bjcasey
ISX Specialist
I have changes for that mob already done. Will be in the next patch.Wrek Shralok script fails, bots stuck on the walls.
I have changes for that mob already done. Will be in the next patch.Wrek Shralok script fails, bots stuck on the walls.
This fight is listed on my site as a work in progress. Thanks for the feedback. I'll consider it when I get a chance to go back and work on him. At the time, I didn't have the gear to survive past 75%.Tried the Hoist zone for the first time today - everything works flawlessly up until the final named. On that one I tried a few times and sat on the dirge, watching him run around. Sometimes when he is trying to place the cannon it gets the tone indicating something isn't right, over and over... sometimes when he is gathering cannon balls something happens and he either moves (or is his) and gets the interrupted message. He still runs to the cannon as if he has the cannon balls and as you can imagine, bad things happen. i haven't been successful on this one with the script yet (and neither have my two friends that are trying it). It doesn't seem to be a DPS or health or resists thing - just a complex script that isn't yet firing on all cylinders.
Could you please provide more information about what is happening? Does it say anything in the console?im using bj scripts for Kladnog Shralok but everyone says its ez but my guys keep wiping.. its like they just stopped casting.. and they don't seem to move out of the puddles very well or fast.. the tank does but the other guys don't..hmmm dunno any ideas?
I've killed him a few times over the past weekend, however the last few days I'm experiencing problems with red text positioning on this guy also. Maybe it was dumb luck on the first few tries. But it appears some of the red text jousting is a little off. I keep my tank positioned in the middle in the default position, however I manually hit Ogre come to me to move toons around to compensate if the toons are in the wrong spot. I'm killing him now and there are specific times when the red text is for front of him, but the toons move from his rear to his front around 15-20' out which wipes them.Tried Sanguine. Everyone positioned ok for the first red text, but after that they did not seem to reposition based on the red text, causing wipes. Tried to equilibrium through some of them, but just not up often enough depending on which red text popped. Tank seems to reposition, and it seems as if mob is getting debuffed, just positioning with red text seems off. Anyone else have the script do the same, or better yet actually have it work and kill the Fiend?
I ran into the same thing this morning, normally I have no issues killing him, but the toons kept moving to the incorrect spots this time.I've killed him a few times over the past weekend, however the last few days I'm experiencing problems with red text positioning on this guy also. Maybe it was dumb luck on the first few tries. But it appears some of the red text jousting is a little off. I keep my tank positioned in the middle in the default position, however I manually hit Ogre come to me to move toons around to compensate if the toons are in the wrong spot. I'm killing him now and there are specific times when the red text is for front of him, but the toons move from his rear to his front around 15-20' out which wipes them.
Toleranse found the issue and as usually it's Kannkor's fault! He added grind options to this fight early last week which weren't there when I coded it so I didn't disable the Grind Options. For a temporary fix until I can patch, turn off your OgreBot Grind Options.I ran into the same thing this morning, normally I have no issues killing him, but the toons kept moving to the incorrect spots this time.
Pffft. Don't you dare touch those precious Grind Options! You turn off those pesky bj options!Toleranse found the issue and as usually it's Kannkor's fault! He added grind options to this fight early last week which weren't there when I coded it so I didn't disable the Grind Options. For a temporary fix until I can patch, turn off your OgreBot Grind Options.
Channeler and Mystic share the same group role, 3. Change one of them to Group Role 2 and it will resolve the issue for that fight.Also, on Verish in resonance, both of my healers run to the exact same spot. Channeler/mystic, where as the channeler/inq didn't.
Can you reply with the name of the 3 mezz spells illy's get? I probably forgot to add their mezz spells in.BJ,
I'm running Fountains for the first time using my Illly instead of my coercer and during the first fight the Fiend, the mezz routine starts and appears to run however, the spell it casts is not a mezz but instead Chromatic Storm. I doubled checked the settings tab to see what was listed in the Crowd Control tab (not even sure if that's part of your script) and it lists 3 mezzes).
If this is something I can fix please let me know. In the meantime I'll manually mez with this toon.
Entrance, Regalia, Phantasmal Awe (encounter).Can you reply with the name of the 3 mezz spells illy's get? I probably forgot to add their mezz spells in.
Thanks.Entrance, Regalia, Phantasmal Awe (encounter).
I have not been back to the boat fight since I started to work on it. It will eventually get finished, but I'd rather get some newer stuff out than play around with one of the worst zones in the game.Did you ever finish Yellow Jack? Was doing today and noted a few discrepancies on movement. early in the fight, tank runs to opposite side and rest of group does not follow which ends up being out of heal range. I noticed that tank does this a few times during the fight for long periods. Dirge sometimes ran to a canon and just hung out there for awhile, especially towards the end of the fight. Dirge wasn't doing anything, just standing idle, however when you tried to move him, he ran back to same spot and did nothing. At around 30%, he seemed to do this a lot and for long periods of time while many of the canon guys started to add up.
When the adds come and the KB's start, dirge got knocked off boat a few times when running by. If possible, it would be good to have dirge stay away from side of boat that has water since it is essentially a wipe if that happens. I ended up just manually controlling my dirge in the end.
If I do again, I'll try to get more specifics for better examples.
Ok, agreed. Thanks for clarifying, I only run it when its part of the weekly anyways. I too would rather see some of the temple stuff scripted before tuning captain in yellow jack.I have not been back to the boat fight since I started to work on it. It will eventually get finished, but I'd rather get some newer stuff out than play around with one of the worst zones in the game.
Thanks Pelly! I just got back around to looking at my mage group and the spell names.Entrance, Regalia, Phantasmal Awe (encounter).
Good catch. I couldn't figure out what was going on when running my mage group until you mentioned this. For the time being, I just moved Speechless up the cast stack and set it to ignore duration and that worked like a charm.In D'Nari the Bone Sculptor my illy don't cast stifles automatically, the spell name is "Speechless".
Added to Patch # 105.Good catch. I couldn't figure out what was going on when running my mage group until you mentioned this. For the time being, I just moved Speechless up the cast stack and set it to ignore duration and that worked like a charm.
Any chance you could code this into patch 105 BJ?
Change one of their group roles to 3. This is why I added group roles. It gives the user a bit more control over who does what.In Ossuary: Resonance of Malice there's a small issue with BJ Verish. When running a plate healer (temp) and a druid (fury) and starting BJ Verish, both healers end up at the same location before pull. I tested this with my inquis/mysitc and it works correctly and also with the temp/defiler and it works correctly.
Ah, ok I see it now. I checked the group role and druids/clerics are both group 2. When I changed the temp to group 3, it moved to a different location.
Wrek is a DPS check. The magic number for me was 9M DPS, but I had to use BJ Immunities to keep my tank alive for the last few percent.Some feedback from me on what I'm finding.
Same as others, any scripts which require things to be moved and placed (Thesnet's Den 2nd named) and Pirate Ship dude with canons, bot doesn't seem to be able to do it. I can do the pirate canons one by just manually playing the bard that fight, but can't manage it on Wrek. Annoyingly my DPS seems shit this expac for some reason, and I fail the DPS check on him at about 25%.
Oss: Sanguine Fountains. Can kill all but Gore. I have noticed that on the High Inq fight the dirge doesn't cast any debuffs, I guess cos they are all encounter based, but for some reason this setting persists in the Gore fight. I have tried reloading Ogre, and even camping toons out and back in, but still the damn dirge refuses to debuff on this fight.
The Ogre patch shouldn't have affected my movement because I changed the setup to disable Grind Options. If they are still enabled or you are turning them on, please let me know and I will look into the movement again.BJ: After the last Ogre patch, movement on the first named in Ossuary: Resonance of Malice seems messed up. One of my fellow Ogre/BJ users had the same thing happen Sun afternoon. When running to the alcoves, the toons try to take a corner too quickly and end up stuck behind one of the structures. I eventually just ran the standard Ogre script (which handled the running fine), but then had to manually handle all the DPs on the healers (which is helpful in your script). So would appreciate it if you would look at it. BTW, it seems like the Templar/Inquis Equilibrium is not being used for the DPs anymore. It should be able to block every 3rd one, which I would think you would want as a priority in the rotation. So if you are looking at this fight, it would be great to get that working again too. Thanks.
You can make a button and fix this yourself. I have no plans to save all of your OgreBot settings and restore them after a fight at this time. Maybe if I have time this summer.one issue I have found is that after a set up is done and the mob is dead, the toons don't go back to their movement they stay bunched with tank. I have noticed and verified on Pheris in Malice. and have noticed this in other zones and mobs just haven't revivified for this post/
Embodiment of Gore: I started to redo his encounter, but I no longer have enough HPS to ignore the bone fiends or the DPS to kill the bone fiends before they go epic. The overall script improvements should work well if you have enough DPS to kill the bone fiend, but I will not push the changes live until I know for sure. This way nobody can complain that a fight doesn't work as intended. I pushed code like this before (Krasnok and Wrek) with warnings that I hadn't killed it and the script was a work in progress, only to have people send me constant messages about how those fights weren't working for them. Once I have enough DPS to kill the bone fiends there will be a new set up available and I will be leaving the current set up in as is.Gore was recently "fixed" by SOE and may require me to make changes to the fight to accomodate their new intended strat. I will check about the dirge on this fight, but it should not persist from the previous fight.
Can you get me the /waypoint for the spot please? Unless you issue the set up command for Wrek, that shouldn't be possible.Thresnet's Den. When clearing all the trash before pulling Kladnog, proximity to the spot for Wrek is triggering that script and turning off cast stack for G3 and G6.
I've only used your setup once or twice for this fight, as I never really liked the positioning or setup (personally). I ran the zone today was able to complete it easily the same way I always have:Embodiment of Gore: I started to redo his encounter, but I no longer have enough HPS to ignore the bone fiends or the DPS to kill the bone fiends before they go epic. The overall script improvements should work well if you have enough DPS to kill the bone fiend, but I will not push the changes live until I know for sure. This way nobody can complain that a fight doesn't work as intended. I pushed code like this before (Krasnok and Wrek) with warnings that I hadn't killed it and the script was a work in progress, only to have people send me constant messages about how those fights weren't working for them. Once I have enough DPS to kill the bone fiends there will be a new set up available and I will be leaving the current set up in as is.
Same here, diffent position but same strategy. My scout have the auto target list and all the group assist my scout. I grab the adds with my tank without any problem and ignore them.I've only used your setup once or twice for this fight, as I never really liked the positioning or setup (personally). I ran the zone today was able to complete it easily the same way I always have:
I position my tank at about 5m from the bottom of the stairs leading up to Gore (any closer and there are line of sight issues to the floaties from the blood pools). My group is 10m further away from Gore than that. I snag gore and get him down in between the group and the tank. Side rooms are to the tanks left and right. I ignore the side rooms and the Bone dudes and just DPS Gore. I have an auto target list for the floaty things that targets them when they get within 25m of the tank (putting them 35m from group). Group kills the floaties then goes back to Gore. Easy peasy. Worked that way for me since I was all blue malice and far easier now that I'm 4/4 green malice. Ogre handles Absorb magic for me so I don't have to watch for it anymore.
Anyways, that's how "I" do it. I'm sure lots of people do it lots of different ways, but this way works for me every time. So since it 'ain't broke', I'm not gonna 'fix' it
I use a Mystic and a Warden. Have no issues with HPS on this fight (again, even since I was no gemmed blue malice).
The other thing about the existing script is the healers running to the blood blobs fucks over their heals. Maybe they can stay routed? DPS and tank can kill the blood blobs on their own.Have an enchanter stifling at all times. move that to the top of the cast stack and ignore duration. This will keep blood spray from landing which makes the fight easier. Can still heal through it if he lands blood spray but before i geared up some this really was the difference maker for me. Also make sure the chanter is hard targetting the named so that when the blobs spawn and you have your group burn them down the chanter is still stifling Gore. Then set the tanks auto target list to have the blobs first (their exact name escapes me atm) and the named next. Ignore the larger adds, and you can pretty much face roll him right at the top of the stairs. Also make sure you have the named pulled away from the fountain with your group between him and the fountain so that when the adds come, they come to your group and dont touch him healing and buffing him.
I will make those adjustments. Maintain Stifle on target, unless a dispell is needed. Keep Priests behind the mob full time. Sound right?Gore
I'm having some problems with the script, so I saw this post in the AoM heroics thread and tried it, worked a treat.
From Toleranse
The other thing about the existing script is the healers running to the blood blobs fucks over their heals. Maybe they can stay routed? DPS and tank can kill the blood blobs on their own.
Or, I have had the priests stand on the tank throughout, there doesn't seem to be any frontal. Works perfectly. Thanks BJI will make those adjustments. Maintain Stifle on target, unless a dispell is needed. Keep Priests behind the mob full time. Sound right?
Did you try it after turning OgreFollow on?on the new patch today 2 things I have noticed and has happened both times ive been in, on Unatu in Ssraeshza temple nobody moves when started fighting after camp spotted, this I have tried just outside the room and also inside it.. And on Kavis Set'ra (last name) same again only the tank moves no one else does and the bubbles kill em. Had to resort of doing it the old way with o-follow, tried this a few times too.
Regards
K..............
OgreBot set ups do require you to camp spot first.Ahh right.. ill try it hehehe thx.. Is it the same for the ogre ones too, cos I always camp spot em the rn the "set up for...." think am still running it like old times lol
Thx
K..........
There is a chance with the encounter to have the Reflection knock you back so hard that you bounce off the wall behind you and fall down. There isn't much I can do to avoid it.Tried it again and seemed it was user error b4 hehe sry. Worked a treat the whole zone right up to last add on last name, for some reason the dirge got stuck behind a pillar after killing 2nd add and when I free'd him up he jumped into centre and kept zoning back up to ledge over and over again and he seemed to get right screwed up, I had to manually manoeuvre him up to last name where he got some Hp deduction curse along with others but managed to sort it and finish zone.
Many thanks again for correcting me.
Thx
K........