I have made a few changes I am testing, but nothing major that would be considered an overhaul. The only new feature I am working on is adding a new Actions feature. The new feature will allow you to define Actions that can be executed. An example for its use would be for the MA to wake a mob that is mezed using their ranged weapon.
The Action would define switching their Bandolier that has a ranged item, then /range, then switch back to the original bandolier. This would be used when mobs are just outside of MeleeRange, and on XTarget. The intentions will be to drive the actions using Conditions, so the user will be able to micro manage when some action happens or not.
I am always open to ideas for anything people would like to see added to KISS. I can't promise every suggestion will get added, but if enough people vote on a suggestion. Then there is a greater possibility of the suggestion getting added.
That sounds good. I have my tank set to pull and never tried range in PullWith= because my range item is a badass totem. I haven't set up bandolier yet. It sounds like your update would help.
KA is already amazing, you should see my team automated to perfection, I can go afk and come back to 100s of AAs and they even looted everything. It's really impressive. But a few things I sometimes feel like intervening, so if I had a wishlist it would be something like this:
1- I have three area taunts on my tank which trigger when there's a mob on xtarget that isn't aggro on me. Problem is sometimes all 3 are down and a mob joins the fight. It would be good if the next target the tank picks from the xtarget list is one that doesn't have 100% aggro on me. Also prioritize nameds but I think it already does that. Ideally I would like the tank to quickly change target, use some single target aggro on the stuff that isn't aggroed on me, and then go back to the first target. But just picking a non-aggroed next target would be good.
2- PetToys gives some single target stuff really fast, but when it comes to giving stuff from a bag, it takes a while. Like when Mage summons a bag full of pet gear, it gives items one by one. I would love to tweak that to give in multiples (up to 4 trading slots). That would do 2 weapons in one go instead of 2 trades, and then the bag of pet jewellery in 2 trades instead of about 6.
3- [BGCOLOR=initial]Maybe this is only the particular Emu I play on, but the Bard in this era has a spell called Voice of the Vampire which charms almost anything for a good minute or so. Most people don't use it because it's hard to macro but I put it as my "[/BGCOLOR][BGCOLOR=initial]MezSpell" and it's been awesome. E[/BGCOLOR][BGCOLOR=initial]very time I get an add I have a hotkey that tells my bard /mezon 1 and he snags the add as a pet. Then I have another hotkey that tells him to /pet attack my target. The dps is huge and it's really great to have. But in more high end zones, I really need to replace it with the usual mez spell so that he can use it on multiple targets. So my suggestion would be to have a charm section that just copies the mez section but removes the multiple target attempts. Probably only worth it if charm works well on Live? [/BGCOLOR]
4- This one might be too much to ask from a macro but my group has 3 healers (cleric, dru, shm) and I find that the ones with offensive spells get kind of stuck in limbo in some fights. They try to cast a dot or two but usually get interrupted by having to heal someone, and resists dont help. So in a lot of fights the SHM doesnt hand his main dot. His focus is on landing that slow and they heal the group, so at least they have the basics down. But I've tried using things like mash and weave to get them to be a bit more aggressive with landing their offensive spells. My sci-fi idea is to maybe have multiple healers coordinate heals. Most fights they are just spam healing over and over with an awkward random cancelling if another heal lands first. If one could maybe signal "casting this heal on this target" and the other one could respond by cancelling their heal and going into the dps routine instead. (Assuming nobody else needs healing). (And yeah my group needs a lot of healing lol, but it's mostly because we are encouraged to do huge pulls and smack it all down together. And most of my team use a powerful modrod which means they are often going from 100% health to about 70% every few minutes, in addition to taking aoes from mobs and stuff.) I actually loved my Cleric using the nuke spell, I had a condition to use it if over 95% mana which was most of the time when I'm just xping. It was great but on more dangerous fights I noticed their target would switch back and forth between MT and mob, like they were unsure what to do, should I be ready to heal MT or should I use my nuke? Emagerd! Seemed like they freaked out. So I turned dps off and the heals are fast now. But with 3 healers I'm keen to get them doing as much dps as they can. Cleric I can live without any dps from them but the Dru/Shm I think they would do a lot more damage if the heals were coordinated.