Sum1
Warriors are inferior (read: crybaby) tanks
- Joined
- Jul 30, 2006
- RedCents
- 6,302¢
Hey all.
Last night I made my first MQ2Nav mesh. I played with the settings quite a bit, and I think I figured it out. I did a quick /nav target to see if my dude would move, and sure enough, it worked.
I'm setting up a camp in an area that's kind of on a wall. If I fall off that wall getting back on is a gigantic pain in the ass, and if it happens when I'm AFK or semi-AFK it'll be an issue.
1. With the navigation meshes, the toon will attempt to stay up on the same level/wall while pulling and not cut corners or otherwise attempt to move back to camp without using the walls, right?
2. I'm camped in one area (safe spot) and want to pull mobs along the way to a neighboring room. If I make the pull radius large enough to reach into the back of the neighboring room it opens up a lot of other areas with other mobs that I don't really want/need to pull. If I remove the tiles in the mesh of the areas I don't want to pull from would it be sufficient to ensure my puller stays in the areas I want him be in?
3. In the above case, if he has LOS of a mob that's standing inside the area I've edited out, will the puller still tag a mob inside the edited area from distance using bellow or SK terror or other spell?
I was using a macro that had a recorded advpath, but that shit was infuriating with how fickle it was. The pull path would tag a freakin mob and then continue running down the full path or most of the path before coming back to camp. Meanwhile, the tank was running off and trying to tag that crap, and (more infuriatingly) sometimes my other toons would be, as well. lol good times!
I'm hoping switching to Nav from Advpath will fix my issues.
Last night I made my first MQ2Nav mesh. I played with the settings quite a bit, and I think I figured it out. I did a quick /nav target to see if my dude would move, and sure enough, it worked.
I'm setting up a camp in an area that's kind of on a wall. If I fall off that wall getting back on is a gigantic pain in the ass, and if it happens when I'm AFK or semi-AFK it'll be an issue.
1. With the navigation meshes, the toon will attempt to stay up on the same level/wall while pulling and not cut corners or otherwise attempt to move back to camp without using the walls, right?
2. I'm camped in one area (safe spot) and want to pull mobs along the way to a neighboring room. If I make the pull radius large enough to reach into the back of the neighboring room it opens up a lot of other areas with other mobs that I don't really want/need to pull. If I remove the tiles in the mesh of the areas I don't want to pull from would it be sufficient to ensure my puller stays in the areas I want him be in?
3. In the above case, if he has LOS of a mob that's standing inside the area I've edited out, will the puller still tag a mob inside the edited area from distance using bellow or SK terror or other spell?
I was using a macro that had a recorded advpath, but that shit was infuriating with how fickle it was. The pull path would tag a freakin mob and then continue running down the full path or most of the path before coming back to camp. Meanwhile, the tank was running off and trying to tag that crap, and (more infuriatingly) sometimes my other toons would be, as well. lol good times!
I'm hoping switching to Nav from Advpath will fix my issues.
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