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MQ2Paladin

Plugin - MQ2Paladin 3.1.52471.11

For anyone complaining that your paladin nukes aren't going off, 100% of the time casting spells while using a two-handed weapon is a DPS downgrade, unless you are running the Thunder of Karana AA. I don't know if this plugin runs that or not, or how often it tries to nuke etc, but the only time I had a nuke spell loaded on my paladin was in ToV, and I would Doctrine since it was fast-casting and meant for large undead damage. Since ToV, I have replaced Doctrine with Splash in my KA.ini for extra healing/curing if needed, since there's hardly anything undead in CoV (some CS othmirs), ToL (ME vampires), NoS (shadeweaver skeletons), LS (LI NW corner undead).

I only use stuns if I don't have a healer, or it's something specific like Captain Kar in the Final Fugue mission.

Depending how much mana you're using on nuking when you should be just swinging your weapon, do as Chat suggested above and use that BYOS setting and make your own spell lineup.
 
i keep 35 typically on tank when grinding and 50 on the others so he gets closer to center of camp.
No scripts... Hell I'm struggling with the TS luas and looting yeah thats a joke I really could use more help guidance on a lot of things BUT I do try and Yes I have watched the video in the past a few times.
ran through this last time and remembered to reset my camp at each spot and everything went well thanks for the help
Glad you got that sorted. Sometimes we all need a quick refresher.
 
Question for Sic or CWTN is there a reason you target self when casting Splash vs just keeping the same target you have? Splash can be cast with No target, PC or NPC targeted, but plugin appears to always target self when using it.
 
Question for Sic or CWTN is there a reason you target self when casting Splash vs just keeping the same target you have? Splash can be cast with No target, PC or NPC targeted, but plugin appears to always target self when using it.
Because splash originates at the location of the target generally speaking (other classes also) so targeting the intended target makes sure they get it and anyone else that gets it is coincidental.
 
Question for Sic or CWTN is there a reason you target self when casting Splash vs just keeping the same target you have? Splash can be cast with No target, PC or NPC targeted, but plugin appears to always target self when using it.
Because splash originates at the location of the target generally speaking (other classes also) so targeting the intended target makes sure they get it and anyone else that gets it is coincidental.
and for clarity, if you're the MA (group or raid) and your target is targeting you, you don't target yourself.

after checking for that we cast it directly on the RaidMA, or the group MA, or self

the exception to that is if we're using splash to cure, then we cast it upon our cure target specifically, so if it is firing it for a cure on yourself, that might be why
 
and for clarity, if you're the MA (group or raid) and your target is targeting you, you don't target yourself.

after checking for that we cast it directly on the RaidMA, or the group MA, or self

the exception to that is if we're using splash to cure, then we cast it upon our cure target specifically, so if it is firing it for a cure on yourself, that might be why
Thanks that was the decision tree I was looking to understand, much appreciated! (I was comparing to Cleric usage and noticed it didn't seem to self target, or at least not in the same way.)
 
Any plans to add logic to using aego vs sym instead of the current blanket approach? Aka Aego self, sym the wizard, sym the ranger, aego the mage?
perhaps when we move to actors, but no, not as it is - but you have a multitude of options.

turn on aego -> let buffing happen -> turn on symbol (those who have symbol blocked, or clicked it off will now get symbol)

mq2buffme -> request the buff by name or spellgroup
 
Is there a way you could add a toggle for Armor of the Inquisitor? I notice it doesn't get used much, its recast is around 9 minutes and at max aa it lasts 6 minutes. Is it possible to get a toggle so it will fire anytime it is up?
 
Is there a way you could add a toggle for Armor of the Inquisitor? I notice it doesn't get used much, its recast is around 9 minutes and at max aa it lasts 6 minutes. Is it possible to get a toggle so it will fire anytime it is up?
we use it when you're tanking and burning, any time it is available.

so no, there won't be some other option for that.
 
sir Sic, i just rolled a pally and got this plugin, pretty tight so far may be replacing my warrior at some point. However today i noticed i am not firing disruptive? but I am firing the other two abilities on the same timer I believe.

Also, I was curious about blunted blades, I believe its not a super big increase to dps, however, it isn't bad if there is nothing to click and the disc seems to last forever, any chance for a toggle for it?
 
This in my opinion may be the best of all the great plugging. And I own them all and use them all. But my Pally has always outperformed my SK with lower AC and greater DPS. Yes my Pally out hits my SK. All I do is gear him up and run the plugin.
 
sir Sic, i just rolled a pally and got this plugin, pretty tight so far may be replacing my warrior at some point. However today i noticed i am not firing disruptive? but I am firing the other two abilities on the same timer I believe.

Also, I was curious about blunted blades, I believe its not a super big increase to dps, however, it isn't bad if there is nothing to click and the disc seems to last forever, any chance for a toggle for it?
we use disruptive. if your rank of disruptive gives yaulp, we don't re-cast it until yaulp is gone, which is in the FAQ

Q: AA Timer Two?
A: paladins have 3 "timer 2" aas
- disruptive persecution, divine stun, and force of disruption
-- force of disruption is 24k threat and interrupt - this has no cast time and doesn't cost mana, so we will use on cooldown
-- divine stun is 6k hate and stun - this has no cast time and doesn't cost mana, so we will use on cooldown
-- disruptive persecution is 60k dmg and 7k threat - this costs mana and has a cast time, so we only use to refresh yaulp

nah we don't use blunted - the answer to "can i have a toggle" is just about always no. I could see checking that everything else was down, and then using it, so i might come back to that at some point - but no plans atm
 
we use disruptive. if your rank of disruptive gives yaulp, we don't re-cast it until yaulp is gone, which is in the FAQ

Q: AA Timer Two?
A: paladins have 3 "timer 2" aas
- disruptive persecution, divine stun, and force of disruption
-- force of disruption is 24k threat and interrupt - this has no cast time and doesn't cost mana, so we will use on cooldown
-- divine stun is 6k hate and stun - this has no cast time and doesn't cost mana, so we will use on cooldown
-- disruptive persecution is 60k dmg and 7k threat - this costs mana and has a cast time, so we only use to refresh yaulp

nah we don't use blunted - the answer to "can i have a toggle" is just about always no. I could see checking that everything else was down, and then using it, so i might come back to that at some point - but no plans atm
Copy thanks for the reply
 
So this might be a silly question but does the plugin know if you're fighting undead? Also do paladin undead spells synergize with the necro line that turns targets into undead? Thanks!
 
I have all but a few of the CWTN plugins and have been absolutely blown away at how good they are. That said, the Paladin one is my absolute favorite. My pal is hands down my favorite group tank now, thanks to this plugin. He's an absolute beast and does surprisingly good DPS. He often out damages my monks when fighting undead, which is pretty sweet.

This thing is so good I've been tossing around the idea of making a "just for fun" group with multiple pallies lol. Who needs a healer or CC if you have multiple pallies popping group heals constantly? :P 5 Pallies and a bard? Why not? :P Maybe 4 pallies, 1 necro to turn stuff undead, and a bard. Stupid, but sounds fun :P
 
I have all but a few of the CWTN plugins and have been absolutely blown away at how good they are. That said, the Paladin one is my absolute favorite. My pal is hands down my favorite group tank now, thanks to this plugin. He's an absolute beast and does surprisingly good DPS. He often out damages my monks when fighting undead, which is pretty sweet.

This thing is so good I've been tossing around the idea of making a "just for fun" group with multiple pallies lol. Who needs a healer or CC if you have multiple pallies popping group heals constantly? :P 5 Pallies and a bard? Why not? :P
paladins are underappreciated imo, they're real fun
 
Is there intentions to update spells now to include the new spell gem?
- - we are currently not memorizing anything in the 14th gem slots
- - - this may change for some/all over time, but for now you can manually memorize anything you want there
 
Enjoying my new paladin.. Watching him heal the team while dps'ing had me inspired to run a 2 paladin team, and now have a quick question about how multiple CWTN tanks may interact if I did this:
If I have 1 Paladin set to tank
another 1 Paladin set to assist

if the main assist/main tank goes down will the assisting paladin do things like drop Marr's Salvation (which decreases threat) and begin taunting? Sort of like the mage and beastlord plugins with their pets emergency taunting.

Asking because I was thinking about starting a team with no priest healer, just two paladins with one set to more aggressively heal and one set to tank (yes, I have many many bad ideas but some of them do stick). Wondering about capabilities of this
 
Enjoying my new paladin.. Watching him heal the team while dps'ing had me inspired to run a 2 paladin team, and now have a quick question about how multiple CWTN tanks may interact if I did this:
If I have 1 Paladin set to tank
another 1 Paladin set to assist

if the main assist/main tank goes down will the assisting paladin do things like drop Marr's Salvation (which decreases threat) and begin taunting? Sort of like the mage and beastlord plugins with their pets emergency taunting.

Asking because I was thinking about starting a team with no priest healer, just two paladins with one set to more aggressively heal and one set to tank (yes, I have many many bad ideas but some of them do stick). Wondering about capabilities of this
no

we only do tanking stuff if we're in a tanking mode or set to group main tank.

you could always have a lem to swap modes if your 1st tank drops to something like sictank, or tank
 
This will probably create all sorts of confusion, but having an issue with the paladin plugin:

The paladin plugin does something the sk and warrior plugin doesnt do, or doesnt do anywhere near as aggressively, and that's extremely aggressively switch targets to mobs in the vicinity, even when they aren't top on xtarget, or Ive directed it to attack a specific target. I have /pal CheckPriorityTarget off, i have put the mob i dont want it to attack at the bottom of my xtarget list.

Lots of the new boss mobs you need to throttle dps so you dont get buried in adds, but the paladin plugin keeps targeting boss or switches back to boss even when i dont want it to. Paladin plugin in sictank or tank, camp set, etc.

if you have any questions, or need clarification, I can provide more details or get logs. Thanks for the help
 
The paladin plugin does something the sk and warrior plugin doesnt do, or doesnt do anywhere near as aggressively, and that's extremely aggressively switch targets to mobs in the vicinity,
that's just isn't something we do. we don't "aggressively switch targets". We only switch targets when we're getting a new mob - unless of course, you're spot healing, in which case you would -> target person to heal / rez whatever -> pick your closest mob on xtarget. of course if you clear your target and a mob hits you, that is now your target.

so either a: you're imagining it, b: you have something *else* like an LEM or Lua script doing *something* or c: you're just not noticing that you're doing stuff like healing/rezzing, and you can/should adjust your thresholds if that needs to be adjusted.

we pick the closest mob to us on our xtarget unless you're CheckingForPriorityTarget, and then you would target your priority target. this is universal "library" function across the plugins, mq2paladin doesn't use its own "let's do mob selection differently"
 
its not a, b, or c. Ive eliminated all of them. Its switching targets on me. It could be trying to heal or something, but its picking a different target when it switches back. I dont need the paladin plugin to heal anyone else, I have a cleric/shaman for that. I am going to turn healsNotMA to 0 and try again and see if it keeps doing it.
 
yep, i don't want to get into the "well i just said xyz" back and forth thing. I explained how things

but how can you say it isn't a, b, or c, and then tell me that you're going to turn off heals and see?

that is rhetorical, i don't need an answer, because we've been there before.

make sure you re-read my earlier reply a few times.
 
literally C
I turned healing down to 0, it still switches targets but nowhere near as bad as it was, so it was a contributing factor. There's still an issue when it does switch targets of it going back to some other target instead of the ones it was on regardless. Its just less of a deal when its not healing all the time.

also, with heals at zero, i assume its not group healing and splashing. I have no idea how that's calculated. If it doesnt figure that out independently, a "splashat" or "grouphealat" setting might be of use.

lastly, the paladin plugin really struggles at keeping targets on non agro mobs when there are agro targets. For instance, the remnants in the leviathan's heart mission. I have never got no remains achievement on a paladin. its constantly trying to snap back to attack the energists or eyeball dude.
 
I turned healing down to 0, it still switches targets but nowhere near as bad as it was, so it was a contributing factor. There's still an issue when it does switch targets of it going back to some other target instead of the ones it was on regardless. Its just less of a deal when its not healing all the time.

also, with heals at zero, i assume its not group healing and splashing. I have no idea how that's calculated. If it doesnt figure that out independently, a "splashat" or "grouphealat" setting might be of use.

lastly, the paladin plugin really struggles at keeping targets on non agro mobs when there are agro targets. For instance, the remnants in the leviathan's heart mission. I have never got no remains achievement on a paladin. its constantly trying to snap back to attack the energists or eyeball dude.
It doesn't go back to the one that it was on previous.

It goes back to the best Target choice that it has

Which is what I described the process works

For all of the plugins

It is either going to Target the priority Target, or it is going to Target the closest mob to it.

Or again as I also explained if you have no Target EverQuest will assign your target to the first mob that hits you
 
lastly, the paladin plugin really struggles at keeping targets on non agro mobs when there are agro targets. For instance, the remnants in the leviathan's heart mission. I have never got no remains achievement on a paladin. its constantly trying to snap back to attack the energists or eyeball dude.
You will likely have to go into manual mode and pick targets for yourself if you want to attack non-ago/non-xtar targets.
 
I'm getting an entry point error trying to load mq2paladin since the patch. Give me some advice Mr. Sic.
Pic attached
 
You have options:

1) Renew your license as it's expired.
2) Remove it from your MacroQuest.INI file (find: mq2paladin = 1 and change it to 0 or delete the line then reload macroquest)
3) Remove the MQ2Paladin.dll file from your plugin folder if you choose not to update your subscription.
 
Not sure how this happened but the "Blue Ring" that designates the Pull/hunt area is gone. It's working fine on other plugins for me like my SK plugin. but it doesn't come up anymore on my Paladin. It's still hunting fine and everything functions the way it should. I just don't have the blue ring anymore. Just the Green Ring and the Red Ring. Any help would be appreciated. I am sure I messed up something somewhere. But after years of having it, I already miss it and want it back LOL.

I have even tried camping/quit and it doesn't appear (just on my pally)
 
Not sure how this happened but the "Blue Ring" that designates the Pull/hunt area is gone. It's working fine on other plugins for me like my SK plugin. but it doesn't come up anymore on my Paladin. It's still hunting fine and everything functions the way it should. I just don't have the blue ring anymore. Just the Green Ring and the Red Ring. Any help would be appreciated. I am sure I messed up something somewhere. But after years of having it, I already miss it and want it back LOL.

I have even tried camping/quit and it doesn't appear (just on my pally)
Check your layers on your map
 
Plugin - MQ2Paladin

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