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MQ2Paladin

Plugin - MQ2Paladin 3.1.52471.11

I seem to be running into an issue with my Pally no longer casting undead DD spells, specifically Eulogy. I'm in Loping Plains, pulling skellys and confirmed that they show as undead via "/echo ${Target.Body.Name.Equal[Undead]}", however Eulogy (nor any other undead DD) is being cast. I unmemmed the spell to see what would happen and it immediately memmed Eulogy back. I also tried unloading the plugin and reloading. I've searched through the forums and FAQ and am at a loss at this point. I was succesfully casting Eulogy in Hills of Shade yesterday. Maybe it's somehow related to AA's I purchased yesterday, specfically "Divine Stun"? I had to turn off use of that spell due to all the pushback. Over time, it was causing "camp creep" with my KA group members and I couldn't figure out a way to get around that, so I stopped using it. Any idea's how I can further debug this?
so Eulogy (which is the 'Doctrine' line of spells doesn't cast on undead today, but was yesterday?

please make sure to check the > how to ask for help <

appears to be casting eulogy as expected
1688135029447.png
1688135100670.png
 
so Eulogy (which is the 'Doctrine' line of spells doesn't cast on undead today, but was yesterday?

please make sure to check the > how to ask for help <
That's correct. It was routinely casting on Undead mobs in the "Hills of Shade" zone, but now in "Loping Plains", I'm pulling mostly level 77-78 skeletons. They register as undead by checking the output of /echo ${Target.Body.Name.Equal[Undead]}", however, no Undead DD's are being cast at all. I thought it was because maybe there was an upgrade to Eulogy I missed, but as I said, when I manually un-memmed it, the plugin mem's it right back, so I asssume it thinks it's supposed to be using that spell for Undead mobs. I did also read through the FAQ and all the posts I could find before posting here. Since there was nothing in the ui window to show casting or not casting, I didn't post any screenshots. If you need more data, just let me know and I will provide it.
 
That's correct. It was routinely casting on Undead mobs in the "Hills of Shade" zone, but now in "Loping Plains", I'm pulling mostly level 77-78 skeletons. They register as undead by checking the output of /echo ${Target.Body.Name.Equal[Undead]}", however, no Undead DD's are being cast at all. I thought it was because maybe there was an upgrade to Eulogy I missed, but as I said, when I manually un-memmed it, the plugin mem's it right back, so I asssume it thinks it's supposed to be using that spell for Undead mobs. I did also read through the FAQ and all the posts I could find before posting here. Since there was nothing in the ui window to show casting or not casting, I didn't post any screenshots. If you need more data, just let me know and I will provide it.
did you just copy/paste the same thing you already posted?


here is my paladin using eulogy on "a skeleton warrior" as expected in loping planes
1688135029447-png.49339

1688135100670-png.49340
 
did you just copy/paste the same thing you already posted?


here is my paladin using eulogy on "a skeleton warrior" as expected in loping planes
1688135029447-png.49339

1688135100670-png.49340
No, I just don't understand you referring me to the FAQ on how to ask questions when I provided a clear description of the issue. It was an attempt to ask for help (again) in a clear manner. I did ask you what additional information I could provide. I understand it's working for you, but it isn't for me. I have provided a screenshot here to show me fighting an undead if that helps at all.
 

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No, I just don't understand you referring me to the FAQ on how to ask questions when I provided a clear description of the issue. It was an attempt to ask for help (again) in a clear manner. I did ask you what additional information I could provide. I understand it's working for you, but it isn't for me. I have provided a screenshot here to show me fighting an undead if that helps at all.
i linked that to you so you could use the spellgroup/name so we were definitely talking about the same thing. if you said "eulogy" but you meant "elegy", because that is what people do sometimes, then we would be talking about "Requiem" spell group and not "Doctrine" spellgroup, because at 86 it starts working on living as well as dead, so they're split

this fight shows that it died before it got to that ability.

try taking off your weapon and no other damage and see if you end up using it.
 
i linked that to you so you could use the spellgroup/name so we were definitely talking about the same thing. if you said "eulogy" but you meant "elegy", because that is what people do sometimes, then we would be talking about "Requiem" spell group and not "Doctrine" spellgroup, because at 86 it starts working on living as well as dead, so they're split

this fight shows that it died before it got to that ability.

try taking off your weapon and no other damage and see if you end up using it.
Gotcha. I will make sure to post a screenshot of the Spell information the next time. I took off my weapon as you suggested, with the same result. I have attached a screenshot here.

Edit: As an update, the only thing I can think of is that I bought my first stun-related AA's yesterday and enabled them via "/pal AATimerTwo divine". I have also tried "/pal AATimerTwo disruptive" "/pal AATimerTwo force", but still not casting any Undead AA's. Maybe it's prioritizing those AA's now and somehow skipping the Undead DD's? Just trying to think what might have changed on my end....
 

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Gotcha. I will make sure to post a screenshot of the Spell information the next time. I took off my weapon as you suggested, with the same result. I have attached a screenshot here.
i still suspect it is a pacing issue.

try clicking your byos button and unmemorizing crush and force for the time being
 
i still suspect it is a pacing issue.

try clicking your byos button and unmemorizing crush and force for the time being
Un'memming crush and force did indeed fix it. With both spells memmed, I timed a fight on an undead level 78 mob and it lasted 13 seconds, without casting Eulogy. It does seem to prioritize "Crush of the Crying Seas Rk. II", with that showing up casted as soon as it's available. Should it not weave in an Undead DD in there in that time frame?
 

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Un'memming crush and force did indeed fix it. With both spells memmed, I timed a fight on an undead level 78 mob and it lasted 13 seconds, without casting Eulogy. It does seem to prioritize "Crush of the Crying Seas Rk. II", with that showing up casted as soon as it's available. Should it not weave in an Undead DD in there in that time frame?
13 seconds isn't a very long fight at that level and AA and spell cast time and recovery. a "weave" is usually referred to something that happens between GCD - undead DD can not be used between GCD, so no.

I'll take a look at what you'd expect to have for casting time and recovery at that level and make an adjustment if needed, but i don't think there is an adjustment needed here. stun is hella aggro and stops you from being hit
 
13 seconds isn't a very long fight at that level and AA and spell cast time and recovery. a "weave" is usually referred to something that happens between GCD - undead DD can not be used between GCD, so no.

I'll take a look at what you'd expect to have for casting time and recovery at that level and make an adjustment if needed, but i don't think there is an adjustment needed here. stun is hella aggro and stops you from being hit
Fair point. As an FYI, I did go back to Loping Plains and have tested fights of 20-25 seconds and still no Undead spells are being cast. This did seem to start happening after I purchased my first stun-AA's and enabled them via ""/pal AATimerTwo ". I don't see a way to completely disable them. Is there some way I can do that to see if goes back to casting Undead spells?
 

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Fair point. As an FYI, I did go back to Loping Plains and have tested fights of 20-25 seconds and still no Undead spells are being cast. This did seem to start happening after I purchased my first stun-AA's and enabled them via ""/pal AATimerTwo ". I don't see a way to completely disable them. Is there some way I can do that to see if goes back to casting Undead spells?
You can byos and not load anything you don't want to use
 
I've noticed that my pally has started casting "Abrogate the Undead Rk. II" on all mobs and not just undead. The only way I can avoid this is by going to BYOS mode and un-memming the spells. I have attached a screenshot showing this happening in Beast's Domain on a 'great dark ape". It's also happening with every other mob-type in that zone. I've tried un-loading and reloading the plugin, as well as restarting the game, re-downloading the plugin,, etc.. but nothing has helped. Am I just misunderstanding the undead spells in general? I'm assuming their debuffs only trigger on undead mobs, so therefore there would be no reason to cast them on "live" mobs? Just let me know if you require any additional information.
 

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I've noticed that my pally has started casting "Abrogate the Undead Rk. II" on all mobs and not just undead. The only way I can avoid this is by going to BYOS mode and un-memming the spells. I have attached a screenshot showing this happening in Beast's Domain on a 'great dark ape". It's also happening with every other mob-type in that zone. I've tried un-loading and reloading the plugin, as well as restarting the game, re-downloading the plugin,, etc.. but nothing has helped. Am I just misunderstanding the undead spells in general? I'm assuming their debuffs only trigger on undead mobs, so therefore there would be no reason to cast them on "live" mobs? Just let me know if you require any additional information.
Ok I'll take a look.

Some abilities just do more on undead types but have a baseline dmg, but I might have missed a type check or something else. Will look at it in an hour or so
 
Ok I'll take a look.

Some abilities just do more on undead types but have a baseline dmg, but I might have missed a type check or something else. Will look at it in an hour or so
Great, thank you sir. I did look up the spell's abilities beforehand and found this:

1: Decrease Hitpoints by 10431.
2: 24% Chance to trigger: Annihilate Weakness
3: 10% Chance to trigger: Abrogate Destruction

Based on my reading on Alla's website, those debuffs only pertain to undead mobs, but perhaps I'm reading that wrong and the Abrogate Destruction debuff can be triggered, even if the mob is a "live" one?
 
Great, thank you sir. I did look up the spell's abilities beforehand and found this:

1: Decrease Hitpoints by 10431.
2: 24% Chance to trigger: Annihilate Weakness
3: 10% Chance to trigger: Abrogate Destruction

Based on my reading on Alla's website, those debuffs only pertain to undead mobs, but perhaps I'm reading that wrong and the Abrogate Destruction debuff can be triggered, even if the mob is a "live" one?
Well like I said I will take a look in about an hour when I'm back at a computer.

If the spell is completed and doing damage to the mob then it means it's working. If the spell is trying to change cast and is not firing and you're getting a message saying that you can't use it on this target then there's a issue that needs to be resolved.

But like I said I will take a look at it no problem
 
Well like I said I will take a look in about an hour when I'm back at a computer.

If the spell is completed and doing damage to the mob then it means it's working. If the spell is trying to change cast and is not firing and you're getting a message saying that you can't use it on this target then there's a issue that needs to be resolved.

But like I said I will take a look at it no problem

That does indeed seem to be what's happening. I have attached a screenshot showing that exact error message:
 

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so ez fix - "Abrogate the Undead" should be only in the "doctrine" line and not in the "requiem" line
 
MQ2Pladin appears to not be using Alliance unless you use the BYOS option, even Force Alliance doesn't mem the spell I'm running a group of 5 Pallys and a bard.

any thoughts?


1689939140252.png
 
MQ2Pladin appears to not be using Alliance unless you use the BYOS option, even Force Alliance doesn't mem the spell I'm running a group of 5 Pallys and a bard.

any thoughts?


View attachment 49955
we put alliance in gem 13, you don't have gem 13

gem 13 at 106 ros+ mnemonic retention 5

so if you're before that, you'll want to byos / byos custom (with usage turned on)
 
Would it be feasible for the system to check aggro levels, and assuming no other groupmate is above a certain amount it skip casting Crush and Hymnal? In fast chain pulling exp group I've found its hard to keep steady mana even with ench buffs and decent gear bc i'm almost alawys casting aggro spells which are probably overkill since i've never once lost aggro in a group setting with 2 rogues and a wizzy.
 
Would it be feasible for the system to check aggro levels, and assuming no other groupmate is above a certain amount it skip casting Crush and Hymnal? In fast chain pulling exp group I've found its hard to keep steady mana even with ench buffs and decent gear bc i'm almost alawys casting aggro spells which are probably overkill since i've never once lost aggro in a group setting with 2 rogues and a wizzy.
No. Byos if you want different spells.

Q: Are there pre-made loadouts?
A: Good question, there was *going* to be, but it was mainly niche or *very* specific. And due to the vast options that Paladins are equipped with, even if there were additional pre-made loadouts, they likely wouldn't meet the needs outside of the base setup-options anyhow. Instead, there are some options like MemSplash. You can always byos/byos-custom to load things the plugin knows how to use.
 
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BYOS isnt a solution to be more efficient with the spells. Since the answer is a definitive no I'll deal with it and move on.
 
BYOS isnt a solution to be more efficient with the spells. Since the answer is a definitive no I'll deal with it and move on.
for your described scenario as described it sounds exactly a solution, sorry about that
 
I've been wanting to attempt this for a while now, but the thought of updating my macros to make this happen has totally put me off of even attempting it. With the closeness of the last few releases of the CWTN plugins, I'm thinking of giving the Paladin one a go to see if I can make him function as group healer.

Now, I'm aware it *can* be done, I'm more wondering about the viability of it. Have any of you used a paladin as a healer for a warrior in general? Will the plugin function in this way effectively? I'm thinking if I can't get it to do current missions and what not with a warrior as MT, then I can also put an SK in that spot, although I have an attachment to my warrior that I've been using since House of Thule :P

Any thoughts out there on doing this plus comments on experience using the MW2Paladin plugin for this purpose would be appreciated.
 
Sorry to bother. The CWTN.UseDeflection TLO seems to be on vacation with latest build (was working fine before the druid release patch). It's only a Paladin thing. SK and war UseFortitude still return true/false.

1694482561567.png
 
If on test do we need to wait for a rebuild, as we cant manually update the plugins ? (sorry if a dumb question)
 
I am running an odd combination for fun: 5 paladins and an enchanter. All are running CWTN plugins. They are all now level 95 and I am having a major issue with mana. It seems that the paladins all run out of mana very, very quickly and I spend an inordinate time resting.

I have tried many variations on the settings such as changing the healma settings to all be the default (60) to varying them to cascade (one paladin's healma setting to 80, the second to 70, the third to 60, the fourth to 50, the fifth to 40) and this does not seem to change things much from leaving them all at 60. I have tried setting some of them to usesplash, some to not use it, some to usewave and some not. It all results in everyone running out of mana at a quick rate. What are the mana hungry settings that are adjustable?

Has anyone else tried to run a combo like this with success? If so, what settings are you using?

Also, what is the logic behind the use of Splash? It seems to often use it when everyone (including the main tank) is full health.
 
Also, what is the logic behind the use of Splash? It seems to often use it when everyone (including the main tank) is full health.
Splash doesn't waste a twincast opportunity.

You definitely don't need 5 paladins splashing. You probably don't need wave either.

I would set one of them up as a more "cleric" than warrior, and the rest as more "warrior than cleric". And turn off splash (or only for cures), turn off wave, have very low ma and not ma heal values to only do that in an emergency.

You're really stubbing your own toes with this group, however. Paladins are almost entirely takers, and enchanters don't really bring as much as brd, bst, or even nec do
 
I wasn't going to roll a tank. I had two killer SKs in my Guild. One was sporting 21/21 BIS I didn't need a tank. But I played more than they did, so I rolled a Pally. I figured they already had the SK thing covered and you can never have too many rezzers in your crew. That was just about the time I was getting into the Plugins. So I got my Pally Plugins. Now the Pally Plugin is as essential to my EverQuest gaming as milk is to cereal. I have an SK he is level 112 I could level him to 120 I know everyone loves SKs but the Pally suits my needs better. There has been more than one occasion where the group wiped but either the Shaman or Necro managed to Rez the Pally before they died and the Pally rezzed the Shaman and they rezzed the group pulling out a victory from the brink of disaster. This only happens with a Pally
 
Plugin - MQ2Paladin

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