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Question - Prince Ralaifin Mission. Best way to move toons out of LOS?

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Dec 24, 2017
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Typically I just stand on the hill and blast through the mission. I would like to try to get the achievement, but it is proving troublesome to move my toons down the hill out of sight. They always want to run back up. I use MQEBC, but can't find the magical procedure to make them follow me down the hill and just wait there. Has anyone perfected this?
 
Not sure about the specific event but how I move mine around during scripted events.

Get you a /loc from where you want them to hide out of line of sight and make you a button.

Code:
/bca //nav locxyz <x> <y> <z>

To send them there when needed. Can bring them back to you with another button

Code:
/bca //nav id ${Me.ID}

Can obviously work that into a macro if needed.

If using Kiss you'll wanna returntocamp off on the characters you want to be able to move around.
 
Last edited:
Not sure about the specific event but how I move mine around during scripted events.

Get you a /loc from where you want them to hide out of line of sight and make you a button.

Code:
/bca //nav locxyz <x> <y> <z>

To send them there when needed. Can bring them back to you with another button

Code:
/bca //nav id ${Me.ID}

Can obviously work that into a macro if needed.

If using Kiss you'll wanna returntocamp off on the characters you want to be able to move around.


How do you make them stay at that camp? When in combat, they run towards the mob no? I am using KA and MQ2Melee.
 
issue them the /backoff command (/bca //backoff). Will make kiss stay out of combat. Then issue the /nav loc command.

After you call them back to you /bca //switchnow will make them all jump back in.
 
Best way I found to work it consistently.

Create 3 Hot Keys.

Button 1 : BackOff
/bca //backoff


Button 2: NavtoLoc
/bca //afollow off
/bca //stick off
/bca //chaseoff
/bca //nav locxyz <x> <y> <z>

Button 3: Hither
/bca //chaseon
/bca //nav id ${Me.ID}

To move toons to safe location. Click button one ONCE, then click Button 2 as many times as it takes to get your toons to that spot.

To have your toons return. Click button 3 once. Click Button 1 ONCE to get your toons to start attacking again.

If anyone has any other pro tips, please share. Thanks for all the tips!
 
I found these to work for 3 of the 4 mobs.

P -1243.0099, -697.6503, -3.1685, 240, 0, 0, 3, SAFE_SPOT
P -1456.1382, -482.6443, -6.2956, 240, 0, 0, 3, SAFE_SPOT
P -1230.6086, -47.5155, -4.3881, 240, 0, 0, 3, SAFE_SPOT
 
I wanted to ask another question here because I feel like I must be missing something...

What is the strategy to do this more quickly? I have no idea how someone gets the 15 minute achievement. I did this for the first time this weekend and just zerged it without worrying about trying to avoid any AEs and stuff. My wizard using KA + AFNuke didn't like to nuke the red con mobs, although it didn't matter because all my casters were OOM anyway.

I did end up getting the no death achievement and the achievement associated with killing the red cons within their auras (I just killed them in place). Is it easier to kill the assholes if I pull them into the valley areas? What about the adds? They seemed to keep coming, although my enchanter locked them down easily.

This seems like a once and done kinda mission, but I wanted to see if I was missing something that makes it trivial.
 
I wanted to ask another question here because I feel like I must be missing something...

What is the strategy to do this more quickly? I have no idea how someone gets the 15 minute achievement. I did this for the first time this weekend and just zerged it without worrying about trying to avoid any AEs and stuff. My wizard using KA + AFNuke didn't like to nuke the red con mobs, although it didn't matter because all my casters were OOM anyway.

I did end up getting the no death achievement and the achievement associated with killing the red cons within their auras (I just killed them in place). Is it easier to kill the assholes if I pull them into the valley areas? What about the adds? They seemed to keep coming, although my enchanter locked them down easily.

This seems like a once and done kinda mission, but I wanted to see if I was missing something that makes it trivial.

Not sure if it makes it trivial or not but I've found if you kill them in a certain order you can avoid most of the mana drain and other ae. It's important which you kill because it's effect then spreads to the remaining red con PCs. I kill Ecc, then move to Sacredot. After that I go over the hill and kill obalate and engaging theo last. Obalate has a pb ae and theo is the one casting the mana drain. I hope this helps a bit. I've gotten all the achieves although the avoiding rapture is by far the worst.
 
Group make up:
SK, Cleric, Rogue, BST and 2 Zerkers.

I ignore the spiders while killing the first 3 mobs without the mana drain. After each mob, I clean up the spiders and move to the next. The mana drain mob, I burn the hardest. I have been able to do it this way and get the timed achievement.
 
@deathlock does a wurmy or the same effect on the VP charm basically negate the spider damage? I seem to recall it doing that, but I also think DBG was gonna up the spider damage because it was too low.
 
Not sure if it makes it trivial or not but I've found if you kill them in a certain order you can avoid most of the mana drain and other ae. It's important which you kill because it's effect then spreads to the remaining red con PCs. I kill Ecc, then move to Sacredot. After that I go over the hill and kill obalate and engaging theo last. Obalate has a pb ae and theo is the one casting the mana drain. I hope this helps a bit. I've gotten all the achieves although the avoiding rapture is by far the worst.

I definitely just zerged a random one and went from there. Most likely I hit the mana drain one first (oops) because I had issues from then on out. I won, but shit was it ever painful.

Any idea if I need to fight at the tops of those hills if I already got that achievement. It’s a pain in the ass.
 
Same. In the raid they regen quick when off their spots and I believe you'd be fighting regen in the group version if you move them.
 
using a wurmslayer on your tank, while probably a DPS loss, pretty much makes the spiders trivial to deal with

I think I can just swap in the VP charm with the same effect without losing all the dps. I have a RoS raid 1 hander, so it’s a decent difference. I very rarely run with a 2-hander on my SK, even though I know it’s higher dps. I’m usually tanking multiples, even in Mearatas, mostly because I’m too lazy to split now that I run a chanter 100% of the time.
 
Shit, I’m wrong. The skull of null is a spell damage absorb for 1750, not melee. Wurmy is melee damage absorb for 1750.

Back to the wurmy, I guess!
 
Question - Prince Ralaifin Mission. Best way to move toons out of LOS?

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