ToRZ Challenge Idol Help Needed

mistahmikey

Active Member
I have tried to search for this info, and while there are bits and pieces laying about, I still am not certain how this needs to be setup with Ogre.

I run the Idol.iss targetting script and have the Grind option checked. It appears that Ogre wants the fight to take place near the pillar to the right of the stairway up to the big guy. My guys run over to that area and distribute themselves around the two idols. The targetting script seems to work fine. My team members run around from time to time, I assume to avoid the big rock falls.

However, I simply cannot get through this fight, even with a reasonably well geared team (almost all x4 EM & HM gear). I have gotten Enraged down to about 30 and Empowered down to around 50, but then my team just gets clobbered by the rocks. I have also noticed that if someone dies during the fight, they almost never get rezzed, i guess because Ogre has the healers set too far away. My guess is that I am not doing enough DPS to make survival a reasonable prospect, but my team usually does fine in this area, so perhaps my team positioning is not what it should be.

If anyone can provide a consolidated description here about how to win this fight using Ogre, I would appreciate it greatly.
 

Orwak

Active Member
About the rez part, I've had some limited issues with that as well due to range. I'm not sure what healers you are running with, but with my inquisitors and mystic I have extra rez range specced on both to be able to reach.

Make sure also that you have sickness free rezzes as highest priority to limit the possibility of your toons being whacked as soon as they get up.

Apart from that, I turn on NoMove before I start the fight, move my tank separately, don't allow any melee classes joust in (well, that's the troub only, I only run it with my caster crew) and try to keep the mobs in melee range of the illu/troub default spot having my tank on a roughly 15 m range from both healers' default spot. I try to save Equilibrium and Spirit Tap for the last part of the fight as that's where the rocks have the highest risk of double-whacking toons and interrupting heals cast etc.

Not sure what your DPS lies at, but the lowest I've had on a kill is roughly 230k or so, so if you can keep that up, I can't really see why you should fail apart from bad luck.
 

mistahmikey

Active Member
My group: Monk, Swashy, Dirge, Inq, Defiler, Coercer.

Think my DPS for that fight was in the 150K range, which is way low for what it normally would be. Again, the toons were running around alot (I think being moved by Ogre internals due the selecting the Grind option), so I am sure the DPS suffers. But I suppose they run around so THEY don't suffer :)


So at what spot do you set up for the fight and how do you arrange your team? I use a default camp spot for them, not NoMove, but it seems Ogre takes them over anyway, which I assume is happening for you as well? If not, don't they get kicked around?
 

Orwak

Active Member
My group: Monk, Swashy, Dirge, Inq, Defiler, Coercer.

Think my DPS for that fight was in the 150K range, which is way low for what it normally would be. Again, the toons were running around alot (I think being moved by Ogre internals due the selecting the Grind option), so I am sure the DPS suffers. But I suppose they run around so THEY don't suffer :)


So at what spot do you set up for the fight and how do you arrange your team? I use a default camp spot for them, not NoMove, but it seems Ogre takes them over anyway, which I assume is happening for you as well? If not, don't they get kicked around?
They usually don't get kicked around that much. As far as I can tell, the script basically keeps switching each toon between two different camp spots (not sure if this is actually what it does, but the effect is equivalent) – the one where they'll set up when you enter the "set up for idol" command, and the one a couple of meters further back. When a stone is incoming, they switch the camp spot to the other one. With NoMove active, they won't joust in to beat on the mob which requires you to position the idols right in front of your melee dps pretty much (this is the reason I use my caster crew for this fight). The benefit of this is that you'll pretty much only have two spots for each toon where the stones will drop (at least the first 3 minutes or so) and you'll hopefully not have double stones and other unfortunate combos leading to a wipe.

Boxed melee crews will always have a worse time on this fight with this script, simple as that. As I don't run my melee crew there myself, I can't give any closer advice than this really. :(
 
Last edited by a moderator:

amyglyn

Active Member
Yes the key really is overwhelming DPS. :p 150k isn't going to do it, even the best group would eventually die to the rocks...prolly need closer to 300k to make the fight reasonable, but I dunno, I don't bother parsing usually.

Tips I can give for that fight:
1. Yeah, Melee DPS is going to have it rough on that fight. I use a necro.
2. You have a little bit of time from engage to when the first rocks fall. Make sure you have them positioned near your melee big hitters during this time. Don't wait to use DPS cooldowns. When I do it, I'm ready to switch to Idol #2 before Idol #2 even gets within range of the group. Go nuts right from the start. :p Then again, may wanna leave your guys on "pause" until, you know, statue #1 gets within casting range of your group :p.
3. If your DPS is low, make sure your crit is high enough. I think you need 290 for this fight? Something like that. If you have guys that are close but not quite there, drop a guild crit buff banner. Get your crit up and watch them melt! Woot. :)
4. Don't over-adorn for crit mit and waste DPS. You don't need 225 or 230 or w/e for this zone. I do it with like, 210 or something and I'm just fine, tank death is never even a remote possibility unless healers are dead or something obviously. :p
5. If you are right on the edge, use DPS blessings.
 

mistahmikey

Active Member
I could not find anything about "set up for idol". I did see something in the release notes about "/g set up for bonewing". However, I never do that for the bonewing fight, and my team moves just fine, I assume because I have the grind option enabled. Is this the same idea for the idol fight, or do I need to do a "/g set up for idol" even if I have the grind option enabled? If not, I am pretty sure my team does not move the way you described it - they seem to distribute themselves in a semi-circle in front of the pillar to the right of the bottom of the stairs, and they all move different directions. Is this intended?
 

Orwak

Active Member
I could not find anything about "set up for idol". I did see something in the release notes about "/g set up for bonewing". However, I never do that for the bonewing fight, and my team moves just fine, I assume because I have the grind option enabled. Is this the same idea for the idol fight, or do I need to do a "/g set up for idol" even if I have the grind option enabled? If not, I am pretty sure my team does not move the way you described it - they seem to distribute themselves in a semi-circle in front of the pillar to the right of the bottom of the stairs, and they all move different directions. Is this intended?
I haven't tried without the command, but if they move back and forth in direction from the center of the semi circle, then I guess it isn't actually needed. The "set up for idol" sets the camp spot to the "inner" of the two different camp spots, no idea if it actually starts anything else or not.
 

Kannkor

Ogre
I could not find anything about "set up for idol". I did see something in the release notes about "/g set up for bonewing". However, I never do that for the bonewing fight, and my team moves just fine, I assume because I have the grind option enabled. Is this the same idea for the idol fight, or do I need to do a "/g set up for idol" even if I have the grind option enabled? If not, I am pretty sure my team does not move the way you described it - they seem to distribute themselves in a semi-circle in front of the pillar to the right of the bottom of the stairs, and they all move different directions. Is this intended?
The setup command just puts them into starting spots, having grind options enabled takes care of the actual stuff during the fight.
 

mistahmikey

Active Member
The setup command just puts them into starting spots, having grind options enabled takes care of the actual stuff during the fight.
Can you point me to where all these /g commands are defined/explained? I searched the wiki and could not find anything other than the bonewing one.
 

Kevinshp

Well-Known Member
I have still yet to kill him with just my group. I have been replacing my illy with our guild ranger and as long as we do 322k+ we kill them. Once my BL is geared out gonna try him with my warlock.
 

mistahmikey

Active Member
Ok, one last question about this. Its seems that "set up for idol" wants the fight to occur near the right pillar I described earlier. My team distributes themselves in an arc and face away from the pillar. I tried positioning myself as tank in the center of the arc, but I get kicked around so much, its impossible to keep the golems there. So - am I in the right spot? Or is this supposed to be done somewhere else?

As an aside, if someone could just point me to where all these little special features are documented, that would help me greatly. I have tried searching the wiki and this forum, but I have yet to come up with anything detailed - just little dribs and drabs. But it seems like the folks meting out that info understand how it works, so I figure they must've gotten that knowledge from somewhere.

Thanks for your help. This one is really frustrating me ATM.
 

pr517

Active Member
Does your team do less DPS with this idol script running?

If so, why not only turn it on when the rocks actually start to become an issue? I treat this fight as a tank and spank, pile up and max burn. Then only after I start flailing around do I execute my strat. That way I have put significant dents in the mobs before having to worry about the rocks and lower my group DPS. The rocks get worse over time, so take advantage of the time when there are no rocks.
 

Kevinshp

Well-Known Member
Ok, one last question about this. Its seems that "set up for idol" wants the fight to occur near the right pillar I described earlier. My team distributes themselves in an arc and face away from the pillar. I tried positioning myself as tank in the center of the arc, but I get kicked around so much, its impossible to keep the golems there. So - am I in the right spot? Or is this supposed to be done somewhere else?

As an aside, if someone could just point me to where all these little special features are documented, that would help me greatly. I have tried searching the wiki and this forum, but I have yet to come up with anything detailed - just little dribs and drabs. But it seems like the folks meting out that info understand how it works, so I figure they must've gotten that knowledge from somewhere.

Thanks for your help. This one is really frustrating me ATM.
Use camp on your tank as well so he will stand near piller
 

mistahmikey

Active Member
Does your team do less DPS with this idol script running?

If so, why not only turn it on when the rocks actually start to become an issue? I treat this fight as a tank and spank, pile up and max burn. Then only after I start flailing around do I execute my strat. That way I have put significant dents in the mobs before having to worry about the rocks and lower my group DPS. The rocks get worse over time, so take advantage of the time when there are no rocks.
Sounds fine, but are you using the ogre script for this fight? If so, it wants to set up fairly far from where they spawn, and it takes them a while to lumber over there. If not, do you just fight them where they stand to get maximum burn time on them?
 

amyglyn

Active Member
I can't imagine not usin the script, but it certainly would be better to have it set up right in front of them if that were possible, heh.
 

pr517

Active Member
I don't use ogre. I just pile up behind the mob right where it spawns, light it up, switch to the other when the stoneskin happens, light it up, etc. and when I start flying through the air, I have the group aggressively shadowing me and I run around the whole circuit to avoid rocks with ranged auto on everyone. Healers are not configured to heal at all, only cure and melee DPS. I don't use casters other than the enchanter, it is all melee types. You will realize that if you don't get hit with rocks, there is nothing to heal.
 

mistahmikey

Active Member
I don't use ogre. I just pile up behind the mob right where it spawns, light it up, switch to the other when the stoneskin happens, light it up, etc. and when I start flying through the air, I have the group aggressively shadowing me and I run around the whole circuit to avoid rocks with ranged auto on everyone. Healers are not configured to heal at all, only cure and melee DPS. I don't use casters other than the enchanter, it is all melee types. You will realize that if you don't get hit with rocks, there is nothing to heal.
Can you be more specific as to what "run around the whole circuit" means? In particular, what is that path of said circuit?

Thanks :)
 

mistahmikey

Active Member
Doesn't seem to me like the movement script is working completely right. There are two things I am noticing that really screw up my ability to win this fight:

1) It looks as if toons are moving to avoid the rocks. But they do not appear to be moving back to their original positions after the rocks hits where they used to be standing. So what I am seeing is my team get progressively farther away from me and each other until heals and dps become a problem. If I enter the "set up for idol" command repeatedly during the fight, they do return to their original positions, but often its to their detriment because a rock splats them as they get back.

2) My priests are NEVER rezzing anyone during this fight, including the tank, which means there is no way I can do it. I have lasted several minutes a number of times, having gotten one of them down to 35% or so, but by that point, 2/3 of my team is dead, or my tank dies, so I cannot really progress the fight.

I just cannot figure out a way to win this one. I tried not using the script, stacking up behind them, and burning them down, and I get them to the rock falling point pretty quick that way. But once the rocks start falling, my guys get killed if I just stand and fight. I tried pulling the golems along the path the leads to the stairs in an attempt to avoid the rocks, but it doesnt work for me at all, since my priests can't heal me if I constantly make them move. If I stop even for a second, its usually a big splat.
 

Kevinshp

Well-Known Member
This is probably the hardest fight in game for a group. One thing to make sure is your tank placement so you are in range of both healers. The other is ogre doesn't reconize idol as a named mob so anything in the named ca tab will not fire. Set all toons to force named ca. I leave my assassin with out any campspot so he will stay and melee. I use the joust in out campspot option so I can bring the dirge in when I want. I don't camp the tank I move him around as needed to stay in range of both healers at all times. This also keeps the mob moving around a little thus makeing the assassin moving all the time and by default miss some rocks. I do have a scout guildy join me on this for ranged dps.

The lowest group dps I had and still kill him was 295k But if you can be about 335k or higher the fight is easier.

As for rezing it could be a knock back thing but not sure in a pench I pause my dirge and go Rex who is needed. If tank dies I just wipe it because by the time you recover the rocks go faster and your dead.
 

speedycerv

Active Member
So is there a definitive list of commands or fights that have "set up" type commands? mistahmikey says he searched around and was not able to find anything. Is it safe to assume that there is no list of commands we can use as a reference for issues like this?
 

Kannkor

Ogre
So is there a definitive list of commands or fights that have "set up" type commands? mistahmikey says he searched around and was not able to find anything. Is it safe to assume that there is no list of commands we can use as a reference for issues like this?
There is no list anywhere that has them all. For many reasons, here's a few... :)

1) I'm lazy and documenting things like this is annoying, because people won't just try and figure them out, so I have to explain exactly what every single little thing does, so I could spend 10 minutes writing the code, then 3 hours writing documentation for it. It just isn't fun.
2) Some things are too powerful too early on. Very rarely things fall into this category, but some times they do. Some scripts will allow undergeared folks to bypass fights. Which normally isn't a big deal, but I don't need people flaunting it all over level chat.

Apparently I alt tabbed and forgot about this post.. I had a few other reasons.. but I can't remember them now...

I'll try to add some basic documentation to the revision history for those that read it. You're welcome to ask questions about anything found in the revision history (on the wiki), but keep in mind some of these little extra scripts are completely 'use as is'.
 

larrydoyle

Senior Member
I'd be happy just with a list of what exists, and a few simple notes about what it does. I'm happy to spend my time figuring it out in more detail; just want to at least have a starting place. Thanks for the consideration :)
 

pr517

Active Member
Can you be more specific as to what "run around the whole circuit" means? In particular, what is that path of said circuit?

Thanks :)
Nothing fancy, just an oval. It literally just continues around, turn it on, go make a pizza. My "movetoxz" function assumes there is another point after and so it never lets go of UP and aborts a percentage of the way through to start heading to the next point, to give it a more realistic circular movement.

Code:
#define EQ2FORWARD "up"

function main()
{
   echo "zek_cm_oval ON"

   while 1
   {
      call MoveToXZ -413 -2517
      call MoveToXZ -415 -2483
      call MoveToXZ -414 -2436
      call MoveToXZ -396 -2408
      call MoveToXZ -358 -2404
      call MoveToXZ -330 -2427
      call MoveToXZ -329 -2472
      call MoveToXZ -329 -2511
      call MoveToXZ -348 -2529
      call MoveToXZ -393 -2529
   }
}

function atexit()
{
   echo "zek_cm_oval OFF"
   press -release EQ2FORWARD
}

function MoveToXZ(float X, float Z)
{
   variable float Distance = ${Math.Calc[${Math.Distance[${X},${Z},${Me.X},${Me.Z}]}*0.2]}

   while ( ${Math.Distance[${X},${Z},${Me.X},${Me.Z}]} > ${Distance} )
   {
      if ( ${Math.Distance[${X},${Z},${Me.X},${Me.Z}]} < 5 )
         break
      if ${EQ2.Zoning}
         break
      Face ${X} ${Z}
	   press -hold EQ2FORWARD
	   wait 1
   }
}
 

shaggy5

Member
For me, juat a quick n dirty list would be great of all the slash, ogre, run etc, commands, maybe even just separated by how they are put in. i.e. run, ogre, slash. Although it also wouldn't be bad to just figure what what command it needed, on my own. Just a list to know whar is out there. Like when I first started with Ogre, I am not good on computer, or programming smart and was lost - Orwak explained it to me in pretty much dummy terms, got the program running and am loving it. I haven't enjoyed EQ2 this much in quite a while.

Now, I assume, that everything we need with ogre we already have on our computers, unless something was new in SVN and we did not update. Is it safe to say all the scripts available are: ...Program Files/Innerspace/Scripts/ and all the EQ2 folders and EQ2Ogre file, then a few folders like myPrices that are separate.

Here's a couple questions:
I am unaware that you can use a slash command, is that in EQ2 chat or the console?
The names of the files, are the names of what you are calling up?
I do not know the difference between ISXEQ2 and ISXOGRE, I have never know what I am using, I just assume it is all Ogre. Is it possible to just get a list of what folders to look in for names of scripts?

I do not know if what I am talking about is too vague, but for me it would be great to see like 3 word of what the file controls - or just the Command to make the script run. A lot of scripts open a box on screen, which is pretty easy to figure it out. My problem is that with no experience in programming or much computers, I just do not know what is available and I do not want to open the files - they are a bit intimidating to me.

I could be way off for most, but just to know a lil tid bit to at least get the script to run is enough for me to be able to figure out the script. Scripts like the MyPrices script, tells you in the window what you did wrong and it is all in lamen terms, as I have seen with most scripts, and I figure it out that way.

Here is a list of the folders in my script folder (Basically everything we can update with SVN in the Script folder), to help me explain what I am talking about:

*****NOTHING IN PARENTHESES IS CORRECT, ONLY FOR EXAMPLE PURPOSE, UNLESS KANNKOR SAYS OTHERWISE*****

D:/Program Files/Innerspace/Scripts...
BJ (For use with BJ Scripts - http://BJScripts.(forum oage) - for explainations)
EQ2AbilitiesExport (No use for user)
EQ2AFKAlarm (Can use slash, run, ogre with the script names - figure it out, lol)
EQ2BJCommon
EQ2Bot
EQ2Common
EQ2Craft
EQ2Harvest
EQ2Inventory
EQ2Navigation
EQ2OgreBot
EQ2OgreCommon
EQ2OgreCraft (Used for Ogre craft, Command in Console/Game(whichever it is) - Ogre Craft)
EQ2OgreHarvest
EQ2OgreItemDatabase
EQ2OgreNavigation
EQ2OgreTellWindow
EQ2PouletCommon
EQ2RaidAttendance
EQ2StayFollow
EQ2Track
GoHarvest
LootHelper
MyPrices (Used in combination with your broker, Command in console - run myprices)
Sounds (No use for user)
UI (No use for user)
XML (No use for user)

These separate .iss files seem like a lot of the options in the MCP - But that drop down when setting up a button leaves me clueless. My real problem is the Parameters, I set up the button and leave the parameters blank because I just do not understand the explanation of what to put in the parameter.

allprices.iss
AutoBank.iss
autoharvest.iss
automentor.iss
chasetarget.iss
chatty.iss
collect.iss
corpse.iss
CraftPathTester.iss
EQ2AbilityExport.iss
EQ2AutoCamp.iss
EQ2AutoLogin.iss
EQ2BotCommander.iss
eq2box.iss
EQ2CheckExt.iss
EQ2CurePrioritizer.iss
EQ2Drusella.iss
eq2follow.iss
EQ2HarvestBeta.iss
EQ2HarvestPath.iss
EQ2Irc.iss
EQ2ItemInfoCollector.iss
EQ2NavCreator.iss
EQ2PatherLegacy.iss
EQ2Quest.iss
examine.iss
followharvest.iss
gear.iss
GetAbilities.iss
Heal.iss
ISXEQ2-EventsSample.iss
mnc.iss
moveto.iss
mystore.iss
Ogre.iss
PatherGUI.ISS
PriceCheck.iss
qs.iss
sages.iss
sellall.iss
shadow.iss
simpleharvest.iss
TargetEffects.iss
trakorb.iss
uireset.iss
wastemoney.iss
 
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