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#1 Apr 01 2004 at 11:14 AM Rating: Good
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Hi all,

I'm fairly close to dinging 15 but I've still plenty of stoopid questions. Like....

While trying to get the hang of /assist, I've sometimes targeted group mates by mistake without realising. I've never noticed me doing them damage, and never been shouted at, (yet) so my question is this;

On a server which is not PVP, is it possible to harm other player characters, either physically or with spells, by accident or design?

In which case do nasty assassinations ever take place or accidental murders? (Are there any Police?)

Does it make a difference if you are grouped with that person or not?

Many thanks

Lance
#2 Apr 01 2004 at 11:21 AM Rating: Excellent
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8,619 posts
1. No happily your friends are immune to your unwelcome advances in Non PvP <they take dmg on PvP though>

2.Your assist problems may not be your doing the Mt may not be targetted on the Mob when you assist them leading your target to switch to whomever they are targetted on or them if they have no target. It's no biggie just assist again and layth the smackth down on all the mobs candy asses!!!! <Opps sorry the Rock is back with WWE again>

3. On PvP Nasty assasinations are encouraged.

4. no you don't need to be grouped to assist someone.

and 5. stop avoiding me we still haven't grouped yet Smiley: tongue
#3 Apr 01 2004 at 11:22 AM Rating: Decent
On non pvp servers you will not swing at them and spells will just be ignored. The only time the dmg will be there is if you are duelling
#4 Apr 01 2004 at 11:45 AM Rating: Excellent
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1,257 posts
Quote:
While trying to get the hang of /assist, I've sometimes targeted group mates by mistake without realising. I've never noticed me doing them damage, and never been shouted at, (yet) so my question is this;


Unless i'm misundersanding something here, you should have your group mate (MT) targeted when you /assist. This will then target you onto the mob that they have targeted, hopefully so that you will both be bashing away at the same target.


Also, for the record, although most harmfull spells cannot be cast on another player on a non PVP server, be aware that they can be cast on yourself. Root being the most obvious killer that springs to mind.


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#5 Apr 01 2004 at 12:25 PM Rating: Good
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261 posts
Heh, thanks for all the advice.

..and tarv, I'm certainly not avoiding you, looking out for you in fact, but I only seem to be on when you're in trade mode. lol

I'm logging in right now if you're around?

Lance
#6 Apr 01 2004 at 2:28 PM Rating: Good
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54 posts
In a group I always personalize my assist hotkey with the name of the person I'm supposed to be assisting. That way if I assist and they have a party member targeted, I can just hit the hotkey again and again until I get a mob target without having to re-select the person I'm supposed to assist. (You can select party members with F1-F6. Nobody told me that for a long time so maybe you don't know that either.) The first thing I usually do when I join a group is ask who I'm supposed to assist and then I personalize the hotkey right then.
#7 Apr 01 2004 at 2:41 PM Rating: Good
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Quote:
I'm fairly close to dinging 15 but I've still plenty of stoopid questions.
I have a few toons over 30 and I still have lots of stupid questions...

As an aside to doing groupmates damage...If you KNOW you will be fighting a MOB that mezzes alot, get groupmates to /duel you first. Then they would be able to swat you to wake you up (or
land small damage spell). Otherwise your groupmates would not be able to cause damage to you and break mez (unless of course the MOB charms them heh).

Next time I fight the Fabled Evil Eye in Beholder's I think I will go to Oasis and get Rabies. Low (1?)HP damage per tick and lasts 3.5 hours. Then need only worry about Fear and Charm...

Score: Dots 3, Evil Eyes 2, Many draws....
#8 Apr 01 2004 at 3:06 PM Rating: Excellent
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1,257 posts
Nookem, put %t in your macro, that way you will just assist the player you have targeted without having to reset you macro.

/assist %t

works just fine


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#9 Apr 01 2004 at 3:12 PM Rating: Good
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170 posts
I have 3 assist macros: one I replace with the name of my MT, because it's so fast...one is just a generic one that assists my target...and the third one assists my pet. All three come in handy on occasion, although the first one is the one I use the most.

Game on,

The Oneiromancer
#10 Apr 01 2004 at 4:11 PM Rating: Good
I do it the way Oneiromancer does, I just have a hotkey that says
/assist whomever
and just type in the name of the person doing the pulling.
I have been in one group however where the person pulling seemed to go out of their minds on the way back to the camp spot, and would always have something else targeted by the time they got back... another group member, some far away mob or some wandering toon. My cure was to just assist the other melee who was much more competent and I let the crazed puller do his crazed thing.
I am going to try the /assist %T when I get home though because that sounds much more efficient.
#11 Apr 01 2004 at 4:18 PM Rating: Good
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781 posts
<chuckle> Sometimes I wish I could bash a group mate...

/bash "How many times do I have to tell you to assist the MA?"
/kick "Stop following the puller and stay here in camp!"
/slap "Will you stop using AOE DD on inc mobs!"
/bonk "Will you leave the boxes alone, until after the adventure!"

Best bet for assisting: Make sure the group has chosen a Main Tank/Assist, the make your Assist hotkey as follows;

/assist <MA name>
#12 Apr 01 2004 at 4:29 PM Rating: Good
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3,212 posts
Just be careful when you use the /assist %t as a hotkey.
I have often found that the name of the tank takes place of %t and you will have to reset it when there is a new tank.
I have sometimes noticed that using %t will put in the name of the mob that is being tanked. In my younger days I found having a bard in the group casting a spell that affects the tank can result in "attacking"the bard.

In my 3 years of playing and assisting I have found it best to use a hot key that reads < /assist >. I then use my F2 through F6 keys to target the person who is the tank. When his name is in the target window I press the hotkey and end up assisting him.
#13 Apr 01 2004 at 4:49 PM Rating: Decent
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1,257 posts
Jonwin wrote:
have often found that the name of the tank takes place of %t and you will have to reset it when there is a new tank.



True, I had this issue for a long time, but it seems to have resloved itself of late ..it has been working perfectly for a long while now.


../touches wood and moves on :)

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#14 Apr 01 2004 at 4:55 PM Rating: Decent
If you $@#! up and I'm grouped with you, I am going to tell you. If you continue to do it then I could get a little harsher than you like.

But really, if you can't follow directions and are willing to learn then you picked the wrong game.

If you can, then you should have no problem with the game and enjoy it.
#15 Apr 01 2004 at 7:55 PM Rating: Good
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564 posts
egnaro the Braindead wrote:

Also, for the record, although most harmfull spells cannot be cast on another player on a non PVP server, be aware that they can be cast on yourself. Root being the most obvious killer that springs to mind.


Rooting yourself can actually be kind of fun.

Like playing chicken with the oncoming train EQ styleSmiley: yikes
#16 Apr 01 2004 at 7:59 PM Rating: Good
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First point:

Dothammer wrote:
As an aside to doing groupmates damage...If you KNOW you will be fighting a MOB that mezzes alot, get groupmates to /duel you first. Then they would be able to swat you to wake you up (or land small damage spell). Otherwise your groupmates would not be able to cause damage to you and break mez (unless of course the MOB charms them heh).


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. This was to prevent other people from interferring with duels and making them unfair. I had an idiot shaman get bored in a PoV group and decide to start dueling someone for fun. I had to yell at him for about 30 minutes to get him (or the SK he dueled) to camp or zone to clear the duel because he couldn't land focus, or haste, or regen on anyone in the group anymore.

If you know you are fighting a mob that mezzes alot, use stuns and whatnot to prevent the mob from castint. Mobs that mez also can charm, which is vastly worse (although I suppose you wont have problems with dueling after that...). When fighting chanter mobs, you really just need some method to interrupt it's casting. If you're really worried about mez, drop a dot on yourself first. Honestly though, you just don't need to worry that much when fighting EEs.


Second point:

The correct way to make an assist hotkey is to put the following in a single line:

/assist <name of tank>

/assist %t does not work and is redundant in any case. "%t" resolves to who you are currently targeting. /assist all by itself takes the target of your current target. The "%t" is not needed. /assist %t is a special case because of this fact. What it does is change the "%t" in the hotkey to the name of whatever you have targeted at that time. Obviously, this only works once since once you hit that button, the "%t" has been changed and you now have a hotkey that has "/assist <name>" in it.

Just get in the habit of creating a hotkey with "/assist <name>" in it and editing <name> to match the name of the MT in the group each time. This will save you more trouble then any other thing you'll do in EQ. All the targeting problems and flakyness with targeting manaually and then hitting an /assist key go away. If you hit your "/assist <MT>" key and your target changes, you know absolutely, with no uncertainty that you are now targeting the same target as the MT.

Doing it any other way only introduces a chance that you'll end up on the wrong target.
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#17 Apr 01 2004 at 8:00 PM Rating: Good
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564 posts
Letum wrote:
If you $@#! up and I'm grouped with you, I am going to tell you. If you continue to do it then I could get a little harsher than you like.

But really, if you can't follow directions and are willing to learn then you picked the wrong game.

If you can, then you should have no problem with the game and enjoy it.


Ah, gotta love the perfect players who sprung forth into this world masters of everything everquest.

By any chance do you play Tunare server? If so could I get your character names please? I'd like to put you on my er...special list for ummm....people I'd love to group with the very next chance I get.Smiley: rolleyes
#18 Apr 02 2004 at 12:20 PM Rating: Decent
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2,015 posts
Quote:
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.

My only experience with this scenario was when grouped with one other. I recently had my 31 shammy grouped with a 30 ranger in Beholder's. The Fabled EE conned blue but still it was too tough for the shammy alone. It was a good fight for the pair of us. FEE never seemed to run out of mana, mezzed us like crazy, and self healed. I put a low level DoT on myself (2 mins only) but in order to be able to DoT my groupmate we set /duel. I'm pretty sure I landed a DoT on my partner several times, and I'm pretty sure she hit me once or twice to break mez. In the heat of battle it IS tough to know what exactly is happening so I could be mistaken.

Of course the FEE (IN BEHOLDER'S heh) is no match for a 50s level PC but for my (relatively untwinked) toons:

  • 29 Druid Won solo tough fight, died once due to unpreparedness.

  • 34 SK Won solo, then fought for an hour to a standstill.

  • 31 Shammy died solo (ok got add by Lord Syko so not really fair), then fought to standstill.

  • 24 Enchanter ran away when everything was resisted (FEE conned yellow) heh. Came back and 60s level group was there, got loot.

  • 31 Shammy + 30 Ranger fought to a draw, changed tactics a bit, beat it once, then fought to a draw again, then servers announced shutdown.

  • I was able to cast HEAL on my /duel partner.

    (All of the above are now proud owners of a Fabled Polished Bone Bracelet,WOOT!)


    Edited, Fri Apr 2 15:33:48 2004 by Dothammer
    #19 Apr 02 2004 at 3:32 PM Rating: Good
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    gbaji wrote:
    /assist %t does not work and is redundant in any case. "%t" resolves to who you are currently targeting. /assist all by itself takes the target of your current target. The "%t" is not needed. /assist %t is a special case because of this fact. What it does is change the "%t" in the hotkey to the name of whatever you have targeted at that time. Obviously, this only works once since once you hit that button, the "%t" has been changed and you now have a hotkey that has "/assist <name>" in it.



    Ok im mising something here, the %t does not change to the <name> any more, well not for me anyway. It assists whoever I have targeted, if I pick a different target and hit the hotkey - it assists the correct person. So if the group changes people or a sudden nasty moment and i need to assist someone else I can just hit F1 to F6 and re-target, by assisting the correct person.

    But I think i'm missing something else about what you are trying to say here about who or the order of who is targeted ?

    Its a genuine question by the way, not even a tiny little match stuck here, just worried im missing something :(..

    Also and as a bye the bye, something I have never been able to make work is something I read somewhere, where if you /assisted on a mob you would target a player if it was already engaged... thereby checking that you were not hitting something somebody already had targeted. Any thoughts on this one ?


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    #20 Apr 02 2004 at 5:30 PM Rating: Good
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    Dothammer wrote:
    Quote:
    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.

    Quote:
    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".
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    #21 Apr 03 2004 at 1:28 PM Rating: Good
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    egnaro the Braindead wrote:

    Ok im mising something here, the %t does not change to the <name> any more, well not for me anyway. It assists whoever I have targeted, if I pick a different target and hit the hotkey - it assists the correct person. So if the group changes people or a sudden nasty moment and i need to assist someone else I can just hit F1 to F6 and re-target, by assisting the correct person.

    But I think i'm missing something else about what you are trying to say here about who or the order of who is targeted ?


    I think what gdaji is tryin to say is that /assist and /assist %t do the same thing, so there isn't any need for the %t.

    As far as your second question. The only thing I can think of is enchanters and clerics targetting a mob after they've cast some sort of memory blur, then assisting. That way they can check to see if memory blur has worked or not. In that situation if you assist the mob and your targetting ring switches back to you, then you know mem blur didn't take and you have to recast. If your targetting ring switches to a group member, or the mob has no target for you to assist to, then mem blur worked. Is that what you're thinking of?

    Oh, and when using that tactic, make sure you're out of the mob's aggro range when you cast mem blur and assist. For some reason if you stay in aggro range the mob will continue to target you, even when mem blur works. I don't know if this is a bug or just something the programmers don't feel is worth working on right now.


    #22 Apr 03 2004 at 10:24 PM Rating: Good
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    Was the puller a bard? I know when I play my bard and I'm pulling, especially in a LDoN, I request everyone to assist the main tank and not me. As long as the MT is paying attention and hits his assist key as soon as he sees me, we should be golden. I do switch targets on occasion on incoming so that I can start a mez song to take care of adds before they even get to camp. With everyone assisting the MT instead of me all I have to do is get the mob to camp and let him take it and I can do my thing with any adds that show up.
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