CS-JO-JI question

Glocktor

Member
I am looking for a way to edit this button on the MCP in order to allow for my two healers to joust in for melee action (along with my scouts) but still leave my lone caster (coercer clothie) at range. Is there a way to split /casters into furthur subgroups?
 

mamrono

Active Member
Yeah you can check, go in to melee and move behind the mob on ur healers and not on ur caster and u should be fine. No need to change anything on the MCP tho.
 

Glocktor

Member
Yeah you can check, go in to melee and move behind the mob on ur healers and not on ur caster and u should be fine. No need to change anything on the MCP tho.
Two things... I think campspot overrules the "move behind mob" option. Which is what I'm trying to fine tune here.

Second, I generally don't use that option "move behind mob" for my casters becauses it causes their casting to be interrupted frequently as there seem to be a lot of mobs that have ants in their pants and continuously shift around, also any slight knockback on my tank sends them all scurrying. So I am finding as I head into more difficult encounters (now wading into TOFS x 2) I am setting more and more campspots "on the fly" and its pretty much mandatory on all named encounters.

But as much as I need the squishies to stay safe on the pull, I also need the added dps from my healers plus the procs and debuffs esp from the inquisitor.
 

Kevinshp

Well-Known Member
Yeah you can check, go in to melee and move behind the mob on ur healers and not on ur caster and u should be fine. No need to change anything on the MCP tho.
This won't work only camp spot will it work CS JO JI overides all movment on healers and casters
 

Ardon

Well-Known Member
Movement is halted if you have a camp spot defined and they are jousted out. You have to Joust in and make sure you have some type of movement set (move in front/behind mob, ogre follow). Also there are a few other things that affect movement. Distance being one of them. I think the default distance to move to a mob is set at 50.. I personally cranked this up to 200. Also if the mob's health is at 100% and your assist target is set to something like 99 the bots will not react right away. If you want them to move sooner you can set them to ignore the NPC health for movement If you set the wrong one (health) you can have some funny situations happen to you later on =).

Typically what I do is use the Camp Spot MCP button to lock everyone including melees into place. Once I have things pulled and in place I hit the Jst-In / Jst-Out buttons. I always see the CS-JO-JI button used for fights that require your squishies to always stay out.

Also keep in mind if you have your squishes set to a camp spot but with no movement set they will stay in place when you Joust In. The only issue with this is if there are any knock backs; they will get flung and not run back until you click the Jst-Out button.

I do the X2 fairly regular and haven't had to do anything special with the MCP everything that is default works fine for me so far with one modification.. I did add an Absorb Magic button.
 

Kannkor

Ogre
I am looking for a way to edit this button on the MCP in order to allow for my two healers to joust in for melee action (along with my scouts) but still leave my lone caster (coercer clothie) at range. Is there a way to split /casters into furthur subgroups?
uhh... sure.
http://eq2.ogregaming.com/wiki/index.php?title=ISXOgre:MethodsAndMembers
Near the bottom..
CommandForWho options

Healers will work, as will priest
Same with mage/mages
If there is a logical grouping that doesn't exist, let me know the logic and I can add it.
 
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