NoI *think* it might have been the pulling zlow/zhigh i thought that only affected pulling....but does that also affect "assisting" MA/MT ?
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NoI *think* it might have been the pulling zlow/zhigh i thought that only affected pulling....but does that also affect "assisting" MA/MT ?
checking your active licenses, you are goodGot of message that my MQ2Mage was expired. I posted what I see in my Licenses. Am I missing something?
Thank you sir!checking your active licenses, you are good
Thanks for feedback3. this is in the RG setup vids. It is a basic requirement. If you skipped the absolute basics of getting setup, taking time to do that will make your life much easier - being new is hard, cut yourself some slack.
- meshes
- autologin
- auto accept
- EasyFind
- autogroup/make crew
- mq2feedme
- framelimiter
- etc
10. Yep as designed. The settings and setting limits are to allow you parameters to operate in. We're not going to operate outside those
15. Yep in FAQ and defaulted off (default is new)
22. Yep, in FAQ
23. Yep, in sticky/guides
24. Rabbit is a DPS loss.
26. Please don't tell people to edit the ini.
The only editing that should happen is for stickhow.
Everything else use the slash command.
When people refer to edit the ini, they're talking about kissassist/muleassist
many of these things are in the vids/guides/FAQ.
As I mentioned a couple days ago, while the cwtn plugins can and do solo well (preg with a Merc so you can use the eq role settings since eq doesn't allow it without another entity in your group, it isn't designed for solo play. This is group boxing software.
glad to hear you're finding your groove
it gets easier, I promise
I made some edits to reflect.
You can also make your own meshes. But the meshes aren't a requirement to use the plugin. The plugin does tell you what to do if the mode selected isn't supported. Meshes are for a completely separate plugin (MQ2Nav) and there is no functionality built into it to automatically generate a mesh on the fly, so you can either choose the easy method (Get the meshes that the community has graciously provided by using the mesh updater) or you can choose the slightly more difficult, but more customizable method (make your own mesh). While we try to do most things automatically, some things require the user decide the best approach. I'm sure if we just started overwriting peoples custom meshes that there would be pitchforks.
- Nothing is going to work for movement or sitting etc if you haven't run a separate launch mesh updater at least once in the RGLauncher VV section. This isn't obvious and isn't done by default.
Modes are explained in various videos and the plugin documentation includes a list of all the modes and how they work.
- Group tank party role is enough to get the pet doing some pet tanky stuff, but SicTank is probably the best plugin mode for molo as it keeps healing/shielding gems memmed but lets you drive around.
- Tank mode if you want to wait at camp and have a separate puller character and puller tank mode if you want to automate pulls (but merc healers are often useless with puller group role on, so separate puller is a good idea in this regard)
If you want a character to auto assist at 100, then you set it at 100. We can't read your mind, if the not engaging at a value you have chosen in the settings (or default settings) isn't the value you want, you will have to change it. That's why it is a setting.
- Your plugin AutoAssistAt value. Setting this to 100 may solve a lot of unwanted pet behaviours where it doesn't defend or engage. Experiment.
Yes, if you are assigned as puller and you get in a bind the plugin will let you die because the puller dying is better than bringing a wipe back to the entire group. If you don't want the puller role, then it's recommended that you don't assign yourself the puller role.
- Having group puller role assigned can be sort of frustrating as it means your cleric merc will leave you to die regularly but it's baked in to the puller tank mode and u can't do much about that. The puller group role isn't exactly the problem it's the tiny radius on the healer merc. You need to turn puller group role off and on a bit to try and get the healer merc to reposition. A healer box would be a lot better I guess.
- /mag resetCamp is one of your most used buttons, make sure you reset camp (this is not the same as a campfire) to your fighting area and on top of your healer merc if using one.
- make a button for /mag mode 0 - so you can press this while plugin paused and not begin an unwanted pull if one unpausing in puller modes.
Yes, characters are designed to do things inside of the camp, not at random locations in the zone for no reason.
- It's only once mobs are inside the plugin camp radius that a lot of stuff with the plugin activates. Camp Radius is very important but it also can't be too big. Experiment.
- camp radius and the /mag radius xxx command are 2 entirely different things. Radius command is for pulling distance not camp engage.
Set the max mob level to engage to 1, setup your camp, then revert max mob level to 255. Then you can setup your camp and see it on screen.
- For automated pulling with puller tank mode, you need to carefully set /mag radius XXX and /mag pullArc XXX - you CANNOT see these on your mini map until you have puller tank mode on which can be a problem as you may immediately go do something you regret.
- If you set /mag radius XXX low you can then up it and also set /mag pullArc XXX once you can see them on map to include some mobs
This is inaccurate. Not everyone exceeds the level that this spell is useful. I recommend making an informed decision on if you want to use the group mod rod as opposed to just blanket statement saying no mage will ever need this and everyone should turn it off.
- Make sure GroupModRod is off, it is terrible mana return, a pointless summon on a mage and wastes the timer for the 11x better AA rods which you will use anyway.
Yes, when you're in a tank mode you try to do tank things. For adds I recommend getting CC. But if you want to play the game the way SuperUser007 plays the game you will in fact need to pause the plugin so that the automation stops automating so that you can take over.
- With a tank mode set plugin should veil & ds your pet, a real click fatigue saver, which helps bit with some limited stickiness for adds to pet. Mostly for adds you're going to have to pause the plugin and set swarms on adds, cloth tank (lol) or consider boxing a crowd control class.
Mercs are dumb. Roll a clr/shm/dru, future you will thank you.
- Experiment with plugin CampRadius setting you need it to be big enough to engage mobs but small enough to not run out of healer merc tiny heal range esp if puller group role is on mage.
If you don't like your spell lineup you can simply use BYOS/BYOSCustom. This statement is an opinion. I like paradox, I'd rather have it than damage shields.
- It's helpful to use veil & skin so you will probably have to drop paradox in plugin checkboxes. Paradox is just too aggressive about taking a gem slot (particularly the 13th one which is almost the only optional 1 left after veil skin, dps spells and various buffs).
My healer box heals me. I don't choose to heal at all on my mage.
- you are probably going to have to choose between promised healing line (excellent healling) and thaumatise pet for some mana return, neither are very sticky as spell gem choices so you need to drop enough stuff for them to not be overwritten by a spell that the plugin rates as higher priority.
Changing your burncount to the amount of mobs you want to burn at helps when you have >= the amount of mobs that you want to burn at. 2 is not the answer for everyone, just Tanek5000 and anyone else who would like to start burning when there is only a measly 2 mobs in camp.
- setting plugin burn count to 2 helps with adds.
If the automated method of handing out weapons doesn't work for you. You will in fact want to manually do things related to handing out weapons manually.
- pause plugin to give you pet rage/agro proc weapons when setting it up to tank. Even for dps weapons it rarely gives 2 procs often duplicating the proc type so manual weapon handout seems superior.
This is well documented in the AddClicky link found on the CWTN Getting started guide. Everyone should just go look at that. When changes are made to the plugin we try to keep all the documentation up to date to reflect those changes. Also, this statement lacks a lot of the already documented information on addclicky in it's current state at the time of your post. We link the getting started stuff 10+ times a day
- putting stuff on your cursor and doing /mag AddClicky Downtime/Defensive/Offensive/Burn/Summon/ShrinkGroup/PullItem/ManaGroup/ManaSelf/HealthGroup/HealthSelf/Cure [If it's summon, how many you want to keep on you]
- this is great for managing various clickies like robe clicky(burn) cauldron(downtime) mount(downtime) darkshine staff (burn) etc.
- added missing ability to slash command this option
- Corrected issue with deleting Talassic Rage/Mind weapons
- Thank you @Valdstein
Wanted to ask a quick question.
Have a 120 mage or a few rather and during raid or during recovery from wipe, the mages will only give summoned daggers and not current pet weapons. Has anyone else seen this?

Yep i didnt* see this sorry and thanks
yes. intentional.Wanted to ask a quick question.
Have a 120 mage or a few rather and during raid or during recovery from wipe, the mages will only give summoned daggers and not current pet weapons. Has anyone else seen this?
we send our pet in once it gets in the campradiusWant to start this off by saying that this plugin has been an overall great experience. Works out of the box pretty damn well and adjusts to BYOS sets effectively to create a very dynamic plugin.
However, some times, when in tank mode, the Mage will send their pet in to tank a pull and end up with 3-4 of a 10 mob pull instead of waiting until I'm fully in camp with the mobs. Is there any way to have it tank, but still assist on an MA? I don't want it to stop tanking, but I'd like to have target control on my main.
I also saw the post where you addressed the plugin not using Rathe's Strength due to an issue. I'm just wondering if that issue is in MQ2 or if the buff itself isn't working correctly because I cannot find any information on it.
that's because it's /mag UseProgressiveSpell
Ks. Stop posting about things I've already addressed directly with you. Please and thank you.
haven't seen any mq2mage crashes come through.Im getting a lot of crashes on my mage box. it seems like its related to handling cursor items cause whenever i log back in she has something in her hands and ive caught her doing it when it crashes a couple times. Has this been a common experience i didnt find anything about it in the documentation ive read related to item handling. could be something im doing when switching windows/alt tabbing or something
inventory isnt full or anything, ive got delete trash on. using isboxer but my other clients rarely crash with it. just had it happen again on relog almost immediately
/mag ModRod - This will force mq2mage to cast the Modulation Shard AA, despite personally having the summoned rod or not.
has not been taken outThis command is listed but doesn't appear to function. I wanted to confirm if it was updated or had been removed?
I was tweaking my mage and noticed it's not handing out mod rods. I do have it set for Group Rods, which is listed.
Thanks!

well as i mentioned, you can't turn it off. it is an "on use" button so you can force it to use an AA.Okay, my mage on this server is level 83 so it's not using the AA. It looks like the plugin doesn't give any kind of confirmation or status entry when it gets toggled on/off. But it doesn't give an error either if using the /mag <AnyCommandThatIsNotReal>.
I'll look at the lore group issue. I noticed today that Mass Elemental Transvergence (L75) isn't casting. But if I cast manually the rod appears and the group uses them. But the mage never recasts.
if you're more 5 levels or more above your groupmodrod spell, we won't use it.
are you unable to get Mass Prime Transvergence yet or are you missing spells and didn't think that was important?
well talk this out with meIt's this. I can't buy the spell yet. Rk. II is locked behind faction and Rk. I is dropped and there aren't any for sale.
I'll just have to push through to the level 85 version that is widely available on the server.
I didn't realize they stopped updating the spell and went with AA. That has actually been the biggest adjustment to playing on a non-current server. I'm used to AAs taking over the casting of so many spells. I ran into that a couple days ago with SK snare. I haven't had to use a spell to snare in a long time since the AAs replaced it.well talk this out with me
maybe a greater than 9 spread would be better, but i'd want more information on it.
not even being able to get rank 1 sucks - the rank 2 doesn't look hard to make, but like you said, faction
what we're trying to avoid is they stopped updating this spell at 105, and the rods share a timer with the AA modrod, making them *hurtful* if you used the crap one and had the good one chillaxing
no, we don't do that on purpose or not on purpose, we just hand out what we have that matches stuff we hand outHi Sic, not a complaint, just an observation:
I noticed my mage is giving out two different weapons to group pets. Love it, saw nothing in notes and wondered if I did anything weird that made that happen.
Belated thanks for the Delete Trash option.
Cool, Never seen it happen before on other group mages. A happy surprise.no, we don't do that on purpose or not on purpose, we just hand out what we have that matches stuff we hand out
You can force this to happen by manually summoning pet weapons, unpacking them, and then deleting 1st weapon. Now they won't be in pairs because it's offset.Cool, Never seen it happen before on other group mages. A happy surprise.
Yes. It is repositioning the pet.question - i have noticed my mage using the AA Summon companion in almost every fight.
I'm currently 85 on tlp with Seeds of Destruction.
the aa is currently doing nothing but summoning the pet, and using 1% of my mana.
Which is quite intensive when i'm basically grinding many mobs at the same time
this fight i had 4 mobs... it summoned the pet once when the first mob died.
then again on the second, and fourth mob death.
blocking summon companion on pet only seems to block the spell, not the AA. (tried blocking the aa number, but that only blocks a guide invulnerability spell)
is there another way to disable it?
ahh ok.Yes. It is repositioning the pet.
You can disable it, but I wouldn't. Blocking the spell is not how
/mag usesummoncompanion offahh ok.
thanks.
how do you disable it btw? just in case.
