ISBoxing EverQuest: Profile Overview
Posted: Mon Jun 24, 2013 7:19 pm
REFERENCE
Various tutorials and quick-start wizards for new Users regarding basic information for the topics covered in this section already exist:
SCOPE
This section will lay the foundation for the entire EQ experience:
Once again, the variety of weird stuff one can do in EQ is practically limitless. This method should encompass most situations; if I have overlooked a specific situation or some other must-have coolness, please add your feedback for the benefit of us all.
I recognize not everyone has an Alternate Character fetish as I do. I recognize not everyone considers themselves to be a *Raider.* If one only plays a static group formation of two or three Characters or does not End Game Raid, you may feel you can skip this section. For all practical purposes, swapping Alternate Characters into your group is the same concept as switching Mercenaries, picking up the random LFGer, or dropping a box Character for fifteen minutes to make room in your group to help someone with a quick Epic kill.
I would venture to bet anyone interested in multi-boxing has at least done an Anguish Raid or 12 man group progression raid at least once. Even if one is going back to trash old content at level 100, these Events still occur in Raid zones which will require the most basic multi-group integration and where Mercenaries need to be switched out.
This method is also the same process used when Class switching for Monster Missions. Regardless of the view of Monster Missions held by some players, SoE continues to add must-have items as rewards for running them. Some Monster Missions *are* sort of amusing or interesting if one can ease the initial set-up hassle of making new /socials with different AA abilities. Freebie for Lax, subscribe to ISBoxer even if you only Single Box!
THE CONCEPT
We are going to create Action Target Groups (ATGs) to manage all single and multi-group formations with regards to Main Characters, Alternate Characters, Mercenaries and to facilitate split-group Mercenary Raiding. We will create empty Key Map Templates and Mapped Key Placeholders for every conceivable buff or combat action which can be executed in EQ.
THREE SECTIONS AND THIS THING STILL DOESN'T WORK!?
Once again, these ATGs and Placeholders do nothing on their own. The ATGs will be populated during Group Formation. The purpose of each Placeholder to be Virtualized will be covered in Group Formation and General Utility. The ATGs and Placeholders referenced herein may not be all-inclusive. They may be too cumbersome for some User's need. The Menu navigation may not be to all User's preference. Feel free to adapt the concept to suit your need. Please feedback any additional ATGs or clicky buff lines for the benefit of us all.
ACTION TARGET GROUPS
IMAGE 01
Further information regarding the specifics of these particular ATGs is covered in Group Formation. The hierarchy of the various ATGs is as follows:
IMAGE 02
KEY MAP: HOTKEYS
The purpose of this Key Map should be self-evident. This will be the dumping ground for anything with a Hotkey. It is comparable to the "Always On" Key Map generated by the Quick Start Wizard.
IMAGE 03
KEY MAP TEMPLATES: SESSIONS AND CHARACTER SETS
The purpose of these Key Maps is to create Templates for various System, VideoFX, Repeaters, etc. depending upon the number of game sessions being played:
IMAGE 04
KEY MAP TEMPLATES: BUFFS AND HEALS
The purpose of these Key Maps is to create Buff and Heal Templates to Virtualize depending upon the Character Set being played. The Buff Template will contain Mapped Key Placeholders for various Buff Actions. For example, Buff HP could vary greatly depending upon group composition. The Heal Template contains Mapped Key placeholders for Direct Heal, Group Heal, Group HoT and Radiant Cure to control the various synergies between the classes.
IMAGE 05
KEY MAPS: MENUS, SYSTEMS, TELEPORTS, TOGGLES, AND VIDEOFX
The Menu, System, Teleport and Toggles Key Maps will be similar to the Hotkeys Key Map and contain various Mapped Keys for controlling and toggling DPS and Heal Stances, Repeaters, VideoFX, as well as various text phrases such as those needed to trigger LDoN Magus transports.
IMAGE 06
KEY MAP TEMPLATES: CLASS AND CHARACTER
The Class and Character Templates will be used to store Mapped Key Placeholders for every conceivable in-game action. The Class Template will be used to store Mapped Key Actions which may be used between two Characters of the same Class. For example, if you have two clerics, Buff HP is going to be the same. There's nothing tricky about this Action; it doesn't require any fancy Timer Groups, Mapped Key Step States or what have you. It's a straight key broadcast. Likewise, the Character Template will be used on a per Character basis. For example, if you have two Druids, one with max hastened Spirit of the Wood and a second with no hastening, the Mapped Key Step States, and Timer Groups may be completely different.
IMAGE 07
SUMMARY
At this point, the structure and Virtualization possibilities of the profile are shaping up and should start to make some sense. Let's say you load a four box set of a Shadowknight, Cleric, Druid, and Shaman:
When you start to Buff:
ITEMS OF INTEREST
RETURN TO ISBOXING EVERQUEST: TABLE OF CONTENTS
The End.
2018-03-24: Fixed broken image links, reference links, and typos.
Various tutorials and quick-start wizards for new Users regarding basic information for the topics covered in this section already exist:
SCOPE
This section will lay the foundation for the entire EQ experience:
- buffs;
- Mercenaries;
- Named encounters;
- multi-character combat;
- Raid Event and group role switching; and
- out of group Twinks and buffing Characters left inactive in the Guild Hall.
Once again, the variety of weird stuff one can do in EQ is practically limitless. This method should encompass most situations; if I have overlooked a specific situation or some other must-have coolness, please add your feedback for the benefit of us all.
I recognize not everyone has an Alternate Character fetish as I do. I recognize not everyone considers themselves to be a *Raider.* If one only plays a static group formation of two or three Characters or does not End Game Raid, you may feel you can skip this section. For all practical purposes, swapping Alternate Characters into your group is the same concept as switching Mercenaries, picking up the random LFGer, or dropping a box Character for fifteen minutes to make room in your group to help someone with a quick Epic kill.
I would venture to bet anyone interested in multi-boxing has at least done an Anguish Raid or 12 man group progression raid at least once. Even if one is going back to trash old content at level 100, these Events still occur in Raid zones which will require the most basic multi-group integration and where Mercenaries need to be switched out.
This method is also the same process used when Class switching for Monster Missions. Regardless of the view of Monster Missions held by some players, SoE continues to add must-have items as rewards for running them. Some Monster Missions *are* sort of amusing or interesting if one can ease the initial set-up hassle of making new /socials with different AA abilities. Freebie for Lax, subscribe to ISBoxer even if you only Single Box!
THE CONCEPT
We are going to create Action Target Groups (ATGs) to manage all single and multi-group formations with regards to Main Characters, Alternate Characters, Mercenaries and to facilitate split-group Mercenary Raiding. We will create empty Key Map Templates and Mapped Key Placeholders for every conceivable buff or combat action which can be executed in EQ.
THREE SECTIONS AND THIS THING STILL DOESN'T WORK!?
Once again, these ATGs and Placeholders do nothing on their own. The ATGs will be populated during Group Formation. The purpose of each Placeholder to be Virtualized will be covered in Group Formation and General Utility. The ATGs and Placeholders referenced herein may not be all-inclusive. They may be too cumbersome for some User's need. The Menu navigation may not be to all User's preference. Feel free to adapt the concept to suit your need. Please feedback any additional ATGs or clicky buff lines for the benefit of us all.
ACTION TARGET GROUPS
IMAGE 01
Further information regarding the specifics of these particular ATGs is covered in Group Formation. The hierarchy of the various ATGs is as follows:
IMAGE 02
KEY MAP: HOTKEYS
The purpose of this Key Map should be self-evident. This will be the dumping ground for anything with a Hotkey. It is comparable to the "Always On" Key Map generated by the Quick Start Wizard.
IMAGE 03
KEY MAP TEMPLATES: SESSIONS AND CHARACTER SETS
The purpose of these Key Maps is to create Templates for various System, VideoFX, Repeaters, etc. depending upon the number of game sessions being played:
- For example, one may have a VideoFX layout to display inventory bags or Quest Windows. In this case, the VideoFX layout is going to be the same regardless of what Characters or Classes are being played: two Quest Windows may have a different layout than four Quest Windows and differently from six Quest Windows.
- The Character Set Template will be used to assign the initial Main Assist and Follow Target, as well as the Group Puller.
IMAGE 04
KEY MAP TEMPLATES: BUFFS AND HEALS
The purpose of these Key Maps is to create Buff and Heal Templates to Virtualize depending upon the Character Set being played. The Buff Template will contain Mapped Key Placeholders for various Buff Actions. For example, Buff HP could vary greatly depending upon group composition. The Heal Template contains Mapped Key placeholders for Direct Heal, Group Heal, Group HoT and Radiant Cure to control the various synergies between the classes.
IMAGE 05
KEY MAPS: MENUS, SYSTEMS, TELEPORTS, TOGGLES, AND VIDEOFX
The Menu, System, Teleport and Toggles Key Maps will be similar to the Hotkeys Key Map and contain various Mapped Keys for controlling and toggling DPS and Heal Stances, Repeaters, VideoFX, as well as various text phrases such as those needed to trigger LDoN Magus transports.
IMAGE 06
KEY MAP TEMPLATES: CLASS AND CHARACTER
The Class and Character Templates will be used to store Mapped Key Placeholders for every conceivable in-game action. The Class Template will be used to store Mapped Key Actions which may be used between two Characters of the same Class. For example, if you have two clerics, Buff HP is going to be the same. There's nothing tricky about this Action; it doesn't require any fancy Timer Groups, Mapped Key Step States or what have you. It's a straight key broadcast. Likewise, the Character Template will be used on a per Character basis. For example, if you have two Druids, one with max hastened Spirit of the Wood and a second with no hastening, the Mapped Key Step States, and Timer Groups may be completely different.
IMAGE 07
SUMMARY
At this point, the structure and Virtualization possibilities of the profile are shaping up and should start to make some sense. Let's say you load a four box set of a Shadowknight, Cleric, Druid, and Shaman:
- "Sessions Template" is now "04 Box" which will contain the VideoFX.
- "Character Template" is now "SHK-CLR-DRU-SHM" which will set the Shadowknight as the Main Assist and Main Tank.
- "Heal Template" is now "CLR-DRU-SHM" which will determine the primary, secondary, and tertiary curer and healer.
When you start to Buff:
- "Buffs Template" is now "CLR-DRU-SHM"
- Keypress 1: "Buff Self" to "All Current Boxes" makes the Shadowknight and Druid cast their Self Buffs.
- Keypress 2: "Buff HP" to Class-DRU makes the Druid cast its Skin Buff.
- Keypress 3: "Buff HP" to Class-CLR makes the Cleric cast it's AC and HP buffs.
- Keypress 3: "Buff Clickies" to "All Current Boxes" makes all the Characters execute their various Clickies as declared in the Character Template.
ITEMS OF INTEREST
- Replace the class ATGs as needed to suit your Characters.
- If one does not have a Bard at all, Placeholders: Character Template -> Invisibility: Selos is not needed.
- If one does not have a Bard at all, Placeholders: Character Template -> Invisibility: Song is not needed.
- It may be necessary to supplement the Heals Templates to account for a Paladin.
- Utility: Shrink in both Placeholders: Character and Placeholders: Character Set is needed regardless of the presence of a Shaman in the Character Set.
- If you don't have a healer: Get one! It pains me to no end to see multi-boxers unable to run the most basic DZs due to the lack of any type of non-Mercenary healing.
RETURN TO ISBOXING EVERQUEST: TABLE OF CONTENTS
The End.
2018-03-24: Fixed broken image links, reference links, and typos.