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MQ2Shaman

Plugin - MQ2Shaman (2 Viewers) 3.1.52471.11

I'm thinking of using CWTN plugins for my group, i have a questions regarding the shaman in 70s era, does it handle single cast panther spell line well for melees in group?
Yep.

But do as Durango says to see if it works how you'd like it to
 
This is the Plugin that made me let go of the Shaman I mained for over 2 decades. Because while it's run differently than I run it manually. Every aspect of it is well thought out and run more than competently. I feel like I have someone I can trust running all my Shaman toons now.
 
I love this plugin on the test server. I haven't figured it out yet on the live server yet. Anyway, shamans are tricky for me, but I love their usefulness. I love how this automates a lot of where I have issues... especially the buffs.
 
I love this plugin on the test server. I haven't figured it out yet on the live server yet. Anyway, shamans are tricky for me, but I love their usefulness. I love how this automates a lot of where I have issues... especially the buffs.
It's free on the test server. If you want to use it on the live servers you would need to purchase a license.
 
This is the Plugin that made me let go of the Shaman I mained for over 2 decades. Because while it's run differently than I run it manually. Every aspect of it is well thought out and run more than competently. I feel like I have someone I can trust running all my Shaman toons now.
No joke, I'm maining a Shaman now as well because of how well this played my box at the time. Gave me a whole new respect for the class.
 
When Melee is on in MQ2Shaman, is there any way to use Slam (for appropriate races) in order to proc melee synergies? Doesnt appear the plugin uses now, and I cant get synergies to proc otherwise.
1721578277688.png

Most probably don't use Melee on Shammy, but if I run manually and use slam I get the procs above, even procs with Rabid bear if you turn the form off.
 
When Melee is on in MQ2Shaman, is there any way to use Slam (for appropriate races) in order to proc melee synergies? Doesnt appear the plugin uses now, and I cant get synergies to proc otherwise.
View attachment 63547

Most probably don't use Melee on Shammy, but if I run manually and use slam I get the procs above, even procs with Rabid bear if you turn the form off.
There was an mq bug that prevented being able to do that, but I believe it is actually fixed, so I'll check and update! Thanks for the reminder
 
Hey there! I couldn't find anything on this doing a search for Feral, Feralize or Feralisata. I'm sorry if I missed something.
I'm trying to get my shaman to cast Feralisata but it won't cast.
I'm using the DPS loadout.
I have Feralisata Rk. II memmed, I have the BYOS and BYOSCustom toggled on.
I don't see any other settings or options that relate to Feralisata.
I know there's a stacking issue with a warrior ability I believe Gut Punch, but it's not even casting it in group content without a warrior, let alone in raid content.
Just trying to get that 15% extra 1hb/2hb dmg.
 
Hey there! I couldn't find anything on this doing a search for Feral, Feralize or Feralisata. I'm sorry if I missed something.
I'm trying to get my shaman to cast Feralisata but it won't cast.
I'm using the DPS loadout.
I have Feralisata Rk. II memmed, I have the BYOS and BYOSCustom toggled on.
I don't see any other settings or options that relate to Feralisata.
I know there's a stacking issue with a warrior ability I believe Gut Punch, but it's not even casting it in group content without a warrior, let alone in raid content.
Just trying to get that 15% extra 1hb/2hb dmg.
If a spell is not listed as one of the spells the plugin says it uses, it will not be used during BYOS as the plugin doesn't know about it. I searched for this spell in our code and did not find it. Sic may have more insight on this. But likely just wasn't a spell that fit in line with any of the other spell groups we're using.
 
If a spell is not listed as one of the spells the plugin says it uses, it will not be used during BYOS as the plugin doesn't know about it. I searched for this spell in our code and did not find it. Sic may have more insight on this. But likely just wasn't a spell that fit in line with any of the other spell groups we're using.
Alrighty, thank you for the explanation.
I'm not sure why it wouldn't want to be used outside of the possible stacking issue since Warriors spam their Gut Punch.
If there's another reason, I'd like to learn what that is so I'm not doing something for nothing.
In the meantime, I'll just tie it to a spam button I'm already using from my tank to manually get it to cast.
 
Alrighty, thank you for the explanation.
I'm not sure why it wouldn't want to be used outside of the possible stacking issue since Warriors spam their Gut Punch.
If there's another reason, I'd like to learn what that is so I'm not doing something for nothing.
In the meantime, I'll just tie it to a spam button I'm already using from my tank to manually get it to cast.
It has a few stacking issues (war, bst, ranger, rog) and thats just a quick glance:

 
So I noticed that Feralisata and Pinpoint Fault are both landing on mobs. Is it just taking the higher % increase in that situation?
 
Hey there! I couldn't find anything on this doing a search for Feral, Feralize or Feralisata. I'm sorry if I missed something.
I'm trying to get my shaman to cast Feralisata but it won't cast.
I'm using the DPS loadout.
I have Feralisata Rk. II memmed, I have the BYOS and BYOSCustom toggled on.
I don't see any other settings or options that relate to Feralisata.
I know there's a stacking issue with a warrior ability I believe Gut Punch, but it's not even casting it in group content without a warrior, let alone in raid content.
Just trying to get that 15% extra 1hb/2hb dmg.
as chat said, byos/byos-custom only matters for things we say we use.

we don't currently use it, i may add for byos/byos-custom purposes.

the targetrequirement stuff for this spell is 104, the new spawn types for 104 is "humanoid or giant or animal", so if it isn't a humanoid, giant, or animal (already) this spell line doesn't work on it. I believe originally it actually required animal already (because magelo still has a lot of old stuff and shows the requirement for it Single (If Animal)
If there's another reason, I'd like to learn what that is so I'm not doing something for nothing.
have you actually parsed the difference? I don't imagine it is worth the spell casting time and taking up the gem slot
 
So I noticed that Feralisata and Pinpoint Fault are both landing on mobs. Is it just taking the higher % increase in that situation?
Yes, and then you are wasting mana/end of the whole party/raid for no benefit. EQ has a ton of "use this EXCEPT when we want you to use this", and after 25 years can get confusing. Also to Sic's point, I forgot about the mob consolidation from a couple years ago, bleh, that makes things even more sideways.
 
as chat said, byos/byos-custom only matters for things we say we use.

we don't currently use it, i may add for byos/byos-custom purposes.

the targetrequirement stuff for this spell is 104, the new spawn types for 104 is "humanoid or giant or animal", so if it isn't a humanoid, giant, or animal (already) this spell line doesn't work on it. I believe originally it actually required animal already (because magelo still has a lot of old stuff and shows the requirement for it Single (If Animal)

have you actually parsed the difference? I don't imagine it is worth the spell casting time and taking up the gem slot
I have not parsed it yet, I was trying to get it to reliably cast first.
Sounds like Durango has some good points about it being more of a drain than it's worth.
I decided to try it in the first place because Sancus had suggested it. That dude seems to put a lot into min maxing dmg so I tend to at least try what he suggests.
I've not been led astray yet, maybe it's time /shrugs haha

I'll take some time and parse it and report that info back still just in case.
 
as chat said, byos/byos-custom only matters for things we say we use.

we don't currently use it, i may add for byos/byos-custom purposes.

the targetrequirement stuff for this spell is 104, the new spawn types for 104 is "humanoid or giant or animal", so if it isn't a humanoid, giant, or animal (already) this spell line doesn't work on it. I believe originally it actually required animal already (because magelo still has a lot of old stuff and shows the requirement for it Single (If Animal)

have you actually parsed the difference? I don't imagine it is worth the spell casting time and taking up the gem slot

unfortunately or fortunately lol, dots, and everything else really do like 1 tick or two as my group evaporates basically everything very quickly lol, it may be something my sham can actually do to increase dps for some mobs, dunno.
 
(Sorry for the wall of text just trying to be thorough)

I don't think this is viable for group content as mobs die so fast. I only mentioned group because that's how I was trying to get the spell to cast before being edumucated on why it wasn't casting.

All I had time for before raids tonight was two 15min parses on Combat Dummy. That did show a 14.92% increase to my bard's offhand blunt total dmg.
During raids I didn't see Feralisata get cast at all under the same conditions as previously stated even after it was added to the spellgroup for byos / byos custom.
Not sure what was going on there.

When I manually cast it, I got it to land.
However, it would only stay on for a short time before being overridden.
Unfortunately, my Shamans log was turned off so I couldn't check to see what exactly was overriding it during the raid.

After raids I spent some time trying to figure it out and the only thing that knocked Feralisata off of the target during that testing was Gut punch.
Which leads me to believe the stacking issue doesn't come from the % dmg increase but instead comes from the shared decrease chance to hit portion of the two debuffs.

The only time the feralize line would be viable is to either not have any warriors use gut punch (Not possible if they're actively running the plugin to my knowledge)
OR a check would need to happen for gut punch.
A check every 6 seconds though seems super excessive, problematic and not very likely.
Another option might be to introduce the option for warriors to choose to not use Gut Punch.

For this to even be considered, I would think a more solid parse would be needed. An actual raid parse with/without the debuff not a combat dummy parse.
Unfortunately, as long as we have warriors using Gut Punch, I at least won't be able to get said parse because our warriors use the plugin.

Feralisata = +15% 1hb/2hb
Pinpoint Fault = +12% Backstab dmg & +3% 1h piercing dmg
Ascendant's Intimidation = +60% Tiger Claw, Eagle Strike, Dragon Punch dmg

All three of those "stack"
Meaning each skill used gains the benefit of the appropriate debuff depending on what is being used.
1hb/2hb, 1h Pierce, Backstab etc.
Considering how important the +10% base dmg from Slayer Achievement is I'd think
the 15% from Feralisata would be near as important unless there's too few characters using 1hb/2hb in the raid.

krita_PorRHLSPCU.png
 
tbh if they just used feralisata on raid mode and warrior didn't use gut punch would be.
the thing that blocks it between the 2 is the accuracy decrease.
 
(Sorry for the wall of text just trying to be thorough)

I don't think this is viable for group content as mobs die so fast. I only mentioned group because that's how I was trying to get the spell to cast before being edumucated on why it wasn't casting.

All I had time for before raids tonight was two 15min parses on Combat Dummy. That did show a 14.92% increase to my bard's offhand blunt total dmg.
During raids I didn't see Feralisata get cast at all under the same conditions as previously stated even after it was added to the spellgroup for byos / byos custom.
Not sure what was going on there.

When I manually cast it, I got it to land.
However, it would only stay on for a short time before being overridden.
Unfortunately, my Shamans log was turned off so I couldn't check to see what exactly was overriding it during the raid.

After raids I spent some time trying to figure it out and the only thing that knocked Feralisata off of the target during that testing was Gut punch.
Which leads me to believe the stacking issue doesn't come from the % dmg increase but instead comes from the shared decrease chance to hit portion of the two debuffs.

The only time the feralize line would be viable is to either not have any warriors use gut punch (Not possible if they're actively running the plugin to my knowledge)
OR a check would need to happen for gut punch.
A check every 6 seconds though seems super excessive, problematic and not very likely.
Another option might be to introduce the option for warriors to choose to not use Gut Punch.

For this to even be considered, I would think a more solid parse would be needed. An actual raid parse with/without the debuff not a combat dummy parse.
Unfortunately, as long as we have warriors using Gut Punch, I at least won't be able to get said parse because our warriors use the plugin.

Feralisata = +15% 1hb/2hb
Pinpoint Fault = +12% Backstab dmg & +3% 1h piercing dmg
Ascendant's Intimidation = +60% Tiger Claw, Eagle Strike, Dragon Punch dmg

All three of those "stack"
Meaning each skill used gains the benefit of the appropriate debuff depending on what is being used.
1hb/2hb, 1h Pierce, Backstab etc.
Considering how important the +10% base dmg from Slayer Achievement is I'd think
the 15% from Feralisata would be near as important unless there's too few characters using 1hb/2hb in the raid.

View attachment 63715
this is why i hate when folks just slap around a really small view of things and then conversations get in the weeds about things.
if we take the + increase here from the parse as being from feralista (which it *probably* is), then we can't discount the pierce which went from 152k to 142k, where crush went from 91 to 105 - because this is what the data we're looking at shows us (which it probably isn't, unless 1st had gutpunch and second didnt).
did the first one have gut punch with the ac reduction?
it has been parsed and is used by most major guilds
many "major guilds" get a lot of stuff wrong too. I don't like making huge changes or blanket changes just because some dude heard from another dude that said another dude thought that maybe a spell in eq works the way it would logically make sense to work - there have been a couple of times that i didn't vet information before making changes, and i regret doing so. This doesn't mean i think this is bad information either, or i think major guilds are wrong

Feralisata = +15% 1hb/2hb
Pinpoint Fault = +12% Backstab dmg & +3% 1h piercing dmg
Ascendant's Intimidation = +60% Tiger Claw, Eagle Strike, Dragon Punch dmg

All three of those "stack"
Meaning each skill used gains the benefit of the appropriate debuff depending on what is being used.
1hb/2hb, 1h Pierce, Backstab etc.
Considering how important the +10% base dmg from Slayer Achievement is I'd think
the 15% from Feralisata would be near as important unless there's too few characters using 1hb/2hb in the raid.
and taking account the -550 ac missing from gutpunch?

This is very old data and is possibly different these days, but 550 ac is the difference from a mid boss and end boss

  • End Bosses (raid): 1.0 of max template value: ~4300
  • Mid Bosses (raid): 1.0 of average template value: ~3950
  • Mini Bosses (raid): 1.0 of min template value: ~3675
  • Difficult Adds (raid): 0.8 of average template value: ~3150
  • Normal Adds (raid): 0.75 of average template value: ~2975
  • Bosses (group): 0.8 of min template value: ~2950
  • Mini Bosses (group): 0.7 of min template value: ~2550
  • Normal Creatures (group): 0.5 of min template value: ~1850

unfortunately or fortunately lol, dots, and everything else really do like 1 tick or two as my group evaporates basically everything very quickly lol, it may be something my sham can actually do to increase dps for some mobs, dunno.
your shm would be better off swinging her 2h than using the cast in that case i would bet.

anyhow, I don't intend on spending a bunch of time on this - if it ends up so fundamentally required as to be in shm loadouts i'll spend some time and making appropriate changes for raiding purposes

on the warrior front - I don't mind adding a toggle just for conflicts like this in case folks do want to make choices to avoid conflicts.

anyhow, that's for the info/conversation ya'll, appreciate it


snarky opinion:
gotta love how when there are so few things to do in eq, folks start looking at spells from yesteryear that flew under the radar to see if they have any application these days. the latest spell in this spell group was from 107. i *imagine* that the hype about this has to do with the LS white damage changes. The good news is, this type of player -> game interaction is good for the game - the bad news is dbg will likely nerf this line to keep in balance with the white damage changes once they see anyone using it - that or they introduce a new 20% version next xpac which is either due to making raid robs harder to require it, or by oversight resulting in said nerf.
 
I'd like to thank you for even entertaining this conversation and the use of that spell.
did the first one have gut punch with the ac reduction?
No the only debuff that was used was Feralisata.
Which is why I mentioned before any actual changes a proper parse would need to be done,
just hard for me personally to do with the limitation (that has been removed now, wow you folks are quick).
I know personally I'll be looking into the -AC factor as well now.

your shm would be better off swinging her 2h than using the cast in that case i would bet.
I also agree with this in the case of group stuff, between the cast time and how quick mobs die
that auto attack from the shm would likely be more beneficial than the short amount of feralize debuff time you'd get.
Stick with the normal DPS loadout + melee on and you'll be golden @Kruuger


snarky opinion:
gotta love how when there are so few things to do in eq, folks start looking at spells from yesteryear that flew under the radar to see if they have any application these days. the latest spell in this spell group was from 107. i *imagine* that the hype about this has to do with the LS white damage changes. The good news is, this type of player -> game interaction is good for the game - the bad news is dbg will likely nerf this line to keep in balance with the white damage changes once they see anyone using it - that or they introduce a new 20% version next xpac which is either due to making raid robs harder to require it, or by oversight resulting in said nerf.
You're probably right and it very well may be nerfed in time, it is a large % increase compared to pinpoint.
Thank you again for entertaining the conversation and going beyond that and making the changes that were made.

One of the many, many, reasons I keep using the plugins for my crew!
 
Does this plugin check focus when choosing to cast spells like the necro plugin checks bp focus for their big pyre?
Specifically whether or not it will cast Desperate Vampyre Blood and Nectar of Destitution as individual spells
separate from the combo poison spell.
 
Does this plugin check focus when choosing to cast spells like the necro plugin checks bp focus for their big pyre?
Specifically whether or not it will cast Desperate Vampyre Blood and Nectar of Destitution as individual spells
separate from the combo poison spell.
You know that it does not :p
 
You know that it does not :p
Alrighty.

With Chaotic Toxin, Desperate Vampyre Blood and Nectar of Destitution all loaded on spell bar what would make the shaman only cast Toxin?
BYOS/BYOS Custom are both on.
I'm driving with a necro and multi-dotting, shaman casts Toxin on the first mob just fine, then I move to the next mob to dot up
while toxin is still on cooldown shaman won't cast blood or nectar.
Shaman still wouldn't cast this level of blood or nectar even when I un-memmed toxin.

I also loaded up Toxin and the newest LS blood and nectar dots. (Caustic Blood & Nectar of Obscurity)
First mob Toxin casts, cool, swap to next target, newest blood/nectar casts on new target while toxin on cooldown.
The problem with this is that the newest blood/nectar would overwrite spells from toxin.

I only did this to see if it would even cast the newer spells individually at all, and it did.

I decided for now to skip the combo dot and just use the newest blood/nectar dots from LS but next xpac we're
due to get a new combo and presumably be doing the same song (spell ;P) and dance.

This probably falls into some niche aspect of multi-dotting and so on, it just makes sense to me
to cast the individual dots while toxin is on cooldown and the target doesn't have either of those
dots on it.
 
BYOS/BYOS Custom.
byos/byos-custom only uses spells it says it uses

the "Poison Dot" current version is "Caustic Blood" not "Desperate Vampyre Blood", so no, it won't cast a spell that it doesn't say it will cast

you said:
get a new combo and presumably be doing the same song (spell ;P) and dance.
yep

I can take a think about this, but you're kind of going out of your way to overcomplicate something that i would suspect is pretty minimal gains

you said:
This probably falls into some niche aspect of multi-dotting and so on, it just makes sense to me
to cast the individual dots while toxin is on cooldown and the target doesn't have either of those
dots on it.
it does; we do --- but you're not using spells the plugin says it does
 
Ahh I see so it won't back pedal and cast an older version of the spell line
"cuz soandso wants to", roger that.

Gains are gains but I get it not everything is worth putting the time in to make
things work for niche aspects of gameplay.

Now I understand why this was happening, thank you for explaining.
 
Sorry if this has been asked before, I figured this would be easier than scrolling through a 68 page forum. I have UseSlow and UseSlowAE off on my Shaman; however, he is still using his AA slow. Am I doing something wrong, or am I not able to disable the AA?
 
Sorry if this has been asked before, I figured this would be easier than scrolling through a 68 page forum. I have UseSlow and UseSlowAE off on my Shaman; however, he is still using his AA slow. Am I doing something wrong, or am I not able to disable the AA?
usage of "Turgur's Swarm" is behind UseSlow and "Turgur's Virulent Swarm" is behind UseSlowAoE OTHER than pullability usage, but you can DisablePullAbility to not use that for pullability

are you thinking about something else?
 
usage of "Turgur's Swarm" is behind UseSlow and "Turgur's Virulent Swarm" is behind UseSlowAoE OTHER than pullability usage, but you can DisablePullAbility to not use that for pullability

are you thinking about something else?
You're correct, I am thinking of something else. He was using his Time's Antithesis clicky. I thought that I had disabled it, but I guess I was mistaken.

Thanks for clearing that up, running good now :)
 
You're correct, I am thinking of something else. He was using his Time's Antithesis clicky. I thought that I had disabled it, but I guess I was mistaken.

Thanks for clearing that up, running good now :)
the automatic usage of time's antithesis is also behind useslow - so i guess you added it to a clicky? you can remove that from addclicky and just let the useslow handle it
 
the automatic usage of time's antithesis is also behind useslow - so i guess you added it to a clicky? you can remove that from addclicky and just let the useslow handle it
Yes, I added it to the clicky list. I removed it and everything is working perfectly now, thanks for the response Sic. Could've sworn I had already removed it but I guess I was mistaken.
 
Yes, I added it to the clicky list. I removed it and everything is working perfectly now, thanks for the response Sic. Could've sworn I had already removed it but I guess I was mistaken.
Sweet, glad it is fixed!
 
Not sure if this is expected behavior or not. Using BYOS custom - the plugin seems to heal after every canni cast (spell or AA). I'm using the same exact spell lineup as one of the auto-memorized non-BYOS sets, just clicking BYOS custom after everything is memmed, and it'll swap from not self-healing until the mending threshold to instantaneously healing and ending up mana negative.
 
Not sure if this is expected behavior or not. Using BYOS custom - the plugin seems to heal after every canni cast (spell or AA). I'm using the same exact spell lineup as one of the auto-memorized non-BYOS sets, just clicking BYOS custom after everything is memmed, and it'll swap from not self-healing until the mending threshold to instantaneously healing and ending up mana negative.
Healing doesn't change based on not-byos, byos, or byos-cuustom - only your healing values matter there.

Can you please provide information to try and understand what?

Please see >>> Getting Started with CWTN plugins! (Movement, UI Window, Clickies, Pulling, ETC) Check Here First! <<< :)

What spell specifically, what are your healing settings. Are you set as the MA?

Need to know more things so I can replicate and try and understand
 
Not sure if this is a bug.
Shaman lvl 125, DPS loadout.
For several days, I noticed my shaman had "Grow" memorized in spell slot 5.
I had used BYOS and memorized it for something.
But after turning BYOS off, he never replaced it.
Eventually, I manually unmemorized Grow, and then it was just an empty slot.
I tried reloading the plugin, but he still didn't mem something else.
Finally, after switching my loadout to Heal, and then back to DPS, he memorized Malediction.
 
Plugin - MQ2Shaman

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