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MQ2Enchanter

Plugin - MQ2Enchanter (2 Viewers) 3.1.52471.11

I am using CWTN plugins for a while now and tested MQ2Ench since its release.

I notice that many long cooldown skills and AA are used. and get used by the plugins what appears to be "without a good reason".

Skills like
  • Expedient Recovery,
  • Summon Banker, Agent, Jester, Steadfast Servant
  • Staunch Recovery
  • Infusion of the Faithful
  • and certainly a bunch oif class specific things too
These skills are very situational. And some of them get burned the moment i log in or when my invis fades and 15 lvl 30 mobs jump my lvl 115 tank or i accidently run into a random named mob.

An example. Staunch recovery is effectively like clerics 100% Rez.
The effect being: instant full mana/HP/Endu in a situation of need.
Clerics 100% rez is optional in the cleric plug in. But Staunch Recovery is not optional for enchanters (and other classes).
Its just gone when the plugin finds its condition met.
Boom - gone - and not available for the evening raid.

I suggest to make them not even optional. Just remove them from the plugin.
 
Skills like
  • Expedient Recovery,
  • Summon Banker, Agent, Jester, Steadfast Servant
  • Staunch Recovery
  • Infusion of the Faithful
  • and certainly a bunch oif class specific things too
we absolutely do not use these.

the only thing we use is glyph if you have useglyph on, but we absolutely don't use any of the things you listed.
 
I am using CWTN plugins for a while now and tested MQ2Ench since its release.

I notice that many long cooldown skills and AA are used. and get used by the plugins what appears to be "without a good reason".

Skills like
  • Expedient Recovery,
  • Summon Banker, Agent, Jester, Steadfast Servant
  • Staunch Recovery
  • Infusion of the Faithful
  • and certainly a bunch oif class specific things too
These skills are very situational. And some of them get burned the moment i log in or when my invis fades and 15 lvl 30 mobs jump my lvl 115 tank or i accidently run into a random named mob.

An example. Staunch recovery is effectively like clerics 100% Rez.
The effect being: instant full mana/HP/Endu in a situation of need.
Clerics 100% rez is optional in the cleric plug in. But Staunch Recovery is not optional for enchanters (and other classes).
Its just gone when the plugin finds its condition met.
Boom - gone - and not available for the evening raid.

I suggest to make them not even optional. Just remove them from the plugin.

1000% don't use any of that stuff in any of the CWTN Plugins at all.

Provide a Screenshot of [MQ2Enchanter] output in the enchanter window that says they're casting those things. Would pay money to see it since it's not in any of my code at all.
 
Just a shot in the dark, @Robban, but are you thinking the plugin fired the abilities because you see the hot buttons and they appear to have a refresh timer? I know that my staunch and expedient appear to be on permanent cooldown and have been that way for a long time. But if I click the button, it some refreshes itself and is available. Some sort of strange ui issue. I’ve only seen it with these two since those are the only ones I have buttons for. Forgive me if I’m wrong and there is something else going on, your post just reminded me that I see these two abilities on cooldown on many of my toons, most of which don’t have a CWTN plugin running.
 
Just a shot in the dark, @Robban, but are you thinking the plugin fired the abilities because you see the hot buttons and they appear to have a refresh timer? I know that my staunch and expedient appear to be on permanent cooldown and have been that way for a long time. But if I click the button, it some refreshes itself and is available. Some sort of strange ui issue. I’ve only seen it with these two since those are the only ones I have buttons for. Forgive me if I’m wrong and there is something else going on, your post just reminded me that I see these two abilities on cooldown on many of my toons, most of which don’t have a CWTN plugin running.

That would may be explain things. I'll look into it.

Thanks for the responses also to Sic and CWTN.
 
I Apologize because I didn't read through all the pages, Just wanted to mention we need a BYOS button and a UsePet Button. I hate that stupid little thing when Im pulling on progression. Also Im seeing an issue with Tash where the chanter gets in a casting cycle
 
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I Apologize because I didn't read through all the pages, Just wanted to mention we need a BYOS button and a UsePet Button. I hate that stupid little thing when Im pulling on progression. Also Im seeing an issue with Tash where the chanter gets in a casting cycle
I also noticed my enchanter casting Tash multiple times on the same target.
 
Like MQ2Cleric, MQ2Enchnater may benefit from a 'use epic 1.0 haste' toggle. That, or maybe a check in the routine to see if the enchanter has their Staff of the Serpent (item ID: 10650) and use that spell (Speed of the Shissar ID: 1939) clicky as their top-level haste instead of Visions of Grandeur prior to obtaining Speed of Vallon at level 62?
 
For some reason my Enchanter isn't casting his robe clicky during combat. I have it set "Clicky3=Snowbound Mindlock Robe|offensive", but he never uses it.
 
I believe offensive only works if they are melee, tho i may be mistaken. Try combat instead

You're right, if I turn on melee the robe gets clicked. I'd rather not have my enc melee though and still want to use it. What do you mean by combat? I only see options for Defensive, Downtime, Burn, Offensive, Summon, ShrinkGroup, PullItem, ManaGroup, ManaSelf, HealthGroup, HealthSelf, Cure
 
Umm i thought there was a combat option my bad. I'll leave it to the experts to chime in on the best place to put the robe. I almost want to say mana or burn.
 
Any chance we can get an option to not use the twincast mez spell and just use the normal single target mez spell.

For example at level 115 use Deceive rather than Chaotic Deception.
 
I had my crew in DN pulling rats and spiders on the surface. I noticed that once in a while my enchanter would charm a mob that my crew had already started fighting. Charm would land and the crew would then sit there and target the charmed mob. They wouldn't go back to pulling and fighting. Once I broke the charm and they beat down the mob, they went back to work. I watched it happen several times over the course of about 3 hours. Not enough times to cause significant issues, but just enough to make me notice. Anyone else notice this happening from time to time?
 
I had my crew in DN pulling rats and spiders on the surface. I noticed that once in a while my enchanter would charm a mob that my crew had already started fighting. Charm would land and the crew would then sit there and target the charmed mob. They wouldn't go back to pulling and fighting. Once I broke the charm and they beat down the mob, they went back to work. I watched it happen several times over the course of about 3 hours. Not enough times to cause significant issues, but just enough to make me notice. Anyone else notice this happening from time to time?
It's been mentioned.

What are the other characters using?
 
@VorpalChicken I made a button to broadcast /petattack and /qswarm that I spam to keep the pets going. Having said that, I would have to agree with you that it would be useful as an option. I would argue that, for the class, it is just as important an option as Frenzy is for the zerker or Squall for the Shaman; the DPS is better with it, but there are circumstances that I'd like to have the ability to turn it off. I will continue to use the plugin, tho, cause it's still bad ass.
 
It's been mentioned.

What are the other characters using?
Group makeup is: SK, MNK, CLR, BRD, WIZ, ENC and I’m using: MQ2ESKAY, MQ2MONK, MQ2CLERIC, MuleAssist, MuleAssist, MQ2ENCHANTER.

I have also seen this behavior occasionally when using MQ2ESKAY+MuleAssist across the other 5 toons and allowing MuleAssist to charm using its OhShit method.
 
Group makeup is: SK, MNK, CLR, BRD, WIZ, ENC and I’m using: MQ2ESKAY, MQ2MONK, MQ2CLERIC, MuleAssist, MuleAssist, MQ2ENCHANTER.

I have also seen this behavior occasionally when using MQ2ESKAY+MuleAssist across the other 5 toons and allowing MuleAssist to charm using its OhShit method.

And I've seen it with EsKay, Cleric, Enchanter, Shaman, and RGMercs.
 
Chat/Sic great work on all the plugins, I decided to level a chanter and try the plugin out, as I am running all the other plugins, is there a reason why chanter will only load the 110 mez spell Transfixing Stare and neither the 111 or 112 mez spells will load? Chanter is 112 and has Rank 2 spells. Cant get it to load the pet either??
 
I'm not sure @quo I'd need to know the name of the missing spells to be able to comment on it.

Some mezzes are long recast, which is counter productive in some cases to have a slot filled with a mez you can only use every 15 seconds or something like that.

As for the pet, I'd need the name to confirm it's missing.

"Can't get it to load the pet" - Do you have the reagents needed to summon it? It only memorizes the pet if it can summon it. Meaning you don't currently have a pet, you have all the reagents needed to summon the pet (Tiny Daggers) you don't currently have UseCharm (or if you do, you don't actually have a charm spell).
 
Group makeup is: SK, MNK, CLR, BRD, WIZ, ENC and I’m using: MQ2ESKAY, MQ2MONK, MQ2CLERIC, MuleAssist, MuleAssist, MQ2ENCHANTER.

I have also seen this behavior occasionally when using MQ2ESKAY+MuleAssist across the other 5 toons and allowing MuleAssist to charm using its OhShit method.

Is the pet on XTarget for the characters stuck trying to attack it? Is the Main assist using on of the CWTN Plugins (So I know if I'll ever encounter the bug myself at some point) If it's on XTarget for the characters stuck trying to fight the pet, is it also on XTarget for the enchanter?

There's supposed to be existing logic that "Validates" the target. That says if the mob is an NPC and they have a Master, if the master is a group member, then it's not a valid target. Though, if it's stuck on XTarget, I could see this failing if EQ thinks the pet still has aggro on the group members.
 
Is the pet on XTarget for the characters stuck trying to attack it? Is the Main assist using on of the CWTN Plugins (So I know if I'll ever encounter the bug myself at some point) If it's on XTarget for the characters stuck trying to fight the pet, is it also on XTarget for the enchanter?

There's supposed to be existing logic that "Validates" the target. That says if the mob is an NPC and they have a Master, if the master is a group member, then it's not a valid target. Though, if it's stuck on XTarget, I could see this failing if EQ thinks the pet still has aggro on the group members.
Yes, the charmed pet remains on XTarget for my enchanter and all other group members.
Yes, the MA is my SK and running MQ2ESKAY. I generally have her in Tank mode or Sic Tank mode.
 
Morning Chat, The 2 spells are, Deceive and Deceiving Flash both Rank 2 spells, 111 and 112 level. Ah I did not realize there was a pet reagent, been a while since I played a pet class. I do not class the SK pet as anything useful!
 
1606904188929.png

It's listed, but not currently used. If you have UseTash on, and UseAoE on, then it should allow you to memorize anything you want in gem1. So you could put Deceive in that slot, and the plugin should cast it.

UseAoE doesn't currently use damaging AoEs, it's only used for consideration with Slow and Tash, since the AA Tash is an AoE it will use the AA if UseAOE is on, therefore won't nessesarily need the single target one.

The entire spell lineup is in limbo currently. I plan to rework it soon, but with beta stuff, and working on other projects (MQ2GroundSpawns should come out next time VV updates) and in general working on maintenance of other things, I haven't had a chance to sit down and really iron out the edges on this new pending loadout, or any of the options that would go along with it to allow the plugin to memorize different things based on settings.

Soon(tm) though that will happen and we'll see about a way to get the single target mez put in the lineup as I think it got replaced with Chaotic.
 
Any chance we can get an option to not use the twincast mez spell and just use the normal single target mez spell.

For example at level 115 use Deceive rather than Chaotic Deception.


I was gonna ask the same thing....its a better mez over all but I get why they use it in the plugin.... oh well
 
Well as it stands the plugin prefers to use the AoE, regardless of how many on your xtarget there are over 1, if that happens to be down, it'll cast the chaotic which will park something until the aoe one is ready again.
 
I'd like to add as so many people have contacted me about this, thanks for the messages, the reason I suggested the change was down to a lot of personal use of enchanters and that the plugin seems to be in active development phase, and the fact I tend to use a lot of pet classes in my main group, and the guild I raid with does as well, and the use of the twincast mez spell causes the pets to disengage.

The upshot of this is twofold, is that there is a loss of DPS as you need to re-engage the pets, and if someone hasn't purchased the AA to be able to control temporary pets, well it's game over for them util they reuse that spell.

I tried to run the chanter again last night using chat's plugin (use the chanter in the guild on raids as a stopgap atm) and the guild wasn't happy when someone noticed pets were being backed off, hehehe, took them a bit to figure out it was the chanter
 
I'd like to add as so many people have contacted me about this, thanks for the messages, the reason I suggested the change was down to a lot of personal use of enchanters and that the plugin seems to be in active development phase, and the fact I tend to use a lot of pet classes in my main group, and the guild I raid with does as well, and the use of the twincast mez spell causes the pets to disengage.

The upshot of this is twofold, is that there is a loss of DPS as you need to re-engage the pets, and if someone hasn't purchased the AA to be able to control temporary pets, well it's game over for them util they reuse that spell.

I tried to run the chanter again last night using chat's plugin (use the chanter in the guild on raids as a stopgap atm) and the guild wasn't happy when someone noticed pets were being backed off, hehehe, took them a bit to figure out it was the chanter

That's my takeaway as well. Losing too much pet time due to mezzes that land on the active mob. There are a couple other factors that will push me to an alternate solution for running the Enchanter on auto.
 
Had something weird happen a few times recently. I would pull a mob and the enchanter would take off in some random direction. Generally this ended in it’s death in rapid fashion. Camping or zoning seemed to fix it but didn’t help pinpoint the problem. Recently though I think I figured out the issue.

I had recently wiped and just ran cleric back without releasing others. Then when I went to pull a single repop the chanter who was in assist mode ran out mezzed the mob that killed us previously and came back. I hadn’t aggroed that mob so it wasn’t on xtar. So it seems it only happens if I don’t release the enchanter on death but I haven’t confirmed it yet.
 
might be a side effect of the "TashThenMez" option being added. When we find a mob that needs to be mezzed, we hit it with tash instead, then we store the spawn's ID and say if that variable has an ID stored in it, then next time we run the function to check for mezzes, we mez that mob that we had stored to finish our "TashThenMez" routine.

People seemed pretty adament the feature be added, and I expected there to be some complications around the way I choose to try and handle it, but wasn't sure what those might be. I usually miss some corner case on the first try at something like this.

I expect turning off tashthenmez will keep this from happening again.
 
Plugin - MQ2Enchanter

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