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MQ2Enchanter

Plugin - MQ2Enchanter (1 Viewer) 3.1.52471.11

52 Enchanter on Rizlona is casting Boon of the Clear Mind (7 mana regen @ level 52) instead of Clarity II ( 9 mana regen @ level 52)
Is there a reason for this that I am not aware of? I know clarity 1 (9 mana regen @ level 32) is better than Boon of the Clear Mind (6 mana regen @ level 42)
Clarity II doesn't really get any better than Clarity I for a few more levels, but both are still better than Boon of the Clear Mind until level 64 and then it only equals Clarity I.
its just due to it being in pre-release still and a few things need to be fleshed out.

currently, it will use group mana regen if you have it, and it doesn't do any comparison on values/levels or such like we do in the other plugins that have group/single versions

but an easy fix - thanks for bringing it up
 
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Apologies if this has been mentioned but there is not a BYOS toggle on the settings page I have to issue via command not a big deal just reporting it.
 
Apologies if this has been mentioned but there is not a BYOS toggle on the settings page I have to issue via command not a big deal just reporting it.
That's because there's no support for BYOS as mentioned on the FAQ. If it's casting things it's because the plugin already planned to use it.
 
Having an issue with Nights Terror. I uncheck it yet it keeps casting it. Tried checking and unchecking multiple times and it won't stop. Sorry if this is a known issue.
 
Having an issue with Nights Terror. I uncheck it yet it keeps casting it. Tried checking and unchecking multiple times and it won't stop. Sorry if this is a known issue.
LMFAO

well - not known but lol def is an issue.

will have fixed for next update
 
Ready to pay for this thing when ya'll finish it. Sorry to sound like a broken record...but for sanity's sake for us lousy pullers can a feature be created to that when it reaches a certain count (4+) it instantly uses the following aa's?
- Beam of Slumber (aoe mez aa)
- Enveloping Helix (aoe slow aa)
- Beguiler's Banishment (aoe kick/fade/root)

I'll be the first to admit as war i suck at pulling and when that train of 5+ mobs comes to visit it's touch and go. I find myself alt + tabbing back often to enchanter to hit my social key that triggers that very key often.

For sanity/convenience i'd be nice to be able to specify that "oh sh*T count" say 4-5+ and have clicky button to turn that on/off (for those that prefer single target mez).
 
Still seem to be having an aura issue. I have the following auras picked:
1612012060706.png

both are up in aura window:
1612012090613.png

but the plugin will keep casting Mana Aura until its on top of aura window list
1612012122477.png

So to fix I must click off Deviser's Aura and let it recast:
1612012178308.png

1612012206831.png
After that it works fine but this bug holds up all other casting.
 
Also noticed that sometimes after a death, it will try to spam an ability while out of mana. MA is sitting but Enchanter wont sit but instead try to spam spell.
1612015118105.png1612015134526.png
 
Also noticed that sometimes after a death, it will try to spam an ability while out of mana. MA is sitting but Enchanter wont sit but instead try to spam spell.
View attachment 27871View attachment 27872
the multi-spell things are weird because they report back a different mana requirement than they actually need. I have this on my list of things to take a peak at.

in the mean time - that "sufficient focus to maintain" should be unrelated - that would be like if you have auras and are trying to cast more - are you sure that error is from the devister's unity
 
Every time I zone it seems to reorder the auras to:
1612016020795.png

causing the bug listed above:
1612016052413.png

which goes into an endless loop due to:
1612016076797.png

The second post above I meant to link it showing no mana. That was my error.
 
I'd have to look at this, as I have logic specifically geared towards checking the number of aura's we have on us, and checking that they match the set we have chosen, and if they don't match to remove the aura's we shouldn't have, and it shouldn't cast if we have 2 auras, or 1 aura and no mastery.
 
What spells/AA does the plugin use for Mezzing? It is auto-loading 12 spells, but none are mez. When I get adds in camp, none are being mezzed.

Also,I am getting spam casts occasionally. Until the mobs are cleared, it will keep going. See screenshot below. At first it was Tash, so I disabled it. Now its Mind Storm.



1612103634551.png
 
What spells/AA does the plugin use for Mezzing? It is auto-loading 12 spells, but none are mez. When I get adds in camp, none are being mezzed.

Also,I am getting spam casts occasionally. Until the mobs are cleared, it will keep going. See screenshot below. At first it was Tash, so I disabled it. Now its Mind Storm.



View attachment 27923
what lvl are you?
are you missing spells? (/enc missing)
 
Any chance you could add the 3rd dot line to the plugin? Referring to the Deceiving Constriction line. Otherwise, spot on!
 
What spells/AA does the plugin use for Mezzing? It is auto-loading 12 spells, but none are mez. When I get adds in camp, none are being mezzed.

Also,I am getting spam casts occasionally. Until the mobs are cleared, it will keep going. See screenshot below. At first it was Tash, so I disabled it. Now its Mind Storm.

Yohave iinterrupt for mez on. Check that usechaotic is off and check /enc missing as suggested by sic.

Sounds like you dont have a mez to cast somehow, though you should if you have mindstorm available.
 
Can say this has been a great CTWN so far. I have used this from level 20 to 76 so far and far as I am concern it works like a champ. This being from an OE Chanter (played the first 8+ yrs) that has been thru all the trials and tribulations of Sony's nerfs to what could of been the best class in EQ, IMO still is the best class but takes a patient person to learn the class and work thru the leveling and a good understanding of the mobs. The only part where I see it coming up short on is the Charms and would like to suggest a Force Charm. the Enchanters best DPS comes from the Charmed Pet. Only way get charmed pet is if multiple pulls, Only to later loose the pet when it breaks as group kills it, Chanter doesn't even try to recharm it. Old days and if soloing sure used to roll the pet, when it broke killed it as would be close to death anyway and charm the new mezzed mob,. In a group setting would maintain the charmed pet as it was buffed, which is happening the pet is getting buffed. Like said though the CTWN is great so far and looking forward to the higher level usages. If there is away to set Charmed Pets to be maintained instead of killed would be great.
 
Allright, I know your stance on spitting out a lot of pointless announcements, but i'm having problems figuring out what mobs are mez immune in unfamiliar zones when i'm driving from the tank. Crowd control is really the only spell i would say we need announcements to a group for, because if it isn't working we're in the poop. Can we get some dnet or bcs announcments for mez immunes and mez resists pretty pretty please? =)
 
Allright, I know your stance on spitting out a lot of pointless announcements, but i'm having problems figuring out what mobs are mez immune in unfamiliar zones when i'm driving from the tank. Crowd control is really the only spell i would say we need announcements to a group for, because if it isn't working we're in the poop. Can we get some dnet or bcs announcments for mez immunes and mez resists pretty pretty please? =)
Already has broadcastmez option to broadcast when it is casting mez
 
Which it does just fine, but there aren't resist or immune announcements. From what I have seen it only announces when it's casting the ae mez.
 
@nerp if understanding your statement, if you run your tank with the MQ dialog box open, it will tell you when a mob is immune and tells you it puts in immune list. it was one of the things I first noticed when hitting into immune mobs and if remember correctly Chanter will remez if a mob resisted, I haven't any issues with resists...
 
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It is possible to include an option to toggle AE mez/AE abilities off/on? Some zones are buggy and AE mezzes/AE abilities can cause a huge mess.
 
It is possible to include an option to toggle AE mez/AE abilities off/on? Some zones are buggy and AE mezzes/AE abilities can cause a huge mess.
can you be specific as to what abilities you're talking about
 
So, I'm not sure if I am doing something wrong, but I can't seem to get my enchanter to mez in a certain camp in Akheva Ruins on Rizlona.

1612993409858.png

My best guess is that the plugin assumes each of the mobs is a named, and just doesn't bother to attempt to mez them with Glamour of Kintaz. It'll slow them, dot, nuke, but it just will not mez/charm any of them, doesn't matter how many I end up pulling into camp. I attempted to pause, reload the client, all of the usual mumbo jumbo, but I thought it would be worth just posting something here, even if it isn't really fixable.
 
So, I'm not sure if I am doing something wrong, but I can't seem to get my enchanter to mez in a certain camp in Akheva Ruins on Rizlona.

View attachment 28130

My best guess is that the plugin assumes each of the mobs is a named, and just doesn't bother to attempt to mez them with Glamour of Kintaz. It'll slow them, dot, nuke, but it just will not mez/charm any of them, doesn't matter how many I end up pulling into camp. I attempted to pause, reload the client, all of the usual mumbo jumbo, but I thought it would be worth just posting something here, even if it isn't really fixable.
thanks - your guess is correct, but i can fix
 
What is the enchanter's pullability? Disable is toggled off and the enchanter still runs up to mobs.

Can we set it to tash, or slow, as an excellent pull AA?
 
running restless ice with 2 groups PLing some toons noticed my 115 bard was mezzing stuff fine, the 113 chanter wasn't (because his spells were not high enough till 115). When the chanter hit 115 and i got the spells he still wasnt mezzing at all. dug around some and looked at CWTNMezImmune.ini and the mobs in restless ice were on the list. i just cleared the ini and saved and all is working as planned now. I am not sure how they got into the ini.

bard and chanter in 2 different groups
 
..., the 113 chanter wasn't (because his spells were not high enough till 115). When the chanter hit 115 and i got the spells he still wasnt mezzing at all. dug around some and looked at CWTNMezImmune.ini and the mobs in restless ice were on the list. i just cleared the ini and saved and all is working as planned now. I am not sure how they got into the ini.
I know how they got there, but a cleanup routine might be nice for the enchanter when getting to the next level (114) or the next tier of mezz spells (115) to clear up the "unmezzable" mobs list.
 
Been using this for the past few days on Rizlona, been working great for the most part. Got a few questions to try and figure out if I am seeing a plugin issue, or more likely just a user issue.

Occasionally on very large pulls (~4+ mobs) the enchanter will run towards the mobs before they are anywhere near the enchanter. I am assuming it is hitting some burn or AOE mez routine, and as soon as they enter camp radius off it goes to take care of things. What sort of situations would cause it to run off at a mob? Use Melee is off, Use AOE off, BurnIfMoreThan set to 5. Am I correct in my assumption that its a burn or AOE mez thing?

What causes a mob to be added to the mez immune list? Certain number of resist attempts or just the immune message? In Griegs End I am seeing a few mobs getting automatically added to it that are fine to mez that im aware of (Eg A mangled clairvoyant, A tormented pugilist). Wondering if it is just a few resists getting counted up triggering a mezimmune. I do have charm enabled, not sure if maybe somehow the charm mob is getting added?
 
Been using this for the past few days on Rizlona, been working great for the most part. Got a few questions to try and figure out if I am seeing a plugin issue, or more likely just a user issue.

Occasionally on very large pulls (~4+ mobs) the enchanter will run towards the mobs before they are anywhere near the enchanter. I am assuming it is hitting some burn or AOE mez routine, and as soon as they enter camp radius off it goes to take care of things. What sort of situations would cause it to run off at a mob? Use Melee is off, Use AOE off, BurnIfMoreThan set to 5. Am I correct in my assumption that its a burn or AOE mez thing?

What causes a mob to be added to the mez immune list? Certain number of resist attempts or just the immune message? In Griegs End I am seeing a few mobs getting automatically added to it that are fine to mez that im aware of (Eg A mangled clairvoyant, A tormented pugilist). Wondering if it is just a few resists getting counted up triggering a mezimmune. I do have charm enabled, not sure if maybe somehow the charm mob is getting added?
if you're not in manual mode you're going to move to try and position to get line of sight on a mob - if you don't want to go that you can go in manual mode

mez immune gets added if we get a "target cannot be mesmerized" msg followed by a resist your spell, then it gets auto added.

I'll get with chat on this code - because i believe i can think of a circumstance where this logic would add stuff to immune that shouldn't get added
 
if you're not in manual mode you're going to move to try and position to get line of sight on a mob - if you don't want to go that you can go in manual mode

mez immune gets added if we get a "target cannot be mesmerized" msg followed by a resist your spell, then it gets auto added.

I'll get with chat on this code - because i believe i can think of a circumstance where this logic would add stuff to immune that shouldn't get added

Ah ok, so I think the running off thing could be a couple things then. Noticed my camp radius was extending into the hallway pulls were coming from, thus they would technically be entering camp and be out of line of sight. Still weird that it only seemed to be happening once the burn count was reached, but maybe I am not noticing the other times.
Fixing the camp radius seemed to have fixed it running out the room at least!

There definitely seems to be something triggering adds to mezimmune list to things that aren't giving a mez immune message. Ill have to try and pay more attention when it happens.

Got one more question about AOE Mez. Anything special with how it determines how to use it? Tied to any settings like Use AOE, AOE Count, Burn When Count, etc?
 
Using on a lowbie (42) on TLP Riz and currently experiencing a couple of issues. (Otherwise great, I really love your plugins)
  1. when useDot is on, it chain casts Suffocate even after the spell lands
  2. useNuke doesn't appear to be casting a nuke for me, which should be casting Anarchy, I believe?
 
Using on a lowbie (42) on TLP Riz and currently experiencing a couple of issues. (Otherwise great, I really love your plugins)
  1. when useDot is on, it chain casts Suffocate even after the spell lands
  2. useNuke doesn't appear to be casting a nuke for me, which should be casting Anarchy, I believe?
1. yes, suffocate line is used as a nuke - later on it becomes a "bread a butter" spell for damage because of the front loaded damage
2. yup appears to be missing the usage of that chromanuke line (ends up being not used at higher lvl) - i'll add the usage of it.
 
Plugin - MQ2Enchanter

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