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MQ2Rogue

Plugin - MQ2Rogue (6 Viewers) 3.1.52471.11

is there a way to toggle elbowstrike off? this is interfering with assassin's strike for TLP because they share a timer
No, but you can turn off useopener if you don't want to use that timer 9 usage, but currently it would still use elbow strike

I guess you don't really get anything better than elbowstrike (lvl 5) until assault (lvl 85) for timer9 that isn't an opener, which is pretty sad

let me put some thought in a solution
 
Anyone have same issue with fighting in water and rogues turn into space cadets and wander away from the mob? I searched everywhere and didn't find much..

1628509200284.png
 
Anyone have same issue with fighting in water and rogues turn into space cadets and wander away from the mob? I searched everywhere and didn't find much..

View attachment 32197
if this is between mobs this is usually an issue if you create a camp not on the ground (as in floating in water)

also double check if you have swimfix on or off /rog UseSwimFix true/false/on/off/0/1 - Will swim down to a mob to engage - we use this to try and return back to your camp as well as swimming to the mob to engage. you can try and toggling this to the alternate setting and see if your issue goes away.
 
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They will head back to camp fine and I did mess with swimfix, but they seem to get to the mob just fine but after a few seconds they just wander off.. Hell on a named they might make it to the other side of the zone! Once mob is dead they run back to cam just fine.
 
They will head back to camp fine and I did mess with swimfix, but they seem to get to the mob just fine but after a few seconds they just wander off.. Hell on a named they might make it to the other side of the zone! Once mob is dead they run back to cam just fine.
if they are wandering like that - that means you have an issue with your mesh where you are at, and it thinks it needs to navigate to the mob.

sometimes if there is a layer above you and a layer below you, it will pick the one above you as the "best path" which to get there, sometimes means running to go get it.
in a spot like that i would either a: edit your mesh to make the top layer a higher weighted area - so you avoid it more - or make it avoidable all together or b: figure out where that's happening and avoid that spot.

I think know where you're at and i've done that area quite a bit without the issues you have - i suspect it thinks it needs to get on those ice shelves.
I haven't weighted mine, or made them non-navable, but i generally ensured i was close to the seabed, and i don't think i sat at that spot right under those ledges
you can kinda see what the ledges look like here
1628511006674.png1628511135141.png
 
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I am starting to lean more toward a background issue. I can tab to them to be on main screen and they will run back to the mobs.. I seem to only have this issue in the water..
 
I am starting to lean more toward a background issue. I can tab to them to be on main screen and they will run back to the mobs.. I seem to only have this issue in the water..
ok. yeah... if you have max background fps setting in your alt-o set to min, then you definitely need to bump that to at *least* 30, preferably 60.
 
BGRenderRate=0
Clip=0
StatusOutput=1
DebugOutput=0
DrawChatWindows=0

Why did I think this was a global setting and not for each toon lol
 
OK, new(ish) rogue user here. Read through 17 pages to try to avoid the 'already answered' response, but obviously missed it.

I have read that rogue alliance can be consummated with others in group using poisons. But the 'forcealliance' option is no longer present. So
1) What are the criteria for rogue to use alliance if 'UseAlliance' is on? (group, not in a raid)
2) How does this work? (i.e. is this a burn thing, because otherwise things don't last very long)

P.S. Took a few weeks of investment to get him there, but MQ2Rogue is getting close to DPS par with MQ2Zerker and SK with 2H. Still not there yet (and SK shouldn't be close, but is OP IMHO) but was fun getting here.
 
Sometimes it gets hidden due to a UI glitch...
In order to see force alliance, you need to have usealliance on -> Then it may be nessesary to slightly resize the window for the option to appear. The idea was that UseAlliance must be on, so if it's not on to hide the option to force it. But it does cause it not to display until you resize or refresh the window in some way sadly.
 
Thanks.

So ForceAlliance still works? If so
1) How do I get it back in the UI, and
2) When / how does it trigger/

/rog UseAlliance on
/rog ForceAlliance on
Then tweak the window a little, it will pop out.

Chat or Sic can give more details, its also covered in I think the rog vid? and discussed maybe on the info tab.. short brief is, rog alliance skill is based off having poisons applied. it doesnt have to be a Rog applying them. So you give your melee poisons, set them up to auto apply them, rog activates alliance, mob takes X strikes of poison damage from the group, boom, triggered. Thats the game side.
As far as the plugin goes, setting Use Alliance to on, makes it a valid action, however, its going to check to see if you have enough people to trigger it.. so normally it wouldnt use it. Turning on the Force Alliance flag tells it to ignore the class count and just use it, and if your melee's have the poison buffs on them, it will cause the in game scenario outlined above.
 
this is covered in the mq2rogue video @ this mark

to summarize both what is covered and how it works:

- the rogue alliance abilities are: "Poisonous Coalition" (113), "Poisonous Covenant" (108), "Poisonous Alliance" (103)
- to use alliance, you need to /rog usealliance on
- to show the force alliance, you have to have turned on use alliance /rog usealliance on, and then /rog forcealliance on and then resize the window since it was hidden before.
- force alliance will continue to use your alliance ability despite alliance count being met 3 or more in group - which is why force alliance exists, either you don't care about the count, or you want to count other people not in your group, like in raid, or out of group etc.
- you can trigger alliance with non-rogue members if they are using applied poisons and are meleeing this would be something like Spider's Bite XX
- if you have usealliance on (with 3 or more rogues - or forcealliance on) you will do this as part of your regular combat routine
 
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Just curious, but with the AutoCorpseGrab button checked and verified in the ini file, my rogues wont grab the corpses of group members that die, regardless of range.

This was corrected after assigning a main tank to the group. Previously rogue was set in assist mode, no targets on xtarget, corpse was 300 range, and rest timer was in fast rest mode.
 
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Just curious, but with the AutoCorpseGrab button checked and verified in the ini file, my rogues wont grab the corpses of group members that die, regardless of range.

This was corrected after assigning a main tank to the group. Previously rogue was set in assist mode, no targets on xtarget, corpse was 300 range, and rest timer was in fast rest mode.
there's nothing that having or not having an MA should prevent corpse grabbing to occur.
 
rogue is using glyph of dragon scales instead of glyph of destruction for me and frenzied twisted chance ragged is better then frenzied ragged twisted chance in burn order
 
rogue is using glyph of dragon scales instead of glyph of destruction for me and frenzied twisted chance ragged is better then frenzied ragged twisted chance in burn order
you are either in a tank mode or assigned as group main tank to use tank glyph

frenzied stabbing is the primary burn disc
twisted chance is the secondary burn disc

we fire Ragged if you don't have an active disc, and knifeplay isn't ready and fury isn't ready.
 
should fire frenzied then twisted chance and then ragged clips the tail end of rogues fury buff =P and thanks i was assigned as tank did not know that
 
Rogues grabbing corpses has always worked well for me, but no longer. I moved my crew to Sleeper's Tomb and put a rogue in the main tank group specifically to grab corpses when the tank gets snared and dies before getting back to camp. No matter what I do the rogue just sits there on tank death. Grab corpse is turned on, so it's not that simple. Any ideas?
 
Rogues grabbing corpses has always worked well for me, but no longer. I moved my crew to Sleeper's Tomb and put a rogue in the main tank group specifically to grab corpses when the tank gets snared and dies before getting back to camp. No matter what I do the rogue just sits there on tank death. Grab corpse is turned on, so it's not that simple. Any ideas?
howdy Ninja,

sorry to hear about your woes nothing has changed in the corpse dragging routine in a while.

Q. Why doesn't the rogue autoCorpseGrab, it is turned on?
A. if you don't have a camp, AutoCorpseGrab is off, you have xtargets, the distance is less than your camp radius, they are closer than 80 feet, or there isn't a path that exists it fails. You can see the explanation in the MQ2Rogue vid > HERE <

so checklist:

AutoCorpseGrab needs to be on.
Need a camp set (in a camp mode, manual, vorpal are not camping modes, etc)
they need to be further away than your camp radius
they need to be greater than 80 distance away
you need to have a nav path to them - so if they die off mesh, or in an area marked "never" then we won't get them


Few folks have been reporting that mq/mq2/eq bug recently where it thinks you have mobs on xtarget when you don't. (we actually try and handle this directly in the cwtn plugins, but it is possible still a problem) next time it happens you might want to do a reloadui and see if that fixes it. if we think you have mobs on xtarget, we will won't go and grab anything or do downtime stuff.

Also obligatory - you should consider starting to move to MQ "Next" as there are and have been lingering bugs and issues in MQ2 that are fixed/not bugs in MacroQuest "Next".
 
I just picked up Deadly Aim (Rizlona just got to OoW). I'm running the Next version of MQ2Rogue now, and it seems like it auto-triggers deadly aim as soon as I engage any mob in melee (no burn set).
 
I just picked up Deadly Aim (Rizlona just got to OoW). I'm running the Next version of MQ2Rogue now, and it seems like it auto-triggers deadly aim as soon as I engage any mob in melee (no burn set).
yup, knifeplay is something we use when available.

I can take a look at if the earlier xpac usage needs to be adjusted (and probably does 20m reuse 1m up time on the lvl 68 version). i'll look tonight
 
this is a 20 minute ranged-only discipline, I guess it shares a timer with whatever "knifeplay" is later :)
 
just wanted to clarify it being a thrown-only thing, might be easier just to delete it (can't think of a useful way to make the plugin use that)
 
just wanted to clarify it being a thrown-only thing, might be easier just to delete it (can't think of a useful way to make the plugin use that)
yeah looking at what we have in the timer 16, both deadly and fatal shouldn't be in there (and we don't use lethal) i'll just remove them
 
Just a request but can we get an option to wait for LOS before attacking no matter what assist % is at ? My rogue keeps naving way out of camp radius to attack things if it gets to 98% from tank DS before getting to camp when pulled. I have campradius at 30 and it still does it. This happens on mq2berzerker also.
 
We wait until the mobs are in the camp before we engage.
Also, if I wait until we have line of sight then it's possible we never engage because a pebble is blocking LoS. Additionally, it would defeat the purpose of primarily using nav to get to a mob if they wait for line of sight.
 
some reason its been engaging before its in camp shrugs ill figure it out.
if you are in chase mode, it checks distance from mob to the tank, if you are in assist mode it absolutely will not engage until that mob is inside your camp, near the ma, and at or below your health threshold.

in fact, for PL toons that i don't want engaging (like they're naked or whatever) i'll set their campradius to like 5, so they never end up engaging
 
blitzstrike usage is not on cooldown sometimes blitzstrike is up for 20 or 30 seconds before it uses it again
 
blitzstrike usage is not on cooldown sometimes blitzstrike is up for 20 or 30 seconds before it uses it again
// Important: these FellStrike abilities give you a temporary buff, we won't end up re-casting the fellstrike ability if you still have the buff.
// This note is here because Sic has lost years of his life on this.
which for this particular ability it is likely unnecessary since the buff lasts longer than recast and it just reapplies it (as opposed to not applying it and then losing out of time on the buff from the ability after the duration is over but now the ability is not up) but it is part of our disc usage check.

tl;dr - yeah probably should get a tweak, we'll take a look at that.
 
Plugin - MQ2Rogue

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