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yup it does - you can turn off useglyph if you want to manually throw itEnjoying this plugin very much only problem I am seeing is that he stacks ultimate stand and his glyph together which for most stuff is a little overkill but very well done thanks for the great plugin
/war useglyph on- Adjusted Aura check.
-- this fixes potential issue if your emu has "old" spell information and spells "Myrmidons Aura" missing the apostrophe in your aura window.
- Put an additional xtarget check in downtime routine.
-- This should try and help users with high latency / slow server repsonse on rez.
what mob/zonehello this is my first post i am new to Mq2 warrior and im having problem killing named mobs my warrior seems to stop attacking named mobs but i still kick and skill attack but my auto attack turns off on every name pull.. but right after they die i go back to attacking and pulling as normal
Only manual mode will work if nav isn't loading a mesh.i'm experiencing an issue with the mq2war plugin where he wont' set a camp no matter what mode. tank, sic tank, puller tank, anything. No camp set, no radius exists, no pulls, no auto attack, i have to play him manually. I am also experiencing several issues with mq2nav atm, so i'm wondering if they are linked. I've unloaded and reloaded the plugin, thats about all iv'e tried so far.

Same thing in HunterTank modeWarrior no longer rebuffs aura / resummons arrows in (5) Puller Tank mode.
It seems they completely skip their downtime and summon routines. Warriors walking up to mobs, meleeing them in the face for a round, and then running back with the mob hitting them, stunning/rooting/snaring, is really great fun!
View attachment 29803
Clicky3=Velium Enhanced Charm of Security|downtime
Clicky8=Chestplate of the Dark Flame|downtime
Clicky9=Huntsman's Ethereal Quiver|summon|10
Clicky0=Huntsman's Ethereal Quiver|summon|2
The offensive portions are working, I see those items on cooldown. The downtime and summon ones do not work.
When I manually summon arrows, they get used for pulling.
I vaguely recall noticing this on my monk about a month ago or so, him not re-upping his aura or self buffs while in hunter mode. Wasn't that big of an issue since I was farming grey cons and using an AA for pulling and not like summoned shurikens or something.Same thing in HunterTank mode
You could use the .cfg file for each character to unload them when logging in, but they don't conflict and there's no benefit to be had in doing so... other than satisfying one's OCD.Hello... Is there a way to load only required plugins per character? I am seeing a mq2cleric, mq2eskay, etc... loaded or a warrior. Or maybe have the unnecessary plugins unloaded on login?
Thank you. This helps but I need more info on how to setup the .cfg files. Is it documented anywhere?You could use the .cfg file for each character to unload them when logging in, but they don't conflict and there's no benefit to be had in doing so... other than satisfying one's OCD.
you can use .cfg fileHello... Is there a way to load only required plugins per character? I am seeing a mq2cleric, mq2eskay, etc... loaded or a warrior. Or maybe have the unnecessary plugins unloaded on login?
www.macroquest2.com
they sure do. i almost exclusively use chase mode from manual mode.So what I have found helps is to get to your camp spot, then setting assist or tank mode, and THEN going into pullertank or hunter modes. Going in to my camp spot under manual, and then going to pullertank, I wasn't doing rebuffs/summons but was pulling/DPSing/etc just fine.
For some reason it seems the core template for the CWTN plugins needs a flag enabled for camp mode before going into something requiring the character to be on the move.
I might be wrong and have to pay more attention, but maybe my DPS guys won't fire off their rebuffs (downtime/summon clickies) when going from manual to chase mode. I'll have to pay closer attention to test out that theory.
shouldn't be getting skipped, i'll take a look, shouldn't be an issue, but if it is it'll be fixedSo what about the tank in puller or hunter mode, doing its OWN buffs (downtime and summon items) -- that seems to be skipped. No aura being recast by the character in hunter/puller mode, no resummon of arrows, etc.
View attachment 29844
Just looking at my warrior running around and meleeing mobs and bringing them back to camp.P
you saw where i said i would take a look at it right?View attachment 29844
Just looking at my warrior running around and meleeing mobs and bringing them back to camp.P
its been this way actually for ever, but will be fixed in next updateNot summoning arrows from quiver.. just punching the mobs in the face.. been this way for a few days (as mentioned by other users)..

no, mq2war has literally never had a "check for this stuff before you go and pull" that's why it never got added because we didn't know it was missing.It hasnt been forever man, it worked mostly well for months.. sometimes a extra stack, but lag and checks, figured it was just twitching.. TY for fixing this though, not game breaking.. but makes it easier when you dont punch a rooting named in the face to pull it it :P
answer a couple of posts above you.why doesn't mq2war reapply champion's aura when it fades while on puller tank mode?
- Turns out MQ2War never checked downtime clickies, or aura in between pulls in a pulling mode.
-- Fix't :tm:
Hey Sic - I remember we've talked about this before.... but I main a warrior. Allowing the tank to run out of endurance and not be able to keep up defensive stances or taunt really breaks this plugin for me. I get it for rogues, zerkers, and the like where attack speed matters, but even with TOV / COV raid gear and a bard, max AA, I top out at 350k-400k DPS most of the time, and often enough sword and board, I'm lucky to hit 200-250. I'm not DPS, but I need endurance to do the tanky things. I will sacrafice attack speed for the ability to taunt in absolutely any fight if it comes down to it. If I'm working on playing/ learning a different class and not babysitting the warrior we can die without taunts and defenses (speaking of, see #2). If i've got 4-25 COV mobs (dragon necropolis beatles and spiders), the fight is going to take a while. Reallllly could use a way to use Relax on auto. If this wasn't a paid plugin, I wouldn't ask again... but could you work in an implementation of a toggle settings button to use it some time, please? Keep it unchecked by default, but let me decide if I want to use it.yup, because relax sucks and makes you attack at like -100billiontrillion speed
Hey Sic - I remember we've talked about this before.... but I main a warrior. Allowing the tank to run out of endurance and not be able to keep up defensive stances or taunt really breaks this plugin for me. I get it for rogues, zerkers, and the like where attack speed matters, but even with TOV / COV raid gear and a bard, max AA, I top out at 350k-400k DPS most of the time, and often enough sword and board, I'm lucky to hit 200-250. I'm not DPS, but I need endurance to do the tanky things. I will sacrafice attack speed for the ability to taunt in absolutely any fight if it comes down to it. If I'm working on playing/ learning a different class and not babysitting the warrior we can die without taunts and defenses (speaking of, see #2). If i've got 4-25 COV mobs (dragon necropolis beatles and spiders), the fight is going to take a while. Reallllly could use a way to use Relax on auto. If this wasn't a paid plugin, I wouldn't ask again... but could you work in an implementation of a toggle settings button to use it some time, please? Keep it unchecked by default, but let me decide if I want to use it.
#2 question - how can I better make sure the warrior is switching targets and grabbing aggro on adds (maybe 30-80 feet away)? being too slow to snap up aggro when there are 3+ mobs on extended targets, means the cleric goes down too often. I've messed with camp radius some, the more narrow it is (~40), the closer we will keep the fight together and adds will not be as spread out and we won't as often fight past a hill or around a corner... the wider it is (~70-80), more area will be watched - but still after the third add when the only two AOE hate abilities are down target switching is not consistent. (AOE abilities: area taunt, and the one I have relabeled 3x taunt nearby - not counting temptest blades, which seems to be blocked from use by something else on the same timer and rampage).
Thanks! MOTD
