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Problem - PullerTanker forget to fight time to time.

Peppe

Well-known member
Joined
Feb 13, 2020
RedCents
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Hello all!

So.. I got a tiny problem that can be annoying.

I do not know how to explain the flaw but I go for a shot!

Problem: My PullerTank (Paladin 115) Sometimes he does not fight the mob(s) he is pulling.. He just stands there rolling his thumbs.. pretending its raining or something.. this phenomena happens often when there is 3 mobs at once to fight.. rarely it happen with just 1 mob.

Surely there are a easy fix for this.. but I'm not that experienced with MQ2 or Kissassist so I hoping that some can toss me at the right direction!

Thanks y'all! Stay healthy.
 
There are a few different issues that could be causing that. The first one to check (usually) is that your camp radius is set large enough that the mobs can't hit you while standing outside of your set camp. This will cause your pally to just stand there getting punched in the face. More common if you're fighting giants or just large mobs in general. Also, if you have a bard or chanter mezzing and they stop one outside the camp, the pally won't grab them outside of the camp.

Next thing I'd check is where you are fighting. Some zones have some goofy meshes that don't play nice with setting camps. I run into this when farming the GD mission if I grab one of the giants while on a hill. Let me know if neither of those solve it!
 
Like Stabs said, if your camp radius on your tank is smaller than another member of the group, or another member of the group is closer to the mob incoming to camp and engages the mob may not get in range of the tanks radius and he will continue to stand there waiting for the mob to enter the radius while your other toons are beating on the mob outside of the radius. Set the tank radius 10 or 15 higher than the rest of the group and keep your group behind the tank related to the path of the incoming mob to camp.
 
I will add a bit to what @cannonballdex said. Your casters need to have their MeleeDistance a little larger than your tanks. CampRadius is more for letting your characters know that they need to correct how far from camp they are. and to move back to their camp location. MeleeDistance is used to tell everyone when to engage a mob. So when your Tank/MA is standing in camp waiting on a mob, what is holding the Tank/MA from taking off after the mob is MeleeDistance. Once the mob comes into MeleeDistance then the Tank/MA will engage the mob. This is why your CampRadius should be smaller than your MeleeDistance.
 
Paladins are naturally Cowards....So that is probably the reason.

If you delete you toon and reroll as an SK....It will fix it.

Alternatively, Post your entire ini here and we can have a look.

Floor rugs...ermm...shadowknights are great...floor decorations. It is known that warriors are the only true tanks.
 
Yah, unfortunately I had nothing but problems with trying to use my Pally out of group that I just stopped using him. Haven't tried since 12.0 came out but I may revisit again.
 
Thanks!

I have now put all my toons on same camp radius, my shaman had his at 35 rest of the team 30.. now all have 70.

See if it works =)

EDIT: Sad to say, the paladin still does nothing time to time.


Here are the Paladins info

[General]
MuleAssistVer=14.3.3
Role=PullerTank
RezAcceptOn=1|96
EQBCOn=0
CampRadius=70
CampRadiusExceed=400
ReturnToCamp=1
ChaseAssist=0
ChaseDistance=25
MedOn=1
MedStart=20
MedCombat=0
LootOn=1
AcceptInvitesOn=0
GroupWatchOn=0
TheWinTitle=NULL
GemStuckHelp=Sometimes the spellgems get stuck in a foreverloop, casting a altability that has a cast time will unstick it, this is a eq bug.
GemStuckAbility=NULL
IRCOn=0
HoTTOn=0
CampfireOn=1
CharInfo=Paladin|115|GOLD
DefaultUI=TRUE
DPSMeter=0
Scatter=0
MoveCloserIfNoLOS=1
XTSlot=1
KissAssistVer=12.001
MedStop=100
GroupWatchCheck=FALSE
CorpseRecoveryOn=0
DanNetOn=0
DanNetDelay=20
ScatterOn=0
 
Last edited:
Thanks!

I have now put all my toons on same camp radius, my shaman had his at 35 rest of the team 30.. now all have 70.

See if it works =)

EDIT: Sad to say, the paladin still does nothing time to time.


Here are the Paladins info

[General]
MuleAssistVer=14.3.3
Role=PullerTank
RezAcceptOn=1|96
EQBCOn=0
CampRadius=70
CampRadiusExceed=400
ReturnToCamp=1
ChaseAssist=0
ChaseDistance=25
MedOn=1
MedStart=20
MedCombat=0
LootOn=1
AcceptInvitesOn=0
GroupWatchOn=0
TheWinTitle=NULL
GemStuckHelp=Sometimes the spellgems get stuck in a foreverloop, casting a altability that has a cast time will unstick it, this is a eq bug.
GemStuckAbility=NULL
IRCOn=0
HoTTOn=0
CampfireOn=1
CharInfo=Paladin|115|GOLD
DefaultUI=TRUE
DPSMeter=0
Scatter=0
MoveCloserIfNoLOS=1
XTSlot=1
KissAssistVer=12.001
MedStop=100
GroupWatchCheck=FALSE
CorpseRecoveryOn=0
DanNetOn=0
DanNetDelay=20
ScatterOn=0
I would check ae and heal section since you mentioned 3 mobs
 
Code:
[Melee]
TargetSwitchingOn=0

Do you have TargetSwitchingOn set to 1 ? if so try setting to 0


This is how I have it now.


[Melee]
AssistAt=98
MeleeOn=1
FaceMobOn=1
MeleeDistance=40
StickHow=snaproll
AutoFireOn=0
UseMQ2Melee=1
TargetSwitchingOn=0
DismountDuringFights=0
 
I would check ae and heal section since you mentioned 3 mobs

[AE]
AEOn=1
AESize=2
AERadius=50
AE1=Hallowed Lodestar|2|Mob
AECond1=TRUE
AE2=Beacon of the Righteous|2|Mob
AECond2=!${Target.Buff[Beacon of the Righteous].ID}
 
Problem - PullerTanker forget to fight time to time.

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