MQ2 Helpdesk

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Nathson2
Posts: 84

Re: MQ2 Helpdesk

Post#61 » Mon Nov 12, 2012 4:55 am

the T8 necro pet cycles by cast. the third cast has the monk pet. so would have to cast void of death then have the pet go away on the third cast id have to target pet cast my donor buff on it and send it in. alot of fights with knock backs i pretty much just rely on the necro for dps. tabbing through every char to reposition normally makes things hairy in the fight. ie adds spawn or tank gets to low.

also what should i change break distance to
Nathson the Hateful
<Drachenkinder>

Noren
Posts: 1053

Re: MQ2 Helpdesk

Post#62 » Mon Nov 12, 2012 10:10 am

Instead of letting the knock back kick you far away and then having stick run you back, you may alternatively find an object to catch you when you're flying so that you (almost) always stay in casting range.

Another option is /moveto loc
You could command your tools to move to a particular location after every knock back

moonrazor
Posts: 111

Re: MQ2 Helpdesk

Post#63 » Mon Nov 12, 2012 11:14 pm

Nathson2 wrote:the T8 necro pet cycles by cast. the third cast has the monk pet. so would have to cast void of death then have the pet go away on the third cast id have to target pet cast my donor buff on it and send it in. alot of fights with knock backs i pretty much just rely on the necro for dps. tabbing through every char to reposition normally makes things hairy in the fight. ie adds spawn or tank gets to low.

also what should i change break distance to



Interesting pet spell. If you have the time, you can create a pause macro to cast it 3 times.
Probably something similar to /cast spell pause, go away, /cast, pause, go away, etc.

As to the break distance, your average zone isn't very large. I'd put the break distance at 10,000 to test it first, then change accordingly. For CT specifically, the knock back should only launch players 500 or so range give or take, shouldn't be too hard to set up break distance for that. Only issue is, you want it double what the knock back is at least, otherwise you run the risk of it failing when you get a bad knock back.

Moveto loc would work as well, but you would still need to change break distance, and you'd have to renew it every knock back.

Moonrazor

Nathson2
Posts: 84

Re: MQ2 Helpdesk

Post#64 » Tue Nov 13, 2012 4:58 am

Thanks. I managed CT without it. i got as much dps in with my guys before they got blown from the hour glass i kept the necro hiding right behind him to keep a pet on him. im definitly interested in away to cycle through pets. i tend to go through pets alot since i like to mass pull trash. if i get something to work ill post it
Nathson the Hateful
<Drachenkinder>

Stickybuds
Posts: 883

Re: MQ2 Helpdesk

Post#65 » Tue Nov 13, 2012 5:21 am

for CT you will want to set the break distance at least 2 times if not 3 times the distance of his knockback, as often you will be running back to the stick distance and get another knockback before the toon(s) made it back to their stick distance. Eventually they will be knocked back beyond your modified break distance and then just stand there, at which point they will keep getting knocked back until they are out of the range of his knockback.

Regards,
Sticky
Image

Stickybuds
Posts: 883

Re: MQ2 Helpdesk

Post#66 » Tue Nov 13, 2012 5:24 am

last time i found CT using MQ2 i didnt know about the break distance and i just made a /bca command that would re-issue the stick command to my dps. I would hit it everytime my tank got knocked back just to be sure. It worked most of the time and faily well. Enough to kill him pretty easily.
Image

conradd
Posts: 381

Re: MQ2 Helpdesk

Post#67 » Sat Nov 24, 2012 12:02 am

Is it possible to put the result of this command :

Code: Select all

/notify LootWND LW_BroadcastButton leftmouseup


in a string variable or directly in a /tell command ?

Or is there another way to tell someone which are the no drop item on a corpse ?
"Shorties will rule the world !"
[CLR] Conradd <Drachenkinder>

moonrazor
Posts: 111

Re: MQ2 Helpdesk

Post#68 » Sat Nov 24, 2012 2:08 pm

Best you can do is add in echo, I believe. If you're running it in a macro, there's plenty of ways to make it happen, but you'll need to discover those commands from the mq2 wiki.

kriptik
Posts: 7

Re: MQ2 Helpdesk

Post#69 » Mon Nov 26, 2012 9:56 pm

Quick question. Is there a command to kill or activate MQ2 in game? Im using the EQemu version, titanium version. I think i inadvertently turned MQ2 off and i cant get it to reactivate.

Thanks !

moonrazor
Posts: 111

Re: MQ2 Helpdesk

Post#70 » Tue Nov 27, 2012 11:18 am

To turn mq2 off, you do /unload which will unload all plugins. To turn them back on, /plugin <plugin name> load or /plugin load. That should turn it on.

Moonrazor

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