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Hrmpf. Haven't seen that happen yet but will give it all a look-over and see if anything stands out.On latest build and works well most of the time but sometimes my tank will move to the hunters and not engage- have to manually engage them and once they are dead continues on as normal.
I prefer to move the group to the next waypoint on map where the NPCs stop and get ambushed by hunters, and resetcamp when I get there. Waiting at the last spot until hunters spawn feels like ED-209 (the sentry robot from robocop). GF, If I may recommend following the NPCs until hunters spawn, like how you handle the movement into the boss fight area?On latest build and works well most of the time but sometimes my tank will move to the hunters and not engage- have to manually engage them and once they are dead continues on as normal.
That is how things were originally and got a lot of push-back that the immediate spawn of 3 hunters on groups overwhelmed at times.I prefer to move the group to the next waypoint on map where the NPCs stop and get ambushed by hunters, and resetcamp when I get there. Waiting at the last spot until hunters spawn feels like ED-209 (the sentry robot from robocop). GF, If I may recommend following the NPCs until hunters spawn, like how you handle the movement into the boss fight area?
The script picks up wherever things are at.I ran this yesterday. not a big fan of the zone/instance navigation - it's ver suspicious when everyone in your grou runs to the same location simultaneously. I'd cut that bit out of it completely and have the player assemble the group at the zone in before they start the LUA.
Thanks, Skiitz.Do we have a way to use caster stuns on this yet? ran it a bunch of times with my melee group, no issues, would like to run it on my caster group but im lazy :P awesome work bud!
Personally feel it would be cool to have it coded into the script just so people like myself dont forget to mem / use itThanks, Skiitz.
I had started to code this but someone reported it wasn't needed due to the auto-casting of their enchie stun was happening, something something. So I stopped.
Can definitely get that finished off.
. and wonder why im dead after half an hour 
That was me. It semi works. There is some grey area, since my CWTN checked boxes on the enchanter afford me a free gem slot, and since I have a stun memmed, the addon will cast it when its available as a nuke, its not synced when a stun is needed. When I am impatient (most of the time) I will pause the enc and manually stun.Thanks, Skiitz.
I had started to code this but someone reported it wasn't needed due to the auto-casting of their enchie stun was happening, something something. So I stopped.
Can definitely get that finished off.
Having the script cast a configured spell/gem is straight forward.Personally feel it would be cool to have it coded into the script just so people like myself dont forget to mem / use it. and wonder why im dead after half an hour
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- New config option to not wait for Hunters at 3rd stage
- Defaults to true - no changes from current behavior
- First run will add to config file
WaitBeforeEngagingHunters=true- Bandoliers explicitly reverted to Standard at completion of event or exiting zone
- Some situations existed where a char was left on the "Stun" bando
I have had this happen a few times between yesterday and today. War runs up to the correct spot but does not engage the hunters. I have to manually target and hit attack. Then the script seems to reactivate and it works as intended from that point onI haven't heard of an issue on this yet.
I run CWTN on a tank - with "Sic's Tank" set.
Then all other CWTN + KA on follow/assist.
The script only moves the tank/assist (script runner) to the mob, targets, and /attack on.
You should be able to take over at that point and make any correction that initiates the rest of the crew. Find out what the main char isn't doing that s/he should.
Let me know on that.
Can you verify you have the latest version? This was an issue due to how tools work when the ExtendedTarget list is empty.This is a great program have completed 3 times now. I am having ne problem though. I get to archers at the end and 3 toons will not assist tank killing archers. my bard targets rogue so must resart kissassist to get him to ingage. must resart kiss for rogue also. My wizard will not engage unless I manually cast on archers. but when I get them down all engage final boss.
-- Mission_FinalFugue
-- Version 1.6
---------------------------
What tool are you using on your Warrior? CWTN, KA, Mule,...?I have had this happen a few times between yesterday and today. War runs up to the correct spot but does not engage the hunters. I have to manually target and hit attack. Then the script seems to reactivate and it works as intended from that point on
CWTN. Use for CWTN for all toons except bard which is KA.What tool are you using on your Warrior? CWTN, KA, Mule,...?
Does this only happen on the first hunter?
EDIT: This happened to me today. CWTN Knight MA ran but never targeted or engaged. Will try to prioritize looking into this.

Glad this isn't just me it is happening to. Runs to hunters and stands around doing nothing. CWTN for all except bard as well. Thanks for looking into it @GoldenFrogCWTN. Use for CWTN for all toons except bard which is KA.
Only happens with the 3 bridge ones. Toons run over to where they pop but then just stand there and do not target or engage even though they are litterly standing in middle of fight.
Did it again with SK just now. See the wrath and the hunters but my group is just standing there and at bottom you can see eskay has nothing targeted or doing anything. As a side note: everything else has worked perfectly everytime.
View attachment 56014
(I didn't misspell Achievements....)- Final Fugue (Mission) -
- - Achievments now will be credited properly.
- - Player characters will no longer suffer longer combat rest lockouts.
- - Any stun should help to make Kar movable again after he draws his shield.
- - The boars are now animals.
It's been requested and I've been meaning to but kept getting side-tracked. I'll see if I can do that this morning.I ran a mission earlier today.. zipped through like crazy fast..Captain Kar now can be stunned immediately (I know they said in notes it was going to happen), but was surprised how fast he went down. He outs his shield up, pally stun..Blammo! Back to HP going down. HAHA. GF, dare I ask for a stun to be added script wise for Captain kill?
This is the first I realized Enchanter Gem 13 isn't automatically loaded with anything.....Note the CWTN Enchanter plugin leaves spell slot 13 alone, so I mem "Dizzying Spindle" there. Future ToDos: make a pre-mission prep function that queries the group composition looking for stunners, understand CWTN button spell bar (do all classes have a floater cast gem?), mems a stun, and then rotate through stunners (call next character out of an array?) so group is not waiting on cool downs...

we do load that gem depending on your other settings, same with all the other pluginsThis is the first I realized Enchanter Gem 13 isn't automatically loaded with anything.
Not aware of any other class that has that happen.
However, just loading Dizzying Spindle into Spell Gem 13 caused CWTN to chain-cast it. There doesn't seem to be a "UseStun" option to disable that behavior.
I was half-way through the Kar fight before I realized my awesome script wasn't actually causing the casting.
View attachment 56161
However, the casting was more than often-enough to finish the fight in fast. So... just mem it and see success?
I don't have access to another stun class with this expansion. I'll test my next run on a char with random spell - just to see, but...
For enchanter? Just mem the spell.
we do load that gem depending on your other settings, same with all the other plugins
Q. Why do I have an Empty Spell Gem?
A. an empty gem can happen depending on your settings. For example, gem 13 we use alliance or night's terror there (with usealliance or usenightsterror respectively) if you have alliance off, and already have night's terror elsewhere due to other settings, that gem is empty
there isn't a usestun - mq2enchanter would use their stun ability when it is available since you memorized it manually, we assume that it is important to use.
keep in mind, this last updates makes any and all stuns work - including things like bstlord pet proc, and regular weapon procs and other triggers - not just old timey stuff.
just about any group makeup shouldn't even notice this any more.
Should have been doing that. I've gotten side-tracked lately but going to work with this script today on a few issues.Kill Hex - Kill Warlock and then go beat on the soldiers.
Still on the to-do list:
- Zoning into quest should work better
- Will only wait for instance spin-up as necessary
- Bard still sometimes doesn't zone. This doesn't appear to be script-specific.
- Cleaned up Hex/Warlord wave; targeting & prioritization
- Hunters targeting has improved
- Sometimes still doesn't target Hunters.
- Correct hunter targeting
- Correct archer targeting
Can definitely do this, but admit to not understanding why that would change the behavior.I have a suggestion that might help with the hunters.
When the script runner (tank) gets to the position for hunters, please do to 'resetcamp' on the tank so that CWTN SicTank mode will grab all the agro in this area. Since its not doing that now, the healers get clobbered by the 2 untanked hunters after they heal tank.
campradius would do it. In SicTank, the tank won't run back to camp. If outside of campradius then it won't do tanky things.Is there a 'distance from camp' type of component that impacts when/whether mobs on xtar get agro'd?
