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KissAssist

KissAssist Release KissAssist (6 Viewers) 12.002.039

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I have a question about mezing and the handling of immune mobs / skipping to next mob etc. Currently when I run my enchanter if I add a mob to the Mez Immune list it works great and will ignore that mob name entirely. However if perhaps I don't realize a mob is mez immune at first it will spam away its mana into that mob trying to mez over and over and over and over again even while receiving the "Your target cannot be mesmerized." line. I notice that there is code in there to broadcast if resists or mez immunes are received but I do not believe I have ever seen those trigger, but I do see the mez/remez broadcasts. So I am not sure if its something on my end thats going wrong or if it never makes it to the point of calling the resist/immune section of the code. There are also times where mobs of the same name some may be mezable and some may not be mezable so adding the mob to the immune list isnt optimal. It seems like the code should account for that and move on to the next mob but for some reason mine is not.
 
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There is somewhere but we may have missed it when I converted over from using mq2cast. I will check this out tonight.
 
Was messing with it and it seems like when I mez successfully it will return CAST_SUCCESS but when I get immunes it never returns CAST_IMMUNE which is what the mez section seems to check for. Not sure if that helps, but figured id throw it out there in case it did.

EDIT : Subsequently while I was looking at that I found a typo

Code:
        /varset castReturn CAST_DITRACTED

I assume should be distracted
 
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@Relik The way the mez routine is designed is to skip any mob on the mez immune list. Then any mob that is immune to mez that is NOT on the list is added to secondary list. I call it the dynamic mez immune list. The dynamic list is added to as mobs are determined to be immune and taken off the list as mobs die.

So if mobs, that are immune, are being casted on over and over again, then the issue is what is being returned from the CastWhat routine. I think Maskoi is checking into the issue based on his reply above.
 
I wonder if the reason it isn't picking up the immune is because on the same cast it is also being resisted causing it to return resisted instead of immune?

[Fri Sep 21 08:07:40 2018] Your target cannot be mesmerized.
[Fri Sep 21 08:07:40 2018] Your target resisted the Bliss spell.
 
That's good information. We may need to add a check in the events so that the resist event can't over ride the immune event. or have the immune event flush the resisted event. I think we could do both just to be safe.

Try replacing your Event_Cast_Resisted with this:

Code:
| ----------------------------------------------------------------------------
| SUB: Event_CAST_RESISTED
| ----------------------------------------------------------------------------
    Sub Event_CAST_RESISTED(line,name)
        /if (${DebugCast}) /echo \atDEBUGCAST Event_CAST_RESISTED \awEnter \agLine#: ${Macro.CurLine}
        /if (${castReturn.NotEqual[CAST_IMMUNE]}) /varset castReturn CAST_RESISTED
        /if (${DebugCast}) /echo \atDEBUGCAST Event_CAST_RESISTED \awLeave \agLine#: ${Macro.CurLine}
    /return
 
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ok when ime on tank the tank pulls mobs and kills them ok but then while waiting on respawns he sits and then does my ranger but when the tank stands back up and pulls a mob into camp and starts to tank it the ranger just sits there until I have to manually press her to stand so she can start to range attack the mob. both tank and ranger are running kiss11.007
 
my cleric ini for Bud to try aint nothing special but it works well for me.

Code:
[General]
KissAssistVer=11.007 Beta
Role=Assist
CampRadius=30
CampRadiusExceed=400
ReturnToCamp=0
ChaseAssist=0
ChaseDistance=20
MedOn=1
MedStart=25
MedStop=100
MedCombat=0
LootOn=1
RezAcceptOn=1|96
AcceptInvitesOn=0
GroupWatchOn=0
CastingInterruptOn=0
EQBCOn=1
IRCOn=0
MiscGem=12
HoTTOn=1
CampfireOn=0
CharInfo=Cleric|110|GOLD
MiscGemLW=0
MiscGemRemem=1
DefaultUI=TRUE
DPSMeter=0
ScatterOn=0
ConditionsOn=0

[SpellSet]
LoadSpellSet=1
SpellSetName=110 Cleric

[Buffs]
BuffsOn=1
Buffs1=Hand of Will
Buffs2=Armor of the Merciful|Me
Buffs3=Veturika's Perseverance|Mana|65
Buffs4=Rallied Greater Guard of Vie|MA
Buffs5=Shining Fortress|MA
Buffs6=Hand of Merciful Infusion|MA
Buffs7=Glowing Black Drum
BuffsSize=7
RebuffOn=1
ChecKBuffsTimer=20
PowerSource=NULL
BuffsCOn=0

[Melee]
AssistAt=96
MeleeOn=0
FaceMobOn=1
MeleeDistance=210
StickHow=loose
AutoFireOn=0
UseMQ2Melee=1

[GoM]
GoMOn=1
GoMSHelp=Format - Spell|Target, MA Me or Mob, i.e. Rampaging Servant Rk. II|Mob
GoMSpell1=Syllable of Convalescence|MA
GoMSpell2=NULL
GoMCOn=0
GoMSize=1

[AE]
AEOn=0
AERadius=50
AE1=NULL
AESize=1
AECOn=0

[DPS]
DPSOn=1
DPSSkip=2
DPSInterval=2
DPS1=Unyielding Hammer of Zeal|94|Mob
DPS2=Mark of Shandral|92|Mob
DebuffAllOn=0
DPSCOn=0
DPSSize=2

[Aggro]
AggroOn=1
Aggro1=Divine Peace|60|>
Aggro2=Sanctuary|55|>
Aggro3=Blessing of Sanctuary|45|>|Me
AggroSize=3

[Heals]
Help=Format Spell|% to heal at i.e. Devout Light Rk. II|50
HealsOn=1
Heals1=Fraught Renewal|90|MA
Heals2=Ardent Light Rk. II|85|MA
Heals3=Fervid Renewal Rk. II|75|MA
Heals4=Merciful Light|60|MA
Heals5=Promised Rehabilitation|50|MA
Heals6=Burst of Life|45|MA
Heals7=Sixteenth Serenity|40|MA
Heals8=Divine Alliance Rk. II|35|MA
Heals9=Merciful Intervention|30|MA
Heals10=Beacon of Life|25|MA
Heals11=Promised Rehabilitation|20|MA
Heals12=Merciful Light|15|MA
XTarHeal=1
AutoRezOn=1
AutoRezWith=Blessing of Resurrection
HealGroupPetsOn=0
HealsCOn=0
HealsSize=12
XTarHealList=1|2|3|4|5|6
AutoRez1=NULL
AutoRez2=NULL
AutoRez3=NULL
XTarHeal2=0

[Cures]
CuresOn=1
Cures1=Radiant Cure
Cures2=Group Purify Soul
Cures3=Word of Greater Reformation Rk. II
CuresSize=3

[Burn]
BurnText=Decepticons Attack
BurnAllNamed=1
Burn1=Fundament: Third Spire of Divinity
Burn2=Divine Guardian|MA
Burn3=Celestial Regeneration|Me
Burn4=Celestial Rapidity
UseTribute=0
BurnCOn=1
BurnSize=4

[Pull]
PullWith=Melee
MaxRadius=350
MaxZRange=50
PullWait=5
PullRoleToggle=0
ChainPull=0
ChainPullHP=90
ChainPullPause=30|2
PullLevel=0|0
PullPath=NULL
PullMeleeStick=0
UseWayPointZ=0
PullRadiusToUse=90
PullPause=30|2
PullArcWidth=0

[AFKTools]
AFKHelp=AFKGMAction=0 Off, 1 Pause Macro, 2 End Macro, 3 Unload MQ2, 4 Quit Game
AFKToolsOn=1
AFKGMAction=1
AFKPCRadius=500
CampOnDeath=0
ClickBacktoCamp=1

[Merc]
Help=To use: Turn off Auto Assist in Manage Mercenary Window
MercOn=0
MercAssistAt=92

[GMail]
GMailHelp=Events
GMailOn=0
GMail1=NULL
GMail2=NULL
GMail3=NULL
GMail4=NULL
GMail5=NULL
GMailSize=5

[MySpells]
Gem1=Fraught Renewal
Gem2=Ardent Light Rk. II
Gem3=Fervid Renewal Rk. II
Gem4=Merciful Light
Gem5=Promised Rehabilitation
Gem6=Hand of Will
Gem7=Syllable of Convalescence
Gem8=Hand of Merciful Infusion
Gem9=Merciful Intervention
Gem10=Mark of Shandral
Gem11=Unyielding Hammer of Zeal
Gem12=Shining Fortress
Gem13=NULL

[KConditions]
ConOn=0
CondSize=5
Cond1=TRUE
Cond2=TRUE
Cond3=TRUE
Cond4=TRUE
Cond5=TRUE

[KissError]
LastCMD:=/end
ErrorDateTime:=09/22/2018 03:03:07
ErrorMsg:=NULL
DataError:=NULL
SyntaxError:=NULL
RunningTime:=11229626
BuildDate:=20180920
CurrentUI:=Default
 
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ok when ime on tank the tank pulls mobs and kills them ok but then while waiting on respawns he sits and then does my ranger but when the tank stands back up and pulls a mob into camp and starts to tank it the ranger just sits there until I have to manually press her to stand so she can start to range attack the mob. both tank and ranger are running kiss11.007

Make sure you have MedCombat=0 in your General section.
 
Search for this code in the Combat routine:

Rich (BB code):
                    /if (${CombatStart} && ${AutoFireOn}) {
                        /if (${Target.ID}==${MyTargetID} && !${Bool[${Target.Mezzed.ID}]}) /range
                    }

Add the following Line:

Rich (BB code):
                   /if (${CombatStart} && ${AutoFireOn}) {
                        /if (${Me.Sitting}) /stand
                        /if (${Target.ID}==${MyTargetID} && !${Bool[${Target.Mezzed.ID}]}) /range
                    }
 
I hate to make vague reports when things don't seem to work correctly but ever since I started using 11.xxx I've noticed that each character will just seem to stop for sometimes 30 or 40 seconds and fail to do anything at all. This happens sporadically to each class. Now I can't say for sure it didn't happen in 10.x because I didn't use that version long enough to get a feeling for it. And I'll freely admit I went way overboard with my character files! Hell, my SK has 41 items in the DPS section alone. So I've been doing some culling and pruning.

One thing I found helped was rebuilding the alias files by setting the version to 0 the last time I ran. I will be doing more testing and probably enabling Debug logging to see if I can actually provide helpful info. So should I rebuild those aliases every time I update the beta version?

-----------------------------

Another thing I noticed totally unrelated to the above, is the instructions for the usage of "/mezon". The instructions say "Toggles mez functions on/off ". However if you type "/mezon off" or "/mezon on" it will corrupt the entry in the INI file. While typing this comment I just realized that my problem was in the verbiage of the instructions. The INI file allows for the settings of 0,1,2,3 while the instructions would make you think you should use the keywords "on" and "off". You have to actually use the keywords 0, 1, 2, or 3 for the command to work properly without corrupting the file. I know this is minor crap but it really led to some interesting times while fighting Cactiiki and trying to ensure my chanter wasn't mezzing the adds. :)

Make sure in your ini's under the pull sections PullPause=0
 
wow
That is great PM me server and toon name to get you a krono

leave it for now bud as I am travelling at the moment and can't get onto EQ but when I get to where I am going and can get onto my laptop I will make a start on the rest of the classes. The only class I don't have is Pally.
 
Maskoi updated Kiss11 Beta with a new update entry:

Kiss11 v10.008 beta Updated 9-28-2018 - /faceroll editon

Kiss11 v11.008 Beta /faceroll edition

Melee classes rejoice. Your berserker and monk work again in Kiss
Kiss will now keep all those buttons pressed


Combat Abilities/Discs fixed for melee types that weren't firing while a Disc was active.
Removed some Active.Disc checks that were preventing other Discs from firing
DPS |Mash feature tweaked to better echo the DPS entry has fired in MQ2 Window. Kiss was skipping over showing...

Read the rest of this update entry...
 
Here is a copy of my 110 zerker.ini
A work in progress
Code:
[General]
KissAssistVer=11.008 Beta
Role=Assist
CampRadius=30
CampRadiusExceed=400
ReturnToCamp=0
ChaseAssist=0
ChaseDistance=25
MedOn=1
MedStart=12
MedCombat=1
LootOn=0
RezAcceptOn=1
AcceptInvitesOn=1
GroupWatchOn=0
EQBCOn=1
IRCOn=0
MiscGem=8
HoTTOn=0
CampfireOn=0
CastingInterruptOn=0
CharInfo=Berserker|110|GOLD
DPSMeter=1
MiscGemRemem=0
MiscGemLW=0
DefaultUI=TRUE
ScatterOn=0
WinTitleOn=1
Scatter=0
[Buffs]
BuffsOn=1
BuffsSize=10
Buffs1=Bloodlust Aura|aura
Buffs2=Axe of the Mangler|Summon|Axe of the Mangler|300
Buffs3=Axe of the Demolisher|Summon|Axe of the Demolisher|200
Buffs4=Communion of Blood|End|30|60
Buffs5=Breather|End|10
Buffs6=Cry carnage|Me
Buffs7=Ritual Scarification|Me|cond7
Buffs8=NULL
Buffs9=NULL
Buffs10=NULL
RebuffOn=1
CheckBuffsTimer=10
PowerSource=NULL
[Melee]
AssistAt=98
MeleeOn=1
FaceMobOn=1
MeleeDistance=60
StickHow=snaproll rear
AutoFireOn=0
UseMQ2Melee=0
[AE]
AEOn=0
AERadius=45
AE1=Rampage|1|Single
AE2=Vicious Cycle|1|Single
AE3=NULL
AE3=NULL
AE4=NULL
AE5=NULL
AESize=5
[DPS]
DPSOn=2
DPSSkip=1
DPSInterval=2
DPS1=Mangling Frenzy|99
DPS2=Dichotomic Rage|98
DPS3=Frenzy|96|mash
DPS4=Axe of the Aeons|96|mash
DPS5=Mangling Volley|96|mash
DPS6=Vigorous Axe Throw|94|mash
DPS7=Battle Leap|1|cond3
DPS8=Juggernaut Surge|97
DPS9=Ritual Scarification|99|Cond7
DPS10=Sapping Strikes|97|cond4
DPS11=Smoldering Rage|97|cond5
DPS12=Disconcerting Discipline|97|cond6
DPS13=Sucker Punch|99|ambush
DPS14=Shared Ruthlessness|98|Cond8
DPS15=Bolstered Frenzy|99
DPS16=Phantom Assailant|98
DPS17=NULL
DPS18=NULL
DPS19=NULL
DPS20=NULL
DPS21=NULL
DPS22=NULL
DPS23=NULL
DPS24=NULL
DPS25=NULL
DebuffAllOn=0
DPSSize=25
DPSCOn=1
[Heals]
Help=Format Spell|% to heal at i.e. Devout Light Rk. II|50
HealsOn=0
Heals1=NULL
XTarHeal=0
HealGroupPetsOn=0
XTarHeal2=0
HealsSize=1
HealsCOn=0
XTarHealList=NULL
[Cures]
CuresOn=0
Cures=NULL
Cures1=NULL
Cures2=NULL
Cures3=NULL
Cures4=NULL
Cures5=NULL
CuresSize=5
[Burn]
BurnText=Decepticons Attack
Burn1=Reckless Abandon
Burn2=Savage Spirit|cond9
Burn3=Silent Strikes
Burn4=Fundament: Third Spire Of Savagery
Burn5=Untamed Rage|cond10
Burn6=Focused Furious Rampage|cond11
Burn7=Brutal Discipline|cond12
Burn8=Blinding Fury|cond13
Burn9=Mangling Discipline
Burn10=NULL
Burn11=NULL
Burn12=NULL
Burn13=NULL
Burn14=NULL
Burn15=NULL
UseTribute=0
BurnAllNamed=1
BurnSize=15
BurnCOn=1
[Pull]
PullWith=Melee
MaxRadius=350
MaxZRange=50
PullWait=0
PullRoleToggle=0
ChainPull=0
ChainPullHP=90
ChainPullPause=30|2
PullLevel=0|0
PullPath=NULL
PullMeleeStick=0
UseWayPointZ=0
PullRadiusToUse=90
PullPause=30|2
PullArcWidth=0
[AFKTools]
AFKHelp=AFKGMAction=0 Off, 1 Pause Macro, 2 End Macro, 3 Unload MQ2, 4 Quit Game
AFKToolsOn=1
AFKGMAction=4
AFKPCRadius=250
CampOnDeath=0
ClickBacktoCamp=0
[Merc]
Help=To use: Turn off Auto Assist in Manage Mercenary Window
MercOn=0
MercAssistAt=92
[Aggro]
AggroOn=0
Aggro1=NULL
Aggro2=NULL
Aggro3=NULL
Aggro4=NULL
Aggro5=NULL
AggroSize=5
[SpellSet]
LoadSpellSet=0
SpellSetName=KissAssist
[GMail]
GMailHelp=Events currently support - Dead,GM,Level,Named,Leftgroup
GMailOn=0
GMail1=NULL
GMail2=NULL
GMail3=NULL
GMail4=NULL
GMail5=NULL
GMailSize=5

ConOn=1
CondSize=15
Cond1=!${Me.Song[${Spell[Breather].RankName}].ID}
Cond2=!${Me.Song[${Spell[Cry Carnage].RankName}].ID}
Cond3=!${Me.Song[Battle Leap Warcry VI].ID}
Cond4=!${Me.Song[${Spell[Sapping Strikes Effect].RankName}].ID}
Cond5=!${Me.Song[Smoldering Rage].ID}
Cond6=!${Me.ActiveDisc.ID}
Cond7=!${Me.Song[${Spell[Ritual Scarification].RankName}].ID}
Cond8=!${Me.Song[${Spell[Reflected Ruthlessness].RankName}].ID}
Cond9=${Me.Song[${Spell[Reckless Abandon].RankName}].ID}
Cond10=${Me.Song[${Spell[Savage Spirit].RankName}].ID}
Cond11=${Me.Song[${Spell[Savage Spirit].RankName}].ID}
Cond12=!${Me.Song[${Spell[Reckless Abandon].RankName}].ID}
Cond13=!${Me.Song[${Spell[Strike of Savagery].RankName}].ID}
Cond14=NULL
Cond15=NULL
 

Attachments

Ran some gamparse tests on my zerkers today. Nice DPS improvements in KA11.008b.

Group setup was SK-Clr-Brd-Bst-Zerk-Zerk killing trash in Overthere. Not running zerker alliance, both zerkers running the same ini w/ conditions (via updater program for KA11) and are using rank I spells/discs.

Zerker #1 - free-to-play - 110 25000AA - (EoK/RoS T1 + Conflag weapon) 3850 atk
  • 78,000 DPS avg running KA10.2.6
  • 103,000 DPS avg running KA11.008b
Zerker #2 - Gold - 110 31000 AA - (RoS T1/T2 + chase weapon) 4300 atk
  • 104,000 DPS avg running KA10.2.6
  • 134,000 DPS avg running KA11.008b
 
Here is the set for Beastlord Maskoi

On beastlord, anything with "roar" in it is AE -- we only get cold AE's. I know your pulling from the right click menus pretty much, but just want to point out that they would be mixed in.


Code:
Direct Damage | Cold    | Blast of Frost,Spirit Strike,Ice Spear,Frost Shard,Ice Shard,Blizzard Blast,Frost Spear,Trushar's Frost,Glacier Spear,Spiked Sleet,Jagged Torrent,Frozen Venom,Frigid Lance,Glacial Roar,Glacial Lance,Frozen Venin,Frostrift Roar,Frozen Cyanin,Frostrift Lance,Frozen Carbomate,Kromrif Lance,Kromrif Roar,Kromtus Lance,Frozen Miasma,Kromtus Roar,Frostbite Lance,Frozen Toxin,Frostbite Roar





AE Damage|Cold |Glacial Roar, Frostrift Roar, Kromrif Roar, Kromtus Roar, Frostbite Roar
 
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that doesent matter for whats in my post its only realy for Maskoi to work off and thats the format he wants it in.
this is not a part of a ini.
 
Have a question about bards boastful bellow. Currently my bard will recast bellow before the debuff fades which is not ideal since the current form of bellow nukes at the start and finish of the debuff. Is there any way to get it to not autocast bellow on CD and wait for the debuff? The solution I had was to check for the debuff in a condition but if more than one bard is on a mob only one bard will cast bellow when checking for the debuff.
 
Have a question about bards boastful bellow. Currently my bard will recast bellow before the debuff fades which is not ideal since the current form of bellow nukes at the start and finish of the debuff. Is there any way to get it to not autocast bellow on CD and wait for the debuff? The solution I had was to check for the debuff in a condition but if more than one bard is on a mob only one bard will cast bellow when checking for the debuff.
There is a .caster member you can check. Buff[].Caster I think it is. Caster is the name of the character that cast the debuff
 
I was thinking while I am doing the Ranger spell set would it be possible to add this to kiss11
On a Ranger when you first use /kiss11 Assist it would set up a default ini for close range mellee but if you typed /kiss11 Ranged it would set the default ini for the Ranger to assist using a bow and use default spells like Focused Arrowrain mainly used while ranged dps assisting. Just a thought.
 
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I was thinking while I am doing the Ranger spell set would it be possible to add this to kiss11
On a Ranger when you first use /kiss11 Assist it would set up a default ini for close range mellee but if you typed /kiss11 Ranged it would set the default ini for the Ranger to assist using a bow and use default spells like Focused Arrowrain mainly used while ranged dps assisting. Just a thought.

I use the focused arrow spells while meleeing, too. If you don’t you’re leaving a ton of dps on the table.
 
I use the focused arrow spells while meleeing, too. If you don’t you’re leaving a ton of dps on the table.

ahh ok thought they where ranged only attacks lol only reason I suggested was when I got my rangers in group they are always ranged dps and never mellee but it would be nice to give New people setting up kiss for the the first time the option strait away to be Ranged or Close Combat assister's.
 
ahh ok thought they where ranged only attacks lol only reason I suggested was when I got my rangers in group they are always ranged dps and never mellee but it would be nice to give New people setting up kiss for the the first time the option strait away to be Ranged or Close Combat assister's.

Have rangers come full circle enough that bowing is a viable way to dps? I have two chase melee weapons on my ranger but a group bow... I've ALWAYS just melee'd. The only time I bow'd was when I had the bow disc up in raids back 234243 years ago. And as soon as that disc was up I went right back in to melee again because it was much better dps than just range dps'ing.
 
A guildy 110 ranger noticed Headshot is doing a lot more damage. Clipping light blue cons in FM for up to 2M. Mobs would be half dead just from arrows as they ran to camp. Put my 110 chase weapon zerker to shame..

From update back in July:
Code:
- Ranger - Reduced the base damage of all ranks of Headshot and increased the maximum melee damage cap from 750k to 6m. 
This should result in critical Headshot attacks dealing significantly more damage than before.
 
For me its personal preferance i guess i like to keep my dps at range unless my beastlord or zerker are in the group makeup but for named i like my 2 spare rangers doing ranged damage out of group and they still crit alot with bow damage and they are only using the Conflag bow. also i always dont even group the 2 spare rangers just incase i KS myself if they get to many high crit's lol i also on one have it set to when he starts to fire away cast his AA Ensnare so a normal mob wont turn to run.

Another thing now kiss11 is not dependant on MQ2Mellee can it be made to /autofire with Rangers instead of haveing it Press Ranged every second as thats what i thought kiss 10 done at the moment due to MQ2Mellee Dependancy? i could be totally wrong but i am sure someone told me that.

And btw the above spell was ment to be Foreseen Shots not Focused Arrowrain.
 
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I have noticed that my sk is running out to pull and either does one of the following:
Runs about 100 foot from target and casts his pull spell and brings mob to camp.
Runs right up to the mob and casts his pull spell gets hit and brings mobs to camp.
Runs out and tries to cast his pull spell while still moving which fails and then turns around and runs back to camp without a target and just stands there for 10 seconds or so and tries again.

In the second case the sk has clear line of sight to the target so he does not need to run up to melee range to hit it.

I have seen this on 11.007 and now 11.008

Code:
[Pull]
PullWith=Refute for Power
PullMeleeStick=0
MaxRadius=1500
MaxZRange=500
UseWayPointZ=0
PullWait=10
PullRadiusToUse=150
PullRoleToggle=0
ChainPull=0
ChainPullHP=90
ChainPullPause=30|2
PullPause=30|2
PullLevel=101|120
CheckForMemblurredMobsInCamp=1
PullArcWidth=0
 
Number 1 don't be so sure you have LOS. In some zones a small rock positioned between you and your target, at just the right spot will keep the mob out of your LOS.

Are you pulling with LOS, Navigation, or AdvPath?
 
Number 1 don't be so sure you have LOS. In some zones a small rock positioned between you and your target, at just the right spot will keep the mob out of your LOS.

Are you pulling with LOS, Navigation, or AdvPath?

True, might be an invisible wall etc. it is flat open area but it seems in this one area the tank always runs to the mob.

MQ2Nav
I opened up the nav program to see if there was something odd at this location and it looked fairly clean so who knows.
 
ctaylor - I've seen a similar problem on my SK pullertank. If you use a pull spell with a cast time like "Refute" as opposed to bow/melee/"Terror", there is some times where you seem to interrupt the spell and it doesn't try to re-cast. Like EQ thinks your were still moving at cast time or such. Seems very rare though, like 1/50 pulls.
 
KissAssist Release KissAssist

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