Dothammer wrote:
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Do not do this! Do not *ever* duel a groupmate unless the objective is to kill someone so you can do some kind of corpse summoning, or rezzing back to a specific spot kind of trick.
When you duel, you will find that you cannot cast spells on other members of your party and they cannot cast on you.
So you are saying if there are MORE than 2 group members, the OTHER members will be unaffected by (the Duelers') spells? Is it possible to /duel the whole group (Aye Captain, the safety protocols of the Holo-deck have been removed...)? I don't duel much so I do not know the limits within a group.
To my knowledge, you can only /duel one person at a time. However, you can certainly be in a full group (6 people), and duel one person in the group, or someone in another group entirely (or not in a group at all).
/duel doesn't care about groups. However, it automatically imposes some changes. Participants in a duel cannot recieve or provide beneficial spells for people who are *not* in their duel (I'm not sure if they can against their dueling partners).
The point is you did not specify "if you are in a group with *one* other person, and you're fighting a mezing mob, you could try dueling eachother so you can cast dots or hit eachother to break mez". You just said "in a group". Most folks think of a "group" as more then two people.
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My only experience with this scenario was when grouped with one other.
Do it in a full group sometime. It's a total disaster. I'm not saying your tactic isn't valid for the situation you used it for. I am simply trying to head off the inevitable folks who will read that bit of advice and not think there's any reason not to duel while in a group. I'm already somewhat amazed at the number of people who simply don't realize what happens when you use /duel. Like I said in my earlier post. I had to yell at these two group members for easily 30 minutes before I could get one of them to camp. Neither wanted to do it because they'd get the message saying they lost the duel. Meanwhile, the entire group was stuck because the shaman couldn't buff anyone. It took the shaman trying (and failing) for over 20 minutes before he was confinced that there really was a problem (even after eveyone kept telling him: "um... Focus and haste are gone", and he kept saying: "But I Just cast it on you!". Apparently he never noticed the messages saying that the target was "protected from this spell".
To make matters worse, both characters kept yelling at me to cast BSS on them. Even after I patiently explained that I couldn't buff them until they ended the duel, they continued to "not get it".
That's why I'm saying this. Hopefully people will read this and realize that /duel does affect more then just who they can attack. It will totally ***** up a group or raid if folks /duel at the wrong time.
Egnaro. As far as /assist goes. I have no idea if they "fixed" the /assist %t syntax or not. My point is that there is *no* reason to use it.
"/assist", all by itself already assists whomever you have targeted at that moment. Adding the %t to the line is completely redundant. There is no reason to do that.
If you want to be able to change targets to whatever someone else has targeted, simply create a hotkey with the line "/assist" in it. Nothing else. Now, if you target a group member, and hit that button, you will automatically gain that group member's target.
That's all I'm saying. There is no reason to ever use the "%t" at the end of that command. Either use "/assist" to just assist whoever you have targeted at the moment, or "/assist <name>" to assist the character whos name you edit into the command. There is no reason to use "/assist %t".