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Question - Pulls losing aggro, not engaging

theafkxper

New member
Joined
May 27, 2015
RedCents
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So currently, pulls are being done with throw stone, then being dragged back to the group.

This part works quite well.

The trouble comes in when groupmates do something to steal aggro before the puller gets back to the group. Then, the mob never gets close enough to the puller to trigger his attack, so the whole group sits around being beaten on.

I've found this:
Rich (BB code):
 |I am PULLER TANK
               /if (${Select[${Role},pullertank]}) {
                    /if (${Math.Distance[${CampYLoc},${CampXLoc}:${Spawn[${MyTargetID}].Y},${Spawn[${MyTargetID}].X}]}>=${CampRadius} && ${Target.Distance}>30) /goto :WaitForMob
                }

and changed that last bit to >30 from >20, and it seems to have fixed it, but I haven't run the macro long enough to be sure.

Is there a better way of doing this?
 
So currently, pulls are being done with throw stone, then being dragged back to the group.

This part works quite well.

The trouble comes in when groupmates do something to steal aggro before the puller gets back to the group. Then, the mob never gets close enough to the puller to trigger his attack, so the whole group sits around being beaten on.

I've found this:
Rich (BB code):
 |I am PULLER TANK
               /if (${Select[${Role},pullertank]}) {
                    /if (${Math.Distance[${CampYLoc},${CampXLoc}:${Spawn[${MyTargetID}].Y},${Spawn[${MyTargetID}].X}]}>=${CampRadius} && ${Target.Distance}>30) /goto :WaitForMob
                }

and changed that last bit to >30 from >20, and it seems to have fixed it, but I haven't run the macro long enough to be sure.

Is there a better way of doing this?

the KISS solution is to set your group not to lay into the mob until it's at a lower % so they don't steal aggro.
 
Yar set your assistat= to a lower health percentage if it takes the tank 85% to get full aggro then use that or when the tank has control.
 
It's not a problem relating to the engaging of the party, it's a buffing problem generally.

Example: Pullertank goes to get mob, puller gets close to party, bard regen song ticks on puller, mob is now aggroed on Bard. Bard and the gang don't engage because the mob isnt low enough, and the pullertank doesn't engage because he's waiting on the mob to "finish pulling to camp". Generally it's a matter of slightly tapping the pullertank towards the mob, but I'd like to find a way to increase the range that says "Ok, mob has been pulled and is now in camp, engage tank mode"
 
Question - Pulls losing aggro, not engaging

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