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Keeping your assist at around 95% or so should greatly reduce the problem. Otherwise, if your using mq2eqbcs do a /bcg //switch command from the tank, that should get everyone back on the proper mob.
downshit12=/if (${Target.Type.Equal[NPC]} && ${SpawnCount[npc radius 30 zradius 10]}>1 && ${Target.PctHPs}<30 && ${Me.AltAbilityReady[Tigir's Insect Swarm]}) /alt act 856
/if (${Role.Equal[tank]}) {
| If tank is assisting puller and in chase mode
/if (${MainAssist.NotEqual[${Me}]} && ${ChaseAssist}) /call DoWeMove
/if (${ReturnToCamp} && !${MobCount} && ${Math.Distance[${CampYLoc},${CampXLoc}]}>10 || (${MobCount}==1 && ${AggroTargetID} && ${Math.Distance[${CampYLoc},${CampXLoc}]}>75)) /call DoWeMove
/if ((${MobCount} && ${AggroTargetID}) || ${TankTimer}) /goto :CombatTop
}
/if (${Debug} || ${DebugCombat}) /echo CheckForCombat MobCount: ${MobCount} AggroTargetID: ${AggroTargetID} ChainPull: ${ChainPull}
! Added change below for tank roles that negate chain pulling like pullertank or pettank.
/if (((${AggroTargetID} || ${MobCount}) && !${ChainPull}) || (${MobCount}>1 && ${ChainPull})) /goto :CombatTop
/if (${MobCount}==1 && ${ChainPull}) /return
/if (${ReturnToCamp} && ${Math.Distance[${CampYLoc},${CampXLoc}]}>10) {
/if (${MainAssist.NotEqual[${Me}]}) /delay ${Math.Calc[${Math.Rand[1]}+1]}s
/if (${MobCount}<=0) /call DoWeMove
}
