• You've discovered RedGuides, an EverQuest multi-boxing and scripting community 🧙‍♀️⚙️. We want you to play several EQ characters at once, come join us and say hello! 👋

  • A TLP without truebox has thawed (Very Vanilla ready)
    Frostreaver
MQ2War

Plugin - MQ2War 3.1.52471.11

Enjoying 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
 
Enjoying 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
yup it does - you can turn off useglyph if you want to manually throw it /war useglyph on

and you're welcome
 
Redbot updated MQ2War with a new update entry:

04/13/2021

- 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.

Read the rest of this update entry...
 
I'm having an issues with both mq2war and mq2bst. I run both as tank in separate groups and never at the same time. It seem to be setting the txarget to npc and has a difficult time letting me change any npc target once I have acquired one even in manual mode. I can manually set the xtarget to anything such as auto, empty, ect and it may stay or it may go back to npc either way I can't change targets. This issue is new to the most recent patch. I don't recall having ever set any xtarget options anywhere within mq2 but maybe I have. Thanks much.
 
No changes to targeting.

XTarget types is only changed by the plugin if you set it to Group Main Assists target, or GroupMainTank's target. because we use Autohaters to determine your aggro state.
Xtarget types is not changed in Manual Mode

Perhaps you're running a macro, or a different plugin that is causing those behaviors.
 
hello 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
 
hello 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
what mob/zone

we only turn off attack if its a player or non-npc mob and if you do that --- you don't continue on the routine.

I would double check you're not in sicktank mode and out of camp or doing something else weird.

also ensure you're not running a macro or some react causing unexpected behavior.


always a good thing to double check your actual campradius - and the mob isn't sitting outside the red circle on your map
 
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.
 
Logging off and back on fixed the issue. I sense there is an underlying issue that this plugin uses that caused an issue, not the plugin itself, along with my other toons randomly wirh nav. Can you think of anything that would have caused my issues?
 
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.
Only manual mode will work if nav isn't loading a mesh.
 
That's sort of what i was expecting. So, the underlying issue, for me specfically, is some nav issue. I box 30 accounts, randomly some, only the past couple days, have their nav failing. Let's hope it just fixes itself and doesn't happen again!
 
Warrior 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!

1619625929868.png
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.
 
Last edited:
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?
 
Warrior 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.
Same thing in HunterTank mode
 
Same thing in HunterTank mode
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.
 
So in normal zones my warrior likes to Rampage. Now thats awesome, except I'm in a pvp server, so he's racking up pvp points on my group. Then you have to wait for the rez effects and all that good stuff. Any way to disable the Rampage?
 
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?
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 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.
Thank you. This helps but I need more info on how to setup the .cfg files. Is it documented anywhere?
 
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?
you can use .cfg file

keep in mind, if you're not the class that it is running for, it isn't doing anything, so it isn't hurting anything or performance by having it loaded.

 
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.
 
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.
they sure do. i almost exclusively use chase mode from manual mode.

they absolutely sure do.

but as mentioned in all the places, they won't break invis in chase mode to buff and do stuff, nor manual mode (unless your ma instructs them to and they're usemelee is on)

the tank is also not going to wait for other toons to buff them - so if you want to wait because you need buffs, you shouldn't go into huntertank mode.

they're not mind readers - and you are the "team leader" so set them up for success.

mq2war doesn't give 2 hoots about who is in the group and what buffs they may or may not provide - unless mq2war's groupwatch settings are met, including rez sickness, their personal buffs, or they're snared/rooted, they are going to continue pulling. they're not just going to decide to stop because a druid is in the group and they don't have druid_buff_cool_buff_001

so if you need to take a break because you want the tank to stop pulling and wait around for buffs, you should take the tank out of pullertank mode, until you're ready for it to do pullertank stuff.
 
So 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.
 
So 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.
shouldn't be getting skipped, i'll take a look, shouldn't be an issue, but if it is it'll be fixed
 
Not summoning arrows from quiver.. just punching the mobs in the face.. been this way for a few days (as mentioned by other users)..
 
Not summoning arrows from quiver.. just punching the mobs in the face.. been this way for a few days (as mentioned by other users)..
its been this way actually for ever, but will be fixed in next update

turns out mq2war has never checked its aura or downtime clickies while in a pulling mode (unless hanging out in camp with no mobs)

it also wasn't the original ask
 
but as mentioned i said i'd take a look at it - and i did

it actually took several hours to fix, because i found some eq/mq2 related bugs with manually removing auras that was a super pain in the butt :(

but we will now check our downtime clickies (like summons and buffs), as well as do our aura before going to a new mob

mq2war didn't have this, because in the "caster" classes we have some specific checks that happen before they go and pull - warrior doesn't have that because its not a caster and don't do other stuff like buff others etc
 
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
 
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
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 has literally never had a check to stop and do things before it went to go and do stuff.

has it stopped for downtime stuff in between pulls in the past? no
are you sure? yes
100%? yes


sounds more like you had "natural" downtime while you were waiting on pulls.
 
which the same is for mq2rogue and zerker (again non casting classes). mq2berzerker we added so it would check to summon axes a while back - but neither of them will stop and check their "downtime" stuff if they have mobs to pull - but not many folks use arrow quiver on their pulling rogues/berzerkers

and because of how it is written its not a "oh well just check your downtime stuff".
 
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
 
I don't run out of endurance, ever

Do I spend my life around 25%? sure, but Breather keeps up with it
 
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

No to Relax line. It's been stated time and time again that the use of it is silly.

The warrior doesn't automatically switch targets and grab aggro, it will only engage the closest thing that enters the camp. It's the CC's job to put everything else on lockdown until the tank is ready to get it. AoE abilities will do that, if any are available.
 
Plugin - MQ2War

Users who are viewing this thread

Back
Top
Cart