Good luck. We pretty much Tempus-proofed it and if he can't break it I'm not sure if anyone canLet us know what you find though.
As a side note, it works best to start all at once with a /dggae /mac omm_group naggy/lguk/dguk
challenge accepted
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Good luck. We pretty much Tempus-proofed it and if he can't break it I'm not sure if anyone canLet us know what you find though.
As a side note, it works best to start all at once with a /dggae /mac omm_group naggy/lguk/dguk
No, no, no. Everybody else has been performing spectacularly in that realm already. Hands are full already.challenge accepted

Thanks for the feedback. We really designed it for a full six but hopefully can make it work better for less. It’s really designed to plow through the instance and nuke 12+ adds down pretty quick which is harder with only 4. If you have any better luck with 6 would love to hear the feedback.I ran this with 4 toons, we died a few times. I will try again with a full group and watch the magic happen.
It auto picks your class for you. Default is enc mag wiz nec shm dru.So use caster classes like wiz, ench, mage, necro, and which other classes do you recommend?
Nothing about level difference should matter but we can take a look at code again and see if something weird was happening. Did the 112 get any error messages? Maybe there was some lag and he never got assigned a class so he wouldn't have been able to zone in.Ran all 3 missions successfully. I LOVE THIS!!!!
Only problem - used a group off all 115s because when I first tried to run this mac, my one level 112 toon couldn't get in for some reason. I don't know if it's that account or the level difference with the others in the group. /shrug I wouldn't think that would matter... five 115s and one 112.

Glad to hear the updated version worked for you this time around. We'll take a look at xtar again maybe that was holding it up.ran a bunch of these last night after the servers stayed up.
Only problem I had was one toon would never do the buff routine. I noticed he never set all his extended targets to auto either.
I changed them all to autohater manually and restarted macro and that fixed it.
This thing is like black magic and voodoo all rolled into one 8)

I ran it with 6 today, did all 3 missions. Worked well, except for dguk, I had to remove one character from the mission and re-invite them, because the leader got the mission before I was able to start the mac on the 6th toon. Also, I had to select the mage, wiz, shaman, and druid. Is it not supposed to do that for me? Its no big deal to me, just wondering.
I have 7 toons that would run all necros and/or mages.Levox and I have a raid macro for this but its fairly manual. Automating naggy/vox pulling/positioning might be a bit more than were ready to tackle.Would love a raid macro like this.I have 7 toons that would run all necros and/or mages.

18 more runs and no problems. Just have to watch dead guk in the water tunnel, sometimes a guy gets stuck. To me it looks like he gets bumped down a little by colliding with one of the other toons, and then the nav path takes him down into the crack instead of over it.
Are you taking requests for features? 8)
- Here is the updated version. TempusX will post the update when he can but this will work for now. It fixes the issue with chars not buffing on zone in, or xtar issues which was causing lots of cascading problems.
updated for you - i did open that ticket about "co authors" and "collab users" being able to submit updates btw > Here <Here is the updated version. TempusX will post the update when he can but this will work for now. It fixes the issue with chars not buffing on zone in, or xtar issues which was causing lots of cascading problems.
Pausing the macro really doesn't do anything good because of how the static update waypoints are (currently) coded. It's possible they are missing an update and going back for it. we're going to a dynamic update system, but it's still being worked on at the moment. My dev time took a massive hit, so it's taking more time to get updates out.Guk... Shaman and Druid (halfling) keep getting stuck in the water on the lower ledge.
And enchanter on spikes in Dguk for some reason just a few times.
Using /nav pause to fix most of the time then they go on their merry way.
and on the bad side.. sometimes they want to return to the spot where I paused the nav.... over and over again. fun times
Re: lguk, where are they sticking? the EE bridge? near Noble? The mesh has been tweaked a few times, but i might just need to make prefer paths for the entire zone to avoid some of this.
Correct. That spot *is* problematic, partly due to how MQ2Nav handles water. there is not a whole lot we can do for that spot. Levox was fiddling with the mesh with... mixed results. If we could get more predictable results with /moveto, we could use that for that point to safely "bridge the gap" there and have things going. unfortunately we had a mixed bag of results there with toons sticking on other things instead. The only sure fire way would be to implement a forced recorded advpath, requiring another file for users to 'install' for the path. and god forbid someone pauses and misses that part ofd the code.For me location 988.33, -520.80, -139.20 I seem to always get a toon or 2 stuck there. Someone else thought it might be because the toons bump each other higher and lower and they hit the ledge and cant proceed. I have found that if you pause the macro and /nav stop then move the toon back and up or down then unpause the macro it seems to run fine. If you move the toon forward before restarting it will usually try to run back and can create problems.
I have had a problem on the bridge once or twice. After the eye is dead they guys are running across headed to priest crusader, get someone gets agro while on the bridge and then everyone runs to the wizard. If the wizard is on that bridge at the time they bump each other around and then someone gets stuck.I'm curious which point @Damsen was referencing. I did notice one toon stuck in lguk on the EE bridge the other day, so doing a prefer path might help that piece.
Okay. So here we go. THe group Macro is "updated" and will hold a user in a combative state until they open the chest at the end. It should cause everybody to /end with some flavor text in their MQ window. Personally, I'm 3/3 and 4/2 on this happening. Nonetheless, they will stay in combat if your ass is busy watching TV at a chest and havent opened it and repops come by.
Onwards:
Raid macro beta is added to the fun. Levox and I have been using this for, quite some time actually...
I keep getting full crashes from having AFNUKE and AFHEALS running. I did a /bcaa //nuke off and a /bcaa //heals off to try and help that. just my 2 cents.
Not sure if I broke something... but I am unable to get the Cursed Guk task to work properly since this morning. Worked yesterday afternoon just fine (cept the part about under water and toons keep running back to savant when prepping for ghoul lor, which both already been mentioned above)
when I type /dggae /mac omm_grp dguk, script will only activate on the toon I typed the command in. I tried using /bcaa //mac omm_grp dguk and it was the same thing. Only that character will select a monster everyone else just stood there.
Didn't have any issues with naggy or lguk. Those macros ran just fine.
**Update**
It worked after I unloaded mq2dannet, rebooted my pc, logged all my toons in, and reloaded mq2dannet.... Not sure what happened and Im tech challenged lol
