals when he needs to and I have a line specifically setup (in the Heal section) to help the Shaman out with HP regen for Canni, so he stays topped up all the time. I think I have the percentages too high right now, but that was just to see if I could get him to heal at all. Time to tone it back a bit, because now, on a heavy fight, it runs him out of mana lol. I find he does a lot of Stunning to maintain aggro control.

4. & 5. This was, by far, my biggest improvement so far. I don't know why some of you guys say Bard's mez sucks. I followed the suggestions from here and now my Bard is a mezzing fool. I saw him keep 5 mobs locked down, saved the party's ass. I am VERY impressed with the Bard and KA's mez routine. It works pretty damn good. The only time I have problems with it is when I am using my Follow macro's that have /mqp built into them. If KA is on pause then the Bard's mez capabilities are turned off. Duh, right? So I have changed how I "run" my group. I have found that /afollow works for me really well. Now I start KA, then click my "movecamp" macro button (that I took the pause out of) and then the "FollowMe" button in my Group window, and start going where I want to go. Works great, especially in Dungeons. I don't have to turn "Follow" on and off like I used to. Gets my team into action a lot faster. When I run up to a mob, the Pally calls out the attack and the Bard mezzes any adds, Shaman slows the target down, and everyone kicks ass without doing a bunch of button clicking. Wonderful.

So with the fine tuning done so far, I have been having a blast playing, with the limited time I have had to play that is. But as I play I have noticed some things I would like to improve. Like I said before, I am to much of a perfectionist for my own good. So I am calling on the good people of this community to help me out once again. I have just a couple more questions for you experts to fine tune my setup.

1. My biggest problem right now is "Stick". Love it and hate it. I really like the way the melee stick to the mob most of the time. EXCEPT when there is a drop off or cliff or tunnel wall or any fricken thing that is an obstruction. And I really love the way the Pally gets right in the mob's face, UNTIL I want him to rotate around the mob so that the rest of the melee don't have to (and fall off that ledge that's right behind the mob. Sheesh it about drives me crazy. And I start yelling at the monitor and then screaming and then...well you get the picture. It is very frustrating. So I did some research on "Stick" and learned just enough to be dangerous. So my question is how do I make the tank able to rotate around the mob? He fights any movement input on my part to move him. I have read about the "stickmode 2" command, but it didn't work when I put it into my ini file in the melee section. Is this a MQ2Melee thing? I have MQ2Melee turned on right now (in the ini file). Should I turn that off? I have read people say both ways but not really any explanation of why for either side. Is there a correct setting? I can see where MQ2Melee could be very useful, but right now I just want some flexibility with my tank. Second part of this question is caster's positioning. The time has come for the casters to NOT melee anymore hehe. They have good Defense and weapon skills now, that was the main point of letting them melee. Now the mobs hit a lot harder and they have other capabilities that count for more than their miserable melee DPS. So to make this easier on the eyes here are my questions:

1a. How to make the tank move during combat? Just around the target.
1b. How to position the casters back away from the melee action? So they don't get hit?

2. Buffing. Damn, what a time consuming process this is. I swear half the time spent in this game is buffing and then waiting to recover the mana from it. So many buffs. And the way KA handles buffing doesn't help at all. Sheesh I almost feel that I can do it better and faster manually. And I find that pathetic, cause I am not that fast lol. I swear I get so aggravated at the Shaman sometimes, I just want to throw something heavy at him. I have gotten to the point of calling him names. Stuff like BLOCKHEAD, ASSHOLE, you know, shit like that. "WHY are you doing that?" First off why does he mem one spell in slot 8, cast that buff on one character, and THEN mem another buff and cast that on ANOTHER character. There is no rhyme or reason to this process. And every time he mems another spell he is wasting time. Is it KA's buff routine or me? I have a spellset memmed named Buffs. Can KA use a different spellset in place of the default of the named one, in the ini file?
I realize that the buff routine gets all screwed up because of buff duration's the longer they are on, but sheesh is it ever a PITA. I find myself sitting there waiting for them to finish buffing all the time. And oh, heaven forbid if there is a wipe, I don't mind the time spent recovering from MY mistake or bad pull, but the next 15 to 20 minutes (yes I timed it, what else do I have to do) spent watching them casting buffs and then recovering mana just compounds the matter. And then there is the dreaded "have to restart KA" ordeal. This is where I start calling the Shaman names. If I restart KA he starts to rebuff and overwrite perfectly good buffs just for the sake of the buff file. I absolutely will not RESTART KA if I can help it. But sometimes you have to restart, and it about drives me crazy. So I am begging for some help here. I realize by now that most of the problems I am encountering here are because of ME. So I am going to list the buff section of the Shaman here in hopes that it is JUST me.

[Buffs] BuffsOn=1 BuffsSize=9 BuffsCOn=0 Buffs1=Regrowth of Dar Khura Buffs2=Talisman of Kragg Buffs3=Deliriously Nimble|melee Buffs4=Celerity|Melee Buffs5=Infusion of Spirit Buffs6=Dexterity|melee Buffs7=Riotous Health Buffs8=Spirit of Bih`Li Buffs9=Cannibalize III|mana|90|20 RebuffOn=1 CheckBuffsTimer=25 PowerSource=NULL

3. Ok this should be an easy one, and I think I have an answer for it but I want to be sure. My Ranger is my best DPS and because of that is drawing too much aggro in almost every fight. Now this is ok most of the time, because the Pally does a pretty good job of getting aggro back, but it's not efficient. Both from a healing perspective and an aggro swapping perspective. So can I (do I) use Jolt? It's been so long since I played last (over 15 years lol) I just can't remember what it does. And OMG Alla's page on Jolt is about as informative as...well it's not informative at all, about what Jolt does. I take it, it is an aggro reducer, am I right? DO I put this in the Ranger's DPS section and do you use it just once? If so, at what percentage? Like 50%? Is it a conditional, where it gets used when the Ranger draws a certain amount of aggro?

Listen guys, I am NOT a maniacal madman, just a little frustrated right now. No matter the tone of this post. It is me cutting myself down. The WIFE says I am my own worst critique. Anyways, thanks in advance for any advice you can offer for my questions.
 
1. MQ2Melee. Yeah try just turning it off in your Melee section of the ini and then turn off stick (or unload the plugin) to see if you like that better.

MQ2Melee does bring some nice functions like "Standup" which will auto-stand your toon if you're fighting a mob that casts/AE's feign. Also the holyshit/downshit codes can be nice if you need something checked/cast even with no macro running or in emergencies. I have set my warrior pullertank via KA.ini to swap to dual wield if there are 2 mobs left (no Named) and then use a MQ2Melee down to always equip his sword & board out-of-combat. So he never pulls without his shield AC bonus active.

You can check your current settings. If you need to see the full code of holy/downs, those are in your toon's MQ2 ini in the Release folder.
Code:
/melee

Unload the plugin via:
Code:
/plugin mq2melee unload

I have mine MQ2Melee stick on and have learned you can side-dance your way around mobs if you need to re-position. And you can kind of repeatedly back pedal and pull a mob back to camp backwards if you "lock" on a mob early.

2. Buffs. This gets a little easier at higher levels/AA+ where it's mainly group/combined/AA buffs and you get 12/13 spell slots. I wound up dedicating a few slots permanently to the most important buffs, so I can manually fire them if needed. You could play around with conditions too, but I haven't found a great way to speed up the buff cycle.

3. Aggro control. You can throw it in DPS at whatever percentage the ranger tends to aggro, maybe with |once if you don't want to spam it. But KA's [Aggro] section also can be used to drop aggro or pop defensive stuff. This would fire Jolt at the current target if the ranger's aggro meter went above 80%.
Code:
Aggro1=Jolt|80|>

4. Bard mez.
Yeah they do fine. I think the thing people comment about is that KA plays an excellent enchanter and if you compare to that, the bard seems a little slower/weaker on mez. But enchanters just get a better selection and strength of mez, so it is probably that more than anything else.
 
Thanks for the reply Eqtrader

Found something interesting...went to look at my MQ2Melee.ini file and guess what? I don't have one...hmmm, wonder if that's the problem. I know I turned off MQ2Melee on my other team, because I was having problems getting my casters to melee. Now it looks like I just unloaded it. Does it have an effect on melee if you have it enabled in KA but not loaded and no MQ2Melee.ini? I will check it out in game. Thanks for the heads up.

BTW I put Jolt in my aggro section, we'll see how it works. Does |once work in the aggro section if I want to use it? Or is that just for DPS & Buffs sections?

And lastly is there anyplace on the web that shows all the variables for Stick that I could reference?
 
Your mq2melee settings will be in your toon's general MQ2 ini file. It's a file in the Release folder that's called "server_Name.ini" and will have any special settings for MQ2/plugins for that toon. If you have no mq2melee section then you're running default settings. I think once you change one and "/melee save" it will update the ini file.

The "|once" modifier is only for DPS entries. It will fire that line only one time per mob. Good for long debuffs or dots.
Code:
DPS5=Scorching Sunray|94|once

I think the moveutils faq has some more info on /stick settings. I also like these various custom settings for Melee/Rog/Tanks.
 
Thanks for the response Eqtrader...

I found the files for my characters, and only 2 of them had MQ2Melee sections in them. My Pally (tank) and the Ranger (puller). So what I am going to try first is to disable MQ2Melee in my KA.ini files (all of them) and set my melee chars to snaproll rear (Ranger, Bard and Bers) and my tank to Front.

Hey can I do this in my tanks KA.ini file?
stickmode=2 StickHow=front

Is the stickmode command allowed there? Stickmode=2 is supposed to allow your character to move freely. That would solve a lot of my stick problems if it did.\\

Here is my Tank's Melee section.
[Melee] AssistAt=97 MeleeOn=1 FaceMobOn=2 MeleeDistance=75 stickmode=2 StickHow=front AutoFireOn=0 UseMQ2Melee=0

I got the MQ2Moveutil stuff from the KA instructions post, and thanks for the info on |once, that is good to know.
 
Regarding buffing...

1.) Determine if you actually need every last possible clicky buff in existence or if you can get by with just the more important buffs.
2.) Always use Group Buffs!
3.) Always use the |MA switch!

Take Shaman Celerity as an example. Your MA/MT is the most important character to have haste. If you use the Group version then everyone else in the group will get it too. But if for some reason your cleric doesn't have it... who cares? He can wait until the next time your MA/MT gets it. This can cut down the unnecessary buffing.
 
Firstly I want to thank Big Daddy for his reply, sorry I didn't get back to this earlier. And to answer your observations about buffs I will say that I go through each and make sure they actually stick to everyone before incorporating them into my setup. I have a mainly melee centric group so I have had to research haste because of the Bard's songs. They always have stacking issues and you have to pick and choose which ones you use. And because of the huge amount of time spent buffing I started to take a real good look at the buffs and trying to determine if I really need them or not. From reading I have found that HP is king. So I started there, I even went so far as to write them all down with what they do. Some do not stack at all and I throw them out of the line up right away. An example of a good one that I had to get rid of is Harnessing of Spirit from the Shammie. Great buff but it just doesn't play well with others. Anyways I HAVE started to get more picky about buffs and will continue to do so. 15 minutes every hour spent buffing is way too much time.

My guys just turned 60 this weekend with almost 150 AA's. So the whole MGB thing hasn't reared it's ugly head yet. The Shaman just started to get his group buffs, which is a relief, and really does cut down on some of the time consumption. The Pally now has 2 group buffs and the Ranger too. So your right Big Daddy, that alone made a big difference. The group buffs really do cut down on some of the time meming and casting individual spells on each character in the group.

All I can say is Grieg's End is wonderful for 55-60. Constant pulls and great exp. Then I ported back to PoK and bought spells for 60-65. Sheesh, the Wiz alone spent over 4k on spells and I am not sure I got them all either cause I ran out of money on her lol. I have been using Scribe.mac to purchase spells on all my characters and I think it is time to start doing it manually. There are so many spells that I don't use, I think I am going to start weeding the chaff from the grain. At least looking over the spell list and weeding out the ones I KNOW I won't be using. I mean really, what is the sense in setting up a group to melee and using Mez to CC and then to Nuke 4 of them with the Wiz? It just doesn't make any sense. And the Wiz has a ton of those PBAOE spells. Don't need them, never use them. I look at it this way, if I don't mem them I don't need to buy them. Transport spells are different, I buy ALL of those. Never know when your gonna need those.

After further examination I found that only my Pally and Ranger had MQ2Melee "on", all the rest were running without it. So I did what I said in a previous post and it worked...differently. I am pretty sure that stickmode=2 works in the Melee section of KA.ini file. It has some hitches to it, but it works. It will initially resist movement commands, but only initially. After that it works fine. And that is on EACH mob. And he still does all of his abilities like Taunt, but and this is a big but...the Ranger quit Kicking and trying to disarm. Not sure if I like that or not. I might try turning it back on for these 2 characters with the stickmode command left in and see what happens. It would be the best of both worlds.

And just yesterday something strange started to happen. I went to Seb to farm up some plat and my afollow started to act up. I started using the "FollowMe" button in the group window. Was working great in Greig's End. One of my characters would stop following. Only one and not necessarily the same one. Now I am used to characters getting stuck on stuff, it's just the nature of boxing, especially in Dungeons. But I found that if that character was standing like 10 feet away, they wouldn't get the afollow command. I got to the point where I would use a "movegrpto" command first and then click the FollowMe button. That at least worked better. And if a couple got stuck on an obstruction or kink in a tunnel, I would have to go back and get them. But when I went back they would just keep running into the wall and NOT turn around and start following, like normal. I would have to click the button to turn off afollow and click it again to get their attention. It got so bad that I had to make a /nav stop macro to keep my sanity. I didn't get the chance to try chase in this case. I just thought of that. We'll see.

Now for the question in this post. What is proper syntax for adding a clickie item to the DPS section of the ini? I looked in the KA instructions thread and didn't see it specifically mentioned. I saw where it said spell/AA/item. But it didn't have an example like usual. I know with AA's you use the AA number. What do you use for an item? When I right click on it I see an item ID. Do you use that? But I also see the name and ID number of the spell that is cast. Do you use that? Hopefully this is just me being a noob, like most everything else I have trouble with lol. Any help is always much appreciated.
 
Problem - KA Fine tuning

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