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You can set two total misc gems - MiscGem, and MiscGemLW. MiscGem LW is for spells that have a long recast timer. If you put Wound into the miscGem slot and save it as part of your [Spells] setup, then KA will swap it out for whatever it needs to cast, then remem it as soon as the spell is finished casting. Also take a look at the LoadSpellSet=<0/1/2> setting - 0 no reload, 1 load SpellSetName (set by using the EQ spellsets - right click on spell bar to create one or more), 2 loads the spells listed in Gem1 - Gem14 in the [Spells] section. So if you mem Wounds in gem 13, and set that as your MiscGem, it would swap to whatever buff it needed, cast, then remem wounds. If you use the MiscGemLW setting, that will likely take your dot out of rotation for a lot more time.I know MiscGem, but wanna know how to set multiple of them
for example, remem certain short time dot at certain necro's wound's gem position, cast then when wound is ready, switch back.
for others buff just.use.MiscGem.
so, my question is, how to quickly load as many dot as possible?
any idea please and thank you
I think what you are trying to do is something that would not be within the scope of Kissassist. A compromise would be to have like 4 long duration DoTs and 4 short duration DoTs. Or some ratio of long to short. I have been using the short duration DoTs more often lately as the fights are just not lasting very long and I am needing more "Burst" DPS from necro.I know MiscGem, but wanna know how to set multiple of them
for example, remem certain short time dot at certain necro's wound's gem position, cast then when wound is ready, switch back.
for others buff just.use.MiscGem.
so, my question is, how to quickly load as many dot as possible?
any idea please and thank you
Changing spells in the spell set won't change/modify any of the spells listed in the buff/dps section of the characters config file. If a buff spell isn't up in a spell gem, it would get mem'd to be cast...but pretty sure any spell that isn't up that's in the dps section, just wouldn't get cast. Also, any spell mem'd in a spell gem, but didn't have an entry in the dps section (assuming dps spell), also wouldn't be cast.Quick question: If I set up a set of spells in Kissassist and save with a new name and then change the spell set to another, will the spells then be changed in the buff, dps, pet, and stuff to match the other spell set? Example: I make a set of spell gems for using spells for undead things and then I want to go and mess around with normal critters which has a different spell setup. Changing the spell set in Kissassist will it also change say the Dps spells that were changed or do I need to go and change them all over again?
Zeb
Well Reedreddington I just finished binging on Blacklist. The only bad part of running two Necros is trying to figure out who is going to cast what DOT and when. Might have to start working on building some conditions to help set the timing of dots being cast. Ohhh and I never pull with my pet, two many good DOTs to do that with fear to help out the pet tank.
Zeb
This. Exactly this.My necro always pulls now. By the time dots start ramping up, mob is already dead. Even mission bosses.
You would have to use a condition for the spell in the DPS section. I believe I used this condition to check for undead mobs:Quick question: Going over the Kissassist Manual, I have been looking for any reference on how to determine if a mob is either undead or not. Here is what I am trying to do. Have one Necro cast Ignite Bones (which turns mob into a skelly). The other Necro is set up to destroy undead stuff. So when setting up dps1 and using say Expel Undead is their a flag that detects just undead and not cast the spell if it's just a normal mob?
Zeb
This is not a good candid for weave.Below is how i would actually set it up so that Expel Undead tries to cast when they turn undead due to the Ignite Bones line. You may need to test it though. This is only just in my head without actually trying it out. Using the undead body id conditional can make your guys just go wild nuking all undead - which could be detrimental in some instances.
DPS1=Expel Undead|99|Cond1|Weave
Cond1=${Target.Buff[Smoldering Bones].ID}
PullWith=${InvSlot[Ranged].Item.Name}|${InvSlot[Ammo].Item.Name}
PullWith=melee


These echoed the correct items in those slotsThen try this.
/echo ${InvSlot[Ranged].Item.Name}
/echo ${InvSlot[Ammo].Item.Name}
There was no change in the behavior after making this change, and echoed the PullWith still reflected "ranged"Try replacing this: PullWith=${InvSlot[Ranged].Item.Name}|${InvSlot[Ammo].Item.Name}
With This: PullWith=${Me.Inventory[ranged].Name}|${Me.Inventory[ammo].Name}
Could be InvSlot has changed. I know they depreciated InvSlot a long time ago.
So.... I changed it toThen there is something else causing the issue. No changes were made to the macro recently so I would look elsewhere, but in the meantime just change the PullWith= to the actual name of the Ranged and/or Ammo item name(s). I will do some testing and see if I can duplicate the problem.
PullWith=Short Bow of Unraveling Order|Ethereal Arrow
It is returning "False" even though the "Range Attack" button is raised and ready to be clickedWhen it starts kicking out that message try this:
/echo ${Me.RangedReady}
and see what it is returning.
I am using the default UI, and not the New UI Engine. Once it triggers the ranged not ready, it remains false regardless of the macro running or not, till I zoneSounds like an issue with MacroQuest or your UI. Are you using the default UI? Try closing the macro and then use the /echo ${Me.RangedReady}
