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MQ2Eskay

Plugin - MQ2Eskay (1 Viewer) 3.1.52471.11

Ohh, nice, already working on leveling up a SK (have a warrior currently) just to try them out and if this plugin turns out anything as good as MQ2Berzerker, I'll be sure to buy it! :)
 
Some suggestions
Main tank mode- large single target taps ect ect aggro abilities running
Secondary tank mode - uses dps no taunt less aggro abilities - usefull when sk is grouped with higher level tank
AE farm mode - incorporate camp here and mob count in a area the mode pulls x mobs with DA on in the area gathers mobs back at camp and uses ae taps and disciplines tie in logic to turn on and off heal logic on any merc healer sk is running while da is on??
 
I get a lot of messages about this plugin. It's still being worked on. There is a lot to iron out on this plugin that I didn't need to mess with previously. There are a lot of spells to handle, and there are discs to consider. Pulling was added since pullertank is a popular method in KA. The tank mode has been added. But the pullertank/tank modes don't handle AoE aggro situations yet. The spell list needs to be reworked so that it allows the usage of any spell, not just the best in tier. I need to work out setting spells to spell bar (memorizing spell sets) and of course all the burn routines, when to lifetap, when to do other things etc. TONS of stuff to be done for this plugin.

Trust that when I have a product that I feel comfortable releasing for the $20 that I will release it on the masses.
 
[This is an old post, it's not free anymore] - MQ2Eskay should be shipped out with VV for FREE (while I continue to work on it) so that people can use it and provide feedback. Be aware that this is the incomplete version of the plugin and lots of changes are still needed. No discs have been programmed in to do anything at all. Spell casting (only the highest in teir for the spell and if already memorized) is in. /shd mode tank, /shd mode pullertank are in. Please be aware that these are both very new modes and despite testing it myself, I recommend that trying out these modes should be done in a zone that you can manage efficiently. Attempting to use PullerTank or Tank mode in a location that you already struggle in may not go as you might envision it.

Please enjoy the product for free while development continues. Most importantly, provide feedback about the plugin.
 
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I have been following your SK work in progress. I hate to come off as negative, but VV is for complete/working programs - not sure if that is the venue for your work yet? Once your program is fleshed out, I would be happy to pay $20 for it. Nice work so far :)
 
This has some interesting possibilities. would be nice in a raid situation where group a has an sk that would offtank adds.
 
@MyNameIsBoring For the typical plugins that would be the venue for complete and working plugins. For me, since I'm providing the content for free as a beta/test phase, it's included in the VV compile to allow people an opportunity to try it out. Of course there is no fee currently associated with it, thus no expectation of the user for anything other than trying it out and providing feedback. It's easier to provide it as part of the compile to allow people to try it out without jumping through hoops to download it and put it in the folder pending the new updater going live.

I hope that this is seen as a temporary medium for release as a way for people to try out the product while it's still in development, as opposed to an expectation from the users, or some obligation to use the product. It's currently working, just not 100%, but it's quite popular topic of the PM's I receive that people would like to assist with testing or provide feedback as a tester during development.
 
Is there a way to get my SK to stop running out to mobs, to then turn around and run back to camp? A couple of times it got him stuck in building.
 
He's going to run out to greet mobs that enter the campradius. So you'd want to adjust the camp radius to a smaller size I'd think.

/shd CampRadius ##

Where ## is the size you want to make the camp. IE: /shd CampRadius 30
 
I had to switch it to 10, but it seems to be better. I am also seeing him have trouble picking up mobs who are mezzed before they cause damage. Even though they are up on the x-target, he doesn't seem to realize they are waiting to be engaged.
 
to start off just want to say Thank You ChatWithThisName for taking on such a large project and allowing us to give you feedback.
pardon the typos

things id like to see:
1. Switching targets, this is a big one for me. having the ability to switch targets on the fly no matter the situation. (once the player takes control it doesn't fight back)
**B. this could probably be achieved by using the Xtarget window as a whole to grab aggro on mobs with aggro less then 100% after that it will only throw "maintenance" AE/SingTarAgro. once this is met it wont switch targets anymore.

2. Player Tank's don't run out to meet the mob. neither should the Bot. between Discs and Spells the bot should have plenty of options to choose from. all of those should happen before the tank run's out even if attack is turned on there should not be any aggro spells/discs not cast on the target first. then movement done especially with a SK.
**B. maybe use being hit as a trigger to move closer if player melee cant be met with current position?

3. Tank mode that doesn't require being "locked" into a location, allowing the player to toggle on/off /location lock but still cast spells if a mob gets with in a given distance is ideal. but if tank moves too much or another player is constantly pulling aggro and moving mob gives the player an option if toggling camp.

4. Dps. K.I.S.S. what ever the spell is doesn't matter, but what it is dose, Do. Nukes & Taps (Touch line) IMO they are all nukes the only ones that should be code as heals are the Dire and Dissident line of spells they are massive not only in heals but in Mana. level 110 Version 3350 (Dire) and 9k (Dissident) Mana this would suck SK mana dry faster then a $2 hooker.

5. Dots, maybe make a /slash command for what type of spells are for the cast bar this way it knows what is being cast example:

1. Dire Testimony (Tap)
2. Dissident Fang (Tap)
3. Touch of T`Vem (Nuke)
4. Xalgoz's Bite (Dot) <--- same name on mob
5. Mendacious Audacity (Dot) <--- " "
6. Refute for Power (Dot) <--- " "
7. Duplicitus Blight (Dot) <--- " "
8. Plague of Hemofax(Dot) <--- " "
9. Dire Coarctation (Dot) <--- " "
10. Blood of Drakus (Dot) <--- " "
11. Spear of Tylix (Nuke)
12. Tylix's Skin (Player Combat Buff)
13. Concordant Disruption (Player AE Agro Combat Buff)

not sure if its possible but maybe have EsKay check if the spells Memed on Spell Bar marked as dot are on NPC if not cast it. (process heavy?)
 
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to start off just want to say Thank You ChatWithThisName for taking on such a large project and allowing us to give you feedback.
pardon the typos

things id like to see:
1. Switching targets, this is a big one for me. having the ability to switch targets on the fly no matter the situation. (once the player takes control it doesn't fight back)
**B. this could probably be achieved by using the Xtarget window as a whole to grab aggro on mobs with aggro less then 100% after that it will only throw "maintenance" AE/SingTarAgro. once this is met it wont switch targets anymore.

2. Player Tank's don't run out to meet the mob. neither should the Bot. between Discs and Spells the bot should have plenty of options to choose from. all of those should happen before the tank run's out even if attack is turned on there should not be any aggro spells/discs not cast on the target first. then movement done especially with a SK.
**B. maybe use being hit as a trigger to move closer if player melee cant be met with current position?

3. Tank mode that doesn't require being "locked" into a location, allowing the player to toggle on/off /location lock but still cast spells if a mob gets with in a given distance is ideal. but if tank moves too much or another player is constantly pulling aggro and moving mob gives the player an option if toggling camp.

4. Dps. K.I.S.S. what ever the spell is doesn't matter, but what it is dose, Do. Nukes & Taps (Touch line) IMO they are all nukes the only ones that should be code as heals are the Dire and Dissident line of spells they are massive not only in heals but in Mana. level 110 Version 3350 (Dire) and 9k (Dissident) Mana this would suck SK mana dry faster then a $2 hooker.

5. Dots, maybe make a /slash command for what type of spells are for the cast bar this way it knows what is being cast example:

Maybe have a Nuke and a DoT mode? I don't use any DoTs really other than Xalgoz's so I spam taps (nukes).

For dissident/dicho, you could have an option to fire only when GOM procs, or only as a tap when Leech is down.
 
I had to switch it to 10, but it seems to be better. I am also seeing him have trouble picking up mobs who are mezzed before they cause damage. Even though they are up on the x-target, he doesn't seem to realize they are waiting to be engaged.
Well Tank mode expects the mob to be in the camp in order to engage. If your camp radius is 10 and it gets mezzed outside of camp radius then he's not going to engage the mob because he doesn't know if the mob is incoming or mezzed awaiting engage. So you'd need either the mezzer to mez inside a radius of 10 around the tanks camp, or increase camp size. For reference, the distance of the is less than the maximum engage distance of approximately 18 for a character. I can't tell you the best camp size as that changes based on your location and situation.

Meeting the mob entering the camp is how I combat situations where a mob enters the camp and another character is between the tank and the mob , such as a bard. If the bard is playing a song there is potential for the mob to engage the bard. Sure, there are spells and such you could try to cast to get aggro. Some come later in an SKs life than others. But if the mob hits the bard, and the healer heals the bard, perhaps then the healer gets aggro, then the tank is trying to get aggro off the healer....or I can skip trying to account for all this what if and just engage the mob directly and as soon as they enter camp.

Again, refining the plugin and technique will come, maybe optimizing the engagement process will as well. I'm not sure. Currently I believe the current method is the best option I have for the moment, at least until more logic or a better function is ironed out.
 
For dissident/dicho, you could have an option to fire only when GOM procs, or only as a tap when Leech is down.
currently that is how i use Diss / Dicho works well and most of the time has saved group from hard wipes on long fights.

as for dots this is why i use them.
Duplicitus Blight 2444 every tick for 54 sec (1:30s with mod) and as we all know Focus mods will Flux per damage.
Plague of Hemofax 4145 every tick for 54 sec (1:30s with mod)
Dire Corarctation 2333 every tick for 54 sec (1:30 - 1:36s with mod)
Blood of Drakus 2696 every tick for 36 sec (1:06s with mod)
1569354671678.png1569356765797.png1569357281957.png1569358471980.png (too me 15 min t get these for ya.)
dunno about you, but 16k(AA focus Buff) - 80k(AA focus Buff) damage Per tick looks appealing to me.
but wait I can hear the questions coming "But Mr. C now you don't have good aggro control" Ehh. I would love to see someone pull aggro over my SK when hes tanking any day.
1569355440903.png 1569355569653.png
this one spell in group environment will maintain lock down AE aggro no matter what other's Dps is. then you have AA's to supplement any loose mobs but its doubtful considering 50 range should cover your entire camp easy. (unless you have a silly ranger that loves to be up in a hill 1/2 way accost the map AE killing things in ur camp)

only time I would switch out the 4 dots for AoE agro spell is in Raid and AE Killing environment
 

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I've been playing an SK for 15+ years and I don't think I've ever used a dot.

I tried this but it only seems to like 1 tap that I have loaded out of 5 so I'll wait for a bit more refinement before parsing it against my kiss ini.
 
or I can skip trying to account for all this what if and just engage the mob directly and as soon as they enter camp.

I would, will make life a whole lot easier for you

Terror line of spells are Instant cast
Challenge line is 0.5 cast time
SK's get their first AE Agro at level 69 (50 range 1800 aggro)

other then missing the cast of the AoE gaining multiple mobs attention on incoming should not be an issue at any level as long as the range to cast is set with enough time for sk to target and cast.
i find that 75 can be done but sometimes will cause the mob to hit puller (if SK is not pulling) a few times. so maybe make casting around 80(can be player adjusted for their situation) and melee(with stick on/off toggle) around 15-18?
 
I've been playing an SK for 15+ years and I don't think I've ever used a dot.

I tried this but it only seems to like 1 tap that I have loaded out of 5 so I'll wait for a bit more refinement before parsing it against my kiss ini.

Actually have 5 Taps loaded, Dire, Dissident, Touch, Bite and Concordant/harmonious line.
Touch to spam / use as needed
Dire / Dissident to use in "ohh shit" moments and Concordant/harmonious to help heals and AoE.
with my setup.
 
I've been playing an SK for 15+ years and I don't think I've ever used a dot.

I tried this but it only seems to like 1 tap that I have loaded out of 5 so I'll wait for a bit more refinement before parsing it against my kiss ini.

I mean outside of Bond this is true, bond is legit.
 
Well Tank mode expects the mob to be in the camp in order to engage. If your camp radius is 10 and it gets mezzed outside of camp radius then he's not going to engage the mob because he doesn't know if the mob is incoming or mezzed awaiting engage. So you'd need either the mezzer to mez inside a radius of 10 around the tanks camp, or increase camp size. For reference, the distance of the is less than the maximum engage distance of approximately 18 for a character. I can't tell you the best camp size as that changes based on your location and situation.

Meeting the mob entering the camp is how I combat situations where a mob enters the camp and another character is between the tank and the mob , such as a bard. If the bard is playing a song there is potential for the mob to engage the bard. Sure, there are spells and such you could try to cast to get aggro. Some come later in an SKs life than others. But if the mob hits the bard, and the healer heals the bard, perhaps then the healer gets aggro, then the tank is trying to get aggro off the healer....or I can skip trying to account for all this what if and just engage the mob directly and as soon as they enter camp.

Again, refining the plugin and technique will come, maybe optimizing the engagement process will as well. I'm not sure. Currently I believe the current method is the best option I have for the moment, at least until more logic or a better function is ironed out.

I just barely discovered this through reading your post signature ... which I only was reading because I saw some notes about MQ2Zerker and MQ2Rogue getting Raid mode... there was no notes/docs I get we can in game /zerk showsettings /rog showsettings, but when people are paying $$ the expectation is a little higher.
I'm definitely interested in your expanding into Tanks, would just recommend a name change so it's like MQ2SHD or something a little less cheese like MQ2Eskay.

If you need help on rotations / situational AA's and other CDs I'm willing to help.
Also curious if you have plans to add support for Raid Tanking?

Have you thought about a ReadMe.md in your git repo? LIke a github repo where you can have people link issues / see new commits / releases?
Then you have 1 spot to maintain and can update your overview section with the Links for more info?

Not trying to come across as a dick / not appreciative, just trying to give you useful feedback.
 
to start off just want to say Thank You ChatWithThisName for taking on such a large project and allowing us to give you feedback.
pardon the typos

things id like to see:
1. Switching targets, this is a big one for me. having the ability to switch targets on the fly no matter the situation. (once the player takes control it doesn't fight back)
**B. this could probably be achieved by using the Xtarget window as a whole to grab aggro on mobs with aggro less then 100% after that it will only throw "maintenance" AE/SingTarAgro. once this is met it wont switch targets anymore.

2. Player Tank's don't run out to meet the mob. neither should the Bot. between Discs and Spells the bot should have plenty of options to choose from. all of those should happen before the tank run's out even if attack is turned on there should not be any aggro spells/discs not cast on the target first. then movement done especially with a SK.
**B. maybe use being hit as a trigger to move closer if player melee cant be met with current position?

3. Tank mode that doesn't require being "locked" into a location, allowing the player to toggle on/off /location lock but still cast spells if a mob gets with in a given distance is ideal. but if tank moves too much or another player is constantly pulling aggro and moving mob gives the player an option if toggling camp.

4. Dps. K.I.S.S. what ever the spell is doesn't matter, but what it is dose, Do. Nukes & Taps (Touch line) IMO they are all nukes the only ones that should be code as heals are the Dire and Dissident line of spells they are massive not only in heals but in Mana. level 110 Version 3350 (Dire) and 9k (Dissident) Mana this would suck SK mana dry faster then a $2 hooker.

5. Dots, maybe make a /slash command for what type of spells are for the cast bar this way it knows what is being cast example:

1. Dire Testimony (Tap)
2. Dissident Fang (Tap)
3. Touch of T`Vem (Nuke)
4. Xalgoz's Bite (Dot) <--- same name on mob
5. Mendacious Audacity (Dot) <--- " "
6. Refute for Power (Dot) <--- " "
7. Duplicitus Blight (Dot) <--- " "
8. Plague of Hemofax(Dot) <--- " "
9. Dire Coarctation (Dot) <--- " "
10. Blood of Drakus (Dot) <--- " "
11. Spear of Tylix (Nuke)
12. Tylix's Skin (Player Combat Buff)
13. Concordant Disruption (Player AE Agro Combat Buff)

not sure if its possible but maybe have EsKay check if the spells Memed on Spell Bar marked as dot are on NPC if not cast it. (process heavy?)


This is how I've been handling my SHD stuff before I saw this was a thing ... Either let KISS be the tank with no DPS sections loaded
Or I manual pull / tank with these settings in my mq2melee (regardless of which method is being used for pulling / tanking)

Code:
holyshit0=/if (!${Pet.Target.ID}) /pet attack
holyshit1=/if (${Me.CombatAbilityReady[${Spell[Spurn].RankName}]}) /disc Spurn
holyshit2=/if (!${Me.Buff[${Spell[Concordant Disruption].RankName}].ID}) /cast "Concordant Disruption"
holyshit3=/if (!${Me.Buff[${Spell[Tylix's Skin].RankName}].ID}) /cast "Tylix's Skin"
holyshit4=/if (!${Target.Buff[Bond of Xalgoz].Caster.Equal[${Me}]} && !${Target.Buff[Bond of Xalgoz].ID} && ${Me.SpellReady[${Spell[Bond of Xalgoz].RankName}]}) /cast "Bond of Xalgoz"
holyshit5=/if (!${Me.Buff[${Spell[Defiant Stance].RankName}].ID}) /cast "Defiant Stance"
holyshit6=/if (${Me.CombatAbilityReady[${Spell[Wounding Blade].RankName}]}) /disc Wounding Blade
holyshit7=/if (${Me.AltAbilityReady[Vicious Bite of Chaos]} && ${Target.PctHPs}>1 && ${Target.PctHPs}<99 && ${Target.Type.Equal[NPC]}) /alt act 825
holyshit8=/if (${Me.SpellReady[${Spell[Dissident Fang].RankName}]}) /cast "Dissident Fang"
holyshit9=/if (${Me.SpellReady[${Spell[Spear of Tylix].RankName}]}) /cast "Spear of Tylix"
holyshit10=/if (${Me.CombatAbilityReady[Reflexive Revulsion]}) /disc Reflexive Revulsion
holyshit11=/if (${Me.SpellReady[${Spell[Dire Testimony].RankName}]} && !${Me.Buff[Visage of Death].ID}) /cast "Dire Testimony"
holyshit12=/if (${Me.SpellReady[${Spell[Xalgoz's Bite].RankName}]} && !${Me.Buff[Visage of Death].ID}) /cast "Xalgoz's Bite"
holyshit13=/if (${Me.SpellReady[${Spell[Touch of T`Vem].RankName}]} && !${Me.Buff[Visage of Death].ID}) /cast "Touch of T`Vem"
holyshit14=/if (${Me.AltAbilityReady[Thought Leech]} && ${Me.PctMana}<50 && ${Target.PctHPs}<99 && ${Target.Type.Equal[NPC]}) /alt act 651
holyshit15=/if (!${Me.Buff[${Spell[Gift of Hemofax].RankName}].ID} && !${Me.Buff[Visage of Death].ID}) /cast "Touch of Hemofax"
holyshit16=/if (${Me.Buff[First Spire of the Reavers].ID} && ${Me.AltAbilityReady[Harm Touch]} && ${Target.Named}) /alt act 6000
holyshit17=/if (${Me.Buff[First Spire of the Reavers].ID} && ${Me.AltAbilityReady[Leech Touch]} && ${Target.Named}) /alt act 87

Idea is to keep combat buffs up / pet engaged / bond up at all times
Yes, it would be easy to add a check for GOM for Dissident // Maybe a self HP check if you want to use it as a heal
The Visage of Death checks are to maximize swings/damage, as Visage of Death / Claret blade are way more dmg than casting Taps.
^^ With epic 2.0 clicked is more healing than taps as well
I also make sure to have First Spire up before using HT/LT for maximum damage

If no spire / no visage ... just mash those taps and keep the uptime on buffs/bond

Notice I don't have anything activating Spire / Unholy Aura / Visage & Claret / Defensive Abilities...
This is because I want to be in control of defensives and burns when I'm raiding / doing stuff, but it would be super simple to add some logic to AFK bot / Auto SHD


I also have a macro setup that does pre-combat / post combat / aggressive actions (single threat and AOE threat situational) / defensive actions (situational) / healing (with tap priorities) if you guys are interested in collaborating
 
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It's a lot of info from everyone. Trust that I am reading this stuff :-)
For the tap spam, I'm aware of that issue, and apologize for it. I haven't gotten much into the taps and was trying to sort out handling them but it's most definitely not refined. Again, this is still missing all the discs, every last one of them. Routines aside, I was hoping to showcase the tank/pullertank stuff I added to see what people thought. I'm all for routines, but I have a guide that I'm going to try and follow and we will do refinement from there like I did with the rogue and the zerker stuff. Details are very much in the air on the overall path of this plugin and it's likely the MQ2War will see the light of day before this one.
 
@Tone i use to use holyshit but problems I found where:
1. the is that the ${Target.Named}) would fire off on Any "named Mob" even if it wasn't actually a named.
2. when u start having a lot of holyshit & downshit after a 1-2 hour's of playing my SK would start acting up and getting a lot of lag so I had to look for other means of getting the most out of my SK (10 year old PC soon to be replaced)
3. when it dose burn it burns everything at once, instead of using combo's to maximize dps for a long fight or for multiple long fights back to back. most named mobs shouldn't take more then 1.5 min and that's if they have a decent amount hit points(The Bridge Keeper ). so burning everything in one massive load is nice for dps parse but ultimately doesn't help ya when ya have multiple named up.
 
For the tap spam, I'm aware of that issue, and apologize for it. I haven't gotten much into the taps and was trying to sort out handling them but it's most definitely not refined. Again, this is still missing all the discs, every last one of them. Routines aside, I was hoping to showcase the tank/pullertank stuff I added to see what people thought. I'm all for routines, but I have a guide that I'm going to try and follow and we will do refinement from there like I did with the rogue and the zerker stuff. Details are very much in the air on the overall path of this plugin and it's likely the MQ2War will see the light of day before this one.

Touch line of spells are Typically meant for Spamming. its the Dissident, Concordant/Harmonious line that shouldn't be used except for when healer's seem to be struggling IMO.

What info are ya needing for /disc's how they are used?, best order to use?, or just entering the information in for EsKay? I can tell ya how I would use them, just not sure other's would like the ones I use and how I use them.

I haven't tried the pullertank so can't comment on it, but I have used the Tank mode, /shd usestick will not toggle off, and tank dose not cast spells before engaging(I think this was already mentioned by CWTN some where) and /shd Manual was perfect, only thing i had to do to get him rolling was hit attack and what ever was on target was getting stuff thrown at him. is what I'm hoping /shd mode Tank will look like when its done but with out having to hit auto and with a few more options. :giggle:
hardest part i think is going to be attempting to make EsKay flexible enough that anyone who use can still play how they want.

I've been playing an SK for 15+ years and I don't think I've ever used a dot.

I don't play like most people. never have, never will. then again, my group have done things that most wouldn't try just because they don't have a little bit of crazy in them.
 
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It's not really a lack of information persay, it's a matter of sitting down and dedicating my brain to the project whole heartedly. Been a zoo around here lately with the flooding in southeast texas among other personal distractions that just can't be ignored. I'm pretty sure I have ADHD lol. I sat down to work on the plugins tonight and found myself working on a completely seperate plugin because I wanted the functionality in my own copy of it. So I ended up reading the entire .cpp and learning how it was all laid out, doing a bunch of testing and incorporating the changes to be current and functional including toggles and switches etc. Then I submitted the code to the author to see if they'd add it. Now I'm back to working on the plugins, but I have to check the forums 2394878230589472345 times a day because that's just how I am haha.

You're right about making it flexible enough for everyone. Trust me I'm aware that challenge is present due the number of comments I've already received on the various issues surrounding the plugin in it's existing state (which is exactly why I haven't put a price tag on it). I'm also developing a warrior plugin which I expect will likely beat the shadow knight to the sales floor simply due to the lack of spell casting considerations that have to be made. A lot of the stuff I have to consider revolves around spell casting when it comes to the shadowknight.
 
My main is an SK. He's nothing special, but between all the taps, dots and such that I use with him, I can see why this one is taking a bit of work to be released. I've got faith in you brother and I've no doubts that when it's fully released, it'll be a true gem. I definitely intend on buying this one from you.
 
other then Life-Taps is making the Dot/Nuke part that difficult?

I can definitely see /disc's being a pain, SK's don't have any where near a Wars tho, problem is people have different pref between Carapace and Influence line's personally I don't get it tho. Carapace (at 110) seems to be the weaker of the 2 hands down. yet I hear/read people using it in INI's all the time.

the Difference between the 2
Carapace:
216AC, 20% Melee Absorb (719,000 DMG) and 3779 lifetap (32 Times)

Influence:
215AC, 20% Melee Absorb (664598 DMG), 6136 - 18407 lifetap (48 Times) Proc's Impenitent Agitation (683% Pet Dps Buff & 15980 Hp) and Impenitent Influence Heal (4602 Group heal)
and that pet buff when it goes off is huge, I've seen my pet hit for 50k sadly buff only lasts 6 sec but still thats 45k less damage to be done and ya don't lose any Def ability.
 
@Tone i use to use holyshit but problems I found where:
1. the is that the ${Target.Named}) would fire off on Any "named Mob" even if it wasn't actually a named.
2. when u start having a lot of holyshit & downshit after a 1-2 hour's of playing my SK would start acting up and getting a lot of lag so I had to look for other means of getting the most out of my SK (10 year old PC soon to be replaced)
3. when it dose burn it burns everything at once, instead of using combo's to maximize dps for a long fight or for multiple long fights back to back. most named mobs shouldn't take more then 1.5 min and that's if they have a decent amount hit points(The Bridge Keeper ). so burning everything in one massive load is nice for dps parse but ultimately doesn't help ya when ya have multiple named up.

That's why if you looked at my setup, I called out how I manage burns myself

Second.... I might be in love with you, if the weird lag is tied to mq2melee, because I have never been able to figure it out lol.

My Zerker and some others I have written my own dps macros for raiding etc, I can move the SHD into the same setup and test the lag.
 
That's why if you looked at my setup, I called out how I manage burns myself

Second.... I might be in love with you, if the weird lag is tied to mq2melee, because I have never been able to figure it out lol.

My Zerker and some others I have written my own dps macros for raiding etc, I can move the SHD into the same setup and test the lag.
I think its just the PC I'm currently using(it was mid grade 10 years ago), I've got a new one ordered just waiting on it to get here. then I'm fairly sure that my lag / other processing issues will go away, maybe not permanently but should last a whole lot longer then 1-2 hour's.

long as its not a Broke Back Mountain kinda love :giggle: :LOL:
 
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