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    Frostreaver
MQ2Mage

Plugin - MQ2Mage 3.1.52471.11

Its not a big deal, and I didn't mean to add to the angst surounding the issue. Thanks for moving the post to the appropriate guide that I apparently completely missed :)

I can definitely work around it. I do like the idea of a Lua to handle the spacing on specific nameds. That may be what I end up doing. Actually a Lua just for the raid instance that pauses the toon attacking when they are moving the mob is probably an even better solution. I will have to work on that :)
 
Its not a big deal, and I didn't mean to add to the angst surounding the issue.
no, sorry if i misrepresented that - you're definitely not. i, in fact, appreciate you posting and asking about it =p cwtn and i definitely want to be engaged :p

so thanks dude

I haven't used some of the more obscure stick commands like pin and such, i'm *hoping* there's a good universal solution
 
Noticed it seems to be chain casting Shield of Flame on my fire pet. The tank was in another zone. IS there a Buff Immune Category anywhere? Like there is for Mezz and Charm? IE: IE, Don't cast buffs on things that can't accept the buff? It seemed like ti self corrected once I got back in range of the tank.
 
Noticed it seems to be chain casting Shield of Flame on my fire pet. The tank was in another zone. IS there a Buff Immune Category anywhere? Like there is for Mezz and Charm? IE: IE, Don't cast buffs on things that can't accept the buff? It seemed like ti self corrected once I got back in range of the tank.
In the event you're chain casting you can use EQ's buff blocking to block buffs. This should be in the FAQ for every class and in the guides on how to do this.

1745172212336.png

Here is a screen snip from the FAQ. The FAQ can be found at the top of the discussion page for each of the class plugins.
1745172253653.png as seen in this snip.

While I understand it's hard to retain all the information for everything when you're just starting out, please do take the time to review the FAQ when you can. It will hopefully answer the majority of questions you may have without needing to wait for us to see the answer and respond.

Hope this gets you sorted out.

CWTN
 
my mage is spamming large modulating shard. ive blocked it on everyone including the mage but hes just stood here contansly casting it. Am I missing something or some setting?lunatic_mage.png
 
my mage is spamming large modulating shard. ive blocked it on everyone including the mage but hes just stood here contansly casting it. Am I missing something or some setting?

Q. I am having a lore-group issue with a summoned item.
A. We handle this for items and objects that we can detect. We can't detect or know about items you may have placed in housing, like a personal house or a guildhall. So if you are continuing to have a lore-group issue with summoned items, you will want to go and look in your housing including guild hall for any items that match lore-group items like "Wand of Burning Modulation", "Wand of Dark Modulation", or "Wand of Phantasmal Modulation" etc.

Ether-Fused Shard is another example.

> Here is a discussion if that is helpful <

We are able to check the following locations:
- Possessions
- Bank
- Mount Key Ring
- Illusion Key Ring
- Familiar Key Ring
- Hero Forge Key Ring
- Dragon Hoard

We are unable to check:
- housing (self or others)
- guild hall


Its the 4th topic in the FAQ.
 
Q. I am having a lore-group issue with a summoned item.
A. We handle this for items and objects that we can detect. We can't detect or know about items you may have placed in housing, like a personal house or a guildhall. So if you are continuing to have a lore-group issue with summoned items, you will want to go and look in your housing including guild hall for any items that match lore-group items like "Wand of Burning Modulation", "Wand of Dark Modulation", or "Wand of Phantasmal Modulation" etc.

Ether-Fused Shard is another example.

> Here is a discussion if that is helpful <

We are able to check the following locations:
- Possessions
- Bank
- Mount Key Ring
- Illusion Key Ring
- Familiar Key Ring
- Hero Forge Key Ring
- Dragon Hoard

We are unable to check:
- housing (self or others)
- guild hall


Its the 4th topic in the FAQ.
thanks for the reply but I saw that I dont have any housing and theres nothing in my guildhall. My chars all had the mod rod in their inventory but the mage just kept casting it. I've since blocked the spell on all the players and they all have a rod still in their inventory yet the mage is still just casting it.
 
thanks for the reply but I saw that I dont have any housing and theres nothing in my guildhall. My chars all had the mod rod in their inventory but the mage just kept casting it. I've since blocked the spell on all the players and they all have a rod still in their inventory yet the mage is still just casting it.
what is eq telling you in red text? what is the plugin saying it wants to do?
 
thanks for the reply but I saw that I dont have any housing and theres nothing in my guildhall. My chars all had the mod rod in their inventory but the mage just kept casting it. I've since blocked the spell on all the players and they all have a rod still in their inventory yet the mage is still just casting it.
We don't cast it for other player's needs at all

Can you snip the mq2 mage output saying it is casting it?
 
if the spells not blocked then all the chars say got a lore item red message which is right they have in their invetory and the mq2mage output is below. you can see mage casting normal battle spells but for some reason he just wants to summon rods lol

gonna have to face it, i'm totally addicted to rods.png mq2mage settings.png
 
if the spells not blocked then all the chars say got a lore item red message which is right they have in their invetory and the mq2mage output is below. you can see mage casting normal battle spells but for some reason he just wants to summon rods lol

View attachment 69712 View attachment 69713
We only care about the mage, what does the mage's red eq error message look like
 
on the mage it had a load of spells blocked i just cleared the lot and its stopped now. It didnt actually give me an error message until I started unblocking spells. It's stopped going crazy now and has a rod in his bag and stopped spamming. So was deffo something to do with blocked buffs.

summink to do with blocked buffs.png
 
on the mage it had a load of spells blocked i just cleared the lot and its stopped now. It didnt actually give me an error message until I started unblocking spells. It's stopped going crazy now and has a rod in his bag and stopped spamming. So was deffo something to do with blocked buffs.

View attachment 69714
Blocking it on your mage is pretty silly, so I'm glad you sorted it out
 
he was used for tradeskillin in pok for a long while i must have blocked it after getting constant mod rods. I havent played him for a couple of years. Sorry for the trouble and thanks for the help!
 
he was used for tradeskillin in pok for a long while i must have blocked it after getting constant mod rods. I havent played him for a couple of years. Sorry for the trouble and thanks for the help!
All good bro! Glad you're sorted out.

You're welcome
 
Wrong forum
Noob here, so please be patient with me. I’m running 2 mages (MQ2Mage) and 1 SK (MQ2EsKay) and 3 mercs.

SK = Tank/Main Assist/Puller (Roles)
SK = Puller/Tank (Mode)

Mages = Assist (Mode)

3 mercs (1 healer, 2 DPS Melee)

If my tank dies and the mobs at the group my mages and their pets do absolutely nothing. The mercs still fight but most of the time that’s not enough. What setting can I adjust to have the mages to at least defend themselves until the tanks die is resurrected? Thanks
 
Clarification - The Mob that killed the tank is now attacking the rest of the group who just sit their and won’t defend themselves.
 
sic will probably have an idea, but you can make a social key that makes one of the mages the tank, with assist and tank group roles, then have the other mage clear target, that will make him assist the new tank (other mage)

something like


Code:
/grouproles set mage1name 1 (makes him tank role)
/grouproles set mage1name 2 (makes him assist role)
/mag mode tank (tells  mq2mage to make him fight as if he is tank)
/dgt mage2name /targetclear

that should be sent from the groupleader, so for ease make mage1 the group leader

without knowing how sic would handle it, this is how i would do it.
 
Noob here, so please be patient with me. I’m running 2 mages (MQ2Mage) and 1 SK (MQ2EsKay) and 3 mercs.

SK = Tank/Main Assist/Puller (Roles)
SK = Puller/Tank (Mode)

Mages = Assist (Mode)

3 mercs (1 healer, 2 DPS Melee)

If my tank dies and the mobs at the group my mages and their pets do absolutely nothing. The mercs still fight but most of the time that’s not enough. What setting can I adjust to have the mages to at least defend themselves until the tanks die is resurrected? Thanks
You'd swap to a mage, and have them go into mode 7 or mode 4 and get assigned group main assist.

Because you're asking "I would like a new character to handle targeting and the other toons to assist them"

The challenge with this is you can't eq social while hovering - I don't know if you can button master.

But you can keep a hotkey on the mage, swap to the mage and hit it
 
Adding on to what Sic said, I'd suggest running with your backup Mage tank as the group leader. That way, when your SK dies, and you alt tab to the mage and go mode 7, it will auto assign him the MT/MA role. You'll just need to manually assign roles to your SK when you first group up, or after he dies and you've mode 7'd the mage when you're ready for the SK to take back over.
 
As others stated, the issue is there is no MA to assist, so they go dormant, and if you try the hotkey approach, you need to create the hotkey on the mage you have set as group leader, which is a bit inconvenient. No experience with it, but you could also try this command:
/mag PetTauntToggle true/false/on/off/0/1 - toggle auto pet taunting if MA is dead
It won't reassign roles or get your guys to assist, but looks like it is intended to help some in the situation you are describing.

While this wasn't a group makeup question, if your tank is dying regularly it may indicate he is undergeared, but also that you lack crowd control and / or healing. Healer mercs are notoriously bad unless you spend some time blocking spells. Good CC will make everything more manageable (and keep mobs from beating on your toons until a rez comes in). I would suggest adding a bard / chanter and a real healer to your group, or if that isn't viable then to replace the mages and use DPS mercs. But as always - play what you find fun.
 
I have thought on expanding on the behavior with pettaunttoggle to also allow a temporary adjustment into mode 7, but i haven't tested the idea out yet - it wouldn't make itself group, but that'll be a while before i would push something like that through.

As others stated, the issue is there is no MA to assist, so they go dormant, and if you try the hotkey approach, you need to create the hotkey on the mage you have set as group leader, which is a bit inconvenient. No experience with it, but you could also try this command:
/mag PetTauntToggle true/false/on/off/0/1 - toggle auto pet taunting if MA is dead
It won't reassign roles or get your guys to assist, but looks like it is intended to help some in the situation you are describing.

While this wasn't a group makeup question, if your tank is dying regularly it may indicate he is undergeared, but also that you lack crowd control and / or healing. Healer mercs are notoriously bad unless you spend some time blocking spells. Good CC will make everything more manageable (and keep mobs from beating on your toons until a rez comes in). I would suggest adding a bard / chanter and a real healer to your group, or if that isn't viable then to replace the mages and use DPS mercs. But as always - play what you find fun.
vander is 100% right here.
 
Decided to give mq2mage a try. I'm currently playing lvl 85 era (SoD) and overall I'm pretty impressed. But I have run into a few gaps or quirks I haven't been able to figure out. One example is that it seemingly does not recognize and cast Scorching Sands (level 78 'Sands' line spell) when BYoS'd, despite having no trouble with Torrid Sands (level 83 version). Is this intended? I was hoping it would be able to handle either or both -- any insight would be appreciated. Regardless, keep up the good work!

Cheers
 
Decided to give mq2mage a try. I'm currently playing lvl 85 era (SoD) and overall I'm pretty impressed. But I have run into a few gaps or quirks I haven't been able to figure out. One example is that it seemingly does not recognize and cast Scorching Sands (level 78 'Sands' line spell) when BYoS'd, despite having no trouble with Torrid Sands (level 83 version). Is this intended? I was hoping it would be able to handle either or both -- any insight would be appreciated. Regardless, keep up the good work!

Cheers
Byos uses the spells the plugin says it uses (output when plugin starts or spells tab, etc), check out the byos vid in the sticky

Please see >>> Getting Started with CWTN plugins! (Movement, UI Window, Clickies, Pulling, ETC) Check Here First! <<< :)

As a broad statement, you can't willy nilly memorize something and expect it to use it
 
Did they fix the pet weapon issue, I was told yes? If they did, should we still give our pets daggers?
Correct, procs no longer interfere with pet swing rate. There are some things to consider, and it totally depends on what your group/raid composition is.

Pet procs don't crit and aren't focused so you might still be better off using piercing weapons if you have a rogue in group/raid increasing piercing dmg.
Similarly, a shm might be using Feralgia increasing blunt dmg, but you need at least one piercer equipped to have pets backstab from all directions not just the rear.
 
Did they fix the pet weapon issue, I was told yes? If they did, should we still give our pets daggers?
Correct, procs no longer interfere with pet swing rate. There are some things to consider, and it totally depends on what your group/raid composition is.

Pet procs don't crit and aren't focused so you might still be better off using piercing weapons if you have a rogue in group/raid increasing piercing dmg.
Similarly, a shm might be using Feralgia increasing blunt dmg, but you need at least one piercer equipped to have pets backstab from all directions not just the rear.
So. They said they did, and then didn't, and said they did again, and some folks reported fixed, and some didn't. So I didn't make the adjustment.

So if you want to point me to sanctus or some one who isn't a "trust me bro" with some math saying definitively it is fixed, we're gonna leave it.
 
So. They said they did, and then didn't, and said they did again, and some folks reported fixed, and some didn't. So I didn't make the adjustment.
Per Sancus - https://forums.everquest.com/index.php?threads/pet-melee-lag.260257/post-4366032
I couldn't find what I was told about on the mage discord so I asked directly and that is what Sancus referred me to.

I also asked Szilent if pet procs were still causing problems with pet swing rate, to which Szilent replied with a simple "no".
So no math there but the link does have findings from Sancus.

Those are my two go to's for solid information when I want to try hard haha.

I'm not lobbying for you to change what weapons are handed out though, I've mostly still just been using daggers myself.
 
I'm going to purchase 2 out of the 3 of the following (or maybe even all 3 if it maximizes DPS): Mq2mage, mq2necro, and mq2wiz to mess around with a new group composition. I'm really just going for absolute max DPS in the group game. I haven't played a caster in a bit. Would I be correct in assuming that mq2mage is generally going to give me the best overall DPS in the group game, followed by wiz, followed by necro? I am just assuming this since the necro doesn't swap targets on multiples, as I don't plan on swapping with the tank since I'm a scrub. The wiz being a little behind the mage I'm also assuming a bit, since mages increase the DPS of other mages, if I have 2 mages it'd be >DPS than 2 wizzies.

I realize this is a bit dependent on things like burns and probably if the targets are undead and some other stuff, but in general over a 2 hour grind with a tank just hitting 1 target at a time, could someone with experience let me know if this is how things play out? Thanks.

Edit: The rest of the group would probably be SK or pal/druid or sham and Ench, if that changes anything. Mostly doing more recent xpac paragons/grinding in newer zones, so targets wouldn't die instantly or anything.
 
I'm going to purchase 2 out of the 3 of the following (or maybe even all 3 if it maximizes DPS): Mq2mage, mq2necro, and mq2wiz to mess around with a new group composition. I'm really just going for absolute max DPS in the group game. I haven't played a caster in a bit. Would I be correct in assuming that mq2mage is generally going to give me the best overall DPS in the group game, followed by wiz, followed by necro? I am just assuming this since the necro doesn't swap targets on multiples, as I don't plan on swapping with the tank since I'm a scrub. The wiz being a little behind the mage I'm also assuming a bit, since mages increase the DPS of other mages, if I have 2 mages it'd be >DPS than 2 wizzies.

I realize this is a bit dependent on things like burns and probably if the targets are undead and some other stuff, but in general over a 2 hour grind with a tank just hitting 1 target at a time, could someone with experience let me know if this is how things play out? Thanks.

Edit: The rest of the group would probably be SK or pal/druid or sham and Ench, if that changes anything. Mostly doing more recent xpac paragons/grinding in newer zones, so targets wouldn't die instantly or anything.
Depends a lot on gear (em earring, etc). Nec takes time to cook.

I have a few necs, and a couple caster groups, I actually really enjoy a pal, shm, brd, 2 nec group +mag or bst and mass pull and target swap when I get 2 or 3 of the nec mian dots on target, end up running out of mobs, fun while it lasts lol.

"Maximum DPS" is kind of a moving goalpost, for *me* because it really depends on how many mobs the area can support dying per hour.

I personally use a bard in 100% of groups, the DPS diff is substantial, plus QoL
 
Depends a lot on gear (em earring, etc). Nec takes time to cook.

I have a few necs, and a couple caster groups, I actually really enjoy a pal, shm, brd, 2 nec group +mag or bst and mass pull and target swap when I get 2 or 3 of the nec mian dots on target, end up running out of mobs, fun while it lasts lol.

"Maximum DPS" is kind of a moving goalpost, for *me* because it really depends on how many mobs the area can support dying per hour.

I personally use a bard in 100% of groups, the DPS diff is substantial, plus QoL
Thanks Sic. I might just try them all out. WTB package deal for a yearly sub to every plugin :cool:
 
I'm going to purchase 2 out of the 3 of the following (or maybe even all 3 if it maximizes DPS): Mq2mage, mq2necro, and mq2wiz to mess around with a new group composition. I'm really just going for absolute max DPS in the group game. I haven't played a caster in a bit. Would I be correct in assuming that mq2mage is generally going to give me the best overall DPS in the group game, followed by wiz, followed by necro? I am just assuming this since the necro doesn't swap targets on multiples, as I don't plan on swapping with the tank since I'm a scrub. The wiz being a little behind the mage I'm also assuming a bit, since mages increase the DPS of other mages, if I have 2 mages it'd be >DPS than 2 wizzies.

I realize this is a bit dependent on things like burns and probably if the targets are undead and some other stuff, but in general over a 2 hour grind with a tank just hitting 1 target at a time, could someone with experience let me know if this is how things play out? Thanks.

Edit: The rest of the group would probably be SK or pal/druid or sham and Ench, if that changes anything. Mostly doing more recent xpac paragons/grinding in newer zones, so targets wouldn't die instantly or anything.
In the group game, when I tinker I have 12 accounts to play with. I have 3 mages and 3 wizards. Running SK, SHM, Bard and 3 wiz or 3 mages can be stupid sick DPS. Wiz can be very spiky dps wise in my experience. They get some crits going or turn on the burn and man they blow everyone away for a few moments. They just can't sustain that insane rate. My TOB raid geared EM33 mages can bust up toward the top regularly but seems like my TOB Raid geared Zerker seems to be 50/50 better or worse than the mage DPS to give you a melee scale.

The real point is, if you are going for long periods of fighting with little to no downtime and constant pulls, mages do better than wizards in my experience.

My personal favorite group is: SK, BER, SHM, BRD, MAG, WIZ
Has all the Bard QoL. I will not live without the double invis and selos...

Has effectively an unkillable tank in group settings (TOB fully raid geared SK, with maxed out neck, back and ring 18/19 augs) He might die to mechanics like cheap DT's in Pelzia's Plot but otherwise there is a reason SK is the most popular tank.

Has Call of the Hero - invaluable when boxing...you can do without it but once you start using it, you will not stop. Too easy to get boxed groups from A-B in same zone

Has Wiz Ports, I have toyed with dropping a DRU in to replace the WIZ as they can use the res stick, but I die so rarely (in group content) I haven't bothered
 
Any Chance we get a use Annihilate spells built into this?
With the latest update it would be nice to see.
  • Druid and Magician - Updated the Annihilate the Unnatural line of spells (beginning at level 73) to provide a greater advantage over normal spells when used against summoned and construct creatures. Increased the chances to fire Annihilate Resistances and Annihilate Destruction to 24% and 10-12% at all levels. Greatly increased the damage dealt and mana costs. Added a missing upgrade to Annihilate Destruction at level 88 and corrected the version of Annihilate Destruction that is triggered by Annihilate the Anomalous.
 
Love the plugin since purchasing - still trying to figure out how snapping to face the mob works. It doesn't seem to ever snap-face the mob in Manual mode, and only for certain spells in Assist modes. Are there any sort of toggles for this behavior? Or any ways to turn facing on/off? Thanks in advance.
 
Love the plugin since purchasing - still trying to figure out how snapping to face the mob works. It doesn't seem to ever snap-face the mob in Manual mode, and only for certain spells in Assist modes. Are there any sort of toggles for this behavior? Or any ways to turn facing on/off? Thanks in advance.
we only face mobs when we're required to - like if we're using a nuke that requires direction, or if we're using stick with melee to stick to a mob to melee it.

outside of that, we don't just face the mob nilly willy

furthermore if you're in manual mode, you're responsible for movement and movement type things
 
Plugin - MQ2Mage

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