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MQ2Enchanter

Plugin - MQ2Enchanter (1 Viewer) 3.1.52471.11

The enchanter uses xtar for mez targets, so for out of group stuff I'll group the enchanter with a bard that is singing the AE hp/regen song. When mobs get into range, this causes the xtar list to populate.

For buffing, I'll add out of group toons to the bottom of the xtar list so the enchanter can take care of those during downtime.
 
I've been experiencing a problem recently where the Enchanter does not use any mez spells, single target or AE, and I am not sure why. I haven't changed anything, and I've double checked that UseMez, InterruptForMez, TashThenMez are all toggled on. Also, made sure the mobs are not mez immune. Not sure what I am doing wrong!
would make sure you don't have a busted UI, we use the Xtarget window to determine what mobs need mezzing. alternatively I would make sure that you don't, somehow, have all the mobs on your mezimmune list. and/or you're not fighting mobs you can't mez with your current mez due to levels.
 
would make sure you don't have a busted UI, we use the Xtarget window to determine what mobs need mezzing. alternatively I would make sure that you don't, somehow, have all the mobs on your mezimmune list. and/or you're not fighting mobs you can't mez with your current mez due to levels.

Just to test, I selected a target from a bunch of targets on my xtarget list, then manually cast an AE mez and the mobs were mezzed. So it isn't an issue (I don't think) of the UI being odd, or mob levels and such. I will try resetting to default UI and see how that goes though, to test. Many thanks!
 
At Level 85, the single target stun is not working because the SingleStun that is currently listed is "Whirling into the Hollow" which is a lvl 79 spell when it should be the lvl 84 spell "The Downward Spiral".
 
At Level 85, the single target stun is not working because the SingleStun that is currently listed is "Whirling into the Hollow" which is a lvl 79 spell when it should be the lvl 84 spell "The Downward Spiral".
trent reznor is crying right now
 
Any ideas why my enchanter will sometimes run out outside of campradius to meet a pull to start mezzing? It gets him deaded a lot and I'm not sure what I'm doing wrong. He's in Assist mode and UseMelee is off.
 
Any ideas why my enchanter will sometimes run out outside of campradius to meet a pull to start mezzing? It gets him deaded a lot and I'm not sure what I'm doing wrong. He's in Assist mode and UseMelee is off.
Yes. Check the faq
 
Yes. Check the faq
Thanks. Is this what you mean?
Q. My enchanter is sometimes moving to do stuff when I don't have usemelee on?
A. If you are in any mode other than manual mode, you will move to mez if you don't have line of sight and the mob is in your camp radius. You will also move to get into your combat routine for things like tashing, slowing, debuffing, and to get combat going. Since our caster classes are always going to assist their MA, even in manual mode (because manual mode is really designed for melee classes), you can just go in manual mode to disable this.
It says my enc shouldn't be leaving the camp radius, but he definitely is. He seems to be running out to cast the free target AoE mez (Deceiving Stare in my case).
 
Thanks. Is this what you mean?

It says my enc shouldn't be leaving the camp radius, but he definitely is. He seems to be running out to cast the free target AoE mez (Deceiving Stare in my case).
If your camp extends beyond a wall or something and they need to leave the camp radius to get to the other side of it they will.
 
If your camp extends beyond a wall or something and they need to leave the camp radius to get to the other side of it they will.
That makes sense, but it's not what I'm seeing. I'm at tizmak augur camp and just tested and am able to recreate by running my bard way out and grabbing more than one mob. I watched the chanter run out and get between the bard and camp (screenshot of plugin output below, though it's not super helpful). Bard beat enc back to camp and enc was ~650 feet away and his campRadius is 60.

1706649940990.png
 
That makes sense, but it's not what I'm seeing. I'm at tizmak augur camp and just tested and am able to recreate by running my bard way out and grabbing more than one mob. I watched the chanter run out and get between the bard and camp (screenshot of plugin output below, though it's not super helpful). Bard beat enc back to camp and enc was ~650 feet away and his campRadius is 60.

View attachment 56939
Nothing in the code for the mez logic has changed, but I've reviewed it anyway and tried to reproduce it and wasn't able to.
We do in fact check that a camp is set, and if it is we verify they are within the camp radius.
If a camp is not set, then we check if they are within the camp radius of the player. In your case it would check that they are within 60 of the player. This would be the case if you for example had the chanter in chase mode accidentally.

Based on your explaination of what is happening it's possible that you are in the wrong mode for what you are expecting.
For example:
You're in chase but expecting a camp.
You have the follow me button stuck on or some other automation going or something else that has you leaving the camp.
 
Nothing in the code for the mez logic has changed, but I've reviewed it anyway and tried to reproduce it and wasn't able to.
We do in fact check that a camp is set, and if it is we verify they are within the camp radius.
If a camp is not set, then we check if they are within the camp radius of the player. In your case it would check that they are within 60 of the player. This would be the case if you for example had the chanter in chase mode accidentally.

Based on your explaination of what is happening it's possible that you are in the wrong mode for what you are expecting.
For example:
You're in chase but expecting a camp.
You have the follow me button stuck on or some other automation going or something else that has you leaving the camp.
Weird, yeah I checked I was in Assist mode before originally posting and if follow me was on the rest of the group would go too and they aren't. I'll see if I can narrow it down further, but I can definitely reproduce it. I wouldn't have thought of it before, but based on the screenshot is it possible the Tash is actually what's making him run out and the mez is just what he does after and is a red herring? Not sure if they're in separate code blocks.

Appreciate you looking into it!
 
Weird, yeah I checked I was in Assist mode before originally posting and if follow me was on the rest of the group would go too and they aren't. I'll see if I can narrow it down further, but I can definitely reproduce it. I wouldn't have thought of it before, but based on the screenshot is it possible the Tash is actually what's making him run out and the mez is just what he does after and is a red herring? Not sure if they're in separate code blocks.

Appreciate you looking into it!
the tash target is assigned based on meztarget, which to get a mez target they must be within the camp radius.
I can only see one situation where that could not be the case as it relates to tashing, and that would be that the last mez target somehow was outside of the camp radius, as once "LastTashedMob" is validated as still alive we move to the part where we mez, which skips reaquiring the mez validation for being in the camp radius. So if you die, and that mob returned to their spawn point, dropping off xtarget....then you pull and that one ends up on xtarget again then it's possible based on the logic you could leave the camp to go mez it. But that's an edge case and shouldn't be something that happens consistently...unless you're consistently dying. I can look into this possibility more, but as I said, this isn't the norm so much as something that could potentially happen.

The problem with validating the target as being in the camp radius after it's been tashed is if we skip it, then it could prevent you from mezing anything else on xtarget until that one is mezzed. So I'll have to sort out a way that both doesn't keep us from mezzing, but also won't leave the camp for an invalid mob. It may be the case that it'll end up getting re-tashed when it once again becomes a valid in camp target.
 
I stand corrected. As I looked into the potential issue, we actually look for that.
If you have less than 2 on XTarget then we clear the last tash mob to prevent exactly the above mentioned scenario. So this is something we've already considered and handled appropriately.

So I am yet again unable to find a situation where that could occur.
If you can reliably reproduce it, please give detailed steps to recreate the situation which results in this action so that I can debug the situation further.
 
I stand corrected. As I looked into the potential issue, we actually look for that.
If you have less than 2 on XTarget then we clear the last tash mob to prevent exactly the above mentioned scenario. So this is something we've already considered and handled appropriately.

So I am yet again unable to find a situation where that could occur.
If you can reliably reproduce it, please give detailed steps to recreate the situation which results in this action so that I can debug the situation further.
And I have looked at folks "swearing" this is happening. And every time it ended up being a mob coming into campradius, then running out due to geometry, but we're so fast we're already on the move to hand our shit
 
I stand corrected. As I looked into the potential issue, we actually look for that.
If you have less than 2 on XTarget then we clear the last tash mob to prevent exactly the above mentioned scenario. So this is something we've already considered and handled appropriately.

So I am yet again unable to find a situation where that could occur.
If you can reliably reproduce it, please give detailed steps to recreate the situation which results in this action so that I can debug the situation further.

And I have looked at folks "swearing" this is happening. And every time it ended up being a mob coming into campradius, then running out due to geometry, but we're so fast we're already on the move to hand our shit
PM'd you guys a video I took. Hopefully you'll see something I don't.
 
One of the other plugins check to see if you have reagents for axes. Is there any way to have the plugin check for DS, rune, etc reagents?
 
One of the other plugins check to see if you have reagents for axes. Is there any way to have the plugin check for DS, rune, etc reagents?
The plugins have programmed in reagents for everything, including things that the plugins don't use.
If you're asking about a specific spell, that you feel isn't looking for reagents, then you're going to need to be a lot more specific.
 
One of the other plugins check to see if you have reagents for axes. Is there any way to have the plugin check for DS, rune, etc reagents?
Piggybacking off what chat said, since you're vague af, eventually everything that we think you need, we'll let you know about at plugin start, but we're not going to continually notify you like we do with zerkers axe components. There is 0 good reason not to have axe components, but some people might bank rune components to save them for raid play.
 
First, the best Enchanter Plugin/Macro I have ever used!! thanks! so, noticed an odd issue, sometimes the chanter will chain mez on single pulls and sometimes it won't. Charm is off, mez is on. Again it's hit or miss but some single pulls will mez and then keep mezzing using the Chaotic Delusion line in spell gem 3.
 
First, the best Enchanter Plugin/Macro I have ever used!! thanks! so, noticed an odd issue, sometimes the chanter will chain mez on single pulls and sometimes it won't. Charm is off, mez is on. Again it's hit or miss but some single pulls will mez and then keep mezzing using the Chaotic Delusion line in spell gem 3.
Q. Why does it cast Chaotic on the mob we're fighting?
A. We use Chaotic for purposes of the twincast it gives.
If you don't want it to use Chaotic you can /enc UseChaotic off
 
Is there some reason we don't keep Companion's Aegis on our pet if UseCharm is turned off? It's not really an issue, but I try to keep my number of pets above 7 at all times and when there's no charm every number counts. Without ever using it the pet dies in 2-3 hits, so I was kind of stoked to get this AA on the Chanter. Maybe this could be a check box? Because I can understand if people don't want it to ever be cast and maybe I'm wrong, but I do think there's value in the ability as a whole.
 
Is there some reason we don't keep Companion's Aegis on our pet if UseCharm is turned off? It's not really an issue, but I try to keep my number of pets above 7 at all times and when there's no charm every number counts. Without ever using it the pet dies in 2-3 hits, so I was kind of stoked to get this AA on the Chanter. Maybe this could be a check box? Because I can understand if people don't want it to ever be cast and maybe I'm wrong, but I do think there's value in the ability as a whole.
It's 9k mana per use, lasts 3 minutes? Seems pretty expensive. We don't really expect the pet to be the tank or take too much damage that they can't be healed through traditional means.
Can look into reasonable uses of it.
 
Been trying to figure out an issue I've been having recently, Enchanter (sometimes the cleric) would start running away from camp on their own, and keep running. Almost as if they were feared, but they aren't. Updated mesh and will keep an eye on it, but it has happened about a dozen times since the last update. (happens in assist mode, and sometimes chase). Never happened before.

Edit - Zones: Cobalt Scar, Temple of Veeshan (CoV), Eastern Wastes, Great Divide
 
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Been trying to figure out an issue I've been having recently, Enchanter (sometimes the cleric) would start running away from camp on their own, and keep running. Almost as if they were feared, but they aren't. Updated mesh and will keep an eye on it, but it has happened about a dozen times since the last update. (happens in assist mode, and sometimes chase). Never happened before.
If this is happening in Timorous Falls, you're not alone. I have random toons (never driver) that will take off and run to the door to LI. Sucks when I don't realize until a heal/mez/dps is missing.
 
Been trying to figure out an issue I've been having recently, Enchanter (sometimes the cleric) would start running away from camp on their own, and keep running. Almost as if they were feared, but they aren't. Updated mesh and will keep an eye on it, but it has happened about a dozen times since the last update. (happens in assist mode, and sometimes chase). Never happened before.

Edit - Zones: Cobalt Scar, Temple of Veeshan (CoV), Eastern Wastes, Great Divide
If this is happening in Timorous Falls, you're not alone. I have random toons (never driver) that will take off and run to the door to LI. Sucks when I don't realize until a heal/mez/dps is missing.
unfortunately, that is almost certainly due to meshes - particularly since you said cobalt scar - and i'd venture a guess you're under the water.
 
If this is happening in Timorous Falls, you're not alone. I have random toons (never driver) that will take off and run to the door to LI. Sucks when I don't realize until a heal/mez/dps is missing.
Suggest you double-check that you don't have mq2events active or a Lua running. If plugin mq2events is loaded, /event off will disable it. Run /Lua gui to see if something is running there.
 
Not sure if its a bug or a setting i have missed but my enchanter (lvl 115) is constantly rememorising two spells, chromashock and Deviser's rune. I've tried blocking the spell but it keeps memorising it. any idea how to stop it from doing this?
 
Not sure if its a bug or a setting i have missed but my enchanter (lvl 115) is constantly rememorising two spells, chromashock and Deviser's rune. I've tried blocking the spell but it keeps memorising it. any idea how to stop it from doing this?
it sounds like you're saying it is constantly overwriting

if so, can you show the following:

- the mq2enchanter output showing it is memorizing spells
- and tell us what gem

if you're saying "i seem to be casting deviser's rune more often than i'd expect" --- are you taking damage often? the point of it is to absorb damage, so if you take that damage, you'd end up recasting it.

are you taking a lot of damage?
 
It's 9k mana per use, lasts 3 minutes? Seems pretty expensive. We don't really expect the pet to be the tank or take too much damage that they can't be healed through traditional means.
Can look into reasonable uses of it.
I did just test it and Companion's Aegis lasts 36m? Makes it feel like it would be a good spell to be cast during downtime to me, but maybe it's more efficient to just keep re-summoning pet. It would just be nice to have the option, but it's not a huge issue.
.
Duration:
3.0 mins @L1 to 36.0 mins @L12
 
I did just test it and Companion's Aegis lasts 36m? Makes it feel like it would be a good spell to be cast during downtime to me, but maybe it's more efficient to just keep re-summoning pet. It would just be nice to have the option, but it's not a huge issue.
.
Duration:
3.0 mins @L1 to 36.0 mins @L12
36 minutes would make it more reasonable to use. Will discuss with Sic
 
Plugin - MQ2Enchanter

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