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		<summary type="html">&lt;p&gt;Inire: /* Group Makeup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== This Page is Under Construction ==&lt;br /&gt;
&lt;br /&gt;
Many new players are overwhelmed when first coming to Everquest2 as there is a lot to learn on day one.  Some of the more basic questions new players have revolve around the 3 topics covered on this page.  &lt;br /&gt;
&lt;br /&gt;
* RULE #1 - The first thing you should know is that no two players agree 100% when it comes to these topics.  All a person need do is visit a website like EQ2Flames or Everquest2 to see page after page, thread after thread of players arguing over what is the best casting order, reforging technique, adornment, group make up ect.&lt;br /&gt;
&lt;br /&gt;
== Group Makeup ==&lt;br /&gt;
&lt;br /&gt;
If you are making a group to do Heroic instances, you would go with a tank, two healers, two utility (an enchanter and a bard) and a DPS. Some tanks do not need heavy healing, so the second healer can be swapped out for another DPS if desired. Try the zones with one healer, and if the tank is dying, swap in the other healer.&lt;br /&gt;
&lt;br /&gt;
The best &amp;quot;group matches&amp;quot; tend to use all melee damage classes, or all spell damage classes.&lt;br /&gt;
&lt;br /&gt;
tl;dr of below, or, tell me quickly I just want to make a group ASAP and farm!&lt;br /&gt;
&lt;br /&gt;
As of ToV the turbo group is Berserker, Warden, Dirge, Coercer, Ranger, Mystic/Brigand. Have the Mystic on the Brig account to swap in for hard fights.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tanks&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tanks generally break down into Mitigation, Healing or Avoidance categories. These categories are how the tanks deal with incoming damage. &lt;br /&gt;
&lt;br /&gt;
~ Mitigation tanks wear heavy armor, and have abilities that allow them to shrug off the damage incoming. Tend to have heavy shields.&lt;br /&gt;
&lt;br /&gt;
~ Healing tanks deal with damage by healing back up, either with direct heals or by doing damage to the mob.&lt;br /&gt;
&lt;br /&gt;
~ Avoidance tanks deal with damage by not getting hit, or by &amp;quot;deflecting&amp;quot; the damage away from themselves.&lt;br /&gt;
&lt;br /&gt;
Guardian - Melee Damage, mitigation tank, supposed to be the &amp;quot;single target&amp;quot; tank.&lt;br /&gt;
&lt;br /&gt;
Berserker - Melee Damage, mitigation tank, supposed to be a multi-target tank. Currently (as of ToV) has huge self heals, giving high survivability.&lt;br /&gt;
&lt;br /&gt;
Shadow Knight - Spell damage, healing tank, supposed to be a multi-target tank. Frequently used as off-tank for guilds, can be strong DPS. Self Heals.&lt;br /&gt;
&lt;br /&gt;
Paladin - Spell damage, healing tank, supposed to be a multi-target tank. Can also be strong DPS, and does good healing as well for group (can cure).&lt;br /&gt;
&lt;br /&gt;
Monk - Melee damage, Avoidance tank, can be multi-target or single target. &lt;br /&gt;
&lt;br /&gt;
Bruiser - Melee damage, Avoidance Tank, multi or single target. Hybrid of the tanks, can be very strong DPS.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Healers&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Healers break down into Ward, Reactive, Heal over Time, and Siphon categories. These categories are how the healers deal with damage. Additionally, healers break down in these categories as &amp;quot;hybrid&amp;quot; or &amp;quot;full heal.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
~ Ward healers cast spells that puts a shield of hit points in front of the characters. This shield of health gets &amp;quot;used up&amp;quot; prior to any damage affecting the character's hit point pool.&lt;br /&gt;
&lt;br /&gt;
~ Reactive healers cast spells that put an effect on the character that will heal up damage after that damage hits the character's hit point pool.&lt;br /&gt;
&lt;br /&gt;
~ Heal over time (HOT) healers cast spells that put an effect on the character that constantly heals for a set amount every &amp;quot;tick,&amp;quot; which is around 6 seconds in EQ2.&lt;br /&gt;
&lt;br /&gt;
~ Siphon healers use spells that cause the damage to be moved from the character taking the damage, to another entity, in this case a pet.&lt;br /&gt;
&lt;br /&gt;
Defiler - Spell damage, Ward healer, the full heal of the ward healers.&lt;br /&gt;
&lt;br /&gt;
Mystic - Melee damage, Ward healer, the hybrid healer of ward healers.&lt;br /&gt;
&lt;br /&gt;
Templar - Spell damage, Reactive healer, the full heal of reactive healers. Note that the Templar also has Wards and Heals over time, making this a powerful single healer.&lt;br /&gt;
&lt;br /&gt;
Inquisitor - Melee Damage, Reactive healer, the hybrid healer of reactive healers. Tends to be neck and neck with furies for best healer DPS.&lt;br /&gt;
&lt;br /&gt;
Warden - Melee damage, Heal over time healer, the full heal of HOT healers. Also has wards and major death saves, making it one of the best single healers.&lt;br /&gt;
&lt;br /&gt;
Fury - Spell damage, Heal over time healer, the hybrid healer of HOT healers. Very powerful DPS, great in mage groups.&lt;br /&gt;
&lt;br /&gt;
Channeler - Ranged Melee DPS, Siphon healer, suspected to be the hybrid healer of Siphon healers. Does great right until it runs out of dissonance, then it goes to heck very quickly....&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Utility&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Utility classes take two classes from the remaining DPS classes, and breaks them down. Enchanters in general buff others and give power, while Bards in general buff others and have key debuffs. Enchanters also have crowd control, which is actually used in some raid situations for ToV.&lt;br /&gt;
&lt;br /&gt;
Enchanters&lt;br /&gt;
&lt;br /&gt;
Coercer - Melee damage, power heals, tend to be used in melee groups.&lt;br /&gt;
&lt;br /&gt;
Illusionist - Spell damage, power heals, tend to be used in mage groups.&lt;br /&gt;
&lt;br /&gt;
Bards&lt;br /&gt;
&lt;br /&gt;
Dirge - Melee damage, melee debuffs, tend to be used in melee groups.&lt;br /&gt;
&lt;br /&gt;
Troubador (yes, it's misspelled) - Spell damage, spell debuffs, tend to be used in mage groups.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;DPS&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Although ANY class can spec and build for DPS, note that these below classes tend to be built solely for doing that, while the other classes can do it but not as well.&lt;br /&gt;
&lt;br /&gt;
Scouts&lt;br /&gt;
&lt;br /&gt;
Assassin - Melee damage, tends to be great at single target. One of the most complex classes, due to &amp;quot;chains&amp;quot; of skills in specific order, this class is also dependent on stealth and positioning. Tends not to be botted due to these limitations.&lt;br /&gt;
&lt;br /&gt;
Ranger - Ranged melee damage, great at multiple targets. This class has come into its own in ToV, surpassing other previous high damage classes.&lt;br /&gt;
&lt;br /&gt;
Swashbuckler - Melee damage, multiple targets. When played well, is VERY high DPS. Can also off-tank easy fights with correct AA spec.&lt;br /&gt;
&lt;br /&gt;
Brigand - Melee damage, the king of debuffs. May not be key for six player groups, but is critical for raid groups.&lt;br /&gt;
&lt;br /&gt;
Beastlord - Melee damage, a pet class. Glass cannon, can do lots of damage.&lt;br /&gt;
&lt;br /&gt;
Mages&lt;br /&gt;
&lt;br /&gt;
Wizard - Spell damage, Single Target.&lt;br /&gt;
&lt;br /&gt;
Warlock - Spell damage, multiple target.&lt;br /&gt;
&lt;br /&gt;
Conjuror - Spell damage, pet class, multiple target.&lt;br /&gt;
&lt;br /&gt;
Necromancer - Spell damage, pet class, single target. Tends to kill itself by eating health for damage/power. Annoys the crap out of healers.&lt;br /&gt;
&lt;br /&gt;
* What is the best group makeup?  This topic can be a real can of worms as there are many players with very strong opinions about various classes in game.  There are players that literally hate certain classes in game and no augment will convince them of the value for that class. &lt;br /&gt;
* Guideline #1 - My personal feeling is that your group should be made up of toons that you enjoy and love playing.  When you come down to it, you are spending hard earned money to play a game for enjoyment.  So the best group in the world is really not worth playing if you hate the class you are playing.  I had a friend that loved to play the beastlord class.  His group make up was a Tank, Priest and 4 Beastlords. I personally would not play that type of group but he loved it and he couldn't wait to get online to play his group.  No one but you is paying for your subscriptions so the perfect group make up is always going to be the one you enjoy playing first and foremost.&lt;br /&gt;
* Guideline #2 - What do you enjoy doing in game? This is the first question you should ask yourself when trying to form a group. There are all types of players in game, those that love crafting, questing, group content, raid content etc.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Crafting / Questing Group Makeup'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* If you love crafting and questing and are not into raiding then here are some things to think about. &lt;br /&gt;
** You are going to be a frustrated crafter / quester if all you do is die when trying to harvest or complete a quest. So a good Tank / Priest is the first thing to think about, as Kannkor likes to say Tanks tank and Priests heal, I hear people argue all the time about how great a DPS their tank or priest is.  Just keep in mind your DPS will go to hell pretty quickly if your tank or priest dies and your group wipes.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
''' Basic Guideline'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* A good group make up would include a / Tank / Inquis or Warden / DPS Class / CoE or Illy /  Troub or Dirge/ Mystic or Defiler&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''General Rule'''&lt;br /&gt;
* If your group DPS is mainly melee then running with a Mystic / Dirge is the better option as they have buffs that best support melee classes.&lt;br /&gt;
* If your group DPS is mainly caster based damage then I typically run with a Defiler / Troub.  The defiler is one of the best healers / warders in game and can keep my group and mage classes from dying, while the troub offers a number of beneficial buffs for the caster type classes. Some guilds run with only mystics, again we can debate the benefits of each class for hours but the above two rules are a good basic guideline.&lt;br /&gt;
Illy vs CoE this is a tough one for me because I really love both classes. In general the Illy brings better DPS buffs while the CoE brings better mana regen, so if you are not having mana issues then I would role with an Illy. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Heroic / Questing Things to Think About'''&lt;br /&gt;
* For heroic content I like the Guardian as my main tank and the Inquisitor as my healer.  The guardian brings a lot of group protection, has lots of taunts and snaps, lots of temp buff blocks to help them survive, while the Inquisitor is a pretty tough class that can take some hits and receives extra cures over a Templar. ''Keep in mind SOE is always changing up spells, wards, cures, etc. with every expansion and game update so in the past 5 years my choice for main tank has changed 4 times.''&lt;br /&gt;
* When I quest, I like to think about time, and the thing I dislike most about quests is how they send you back and forth across a zone 30 times.  Any MMO can be a time sink, so for me if I am looking to make a questing group I want toons / classes / races that make travel faster and easier. So I try to start with a race that gets a ''Traverse Shadow'' type spell which lets me warp to another grouped player in zone.  Races with this ability include Dark Elfs, Erudites, High Elf, and Freebloods. With this spell you can park a toon at the quest giver, run to the other side of the zone to complete your task and when done warp back to the toon parked at the quest giver. Nice little time saver.&lt;br /&gt;
* I have also made for myself a pocket Conjuror  What I love about the conjuror is they get a spell called &amp;quot;Call of the Hero&amp;quot; that resets in 5 seconds.  When I am doing solo quests like an epic or signature quest I can get the quests done in about half the time because I park my Conj. at the quest giver and use them to call the questing toon back every time they finish a quest objective.  To be honest this is the only time I use my conjuror as I do not care for the class.&lt;br /&gt;
* Since I hate running back and forth across zones if I were making a questing group I would be inclinded to setup something like a &amp;lt;br /&amp;gt;&lt;br /&gt;
Guardian, Warden, Warlock, Defiler, Troub, Illy/CoE.  In this example I would have a good well rounded group that could fight, deal respectable damage, but also could get me around to various zones quickly, while my race options would allow me to traverse shadow. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* Again it all comes down to play style, for me my questing hot button is time wasted running across the zones, others don't mind that and would rather focuses their group makeup on pure DPS.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Raiding Groups'''&lt;br /&gt;
* Raiding is a much more complex topic and can be debated forever as to what works best, in this post I am speaking to people that play 6, 12, or 24 bots and my thoughts and comments are geared as such.  &lt;br /&gt;
* In general with EQ2 the faster you can kill a mob the fewer problems you will run into. So many top end guilds run with max dps group makeups, they have for example, more mystics than defilers, more Illys than CoE's etc.  I can see the benefits of both the balanced approach camp and the max dps camp.  Since I run my own raid I have to go with more the balanced approach side of things. Many high end guilds have a one person playing one toon policy with or without ogre.  If you are playing one toon in a 24 man raid then you can think and move around independent of what the other members do and react independently to what the mob is doing.  If you are botting 12 to 24 toons often you find your toons dog piled together and standing in one or 2 spots the entire fight.  So you need some ability to take damage without dying if the mob turns on the group. &lt;br /&gt;
** Playing 6 or more toons is far different than the person playing one toon as part of a 24 man raid. You can not always do or react the way a real life person would when playing a number of toons.  This is why I like to play more ranged based classes than melee when I raid.  If I can park a toon at 30 meters and leave them there they are doing max dps for their class type.   They are not getting stuck on some object in the room because they are having to chase the mob around like Fitzpitzle for example. Plus if a melee class is running after or jousting away from a mob they are losing massive DPS which prolongs the fight. You will also run into many raid mobs that have to be jousted or fought at range.  When raiding these types of mobs with a bot crew the DPS for melee toons drops significantly. Let's face it, a Beastlord is not going to put out the same DPS tossing shurikens at a mob vs  standing directly behind him. If you are planning to bot more than one toon this should be a factor to consider when picking various classes.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Key Classes'''&lt;br /&gt;
* '''Brigand:''' I am always amazed when I hear of guilds that raid with no Brigand. If you are running a 12 or 24 bot crew then make sure one of your toons is a brig. This is an amazing class that can weaken raid mobs, lower the time required to kill them and in turn boost the hell out of your over all raid DPS. The Brig is also an amazing DPS class. That said, remember a Brigs first job is to weaken/debuff the mob.  If you are not willing to do that then do not play this class as you will be nothing more than a lame Assassin.  The Brig is by far my favorite raid class toon as it makes everyone look really good if played correctly, no raid should be without one.&lt;br /&gt;
** '''Mystic vs Defilers:''' My raid runs with 2 mystics and 2 defilers. Again since I play more bots I lean towards the balanced side vs. pure dps side.&lt;br /&gt;
** '''Illy vs CoE:''' Again balance, 2 Illys and 2 CoE's on mana drain fights a single CoE can feed two groups with no real issue.&lt;br /&gt;
** '''EQ2 is not WoW''' a raid made up of 24 warlocks is not going to work in EQ2, so you want to have a balance of classes. Many mobs also require this balance Drels Ma'Gor would be much harder to kill if you had no casters or had no scouts.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''DPS Classes'''&lt;br /&gt;
* New players always ask what are the best DPS classes: As of GU66 the following classes put out very nice DPS.&lt;br /&gt;
** Beastlord is one of the best DPS classes for longer named mob fights.  Not so good on shorter trash mob fights.&lt;br /&gt;
** Necro is an amazing DPS class&lt;br /&gt;
** Warlock - Great AOE damage class for group encounters&lt;br /&gt;
** Shadowknight - in reckeless stance when NOT acting as a main tank puts out amazing AOE damage and is a great power leveling class&lt;br /&gt;
** Ranger - As of GU66 is putting out amazing damage.&lt;br /&gt;
** Brigand - Another really good DPS class&lt;br /&gt;
** Assassian - I do not play one but from what I am told they put out good DPS&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Group Makeup'''&lt;br /&gt;
* Sample of my 24 toon raid makeup&lt;br /&gt;
* Main Tank Group: Guardian, Inquis, Brig, Defiler, CoE, Dirge &lt;br /&gt;
** You want your main tank group to survive. This is one of the best group makeups as of GU66 for that purpose.  &lt;br /&gt;
** The guardian is a great tank class that can help reduce damage on both himself and group with all of the temp buffs this class receives.  They also have a number of temp damage blocks, taunts and snaps, its a great tanking class.&lt;br /&gt;
* Group 2: Pally, Inquis, Beastlord, Mystic, CoE, Dirge&lt;br /&gt;
* Group 3: Sk, Inquis, Warlock, Defiler, Illy Troub&lt;br /&gt;
* Group 4:(Ranger/Monk), Inquis, Necro, Illy, Troub, Mystic&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Damage ==&lt;br /&gt;
&amp;lt;br /&amp;gt;One of the most common questions asked is, I am using XYZ's Profile why am I not doing the same amount of damage? There are lots of reasons for this.&lt;br /&gt;
# '''Gear''' - Gear is the single most important factor in DPS output.  A toon with ''hard mode gear'' will do not just a little more damage but a lot more damage than a toon in ''easy mode gear'' and any toon fully raid gear equipped will always out damage a toon in only heroic gear.  Gear is a huge factor when looking for more DPS.&lt;br /&gt;
# '''Group Buffs''' - Group makeup and by default group buffs are a huge factor in damage output. Proper class buff's on the right toons can often double or triple your group damage.&lt;br /&gt;
# '''Debuffs''' - A lot of people forget to talk about debuffs when trying to improve DPS. Make sure that all your classes use debuffs if they have them in their casting order for named mob encounters.  Proper debuffs will greatly boost raid wide or group wide DPS. If you disagree with me, then kill a named raid mob with no Brigand then kill it again with a Brigand doing proper debuffs and note the difference in raid wide DPS.&lt;br /&gt;
# '''Reforging''' - When you reforge your gear you are taking stats out of areas that you don't need them and putting them in areas where they will greatly boost your damage output. More below on this.&lt;br /&gt;
# '''Adornments''' - There are a vast numbers of adornments that boost a number of DPS related stats. More on this below&lt;br /&gt;
# '''Spell Casting Efficiency'''- Or spell casting order, the efficiency of casting a spell is determined by the damage it does as compared to the amount of time it takes you to cast it + recovery speed.  A spell that does a lot of damage isn't automatically better than a spell that does little damage. More on this below&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Damage and Stats ==&lt;br /&gt;
* A good place to view stat caps and what they effect is to visit this site: [http://eq2.wikia.com/wiki/Cap EQ2 Wiki] It is in need of updating but it is the best site at the present time.&lt;br /&gt;
* Know how your class delivers damage for example most tank class's derive their dps from combat arts (ca). ShadowKnights however derive most of their damage via spell based damage even though they are a tank class.  Know how your class outputs damage as this is good information to know when reforging stats or buying adornments. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* '''Damage:''' from a simplistic stand point is calculated as follows in EQ2. Let's use a mage for this example:&lt;br /&gt;
** Base Damage x Disruption Bonus x Potency x Int Bonus + Ability Mod x Crit Bonus.  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* '''Further Detail Break Down:'''&lt;br /&gt;
** Base Damage&lt;br /&gt;
** x ((Disruption-475)x2/100) &lt;br /&gt;
** x (potency/100 + 1)[may also need to include some base gains from AA for certain abilities] &lt;br /&gt;
** x (stat%/100 +1) (Str/Agi/Wis/Int Depending on class) &lt;br /&gt;
** +  ability modifier[or ability modifier/3 for AE Abilities][up to max of 1/2 of max damage] &lt;br /&gt;
** x (Crit Bonus/100 + base cb) [base 1.2, 1.3, or 1.5 depending on ability type/class. can be found by hovering over your Crit Bonus Stat][may also need to include gains from AA's] &lt;br /&gt;
** = Damage&lt;br /&gt;
** x Debuffs (always 1.5 when capped which is pretty easy. With CoE can also be 1.515, 1.55, or 1.65 depending on Brig/Swash/Necro)&lt;br /&gt;
** = Real Damage&lt;br /&gt;
''(Thanks to Palaven and Buffrat for comments I borrowed from them.)''&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
*''' Stats''': &lt;br /&gt;
** If you hover over all of your stats in your EQ2 Character window then it will show and explain to you what that stat is doing.&lt;br /&gt;
** '''Casting Speed''': Ability Casting Speed reduces the cast times of all abilities. Abilities cannot be reduced to less than half of their base casting speed. This means that 100 in this skill will max out your cast time.&lt;br /&gt;
** '''Ability Recovery Speed''': Ability Recovery Speed reduces the delay between using abilities. Abilities cannot be reduced to less than half of their base recovery speed. This means that 100 in this skill will max our your recovery time.&lt;br /&gt;
** '''Reuse Speed''': Ability Reuse Speed reduces the recast time of abilities. Abilities cannot be reduced to less than half of their base reuse speed. This means that 100 in this skill will max out your recast time.&lt;br /&gt;
** '''Ability Modifier''': Ability Modifier increases the amounts of all abilities. It caps at 50% of the base amount (factoring in Potency) of the ability&lt;br /&gt;
** '''Accuracy''': Accuracy increases your chance to hit the target when you normally would have missed. It does not help you against parries, blocks or ripostes&lt;br /&gt;
** '''AE Autoattack''': Melee Class, Increases the chance to strike up to four targets within melee range with your primary melee weapon&lt;br /&gt;
** '''Blocking''': Block is based on the players shield, the higher the protection rating, the highr chance to block&lt;br /&gt;
** '''Crit Bonus''' as high as you can get it, keep balanced with potency: Increases the amount of all of your critical hits.  This does affect Auto-Attack and Abilities. This does not have a cap. Crit bonus and potency work together by stacking.&lt;br /&gt;
** '''Critical Chance''': Increases your chance to critical hit or heal. &lt;br /&gt;
** '''Damage Per Second''': Melee Class,  DPS increases how hard your Auto-Attacks hit. &lt;br /&gt;
** '''Spell Skill (Disruption, subjugation)''': For each point of Spell Skill over skill cap (level 95 cap is 475) will modify the minimum base damage a spell does. So you will receive a 2% boost for every 100 points of Spell Skill over skill cap. If you have 575 disruption, a spell with a base damage of 100 – 200, will now have a damage of (100*1.02=) 102 – 200. With GU66 disruption will boost minimum damage up to a cap of 40% at a skill level of 5475. This however does not appear to be linear, and at normal levels of disruption it still functions like it used to, 2% boost for every 100 points. Some spells are not effected by Spell Skill bonus. To find out what skill affects which ability, hover your mouse over the ability in the knowledge book.&lt;br /&gt;
** '''Haste''' Attack Speed, all haste over 200% increases flurry by small amounts&lt;br /&gt;
** '''Multi Attack''': Melee Class, For every 100% of MultiAttack your character will strike the enemy one more time from the base auto-attack of one. Capped at 200 since ToV.&lt;br /&gt;
** '''Potency''' increases the amounts of all abilities. (Does not affect auto-attack or items) Criticals and Potency should not affect item Procs&lt;br /&gt;
&lt;br /&gt;
Note that Cast Speed/Recovery Speed/Reuse speeds (Casting Skills) being capped will LOWER the priority of some AA's being used in some archetypes. For example, with 100 Cast Speed, 100 Recovery Speed and 100 Reuse speed, the AA skill &amp;quot;Mental Recovery&amp;quot; on the sorcerer tree is useless.&lt;br /&gt;
&lt;br /&gt;
The only exception to the above rule about Casting Skills are skills that lower the BASE reuse/cast speeds, like the Rescue abilities for some tanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Adornments ==&lt;br /&gt;
* '''White'''&lt;br /&gt;
** I like to start with Ability Mod first for my caster classes because you have 5 slots for ability mod vs 7 for Class Stat Adornments and two of those overlap. If you start with Class Stat Adornments first you will only have 3 gear slots for Ability Mod Adornments.  ''(This is more of a preference thing vs a rule on my part)''&lt;br /&gt;
&lt;br /&gt;
* '''Mages, Scouts'''&lt;br /&gt;
** '''Crit Chance to 650''' &amp;gt;  '''Int/Agi'''  &amp;gt;  '''Ability Mod ''' &amp;gt;  '''Magical/Weapon Skills''' &lt;br /&gt;
* '''Tank / Healer''' - Tanks and Healers I adorn for survivability not DPS &lt;br /&gt;
** '''Crit Chance to 650''' &amp;gt;  '''Sta/Wiz'''  &amp;gt;  '''Health ''' &amp;gt;  '''Block on Weapons''' &amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Reforging ==&lt;br /&gt;
*''' Min Stats''': &lt;br /&gt;
** If you hover over all of your stats in your EQ2 Character window then it will show and explain to you what that stat is doing.&lt;br /&gt;
** '''Casting Speed''': All Classes 100 in group.&lt;br /&gt;
** '''Ability Recovery Speed''': All Classes 100 in group.&lt;br /&gt;
** '''Ability Reuse''': All Classes 100 in group - Exception may be tanks.&lt;br /&gt;
** '''Ability Modifier''': Scouts, Mages as high as you can get it I do not think its possible for anyone to max this out.&lt;br /&gt;
** '''Accuracy''' Scouts around 23% is getting 100% hits on TOV Raid mobs.&lt;br /&gt;
** '''AE Autoattack''': Scouts 60% - 80%&lt;br /&gt;
** '''Avoidance''': Tank 80% if possible; Clerics (inquis/templars) as high as possible IF you take Shield Ally.&lt;br /&gt;
** '''Blocking''': Tank 80% if possible; Clerics (inquis/templars) as high as possible IF you take Shield Ally.&lt;br /&gt;
** '''Crit Bonus''' As high as you can get it, keep balanced with potency:&lt;br /&gt;
** '''Critical Chance''': All Classes 650 for Raiding TOV&lt;br /&gt;
** '''Damage Per Second''': Melee Class 200 or higher.&lt;br /&gt;
** '''Disruption''': Mages: 1000&lt;br /&gt;
** '''Haste''' All Melee Classes - 200&lt;br /&gt;
** '''Health''' Tanks / Healers as high as you can get it.&lt;br /&gt;
** '''Multi Attack''':All Melee Class's - 200&lt;br /&gt;
** '''Potency''' Casters As high as you can get it, keep balanced with potency: '''Note:''' Warlocks start out with a 1.5 Crit Modifier which is in essence a 50% crit bonus boost so until you've got 50% more potency then crit bonus you get more out of potency after that it pretty much evens out.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Place Holder ==&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Inire</name></author>	</entry>

	<entry>
		<id>https://wiki.ogregaming.com/eq2/index.php/Reforging,_Adornments,_Group_Makeup</id>
		<title>Reforging, Adornments, Group Makeup</title>
		<link rel="alternate" type="text/html" href="https://wiki.ogregaming.com/eq2/index.php/Reforging,_Adornments,_Group_Makeup"/>
				<updated>2014-06-04T01:37:32Z</updated>
		
		<summary type="html">&lt;p&gt;Inire: /* Group Makeup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== This Page is Under Construction ==&lt;br /&gt;
&lt;br /&gt;
Many new players are overwhelmed when first coming to Everquest2 as there is a lot to learn on day one.  Some of the more basic questions new players have revolve around the 3 topics covered on this page.  &lt;br /&gt;
&lt;br /&gt;
* RULE #1 - The first thing you should know is that no two players agree 100% when it comes to these topics.  All a person need do is visit a website like EQ2Flames or Everquest2 to see page after page, thread after thread of players arguing over what is the best casting order, reforging technique, adornment, group make up ect.&lt;br /&gt;
&lt;br /&gt;
== Group Makeup ==&lt;br /&gt;
&lt;br /&gt;
If you are making a group to do Heroic instances, you would go with a tank, two healers, two utility (an enchanter and a bard) and a DPS. Some tanks do not need heavy healing, so the second healer can be swapped out for another DPS if desired. Try the zones with one healer, and if the tank is dying, swap in the other healer.&lt;br /&gt;
&lt;br /&gt;
The best &amp;quot;group matches&amp;quot; tend to use all melee damage classes, or all spell damage classes.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tanks&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tanks generally break down into Mitigation, Healing or Avoidance categories. These categories are how the tanks deal with incoming damage. &lt;br /&gt;
&lt;br /&gt;
~ Mitigation tanks wear heavy armor, and have abilities that allow them to shrug off the damage incoming. Tend to have heavy shields.&lt;br /&gt;
&lt;br /&gt;
~ Healing tanks deal with damage by healing back up, either with direct heals or by doing damage to the mob.&lt;br /&gt;
&lt;br /&gt;
~ Avoidance tanks deal with damage by not getting hit, or by &amp;quot;deflecting&amp;quot; the damage away from themselves.&lt;br /&gt;
&lt;br /&gt;
Guardian - Melee Damage, mitigation tank, supposed to be the &amp;quot;single target&amp;quot; tank.&lt;br /&gt;
&lt;br /&gt;
Berserker - Melee Damage, mitigation tank, supposed to be a multi-target tank. Currently (as of ToV) has huge self heals, giving high survivability.&lt;br /&gt;
&lt;br /&gt;
Shadow Knight - Spell damage, healing tank, supposed to be a multi-target tank. Frequently used as off-tank for guilds, can be strong DPS. Self Heals.&lt;br /&gt;
&lt;br /&gt;
Paladin - Spell damage, healing tank, supposed to be a multi-target tank. Can also be strong DPS, and does good healing as well for group (can cure).&lt;br /&gt;
&lt;br /&gt;
Monk - Melee damage, Avoidance tank, can be multi-target or single target. &lt;br /&gt;
&lt;br /&gt;
Bruiser - Melee damage, Avoidance Tank, multi or single target. Hybrid of the tanks, can be very strong DPS.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Healers&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Healers break down into Ward, Reactive, Heal over Time, and Siphon categories. These categories are how the healers deal with damage. Additionally, healers break down in these categories as &amp;quot;hybrid&amp;quot; or &amp;quot;full heal.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
~ Ward healers cast spells that puts a shield of hit points in front of the characters. This shield of health gets &amp;quot;used up&amp;quot; prior to any damage affecting the character's hit point pool.&lt;br /&gt;
&lt;br /&gt;
~ Reactive healers cast spells that put an effect on the character that will heal up damage after that damage hits the character's hit point pool.&lt;br /&gt;
&lt;br /&gt;
~ Heal over time (HOT) healers cast spells that put an effect on the character that constantly heals for a set amount every &amp;quot;tick,&amp;quot; which is around 6 seconds in EQ2.&lt;br /&gt;
&lt;br /&gt;
~ Siphon healers use spells that cause the damage to be moved from the character taking the damage, to another entity, in this case a pet.&lt;br /&gt;
&lt;br /&gt;
Defiler - Spell damage, Ward healer, the full heal of the ward healers.&lt;br /&gt;
&lt;br /&gt;
Mystic - Melee damage, Ward healer, the hybrid healer of ward healers.&lt;br /&gt;
&lt;br /&gt;
Templar - Spell damage, Reactive healer, the full heal of reactive healers. Note that the Templar also has Wards and Heals over time, making this a powerful single healer.&lt;br /&gt;
&lt;br /&gt;
Inquisitor - Melee Damage, Reactive healer, the hybrid healer of reactive healers. Tends to be neck and neck with furies for best healer DPS.&lt;br /&gt;
&lt;br /&gt;
Warden - Melee damage, Heal over time healer, the full heal of HOT healers. Also has wards and major death saves, making it one of the best single healers.&lt;br /&gt;
&lt;br /&gt;
Fury - Spell damage, Heal over time healer, the hybrid healer of HOT healers. Very powerful DPS, great in mage groups.&lt;br /&gt;
&lt;br /&gt;
Channeler - Ranged Melee DPS, Siphon healer, suspected to be the hybrid healer of Siphon healers. Does great right until it runs out of dissonance, then it goes to heck very quickly....&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Utility&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Utility classes take two classes from the remaining DPS classes, and breaks them down. Enchanters in general buff others and give power, while Bards in general buff others and have key debuffs. Enchanters also have crowd control, which is actually used in some raid situations for ToV.&lt;br /&gt;
&lt;br /&gt;
Enchanters&lt;br /&gt;
&lt;br /&gt;
Coercer - Melee damage, power heals, tend to be used in melee groups.&lt;br /&gt;
&lt;br /&gt;
Illusionist - Spell damage, power heals, tend to be used in mage groups.&lt;br /&gt;
&lt;br /&gt;
Bards&lt;br /&gt;
&lt;br /&gt;
Dirge - Melee damage, melee debuffs, tend to be used in melee groups.&lt;br /&gt;
&lt;br /&gt;
Troubador (yes, it's misspelled) - Spell damage, spell debuffs, tend to be used in mage groups.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;DPS&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Although ANY class can spec and build for DPS, note that these below classes tend to be built solely for doing that, while the other classes can do it but not as well.&lt;br /&gt;
&lt;br /&gt;
Scouts&lt;br /&gt;
&lt;br /&gt;
Assassin - Melee damage, tends to be great at single target. One of the most complex classes, due to &amp;quot;chains&amp;quot; of skills in specific order, this class is also dependent on stealth and positioning. Tends not to be botted due to these limitations.&lt;br /&gt;
&lt;br /&gt;
Ranger - Ranged melee damage, great at multiple targets. This class has come into its own in ToV, surpassing other previous high damage classes.&lt;br /&gt;
&lt;br /&gt;
Swashbuckler - Melee damage, multiple targets. When played well, is VERY high DPS. Can also off-tank easy fights with correct AA spec.&lt;br /&gt;
&lt;br /&gt;
Brigand - Melee damage, the king of debuffs. May not be key for six player groups, but is critical for raid groups.&lt;br /&gt;
&lt;br /&gt;
Beastlord - Melee damage, a pet class. Glass cannon, can do lots of damage.&lt;br /&gt;
&lt;br /&gt;
Mages&lt;br /&gt;
&lt;br /&gt;
Wizard - Spell damage, Single Target.&lt;br /&gt;
&lt;br /&gt;
Warlock - Spell damage, multiple target.&lt;br /&gt;
&lt;br /&gt;
Conjuror - Spell damage, pet class, multiple target.&lt;br /&gt;
&lt;br /&gt;
Necromancer - Spell damage, pet class, single target. Tends to kill itself by eating health for damage/power. Annoys the crap out of healers.&lt;br /&gt;
&lt;br /&gt;
* What is the best group makeup?  This topic can be a real can of worms as there are many players with very strong opinions about various classes in game.  There are players that literally hate certain classes in game and no augment will convince them of the value for that class. &lt;br /&gt;
* Guideline #1 - My personal feeling is that your group should be made up of toons that you enjoy and love playing.  When you come down to it, you are spending hard earned money to play a game for enjoyment.  So the best group in the world is really not worth playing if you hate the class you are playing.  I had a friend that loved to play the beastlord class.  His group make up was a Tank, Priest and 4 Beastlords. I personally would not play that type of group but he loved it and he couldn't wait to get online to play his group.  No one but you is paying for your subscriptions so the perfect group make up is always going to be the one you enjoy playing first and foremost.&lt;br /&gt;
* Guideline #2 - What do you enjoy doing in game? This is the first question you should ask yourself when trying to form a group. There are all types of players in game, those that love crafting, questing, group content, raid content etc.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Crafting / Questing Group Makeup'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* If you love crafting and questing and are not into raiding then here are some things to think about. &lt;br /&gt;
** You are going to be a frustrated crafter / quester if all you do is die when trying to harvest or complete a quest. So a good Tank / Priest is the first thing to think about, as Kannkor likes to say Tanks tank and Priests heal, I hear people argue all the time about how great a DPS their tank or priest is.  Just keep in mind your DPS will go to hell pretty quickly if your tank or priest dies and your group wipes.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
''' Basic Guideline'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* A good group make up would include a / Tank / Inquis or Warden / DPS Class / CoE or Illy /  Troub or Dirge/ Mystic or Defiler&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''General Rule'''&lt;br /&gt;
* If your group DPS is mainly melee then running with a Mystic / Dirge is the better option as they have buffs that best support melee classes.&lt;br /&gt;
* If your group DPS is mainly caster based damage then I typically run with a Defiler / Troub.  The defiler is one of the best healers / warders in game and can keep my group and mage classes from dying, while the troub offers a number of beneficial buffs for the caster type classes. Some guilds run with only mystics, again we can debate the benefits of each class for hours but the above two rules are a good basic guideline.&lt;br /&gt;
Illy vs CoE this is a tough one for me because I really love both classes. In general the Illy brings better DPS buffs while the CoE brings better mana regen, so if you are not having mana issues then I would role with an Illy. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Heroic / Questing Things to Think About'''&lt;br /&gt;
* For heroic content I like the Guardian as my main tank and the Inquisitor as my healer.  The guardian brings a lot of group protection, has lots of taunts and snaps, lots of temp buff blocks to help them survive, while the Inquisitor is a pretty tough class that can take some hits and receives extra cures over a Templar. ''Keep in mind SOE is always changing up spells, wards, cures, etc. with every expansion and game update so in the past 5 years my choice for main tank has changed 4 times.''&lt;br /&gt;
* When I quest, I like to think about time, and the thing I dislike most about quests is how they send you back and forth across a zone 30 times.  Any MMO can be a time sink, so for me if I am looking to make a questing group I want toons / classes / races that make travel faster and easier. So I try to start with a race that gets a ''Traverse Shadow'' type spell which lets me warp to another grouped player in zone.  Races with this ability include Dark Elfs, Erudites, High Elf, and Freebloods. With this spell you can park a toon at the quest giver, run to the other side of the zone to complete your task and when done warp back to the toon parked at the quest giver. Nice little time saver.&lt;br /&gt;
* I have also made for myself a pocket Conjuror  What I love about the conjuror is they get a spell called &amp;quot;Call of the Hero&amp;quot; that resets in 5 seconds.  When I am doing solo quests like an epic or signature quest I can get the quests done in about half the time because I park my Conj. at the quest giver and use them to call the questing toon back every time they finish a quest objective.  To be honest this is the only time I use my conjuror as I do not care for the class.&lt;br /&gt;
* Since I hate running back and forth across zones if I were making a questing group I would be inclinded to setup something like a &amp;lt;br /&amp;gt;&lt;br /&gt;
Guardian, Warden, Warlock, Defiler, Troub, Illy/CoE.  In this example I would have a good well rounded group that could fight, deal respectable damage, but also could get me around to various zones quickly, while my race options would allow me to traverse shadow. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* Again it all comes down to play style, for me my questing hot button is time wasted running across the zones, others don't mind that and would rather focuses their group makeup on pure DPS.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Raiding Groups'''&lt;br /&gt;
* Raiding is a much more complex topic and can be debated forever as to what works best, in this post I am speaking to people that play 6, 12, or 24 bots and my thoughts and comments are geared as such.  &lt;br /&gt;
* In general with EQ2 the faster you can kill a mob the fewer problems you will run into. So many top end guilds run with max dps group makeups, they have for example, more mystics than defilers, more Illys than CoE's etc.  I can see the benefits of both the balanced approach camp and the max dps camp.  Since I run my own raid I have to go with more the balanced approach side of things. Many high end guilds have a one person playing one toon policy with or without ogre.  If you are playing one toon in a 24 man raid then you can think and move around independent of what the other members do and react independently to what the mob is doing.  If you are botting 12 to 24 toons often you find your toons dog piled together and standing in one or 2 spots the entire fight.  So you need some ability to take damage without dying if the mob turns on the group. &lt;br /&gt;
** Playing 6 or more toons is far different than the person playing one toon as part of a 24 man raid. You can not always do or react the way a real life person would when playing a number of toons.  This is why I like to play more ranged based classes than melee when I raid.  If I can park a toon at 30 meters and leave them there they are doing max dps for their class type.   They are not getting stuck on some object in the room because they are having to chase the mob around like Fitzpitzle for example. Plus if a melee class is running after or jousting away from a mob they are losing massive DPS which prolongs the fight. You will also run into many raid mobs that have to be jousted or fought at range.  When raiding these types of mobs with a bot crew the DPS for melee toons drops significantly. Let's face it, a Beastlord is not going to put out the same DPS tossing shurikens at a mob vs  standing directly behind him. If you are planning to bot more than one toon this should be a factor to consider when picking various classes.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Key Classes'''&lt;br /&gt;
* '''Brigand:''' I am always amazed when I hear of guilds that raid with no Brigand. If you are running a 12 or 24 bot crew then make sure one of your toons is a brig. This is an amazing class that can weaken raid mobs, lower the time required to kill them and in turn boost the hell out of your over all raid DPS. The Brig is also an amazing DPS class. That said, remember a Brigs first job is to weaken/debuff the mob.  If you are not willing to do that then do not play this class as you will be nothing more than a lame Assassin.  The Brig is by far my favorite raid class toon as it makes everyone look really good if played correctly, no raid should be without one.&lt;br /&gt;
** '''Mystic vs Defilers:''' My raid runs with 2 mystics and 2 defilers. Again since I play more bots I lean towards the balanced side vs. pure dps side.&lt;br /&gt;
** '''Illy vs CoE:''' Again balance, 2 Illys and 2 CoE's on mana drain fights a single CoE can feed two groups with no real issue.&lt;br /&gt;
** '''EQ2 is not WoW''' a raid made up of 24 warlocks is not going to work in EQ2, so you want to have a balance of classes. Many mobs also require this balance Drels Ma'Gor would be much harder to kill if you had no casters or had no scouts.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''DPS Classes'''&lt;br /&gt;
* New players always ask what are the best DPS classes: As of GU66 the following classes put out very nice DPS.&lt;br /&gt;
** Beastlord is one of the best DPS classes for longer named mob fights.  Not so good on shorter trash mob fights.&lt;br /&gt;
** Necro is an amazing DPS class&lt;br /&gt;
** Warlock - Great AOE damage class for group encounters&lt;br /&gt;
** Shadowknight - in reckeless stance when NOT acting as a main tank puts out amazing AOE damage and is a great power leveling class&lt;br /&gt;
** Ranger - As of GU66 is putting out amazing damage.&lt;br /&gt;
** Brigand - Another really good DPS class&lt;br /&gt;
** Assassian - I do not play one but from what I am told they put out good DPS&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Group Makeup'''&lt;br /&gt;
* Sample of my 24 toon raid makeup&lt;br /&gt;
* Main Tank Group: Guardian, Inquis, Brig, Defiler, CoE, Dirge &lt;br /&gt;
** You want your main tank group to survive. This is one of the best group makeups as of GU66 for that purpose.  &lt;br /&gt;
** The guardian is a great tank class that can help reduce damage on both himself and group with all of the temp buffs this class receives.  They also have a number of temp damage blocks, taunts and snaps, its a great tanking class.&lt;br /&gt;
* Group 2: Pally, Inquis, Beastlord, Mystic, CoE, Dirge&lt;br /&gt;
* Group 3: Sk, Inquis, Warlock, Defiler, Illy Troub&lt;br /&gt;
* Group 4:(Ranger/Monk), Inquis, Necro, Illy, Troub, Mystic&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Damage ==&lt;br /&gt;
&amp;lt;br /&amp;gt;One of the most common questions asked is, I am using XYZ's Profile why am I not doing the same amount of damage? There are lots of reasons for this.&lt;br /&gt;
# '''Gear''' - Gear is the single most important factor in DPS output.  A toon with ''hard mode gear'' will do not just a little more damage but a lot more damage than a toon in ''easy mode gear'' and any toon fully raid gear equipped will always out damage a toon in only heroic gear.  Gear is a huge factor when looking for more DPS.&lt;br /&gt;
# '''Group Buffs''' - Group makeup and by default group buffs are a huge factor in damage output. Proper class buff's on the right toons can often double or triple your group damage.&lt;br /&gt;
# '''Debuffs''' - A lot of people forget to talk about debuffs when trying to improve DPS. Make sure that all your classes use debuffs if they have them in their casting order for named mob encounters.  Proper debuffs will greatly boost raid wide or group wide DPS. If you disagree with me, then kill a named raid mob with no Brigand then kill it again with a Brigand doing proper debuffs and note the difference in raid wide DPS.&lt;br /&gt;
# '''Reforging''' - When you reforge your gear you are taking stats out of areas that you don't need them and putting them in areas where they will greatly boost your damage output. More below on this.&lt;br /&gt;
# '''Adornments''' - There are a vast numbers of adornments that boost a number of DPS related stats. More on this below&lt;br /&gt;
# '''Spell Casting Efficiency'''- Or spell casting order, the efficiency of casting a spell is determined by the damage it does as compared to the amount of time it takes you to cast it + recovery speed.  A spell that does a lot of damage isn't automatically better than a spell that does little damage. More on this below&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Damage and Stats ==&lt;br /&gt;
* A good place to view stat caps and what they effect is to visit this site: [http://eq2.wikia.com/wiki/Cap EQ2 Wiki] It is in need of updating but it is the best site at the present time.&lt;br /&gt;
* Know how your class delivers damage for example most tank class's derive their dps from combat arts (ca). ShadowKnights however derive most of their damage via spell based damage even though they are a tank class.  Know how your class outputs damage as this is good information to know when reforging stats or buying adornments. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* '''Damage:''' from a simplistic stand point is calculated as follows in EQ2. Let's use a mage for this example:&lt;br /&gt;
** Base Damage x Disruption Bonus x Potency x Int Bonus + Ability Mod x Crit Bonus.  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* '''Further Detail Break Down:'''&lt;br /&gt;
** Base Damage&lt;br /&gt;
** x ((Disruption-475)x2/100) &lt;br /&gt;
** x (potency/100 + 1)[may also need to include some base gains from AA for certain abilities] &lt;br /&gt;
** x (stat%/100 +1) (Str/Agi/Wis/Int Depending on class) &lt;br /&gt;
** +  ability modifier[or ability modifier/3 for AE Abilities][up to max of 1/2 of max damage] &lt;br /&gt;
** x (Crit Bonus/100 + base cb) [base 1.2, 1.3, or 1.5 depending on ability type/class. can be found by hovering over your Crit Bonus Stat][may also need to include gains from AA's] &lt;br /&gt;
** = Damage&lt;br /&gt;
** x Debuffs (always 1.5 when capped which is pretty easy. With CoE can also be 1.515, 1.55, or 1.65 depending on Brig/Swash/Necro)&lt;br /&gt;
** = Real Damage&lt;br /&gt;
''(Thanks to Palaven and Buffrat for comments I borrowed from them.)''&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
*''' Stats''': &lt;br /&gt;
** If you hover over all of your stats in your EQ2 Character window then it will show and explain to you what that stat is doing.&lt;br /&gt;
** '''Casting Speed''': Ability Casting Speed reduces the cast times of all abilities. Abilities cannot be reduced to less than half of their base casting speed. This means that 100 in this skill will max out your cast time.&lt;br /&gt;
** '''Ability Recovery Speed''': Ability Recovery Speed reduces the delay between using abilities. Abilities cannot be reduced to less than half of their base recovery speed. This means that 100 in this skill will max our your recovery time.&lt;br /&gt;
** '''Reuse Speed''': Ability Reuse Speed reduces the recast time of abilities. Abilities cannot be reduced to less than half of their base reuse speed. This means that 100 in this skill will max out your recast time.&lt;br /&gt;
** '''Ability Modifier''': Ability Modifier increases the amounts of all abilities. It caps at 50% of the base amount (factoring in Potency) of the ability&lt;br /&gt;
** '''Accuracy''': Accuracy increases your chance to hit the target when you normally would have missed. It does not help you against parries, blocks or ripostes&lt;br /&gt;
** '''AE Autoattack''': Melee Class, Increases the chance to strike up to four targets within melee range with your primary melee weapon&lt;br /&gt;
** '''Blocking''': Block is based on the players shield, the higher the protection rating, the highr chance to block&lt;br /&gt;
** '''Crit Bonus''' as high as you can get it, keep balanced with potency: Increases the amount of all of your critical hits.  This does affect Auto-Attack and Abilities. This does not have a cap. Crit bonus and potency work together by stacking.&lt;br /&gt;
** '''Critical Chance''': Increases your chance to critical hit or heal. &lt;br /&gt;
** '''Damage Per Second''': Melee Class,  DPS increases how hard your Auto-Attacks hit. &lt;br /&gt;
** '''Spell Skill (Disruption, subjugation)''': For each point of Spell Skill over skill cap (level 95 cap is 475) will modify the minimum base damage a spell does. So you will receive a 2% boost for every 100 points of Spell Skill over skill cap. If you have 575 disruption, a spell with a base damage of 100 – 200, will now have a damage of (100*1.02=) 102 – 200. With GU66 disruption will boost minimum damage up to a cap of 40% at a skill level of 5475. This however does not appear to be linear, and at normal levels of disruption it still functions like it used to, 2% boost for every 100 points. Some spells are not effected by Spell Skill bonus. To find out what skill affects which ability, hover your mouse over the ability in the knowledge book.&lt;br /&gt;
** '''Haste''' Attack Speed, all haste over 200% increases flurry by small amounts&lt;br /&gt;
** '''Multi Attack''': Melee Class, For every 100% of MultiAttack your character will strike the enemy one more time from the base auto-attack of one. Capped at 200 since ToV.&lt;br /&gt;
** '''Potency''' increases the amounts of all abilities. (Does not affect auto-attack or items) Criticals and Potency should not affect item Procs&lt;br /&gt;
&lt;br /&gt;
Note that Cast Speed/Recovery Speed/Reuse speeds (Casting Skills) being capped will LOWER the priority of some AA's being used in some archetypes. For example, with 100 Cast Speed, 100 Recovery Speed and 100 Reuse speed, the AA skill &amp;quot;Mental Recovery&amp;quot; on the sorcerer tree is useless.&lt;br /&gt;
&lt;br /&gt;
The only exception to the above rule about Casting Skills are skills that lower the BASE reuse/cast speeds, like the Rescue abilities for some tanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Adornments ==&lt;br /&gt;
* '''White'''&lt;br /&gt;
** I like to start with Ability Mod first for my caster classes because you have 5 slots for ability mod vs 7 for Class Stat Adornments and two of those overlap. If you start with Class Stat Adornments first you will only have 3 gear slots for Ability Mod Adornments.  ''(This is more of a preference thing vs a rule on my part)''&lt;br /&gt;
&lt;br /&gt;
* '''Mages, Scouts'''&lt;br /&gt;
** '''Crit Chance to 650''' &amp;gt;  '''Int/Agi'''  &amp;gt;  '''Ability Mod ''' &amp;gt;  '''Magical/Weapon Skills''' &lt;br /&gt;
* '''Tank / Healer''' - Tanks and Healers I adorn for survivability not DPS &lt;br /&gt;
** '''Crit Chance to 650''' &amp;gt;  '''Sta/Wiz'''  &amp;gt;  '''Health ''' &amp;gt;  '''Block on Weapons''' &amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Reforging ==&lt;br /&gt;
*''' Min Stats''': &lt;br /&gt;
** If you hover over all of your stats in your EQ2 Character window then it will show and explain to you what that stat is doing.&lt;br /&gt;
** '''Casting Speed''': All Classes 100 in group.&lt;br /&gt;
** '''Ability Recovery Speed''': All Classes 100 in group.&lt;br /&gt;
** '''Ability Reuse''': All Classes 100 in group - Exception may be tanks.&lt;br /&gt;
** '''Ability Modifier''': Scouts, Mages as high as you can get it I do not think its possible for anyone to max this out.&lt;br /&gt;
** '''Accuracy''' Scouts around 23% is getting 100% hits on TOV Raid mobs.&lt;br /&gt;
** '''AE Autoattack''': Scouts 60% - 80%&lt;br /&gt;
** '''Avoidance''': Tank 80% if possible; Clerics (inquis/templars) as high as possible IF you take Shield Ally.&lt;br /&gt;
** '''Blocking''': Tank 80% if possible; Clerics (inquis/templars) as high as possible IF you take Shield Ally.&lt;br /&gt;
** '''Crit Bonus''' As high as you can get it, keep balanced with potency:&lt;br /&gt;
** '''Critical Chance''': All Classes 650 for Raiding TOV&lt;br /&gt;
** '''Damage Per Second''': Melee Class 200 or higher.&lt;br /&gt;
** '''Disruption''': Mages: 1000&lt;br /&gt;
** '''Haste''' All Melee Classes - 200&lt;br /&gt;
** '''Health''' Tanks / Healers as high as you can get it.&lt;br /&gt;
** '''Multi Attack''':All Melee Class's - 200&lt;br /&gt;
** '''Potency''' Casters As high as you can get it, keep balanced with potency: '''Note:''' Warlocks start out with a 1.5 Crit Modifier which is in essence a 50% crit bonus boost so until you've got 50% more potency then crit bonus you get more out of potency after that it pretty much evens out.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Place Holder ==&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Inire</name></author>	</entry>

	<entry>
		<id>https://wiki.ogregaming.com/eq2/index.php/Reforging,_Adornments,_Group_Makeup</id>
		<title>Reforging, Adornments, Group Makeup</title>
		<link rel="alternate" type="text/html" href="https://wiki.ogregaming.com/eq2/index.php/Reforging,_Adornments,_Group_Makeup"/>
				<updated>2014-06-04T01:20:12Z</updated>
		
		<summary type="html">&lt;p&gt;Inire: /* Group Makeup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== This Page is Under Construction ==&lt;br /&gt;
&lt;br /&gt;
Many new players are overwhelmed when first coming to Everquest2 as there is a lot to learn on day one.  Some of the more basic questions new players have revolve around the 3 topics covered on this page.  &lt;br /&gt;
&lt;br /&gt;
* RULE #1 - The first thing you should know is that no two players agree 100% when it comes to these topics.  All a person need do is visit a website like EQ2Flames or Everquest2 to see page after page, thread after thread of players arguing over what is the best casting order, reforging technique, adornment, group make up ect.&lt;br /&gt;
&lt;br /&gt;
== Group Makeup ==&lt;br /&gt;
&lt;br /&gt;
f you are making a group to do Heroic instances, you would go with a tank, two healers, two utility (an enchanter and a bard) and a DPS. Some tanks do not need heavy healing, so the second healer can be swapped out for another DPS if desired. Try the zones with one healer, and if the tank is dying, swap in the other healer.&lt;br /&gt;
&lt;br /&gt;
The best &amp;quot;group matches&amp;quot; tend to use all melee damage classes, or all spell damage classes.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tanks&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tanks generally break down into Mitigation, Healing or Avoidance categories. These categories are how the tanks deal with incoming damage. &lt;br /&gt;
&lt;br /&gt;
~ Mitigation tanks wear heavy armor, and have abilities that allow them to shrug off the damage incoming. Tend to have heavy shields.&lt;br /&gt;
&lt;br /&gt;
~ Healing tanks deal with damage by healing back up, either with direct heals or by doing damage to the mob.&lt;br /&gt;
&lt;br /&gt;
~ Avoidance tanks deal with damage by not getting hit, or by &amp;quot;deflecting&amp;quot; the damage away from themselves.&lt;br /&gt;
&lt;br /&gt;
Guardian - Melee Damage, mitigation tank, supposed to be the &amp;quot;single target&amp;quot; tank.&lt;br /&gt;
&lt;br /&gt;
Berserker - Melee Damage, mitigation tank, supposed to be a multi-target tank. Currently (as of ToV) has huge self heals, giving high survivability.&lt;br /&gt;
&lt;br /&gt;
Shadow Knight - Spell damage, healing tank, supposed to be a multi-target tank. Frequently used as off-tank for guilds, can be strong DPS. Self Heals.&lt;br /&gt;
&lt;br /&gt;
Paladin - Spell damage, healing tank, supposed to be a multi-target tank. Can also be strong DPS, and does good healing as well for group (can cure).&lt;br /&gt;
&lt;br /&gt;
Monk - Melee damage, Avoidance tank, can be multi-target or single target. &lt;br /&gt;
&lt;br /&gt;
Bruiser - Melee damage, Avoidance Tank, multi or single target. Hybrid of the tanks, can be very strong DPS.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Healers&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Healers break down into Ward, Reactive, Heal over Time, and Siphon categories. These categories are how the healers deal with damage. Additionally, healers break down in these categories as &amp;quot;hybrid&amp;quot; or &amp;quot;full heal.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
~ Ward healers cast spells that puts a shield of hit points in front of the characters. This shield of health gets &amp;quot;used up&amp;quot; prior to any damage affecting the character's hit point pool.&lt;br /&gt;
&lt;br /&gt;
~ Reactive healers cast spells that put an effect on the character that will heal up damage after that damage hits the character's hit point pool.&lt;br /&gt;
&lt;br /&gt;
~ Heal over time (HOT) healers cast spells that put an effect on the character that constantly heals for a set amount every &amp;quot;tick,&amp;quot; which is around 6 seconds in EQ2.&lt;br /&gt;
&lt;br /&gt;
~ Siphon healers use spells that cause the damage to be moved from the character taking the damage, to another entity, in this case a pet.&lt;br /&gt;
&lt;br /&gt;
Defiler - Spell damage, Ward healer, the full heal of the ward healers.&lt;br /&gt;
&lt;br /&gt;
Mystic - Melee damage, Ward healer, the hybrid healer of ward healers.&lt;br /&gt;
&lt;br /&gt;
Templar - Spell damage, Reactive healer, the full heal of reactive healers. Note that the Templar also has Wards and Heals over time, making this a powerful single healer.&lt;br /&gt;
&lt;br /&gt;
Inquisitor - Melee Damage, Reactive healer, the hybrid healer of reactive healers. Tends to be neck and neck with furies for best healer DPS.&lt;br /&gt;
&lt;br /&gt;
Warden - Melee damage, Heal over time healer, the full heal of HOT healers. Also has wards and major death saves, making it one of the best single healers.&lt;br /&gt;
&lt;br /&gt;
Fury - Spell damage, Heal over time healer, the hybrid healer of HOT healers. Very powerful DPS, great in mage groups.&lt;br /&gt;
&lt;br /&gt;
Channeler - Ranged Melee DPS, Siphon healer, suspected to be the hybrid healer of Siphon healers. Does great right until it runs out of dissonance, then it goes to heck very quickly....&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Utility&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Utility classes take two classes from the remaining DPS classes, and breaks them down. Enchanters in general buff others and give power, while Bards in general buff others and have key debuffs. Enchanters also have crowd control, which is actually used in some raid situations for ToV.&lt;br /&gt;
&lt;br /&gt;
Enchanters&lt;br /&gt;
&lt;br /&gt;
Coercer - Melee damage, power heals, tend to be used in melee groups.&lt;br /&gt;
&lt;br /&gt;
Illusionist - Spell damage, power heals, tend to be used in mage groups.&lt;br /&gt;
&lt;br /&gt;
Bards&lt;br /&gt;
&lt;br /&gt;
Dirge - Melee damage, melee debuffs, tend to be used in melee groups.&lt;br /&gt;
&lt;br /&gt;
Troubador (yes, it's misspelled) - Spell damage, spell debuffs, tend to be used in mage groups.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;DPS&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Although ANY class can spec and build for DPS, note that these below classes tend to be built solely for doing that, while the other classes can do it but not as well.&lt;br /&gt;
&lt;br /&gt;
Scouts&lt;br /&gt;
&lt;br /&gt;
Assassin - Melee damage, tends to be great at single target. One of the most complex classes, due to &amp;quot;chains&amp;quot; of skills in specific order, this class is also dependent on stealth and positioning. Tends not to be botted due to these limitations.&lt;br /&gt;
&lt;br /&gt;
Ranger - Ranged melee damage, great at multiple targets. This class has come into its own in ToV, surpassing other previous high damage classes.&lt;br /&gt;
&lt;br /&gt;
Swashbuckler - Melee damage, multiple targets. When played well, is VERY high DPS. Can also off-tank easy fights with correct AA spec.&lt;br /&gt;
&lt;br /&gt;
Brigand - Melee damage, the king of debuffs. May not be key for six player groups, but is critical for raid groups.&lt;br /&gt;
&lt;br /&gt;
Beastlord - Melee damage, a pet class. Glass cannon, can do lots of damage.&lt;br /&gt;
&lt;br /&gt;
Mages&lt;br /&gt;
&lt;br /&gt;
Wizard - Spell damage, Single Target.&lt;br /&gt;
&lt;br /&gt;
Warlock - Spell damage, multiple target.&lt;br /&gt;
&lt;br /&gt;
Conjuror - Spell damage, pet class, multiple target.&lt;br /&gt;
&lt;br /&gt;
Necromancer - Spell damage, pet class, single target. Tends to kill itself by eating health for damage/power. Annoys the crap out of healers.&lt;br /&gt;
&lt;br /&gt;
* What is the best group makeup?  This topic can be a real can of worms as there are many players with very strong opinions about various classes in game.  There are players that literally hate certain classes in game and no augment will convince them of the value for that class. &lt;br /&gt;
* Guideline #1 - My personal feeling is that your group should be made up of toons that you enjoy and love playing.  When you come down to it, you are spending hard earned money to play a game for enjoyment.  So the best group in the world is really not worth playing if you hate the class you are playing.  I had a friend that loved to play the beastlord class.  His group make up was a Tank, Priest and 4 Beastlords. I personally would not play that type of group but he loved it and he couldn't wait to get online to play his group.  No one but you is paying for your subscriptions so the perfect group make up is always going to be the one you enjoy playing first and foremost.&lt;br /&gt;
* Guideline #2 - What do you enjoy doing in game? This is the first question you should ask yourself when trying to form a group. There are all types of players in game, those that love crafting, questing, group content, raid content etc.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Crafting / Questing Group Makeup'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* If you love crafting and questing and are not into raiding then here are some things to think about. &lt;br /&gt;
** You are going to be a frustrated crafter / quester if all you do is die when trying to harvest or complete a quest. So a good Tank / Priest is the first thing to think about, as Kannkor likes to say Tanks tank and Priests heal, I hear people argue all the time about how great a DPS their tank or priest is.  Just keep in mind your DPS will go to hell pretty quickly if your tank or priest dies and your group wipes.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
''' Basic Guideline'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* A good group make up would include a / Tank / Inquis or Warden / DPS Class / CoE or Illy /  Troub or Dirge/ Mystic or Defiler&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''General Rule'''&lt;br /&gt;
* If your group DPS is mainly melee then running with a Mystic / Dirge is the better option as they have buffs that best support melee classes.&lt;br /&gt;
* If your group DPS is mainly caster based damage then I typically run with a Defiler / Troub.  The defiler is one of the best healers / warders in game and can keep my group and mage classes from dying, while the troub offers a number of beneficial buffs for the caster type classes. Some guilds run with only mystics, again we can debate the benefits of each class for hours but the above two rules are a good basic guideline.&lt;br /&gt;
Illy vs CoE this is a tough one for me because I really love both classes. In general the Illy brings better DPS buffs while the CoE brings better mana regen, so if you are not having mana issues then I would role with an Illy. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Heroic / Questing Things to Think About'''&lt;br /&gt;
* For heroic content I like the Guardian as my main tank and the Inquisitor as my healer.  The guardian brings a lot of group protection, has lots of taunts and snaps, lots of temp buff blocks to help them survive, while the Inquisitor is a pretty tough class that can take some hits and receives extra cures over a Templar. ''Keep in mind SOE is always changing up spells, wards, cures, etc. with every expansion and game update so in the past 5 years my choice for main tank has changed 4 times.''&lt;br /&gt;
* When I quest, I like to think about time, and the thing I dislike most about quests is how they send you back and forth across a zone 30 times.  Any MMO can be a time sink, so for me if I am looking to make a questing group I want toons / classes / races that make travel faster and easier. So I try to start with a race that gets a ''Traverse Shadow'' type spell which lets me warp to another grouped player in zone.  Races with this ability include Dark Elfs, Erudites, High Elf, and Freebloods. With this spell you can park a toon at the quest giver, run to the other side of the zone to complete your task and when done warp back to the toon parked at the quest giver. Nice little time saver.&lt;br /&gt;
* I have also made for myself a pocket Conjuror  What I love about the conjuror is they get a spell called &amp;quot;Call of the Hero&amp;quot; that resets in 5 seconds.  When I am doing solo quests like an epic or signature quest I can get the quests done in about half the time because I park my Conj. at the quest giver and use them to call the questing toon back every time they finish a quest objective.  To be honest this is the only time I use my conjuror as I do not care for the class.&lt;br /&gt;
* Since I hate running back and forth across zones if I were making a questing group I would be inclinded to setup something like a &amp;lt;br /&amp;gt;&lt;br /&gt;
Guardian, Warden, Warlock, Defiler, Troub, Illy/CoE.  In this example I would have a good well rounded group that could fight, deal respectable damage, but also could get me around to various zones quickly, while my race options would allow me to traverse shadow. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* Again it all comes down to play style, for me my questing hot button is time wasted running across the zones, others don't mind that and would rather focuses their group makeup on pure DPS.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Raiding Groups'''&lt;br /&gt;
* Raiding is a much more complex topic and can be debated forever as to what works best, in this post I am speaking to people that play 6, 12, or 24 bots and my thoughts and comments are geared as such.  &lt;br /&gt;
* In general with EQ2 the faster you can kill a mob the fewer problems you will run into. So many top end guilds run with max dps group makeups, they have for example, more mystics than defilers, more Illys than CoE's etc.  I can see the benefits of both the balanced approach camp and the max dps camp.  Since I run my own raid I have to go with more the balanced approach side of things. Many high end guilds have a one person playing one toon policy with or without ogre.  If you are playing one toon in a 24 man raid then you can think and move around independent of what the other members do and react independently to what the mob is doing.  If you are botting 12 to 24 toons often you find your toons dog piled together and standing in one or 2 spots the entire fight.  So you need some ability to take damage without dying if the mob turns on the group. &lt;br /&gt;
** Playing 6 or more toons is far different than the person playing one toon as part of a 24 man raid. You can not always do or react the way a real life person would when playing a number of toons.  This is why I like to play more ranged based classes than melee when I raid.  If I can park a toon at 30 meters and leave them there they are doing max dps for their class type.   They are not getting stuck on some object in the room because they are having to chase the mob around like Fitzpitzle for example. Plus if a melee class is running after or jousting away from a mob they are losing massive DPS which prolongs the fight. You will also run into many raid mobs that have to be jousted or fought at range.  When raiding these types of mobs with a bot crew the DPS for melee toons drops significantly. Let's face it, a Beastlord is not going to put out the same DPS tossing shurikens at a mob vs  standing directly behind him. If you are planning to bot more than one toon this should be a factor to consider when picking various classes.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Key Classes'''&lt;br /&gt;
* '''Brigand:''' I am always amazed when I hear of guilds that raid with no Brigand. If you are running a 12 or 24 bot crew then make sure one of your toons is a brig. This is an amazing class that can weaken raid mobs, lower the time required to kill them and in turn boost the hell out of your over all raid DPS. The Brig is also an amazing DPS class. That said, remember a Brigs first job is to weaken/debuff the mob.  If you are not willing to do that then do not play this class as you will be nothing more than a lame Assassin.  The Brig is by far my favorite raid class toon as it makes everyone look really good if played correctly, no raid should be without one.&lt;br /&gt;
** '''Mystic vs Defilers:''' My raid runs with 2 mystics and 2 defilers. Again since I play more bots I lean towards the balanced side vs. pure dps side.&lt;br /&gt;
** '''Illy vs CoE:''' Again balance, 2 Illys and 2 CoE's on mana drain fights a single CoE can feed two groups with no real issue.&lt;br /&gt;
** '''EQ2 is not WoW''' a raid made up of 24 warlocks is not going to work in EQ2, so you want to have a balance of classes. Many mobs also require this balance Drels Ma'Gor would be much harder to kill if you had no casters or had no scouts.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''DPS Classes'''&lt;br /&gt;
* New players always ask what are the best DPS classes: As of GU66 the following classes put out very nice DPS.&lt;br /&gt;
** Beastlord is one of the best DPS classes for longer named mob fights.  Not so good on shorter trash mob fights.&lt;br /&gt;
** Necro is an amazing DPS class&lt;br /&gt;
** Warlock - Great AOE damage class for group encounters&lt;br /&gt;
** Shadowknight - in reckeless stance when NOT acting as a main tank puts out amazing AOE damage and is a great power leveling class&lt;br /&gt;
** Ranger - As of GU66 is putting out amazing damage.&lt;br /&gt;
** Brigand - Another really good DPS class&lt;br /&gt;
** Assassian - I do not play one but from what I am told they put out good DPS&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Group Makeup'''&lt;br /&gt;
* Sample of my 24 toon raid makeup&lt;br /&gt;
* Main Tank Group: Guardian, Inquis, Brig, Defiler, CoE, Dirge &lt;br /&gt;
** You want your main tank group to survive. This is one of the best group makeups as of GU66 for that purpose.  &lt;br /&gt;
** The guardian is a great tank class that can help reduce damage on both himself and group with all of the temp buffs this class receives.  They also have a number of temp damage blocks, taunts and snaps, its a great tanking class.&lt;br /&gt;
* Group 2: Pally, Inquis, Beastlord, Mystic, CoE, Dirge&lt;br /&gt;
* Group 3: Sk, Inquis, Warlock, Defiler, Illy Troub&lt;br /&gt;
* Group 4:(Ranger/Monk), Inquis, Necro, Illy, Troub, Mystic&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Damage ==&lt;br /&gt;
&amp;lt;br /&amp;gt;One of the most common questions asked is, I am using XYZ's Profile why am I not doing the same amount of damage? There are lots of reasons for this.&lt;br /&gt;
# '''Gear''' - Gear is the single most important factor in DPS output.  A toon with ''hard mode gear'' will do not just a little more damage but a lot more damage than a toon in ''easy mode gear'' and any toon fully raid gear equipped will always out damage a toon in only heroic gear.  Gear is a huge factor when looking for more DPS.&lt;br /&gt;
# '''Group Buffs''' - Group makeup and by default group buffs are a huge factor in damage output. Proper class buff's on the right toons can often double or triple your group damage.&lt;br /&gt;
# '''Debuffs''' - A lot of people forget to talk about debuffs when trying to improve DPS. Make sure that all your classes use debuffs if they have them in their casting order for named mob encounters.  Proper debuffs will greatly boost raid wide or group wide DPS. If you disagree with me, then kill a named raid mob with no Brigand then kill it again with a Brigand doing proper debuffs and note the difference in raid wide DPS.&lt;br /&gt;
# '''Reforging''' - When you reforge your gear you are taking stats out of areas that you don't need them and putting them in areas where they will greatly boost your damage output. More below on this.&lt;br /&gt;
# '''Adornments''' - There are a vast numbers of adornments that boost a number of DPS related stats. More on this below&lt;br /&gt;
# '''Spell Casting Efficiency'''- Or spell casting order, the efficiency of casting a spell is determined by the damage it does as compared to the amount of time it takes you to cast it + recovery speed.  A spell that does a lot of damage isn't automatically better than a spell that does little damage. More on this below&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Damage and Stats ==&lt;br /&gt;
* A good place to view stat caps and what they effect is to visit this site: [http://eq2.wikia.com/wiki/Cap EQ2 Wiki] It is in need of updating but it is the best site at the present time.&lt;br /&gt;
* Know how your class delivers damage for example most tank class's derive their dps from combat arts (ca). ShadowKnights however derive most of their damage via spell based damage even though they are a tank class.  Know how your class outputs damage as this is good information to know when reforging stats or buying adornments. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* '''Damage:''' from a simplistic stand point is calculated as follows in EQ2. Let's use a mage for this example:&lt;br /&gt;
** Base Damage x Disruption Bonus x Potency x Int Bonus + Ability Mod x Crit Bonus.  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* '''Further Detail Break Down:'''&lt;br /&gt;
** Base Damage&lt;br /&gt;
** x ((Disruption-475)x2/100) &lt;br /&gt;
** x (potency/100 + 1)[may also need to include some base gains from AA for certain abilities] &lt;br /&gt;
** x (stat%/100 +1) (Str/Agi/Wis/Int Depending on class) &lt;br /&gt;
** +  ability modifier[or ability modifier/3 for AE Abilities][up to max of 1/2 of max damage] &lt;br /&gt;
** x (Crit Bonus/100 + base cb) [base 1.2, 1.3, or 1.5 depending on ability type/class. can be found by hovering over your Crit Bonus Stat][may also need to include gains from AA's] &lt;br /&gt;
** = Damage&lt;br /&gt;
** x Debuffs (always 1.5 when capped which is pretty easy. With CoE can also be 1.515, 1.55, or 1.65 depending on Brig/Swash/Necro)&lt;br /&gt;
** = Real Damage&lt;br /&gt;
''(Thanks to Palaven and Buffrat for comments I borrowed from them.)''&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
*''' Stats''': &lt;br /&gt;
** If you hover over all of your stats in your EQ2 Character window then it will show and explain to you what that stat is doing.&lt;br /&gt;
** '''Casting Speed''': Ability Casting Speed reduces the cast times of all abilities. Abilities cannot be reduced to less than half of their base casting speed. This means that 100 in this skill will max out your cast time.&lt;br /&gt;
** '''Ability Recovery Speed''': Ability Recovery Speed reduces the delay between using abilities. Abilities cannot be reduced to less than half of their base recovery speed. This means that 100 in this skill will max our your recovery time.&lt;br /&gt;
** '''Reuse Speed''': Ability Reuse Speed reduces the recast time of abilities. Abilities cannot be reduced to less than half of their base reuse speed. This means that 100 in this skill will max out your recast time.&lt;br /&gt;
** '''Ability Modifier''': Ability Modifier increases the amounts of all abilities. It caps at 50% of the base amount (factoring in Potency) of the ability&lt;br /&gt;
** '''Accuracy''': Accuracy increases your chance to hit the target when you normally would have missed. It does not help you against parries, blocks or ripostes&lt;br /&gt;
** '''AE Autoattack''': Melee Class, Increases the chance to strike up to four targets within melee range with your primary melee weapon&lt;br /&gt;
** '''Blocking''': Block is based on the players shield, the higher the protection rating, the highr chance to block&lt;br /&gt;
** '''Crit Bonus''' as high as you can get it, keep balanced with potency: Increases the amount of all of your critical hits.  This does affect Auto-Attack and Abilities. This does not have a cap. Crit bonus and potency work together by stacking.&lt;br /&gt;
** '''Critical Chance''': Increases your chance to critical hit or heal. &lt;br /&gt;
** '''Damage Per Second''': Melee Class,  DPS increases how hard your Auto-Attacks hit. &lt;br /&gt;
** '''Spell Skill (Disruption, subjugation)''': For each point of Spell Skill over skill cap (level 95 cap is 475) will modify the minimum base damage a spell does. So you will receive a 2% boost for every 100 points of Spell Skill over skill cap. If you have 575 disruption, a spell with a base damage of 100 – 200, will now have a damage of (100*1.02=) 102 – 200. With GU66 disruption will boost minimum damage up to a cap of 40% at a skill level of 5475. This however does not appear to be linear, and at normal levels of disruption it still functions like it used to, 2% boost for every 100 points. Some spells are not effected by Spell Skill bonus. To find out what skill affects which ability, hover your mouse over the ability in the knowledge book.&lt;br /&gt;
** '''Haste''' Attack Speed, all haste over 200% increases flurry by small amounts&lt;br /&gt;
** '''Multi Attack''': Melee Class, For every 100% of MultiAttack your character will strike the enemy one more time from the base auto-attack of one. Capped at 200 since ToV.&lt;br /&gt;
** '''Potency''' increases the amounts of all abilities. (Does not affect auto-attack or items) Criticals and Potency should not affect item Procs&lt;br /&gt;
&lt;br /&gt;
Note that Cast Speed/Recovery Speed/Reuse speeds (Casting Skills) being capped will LOWER the priority of some AA's being used in some archetypes. For example, with 100 Cast Speed, 100 Recovery Speed and 100 Reuse speed, the AA skill &amp;quot;Mental Recovery&amp;quot; on the sorcerer tree is useless.&lt;br /&gt;
&lt;br /&gt;
The only exception to the above rule about Casting Skills are skills that lower the BASE reuse/cast speeds, like the Rescue abilities for some tanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Adornments ==&lt;br /&gt;
* '''White'''&lt;br /&gt;
** I like to start with Ability Mod first for my caster classes because you have 5 slots for ability mod vs 7 for Class Stat Adornments and two of those overlap. If you start with Class Stat Adornments first you will only have 3 gear slots for Ability Mod Adornments.  ''(This is more of a preference thing vs a rule on my part)''&lt;br /&gt;
&lt;br /&gt;
* '''Mages, Scouts'''&lt;br /&gt;
** '''Crit Chance to 650''' &amp;gt;  '''Int/Agi'''  &amp;gt;  '''Ability Mod ''' &amp;gt;  '''Magical/Weapon Skills''' &lt;br /&gt;
* '''Tank / Healer''' - Tanks and Healers I adorn for survivability not DPS &lt;br /&gt;
** '''Crit Chance to 650''' &amp;gt;  '''Sta/Wiz'''  &amp;gt;  '''Health ''' &amp;gt;  '''Block on Weapons''' &amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Reforging ==&lt;br /&gt;
*''' Min Stats''': &lt;br /&gt;
** If you hover over all of your stats in your EQ2 Character window then it will show and explain to you what that stat is doing.&lt;br /&gt;
** '''Casting Speed''': All Classes 100 in group.&lt;br /&gt;
** '''Ability Recovery Speed''': All Classes 100 in group.&lt;br /&gt;
** '''Ability Reuse''': All Classes 100 in group - Exception may be tanks.&lt;br /&gt;
** '''Ability Modifier''': Scouts, Mages as high as you can get it I do not think its possible for anyone to max this out.&lt;br /&gt;
** '''Accuracy''' Scouts around 23% is getting 100% hits on TOV Raid mobs.&lt;br /&gt;
** '''AE Autoattack''': Scouts 60% - 80%&lt;br /&gt;
** '''Avoidance''': Tank 80% if possible; Clerics (inquis/templars) as high as possible IF you take Shield Ally.&lt;br /&gt;
** '''Blocking''': Tank 80% if possible; Clerics (inquis/templars) as high as possible IF you take Shield Ally.&lt;br /&gt;
** '''Crit Bonus''' As high as you can get it, keep balanced with potency:&lt;br /&gt;
** '''Critical Chance''': All Classes 650 for Raiding TOV&lt;br /&gt;
** '''Damage Per Second''': Melee Class 200 or higher.&lt;br /&gt;
** '''Disruption''': Mages: 1000&lt;br /&gt;
** '''Haste''' All Melee Classes - 200&lt;br /&gt;
** '''Health''' Tanks / Healers as high as you can get it.&lt;br /&gt;
** '''Multi Attack''':All Melee Class's - 200&lt;br /&gt;
** '''Potency''' Casters As high as you can get it, keep balanced with potency: '''Note:''' Warlocks start out with a 1.5 Crit Modifier which is in essence a 50% crit bonus boost so until you've got 50% more potency then crit bonus you get more out of potency after that it pretty much evens out.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Place Holder ==&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Inire</name></author>	</entry>

	<entry>
		<id>https://wiki.ogregaming.com/eq2/index.php/Reforging,_Adornments,_Group_Makeup</id>
		<title>Reforging, Adornments, Group Makeup</title>
		<link rel="alternate" type="text/html" href="https://wiki.ogregaming.com/eq2/index.php/Reforging,_Adornments,_Group_Makeup"/>
				<updated>2014-06-04T01:16:27Z</updated>
		
		<summary type="html">&lt;p&gt;Inire: /* Group Makeup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== This Page is Under Construction ==&lt;br /&gt;
&lt;br /&gt;
Many new players are overwhelmed when first coming to Everquest2 as there is a lot to learn on day one.  Some of the more basic questions new players have revolve around the 3 topics covered on this page.  &lt;br /&gt;
&lt;br /&gt;
* RULE #1 - The first thing you should know is that no two players agree 100% when it comes to these topics.  All a person need do is visit a website like EQ2Flames or Everquest2 to see page after page, thread after thread of players arguing over what is the best casting order, reforging technique, adornment, group make up ect.&lt;br /&gt;
&lt;br /&gt;
== Group Makeup ==&lt;br /&gt;
* Usually, if you are making a group to do Heroic instances, you would go with a tank, two healers, two utility (an enchanter and a bard) and a DPS. Some tanks do not need heavy healing, so the second healer can be swapped out for another DPS if desired. Try the zones with one healer, and if the tank is dying, swap in the other healer.&lt;br /&gt;
&lt;br /&gt;
The best &amp;quot;group matches&amp;quot; tend to use all melee damage classes, or all spell damage classes.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tanks&amp;quot;&lt;br /&gt;
Tanks generally break down into Mitigation, Healing or Avoidance categories. These categories are how the tanks deal with incoming damage. &lt;br /&gt;
&lt;br /&gt;
~ Mitigation tanks wear heavy armor, and have abilities that allow them to shrug off the damage incoming. Tend to have heavy shields.&lt;br /&gt;
~ Healing tanks deal with damage by healing back up, either with direct heals or by doing damage to the mob.&lt;br /&gt;
~ Avoidance tanks deal with damage by not getting hit, or by &amp;quot;deflecting&amp;quot; the damage away from themselves.&lt;br /&gt;
&lt;br /&gt;
Guardian - Melee Damage, mitigation tank, supposed to be the &amp;quot;single target&amp;quot; tank.&lt;br /&gt;
Berserker - Melee Damage, mitigation tank, supposed to be a multi-target tank. Currently (as of ToV) has huge self heals, giving high survivability.&lt;br /&gt;
Shadow Knight - Spell damage, healing tank, supposed to be a multi-target tank. Frequently used as off-tank for guilds, can be strong DPS. Self Heals.&lt;br /&gt;
Paladin - Spell damage, healing tank, supposed to be a multi-target tank. Can also be strong DPS, and does good healing as well for group (can cure).&lt;br /&gt;
Monk - Melee damage, Avoidance tank, can be multi-target or single target. &lt;br /&gt;
Bruiser - Melee damage, Avoidance Tank, multi or single target. Hybrid of the tanks, can be very strong DPS.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Healers&amp;quot;&lt;br /&gt;
Healers break down into Ward, Reactive, Heal over Time, and Siphon categories. These categories are how the healers deal with damage. Additionally, healers break down in these categories as &amp;quot;hybrid&amp;quot; or &amp;quot;full heal.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
~ Ward healers cast spells that puts a shield of hit points in front of the characters. This shield of health gets &amp;quot;used up&amp;quot; prior to any damage affecting the character's hit point pool.&lt;br /&gt;
~ Reactive healers cast spells that put an effect on the character that will heal up damage after that damage hits the character's hit point pool.&lt;br /&gt;
~ Heal over time (HOT) healers cast spells that put an effect on the character that constantly heals for a set amount every &amp;quot;tick,&amp;quot; which is around 6 seconds in EQ2.&lt;br /&gt;
~ Siphon healers use spells that cause the damage to be moved from the character taking the damage, to another entity, in this case a pet.&lt;br /&gt;
&lt;br /&gt;
Defiler - Spell damage, Ward healer, the full heal of the ward healers.&lt;br /&gt;
Mystic - Melee damage, Ward healer, the hybrid healer of ward healers.&lt;br /&gt;
Templar - Spell damage, Reactive healer, the full heal of reactive healers. Note that the Templar also has Wards and Heals over time, making this a powerful single healer.&lt;br /&gt;
Inquisitor - Melee Damage, Reactive healer, the hybrid healer of reactive healers. Tends to be neck and neck with furies for best healer DPS.&lt;br /&gt;
Warden - Melee damage, Heal over time healer, the full heal of HOT healers. Also has wards and major death saves, making it one of the best single healers.&lt;br /&gt;
Fury - Spell damage, Heal over time healer, the hybrid healer of HOT healers. Very powerful DPS, great in mage groups.&lt;br /&gt;
Channeler - Ranged Melee DPS, Siphon healer, suspected to be the hybrid healer of Siphon healers. Does great right until it runs out of dissonance, then it goes to heck very quickly....&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Utility&amp;quot;&lt;br /&gt;
Utility classes take two classes from the remaining DPS classes, and breaks them down. Enchanters in general buff others and give power, while Bards in general buff others and have key debuffs. Enchanters also have crowd control, which is actually used in some raid situations for ToV.&lt;br /&gt;
&lt;br /&gt;
Enchanters&lt;br /&gt;
Coercer - Melee damage, power heals, tend to be used in melee groups.&lt;br /&gt;
Illusionist - Spell damage, power heals, tend to be used in mage groups.&lt;br /&gt;
&lt;br /&gt;
Bards&lt;br /&gt;
Dirge - Melee damage, melee debuffs, tend to be used in melee groups.&lt;br /&gt;
Troubador (yes, it's misspelled) - Spell damage, spell debuffs, tend to be used in mage groups.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;DPS&amp;quot;&lt;br /&gt;
Although ANY class can spec and build for DPS, note that these below classes tend to be built solely for doing that, while the other classes can do it but not as well.&lt;br /&gt;
&lt;br /&gt;
Scouts&lt;br /&gt;
Assassin - Melee damage, tends to be great at single target. One of the most complex classes, due to &amp;quot;chains&amp;quot; of skills in specific order, this class is also dependent on stealth and positioning. Tends not to be botted due to these limitations.&lt;br /&gt;
Ranger - Ranged melee damage, great at multiple targets. This class has come into its own in ToV, surpassing other previous high damage classes.&lt;br /&gt;
Swashbuckler - Melee damage, multiple targets. When played well, is VERY high DPS. Can also off-tank easy fights with correct AA spec.&lt;br /&gt;
Brigand - Melee damage, the king of debuffs. May not be key for six player groups, but is critical for raid groups.&lt;br /&gt;
Beastlord - Melee damage, a pet class. Glass cannon, can do lots of damage.&lt;br /&gt;
&lt;br /&gt;
Mages&lt;br /&gt;
Wizard - Spell damage, Single Target.&lt;br /&gt;
Warlock - Spell damage, multiple target.&lt;br /&gt;
Conjuror - Spell damage, pet class, multiple target.&lt;br /&gt;
Necromancer - Spell damage, pet class, single target. Tends to kill itself by eating health for damage/power. Annoys the crap out of healers.&lt;br /&gt;
&lt;br /&gt;
* What is the best group makeup?  This topic can be a real can of worms as there are many players with very strong opinions about various classes in game.  There are players that literally hate certain classes in game and no augment will convince them of the value for that class. &lt;br /&gt;
* Guideline #1 - My personal feeling is that your group should be made up of toons that you enjoy and love playing.  When you come down to it, you are spending hard earned money to play a game for enjoyment.  So the best group in the world is really not worth playing if you hate the class you are playing.  I had a friend that loved to play the beastlord class.  His group make up was a Tank, Priest and 4 Beastlords. I personally would not play that type of group but he loved it and he couldn't wait to get online to play his group.  No one but you is paying for your subscriptions so the perfect group make up is always going to be the one you enjoy playing first and foremost.&lt;br /&gt;
* Guideline #2 - What do you enjoy doing in game? This is the first question you should ask yourself when trying to form a group. There are all types of players in game, those that love crafting, questing, group content, raid content etc.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Crafting / Questing Group Makeup'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* If you love crafting and questing and are not into raiding then here are some things to think about. &lt;br /&gt;
** You are going to be a frustrated crafter / quester if all you do is die when trying to harvest or complete a quest. So a good Tank / Priest is the first thing to think about, as Kannkor likes to say Tanks tank and Priests heal, I hear people argue all the time about how great a DPS their tank or priest is.  Just keep in mind your DPS will go to hell pretty quickly if your tank or priest dies and your group wipes.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
''' Basic Guideline'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* A good group make up would include a / Tank / Inquis or Warden / DPS Class / CoE or Illy /  Troub or Dirge/ Mystic or Defiler&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''General Rule'''&lt;br /&gt;
* If your group DPS is mainly melee then running with a Mystic / Dirge is the better option as they have buffs that best support melee classes.&lt;br /&gt;
* If your group DPS is mainly caster based damage then I typically run with a Defiler / Troub.  The defiler is one of the best healers / warders in game and can keep my group and mage classes from dying, while the troub offers a number of beneficial buffs for the caster type classes. Some guilds run with only mystics, again we can debate the benefits of each class for hours but the above two rules are a good basic guideline.&lt;br /&gt;
Illy vs CoE this is a tough one for me because I really love both classes. In general the Illy brings better DPS buffs while the CoE brings better mana regen, so if you are not having mana issues then I would role with an Illy. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Heroic / Questing Things to Think About'''&lt;br /&gt;
* For heroic content I like the Guardian as my main tank and the Inquisitor as my healer.  The guardian brings a lot of group protection, has lots of taunts and snaps, lots of temp buff blocks to help them survive, while the Inquisitor is a pretty tough class that can take some hits and receives extra cures over a Templar. ''Keep in mind SOE is always changing up spells, wards, cures, etc. with every expansion and game update so in the past 5 years my choice for main tank has changed 4 times.''&lt;br /&gt;
* When I quest, I like to think about time, and the thing I dislike most about quests is how they send you back and forth across a zone 30 times.  Any MMO can be a time sink, so for me if I am looking to make a questing group I want toons / classes / races that make travel faster and easier. So I try to start with a race that gets a ''Traverse Shadow'' type spell which lets me warp to another grouped player in zone.  Races with this ability include Dark Elfs, Erudites, High Elf, and Freebloods. With this spell you can park a toon at the quest giver, run to the other side of the zone to complete your task and when done warp back to the toon parked at the quest giver. Nice little time saver.&lt;br /&gt;
* I have also made for myself a pocket Conjuror  What I love about the conjuror is they get a spell called &amp;quot;Call of the Hero&amp;quot; that resets in 5 seconds.  When I am doing solo quests like an epic or signature quest I can get the quests done in about half the time because I park my Conj. at the quest giver and use them to call the questing toon back every time they finish a quest objective.  To be honest this is the only time I use my conjuror as I do not care for the class.&lt;br /&gt;
* Since I hate running back and forth across zones if I were making a questing group I would be inclinded to setup something like a &amp;lt;br /&amp;gt;&lt;br /&gt;
Guardian, Warden, Warlock, Defiler, Troub, Illy/CoE.  In this example I would have a good well rounded group that could fight, deal respectable damage, but also could get me around to various zones quickly, while my race options would allow me to traverse shadow. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* Again it all comes down to play style, for me my questing hot button is time wasted running across the zones, others don't mind that and would rather focuses their group makeup on pure DPS.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Raiding Groups'''&lt;br /&gt;
* Raiding is a much more complex topic and can be debated forever as to what works best, in this post I am speaking to people that play 6, 12, or 24 bots and my thoughts and comments are geared as such.  &lt;br /&gt;
* In general with EQ2 the faster you can kill a mob the fewer problems you will run into. So many top end guilds run with max dps group makeups, they have for example, more mystics than defilers, more Illys than CoE's etc.  I can see the benefits of both the balanced approach camp and the max dps camp.  Since I run my own raid I have to go with more the balanced approach side of things. Many high end guilds have a one person playing one toon policy with or without ogre.  If you are playing one toon in a 24 man raid then you can think and move around independent of what the other members do and react independently to what the mob is doing.  If you are botting 12 to 24 toons often you find your toons dog piled together and standing in one or 2 spots the entire fight.  So you need some ability to take damage without dying if the mob turns on the group. &lt;br /&gt;
** Playing 6 or more toons is far different than the person playing one toon as part of a 24 man raid. You can not always do or react the way a real life person would when playing a number of toons.  This is why I like to play more ranged based classes than melee when I raid.  If I can park a toon at 30 meters and leave them there they are doing max dps for their class type.   They are not getting stuck on some object in the room because they are having to chase the mob around like Fitzpitzle for example. Plus if a melee class is running after or jousting away from a mob they are losing massive DPS which prolongs the fight. You will also run into many raid mobs that have to be jousted or fought at range.  When raiding these types of mobs with a bot crew the DPS for melee toons drops significantly. Let's face it, a Beastlord is not going to put out the same DPS tossing shurikens at a mob vs  standing directly behind him. If you are planning to bot more than one toon this should be a factor to consider when picking various classes.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Key Classes'''&lt;br /&gt;
* '''Brigand:''' I am always amazed when I hear of guilds that raid with no Brigand. If you are running a 12 or 24 bot crew then make sure one of your toons is a brig. This is an amazing class that can weaken raid mobs, lower the time required to kill them and in turn boost the hell out of your over all raid DPS. The Brig is also an amazing DPS class. That said, remember a Brigs first job is to weaken/debuff the mob.  If you are not willing to do that then do not play this class as you will be nothing more than a lame Assassin.  The Brig is by far my favorite raid class toon as it makes everyone look really good if played correctly, no raid should be without one.&lt;br /&gt;
** '''Mystic vs Defilers:''' My raid runs with 2 mystics and 2 defilers. Again since I play more bots I lean towards the balanced side vs. pure dps side.&lt;br /&gt;
** '''Illy vs CoE:''' Again balance, 2 Illys and 2 CoE's on mana drain fights a single CoE can feed two groups with no real issue.&lt;br /&gt;
** '''EQ2 is not WoW''' a raid made up of 24 warlocks is not going to work in EQ2, so you want to have a balance of classes. Many mobs also require this balance Drels Ma'Gor would be much harder to kill if you had no casters or had no scouts.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''DPS Classes'''&lt;br /&gt;
* New players always ask what are the best DPS classes: As of GU66 the following classes put out very nice DPS.&lt;br /&gt;
** Beastlord is one of the best DPS classes for longer named mob fights.  Not so good on shorter trash mob fights.&lt;br /&gt;
** Necro is an amazing DPS class&lt;br /&gt;
** Warlock - Great AOE damage class for group encounters&lt;br /&gt;
** Shadowknight - in reckeless stance when NOT acting as a main tank puts out amazing AOE damage and is a great power leveling class&lt;br /&gt;
** Ranger - As of GU66 is putting out amazing damage.&lt;br /&gt;
** Brigand - Another really good DPS class&lt;br /&gt;
** Assassian - I do not play one but from what I am told they put out good DPS&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Group Makeup'''&lt;br /&gt;
* Sample of my 24 toon raid makeup&lt;br /&gt;
* Main Tank Group: Guardian, Inquis, Brig, Defiler, CoE, Dirge &lt;br /&gt;
** You want your main tank group to survive. This is one of the best group makeups as of GU66 for that purpose.  &lt;br /&gt;
** The guardian is a great tank class that can help reduce damage on both himself and group with all of the temp buffs this class receives.  They also have a number of temp damage blocks, taunts and snaps, its a great tanking class.&lt;br /&gt;
* Group 2: Pally, Inquis, Beastlord, Mystic, CoE, Dirge&lt;br /&gt;
* Group 3: Sk, Inquis, Warlock, Defiler, Illy Troub&lt;br /&gt;
* Group 4:(Ranger/Monk), Inquis, Necro, Illy, Troub, Mystic&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Damage ==&lt;br /&gt;
&amp;lt;br /&amp;gt;One of the most common questions asked is, I am using XYZ's Profile why am I not doing the same amount of damage? There are lots of reasons for this.&lt;br /&gt;
# '''Gear''' - Gear is the single most important factor in DPS output.  A toon with ''hard mode gear'' will do not just a little more damage but a lot more damage than a toon in ''easy mode gear'' and any toon fully raid gear equipped will always out damage a toon in only heroic gear.  Gear is a huge factor when looking for more DPS.&lt;br /&gt;
# '''Group Buffs''' - Group makeup and by default group buffs are a huge factor in damage output. Proper class buff's on the right toons can often double or triple your group damage.&lt;br /&gt;
# '''Debuffs''' - A lot of people forget to talk about debuffs when trying to improve DPS. Make sure that all your classes use debuffs if they have them in their casting order for named mob encounters.  Proper debuffs will greatly boost raid wide or group wide DPS. If you disagree with me, then kill a named raid mob with no Brigand then kill it again with a Brigand doing proper debuffs and note the difference in raid wide DPS.&lt;br /&gt;
# '''Reforging''' - When you reforge your gear you are taking stats out of areas that you don't need them and putting them in areas where they will greatly boost your damage output. More below on this.&lt;br /&gt;
# '''Adornments''' - There are a vast numbers of adornments that boost a number of DPS related stats. More on this below&lt;br /&gt;
# '''Spell Casting Efficiency'''- Or spell casting order, the efficiency of casting a spell is determined by the damage it does as compared to the amount of time it takes you to cast it + recovery speed.  A spell that does a lot of damage isn't automatically better than a spell that does little damage. More on this below&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Damage and Stats ==&lt;br /&gt;
* A good place to view stat caps and what they effect is to visit this site: [http://eq2.wikia.com/wiki/Cap EQ2 Wiki] It is in need of updating but it is the best site at the present time.&lt;br /&gt;
* Know how your class delivers damage for example most tank class's derive their dps from combat arts (ca). ShadowKnights however derive most of their damage via spell based damage even though they are a tank class.  Know how your class outputs damage as this is good information to know when reforging stats or buying adornments. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* '''Damage:''' from a simplistic stand point is calculated as follows in EQ2. Let's use a mage for this example:&lt;br /&gt;
** Base Damage x Disruption Bonus x Potency x Int Bonus + Ability Mod x Crit Bonus.  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* '''Further Detail Break Down:'''&lt;br /&gt;
** Base Damage&lt;br /&gt;
** x ((Disruption-475)x2/100) &lt;br /&gt;
** x (potency/100 + 1)[may also need to include some base gains from AA for certain abilities] &lt;br /&gt;
** x (stat%/100 +1) (Str/Agi/Wis/Int Depending on class) &lt;br /&gt;
** +  ability modifier[or ability modifier/3 for AE Abilities][up to max of 1/2 of max damage] &lt;br /&gt;
** x (Crit Bonus/100 + base cb) [base 1.2, 1.3, or 1.5 depending on ability type/class. can be found by hovering over your Crit Bonus Stat][may also need to include gains from AA's] &lt;br /&gt;
** = Damage&lt;br /&gt;
** x Debuffs (always 1.5 when capped which is pretty easy. With CoE can also be 1.515, 1.55, or 1.65 depending on Brig/Swash/Necro)&lt;br /&gt;
** = Real Damage&lt;br /&gt;
''(Thanks to Palaven and Buffrat for comments I borrowed from them.)''&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
*''' Stats''': &lt;br /&gt;
** If you hover over all of your stats in your EQ2 Character window then it will show and explain to you what that stat is doing.&lt;br /&gt;
** '''Casting Speed''': Ability Casting Speed reduces the cast times of all abilities. Abilities cannot be reduced to less than half of their base casting speed. This means that 100 in this skill will max out your cast time.&lt;br /&gt;
** '''Ability Recovery Speed''': Ability Recovery Speed reduces the delay between using abilities. Abilities cannot be reduced to less than half of their base recovery speed. This means that 100 in this skill will max our your recovery time.&lt;br /&gt;
** '''Reuse Speed''': Ability Reuse Speed reduces the recast time of abilities. Abilities cannot be reduced to less than half of their base reuse speed. This means that 100 in this skill will max out your recast time.&lt;br /&gt;
** '''Ability Modifier''': Ability Modifier increases the amounts of all abilities. It caps at 50% of the base amount (factoring in Potency) of the ability&lt;br /&gt;
** '''Accuracy''': Accuracy increases your chance to hit the target when you normally would have missed. It does not help you against parries, blocks or ripostes&lt;br /&gt;
** '''AE Autoattack''': Melee Class, Increases the chance to strike up to four targets within melee range with your primary melee weapon&lt;br /&gt;
** '''Blocking''': Block is based on the players shield, the higher the protection rating, the highr chance to block&lt;br /&gt;
** '''Crit Bonus''' as high as you can get it, keep balanced with potency: Increases the amount of all of your critical hits.  This does affect Auto-Attack and Abilities. This does not have a cap. Crit bonus and potency work together by stacking.&lt;br /&gt;
** '''Critical Chance''': Increases your chance to critical hit or heal. &lt;br /&gt;
** '''Damage Per Second''': Melee Class,  DPS increases how hard your Auto-Attacks hit. &lt;br /&gt;
** '''Spell Skill (Disruption, subjugation)''': For each point of Spell Skill over skill cap (level 95 cap is 475) will modify the minimum base damage a spell does. So you will receive a 2% boost for every 100 points of Spell Skill over skill cap. If you have 575 disruption, a spell with a base damage of 100 – 200, will now have a damage of (100*1.02=) 102 – 200. With GU66 disruption will boost minimum damage up to a cap of 40% at a skill level of 5475. This however does not appear to be linear, and at normal levels of disruption it still functions like it used to, 2% boost for every 100 points. Some spells are not effected by Spell Skill bonus. To find out what skill affects which ability, hover your mouse over the ability in the knowledge book.&lt;br /&gt;
** '''Haste''' Attack Speed, all haste over 200% increases flurry by small amounts&lt;br /&gt;
** '''Multi Attack''': Melee Class, For every 100% of MultiAttack your character will strike the enemy one more time from the base auto-attack of one. Capped at 200 since ToV.&lt;br /&gt;
** '''Potency''' increases the amounts of all abilities. (Does not affect auto-attack or items) Criticals and Potency should not affect item Procs&lt;br /&gt;
&lt;br /&gt;
Note that Cast Speed/Recovery Speed/Reuse speeds (Casting Skills) being capped will LOWER the priority of some AA's being used in some archetypes. For example, with 100 Cast Speed, 100 Recovery Speed and 100 Reuse speed, the AA skill &amp;quot;Mental Recovery&amp;quot; on the sorcerer tree is useless.&lt;br /&gt;
&lt;br /&gt;
The only exception to the above rule about Casting Skills are skills that lower the BASE reuse/cast speeds, like the Rescue abilities for some tanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Adornments ==&lt;br /&gt;
* '''White'''&lt;br /&gt;
** I like to start with Ability Mod first for my caster classes because you have 5 slots for ability mod vs 7 for Class Stat Adornments and two of those overlap. If you start with Class Stat Adornments first you will only have 3 gear slots for Ability Mod Adornments.  ''(This is more of a preference thing vs a rule on my part)''&lt;br /&gt;
&lt;br /&gt;
* '''Mages, Scouts'''&lt;br /&gt;
** '''Crit Chance to 650''' &amp;gt;  '''Int/Agi'''  &amp;gt;  '''Ability Mod ''' &amp;gt;  '''Magical/Weapon Skills''' &lt;br /&gt;
* '''Tank / Healer''' - Tanks and Healers I adorn for survivability not DPS &lt;br /&gt;
** '''Crit Chance to 650''' &amp;gt;  '''Sta/Wiz'''  &amp;gt;  '''Health ''' &amp;gt;  '''Block on Weapons''' &amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Reforging ==&lt;br /&gt;
*''' Min Stats''': &lt;br /&gt;
** If you hover over all of your stats in your EQ2 Character window then it will show and explain to you what that stat is doing.&lt;br /&gt;
** '''Casting Speed''': All Classes 100 in group.&lt;br /&gt;
** '''Ability Recovery Speed''': All Classes 100 in group.&lt;br /&gt;
** '''Ability Reuse''': All Classes 100 in group - Exception may be tanks.&lt;br /&gt;
** '''Ability Modifier''': Scouts, Mages as high as you can get it I do not think its possible for anyone to max this out.&lt;br /&gt;
** '''Accuracy''' Scouts around 23% is getting 100% hits on TOV Raid mobs.&lt;br /&gt;
** '''AE Autoattack''': Scouts 60% - 80%&lt;br /&gt;
** '''Avoidance''': Tank 80% if possible; Clerics (inquis/templars) as high as possible IF you take Shield Ally.&lt;br /&gt;
** '''Blocking''': Tank 80% if possible; Clerics (inquis/templars) as high as possible IF you take Shield Ally.&lt;br /&gt;
** '''Crit Bonus''' As high as you can get it, keep balanced with potency:&lt;br /&gt;
** '''Critical Chance''': All Classes 650 for Raiding TOV&lt;br /&gt;
** '''Damage Per Second''': Melee Class 200 or higher.&lt;br /&gt;
** '''Disruption''': Mages: 1000&lt;br /&gt;
** '''Haste''' All Melee Classes - 200&lt;br /&gt;
** '''Health''' Tanks / Healers as high as you can get it.&lt;br /&gt;
** '''Multi Attack''':All Melee Class's - 200&lt;br /&gt;
** '''Potency''' Casters As high as you can get it, keep balanced with potency: '''Note:''' Warlocks start out with a 1.5 Crit Modifier which is in essence a 50% crit bonus boost so until you've got 50% more potency then crit bonus you get more out of potency after that it pretty much evens out.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Place Holder ==&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Inire</name></author>	</entry>

	<entry>
		<id>https://wiki.ogregaming.com/eq2/index.php/Reforging,_Adornments,_Group_Makeup</id>
		<title>Reforging, Adornments, Group Makeup</title>
		<link rel="alternate" type="text/html" href="https://wiki.ogregaming.com/eq2/index.php/Reforging,_Adornments,_Group_Makeup"/>
				<updated>2014-05-30T15:49:59Z</updated>
		
		<summary type="html">&lt;p&gt;Inire: /* Damage and Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== This Page is Under Construction ==&lt;br /&gt;
&lt;br /&gt;
Many new players are overwhelmed when first coming to Everquest2 as there is a lot to learn on day one.  Some of the more basic questions new players have revolve around the 3 topics covered on this page.  &lt;br /&gt;
&lt;br /&gt;
* RULE #1 - The first thing you should know is that no two players agree 100% when it comes to these topics.  All a person need do is visit a website like EQ2Flames or Everquest2 to see page after page, thread after thread of players arguing over what is the best casting order, reforging technique, adornment, group make up ect.&lt;br /&gt;
&lt;br /&gt;
== Group Makeup ==&lt;br /&gt;
* What is the best group makeup?  This topic can be a real can of worms as there are many players with very strong opinions about various classes in game.  There are players that literally hate certain classes in game and no augment will convince them of the value for that class. &lt;br /&gt;
* Guideline #1 - My personal feeling is that your group should be made up of toons that you enjoy and love playing.  When you come down to it, you are spending hard earned money to play a game for enjoyment.  So the best group in the world is really not worth playing if you hate the class you are playing.  I had a friend that loved to play the beastlord class.  His group make up was a Tank, Priest and 4 Beastlords. I personally would not play that type of group but he loved it and he couldn't wait to get online to play his group.  No one but you is paying for your subscriptions so the perfect group make up is always going to be the one you enjoy playing first and foremost.&lt;br /&gt;
* Guideline #2 - What do you enjoy doing in game? This is the first question you should ask yourself when trying to form a group. There are all types of players in game, those that love crafting, questing, group content, raid content etc.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Crafting / Questing Group Makeup'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* If you love crafting and questing and are not into raiding then here are some things to think about. &lt;br /&gt;
** You are going to be a frustrated crafter / quester if all you do is die when trying to harvest or complete a quest. So a good Tank / Priest is the first thing to think about, as Kannkor likes to say Tanks tank and Priests heal, I hear people argue all the time about how great a DPS their tank or priest is.  Just keep in mind your DPS will go to hell pretty quickly if your tank or priest dies and your group wipes.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
''' Basic Guideline'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* A good group make up would include a / Tank / Inquis or Warden / DPS Class / CoE or Illy /  Troub or Dirge/ Mystic or Defiler&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''General Rule'''&lt;br /&gt;
* If your group DPS is mainly melee then running with a Mystic / Dirge is the better option as they have buffs that best support melee classes.&lt;br /&gt;
* If your group DPS is mainly caster based damage then I typically run with a Defiler / Troub.  The defiler is one of the best healers / warders in game and can keep my group and mage classes from dying, while the troub offers a number of beneficial buffs for the caster type classes. Some guilds run with only mystics, again we can debate the benefits of each class for hours but the above two rules are a good basic guideline.&lt;br /&gt;
Illy vs CoE this is a tough one for me because I really love both classes. In general the Illy brings better DPS buffs while the CoE brings better mana regen, so if you are not having mana issues then I would role with an Illy. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Heroic / Questing Things to Think About'''&lt;br /&gt;
* For heroic content I like the Guardian as my main tank and the Inquisitor as my healer.  The guardian brings a lot of group protection, has lots of taunts and snaps, lots of temp buff blocks to help them survive, while the Inquisitor is a pretty tough class that can take some hits and receives extra cures over a Templar. ''Keep in mind SOE is always changing up spells, wards, cures, etc. with every expansion and game update so in the past 5 years my choice for main tank has changed 4 times.''&lt;br /&gt;
* When I quest, I like to think about time, and the thing I dislike most about quests is how they send you back and forth across a zone 30 times.  Any MMO can be a time sink, so for me if I am looking to make a questing group I want toons / classes / races that make travel faster and easier. So I try to start with a race that gets a ''Traverse Shadow'' type spell which lets me warp to another grouped player in zone.  Races with this ability include Dark Elfs, Erudites, High Elf, and Freebloods. With this spell you can park a toon at the quest giver, run to the other side of the zone to complete your task and when done warp back to the toon parked at the quest giver. Nice little time saver.&lt;br /&gt;
* I have also made for myself a pocket Conjuror  What I love about the conjuror is they get a spell called &amp;quot;Call of the Hero&amp;quot; that resets in 5 seconds.  When I am doing solo quests like an epic or signature quest I can get the quests done in about half the time because I park my Conj. at the quest giver and use them to call the questing toon back every time they finish a quest objective.  To be honest this is the only time I use my conjuror as I do not care for the class.&lt;br /&gt;
* Since I hate running back and forth across zones if I were making a questing group I would be inclinded to setup something like a &amp;lt;br /&amp;gt;&lt;br /&gt;
Guardian, Warden, Warlock, Defiler, Troub, Illy/CoE.  In this example I would have a good well rounded group that could fight, deal respectable damage, but also could get me around to various zones quickly, while my race options would allow me to traverse shadow. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* Again it all comes down to play style, for me my questing hot button is time wasted running across the zones, others don't mind that and would rather focuses their group makeup on pure DPS.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Raiding Groups'''&lt;br /&gt;
* Raiding is a much more complex topic and can be debated forever as to what works best, in this post I am speaking to people that play 6, 12, or 24 bots and my thoughts and comments are geared as such.  &lt;br /&gt;
* In general with EQ2 the faster you can kill a mob the fewer problems you will run into. So many top end guilds run with max dps group makeups, they have for example, more mystics than defilers, more Illys than CoE's etc.  I can see the benefits of both the balanced approach camp and the max dps camp.  Since I run my own raid I have to go with more the balanced approach side of things. Many high end guilds have a one person playing one toon policy with or without ogre.  If you are playing one toon in a 24 man raid then you can think and move around independent of what the other members do and react independently to what the mob is doing.  If you are botting 12 to 24 toons often you find your toons dog piled together and standing in one or 2 spots the entire fight.  So you need some ability to take damage without dying if the mob turns on the group. &lt;br /&gt;
** Playing 6 or more toons is far different than the person playing one toon as part of a 24 man raid. You can not always do or react the way a real life person would when playing a number of toons.  This is why I like to play more ranged based classes than melee when I raid.  If I can park a toon at 30 meters and leave them there they are doing max dps for their class type.   They are not getting stuck on some object in the room because they are having to chase the mob around like Fitzpitzle for example. Plus if a melee class is running after or jousting away from a mob they are losing massive DPS which prolongs the fight. You will also run into many raid mobs that have to be jousted or fought at range.  When raiding these types of mobs with a bot crew the DPS for melee toons drops significantly. Let's face it, a Beastlord is not going to put out the same DPS tossing shurikens at a mob vs  standing directly behind him. If you are planning to bot more than one toon this should be a factor to consider when picking various classes.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Key Classes'''&lt;br /&gt;
* '''Brigand:''' I am always amazed when I hear of guilds that raid with no Brigand. If you are running a 12 or 24 bot crew then make sure one of your toons is a brig. This is an amazing class that can weaken raid mobs, lower the time required to kill them and in turn boost the hell out of your over all raid DPS. The Brig is also an amazing DPS class. That said, remember a Brigs first job is to weaken/debuff the mob.  If you are not willing to do that then do not play this class as you will be nothing more than a lame Assassin.  The Brig is by far my favorite raid class toon as it makes everyone look really good if played correctly, no raid should be without one.&lt;br /&gt;
** '''Mystic vs Defilers:''' My raid runs with 2 mystics and 2 defilers. Again since I play more bots I lean towards the balanced side vs. pure dps side.&lt;br /&gt;
** '''Illy vs CoE:''' Again balance, 2 Illys and 2 CoE's on mana drain fights a single CoE can feed two groups with no real issue.&lt;br /&gt;
** '''EQ2 is not WoW''' a raid made up of 24 warlocks is not going to work in EQ2, so you want to have a balance of classes. Many mobs also require this balance Drels Ma'Gor would be much harder to kill if you had no casters or had no scouts.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''DPS Classes'''&lt;br /&gt;
* New players always ask what are the best DPS classes: As of GU66 the following classes put out very nice DPS.&lt;br /&gt;
** Beastlord is one of the best DPS classes for longer named mob fights.  Not so good on shorter trash mob fights.&lt;br /&gt;
** Necro is an amazing DPS class&lt;br /&gt;
** Warlock - Great AOE damage class for group encounters&lt;br /&gt;
** Shadowknight - in reckeless stance when NOT acting as a main tank puts out amazing AOE damage and is a great power leveling class&lt;br /&gt;
** Ranger - As of GU66 is putting out amazing damage.&lt;br /&gt;
** Brigand - Another really good DPS class&lt;br /&gt;
** Assassian - I do not play one but from what I am told they put out good DPS&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Group Makeup'''&lt;br /&gt;
* Sample of my 24 toon raid makeup&lt;br /&gt;
* Main Tank Group: Guardian, Inquis, Brig, Defiler, CoE, Dirge &lt;br /&gt;
** You want your main tank group to survive. This is one of the best group makeups as of GU66 for that purpose.  &lt;br /&gt;
** The guardian is a great tank class that can help reduce damage on both himself and group with all of the temp buffs this class receives.  They also have a number of temp damage blocks, taunts and snaps, its a great tanking class.&lt;br /&gt;
* Group 2: Pally, Inquis, Beastlord, Mystic, CoE, Dirge&lt;br /&gt;
* Group 3: Sk, Inquis, Warlock, Defiler, Illy Troub&lt;br /&gt;
* Group 4:(Ranger/Monk), Inquis, Necro, Illy, Troub, Mystic&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Damage ==&lt;br /&gt;
&amp;lt;br /&amp;gt;One of the most common questions asked is, I am using XYZ's Profile why am I not doing the same amount of damage? There are lots of reasons for this.&lt;br /&gt;
# '''Gear''' - Gear is the single most important factor in DPS output.  A toon with ''hard mode gear'' will do not just a little more damage but a lot more damage than a toon in ''easy mode gear'' and any toon fully raid gear equipped will always out damage a toon in only heroic gear.  Gear is a huge factor when looking for more DPS.&lt;br /&gt;
# '''Group Buffs''' - Group makeup and by default group buffs are a huge factor in damage output. Proper class buff's on the right toons can often double or triple your group damage.&lt;br /&gt;
# '''Debuffs''' - A lot of people forget to talk about debuffs when trying to improve DPS. Make sure that all your classes use debuffs if they have them in their casting order for named mob encounters.  Proper debuffs will greatly boost raid wide or group wide DPS. If you disagree with me, then kill a named raid mob with no Brigand then kill it again with a Brigand doing proper debuffs and note the difference in raid wide DPS.&lt;br /&gt;
# '''Reforging''' - When you reforge your gear you are taking stats out of areas that you don't need them and putting them in areas where they will greatly boost your damage output. More below on this.&lt;br /&gt;
# '''Adornments''' - There are a vast numbers of adornments that boost a number of DPS related stats. More on this below&lt;br /&gt;
# '''Spell Casting Efficiency'''- Or spell casting order, the efficiency of casting a spell is determined by the damage it does as compared to the amount of time it takes you to cast it + recovery speed.  A spell that does a lot of damage isn't automatically better than a spell that does little damage. More on this below&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Damage and Stats ==&lt;br /&gt;
* A good place to view stat caps and what they effect is to visit this site: [http://eq2.wikia.com/wiki/Cap EQ2 Wiki] It is in need of updating but it is the best site at the present time.&lt;br /&gt;
* Know how your class delivers damage for example most tank class's derive their dps from combat arts (ca). ShadowKnights however derive most of their damage via spell based damage even though they are a tank class.  Know how your class outputs damage as this is good information to know when reforging stats or buying adornments. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* '''Damage:''' from a simplistic stand point is calculated as follows in EQ2. Let's use a mage for this example:&lt;br /&gt;
** Base Damage x Disruption Bonus x Potency x Int Bonus + Ability Mod x Crit Bonus.  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* '''Further Detail Break Down:'''&lt;br /&gt;
** Base Damage&lt;br /&gt;
** x ((Disruption-475)x2/100) &lt;br /&gt;
** x (potency/100 + 1)[may also need to include some base gains from AA for certain abilities] &lt;br /&gt;
** x (stat%/100 +1) (Str/Agi/Wis/Int Depending on class) &lt;br /&gt;
** +  ability modifier[or ability modifier/3 for AE Abilities][up to max of 1/2 of max damage] &lt;br /&gt;
** x (Crit Bonus/100 + base cb) [base 1.2, 1.3, or 1.5 depending on ability type/class. can be found by hovering over your Crit Bonus Stat][may also need to include gains from AA's] &lt;br /&gt;
** = Damage&lt;br /&gt;
** x Debuffs (always 1.5 when capped which is pretty easy. With CoE can also be 1.515, 1.55, or 1.65 depending on Brig/Swash/Necro)&lt;br /&gt;
** = Real Damage&lt;br /&gt;
''(Thanks to Palaven and Buffrat for comments I borrowed from them.)''&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
*''' Stats''': &lt;br /&gt;
** If you hover over all of your stats in your EQ2 Character window then it will show and explain to you what that stat is doing.&lt;br /&gt;
** '''Casting Speed''': Ability Casting Speed reduces the cast times of all abilities. Abilities cannot be reduced to less than half of their base casting speed. This means that 100 in this skill will max out your cast time.&lt;br /&gt;
** '''Ability Recovery Speed''': Ability Recovery Speed reduces the delay between using abilities. Abilities cannot be reduced to less than half of their base recovery speed. This means that 100 in this skill will max our your recovery time.&lt;br /&gt;
** '''Reuse Speed''': Ability Reuse Speed reduces the recast time of abilities. Abilities cannot be reduced to less than half of their base reuse speed. This means that 100 in this skill will max out your recast time.&lt;br /&gt;
** '''Ability Modifier''': Ability Modifier increases the amounts of all abilities. It caps at 50% of the base amount (factoring in Potency) of the ability&lt;br /&gt;
** '''Accuracy''': Accuracy increases your chance to hit the target when you normally would have missed. It does not help you against parries, blocks or ripostes&lt;br /&gt;
** '''AE Autoattack''': Melee Class, Increases the chance to strike up to four targets within melee range with your primary melee weapon&lt;br /&gt;
** '''Blocking''': Block is based on the players shield, the higher the protection rating, the highr chance to block&lt;br /&gt;
** '''Crit Bonus''' as high as you can get it, keep balanced with potency: Increases the amount of all of your critical hits.  This does affect Auto-Attack and Abilities. This does not have a cap. Crit bonus and potency work together by stacking.&lt;br /&gt;
** '''Critical Chance''': Increases your chance to critical hit or heal. &lt;br /&gt;
** '''Damage Per Second''': Melee Class,  DPS increases how hard your Auto-Attacks hit. &lt;br /&gt;
** '''Spell Skill (Disruption, subjugation)''': For each point of Spell Skill over skill cap (level 95 cap is 475) will modify the minimum base damage a spell does. So you will receive a 2% boost for every 100 points of Spell Skill over skill cap. If you have 575 disruption, a spell with a base damage of 100 – 200, will now have a damage of (100*1.02=) 102 – 200. With GU66 disruption will boost minimum damage up to a cap of 40% at a skill level of 5475. This however does not appear to be linear, and at normal levels of disruption it still functions like it used to, 2% boost for every 100 points. Some spells are not effected by Spell Skill bonus. To find out what skill affects which ability, hover your mouse over the ability in the knowledge book.&lt;br /&gt;
** '''Haste''' Attack Speed, all haste over 200% increases flurry by small amounts&lt;br /&gt;
** '''Multi Attack''': Melee Class, For every 100% of MultiAttack your character will strike the enemy one more time from the base auto-attack of one. Capped at 200 since ToV.&lt;br /&gt;
** '''Potency''' increases the amounts of all abilities. (Does not affect auto-attack or items) Criticals and Potency should not affect item Procs&lt;br /&gt;
&lt;br /&gt;
Note that Cast Speed/Recovery Speed/Reuse speeds (Casting Skills) being capped will LOWER the priority of some AA's being used in some archetypes. For example, with 100 Cast Speed, 100 Recovery Speed and 100 Reuse speed, the AA skill &amp;quot;Mental Recovery&amp;quot; on the sorcerer tree is useless.&lt;br /&gt;
&lt;br /&gt;
The only exception to the above rule about Casting Skills are skills that lower the BASE reuse/cast speeds, like the Rescue abilities for some tanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Adornments ==&lt;br /&gt;
* '''White'''&lt;br /&gt;
** I like to start with Ability Mod first for my caster classes because you have 5 slots for ability mod vs 7 for Class Stat Adornments and two of those overlap. If you start with Class Stat Adornments first you will only have 3 gear slots for Ability Mod Adornments.  ''(This is more of a preference thing vs a rule on my part)''&lt;br /&gt;
&lt;br /&gt;
* '''Mages, Scouts'''&lt;br /&gt;
** '''Crit Chance to 650''' &amp;gt;  '''Int/Agi'''  &amp;gt;  '''Ability Mod ''' &amp;gt;  '''Magical/Weapon Skills''' &lt;br /&gt;
* '''Tank / Healer''' - Tanks and Healers I adorn for survivability not DPS &lt;br /&gt;
** '''Crit Chance to 650''' &amp;gt;  '''Sta/Wiz'''  &amp;gt;  '''Health ''' &amp;gt;  '''Block on Weapons''' &amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Reforging ==&lt;br /&gt;
*''' Min Stats''': &lt;br /&gt;
** If you hover over all of your stats in your EQ2 Character window then it will show and explain to you what that stat is doing.&lt;br /&gt;
** '''Casting Speed''': All Classes 100 in group.&lt;br /&gt;
** '''Ability Recovery Speed''': All Classes 100 in group.&lt;br /&gt;
** '''Ability Reuse''': All Classes 100 in group - Exception may be tanks.&lt;br /&gt;
** '''Ability Modifier''': Scouts, Mages as high as you can get it I do not think its possible for anyone to max this out.&lt;br /&gt;
** '''Accuracy''' Scouts around 23% is getting 100% hits on TOV Raid mobs.&lt;br /&gt;
** '''AE Autoattack''': Scouts 60% - 80%&lt;br /&gt;
** '''Avoidance''': Tank 80% if possible; Clerics (inquis/templars) as high as possible IF you take Shield Ally.&lt;br /&gt;
** '''Blocking''': Tank 80% if possible; Clerics (inquis/templars) as high as possible IF you take Shield Ally.&lt;br /&gt;
** '''Crit Bonus''' As high as you can get it, keep balanced with potency:&lt;br /&gt;
** '''Critical Chance''': All Classes 650 for Raiding TOV&lt;br /&gt;
** '''Damage Per Second''': Melee Class 200 or higher.&lt;br /&gt;
** '''Disruption''': Mages: 1000&lt;br /&gt;
** '''Haste''' All Melee Classes - 200&lt;br /&gt;
** '''Health''' Tanks / Healers as high as you can get it.&lt;br /&gt;
** '''Multi Attack''':All Melee Class's - 200&lt;br /&gt;
** '''Potency''' Casters As high as you can get it, keep balanced with potency: '''Note:''' Warlocks start out with a 1.5 Crit Modifier which is in essence a 50% crit bonus boost so until you've got 50% more potency then crit bonus you get more out of potency after that it pretty much evens out.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Place Holder ==&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Inire</name></author>	</entry>

	<entry>
		<id>https://wiki.ogregaming.com/eq2/index.php/Reforging,_Adornments,_Group_Makeup</id>
		<title>Reforging, Adornments, Group Makeup</title>
		<link rel="alternate" type="text/html" href="https://wiki.ogregaming.com/eq2/index.php/Reforging,_Adornments,_Group_Makeup"/>
				<updated>2014-05-30T15:39:50Z</updated>
		
		<summary type="html">&lt;p&gt;Inire: /* Adornments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== This Page is Under Construction ==&lt;br /&gt;
&lt;br /&gt;
Many new players are overwhelmed when first coming to Everquest2 as there is a lot to learn on day one.  Some of the more basic questions new players have revolve around the 3 topics covered on this page.  &lt;br /&gt;
&lt;br /&gt;
* RULE #1 - The first thing you should know is that no two players agree 100% when it comes to these topics.  All a person need do is visit a website like EQ2Flames or Everquest2 to see page after page, thread after thread of players arguing over what is the best casting order, reforging technique, adornment, group make up ect.&lt;br /&gt;
&lt;br /&gt;
== Group Makeup ==&lt;br /&gt;
* What is the best group makeup?  This topic can be a real can of worms as there are many players with very strong opinions about various classes in game.  There are players that literally hate certain classes in game and no augment will convince them of the value for that class. &lt;br /&gt;
* Guideline #1 - My personal feeling is that your group should be made up of toons that you enjoy and love playing.  When you come down to it, you are spending hard earned money to play a game for enjoyment.  So the best group in the world is really not worth playing if you hate the class you are playing.  I had a friend that loved to play the beastlord class.  His group make up was a Tank, Priest and 4 Beastlords. I personally would not play that type of group but he loved it and he couldn't wait to get online to play his group.  No one but you is paying for your subscriptions so the perfect group make up is always going to be the one you enjoy playing first and foremost.&lt;br /&gt;
* Guideline #2 - What do you enjoy doing in game? This is the first question you should ask yourself when trying to form a group. There are all types of players in game, those that love crafting, questing, group content, raid content etc.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Crafting / Questing Group Makeup'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* If you love crafting and questing and are not into raiding then here are some things to think about. &lt;br /&gt;
** You are going to be a frustrated crafter / quester if all you do is die when trying to harvest or complete a quest. So a good Tank / Priest is the first thing to think about, as Kannkor likes to say Tanks tank and Priests heal, I hear people argue all the time about how great a DPS their tank or priest is.  Just keep in mind your DPS will go to hell pretty quickly if your tank or priest dies and your group wipes.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
''' Basic Guideline'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* A good group make up would include a / Tank / Inquis or Warden / DPS Class / CoE or Illy /  Troub or Dirge/ Mystic or Defiler&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''General Rule'''&lt;br /&gt;
* If your group DPS is mainly melee then running with a Mystic / Dirge is the better option as they have buffs that best support melee classes.&lt;br /&gt;
* If your group DPS is mainly caster based damage then I typically run with a Defiler / Troub.  The defiler is one of the best healers / warders in game and can keep my group and mage classes from dying, while the troub offers a number of beneficial buffs for the caster type classes. Some guilds run with only mystics, again we can debate the benefits of each class for hours but the above two rules are a good basic guideline.&lt;br /&gt;
Illy vs CoE this is a tough one for me because I really love both classes. In general the Illy brings better DPS buffs while the CoE brings better mana regen, so if you are not having mana issues then I would role with an Illy. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Heroic / Questing Things to Think About'''&lt;br /&gt;
* For heroic content I like the Guardian as my main tank and the Inquisitor as my healer.  The guardian brings a lot of group protection, has lots of taunts and snaps, lots of temp buff blocks to help them survive, while the Inquisitor is a pretty tough class that can take some hits and receives extra cures over a Templar. ''Keep in mind SOE is always changing up spells, wards, cures, etc. with every expansion and game update so in the past 5 years my choice for main tank has changed 4 times.''&lt;br /&gt;
* When I quest, I like to think about time, and the thing I dislike most about quests is how they send you back and forth across a zone 30 times.  Any MMO can be a time sink, so for me if I am looking to make a questing group I want toons / classes / races that make travel faster and easier. So I try to start with a race that gets a ''Traverse Shadow'' type spell which lets me warp to another grouped player in zone.  Races with this ability include Dark Elfs, Erudites, High Elf, and Freebloods. With this spell you can park a toon at the quest giver, run to the other side of the zone to complete your task and when done warp back to the toon parked at the quest giver. Nice little time saver.&lt;br /&gt;
* I have also made for myself a pocket Conjuror  What I love about the conjuror is they get a spell called &amp;quot;Call of the Hero&amp;quot; that resets in 5 seconds.  When I am doing solo quests like an epic or signature quest I can get the quests done in about half the time because I park my Conj. at the quest giver and use them to call the questing toon back every time they finish a quest objective.  To be honest this is the only time I use my conjuror as I do not care for the class.&lt;br /&gt;
* Since I hate running back and forth across zones if I were making a questing group I would be inclinded to setup something like a &amp;lt;br /&amp;gt;&lt;br /&gt;
Guardian, Warden, Warlock, Defiler, Troub, Illy/CoE.  In this example I would have a good well rounded group that could fight, deal respectable damage, but also could get me around to various zones quickly, while my race options would allow me to traverse shadow. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* Again it all comes down to play style, for me my questing hot button is time wasted running across the zones, others don't mind that and would rather focuses their group makeup on pure DPS.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Raiding Groups'''&lt;br /&gt;
* Raiding is a much more complex topic and can be debated forever as to what works best, in this post I am speaking to people that play 6, 12, or 24 bots and my thoughts and comments are geared as such.  &lt;br /&gt;
* In general with EQ2 the faster you can kill a mob the fewer problems you will run into. So many top end guilds run with max dps group makeups, they have for example, more mystics than defilers, more Illys than CoE's etc.  I can see the benefits of both the balanced approach camp and the max dps camp.  Since I run my own raid I have to go with more the balanced approach side of things. Many high end guilds have a one person playing one toon policy with or without ogre.  If you are playing one toon in a 24 man raid then you can think and move around independent of what the other members do and react independently to what the mob is doing.  If you are botting 12 to 24 toons often you find your toons dog piled together and standing in one or 2 spots the entire fight.  So you need some ability to take damage without dying if the mob turns on the group. &lt;br /&gt;
** Playing 6 or more toons is far different than the person playing one toon as part of a 24 man raid. You can not always do or react the way a real life person would when playing a number of toons.  This is why I like to play more ranged based classes than melee when I raid.  If I can park a toon at 30 meters and leave them there they are doing max dps for their class type.   They are not getting stuck on some object in the room because they are having to chase the mob around like Fitzpitzle for example. Plus if a melee class is running after or jousting away from a mob they are losing massive DPS which prolongs the fight. You will also run into many raid mobs that have to be jousted or fought at range.  When raiding these types of mobs with a bot crew the DPS for melee toons drops significantly. Let's face it, a Beastlord is not going to put out the same DPS tossing shurikens at a mob vs  standing directly behind him. If you are planning to bot more than one toon this should be a factor to consider when picking various classes.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Key Classes'''&lt;br /&gt;
* '''Brigand:''' I am always amazed when I hear of guilds that raid with no Brigand. If you are running a 12 or 24 bot crew then make sure one of your toons is a brig. This is an amazing class that can weaken raid mobs, lower the time required to kill them and in turn boost the hell out of your over all raid DPS. The Brig is also an amazing DPS class. That said, remember a Brigs first job is to weaken/debuff the mob.  If you are not willing to do that then do not play this class as you will be nothing more than a lame Assassin.  The Brig is by far my favorite raid class toon as it makes everyone look really good if played correctly, no raid should be without one.&lt;br /&gt;
** '''Mystic vs Defilers:''' My raid runs with 2 mystics and 2 defilers. Again since I play more bots I lean towards the balanced side vs. pure dps side.&lt;br /&gt;
** '''Illy vs CoE:''' Again balance, 2 Illys and 2 CoE's on mana drain fights a single CoE can feed two groups with no real issue.&lt;br /&gt;
** '''EQ2 is not WoW''' a raid made up of 24 warlocks is not going to work in EQ2, so you want to have a balance of classes. Many mobs also require this balance Drels Ma'Gor would be much harder to kill if you had no casters or had no scouts.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''DPS Classes'''&lt;br /&gt;
* New players always ask what are the best DPS classes: As of GU66 the following classes put out very nice DPS.&lt;br /&gt;
** Beastlord is one of the best DPS classes for longer named mob fights.  Not so good on shorter trash mob fights.&lt;br /&gt;
** Necro is an amazing DPS class&lt;br /&gt;
** Warlock - Great AOE damage class for group encounters&lt;br /&gt;
** Shadowknight - in reckeless stance when NOT acting as a main tank puts out amazing AOE damage and is a great power leveling class&lt;br /&gt;
** Ranger - As of GU66 is putting out amazing damage.&lt;br /&gt;
** Brigand - Another really good DPS class&lt;br /&gt;
** Assassian - I do not play one but from what I am told they put out good DPS&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Group Makeup'''&lt;br /&gt;
* Sample of my 24 toon raid makeup&lt;br /&gt;
* Main Tank Group: Guardian, Inquis, Brig, Defiler, CoE, Dirge &lt;br /&gt;
** You want your main tank group to survive. This is one of the best group makeups as of GU66 for that purpose.  &lt;br /&gt;
** The guardian is a great tank class that can help reduce damage on both himself and group with all of the temp buffs this class receives.  They also have a number of temp damage blocks, taunts and snaps, its a great tanking class.&lt;br /&gt;
* Group 2: Pally, Inquis, Beastlord, Mystic, CoE, Dirge&lt;br /&gt;
* Group 3: Sk, Inquis, Warlock, Defiler, Illy Troub&lt;br /&gt;
* Group 4:(Ranger/Monk), Inquis, Necro, Illy, Troub, Mystic&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Damage ==&lt;br /&gt;
&amp;lt;br /&amp;gt;One of the most common questions asked is, I am using XYZ's Profile why am I not doing the same amount of damage? There are lots of reasons for this.&lt;br /&gt;
# '''Gear''' - Gear is the single most important factor in DPS output.  A toon with ''hard mode gear'' will do not just a little more damage but a lot more damage than a toon in ''easy mode gear'' and any toon fully raid gear equipped will always out damage a toon in only heroic gear.  Gear is a huge factor when looking for more DPS.&lt;br /&gt;
# '''Group Buffs''' - Group makeup and by default group buffs are a huge factor in damage output. Proper class buff's on the right toons can often double or triple your group damage.&lt;br /&gt;
# '''Debuffs''' - A lot of people forget to talk about debuffs when trying to improve DPS. Make sure that all your classes use debuffs if they have them in their casting order for named mob encounters.  Proper debuffs will greatly boost raid wide or group wide DPS. If you disagree with me, then kill a named raid mob with no Brigand then kill it again with a Brigand doing proper debuffs and note the difference in raid wide DPS.&lt;br /&gt;
# '''Reforging''' - When you reforge your gear you are taking stats out of areas that you don't need them and putting them in areas where they will greatly boost your damage output. More below on this.&lt;br /&gt;
# '''Adornments''' - There are a vast numbers of adornments that boost a number of DPS related stats. More on this below&lt;br /&gt;
# '''Spell Casting Efficiency'''- Or spell casting order, the efficiency of casting a spell is determined by the damage it does as compared to the amount of time it takes you to cast it + recovery speed.  A spell that does a lot of damage isn't automatically better than a spell that does little damage. More on this below&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Damage and Stats ==&lt;br /&gt;
* A good place to view stat caps and what they effect is to visit this site: [http://eq2.wikia.com/wiki/Cap EQ2 Wiki] It is in need of updating but it is the best site at the present time.&lt;br /&gt;
* Know how your class delivers damage for example most tank class's derive their dps from combat arts (ca). ShadowKnights however derive most of their damage via spell based damage even though they are a tank class.  Know how your class outputs damage as this is good information to know when reforging stats or buying adornments. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* '''Damage:''' from a simplistic stand point is calculated as follows in EQ2. Let's use a mage for this example:&lt;br /&gt;
** Base Damage x Disruption Bonus x Potency x Int Bonus + Ability Mod x Crit Bonus.  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* '''Further Detail Break Down:'''&lt;br /&gt;
** Base Damage&lt;br /&gt;
** x ((Disruption-475)x2/100) &lt;br /&gt;
** x (potency/100 + 1)[may also need to include some base gains from AA for certain abilities] &lt;br /&gt;
** x (stat%/100 +1) (Str/Agi/Wis/Int Depending on class) &lt;br /&gt;
** +  ability modifier[or ability modifier/3 for AE Abilities][up to max of 1/2 of max damage] &lt;br /&gt;
** x (Crit Bonus/100 + base cb) [base 1.2, 1.3, or 1.5 depending on ability type/class. can be found by hovering over your Crit Bonus Stat][may also need to include gains from AA's] &lt;br /&gt;
** = Damage&lt;br /&gt;
** x Debuffs (always 1.5 when capped which is pretty easy. With CoE can also be 1.515, 1.55, or 1.65 depending on Brig/Swash/Necro)&lt;br /&gt;
** = Real Damage&lt;br /&gt;
''(Thanks to Palaven and Buffrat for comments I borrowed from them.)''&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
*''' Stats''': &lt;br /&gt;
** If you hover over all of your stats in your EQ2 Character window then it will show and explain to you what that stat is doing.&lt;br /&gt;
** '''Casting Speed''': Ability Casting Speed reduces the cast times of all abilities. Abilities cannot be reduced to less than half of their base casting speed.&lt;br /&gt;
** '''Ability Recovery Speed''': Ability Recovery Speed reduces the delay between using abilities. Abilities cannot be reduced to less than half of their base recovery speed.&lt;br /&gt;
** '''Reuse Speed''': Ability Reuse Speed reduces the recast time of abilities. Abilities cannot be reduced to less than half of their base reuse speed.&lt;br /&gt;
** '''Spell Reuse Speed''': Spell Reuse Speed works the same was as Ability Reuse Speed but only works on the &amp;quot;Spells&amp;quot; section of your knowledge book.&lt;br /&gt;
** '''Ability Modifier''': Ability Modifier increases the amounts of all abilities. It caps at 50% of the base amount (factoring in Potency) of the ability&lt;br /&gt;
** '''Accuracy''': Accuracy increases your chance to hit the target when you normally would have missed. It does not help you against parries, blocks or ripostes&lt;br /&gt;
** '''AE Autoattack''': Melee Class, Increases the chance to strike up to four targets within melee range with your primary melee weapon&lt;br /&gt;
** '''Blocking''': Block is based on the players shield, the higher the protection rating, the highr chance to block&lt;br /&gt;
** '''Crit Bonus''' as high as you can get it, keep balanced with potency: Increases the amount of all of your critical hits.  This does affect Auto-Attack and Abilities. This does not have a cap. Crit bonus and potency work together by stacking.&lt;br /&gt;
** '''Critical Chance''': Increases your chance to critical hit or heal. &lt;br /&gt;
** '''Damage Per Second''': Melee Class,  DPS increases how hard your Auto-Attacks hit. &lt;br /&gt;
** '''Disruption''': For each point of disruption over skill cap (level 95 cap is 475) will modify the minimum base damage a spell does. So you will receive a 2% boost for every 100 points of disruption over skill cap. If you have 575 disruption, a spell with a base damage of 100 – 200, will now have a damage of (100*1.02=) 102 – 200. With GU66 disruption will boost minimum damage up to a cap of 40% at a skill level of 5475. This however does not appear to be linear, and at normal levels of disruption it still functions like it used to, 2% boost for every 100 points. Some spells are not effected by disruption bonus.&lt;br /&gt;
** '''Haste''' Attack Speed, all haste over 200% increases flurry by small amounts&lt;br /&gt;
** '''Multi Attack''': Melee Class, For every 100% of MultiAttack your character will strike the enemy one more time from the base auto-attack of one&lt;br /&gt;
** '''Potency''' increases the amounts of all abilities. (Does not affect auto-attack or items) Criticals and Potency should not affect item Procs&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Adornments ==&lt;br /&gt;
* '''White'''&lt;br /&gt;
** I like to start with Ability Mod first for my caster classes because you have 5 slots for ability mod vs 7 for Class Stat Adornments and two of those overlap. If you start with Class Stat Adornments first you will only have 3 gear slots for Ability Mod Adornments.  ''(This is more of a preference thing vs a rule on my part)''&lt;br /&gt;
&lt;br /&gt;
* '''Mages, Scouts'''&lt;br /&gt;
** '''Crit Chance to 650''' &amp;gt;  '''Int/Agi'''  &amp;gt;  '''Ability Mod ''' &amp;gt;  '''Magical/Weapon Skills''' &lt;br /&gt;
* '''Tank / Healer''' - Tanks and Healers I adorn for survivability not DPS &lt;br /&gt;
** '''Crit Chance to 650''' &amp;gt;  '''Sta/Wiz'''  &amp;gt;  '''Health ''' &amp;gt;  '''Block on Weapons''' &amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Reforging ==&lt;br /&gt;
*''' Min Stats''': &lt;br /&gt;
** If you hover over all of your stats in your EQ2 Character window then it will show and explain to you what that stat is doing.&lt;br /&gt;
** '''Casting Speed''': All Classes 100 in group.&lt;br /&gt;
** '''Ability Recovery Speed''': All Classes 100 in group.&lt;br /&gt;
** '''Ability Reuse''': All Classes 100 in group - Exception may be tanks.&lt;br /&gt;
** '''Ability Modifier''': Scouts, Mages as high as you can get it I do not think its possible for anyone to max this out.&lt;br /&gt;
** '''Accuracy''' Scouts around 23% is getting 100% hits on TOV Raid mobs.&lt;br /&gt;
** '''AE Autoattack''': Scouts 60% - 80%&lt;br /&gt;
** '''Avoidance''': Tank 80% if possible; Clerics (inquis/templars) as high as possible IF you take Shield Ally.&lt;br /&gt;
** '''Blocking''': Tank 80% if possible; Clerics (inquis/templars) as high as possible IF you take Shield Ally.&lt;br /&gt;
** '''Crit Bonus''' As high as you can get it, keep balanced with potency:&lt;br /&gt;
** '''Critical Chance''': All Classes 650 for Raiding TOV&lt;br /&gt;
** '''Damage Per Second''': Melee Class 200 or higher.&lt;br /&gt;
** '''Disruption''': Mages: 1000&lt;br /&gt;
** '''Haste''' All Melee Classes - 200&lt;br /&gt;
** '''Health''' Tanks / Healers as high as you can get it.&lt;br /&gt;
** '''Multi Attack''':All Melee Class's - 200&lt;br /&gt;
** '''Potency''' Casters As high as you can get it, keep balanced with potency: '''Note:''' Warlocks start out with a 1.5 Crit Modifier which is in essence a 50% crit bonus boost so until you've got 50% more potency then crit bonus you get more out of potency after that it pretty much evens out.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Place Holder ==&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Inire</name></author>	</entry>

	<entry>
		<id>https://wiki.ogregaming.com/eq2/index.php/Reforging,_Adornments,_Group_Makeup</id>
		<title>Reforging, Adornments, Group Makeup</title>
		<link rel="alternate" type="text/html" href="https://wiki.ogregaming.com/eq2/index.php/Reforging,_Adornments,_Group_Makeup"/>
				<updated>2014-05-30T15:39:22Z</updated>
		
		<summary type="html">&lt;p&gt;Inire: /* Reforging */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== This Page is Under Construction ==&lt;br /&gt;
&lt;br /&gt;
Many new players are overwhelmed when first coming to Everquest2 as there is a lot to learn on day one.  Some of the more basic questions new players have revolve around the 3 topics covered on this page.  &lt;br /&gt;
&lt;br /&gt;
* RULE #1 - The first thing you should know is that no two players agree 100% when it comes to these topics.  All a person need do is visit a website like EQ2Flames or Everquest2 to see page after page, thread after thread of players arguing over what is the best casting order, reforging technique, adornment, group make up ect.&lt;br /&gt;
&lt;br /&gt;
== Group Makeup ==&lt;br /&gt;
* What is the best group makeup?  This topic can be a real can of worms as there are many players with very strong opinions about various classes in game.  There are players that literally hate certain classes in game and no augment will convince them of the value for that class. &lt;br /&gt;
* Guideline #1 - My personal feeling is that your group should be made up of toons that you enjoy and love playing.  When you come down to it, you are spending hard earned money to play a game for enjoyment.  So the best group in the world is really not worth playing if you hate the class you are playing.  I had a friend that loved to play the beastlord class.  His group make up was a Tank, Priest and 4 Beastlords. I personally would not play that type of group but he loved it and he couldn't wait to get online to play his group.  No one but you is paying for your subscriptions so the perfect group make up is always going to be the one you enjoy playing first and foremost.&lt;br /&gt;
* Guideline #2 - What do you enjoy doing in game? This is the first question you should ask yourself when trying to form a group. There are all types of players in game, those that love crafting, questing, group content, raid content etc.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Crafting / Questing Group Makeup'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* If you love crafting and questing and are not into raiding then here are some things to think about. &lt;br /&gt;
** You are going to be a frustrated crafter / quester if all you do is die when trying to harvest or complete a quest. So a good Tank / Priest is the first thing to think about, as Kannkor likes to say Tanks tank and Priests heal, I hear people argue all the time about how great a DPS their tank or priest is.  Just keep in mind your DPS will go to hell pretty quickly if your tank or priest dies and your group wipes.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
''' Basic Guideline'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* A good group make up would include a / Tank / Inquis or Warden / DPS Class / CoE or Illy /  Troub or Dirge/ Mystic or Defiler&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''General Rule'''&lt;br /&gt;
* If your group DPS is mainly melee then running with a Mystic / Dirge is the better option as they have buffs that best support melee classes.&lt;br /&gt;
* If your group DPS is mainly caster based damage then I typically run with a Defiler / Troub.  The defiler is one of the best healers / warders in game and can keep my group and mage classes from dying, while the troub offers a number of beneficial buffs for the caster type classes. Some guilds run with only mystics, again we can debate the benefits of each class for hours but the above two rules are a good basic guideline.&lt;br /&gt;
Illy vs CoE this is a tough one for me because I really love both classes. In general the Illy brings better DPS buffs while the CoE brings better mana regen, so if you are not having mana issues then I would role with an Illy. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Heroic / Questing Things to Think About'''&lt;br /&gt;
* For heroic content I like the Guardian as my main tank and the Inquisitor as my healer.  The guardian brings a lot of group protection, has lots of taunts and snaps, lots of temp buff blocks to help them survive, while the Inquisitor is a pretty tough class that can take some hits and receives extra cures over a Templar. ''Keep in mind SOE is always changing up spells, wards, cures, etc. with every expansion and game update so in the past 5 years my choice for main tank has changed 4 times.''&lt;br /&gt;
* When I quest, I like to think about time, and the thing I dislike most about quests is how they send you back and forth across a zone 30 times.  Any MMO can be a time sink, so for me if I am looking to make a questing group I want toons / classes / races that make travel faster and easier. So I try to start with a race that gets a ''Traverse Shadow'' type spell which lets me warp to another grouped player in zone.  Races with this ability include Dark Elfs, Erudites, High Elf, and Freebloods. With this spell you can park a toon at the quest giver, run to the other side of the zone to complete your task and when done warp back to the toon parked at the quest giver. Nice little time saver.&lt;br /&gt;
* I have also made for myself a pocket Conjuror  What I love about the conjuror is they get a spell called &amp;quot;Call of the Hero&amp;quot; that resets in 5 seconds.  When I am doing solo quests like an epic or signature quest I can get the quests done in about half the time because I park my Conj. at the quest giver and use them to call the questing toon back every time they finish a quest objective.  To be honest this is the only time I use my conjuror as I do not care for the class.&lt;br /&gt;
* Since I hate running back and forth across zones if I were making a questing group I would be inclinded to setup something like a &amp;lt;br /&amp;gt;&lt;br /&gt;
Guardian, Warden, Warlock, Defiler, Troub, Illy/CoE.  In this example I would have a good well rounded group that could fight, deal respectable damage, but also could get me around to various zones quickly, while my race options would allow me to traverse shadow. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* Again it all comes down to play style, for me my questing hot button is time wasted running across the zones, others don't mind that and would rather focuses their group makeup on pure DPS.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Raiding Groups'''&lt;br /&gt;
* Raiding is a much more complex topic and can be debated forever as to what works best, in this post I am speaking to people that play 6, 12, or 24 bots and my thoughts and comments are geared as such.  &lt;br /&gt;
* In general with EQ2 the faster you can kill a mob the fewer problems you will run into. So many top end guilds run with max dps group makeups, they have for example, more mystics than defilers, more Illys than CoE's etc.  I can see the benefits of both the balanced approach camp and the max dps camp.  Since I run my own raid I have to go with more the balanced approach side of things. Many high end guilds have a one person playing one toon policy with or without ogre.  If you are playing one toon in a 24 man raid then you can think and move around independent of what the other members do and react independently to what the mob is doing.  If you are botting 12 to 24 toons often you find your toons dog piled together and standing in one or 2 spots the entire fight.  So you need some ability to take damage without dying if the mob turns on the group. &lt;br /&gt;
** Playing 6 or more toons is far different than the person playing one toon as part of a 24 man raid. You can not always do or react the way a real life person would when playing a number of toons.  This is why I like to play more ranged based classes than melee when I raid.  If I can park a toon at 30 meters and leave them there they are doing max dps for their class type.   They are not getting stuck on some object in the room because they are having to chase the mob around like Fitzpitzle for example. Plus if a melee class is running after or jousting away from a mob they are losing massive DPS which prolongs the fight. You will also run into many raid mobs that have to be jousted or fought at range.  When raiding these types of mobs with a bot crew the DPS for melee toons drops significantly. Let's face it, a Beastlord is not going to put out the same DPS tossing shurikens at a mob vs  standing directly behind him. If you are planning to bot more than one toon this should be a factor to consider when picking various classes.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Key Classes'''&lt;br /&gt;
* '''Brigand:''' I am always amazed when I hear of guilds that raid with no Brigand. If you are running a 12 or 24 bot crew then make sure one of your toons is a brig. This is an amazing class that can weaken raid mobs, lower the time required to kill them and in turn boost the hell out of your over all raid DPS. The Brig is also an amazing DPS class. That said, remember a Brigs first job is to weaken/debuff the mob.  If you are not willing to do that then do not play this class as you will be nothing more than a lame Assassin.  The Brig is by far my favorite raid class toon as it makes everyone look really good if played correctly, no raid should be without one.&lt;br /&gt;
** '''Mystic vs Defilers:''' My raid runs with 2 mystics and 2 defilers. Again since I play more bots I lean towards the balanced side vs. pure dps side.&lt;br /&gt;
** '''Illy vs CoE:''' Again balance, 2 Illys and 2 CoE's on mana drain fights a single CoE can feed two groups with no real issue.&lt;br /&gt;
** '''EQ2 is not WoW''' a raid made up of 24 warlocks is not going to work in EQ2, so you want to have a balance of classes. Many mobs also require this balance Drels Ma'Gor would be much harder to kill if you had no casters or had no scouts.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''DPS Classes'''&lt;br /&gt;
* New players always ask what are the best DPS classes: As of GU66 the following classes put out very nice DPS.&lt;br /&gt;
** Beastlord is one of the best DPS classes for longer named mob fights.  Not so good on shorter trash mob fights.&lt;br /&gt;
** Necro is an amazing DPS class&lt;br /&gt;
** Warlock - Great AOE damage class for group encounters&lt;br /&gt;
** Shadowknight - in reckeless stance when NOT acting as a main tank puts out amazing AOE damage and is a great power leveling class&lt;br /&gt;
** Ranger - As of GU66 is putting out amazing damage.&lt;br /&gt;
** Brigand - Another really good DPS class&lt;br /&gt;
** Assassian - I do not play one but from what I am told they put out good DPS&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Group Makeup'''&lt;br /&gt;
* Sample of my 24 toon raid makeup&lt;br /&gt;
* Main Tank Group: Guardian, Inquis, Brig, Defiler, CoE, Dirge &lt;br /&gt;
** You want your main tank group to survive. This is one of the best group makeups as of GU66 for that purpose.  &lt;br /&gt;
** The guardian is a great tank class that can help reduce damage on both himself and group with all of the temp buffs this class receives.  They also have a number of temp damage blocks, taunts and snaps, its a great tanking class.&lt;br /&gt;
* Group 2: Pally, Inquis, Beastlord, Mystic, CoE, Dirge&lt;br /&gt;
* Group 3: Sk, Inquis, Warlock, Defiler, Illy Troub&lt;br /&gt;
* Group 4:(Ranger/Monk), Inquis, Necro, Illy, Troub, Mystic&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Damage ==&lt;br /&gt;
&amp;lt;br /&amp;gt;One of the most common questions asked is, I am using XYZ's Profile why am I not doing the same amount of damage? There are lots of reasons for this.&lt;br /&gt;
# '''Gear''' - Gear is the single most important factor in DPS output.  A toon with ''hard mode gear'' will do not just a little more damage but a lot more damage than a toon in ''easy mode gear'' and any toon fully raid gear equipped will always out damage a toon in only heroic gear.  Gear is a huge factor when looking for more DPS.&lt;br /&gt;
# '''Group Buffs''' - Group makeup and by default group buffs are a huge factor in damage output. Proper class buff's on the right toons can often double or triple your group damage.&lt;br /&gt;
# '''Debuffs''' - A lot of people forget to talk about debuffs when trying to improve DPS. Make sure that all your classes use debuffs if they have them in their casting order for named mob encounters.  Proper debuffs will greatly boost raid wide or group wide DPS. If you disagree with me, then kill a named raid mob with no Brigand then kill it again with a Brigand doing proper debuffs and note the difference in raid wide DPS.&lt;br /&gt;
# '''Reforging''' - When you reforge your gear you are taking stats out of areas that you don't need them and putting them in areas where they will greatly boost your damage output. More below on this.&lt;br /&gt;
# '''Adornments''' - There are a vast numbers of adornments that boost a number of DPS related stats. More on this below&lt;br /&gt;
# '''Spell Casting Efficiency'''- Or spell casting order, the efficiency of casting a spell is determined by the damage it does as compared to the amount of time it takes you to cast it + recovery speed.  A spell that does a lot of damage isn't automatically better than a spell that does little damage. More on this below&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Damage and Stats ==&lt;br /&gt;
* A good place to view stat caps and what they effect is to visit this site: [http://eq2.wikia.com/wiki/Cap EQ2 Wiki] It is in need of updating but it is the best site at the present time.&lt;br /&gt;
* Know how your class delivers damage for example most tank class's derive their dps from combat arts (ca). ShadowKnights however derive most of their damage via spell based damage even though they are a tank class.  Know how your class outputs damage as this is good information to know when reforging stats or buying adornments. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* '''Damage:''' from a simplistic stand point is calculated as follows in EQ2. Let's use a mage for this example:&lt;br /&gt;
** Base Damage x Disruption Bonus x Potency x Int Bonus + Ability Mod x Crit Bonus.  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* '''Further Detail Break Down:'''&lt;br /&gt;
** Base Damage&lt;br /&gt;
** x ((Disruption-475)x2/100) &lt;br /&gt;
** x (potency/100 + 1)[may also need to include some base gains from AA for certain abilities] &lt;br /&gt;
** x (stat%/100 +1) (Str/Agi/Wis/Int Depending on class) &lt;br /&gt;
** +  ability modifier[or ability modifier/3 for AE Abilities][up to max of 1/2 of max damage] &lt;br /&gt;
** x (Crit Bonus/100 + base cb) [base 1.2, 1.3, or 1.5 depending on ability type/class. can be found by hovering over your Crit Bonus Stat][may also need to include gains from AA's] &lt;br /&gt;
** = Damage&lt;br /&gt;
** x Debuffs (always 1.5 when capped which is pretty easy. With CoE can also be 1.515, 1.55, or 1.65 depending on Brig/Swash/Necro)&lt;br /&gt;
** = Real Damage&lt;br /&gt;
''(Thanks to Palaven and Buffrat for comments I borrowed from them.)''&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
*''' Stats''': &lt;br /&gt;
** If you hover over all of your stats in your EQ2 Character window then it will show and explain to you what that stat is doing.&lt;br /&gt;
** '''Casting Speed''': Ability Casting Speed reduces the cast times of all abilities. Abilities cannot be reduced to less than half of their base casting speed.&lt;br /&gt;
** '''Ability Recovery Speed''': Ability Recovery Speed reduces the delay between using abilities. Abilities cannot be reduced to less than half of their base recovery speed.&lt;br /&gt;
** '''Reuse Speed''': Ability Reuse Speed reduces the recast time of abilities. Abilities cannot be reduced to less than half of their base reuse speed.&lt;br /&gt;
** '''Spell Reuse Speed''': Spell Reuse Speed works the same was as Ability Reuse Speed but only works on the &amp;quot;Spells&amp;quot; section of your knowledge book.&lt;br /&gt;
** '''Ability Modifier''': Ability Modifier increases the amounts of all abilities. It caps at 50% of the base amount (factoring in Potency) of the ability&lt;br /&gt;
** '''Accuracy''': Accuracy increases your chance to hit the target when you normally would have missed. It does not help you against parries, blocks or ripostes&lt;br /&gt;
** '''AE Autoattack''': Melee Class, Increases the chance to strike up to four targets within melee range with your primary melee weapon&lt;br /&gt;
** '''Blocking''': Block is based on the players shield, the higher the protection rating, the highr chance to block&lt;br /&gt;
** '''Crit Bonus''' as high as you can get it, keep balanced with potency: Increases the amount of all of your critical hits.  This does affect Auto-Attack and Abilities. This does not have a cap. Crit bonus and potency work together by stacking.&lt;br /&gt;
** '''Critical Chance''': Increases your chance to critical hit or heal. &lt;br /&gt;
** '''Damage Per Second''': Melee Class,  DPS increases how hard your Auto-Attacks hit. &lt;br /&gt;
** '''Disruption''': For each point of disruption over skill cap (level 95 cap is 475) will modify the minimum base damage a spell does. So you will receive a 2% boost for every 100 points of disruption over skill cap. If you have 575 disruption, a spell with a base damage of 100 – 200, will now have a damage of (100*1.02=) 102 – 200. With GU66 disruption will boost minimum damage up to a cap of 40% at a skill level of 5475. This however does not appear to be linear, and at normal levels of disruption it still functions like it used to, 2% boost for every 100 points. Some spells are not effected by disruption bonus.&lt;br /&gt;
** '''Haste''' Attack Speed, all haste over 200% increases flurry by small amounts&lt;br /&gt;
** '''Multi Attack''': Melee Class, For every 100% of MultiAttack your character will strike the enemy one more time from the base auto-attack of one&lt;br /&gt;
** '''Potency''' increases the amounts of all abilities. (Does not affect auto-attack or items) Criticals and Potency should not affect item Procs&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Adornments ==&lt;br /&gt;
* '''White'''&lt;br /&gt;
** I like to start with Ability Mod first for my caster classes because you have 5 slots for ability mod vs 7 for Class Stat Adornments and two of those overlap. If you start with Class Stat Adornments first you will only have 3 gear slots for Ability Mod Adornments.  ''(This is more of a preference thing vs a rule on my part)''&lt;br /&gt;
&lt;br /&gt;
* '''Mages, Scouts'''&lt;br /&gt;
** '''Crit Chance to 400''' &amp;gt;  '''Int/Agi'''  &amp;gt;  '''Ability Mod ''' &amp;gt;  '''Magical/Weapon Skills''' &lt;br /&gt;
* '''Tank / Healer''' - Tanks and Healers I adorn for survivability not DPS &lt;br /&gt;
** '''Crit Chance to 400''' &amp;gt;  '''Sta/Wiz'''  &amp;gt;  '''Health ''' &amp;gt;  '''Block on Weapons''' &amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Reforging ==&lt;br /&gt;
*''' Min Stats''': &lt;br /&gt;
** If you hover over all of your stats in your EQ2 Character window then it will show and explain to you what that stat is doing.&lt;br /&gt;
** '''Casting Speed''': All Classes 100 in group.&lt;br /&gt;
** '''Ability Recovery Speed''': All Classes 100 in group.&lt;br /&gt;
** '''Ability Reuse''': All Classes 100 in group - Exception may be tanks.&lt;br /&gt;
** '''Ability Modifier''': Scouts, Mages as high as you can get it I do not think its possible for anyone to max this out.&lt;br /&gt;
** '''Accuracy''' Scouts around 23% is getting 100% hits on TOV Raid mobs.&lt;br /&gt;
** '''AE Autoattack''': Scouts 60% - 80%&lt;br /&gt;
** '''Avoidance''': Tank 80% if possible; Clerics (inquis/templars) as high as possible IF you take Shield Ally.&lt;br /&gt;
** '''Blocking''': Tank 80% if possible; Clerics (inquis/templars) as high as possible IF you take Shield Ally.&lt;br /&gt;
** '''Crit Bonus''' As high as you can get it, keep balanced with potency:&lt;br /&gt;
** '''Critical Chance''': All Classes 650 for Raiding TOV&lt;br /&gt;
** '''Damage Per Second''': Melee Class 200 or higher.&lt;br /&gt;
** '''Disruption''': Mages: 1000&lt;br /&gt;
** '''Haste''' All Melee Classes - 200&lt;br /&gt;
** '''Health''' Tanks / Healers as high as you can get it.&lt;br /&gt;
** '''Multi Attack''':All Melee Class's - 200&lt;br /&gt;
** '''Potency''' Casters As high as you can get it, keep balanced with potency: '''Note:''' Warlocks start out with a 1.5 Crit Modifier which is in essence a 50% crit bonus boost so until you've got 50% more potency then crit bonus you get more out of potency after that it pretty much evens out.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Place Holder ==&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Inire</name></author>	</entry>

	<entry>
		<id>https://wiki.ogregaming.com/eq2/index.php/GU61AA</id>
		<title>GU61AA</title>
		<link rel="alternate" type="text/html" href="https://wiki.ogregaming.com/eq2/index.php/GU61AA"/>
				<updated>2011-09-18T14:37:20Z</updated>
		
		<summary type="html">&lt;p&gt;Inire: Post GU61 AA Specs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are some AA Specs here from EQ2 Flames AA threads. The AA Specs below are no where near optimum, but they use the &amp;quot;most commonly chosen&amp;quot; and &amp;quot;most frequently discussed&amp;quot; AA's.&lt;br /&gt;
&lt;br /&gt;
Additionally, if there was a way to lean towards &amp;quot;group bonuses&amp;quot; or &amp;quot;survivability&amp;quot; these specs took it. Hard to kill mobs when your toons are dead, and when using Ogre my personal opinion is that it's better to contribute to the group living/doing damage over time.&lt;br /&gt;
&lt;br /&gt;
[http://beetny.com/eq2aa/?GU61;002s148a148a1@484a1@4887@2212h5@1555@15@35@25555455511@1155@35121p@255@45@15@1155@2551@2555@11131ea@2a@28@1aa1 Assassin]&lt;br /&gt;
&lt;br /&gt;
[http://beetny.com/eq2aa/?GU61;102l1@4a@34a@2aa21aa21@388212m@1555@15@355@155555155411@115@15@15@1121r@355@252@251@155@15@1155@155@11131e@1aa44aa@51 Berserker]&lt;br /&gt;
&lt;br /&gt;
[http://beetny.com/eq2aa/?GU61;202s184a184a14a811@31@388@15@1212h@15@155@155153@13@15@1555551@11155@15@2121p5@25@4555@11@155@31@255551131ea@4aa8a@11 Brigand] Note that this build takes COE instead of Sunder&lt;br /&gt;
&lt;br /&gt;
[http://beetny.com/eq2aa/?GU61;302s148a142@2aa214a811@38@28@1212g@355@135551@155@25515511@115@2551121q5@25@355@555@1551@252551131e@2a@18aa@2a@21 Bruiser]&lt;br /&gt;
&lt;br /&gt;
[http://beetny.com/eq2aa/?GU61;402p14aa14a@24a81@4a481@2812p5@15@115@155@1535525@252@211115555@1121k5@25@355@31555@251@355@11131ea8@1aa@2a@21 Coercer] &amp;lt; build based on having tons gear with cast speed, otherwise drop STR line and go down AGI&lt;br /&gt;
&lt;br /&gt;
[http://beetny.com/eq2aa/?GU61;502s1aa21aa21a4a@143@688@3212m3@15551@1553@2555511255@1111551@3121k5@25@355@315@11@11@115@255@11131e@1a@1aa@28a@21 Conjuror] No Reanimate&lt;br /&gt;
&lt;br /&gt;
[http://beetny.com/eq2aa/?GU61;602p148a148a1@4a4a1@5828@1212p55553@15553@1555@133@155511@11@25@155121k@255@455@21@355@11@15@15551131e@1a@1a8a@1a@41 Defiler] No Hexation since it still acts screwy in Ogre.&lt;br /&gt;
&lt;br /&gt;
[http://beetny.com/eq2aa/?GU61;702s148a1444@144a@148a11@46@182212h@15@152555@15@255@2555551@1115@155@12121p5@25@35@25@11@155@251@255551131ea@3aa7a1@31 Dirge]&lt;br /&gt;
&lt;br /&gt;
[http://beetny.com/eq2aa/?GU61;802p11@384a14a811@34a81@188@12212k5@155555@255@114551@12@1511@11@155@155121p@255@25@25@215@155@21@1555@151131ea@28@1aa@2a1 Fury]&lt;br /&gt;
&lt;br /&gt;
[http://beetny.com/eq2aa/?GU61;902s14a@2aa214a3@56a61@388212o@1555555@355@1555555551111@25@15@1121i@255@35@351@35@151@153@1551131e@2a@18aa@2a1 Guardian]&lt;br /&gt;
&lt;br /&gt;
[http://beetny.com/eq2aa/?GU61;a02s148a147@24a81@484a18@1812k@1552@155@15@254555@2255@1111555@15@1121m@255@355@3155@351@15255@11131ea@2aa@2a8@11 Illusionist] &amp;lt; build based on having tons gear with cast speed, otherwise drop STR line and go down AGI&lt;br /&gt;
&lt;br /&gt;
[http://beetny.com/eq2aa/?GU61;b02m148a148a14a3@144@688@3212p515@25555@25553@1553@21@11@255555121n@255@25@25@455555@35@251131ea@2a@1a8@2a@21 Inquisitor]&lt;br /&gt;
&lt;br /&gt;
[http://beetny.com/eq2aa/?GU61;c02s148a142@2aa214a811@38@28@1212j5@1555@13@15@25@25555555111@125@1551121n@255@355@555@1551@254@151131e@2a@18aa@2a@21 Monk]&lt;br /&gt;
&lt;br /&gt;
[http://beetny.com/eq2aa/?GU61;d02q148a14a811@34aa1@5828@1212k@155@15@155@3555@155555211@11@25555121o@255@25@25@45@1555155@351131e@2a8aa@1a@41 Mystic]&lt;br /&gt;
&lt;br /&gt;
[http://beetny.com/eq2aa/?GU61;e02m184a149a1@848a188@3212s5@2555155@25@25@155555@1111551531121k@255@355@315@11@11@11@2555@11131e@1a8aa@3a@21 Necromancer] Note that this build DOES take Reanimate. See Conjuror for a non-reanimate build in Summoner&lt;br /&gt;
&lt;br /&gt;
[http://beetny.com/eq2aa/?GU61;f02s1aa214a811@348a142@282@18@1112a@25@2355@12555553@14555@11113@23@14121w@255@345@251@1555@1513@25551131e@1a@18aaa@51 Paladin]&lt;br /&gt;
&lt;br /&gt;
[http://beetny.com/eq2aa/?GU61;g02s1@448a149a@148a1@4888@2212f5@25@2555@155@1555@152551@11155@35121r@255@555@11555@1551@35521131ea@3aa8@2a1 Ranger]&lt;br /&gt;
&lt;br /&gt;
[http://beetny.com/eq2aa/?GU61;h02p1aa214a@24a@248a1@471@18@1212f155@333552555@15355@15@1111@15@255121u@255@35@351@1555@151@1555@151131e@2a8aaa@51 Shadowknight] Note that the strike through (Unholy Concentration) on SK tree was not taken. Apparently the ability is not working correctly, there is a huge thread about it on the SK boards.&lt;br /&gt;
&lt;br /&gt;
[http://beetny.com/eq2aa/?GU61;i02p184a184a1@484a11@388@13@1212p55255@25@155555@25@155@1111@15555@15121k@255@45@15@11@155@15@11@35551131ea@4aa8a@31 Swashbuckler] This build takes Sunder, see notes above for Brigand. Also note that this build goes down the WIS line instead of STA like the Brig.&lt;br /&gt;
&lt;br /&gt;
[http://beetny.com/eq2aa/?GU61;j02i14aa148a145a@988@3212k@155555@1555@4552@135511@11@25@155121w5@25@25@155@21@155555@15@25@15@1131e@2a8@1aa@2a@21 Templar]&lt;br /&gt;
&lt;br /&gt;
[http://beetny.com/eq2aa/?GU61;k02r184a11@31@348a14a8144@184212f55@15552@35555@155@255@11115@355121s@255@355@31@155@251@1553551131ea@3a@17a1a@11 Troubador] Heroic Storytelling!!??! Yes, now each time you hit the HO button, you give your group less damage and the ability to avoid stifle. This one may change more, if the devs ever add in the changes they posted recently.&lt;br /&gt;
&lt;br /&gt;
[http://beetny.com/eq2aa/?GU61;l02l1@484a14a81@44a81@188@2212j@1345@15@15@153545453@1555111@3555@1121u@255@25@25@2155@155@11@15@15551131e@2a8@1aa@1a@31 Warden] this is a HPS build. Note that Shattered Infections is broken as of 9/18/2011. It works OK for lower level stuff, but it currently needs to do DAMAGE to trigger. With some tougher group and raid content right now being able to kill folks with one tick, it's not so great.&lt;br /&gt;
&lt;br /&gt;
[http://beetny.com/eq2aa/?GU61;m02m148a11@34a@2aaa@6848@1212s@1a@1555@25@155@25@15555511@11555@155121k@255@35@25@11@25@15@11@15@15551131ea@2a@3aa8@21 Warlock] This build takes Aftershocks instead of Volatility&lt;br /&gt;
&lt;br /&gt;
[http://beetny.com/eq2aa/?GU61;n02m148a11@34a@2aaa@6848@1212n@15a555@355@35@143555@1111555@135121p@255@35@25@115@15@15@11@255551131ea@2a8@2a@1a@21 Wizard]&lt;/div&gt;</summary>
		<author><name>Inire</name></author>	</entry>

	<entry>
		<id>https://wiki.ogregaming.com/eq2/index.php/Ogre:FAQ</id>
		<title>Ogre:FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.ogregaming.com/eq2/index.php/Ogre:FAQ"/>
				<updated>2011-09-18T13:51:18Z</updated>
		
		<summary type="html">&lt;p&gt;Inire: Added GU61AA link from the FAQ page, will be adding GU61AA to the GU61AA page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;'''FAQ and Help'''&amp;lt;/big&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Having a problem? Check here first!&lt;br /&gt;
&lt;br /&gt;
If you can't find the answer, you can find contact information [[NewUserWalkthrough:Page1|here.]]&lt;br /&gt;
&lt;br /&gt;
[[Help:AutoLoadingISXOgre|HowTo: Have ISXOgre automatically load.]]&lt;br /&gt;
&lt;br /&gt;
[[Help:BotMissingSpells|Problem: The bot is missing a spell]]&lt;br /&gt;
&lt;br /&gt;
[[Help:BotStopsCasting|Problem: The bot stops casting for no reason]]&lt;br /&gt;
&lt;br /&gt;
[[Help:Repatch|Problem: I need to patch again because something is missing]]&lt;br /&gt;
&lt;br /&gt;
[[Help:FeatureRequest|I wish the bot could do...]]&lt;br /&gt;
&lt;br /&gt;
[[CastingStack|Internal cast order of the bot. (Which tab executes when)]]&lt;br /&gt;
&lt;br /&gt;
[[GU61AA|Post GU61 AA Setups]]&lt;br /&gt;
&lt;br /&gt;
== Screen shots of various setups (v15) ==&lt;br /&gt;
&lt;br /&gt;
'''NOTE'''&lt;br /&gt;
&lt;br /&gt;
* The below are from users like yourself. These should be taken as examples of how to setup various screens. None of the below are the &amp;quot;perfect&amp;quot; way to setup a character, since it varies by equipment, playstyle (solo/group/raid setups), etc.&lt;br /&gt;
&lt;br /&gt;
* If you wish to add your own setup to the following us the [[Class:Blank|Blank]] setup and create a page for yourself following the naming sequence. If you need help creating the page, please talk with Canoppener or Kannkor on irc.&lt;br /&gt;
&lt;br /&gt;
* PLEASE USE THE FORMAT yourname_class_tree.jpg FOR IMAGES (ex: bjcasey_guardian_warrior.jpg)&lt;br /&gt;
&lt;br /&gt;
* take note specifically of the format to make your sample profile accessible&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
* Guardian - [[Class:Guardian_bjcasey|bjcasey]]&lt;br /&gt;
* Berserker - &lt;br /&gt;
* Paladin - &lt;br /&gt;
* Shadowknight - [[Class:Shadowknight_Kannkor|Kannkor]]&lt;br /&gt;
* Monk - &lt;br /&gt;
* Bruiser - [[Class:Bruiser_bjcasey|bjcasey]]&lt;br /&gt;
&lt;br /&gt;
== Scout ==&lt;br /&gt;
* Assassin - [[Class:Assassin_bjcasey|bjcasey]]&lt;br /&gt;
* Ranger - &lt;br /&gt;
* Swashbuckler - &lt;br /&gt;
* Brigand - [http://beetny.com/eq2aa/?GU61;202m184a184a144a@142@21@388@3212k@15@153@15@1153@1355@1555551@1115555@2121s5@25@455@21@155@15@113@155551131ea@4aa8a@31 primalz]&lt;br /&gt;
* Dirge - [[Class:Dirge_bjcasey|bjcasey]]&lt;br /&gt;
* Troubador - [[Class:Troubador_Kannkor|Kannkor]]&lt;br /&gt;
&lt;br /&gt;
== Priest ==&lt;br /&gt;
* Templar - [[Class:Templar_bjcasey|bjcasey]]&lt;br /&gt;
* Inquisitor - [[Class:Inquisitor_heal_bjcasey|bjcasey_heal]], [[Class:Inquisitor_dps_bjcasey|bjcasey_dps]], [[Class:Inquisitor_Kannkor|Kannkor]]&lt;br /&gt;
* Defiler - [[Class:Defiler_Kannkor|Kannkor]]&lt;br /&gt;
* Mystic - [[Class:Mystic_bjcasey|bjcasey]]&lt;br /&gt;
* Warden - [[Class:Warden_heal_bjcasey|bjcasey_heal]], [[Class:Warden_dps_bjcasey|bjcasey_dps]]&lt;br /&gt;
* Fury -&lt;br /&gt;
&lt;br /&gt;
== Mage ==&lt;br /&gt;
* Wizard - &lt;br /&gt;
* Warlock - [[Class:Warlock_Kannkor|Kannkor]]&lt;br /&gt;
* Necromancer - &lt;br /&gt;
* Conjuror - &lt;br /&gt;
* Coercer - [[Class:Coercer_bjcasey|bjcasey]], [[Class:Coercer_Kannkor|Kannkor]]&lt;br /&gt;
* Illusionist - [[Class:Illusionist_bjcasey|bjcasey]]&lt;br /&gt;
&lt;br /&gt;
== Screen shots of various setups (v14, soon obsolete) ==&lt;br /&gt;
&lt;br /&gt;
'''NOTE''' - The below are from users like yourself. These should be taken as examples of how to setup various screens. None of the below are the &amp;quot;perfect&amp;quot; way to setup a character, since it varies by equipment, playstyle (solo/group/raid setups), etc.&lt;br /&gt;
&lt;br /&gt;
'''NOTE''' - If you wish to add your own setup to the following us the [[Class:Blank|Blank]] setup and create a page for yourself following the naming sequence. If you need help creating the page, please talk with Canoppener or Kannkor on irc.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
* Guardian - [[Class:Guardian1|bjcasey]]&lt;br /&gt;
* Berserker - [[Class:Berserker1|Kannkor]]&lt;br /&gt;
* Paladin - [[Class:Paladin1|Blank]]&lt;br /&gt;
* Shadowknight - [[Class:Shadowknight1|primalz]]&lt;br /&gt;
* Monk - [[Class:Monk1|Blank]]&lt;br /&gt;
* Bruiser - [[Class:Bruiser1|Blank]]&lt;br /&gt;
&lt;br /&gt;
== Scout ==&lt;br /&gt;
* Assassin - [[Class:Assassin1|Canoppener]]&lt;br /&gt;
* Ranger - [[Class:Ranger1|Blank]]&lt;br /&gt;
* Swashbuckler - [[Class:Swashbuckler1|Old]]&lt;br /&gt;
* Brigand - [[Class:Brigand1|Blackee]]&lt;br /&gt;
* Dirge - [[Class:Dirge1|Canoppener]]&lt;br /&gt;
* Troubador - [[Class:Troubador1|Canoppener]]&lt;br /&gt;
&lt;br /&gt;
== Priest ==&lt;br /&gt;
* Templar - [[Class:Templar1|Kannkor]], [[Class:Templar2|bjcasey]]&lt;br /&gt;
* Inquisitor - [[Class:Inquisitor1_Kannkor|Kannkor]], [[Class:Inquisitor2|primalz]], [[Class:Inquisitor3|Canoppener]]&lt;br /&gt;
* Defiler - [[Class:Defiler1|Old]], [[Class:Defiler2|Saha]]&lt;br /&gt;
* Mystic - [[Class:Mystic1|Old]], [[Class:Mystic2|primalz]]&lt;br /&gt;
* Warden - [[Class:Warden1|Blank]]&lt;br /&gt;
* Fury - [[Class:Fury1|Blank]]&lt;br /&gt;
&lt;br /&gt;
== Mage ==&lt;br /&gt;
* Wizard - [[Class:Wizard1|Old]]&lt;br /&gt;
* Warlock - [[Class:Warlock1|Old]]&lt;br /&gt;
* Necromancer - [[Class:Necromancer1|Canoppener]]&lt;br /&gt;
* Conjuror - [[Class:Conjuror1|Blank]]&lt;br /&gt;
* Coercer - [[Class:Coercer1|Canoppener]], [[Class:Coercer2_Yabong|Yabong]], [[Class:Coercer3_Kannkor|Kannkor]]&lt;br /&gt;
* Illusionist - [[Class:Illusionist1|Canoppener]]&lt;/div&gt;</summary>
		<author><name>Inire</name></author>	</entry>

	<entry>
		<id>https://wiki.ogregaming.com/eq2/index.php/FeatureRequests</id>
		<title>FeatureRequests</title>
		<link rel="alternate" type="text/html" href="https://wiki.ogregaming.com/eq2/index.php/FeatureRequests"/>
				<updated>2010-11-03T04:01:56Z</updated>
		
		<summary type="html">&lt;p&gt;Inire: /* Feature Requests */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Feature Requests ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Summary'''''&lt;br /&gt;
&lt;br /&gt;
Any time someone mentions a feature they would like, I add it to the &amp;quot;list&amp;quot;. I work on them when I have time. Feel free to edit this page and add items that are not on the list. The more detail the better. Also leave your name beside the item so I know who to contact incase I need more information. If an item disappears off this list, check the revision history as it may be implemented.&lt;br /&gt;
&lt;br /&gt;
Active Feature Requests - Items I'm working on as I get time.&lt;br /&gt;
&lt;br /&gt;
InActive Feature Requests - Items on the list, but low priority.&lt;br /&gt;
&lt;br /&gt;
'''---Active Feature Requests---'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* OgreMCP&lt;br /&gt;
** Mentor/Unmentor commands into buttons (functions already exist, chat calls mentor me/unmentor). &lt;br /&gt;
** Make an option to only move while not casting (for mages/priests).&lt;br /&gt;
** Option to have pet joust out also&lt;br /&gt;
** Type item name (partial name possible?) and use it on your target / special&lt;br /&gt;
** Support for &amp;quot;cast mender bot&amp;quot;&lt;br /&gt;
** Either back off tell command, or auto-back off pet if too far away&lt;br /&gt;
&lt;br /&gt;
* OgreBot&lt;br /&gt;
** Add option to allow resing to anyone in group/raid&lt;br /&gt;
** Ignore all events while paused (such as accepting reses)&lt;br /&gt;
** Items - Power/Health&lt;br /&gt;
*** Clarity potions - In combat when under ____ mana. \aITEM -1488319014 -2032709423:Specialist's Essence of Clarity\/a and \aITEM 320810019 -1265453550:Focused Essence of Clarity\/a.&lt;br /&gt;
*** For both Clarity and HoT potions add a way of selecting which one you want, or a box to type it. &lt;br /&gt;
*** Power Root for mana&lt;br /&gt;
*** Guild Signet of Replenishment/Signet of Greater Replenishment&lt;br /&gt;
*** Mis-Calibrated manastone and Overclocked Mana Stone (Both can be used at the same time, on different timers) - bjcasey&lt;br /&gt;
*** Honor of Pantrilla (Drops from Pantrilla in TT in Temple of scale, Chrono to 80 and solo it) can be equipped in ranged, which means swap in combat.&lt;br /&gt;
&lt;br /&gt;
* Items - Other&lt;br /&gt;
** Items tab dropdowns of your currently equipped gear and select them to be added to the CA's tab for use?&lt;br /&gt;
** Make trak shield cast out of combat if &amp;lt; 5 mins is left on it to prevent it casting when you are mid-combat etc.&lt;br /&gt;
** Mount casting - see if we can see if you are outdoors.&lt;br /&gt;
&lt;br /&gt;
* CAs&lt;br /&gt;
** Allow us to set a % of the mob's life where an ability should no longer be cast. There should be two settings; one for regular mobs and one for named mobs, due to named mobs typically having more HP than trash. Example usage:&lt;br /&gt;
*** Example usage: Bard's RO; it's really easy to waste your damage recording if your bard initiates RO when a trash mob is low on health. Unfortunately, just putting RO in the named tab doesn't necessarily solve the issue if you abilities that you want to cast post-debuffs (that you'd normally reserve for the named tab) but pre-RO (ie: DOTs, since DOT ticks don't count towards RO). It's also really easy to waste a heavy hitting, long recast Warlock nuke at 1% of a mob's life.&lt;br /&gt;
** /cancel_spellcast option for priority tab. Allows you to have cure curses/group cures cancel spellcast to get them off faster.&lt;br /&gt;
&lt;br /&gt;
* Class Specific&lt;br /&gt;
** Bards - RO/VC buttons removed, RO/VC should be used only in the CA tab for fixing the &amp;quot;debuffing while RO ticks&amp;quot; issue.&lt;br /&gt;
** Dirge - use of Confront Fear after rezzing someone. Mr suggestion&lt;br /&gt;
** Dirge - Priority Rezzing list. Mr suggestion&lt;br /&gt;
** Guardian - Tower of Stone support - May mean swapping to a crappy shield when casting tower of stone - inire&lt;br /&gt;
** Defiler - Find a way to add hexation (defiler). Could do it like Jcap using NPC ID's.&lt;br /&gt;
** Swashbuckler/Brigand - support for in front attacks Gouge for Brigand and Eye Poke on Swashbuckler.&lt;br /&gt;
&lt;br /&gt;
* Announce Features&lt;br /&gt;
** Chat trigger tab. Such as: On ____ Cast ____ on _____.&lt;br /&gt;
&lt;br /&gt;
* Curing&lt;br /&gt;
** Add option to cancel abilities if a PCure is available/needed.&lt;br /&gt;
** Stun cures (Defiler Voice of the Ancestors, Mystic Ancient Balm, Crusader Aura of the Crusader).&lt;br /&gt;
&lt;br /&gt;
* Settings Tab&lt;br /&gt;
** Add melee range extender option. Possibility 2 - percent based (mirgaul charm) and billy doll for sure. Maybe just code those 2 in.&lt;br /&gt;
** Export a single profile and replace Toonname with ToonClass - For sharing profiles&lt;br /&gt;
** Ignore AA timing option (for AEs since some classes won't cast because of cast time).&lt;br /&gt;
&lt;br /&gt;
* New Tabs&lt;br /&gt;
** Dehate tab - leverage OSA analysis?&lt;br /&gt;
** Priority Healing tab&lt;br /&gt;
** Mezzing tab&lt;br /&gt;
** Postcast - Cast ___ after ____ was cast. Example: Zerk belly smash&lt;br /&gt;
** Chain tab. When ____ are up, wait for a second list of abilities to be up. Option to cast the first list, then the second (RO type idea), option to cast the first list last (Concealment). Maybe have a starting, option, list, ending option. List will probably be an order, not priority. Maybe an option for both.&lt;br /&gt;
** Chat triggers to do specific events (cast orders?). Example: Time warp inc in 10, don't cast the following list box of abilities until Time warp actually lands (aka big nukes).&lt;br /&gt;
** Chat triggers - same idea for VC - A bard casts VC, cast that list instead.&lt;br /&gt;
&lt;br /&gt;
* Rezing Tab&lt;br /&gt;
** Add another non-combat rez drop down (the addition of Supplication of the Fallen as the primary then casting revive if that is down)&lt;br /&gt;
** Use group reses on 3 or more dead people in a group&lt;br /&gt;
&lt;br /&gt;
* General Improvements&lt;br /&gt;
** Allow for some options to be passed, such as -p for specifying a profile to be loaded.&lt;br /&gt;
** Filter drop down boxes based on Type by tab/dropdown etc. Currently not possible as there is no way to determine which ailbities are offensive and defensive.&lt;br /&gt;
** Disable porting abilities with No-Move (probably have to hardcode these) - Need names (Blink)&lt;br /&gt;
** PowerHeals target an NPC Target &lt;br /&gt;
** Make &amp;quot;Group AE&amp;quot; spells on CAs tab have a larger AE (Curse of Darkness for example)&lt;br /&gt;
** pre-sets for buffs. Tank1, Tank2, Mage1, Mage2 etc.&lt;br /&gt;
** Redesign auto-target when hated.&lt;br /&gt;
*** Work when you are out of combat&lt;br /&gt;
*** Work if you have a corpse as a target&lt;br /&gt;
** Move into &amp;lt;range of spell&amp;gt; or &amp;lt;range of item&amp;gt; instead of melee/ranged distances - Inire&lt;br /&gt;
** Campspot&lt;br /&gt;
*** 2 camp spots with a toggle, or camp1/camp2 option&lt;br /&gt;
*** Tether to the tank or tank location&lt;br /&gt;
&lt;br /&gt;
* Looting&lt;br /&gt;
** FFA loot - Loot all items (including no trade)&lt;br /&gt;
** Add Support for &amp;quot;?&amp;quot;, &amp;quot;!&amp;quot;, roll/need only if not already collected&lt;br /&gt;
&lt;br /&gt;
* Ogre Spell Export&lt;br /&gt;
** Remove &amp;quot;Abilities&amp;quot; from SpellExport - Keep call to guild hall available since it needs to be in the bot &lt;br /&gt;
** Ability to add in specific abilities by name or number. Example: Run ogre spell KannkorPwns or run ogre spell 2309234200923723509237230927982374982734 &lt;br /&gt;
&lt;br /&gt;
* Auto Hunt&lt;br /&gt;
** When AH stops due to movement i.e. We are stuck, ending - make a noise&lt;br /&gt;
** Make pauses available in pathing.. Path to A, then B, pause 30 seconds...&lt;br /&gt;
** Ignore non-aggro&lt;br /&gt;
** Text Entry box that adds to a list box (or combo box) - only kill actors with name matches &lt;br /&gt;
** Precision UI box&lt;br /&gt;
** Change Nav Path add page to list box with scroll similar to spell lists.&lt;br /&gt;
&lt;br /&gt;
* Ogre Move&lt;br /&gt;
** Ogre move -list -list available spots to move.&lt;br /&gt;
&lt;br /&gt;
* Bugs&lt;br /&gt;
** Run ogre tell not working with bot receive tells&lt;br /&gt;
** Doing /camp toonname doesn't reset spell info loaded into memory&lt;br /&gt;
** Exceeding Concentration - Currently broke.. everything comes up as 0 concentration&lt;br /&gt;
** Announce doesn't like commas. Just don't use them.&lt;br /&gt;
** Inq Turn undead causes issues with non-undead.&lt;br /&gt;
** Disconnect on MCP not working&lt;br /&gt;
&lt;br /&gt;
* ISXOgre&lt;br /&gt;
** All done :)&lt;br /&gt;
&lt;br /&gt;
'''---In-Active Feature Requests---'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Maintained on Heals tab - for torpor for anyone&lt;br /&gt;
*Follow before buffing&lt;br /&gt;
*Byzola - class add assists get &amp;quot;stuck&amp;quot; on. - Just have &amp;quot;Lets go&amp;quot; clear it&lt;br /&gt;
** Option to make people return to camp spot after combat (assuming they are in a Joust-in status). -- This can kind of be done with OgreFollow.&lt;br /&gt;
----&lt;br /&gt;
'''--- Unrelated to OgreBot requests ---'''&lt;br /&gt;
* Transmute: They added anther tier &amp;quot;MASTERCRAFTED LEGENDARY&amp;quot;.&lt;br /&gt;
* a &amp;quot;map&amp;quot; button on the harvest ui&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Ogre Harvest ==&lt;br /&gt;
* Put Sparkling/Glimmering etc into XML for localization&lt;/div&gt;</summary>
		<author><name>Inire</name></author>	</entry>

	<entry>
		<id>https://wiki.ogregaming.com/eq2/index.php/FeatureRequests</id>
		<title>FeatureRequests</title>
		<link rel="alternate" type="text/html" href="https://wiki.ogregaming.com/eq2/index.php/FeatureRequests"/>
				<updated>2010-09-21T18:13:33Z</updated>
		
		<summary type="html">&lt;p&gt;Inire: /* Feature Requests */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Feature Requests ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Summary'''''&lt;br /&gt;
&lt;br /&gt;
Any time someone mentions a feature they would like, I add it to the &amp;quot;list&amp;quot;. I work on them when I have time. Feel free to edit this page and add items that are not on the list. The more detail the better. Also leave your name beside the item so I know who to contact incase I need more information. If an item disappears off this list, check the revision history as it may be implemented.&lt;br /&gt;
&lt;br /&gt;
Active Feature Requests - Items I'm working on as I get time.&lt;br /&gt;
&lt;br /&gt;
InActive Feature Requests - Items on the list, but low priority.&lt;br /&gt;
&lt;br /&gt;
'''---Active Feature Requests---'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* OgreMCP&lt;br /&gt;
** Mentor/Unmentor commands into buttons (functions already exist, chat calls mentor me/unmentor). &lt;br /&gt;
** Make an option to only move while not casting (for mages/priests).&lt;br /&gt;
** Option to have pet joust out also&lt;br /&gt;
** Type item name (partial name possible?) and use it on your target / special&lt;br /&gt;
** Support for &amp;quot;cast mender bot&amp;quot;&lt;br /&gt;
** Either back off tell command, or auto-back off pet if too far away&lt;br /&gt;
&lt;br /&gt;
* OgreBot&lt;br /&gt;
** Items - Power/Health&lt;br /&gt;
*** Clarity potions - In combat when under ____ mana. \aITEM -1488319014 -2032709423:Specialist's Essence of Clarity\/a and \aITEM 320810019 -1265453550:Focused Essence of Clarity\/a.&lt;br /&gt;
*** For both Clarity and HoT potions add a way of selecting which one you want, or a box to type it. &lt;br /&gt;
*** Power Root for mana&lt;br /&gt;
*** Guild Signet of Replenishment/Signet of Greater Replenishment&lt;br /&gt;
*** Mis-Calibrated manastone and Overclocked Mana Stone (Both can be used at the same time, on different timers) - bjcasey&lt;br /&gt;
*** Honor of Pantrilla (Drops from Pantrilla in TT in Temple of scale, Chrono to 80 and solo it) can be equipped in ranged, which means swap in combat.&lt;br /&gt;
&lt;br /&gt;
** Items - Other&lt;br /&gt;
*** Items tab dropdowns of your currently equipped gear and select them to be added to the CA's tab for use?&lt;br /&gt;
*** Make trak shield cast out of combat if &amp;lt; 5 mins is left on it to prevent it casting when you are mid-combat etc.&lt;br /&gt;
*** Mount casting - see if we can see if you are outdoors.&lt;br /&gt;
&lt;br /&gt;
** CAs&lt;br /&gt;
*** Allow us to set a % of the mob's life where an ability should no longer be cast. There should be two settings; one for regular mobs and one for named mobs, due to named mobs typically having more HP than trash. Example usage:&lt;br /&gt;
**** Example usage: Bard's RO; it's really easy to waste your damage recording if your bard initiates RO when a trash mob is low on health. Unfortunately, just putting RO in the named tab doesn't necessarily solve the issue if you abilities that you want to cast post-debuffs (that you'd normally reserve for the named tab) but pre-RO (ie: DOTs, since DOT ticks don't count towards RO). It's also really easy to waste a heavy hitting, long recast Warlock nuke at 1% of a mob's life.&lt;br /&gt;
&lt;br /&gt;
** Class Specific&lt;br /&gt;
*** Bards - RO/VC buttons removed, RO/VC should be used only in the CA tab for fixing the &amp;quot;debuffing while RO ticks&amp;quot; issue.&lt;br /&gt;
*** Dirge - use of Confront Fear after rezzing someone. Mr suggestion&lt;br /&gt;
*** Dirge - Priority Rezzing list. Mr suggestion&lt;br /&gt;
*** Guardian - Tower of Stone support - May mean swapping to a crappy shield when casting tower of stone - inire&lt;br /&gt;
*** Defiler - Find a way to add hexation (defiler). Could do it like Jcap using NPC ID's.&lt;br /&gt;
*** Swashbuckler/Brigand - support for in front attacks Gouge for Brigand and Eye Poke on Swashbuckler.&lt;br /&gt;
&lt;br /&gt;
** Announce Features&lt;br /&gt;
*** Chat trigger tab. Such as: On ____ Cast ____ on _____.&lt;br /&gt;
*** Make bots talk - add spell --&amp;gt; &amp;quot;text&amp;quot; into a listbox.&lt;br /&gt;
*** Dirge - tell to target on confront fear.&lt;br /&gt;
&lt;br /&gt;
** Curing&lt;br /&gt;
*** Add option to cancel abilities if a PCure is available/needed.&lt;br /&gt;
*** Stun cures (Defiler Voice of the Ancestors, Mystic Ancient Balm, Crusader Aura of the Crusader).&lt;br /&gt;
&lt;br /&gt;
** Settings Tab&lt;br /&gt;
*** Add melee range extender option. Possibility 2 - percent based (mirgaul charm) and billy doll for sure. Maybe just code those 2 in.&lt;br /&gt;
*** Export a single profile and replace Toonname with ToonClass - For sharing profiles&lt;br /&gt;
*** Ignore AA timing option (for AEs since some classes won't cast because of cast time).&lt;br /&gt;
&lt;br /&gt;
** New Tabs&lt;br /&gt;
*** Dehate tab - leverage OSA analysis?&lt;br /&gt;
*** Priority Healing tab&lt;br /&gt;
*** Mezzing tab&lt;br /&gt;
*** Postcast - Cast ___ after ____ was cast. Example: Zerk belly smash&lt;br /&gt;
&lt;br /&gt;
** Rezing Tab&lt;br /&gt;
*** Add another non-combat rez drop down (the addition of Supplication of the Fallen as the primary then casting revive if that is down)&lt;br /&gt;
*** Use group reses on 3 or more dead people in a group&lt;br /&gt;
&lt;br /&gt;
** General Improvements&lt;br /&gt;
*** Filter drop down boxes based on Type by tab/dropdown etc. Currently not possible as there is no way to determine which ailbities are offensive and defensive.&lt;br /&gt;
*** Disable porting abilities with No-Move (probably have to hardcode these) - Need names (Blink)&lt;br /&gt;
*** PowerHeals target an NPC Target &lt;br /&gt;
*** Make &amp;quot;Group AE&amp;quot; spells on CAs tab have a larger AE (Curse of Darkness for example)&lt;br /&gt;
*** pre-sets for buffs. Tank1, Tank2, Mage1, Mage2 etc.&lt;br /&gt;
*** Redesign auto-target when hated.&lt;br /&gt;
**** Work when you are out of combat&lt;br /&gt;
**** Work if you have a corpse as a target&lt;br /&gt;
*** Move into &amp;lt;range of spell&amp;gt; or &amp;lt;range of item&amp;gt; instead of melee/ranged distances - Inire&lt;br /&gt;
&lt;br /&gt;
** Looting&lt;br /&gt;
*** FFA loot - Loot all items (including no trade)&lt;br /&gt;
*** Add Support for &amp;quot;?&amp;quot;, &amp;quot;!&amp;quot;, roll/need only if not already collected&lt;br /&gt;
&lt;br /&gt;
* Ogre Spell Export&lt;br /&gt;
** Remove &amp;quot;Abilities&amp;quot; from SpellExport - Keep call to guild hall available since it needs to be in the bot &lt;br /&gt;
** Ability to add in specific abilities by name or number. Example: Run ogre spell KannkorPwns or run ogre spell 2309234200923723509237230927982374982734 &lt;br /&gt;
&lt;br /&gt;
* Auto Hunt&lt;br /&gt;
** When AH stops due to movement i.e. We are stuck, ending - make a noise&lt;br /&gt;
** Make pauses available in pathing.. Path to A, then B, pause 30 seconds...&lt;br /&gt;
** Ignore non-aggro&lt;br /&gt;
** Text Entry box that adds to a list box (or combo box) - only kill actors with name matches &lt;br /&gt;
** Precision UI box&lt;br /&gt;
** Change Nav Path add page to list box with scroll similar to spell lists.&lt;br /&gt;
&lt;br /&gt;
* Ogre Move&lt;br /&gt;
** Ogre move -list -list available spots to move.&lt;br /&gt;
&lt;br /&gt;
* Bugs&lt;br /&gt;
** Run ogre tell not working with bot receive tells&lt;br /&gt;
** Doing /camp toonname doesn't reset spell info loaded into memory&lt;br /&gt;
** Exceeding Concentration - Currently broke.. everything comes up as 0 concentration&lt;br /&gt;
** Announce doesn't like commas. Just don't use them.&lt;br /&gt;
** Inq Turn undead causes issues with non-undead.&lt;br /&gt;
** Disconnect on MCP not working&lt;br /&gt;
&lt;br /&gt;
* ISXOgre&lt;br /&gt;
** ISXOgre Commands to add - Auto load last saved (currently way it is) &lt;br /&gt;
** Change ISXOgre version to use one embedded in the .dll&lt;br /&gt;
** Add :LastPatch&lt;br /&gt;
** Add :FullPatch or RePatch or something&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''---In-Active Feature Requests---'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Maintained on Heals tab - for torpor for anyone&lt;br /&gt;
*Follow before buffing&lt;br /&gt;
*Byzola - class add assists get &amp;quot;stuck&amp;quot; on. - Just have &amp;quot;Lets go&amp;quot; clear it&lt;br /&gt;
** Option to make people return to camp spot after combat (assuming they are in a Joust-in status). -- This can kind of be done with OgreFollow.&lt;br /&gt;
----&lt;br /&gt;
 please to fix this later sir!&lt;br /&gt;
 this is re harvest&lt;br /&gt;
 a &amp;quot;map&amp;quot; button on the harvest ui&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Ogre Harvest ==&lt;br /&gt;
* Put Sparkling/Glimmering etc into XML for localization&lt;/div&gt;</summary>
		<author><name>Inire</name></author>	</entry>

	<entry>
		<id>https://wiki.ogregaming.com/eq2/index.php/FeatureRequests</id>
		<title>FeatureRequests</title>
		<link rel="alternate" type="text/html" href="https://wiki.ogregaming.com/eq2/index.php/FeatureRequests"/>
				<updated>2010-09-21T18:13:09Z</updated>
		
		<summary type="html">&lt;p&gt;Inire: /* Feature Requests */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Feature Requests ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Summary'''''&lt;br /&gt;
&lt;br /&gt;
Any time someone mentions a feature they would like, I add it to the &amp;quot;list&amp;quot;. I work on them when I have time. Feel free to edit this page and add items that are not on the list. The more detail the better. Also leave your name beside the item so I know who to contact incase I need more information. If an item disappears off this list, check the revision history as it may be implemented.&lt;br /&gt;
&lt;br /&gt;
Active Feature Requests - Items I'm working on as I get time.&lt;br /&gt;
&lt;br /&gt;
InActive Feature Requests - Items on the list, but low priority.&lt;br /&gt;
&lt;br /&gt;
'''---Active Feature Requests---'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* OgreMCP&lt;br /&gt;
** Mentor/Unmentor commands into buttons (functions already exist, chat calls mentor me/unmentor). &lt;br /&gt;
** Make an option to only move while not casting (for mages/priests).&lt;br /&gt;
** Option to have pet joust out also&lt;br /&gt;
** Type item name (partial name possible?) and use it on your target / special&lt;br /&gt;
** Support for &amp;quot;cast mender bot&amp;quot;&lt;br /&gt;
** Either back off tell command, or auto-back off pet if too far away&lt;br /&gt;
&lt;br /&gt;
* OgreBot&lt;br /&gt;
** Items - Power/Health&lt;br /&gt;
*** Clarity potions - In combat when under ____ mana. \aITEM -1488319014 -2032709423:Specialist's Essence of Clarity\/a and \aITEM 320810019 -1265453550:Focused Essence of Clarity\/a.&lt;br /&gt;
*** For both Clarity and HoT potions add a way of selecting which one you want, or a box to type it. &lt;br /&gt;
*** Power Root for mana&lt;br /&gt;
*** Guild Signet of Replenishment/Signet of Greater Replenishment&lt;br /&gt;
*** Mis-Calibrated manastone and Overclocked Mana Stone (Both can be used at the same time, on different timers) - bjcasey&lt;br /&gt;
*** Honor of Pantrilla (Drops from Pantrilla in TT in Temple of scale, Chrono to 80 and solo it) can be equipped in ranged, which means swap in combat.&lt;br /&gt;
&lt;br /&gt;
** Items - Other&lt;br /&gt;
*** Items tab dropdowns of your currently equipped gear and select them to be added to the CA's tab for use?&lt;br /&gt;
*** Make trak shield cast out of combat if &amp;lt; 5 mins is left on it to prevent it casting when you are mid-combat etc.&lt;br /&gt;
*** Mount casting - see if we can see if you are outdoors.&lt;br /&gt;
&lt;br /&gt;
** CAs&lt;br /&gt;
*** Allow us to set a % of the mob's life where an ability should no longer be cast. There should be two settings; one for regular mobs and one for named mobs, due to named mobs typically having more HP than trash. Example usage:&lt;br /&gt;
**** Example usage: Bard's RO; it's really easy to waste your damage recording if your bard initiates RO when a trash mob is low on health. Unfortunately, just putting RO in the named tab doesn't necessarily solve the issue if you abilities that you want to cast post-debuffs (that you'd normally reserve for the named tab) but pre-RO (ie: DOTs, since DOT ticks don't count towards RO). It's also really easy to waste a heavy hitting, long recast Warlock nuke at 1% of a mob's life.&lt;br /&gt;
&lt;br /&gt;
** Class Specific&lt;br /&gt;
*** Bards - RO/VC buttons removed, RO/VC should be used only in the CA tab for fixing the &amp;quot;debuffing while RO ticks&amp;quot; issue.&lt;br /&gt;
*** Dirge - use of Confront Fear after rezzing someone. Mr suggestion&lt;br /&gt;
*** Dirge - Priority Rezzing list. Mr suggestion&lt;br /&gt;
*** Guardian - Tower of Stone support - May mean swapping to a crappy shield when casting tower of stone - inire&lt;br /&gt;
*** Defiler - Find a way to add hexation (defiler). Could do it like Jcap using NPC ID's.&lt;br /&gt;
*** Swashbuckler/Brigand - support for in front attacks Gouge for Brigand and Eye Poke on Swashbuckler.&lt;br /&gt;
&lt;br /&gt;
** Announce Features&lt;br /&gt;
*** Chat trigger tab. Such as: On ____ Cast ____ on _____.&lt;br /&gt;
*** Make bots talk - add spell --&amp;gt; &amp;quot;text&amp;quot; into a listbox.&lt;br /&gt;
*** Dirge - tell to target on confront fear.&lt;br /&gt;
&lt;br /&gt;
** Curing&lt;br /&gt;
*** Add option to cancel abilities if a PCure is available/needed.&lt;br /&gt;
*** Stun cures (Defiler Voice of the Ancestors, Mystic Ancient Balm, Crusader Aura of the Crusader).&lt;br /&gt;
&lt;br /&gt;
** Settings Tab&lt;br /&gt;
*** Add melee range extender option. Possibility 2 - percent based (mirgaul charm) and billy doll for sure. Maybe just code those 2 in.&lt;br /&gt;
*** Export a single profile and replace Toonname with ToonClass - For sharing profiles&lt;br /&gt;
*** Ignore AA timing option (for AEs since some classes won't cast because of cast time).&lt;br /&gt;
&lt;br /&gt;
** New Tabs&lt;br /&gt;
*** Dehate tab - leverage OSA analysis?&lt;br /&gt;
*** Priority Healing tab&lt;br /&gt;
*** Mezzing tab&lt;br /&gt;
*** Postcast - Cast ___ after ____ was cast. Example: Zerk belly smash&lt;br /&gt;
&lt;br /&gt;
** Rezing Tab&lt;br /&gt;
*** Add another non-combat rez drop down (the addition of Supplication of the Fallen as the primary then casting revive if that is down)&lt;br /&gt;
*** Use group reses on 3 or more dead people in a group&lt;br /&gt;
&lt;br /&gt;
** General Improvements&lt;br /&gt;
*** Filter drop down boxes based on Type by tab/dropdown etc. Currently not possible as there is no way to determine which ailbities are offensive and defensive.&lt;br /&gt;
*** Disable porting abilities with No-Move (probably have to hardcode these) - Need names (Blink)&lt;br /&gt;
*** PowerHeals target an NPC Target &lt;br /&gt;
*** Make &amp;quot;Group AE&amp;quot; spells on CAs tab have a larger AE (Curse of Darkness for example)&lt;br /&gt;
*** pre-sets for buffs. Tank1, Tank2, Mage1, Mage2 etc.&lt;br /&gt;
*** Redesign auto-target when hated.&lt;br /&gt;
**** Work when you are out of combat&lt;br /&gt;
**** Work if you have a corpse as a target&lt;br /&gt;
*** Move into &amp;lt;range of spell&amp;gt; or &amp;lt;range of item&amp;gt; instead of melee/ranged distances.&lt;br /&gt;
&lt;br /&gt;
** Looting&lt;br /&gt;
*** FFA loot - Loot all items (including no trade)&lt;br /&gt;
*** Add Support for &amp;quot;?&amp;quot;, &amp;quot;!&amp;quot;, roll/need only if not already collected&lt;br /&gt;
&lt;br /&gt;
* Ogre Spell Export&lt;br /&gt;
** Remove &amp;quot;Abilities&amp;quot; from SpellExport - Keep call to guild hall available since it needs to be in the bot &lt;br /&gt;
** Ability to add in specific abilities by name or number. Example: Run ogre spell KannkorPwns or run ogre spell 2309234200923723509237230927982374982734 &lt;br /&gt;
&lt;br /&gt;
* Auto Hunt&lt;br /&gt;
** When AH stops due to movement i.e. We are stuck, ending - make a noise&lt;br /&gt;
** Make pauses available in pathing.. Path to A, then B, pause 30 seconds...&lt;br /&gt;
** Ignore non-aggro&lt;br /&gt;
** Text Entry box that adds to a list box (or combo box) - only kill actors with name matches &lt;br /&gt;
** Precision UI box&lt;br /&gt;
** Change Nav Path add page to list box with scroll similar to spell lists.&lt;br /&gt;
&lt;br /&gt;
* Ogre Move&lt;br /&gt;
** Ogre move -list -list available spots to move.&lt;br /&gt;
&lt;br /&gt;
* Bugs&lt;br /&gt;
** Run ogre tell not working with bot receive tells&lt;br /&gt;
** Doing /camp toonname doesn't reset spell info loaded into memory&lt;br /&gt;
** Exceeding Concentration - Currently broke.. everything comes up as 0 concentration&lt;br /&gt;
** Announce doesn't like commas. Just don't use them.&lt;br /&gt;
** Inq Turn undead causes issues with non-undead.&lt;br /&gt;
** Disconnect on MCP not working&lt;br /&gt;
&lt;br /&gt;
* ISXOgre&lt;br /&gt;
** ISXOgre Commands to add - Auto load last saved (currently way it is) &lt;br /&gt;
** Change ISXOgre version to use one embedded in the .dll&lt;br /&gt;
** Add :LastPatch&lt;br /&gt;
** Add :FullPatch or RePatch or something&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''---In-Active Feature Requests---'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Maintained on Heals tab - for torpor for anyone&lt;br /&gt;
*Follow before buffing&lt;br /&gt;
*Byzola - class add assists get &amp;quot;stuck&amp;quot; on. - Just have &amp;quot;Lets go&amp;quot; clear it&lt;br /&gt;
** Option to make people return to camp spot after combat (assuming they are in a Joust-in status). -- This can kind of be done with OgreFollow.&lt;br /&gt;
----&lt;br /&gt;
 please to fix this later sir!&lt;br /&gt;
 this is re harvest&lt;br /&gt;
 a &amp;quot;map&amp;quot; button on the harvest ui&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Ogre Harvest ==&lt;br /&gt;
* Put Sparkling/Glimmering etc into XML for localization&lt;/div&gt;</summary>
		<author><name>Inire</name></author>	</entry>

	<entry>
		<id>https://wiki.ogregaming.com/eq2/index.php/FeatureRequests</id>
		<title>FeatureRequests</title>
		<link rel="alternate" type="text/html" href="https://wiki.ogregaming.com/eq2/index.php/FeatureRequests"/>
				<updated>2010-09-21T17:34:56Z</updated>
		
		<summary type="html">&lt;p&gt;Inire: /* Feature Requests */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Feature Requests ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Summary'''''&lt;br /&gt;
&lt;br /&gt;
Any time someone mentions a feature they would like, I add it to the &amp;quot;list&amp;quot;. I work on them when I have time. Feel free to edit this page and add items that are not on the list. The more detail the better. Also leave your name beside the item so I know who to contact incase I need more information. If an item disappears off this list, check the revision history as it may be implemented.&lt;br /&gt;
&lt;br /&gt;
Active Feature Requests - Items I'm working on as I get time.&lt;br /&gt;
&lt;br /&gt;
InActive Feature Requests - Items on the list, but low priority.&lt;br /&gt;
&lt;br /&gt;
'''---Active Feature Requests---'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* OgreMCP&lt;br /&gt;
** Mentor/Unmentor commands into buttons (functions already exist, chat calls mentor me/unmentor). &lt;br /&gt;
** Make an option to only move while not casting (for mages/priests).&lt;br /&gt;
** Option to have pet joust out also&lt;br /&gt;
** Type item name (partial name possible?) and use it on your target / special&lt;br /&gt;
** Support for &amp;quot;cast mender bot&amp;quot;&lt;br /&gt;
** Either back off tell command, or auto-back off pet if too far away&lt;br /&gt;
&lt;br /&gt;
* OgreBot&lt;br /&gt;
** Items - Power/Health&lt;br /&gt;
*** Clarity potions - In combat when under ____ mana. \aITEM -1488319014 -2032709423:Specialist's Essence of Clarity\/a and \aITEM 320810019 -1265453550:Focused Essence of Clarity\/a.&lt;br /&gt;
*** For both Clarity and HoT potions add a way of selecting which one you want, or a box to type it. &lt;br /&gt;
*** Power Root for mana&lt;br /&gt;
*** Guild Signet of Replenishment/Signet of Greater Replenishment&lt;br /&gt;
*** Mis-Calibrated manastone and Overclocked Mana Stone (Both can be used at the same time, on different timers) - bjcasey&lt;br /&gt;
*** Honor of Pantrilla (Drops from Pantrilla in TT in Temple of scale, Chrono to 80 and solo it) can be equipped in ranged, which means swap in combat.&lt;br /&gt;
&lt;br /&gt;
** Items - Other&lt;br /&gt;
*** Items tab dropdowns of your currently equipped gear and select them to be added to the CA's tab for use?&lt;br /&gt;
*** Make trak shield cast out of combat if &amp;lt; 5 mins is left on it to prevent it casting when you are mid-combat etc.&lt;br /&gt;
*** Mount casting - see if we can see if you are outdoors.&lt;br /&gt;
&lt;br /&gt;
** CAs&lt;br /&gt;
*** Allow us to set a % of the mob's life where an ability should no longer be cast. There should be two settings; one for regular mobs and one for named mobs, due to named mobs typically having more HP than trash. Example usage:&lt;br /&gt;
**** Example usage: Bard's RO; it's really easy to waste your damage recording if your bard initiates RO when a trash mob is low on health. Unfortunately, just putting RO in the named tab doesn't necessarily solve the issue if you abilities that you want to cast post-debuffs (that you'd normally reserve for the named tab) but pre-RO (ie: DOTs, since DOT ticks don't count towards RO). It's also really easy to waste a heavy hitting, long recast Warlock nuke at 1% of a mob's life.&lt;br /&gt;
&lt;br /&gt;
** Class Specific&lt;br /&gt;
*** Bards - RO/VC buttons removed, RO/VC should be used only in the CA tab for fixing the &amp;quot;debuffing while RO ticks&amp;quot; issue.&lt;br /&gt;
*** Dirge - use of Confront Fear after rezzing someone. Mr suggestion&lt;br /&gt;
*** Dirge - Priority Rezzing list. Mr suggestion&lt;br /&gt;
*** Guardian - Tower of Stone support - May mean swapping to a crappy shield when casting tower of stone - inire&lt;br /&gt;
*** Defiler - Find a way to add hexation (defiler). Could do it like Jcap using NPC ID's.&lt;br /&gt;
*** Swashbuckler/Brigand - support for in front attacks Gouge for Brigand and Eye Poke on Swashbuckler.&lt;br /&gt;
&lt;br /&gt;
** Announce Features&lt;br /&gt;
*** Chat trigger tab. Such as: On ____ Cast ____ on _____.&lt;br /&gt;
*** Make bots talk - add spell --&amp;gt; &amp;quot;text&amp;quot; into a listbox.&lt;br /&gt;
*** Dirge - tell to target on confront fear.&lt;br /&gt;
&lt;br /&gt;
** Curing&lt;br /&gt;
*** Add option to cancel abilities if a PCure is available/needed.&lt;br /&gt;
*** Stun cures (Defiler Voice of the Ancestors, Mystic Ancient Balm, Crusader Aura of the Crusader).&lt;br /&gt;
&lt;br /&gt;
** Settings Tab&lt;br /&gt;
*** Add melee range extender option. Possibility 2 - percent based (mirgaul charm) and billy doll for sure. Maybe just code those 2 in.&lt;br /&gt;
*** Export a single profile and replace Toonname with ToonClass - For sharing profiles&lt;br /&gt;
*** Ignore AA timing option (for AEs since some classes won't cast because of cast time).&lt;br /&gt;
&lt;br /&gt;
** New Tabs&lt;br /&gt;
*** Dehate tab - leverage OSA analysis?&lt;br /&gt;
*** Priority Healing tab&lt;br /&gt;
*** Mezzing tab&lt;br /&gt;
*** Postcast - Cast ___ after ____ was cast. Example: Zerk belly smash&lt;br /&gt;
&lt;br /&gt;
** Rezing Tab&lt;br /&gt;
*** Add another non-combat rez drop down (the addition of Supplication of the Fallen as the primary then casting revive if that is down)&lt;br /&gt;
*** Use group reses on 3 or more dead people in a group&lt;br /&gt;
&lt;br /&gt;
** General Improvements&lt;br /&gt;
*** Filter drop down boxes based on Type by tab/dropdown etc. Currently not possible as there is no way to determine which ailbities are offensive and defensive.&lt;br /&gt;
*** Disable porting abilities with No-Move (probably have to hardcode these) - Need names (Blink)&lt;br /&gt;
*** PowerHeals target an NPC Target &lt;br /&gt;
*** Make &amp;quot;Group AE&amp;quot; spells on CAs tab have a larger AE (Curse of Darkness for example)&lt;br /&gt;
*** pre-sets for buffs. Tank1, Tank2, Mage1, Mage2 etc.&lt;br /&gt;
*** Redesign auto-target when hated.&lt;br /&gt;
**** Work when you are out of combat&lt;br /&gt;
**** Work if you have a corpse as a target&lt;br /&gt;
&lt;br /&gt;
** Looting&lt;br /&gt;
*** FFA loot - Loot all items (including no trade)&lt;br /&gt;
*** Add Support for &amp;quot;?&amp;quot;, &amp;quot;!&amp;quot;, roll/need only if not already collected&lt;br /&gt;
&lt;br /&gt;
* Ogre Spell Export&lt;br /&gt;
** Remove &amp;quot;Abilities&amp;quot; from SpellExport - Keep call to guild hall available since it needs to be in the bot &lt;br /&gt;
** Ability to add in specific abilities by name or number. Example: Run ogre spell KannkorPwns or run ogre spell 2309234200923723509237230927982374982734 &lt;br /&gt;
&lt;br /&gt;
* Auto Hunt&lt;br /&gt;
** When AH stops due to movement i.e. We are stuck, ending - make a noise&lt;br /&gt;
** Make pauses available in pathing.. Path to A, then B, pause 30 seconds...&lt;br /&gt;
** Ignore non-aggro&lt;br /&gt;
** Text Entry box that adds to a list box (or combo box) - only kill actors with name matches &lt;br /&gt;
** Precision UI box&lt;br /&gt;
** Change Nav Path add page to list box with scroll similar to spell lists.&lt;br /&gt;
&lt;br /&gt;
* Ogre Move&lt;br /&gt;
** Ogre move -list -list available spots to move.&lt;br /&gt;
&lt;br /&gt;
* Bugs&lt;br /&gt;
** Run ogre tell not working with bot receive tells&lt;br /&gt;
** Doing /camp toonname doesn't reset spell info loaded into memory&lt;br /&gt;
** Exceeding Concentration - Currently broke.. everything comes up as 0 concentration&lt;br /&gt;
** Announce doesn't like commas. Just don't use them.&lt;br /&gt;
** Inq Turn undead causes issues with non-undead.&lt;br /&gt;
** Disconnect on MCP not working&lt;br /&gt;
&lt;br /&gt;
* ISXOgre&lt;br /&gt;
** ISXOgre Commands to add - Auto load last saved (currently way it is) &lt;br /&gt;
** Change ISXOgre version to use one embedded in the .dll&lt;br /&gt;
** Add :LastPatch&lt;br /&gt;
** Add :FullPatch or RePatch or something&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''---In-Active Feature Requests---'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Maintained on Heals tab - for torpor for anyone&lt;br /&gt;
*Follow before buffing&lt;br /&gt;
*Byzola - class add assists get &amp;quot;stuck&amp;quot; on. - Just have &amp;quot;Lets go&amp;quot; clear it&lt;br /&gt;
** Option to make people return to camp spot after combat (assuming they are in a Joust-in status). -- This can kind of be done with OgreFollow.&lt;br /&gt;
----&lt;br /&gt;
 please to fix this later sir!&lt;br /&gt;
 this is re harvest&lt;br /&gt;
 a &amp;quot;map&amp;quot; button on the harvest ui&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Ogre Harvest ==&lt;br /&gt;
* Put Sparkling/Glimmering etc into XML for localization&lt;/div&gt;</summary>
		<author><name>Inire</name></author>	</entry>

	<entry>
		<id>https://wiki.ogregaming.com/eq2/index.php/FeatureRequests</id>
		<title>FeatureRequests</title>
		<link rel="alternate" type="text/html" href="https://wiki.ogregaming.com/eq2/index.php/FeatureRequests"/>
				<updated>2010-09-16T21:23:56Z</updated>
		
		<summary type="html">&lt;p&gt;Inire: /* Feature Requests */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Feature Requests ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Summary'''''&lt;br /&gt;
&lt;br /&gt;
Any time someone mentions a feature they would like, I add it to the &amp;quot;list&amp;quot;. I work on them when I have time. Feel free to edit this page and add items that are not on the list. The more detail the better. Also leave your name beside the item so I know who to contact incase I need more information. If an item disappears off this list, check the revision history as it may be implemented.&lt;br /&gt;
&lt;br /&gt;
Active Feature Requests - Items I'm working on as I get time.&lt;br /&gt;
&lt;br /&gt;
InActive Feature Requests - Items on the list, but low priority.&lt;br /&gt;
&lt;br /&gt;
'''---Active Feature Requests---'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* OgreMCP&lt;br /&gt;
** Mentor/Unmentor commands into buttons (functions already exist, chat calls mentor me/unmentor). &lt;br /&gt;
** Make an option to only move while not casting (for mages/priests).&lt;br /&gt;
** Option to have pet joust out also&lt;br /&gt;
** Type item name (partial name possible?) and use it on your target / special&lt;br /&gt;
** Support for &amp;quot;cast mender bot&amp;quot;&lt;br /&gt;
** Either back off tell command, or auto-back off pet if too far away&lt;br /&gt;
&lt;br /&gt;
* OgreBot&lt;br /&gt;
** Items - Power/Health&lt;br /&gt;
*** Clarity potions - In combat when under ____ mana. \aITEM -1488319014 -2032709423:Specialist's Essence of Clarity\/a and \aITEM 320810019 -1265453550:Focused Essence of Clarity\/a.&lt;br /&gt;
*** For both Clarity and HoT potions add a way of selecting which one you want, or a box to type it. &lt;br /&gt;
*** Power Root for mana&lt;br /&gt;
*** Guild Signet of Replenishment/Signet of Greater Replenishment&lt;br /&gt;
*** Mis-Calibrated manastone and Overclocked Mana Stone (Both can be used at the same time, on different timers) - bjcasey&lt;br /&gt;
*** Honor of Pantrilla (Drops from Pantrilla in TT in Temple of scale, Chrono to 80 and solo it) can be equipped in ranged, which means swap in combat.&lt;br /&gt;
&lt;br /&gt;
** Items - Other&lt;br /&gt;
*** Items tab dropdowns of your currently equipped gear and select them to be added to the CA's tab for use?&lt;br /&gt;
*** Make trak shield cast out of combat if &amp;lt; 5 mins is left on it to prevent it casting when you are mid-combat etc.&lt;br /&gt;
*** Mount casting - see if we can see if you are outdoors.&lt;br /&gt;
&lt;br /&gt;
** Class Specific&lt;br /&gt;
*** Bards - RO/VC buttons removed, RO/VC should be used only in the CA tab for fixing the &amp;quot;debuffing while RO ticks&amp;quot; issue.&lt;br /&gt;
*** Dirge - use of Confront Fear after rezzing someone. Mr suggestion&lt;br /&gt;
*** Dirge - Priority Rezzing list. Mr suggestion&lt;br /&gt;
*** Guardian - Tower of Stone support - May mean swapping to a crappy shield when casting tower of stone - inire&lt;br /&gt;
*** Defiler - Find a way to add hexation (defiler). Could do it like Jcap using NPC ID's.&lt;br /&gt;
*** Swashbuckler/Brigand - support for in front attacks Gouge for Brigand and Eye Poke on Swashbuckler.&lt;br /&gt;
&lt;br /&gt;
** Announce Features&lt;br /&gt;
*** Chat trigger tab. Such as: On ____ Cast ____ on _____.&lt;br /&gt;
*** Make bots talk - add spell --&amp;gt; &amp;quot;text&amp;quot; into a listbox.&lt;br /&gt;
*** Dirge - tell to target on confront fear.&lt;br /&gt;
&lt;br /&gt;
** Curing&lt;br /&gt;
*** Add option to cancel abilities if a PCure is available/needed.&lt;br /&gt;
*** Stun cures (Defiler Voice of the Ancestors, Mystic Ancient Balm, Crusader Aura of the Crusader).&lt;br /&gt;
&lt;br /&gt;
** Settings Tab&lt;br /&gt;
*** Add melee range extender option. Possibility 2 - percent based (mirgaul charm) and billy doll for sure. Maybe just code those 2 in.&lt;br /&gt;
*** Export a single profile and replace Toonname with ToonClass - For sharing profiles&lt;br /&gt;
*** Ignore AA timing option (for AEs since some classes won't cast because of cast time).&lt;br /&gt;
&lt;br /&gt;
** New Tabs&lt;br /&gt;
*** Dehate tab - leverage OSA analysis?&lt;br /&gt;
*** Priority Healing tab&lt;br /&gt;
*** Mezzing tab&lt;br /&gt;
&lt;br /&gt;
** Rezing Tab&lt;br /&gt;
*** Add another non-combat rez drop down (the addition of Supplication of the Fallen as the primary then casting revive if that is down)&lt;br /&gt;
*** Use group reses on 3 or more dead people in a group&lt;br /&gt;
&lt;br /&gt;
** General Improvements&lt;br /&gt;
*** Filter drop down boxes based on Type by tab/dropdown etc. Currently not possible as there is no way to determine which ailbities are offensive and defensive.&lt;br /&gt;
*** Disable porting abilities with No-Move (probably have to hardcode these) - Need names (Blink)&lt;br /&gt;
*** PowerHeals target an NPC Target &lt;br /&gt;
*** Make &amp;quot;Group AE&amp;quot; spells on CAs tab have a larger AE (Curse of Darkness for example)&lt;br /&gt;
*** pre-sets for buffs. Tank1, Tank2, Mage1, Mage2 etc.&lt;br /&gt;
&lt;br /&gt;
** Looting&lt;br /&gt;
*** FFA loot - Loot all items (including no trade)&lt;br /&gt;
*** Add Support for &amp;quot;?&amp;quot;, &amp;quot;!&amp;quot;, roll/need only if not already collected&lt;br /&gt;
&lt;br /&gt;
* Ogre Spell Export&lt;br /&gt;
** Remove &amp;quot;Abilities&amp;quot; from SpellExport - Keep call to guild hall available since it needs to be in the bot &lt;br /&gt;
** Ability to add in specific abilities by name or number. Example: Run ogre spell KannkorPwns or run ogre spell 2309234200923723509237230927982374982734 &lt;br /&gt;
&lt;br /&gt;
* Auto Hunt&lt;br /&gt;
** When AH stops due to movement i.e. We are stuck, ending - make a noise&lt;br /&gt;
** Make pauses available in pathing.. Path to A, then B, pause 30 seconds...&lt;br /&gt;
** Ignore non-aggro&lt;br /&gt;
** Text Entry box that adds to a list box (or combo box) - only kill actors with name matches &lt;br /&gt;
** Percision UI box&lt;br /&gt;
&lt;br /&gt;
* Ogre Move&lt;br /&gt;
** Ogre move -list -list available spots to move.&lt;br /&gt;
&lt;br /&gt;
* Bugs&lt;br /&gt;
** Run ogre tell not working with bot receive tells&lt;br /&gt;
** Doing /camp toonname doesn't reset spell info loaded into memory&lt;br /&gt;
** Exceeding Concentration - Currently broke.. everything comes up as 0 concentration&lt;br /&gt;
** Announce doesn't like commas. Just don't use them.&lt;br /&gt;
&lt;br /&gt;
* ISXOgre&lt;br /&gt;
** ISXOgre Commands to add - Auto load last saved (currently way it is) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''---In-Active Feature Requests---'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Maintained on Heals tab - for torpor for anyone&lt;br /&gt;
*Follow before buffing&lt;br /&gt;
*Byzola - class add assists get &amp;quot;stuck&amp;quot; on. - Just have &amp;quot;Lets go&amp;quot; clear it&lt;br /&gt;
** Option to make people return to camp spot after combat (assuming they are in a Joust-in status). -- This can kind of be done with OgreFollow.&lt;br /&gt;
----&lt;br /&gt;
 please to fix this later sir!&lt;br /&gt;
 this is re harvest&lt;br /&gt;
 a &amp;quot;map&amp;quot; button on the harvest ui&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Ogre Harvest ==&lt;br /&gt;
* Put Sparkling/Glimmering etc into XML for localization&lt;/div&gt;</summary>
		<author><name>Inire</name></author>	</entry>

	<entry>
		<id>https://wiki.ogregaming.com/eq2/index.php/FeatureRequests</id>
		<title>FeatureRequests</title>
		<link rel="alternate" type="text/html" href="https://wiki.ogregaming.com/eq2/index.php/FeatureRequests"/>
				<updated>2010-09-16T21:12:34Z</updated>
		
		<summary type="html">&lt;p&gt;Inire: /* Feature Requests */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Feature Requests ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Summary'''''&lt;br /&gt;
&lt;br /&gt;
Any time someone mentions a feature they would like, I add it to the &amp;quot;list&amp;quot;. I work on them when I have time. Feel free to edit this page and add items that are not on the list. The more detail the better. Also leave your name beside the item so I know who to contact incase I need more information. If an item disappears off this list, check the revision history as it may be implemented.&lt;br /&gt;
&lt;br /&gt;
Active Feature Requests - Items I'm working on as I get time.&lt;br /&gt;
&lt;br /&gt;
InActive Feature Requests - Items on the list, but low priority.&lt;br /&gt;
&lt;br /&gt;
'''---Active Feature Requests---'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* OgreMCP&lt;br /&gt;
** Mentor/Unmentor commands into buttons (functions already exist, chat calls mentor me/unmentor). &lt;br /&gt;
** Make an option to only move while not casting (for mages/priests).&lt;br /&gt;
** Option to have pet joust out also&lt;br /&gt;
** Type item name (partial name possible?) and use it on your target / special&lt;br /&gt;
** Support for &amp;quot;cast mender bot&amp;quot;&lt;br /&gt;
** Either back off tell command, or auto-back off pet if too far away&lt;br /&gt;
&lt;br /&gt;
* OgreBot&lt;br /&gt;
** Items - Power/Health&lt;br /&gt;
*** Clarity potions - In combat when under ____ mana. \aITEM -1488319014 -2032709423:Specialist's Essence of Clarity\/a and \aITEM 320810019 -1265453550:Focused Essence of Clarity\/a.&lt;br /&gt;
*** For both Clarity and HoT potions add a way of selecting which one you want, or a box to type it. &lt;br /&gt;
*** Power Root for mana&lt;br /&gt;
*** Guild Signet of Replenishment/Signet of Greater Replenishment&lt;br /&gt;
*** Mis-Calibrated manastone and Overclocked Mana Stone (Both can be used at the same time, on different timers) - bjcasey&lt;br /&gt;
*** Honor of Pantrilla (Drops from Pantrilla in TT in Temple of scale, Chrono to 80 and solo it) can be equipped in ranged, which means swap in combat.&lt;br /&gt;
&lt;br /&gt;
** Items - Other&lt;br /&gt;
*** Items tab dropdowns of your currently equipped gear and select them to be added to the CA's tab for use?&lt;br /&gt;
*** Make trak shield cast out of combat if &amp;lt; 5 mins is left on it to prevent it casting when you are mid-combat etc.&lt;br /&gt;
*** Mount casting - see if we can see if you are outdoors.&lt;br /&gt;
&lt;br /&gt;
** Class Specific&lt;br /&gt;
*** Bards - RO/VC buttons removed, RO/VC should be used only in the CA tab for fixing the &amp;quot;debuffing while RO ticks&amp;quot; issue.&lt;br /&gt;
*** Dirge - use of Confront Fear after rezzing someone. Mr suggestion&lt;br /&gt;
*** Dirge - Priority Rezzing list. Mr suggestion&lt;br /&gt;
*** Guardian - Tower of Stone support - May mean swapping to a crappy shield when casting tower of stone - inire&lt;br /&gt;
*** Defiler - Find a way to add hexation (defiler). Could do it like Jcap using NPC ID's.&lt;br /&gt;
*** Swashbuckler/Brigand - support for in front attacks Gouge for Brigand and Eye Poke on Swashbuckler.&lt;br /&gt;
&lt;br /&gt;
** Announce Features&lt;br /&gt;
*** Chat trigger tab. Such as: On ____ Cast ____ on _____.&lt;br /&gt;
*** Make bots talk - add spell --&amp;gt; &amp;quot;text&amp;quot; into a listbox.&lt;br /&gt;
*** Dirge - tell to target on confront fear.&lt;br /&gt;
&lt;br /&gt;
** Curing&lt;br /&gt;
*** Add option to cancel abilities if a PCure is available/needed.&lt;br /&gt;
*** Stun cures (Defiler Voice of the Ancestors, Mystic Ancient Balm, Crusader Aura of the Crusader).&lt;br /&gt;
&lt;br /&gt;
** Settings Tab&lt;br /&gt;
*** Add melee range extender option. Possibility 2 - percent based (mirgaul charm) and billy doll for sure. Maybe just code those 2 in.&lt;br /&gt;
*** Export a single profile and replace Toonname with ToonClass - For sharing profiles&lt;br /&gt;
*** Ignore AA timing option (for AEs since some classes won't cast because of cast time).&lt;br /&gt;
&lt;br /&gt;
** New Tabs&lt;br /&gt;
*** Dehate tab - leverage OSA analysis?&lt;br /&gt;
*** Priority Healing tab&lt;br /&gt;
*** Mezzing tab&lt;br /&gt;
&lt;br /&gt;
** Rezing Tab&lt;br /&gt;
*** Add another non-combat rez drop down (the addition of Supplication of the Fallen as the primary then casting revive if that is down)&lt;br /&gt;
*** Use group reses on 3 or more dead people in a group&lt;br /&gt;
&lt;br /&gt;
** General Improvements&lt;br /&gt;
*** Filter drop down boxes based on Type by tab/dropdown etc. Currently not possible as there is no way to determine which ailbities are offensive and defensive.&lt;br /&gt;
*** Disable porting abilities with No-Move (probably have to hardcode these) - Need names (Blink)&lt;br /&gt;
*** PowerHeals target an NPC Target &lt;br /&gt;
*** Make &amp;quot;Group AE&amp;quot; spells on CAs tab have a larger AE (Curse of Darkness for example)&lt;br /&gt;
*** pre-sets for buffs. Tank1, Tank2, Mage1, Mage2 etc.&lt;br /&gt;
&lt;br /&gt;
** Looting&lt;br /&gt;
*** FFA loot - Loot all items (including no trade)&lt;br /&gt;
*** Add Support for &amp;quot;?&amp;quot;, &amp;quot;!&amp;quot;, roll/need only if not already collected&lt;br /&gt;
&lt;br /&gt;
* Ogre Spell Export&lt;br /&gt;
** Remove &amp;quot;Abilities&amp;quot; from SpellExport - Keep call to guild hall available since it needs to be in the bot &lt;br /&gt;
** Ability to add in specific abilities by name or number. Example: Run ogre spell KannkorPwns or run ogre spell 2309234200923723509237230927982374982734 &lt;br /&gt;
&lt;br /&gt;
* Auto Hunt&lt;br /&gt;
** When AH stops due to movement i.e. We are stuck, ending - make a noise&lt;br /&gt;
** Make pauses available in pathing.. Path to A, then B, pause 30 seconds...&lt;br /&gt;
** Ignore non-aggro&lt;br /&gt;
** Text Entry box that adds to a list box (or combo box) - only kill actors with name matches &lt;br /&gt;
** Percision UI box&lt;br /&gt;
&lt;br /&gt;
* Ogre Move&lt;br /&gt;
** Ogre move -list -list available spots to move.&lt;br /&gt;
&lt;br /&gt;
* Bugs&lt;br /&gt;
** Run ogre tell not working with bot receive tells&lt;br /&gt;
** Doing /camp toonname doesn't reset spell info loaded into memory&lt;br /&gt;
** Exceeding Concentration - Currently broke.. everything comes up as 0 concentration&lt;br /&gt;
&lt;br /&gt;
* ISXOgre&lt;br /&gt;
** ISXOgre Commands to add - Auto load last saved (currently way it is) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''---In-Active Feature Requests---'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Maintained on Heals tab - for torpor for anyone&lt;br /&gt;
*Follow before buffing&lt;br /&gt;
*Byzola - class add assists get &amp;quot;stuck&amp;quot; on. - Just have &amp;quot;Lets go&amp;quot; clear it&lt;br /&gt;
** Option to make people return to camp spot after combat (assuming they are in a Joust-in status). -- This can kind of be done with OgreFollow.&lt;br /&gt;
----&lt;br /&gt;
 please to fix this later sir!&lt;br /&gt;
 this is re harvest&lt;br /&gt;
 a &amp;quot;map&amp;quot; button on the harvest ui&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Ogre Harvest ==&lt;br /&gt;
* Put Sparkling/Glimmering etc into XML for localization&lt;/div&gt;</summary>
		<author><name>Inire</name></author>	</entry>

	<entry>
		<id>https://wiki.ogregaming.com/eq2/index.php/FeatureRequests</id>
		<title>FeatureRequests</title>
		<link rel="alternate" type="text/html" href="https://wiki.ogregaming.com/eq2/index.php/FeatureRequests"/>
				<updated>2010-09-16T21:09:54Z</updated>
		
		<summary type="html">&lt;p&gt;Inire: /* Feature Requests */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Feature Requests ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Summary'''''&lt;br /&gt;
&lt;br /&gt;
Any time someone mentions a feature they would like, I add it to the &amp;quot;list&amp;quot;. I work on them when I have time. Feel free to edit this page and add items that are not on the list. The more detail the better. Also leave your name beside the item so I know who to contact incase I need more information. If an item disappears off this list, check the revision history as it may be implemented.&lt;br /&gt;
&lt;br /&gt;
Active Feature Requests - Items I'm working on as I get time.&lt;br /&gt;
&lt;br /&gt;
InActive Feature Requests - Items on the list, but low priority.&lt;br /&gt;
&lt;br /&gt;
'''---Active Feature Requests---'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* OgreMCP&lt;br /&gt;
** Mentor/Unmentor commands into buttons (functions already exist, chat calls mentor me/unmentor). &lt;br /&gt;
** Make an option to only move while not casting (for mages/priests).&lt;br /&gt;
** Option to have pet joust out also&lt;br /&gt;
** Type item name (partial name possible?) and use it on your target / special&lt;br /&gt;
** Coercer's Coercive Shout&lt;br /&gt;
** Support for &amp;quot;cast mender bot&amp;quot;&lt;br /&gt;
** Either back off tell command, or auto-back off pet if too far away&lt;br /&gt;
&lt;br /&gt;
* OgreBot&lt;br /&gt;
** Items - Power/Health&lt;br /&gt;
*** Clarity potions - In combat when under ____ mana. \aITEM -1488319014 -2032709423:Specialist's Essence of Clarity\/a and \aITEM 320810019 -1265453550:Focused Essence of Clarity\/a.&lt;br /&gt;
*** For both Clarity and HoT potions add a way of selecting which one you want, or a box to type it. &lt;br /&gt;
*** Power Root for mana&lt;br /&gt;
*** Guild Signet of Replenishment/Signet of Greater Replenishment&lt;br /&gt;
*** Mis-Calibrated manastone and Overclocked Mana Stone (Both can be used at the same time, on different timers) - bjcasey&lt;br /&gt;
*** Honor of Pantrilla (Drops from Pantrilla in TT in Temple of scale, Chrono to 80 and solo it) can be equipped in ranged, which means swap in combat.&lt;br /&gt;
&lt;br /&gt;
** Items - Other&lt;br /&gt;
*** Items tab dropdowns of your currently equipped gear and select them to be added to the CA's tab for use?&lt;br /&gt;
*** Make trak shield cast out of combat if &amp;lt; 5 mins is left on it to prevent it casting when you are mid-combat etc.&lt;br /&gt;
*** Mount casting - see if we can see if you are outdoors.&lt;br /&gt;
&lt;br /&gt;
** Class Specific&lt;br /&gt;
*** Bards - RO/VC buttons removed, RO/VC should be used only in the CA tab for fixing the &amp;quot;debuffing while RO ticks&amp;quot; issue.&lt;br /&gt;
*** Dirge - use of Confront Fear after rezzing someone. Mr suggestion&lt;br /&gt;
*** Dirge - Priority Rezzing list. Mr suggestion&lt;br /&gt;
*** Guardian - Tower of Stone support - May mean swapping to a crappy shield when casting tower of stone - inire&lt;br /&gt;
*** Defiler - Find a way to add hexation (defiler). Could do it like Jcap using NPC ID's.&lt;br /&gt;
*** Swashbuckler/Brigand - support for in front attacks Gouge for Brigand and Eye Poke on Swashbuckler.&lt;br /&gt;
&lt;br /&gt;
** Announce Features&lt;br /&gt;
*** Chat trigger tab. Such as: On ____ Cast ____ on _____.&lt;br /&gt;
*** Make bots talk - add spell --&amp;gt; &amp;quot;text&amp;quot; into a listbox.&lt;br /&gt;
*** Dirge - tell to target on confront fear.&lt;br /&gt;
&lt;br /&gt;
** Curing&lt;br /&gt;
*** Add option to cancel abilities if a PCure is available/needed.&lt;br /&gt;
*** Stun cures (Defiler Voice of the Ancestors, Mystic Ancient Balm, Crusader Aura of the Crusader).&lt;br /&gt;
&lt;br /&gt;
** Settings Tab&lt;br /&gt;
*** Add melee range extender option. Possibility 2 - percent based (mirgaul charm) and billy doll for sure. Maybe just code those 2 in.&lt;br /&gt;
*** Export a single profile and replace Toonname with ToonClass - For sharing profiles&lt;br /&gt;
*** Ignore AA timing option (for AEs since some classes won't cast because of cast time).&lt;br /&gt;
&lt;br /&gt;
** New Tabs&lt;br /&gt;
*** Dehate tab - leverage OSA analysis?&lt;br /&gt;
*** Priority Healing tab&lt;br /&gt;
*** Mezzing tab&lt;br /&gt;
&lt;br /&gt;
** Rezing Tab&lt;br /&gt;
*** Add another non-combat rez drop down (the addition of Supplication of the Fallen as the primary then casting revive if that is down)&lt;br /&gt;
*** Use group reses on 3 or more dead people in a group&lt;br /&gt;
&lt;br /&gt;
** General Improvements&lt;br /&gt;
*** Filter drop down boxes based on Type by tab/dropdown etc. Currently not possible as there is no way to determine which ailbities are offensive and defensive.&lt;br /&gt;
*** Disable porting abilities with No-Move (probably have to hardcode these) - Need names (Blink)&lt;br /&gt;
*** PowerHeals target an NPC Target &lt;br /&gt;
*** Make &amp;quot;Group AE&amp;quot; spells on CAs tab have a larger AE (Curse of Darkness for example)&lt;br /&gt;
*** pre-sets for buffs. Tank1, Tank2, Mage1, Mage2 etc.&lt;br /&gt;
&lt;br /&gt;
** Looting&lt;br /&gt;
*** FFA loot - Loot all items (including no trade)&lt;br /&gt;
*** Add Support for &amp;quot;?&amp;quot;, &amp;quot;!&amp;quot;, roll/need only if not already collected&lt;br /&gt;
&lt;br /&gt;
* Ogre Spell Export&lt;br /&gt;
** Remove &amp;quot;Abilities&amp;quot; from SpellExport - Keep call to guild hall available since it needs to be in the bot &lt;br /&gt;
** Ability to add in specific abilities by name or number. Example: Run ogre spell KannkorPwns or run ogre spell 2309234200923723509237230927982374982734 &lt;br /&gt;
&lt;br /&gt;
* Auto Hunt&lt;br /&gt;
** When AH stops due to movement i.e. We are stuck, ending - make a noise&lt;br /&gt;
** Make pauses available in pathing.. Path to A, then B, pause 30 seconds...&lt;br /&gt;
** Ignore non-aggro&lt;br /&gt;
** Text Entry box that adds to a list box (or combo box) - only kill actors with name matches &lt;br /&gt;
** Percision UI box&lt;br /&gt;
&lt;br /&gt;
* Ogre Move&lt;br /&gt;
** Ogre move -list -list available spots to move.&lt;br /&gt;
&lt;br /&gt;
* Bugs&lt;br /&gt;
** Run ogre tell not working with bot receive tells&lt;br /&gt;
** Doing /camp toonname doesn't reset spell info loaded into memory&lt;br /&gt;
** Exceeding Concentration - Currently broke.. everything comes up as 0 concentration&lt;br /&gt;
&lt;br /&gt;
* ISXOgre&lt;br /&gt;
** ISXOgre Commands to add - Auto load last saved (currently way it is) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''---In-Active Feature Requests---'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Maintained on Heals tab - for torpor for anyone&lt;br /&gt;
*Follow before buffing&lt;br /&gt;
*Byzola - class add assists get &amp;quot;stuck&amp;quot; on. - Just have &amp;quot;Lets go&amp;quot; clear it&lt;br /&gt;
** Option to make people return to camp spot after combat (assuming they are in a Joust-in status). -- This can kind of be done with OgreFollow.&lt;br /&gt;
----&lt;br /&gt;
 please to fix this later sir!&lt;br /&gt;
 this is re harvest&lt;br /&gt;
 a &amp;quot;map&amp;quot; button on the harvest ui&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Ogre Harvest ==&lt;br /&gt;
* Put Sparkling/Glimmering etc into XML for localization&lt;/div&gt;</summary>
		<author><name>Inire</name></author>	</entry>

	<entry>
		<id>https://wiki.ogregaming.com/eq2/index.php/FeatureRequests</id>
		<title>FeatureRequests</title>
		<link rel="alternate" type="text/html" href="https://wiki.ogregaming.com/eq2/index.php/FeatureRequests"/>
				<updated>2010-09-14T23:42:34Z</updated>
		
		<summary type="html">&lt;p&gt;Inire: /* Feature Requests */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Feature Requests ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Summary'''''&lt;br /&gt;
&lt;br /&gt;
Any time someone mentions a feature they would like, I add it to the &amp;quot;list&amp;quot;. I work on them when I have time. Feel free to edit this page and add items that are not on the list. The more detail the better. Also leave your name beside the item so I know who to contact incase I need more information. If an item disappears off this list, check the revision history as it may be implemented.&lt;br /&gt;
&lt;br /&gt;
Active Feature Requests - Items I'm working on as I get time.&lt;br /&gt;
&lt;br /&gt;
InActive Feature Requests - Items on the list, but low priority.&lt;br /&gt;
&lt;br /&gt;
'''---Active Feature Requests---'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* OgreMCP&lt;br /&gt;
** Mentor/Unmentor commands into buttons (functions already exist, chat calls mentor me/unmentor). &lt;br /&gt;
** Make an option to only move while not casting (for mages/priests).&lt;br /&gt;
** Option to have pet joust out also&lt;br /&gt;
** Type item name (partial name possible?) and use it on your target / special&lt;br /&gt;
** Coercer's Coercive Shout&lt;br /&gt;
** Support for &amp;quot;cast mender bot&amp;quot;&lt;br /&gt;
** Inq Verdict &lt;br /&gt;
** Either back off tell command, or auto-back off pet if too far away&lt;br /&gt;
&lt;br /&gt;
* OgreBot&lt;br /&gt;
** Items - Power/Health&lt;br /&gt;
*** Clarity potions - In combat when under ____ mana. \aITEM -1488319014 -2032709423:Specialist's Essence of Clarity\/a and \aITEM 320810019 -1265453550:Focused Essence of Clarity\/a.&lt;br /&gt;
*** For both Clarity and HoT potions add a way of selecting which one you want, or a box to type it. &lt;br /&gt;
*** Power Root for mana&lt;br /&gt;
*** Guild Signet of Replenishment/Signet of Greater Replenishment&lt;br /&gt;
*** Mis-Calibrated manastone and Overclocked Mana Stone (Both can be used at the same time, on different timers) - bjcasey&lt;br /&gt;
*** Honor of Pantrilla (Drops from Pantrilla in TT in Temple of scale, Chrono to 80 and solo it) can be equipped in ranged, which means swap in combat.&lt;br /&gt;
&lt;br /&gt;
** Items - Other&lt;br /&gt;
*** Items tab dropdowns of your currently equipped gear and select them to be added to the CA's tab for use?&lt;br /&gt;
*** Make trak shield cast out of combat if &amp;lt; 5 mins is left on it to prevent it casting when you are mid-combat etc.&lt;br /&gt;
*** Mount casting - see if we can see if you are outdoors.&lt;br /&gt;
&lt;br /&gt;
** Class Specific&lt;br /&gt;
*** Bards - RO/VC buttons removed, RO/VC should be used only in the CA tab for fixing the &amp;quot;debuffing while RO ticks&amp;quot; issue.&lt;br /&gt;
*** Dirge - use of Confront Fear after rezzing someone. Mr suggestion&lt;br /&gt;
*** Dirge - Priority Rezzing list. Mr suggestion&lt;br /&gt;
*** Guardian - Tower of Stone support&lt;br /&gt;
*** Defiler - Find a way to add hexation (defiler). Could do it like Jcap using NPC ID's.&lt;br /&gt;
*** Swashbuckler/Brigand - support for in front attacks Gouge for Brigand and Eye Poke on Swashbuckler.&lt;br /&gt;
&lt;br /&gt;
** Announce Features&lt;br /&gt;
*** Chat trigger tab. Such as: On ____ Cast ____ on _____.&lt;br /&gt;
*** Make bots talk - add spell --&amp;gt; &amp;quot;text&amp;quot; into a listbox.&lt;br /&gt;
*** Cure Curse raid announce.&lt;br /&gt;
*** Dirge - tell to target on gravitas.&lt;br /&gt;
*** Dirge - tell to target on confront fear.&lt;br /&gt;
*** Troubador - tell to target on JCap.&lt;br /&gt;
*** Shaman - tell to target on ROA.&lt;br /&gt;
*** Inquisitor - Raid announce on Verdict. ?? not sure may be in there.&lt;br /&gt;
*** Dirge - Guild Connect announce on Chime of Blades (command is /gc cob on the chat line in regular eq2).&lt;br /&gt;
*** Troubador - Guild Connect announce on Perfection of the Maestro (command is /gc potm on the chat line in regular eq2).&lt;br /&gt;
*** Brigand - Guild Connect announce on Dispatch (command is /gc dispatch on the chat line in regular eq2).&lt;br /&gt;
&lt;br /&gt;
** Curing&lt;br /&gt;
*** Add option to cancel abilities if a PCure is available/needed.&lt;br /&gt;
*** Stun cures (Defiler Voice of the Ancestors, Mystic Ancient Balm, Crusader Aura of the Crusader).&lt;br /&gt;
*** Mage Cure Arcane&lt;br /&gt;
&lt;br /&gt;
** Settings Tab&lt;br /&gt;
*** Add melee range extender option. Possibility 2 - percent based (mirgaul charm) and billy doll for sure. Maybe just code those 2 in.&lt;br /&gt;
*** Export a single profile and replace Toonname with ToonClass - For sharing profiles&lt;br /&gt;
*** Ignore AA timing option (for AEs since some classes won't cast because of cast time).&lt;br /&gt;
&lt;br /&gt;
** New Tabs&lt;br /&gt;
*** Dehate tab - leverage OSA analysis?&lt;br /&gt;
*** Priority Healing tab&lt;br /&gt;
*** Mezzing tab&lt;br /&gt;
&lt;br /&gt;
** Rezing Tab&lt;br /&gt;
*** Add another non-combat rez drop down (the addition of Supplication of the Fallen as the primary then casting revive if that is down)&lt;br /&gt;
*** Use group reses on 3 or more dead people in a group&lt;br /&gt;
&lt;br /&gt;
** General Improvements&lt;br /&gt;
*** Filter drop down boxes based on Type by tab/dropdown etc. Currently not possible as there is no way to determine which ailbities are offensive and defensive.&lt;br /&gt;
*** Disable porting abilities with No-Move (probably have to hardcode these) - Need names (Blink)&lt;br /&gt;
*** PowerHeals target an NPC Target &lt;br /&gt;
*** Make &amp;quot;Group AE&amp;quot; spells on CAs tab have a larger AE (Curse of Darkness for example)&lt;br /&gt;
*** pre-sets for buffs. Tank1, Tank2, Mage1, Mage2 etc.&lt;br /&gt;
&lt;br /&gt;
** Looting&lt;br /&gt;
*** FFA loot - Loot all items (including no trade)&lt;br /&gt;
*** Add Support for &amp;quot;?&amp;quot;, &amp;quot;!&amp;quot;, roll/need only if not already collected&lt;br /&gt;
&lt;br /&gt;
* Ogre Spell Export&lt;br /&gt;
** Remove &amp;quot;Abilities&amp;quot; from SpellExport - Keep call to guild hall available since it needs to be in the bot &lt;br /&gt;
** Ability to add in specific abilities by name or number. Example: Run ogre spell KannkorPwns or run ogre spell 2309234200923723509237230927982374982734 &lt;br /&gt;
&lt;br /&gt;
* Auto Hunt&lt;br /&gt;
** When AH stops due to movement i.e. We are stuck, ending - make a noise&lt;br /&gt;
** Make pauses available in pathing.. Path to A, then B, pause 30 seconds...&lt;br /&gt;
** Ignore non-aggro&lt;br /&gt;
** Text Entry box that adds to a list box (or combo box) - only kill actors with name matches &lt;br /&gt;
** Percision UI box&lt;br /&gt;
&lt;br /&gt;
* Ogre Move&lt;br /&gt;
** Ogre move -list -list available spots to move.&lt;br /&gt;
&lt;br /&gt;
* Bugs&lt;br /&gt;
** Run ogre tell not working with bot receive tells&lt;br /&gt;
** Doing /camp toonname doesn't reset spell info loaded into memory&lt;br /&gt;
** Exceeding Concentration - Currently broke.. everything comes up as 0 concentration&lt;br /&gt;
&lt;br /&gt;
* ISXOgre&lt;br /&gt;
** ISXOgre Commands to add - Auto load last saved (currently way it is) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''---In-Active Feature Requests---'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Maintained on Heals tab - for torpor for anyone&lt;br /&gt;
*Follow before buffing&lt;br /&gt;
*Byzola - class add assists get &amp;quot;stuck&amp;quot; on. - Just have &amp;quot;Lets go&amp;quot; clear it&lt;br /&gt;
** Option to make people return to camp spot after combat (assuming they are in a Joust-in status). -- This can kind of be done with OgreFollow.&lt;br /&gt;
----&lt;br /&gt;
 please to fix this later sir!&lt;br /&gt;
 this is re harvest&lt;br /&gt;
 a &amp;quot;map&amp;quot; button on the harvest ui&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Ogre Harvest ==&lt;br /&gt;
* Put Sparkling/Glimmering etc into XML for localization&lt;/div&gt;</summary>
		<author><name>Inire</name></author>	</entry>

	<entry>
		<id>https://wiki.ogregaming.com/eq2/index.php/FeatureRequests</id>
		<title>FeatureRequests</title>
		<link rel="alternate" type="text/html" href="https://wiki.ogregaming.com/eq2/index.php/FeatureRequests"/>
				<updated>2010-09-14T23:41:36Z</updated>
		
		<summary type="html">&lt;p&gt;Inire: /* Feature Requests */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Feature Requests ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Summary'''''&lt;br /&gt;
&lt;br /&gt;
Any time someone mentions a feature they would like, I add it to the &amp;quot;list&amp;quot;. I work on them when I have time. Feel free to edit this page and add items that are not on the list. The more detail the better. Also leave your name beside the item so I know who to contact incase I need more information. If an item disappears off this list, check the revision history as it may be implemented.&lt;br /&gt;
&lt;br /&gt;
Active Feature Requests - Items I'm working on as I get time.&lt;br /&gt;
&lt;br /&gt;
InActive Feature Requests - Items on the list, but low priority.&lt;br /&gt;
&lt;br /&gt;
'''---Active Feature Requests---'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* OgreMCP&lt;br /&gt;
** Mentor/Unmentor commands into buttons (functions already exist, chat calls mentor me/unmentor). &lt;br /&gt;
** Make an option to only move while not casting (for mages/priests).&lt;br /&gt;
** Option to have pet joust out also&lt;br /&gt;
** Type item name (partial name possible?) and use it on your target / special&lt;br /&gt;
** Coercer's Coercive Shout&lt;br /&gt;
** Support for &amp;quot;cast mender bot&amp;quot;&lt;br /&gt;
** Inq Verdict &lt;br /&gt;
** Either back off tell command, or auto-back off pet if too far away&lt;br /&gt;
&lt;br /&gt;
* OgreBot&lt;br /&gt;
** Items - Power/Health&lt;br /&gt;
*** Clarity potions - In combat when under ____ mana. \aITEM -1488319014 -2032709423:Specialist's Essence of Clarity\/a and \aITEM 320810019 -1265453550:Focused Essence of Clarity\/a.&lt;br /&gt;
*** For both Clarity and HoT potions add a way of selecting which one you want, or a box to type it. &lt;br /&gt;
*** Power Root for mana&lt;br /&gt;
*** Guild Signet of Replenishment/Signet of Greater Replenishment&lt;br /&gt;
*** Mis-Calibrated manastone and Overclocked Mana Stone (Both can be used at the same time, on different timers) - bjcasey&lt;br /&gt;
*** Honor of Pantrilla (Drops from Pantrilla in TT in Temple of scale, Chrono to 80 and solo it) can be equipped in ranged, which means swap in combat.&lt;br /&gt;
&lt;br /&gt;
** Items - Other&lt;br /&gt;
*** Items tab dropdowns of your currently equipped gear and select them to be added to the CA's tab for use?&lt;br /&gt;
*** Make trak shield cast out of combat if &amp;lt; 5 mins is left on it to prevent it casting when you are mid-combat etc.&lt;br /&gt;
*** Mount casting - see if we can see if you are outdoors.&lt;br /&gt;
&lt;br /&gt;
** Class Specific&lt;br /&gt;
*** Bards - RO/VC buttons removed, RO/VC should be used only in the CA tab for fixing the &amp;quot;debuffing while RO ticks&amp;quot; issue.&lt;br /&gt;
*** Dirge - use of Confront Fear after rezzing someone. Mr suggestion&lt;br /&gt;
*** Dirge - Priority Rezzing list. Mr suggestion&lt;br /&gt;
*** Guardian - Tower of Stone support&lt;br /&gt;
*** Defiler - Find a way to add hexation (defiler). Could do it like Jcap using NPC ID's.&lt;br /&gt;
*** Swashbuckler/Brigand - support for in front attacks Gouge for Brigand and Eye Poke on Swashbuckler.&lt;br /&gt;
&lt;br /&gt;
** Announce Features&lt;br /&gt;
*** Chat trigger tab. Such as: On ____ Cast ____ on _____.&lt;br /&gt;
*** Make bots talk - add spell --&amp;gt; &amp;quot;text&amp;quot; into a listbox&lt;br /&gt;
*** Dirge - tell to target on gravitas.&lt;br /&gt;
*** Dirge - tell to target on confront fear.&lt;br /&gt;
*** Troubador - tell to target on JCap.&lt;br /&gt;
*** Shaman - tell to target on ROA.&lt;br /&gt;
*** Inquisitor - Raid announce on Verdict. ?? not sure may be in there.&lt;br /&gt;
*** Dirge - Guild Connect announce on Chime of Blades (command is /gc cob on the chat line in regular eq2).&lt;br /&gt;
*** Troubador - Guild Connect announce on Perfection of the Maestro (command is /gc potm on the chat line in regular eq2).&lt;br /&gt;
*** Brigand - Guild Connect announce on Dispatch (command is /gc dispatch on the chat line in regular eq2).&lt;br /&gt;
&lt;br /&gt;
** Curing&lt;br /&gt;
*** Add option to cancel abilities if a PCure is available/needed.&lt;br /&gt;
*** Stun cures (Defiler Voice of the Ancestors, Mystic Ancient Balm, Crusader Aura of the Crusader).&lt;br /&gt;
*** Mage Cure Arcane&lt;br /&gt;
&lt;br /&gt;
** Settings Tab&lt;br /&gt;
*** Add melee range extender option. Possibility 2 - percent based (mirgaul charm) and billy doll for sure. Maybe just code those 2 in.&lt;br /&gt;
*** Export a single profile and replace Toonname with ToonClass - For sharing profiles&lt;br /&gt;
*** Ignore AA timing option (for AEs since some classes won't cast because of cast time).&lt;br /&gt;
&lt;br /&gt;
** New Tabs&lt;br /&gt;
*** Dehate tab - leverage OSA analysis?&lt;br /&gt;
*** Priority Healing tab&lt;br /&gt;
*** Mezzing tab&lt;br /&gt;
&lt;br /&gt;
** Rezing Tab&lt;br /&gt;
*** Add another non-combat rez drop down (the addition of Supplication of the Fallen as the primary then casting revive if that is down)&lt;br /&gt;
*** Use group reses on 3 or more dead people in a group&lt;br /&gt;
&lt;br /&gt;
** General Improvements&lt;br /&gt;
*** Filter drop down boxes based on Type by tab/dropdown etc. Currently not possible as there is no way to determine which ailbities are offensive and defensive.&lt;br /&gt;
*** Disable porting abilities with No-Move (probably have to hardcode these) - Need names (Blink)&lt;br /&gt;
*** PowerHeals target an NPC Target &lt;br /&gt;
*** Make &amp;quot;Group AE&amp;quot; spells on CAs tab have a larger AE (Curse of Darkness for example)&lt;br /&gt;
*** pre-sets for buffs. Tank1, Tank2, Mage1, Mage2 etc.&lt;br /&gt;
&lt;br /&gt;
** Looting&lt;br /&gt;
*** FFA loot - Loot all items (including no trade)&lt;br /&gt;
*** Add Support for &amp;quot;?&amp;quot;, &amp;quot;!&amp;quot;, roll/need only if not already collected&lt;br /&gt;
&lt;br /&gt;
* Ogre Spell Export&lt;br /&gt;
** Remove &amp;quot;Abilities&amp;quot; from SpellExport - Keep call to guild hall available since it needs to be in the bot &lt;br /&gt;
** Ability to add in specific abilities by name or number. Example: Run ogre spell KannkorPwns or run ogre spell 2309234200923723509237230927982374982734 &lt;br /&gt;
&lt;br /&gt;
* Auto Hunt&lt;br /&gt;
** When AH stops due to movement i.e. We are stuck, ending - make a noise&lt;br /&gt;
** Make pauses available in pathing.. Path to A, then B, pause 30 seconds...&lt;br /&gt;
** Ignore non-aggro&lt;br /&gt;
** Text Entry box that adds to a list box (or combo box) - only kill actors with name matches &lt;br /&gt;
** Percision UI box&lt;br /&gt;
&lt;br /&gt;
* Ogre Move&lt;br /&gt;
** Ogre move -list -list available spots to move.&lt;br /&gt;
&lt;br /&gt;
* Bugs&lt;br /&gt;
** Run ogre tell not working with bot receive tells&lt;br /&gt;
** Doing /camp toonname doesn't reset spell info loaded into memory&lt;br /&gt;
** Exceeding Concentration - Currently broke.. everything comes up as 0 concentration&lt;br /&gt;
&lt;br /&gt;
* ISXOgre&lt;br /&gt;
** ISXOgre Commands to add - Auto load last saved (currently way it is) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''---In-Active Feature Requests---'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Maintained on Heals tab - for torpor for anyone&lt;br /&gt;
*Follow before buffing&lt;br /&gt;
*Byzola - class add assists get &amp;quot;stuck&amp;quot; on. - Just have &amp;quot;Lets go&amp;quot; clear it&lt;br /&gt;
** Option to make people return to camp spot after combat (assuming they are in a Joust-in status). -- This can kind of be done with OgreFollow.&lt;br /&gt;
----&lt;br /&gt;
 please to fix this later sir!&lt;br /&gt;
 this is re harvest&lt;br /&gt;
 a &amp;quot;map&amp;quot; button on the harvest ui&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Ogre Harvest ==&lt;br /&gt;
* Put Sparkling/Glimmering etc into XML for localization&lt;/div&gt;</summary>
		<author><name>Inire</name></author>	</entry>

	<entry>
		<id>https://wiki.ogregaming.com/eq2/index.php/FeatureRequests</id>
		<title>FeatureRequests</title>
		<link rel="alternate" type="text/html" href="https://wiki.ogregaming.com/eq2/index.php/FeatureRequests"/>
				<updated>2010-09-14T23:37:48Z</updated>
		
		<summary type="html">&lt;p&gt;Inire: /* Feature Requests */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Feature Requests ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Summary'''''&lt;br /&gt;
&lt;br /&gt;
Any time someone mentions a feature they would like, I add it to the &amp;quot;list&amp;quot;. I work on them when I have time. Feel free to edit this page and add items that are not on the list. The more detail the better. Also leave your name beside the item so I know who to contact incase I need more information. If an item disappears off this list, check the revision history as it may be implemented.&lt;br /&gt;
&lt;br /&gt;
Active Feature Requests - Items I'm working on as I get time.&lt;br /&gt;
&lt;br /&gt;
InActive Feature Requests - Items on the list, but low priority.&lt;br /&gt;
&lt;br /&gt;
'''---Active Feature Requests---'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* OgreMCP&lt;br /&gt;
** Mentor/Unmentor commands into buttons (functions already exist, chat calls mentor me/unmentor). &lt;br /&gt;
** Make an option to only move while not casting (for mages/priests).&lt;br /&gt;
** Option to have pet joust out also&lt;br /&gt;
** Type item name (partial name possible?) and use it on your target / special&lt;br /&gt;
** Coercer's Coercive Shout&lt;br /&gt;
** Support for &amp;quot;cast mender bot&amp;quot;&lt;br /&gt;
** Inq Verdict &lt;br /&gt;
** Either back off tell command, or auto-back off pet if too far away&lt;br /&gt;
&lt;br /&gt;
* OgreBot&lt;br /&gt;
** Items - Power/Health&lt;br /&gt;
*** Clarity potions - In combat when under ____ mana. \aITEM -1488319014 -2032709423:Specialist's Essence of Clarity\/a and \aITEM 320810019 -1265453550:Focused Essence of Clarity\/a.&lt;br /&gt;
*** For both Clarity and HoT potions add a way of selecting which one you want, or a box to type it. &lt;br /&gt;
*** Power Root for mana&lt;br /&gt;
*** Guild Signet of Replenishment/Signet of Greater Replenishment&lt;br /&gt;
*** Mis-Calibrated manastone and Overclocked Mana Stone (Both can be used at the same time, on different timers) - bjcasey&lt;br /&gt;
*** Honor of Pantrilla (Drops from Pantrilla in TT in Temple of scale, Chrono to 80 and solo it) can be equipped in ranged, which means swap in combat.&lt;br /&gt;
&lt;br /&gt;
** Items - Other&lt;br /&gt;
*** Items tab dropdowns of your currently equipped gear and select them to be added to the CA's tab for use?&lt;br /&gt;
*** Make trak shield cast out of combat if &amp;lt; 5 mins is left on it to prevent it casting when you are mid-combat etc.&lt;br /&gt;
*** Mount casting - see if we can see if you are outdoors.&lt;br /&gt;
&lt;br /&gt;
** Class Specific&lt;br /&gt;
*** Bards - RO/VC buttons removed, RO/VC should be used only in the CA tab for fixing the &amp;quot;debuffing while RO ticks&amp;quot; issue.&lt;br /&gt;
*** Dirge - use of Confront Fear after rezzing someone. Mr suggestion&lt;br /&gt;
*** Dirge - Priority Rezzing list. Mr suggestion&lt;br /&gt;
*** Guardian - Tower of Stone support&lt;br /&gt;
*** Defiler - Find a way to add hexation (defiler). Could do it like Jcap using NPC ID's.&lt;br /&gt;
*** Swashbuckler/Brigand - support for in front attacks Gouge for Brigand and Eye Poke on Swashbuckler.&lt;br /&gt;
&lt;br /&gt;
** Announce Features&lt;br /&gt;
*** Chat trigger tab. Such as: On ____ Cast ____ on _____.&lt;br /&gt;
*** Make bots talk - add spell --&amp;gt; &amp;quot;text&amp;quot; into a listbox&lt;br /&gt;
*** Dirge - tell to target on gravitas.&lt;br /&gt;
*** Dirge - tell to target on confront fear.&lt;br /&gt;
*** Inquisitor - Raid announce on Verdict. ?? not sure may be in there.&lt;br /&gt;
*** Dirge - Guild Connect announce on Chime of Blades (command is /gc cob on the chat line in regular eq2).&lt;br /&gt;
*** Troubador - Guild Connect announce on Perfection of the Maestro (command is /gc potm on the chat line in regular eq2).&lt;br /&gt;
*** Brigand - Guild Connect announce on Dispatch (command is /gc dispatch on the chat line in regular eq2).&lt;br /&gt;
&lt;br /&gt;
** Curing&lt;br /&gt;
*** Add option to cancel abilities if a PCure is available/needed.&lt;br /&gt;
*** Stun cures (Defiler Voice of the Ancestors, Mystic Ancient Balm, Crusader Aura of the Crusader).&lt;br /&gt;
*** Mage Cure Arcane&lt;br /&gt;
&lt;br /&gt;
** Settings Tab&lt;br /&gt;
*** Add melee range extender option. Possibility 2 - percent based (mirgaul charm) and billy doll for sure. Maybe just code those 2 in.&lt;br /&gt;
*** Export a single profile and replace Toonname with ToonClass - For sharing profiles&lt;br /&gt;
*** Ignore AA timing option (for AEs since some classes won't cast because of cast time).&lt;br /&gt;
&lt;br /&gt;
** New Tabs&lt;br /&gt;
*** Dehate tab - leverage OSA analysis?&lt;br /&gt;
*** Priority Healing tab&lt;br /&gt;
*** Mezzing tab&lt;br /&gt;
&lt;br /&gt;
** Rezing Tab&lt;br /&gt;
*** Add another non-combat rez drop down (the addition of Supplication of the Fallen as the primary then casting revive if that is down)&lt;br /&gt;
*** Use group reses on 3 or more dead people in a group&lt;br /&gt;
&lt;br /&gt;
** General Improvements&lt;br /&gt;
*** Filter drop down boxes based on Type by tab/dropdown etc. Currently not possible as there is no way to determine which ailbities are offensive and defensive.&lt;br /&gt;
*** Disable porting abilities with No-Move (probably have to hardcode these) - Need names (Blink)&lt;br /&gt;
*** PowerHeals target an NPC Target &lt;br /&gt;
*** Make &amp;quot;Group AE&amp;quot; spells on CAs tab have a larger AE (Curse of Darkness for example)&lt;br /&gt;
*** pre-sets for buffs. Tank1, Tank2, Mage1, Mage2 etc.&lt;br /&gt;
&lt;br /&gt;
** Looting&lt;br /&gt;
*** FFA loot - Loot all items (including no trade)&lt;br /&gt;
*** Add Support for &amp;quot;?&amp;quot;, &amp;quot;!&amp;quot;, roll/need only if not already collected&lt;br /&gt;
&lt;br /&gt;
* Ogre Spell Export&lt;br /&gt;
** Remove &amp;quot;Abilities&amp;quot; from SpellExport - Keep call to guild hall available since it needs to be in the bot &lt;br /&gt;
** Ability to add in specific abilities by name or number. Example: Run ogre spell KannkorPwns or run ogre spell 2309234200923723509237230927982374982734 &lt;br /&gt;
&lt;br /&gt;
* Auto Hunt&lt;br /&gt;
** When AH stops due to movement i.e. We are stuck, ending - make a noise&lt;br /&gt;
** Make pauses available in pathing.. Path to A, then B, pause 30 seconds...&lt;br /&gt;
** Ignore non-aggro&lt;br /&gt;
** Text Entry box that adds to a list box (or combo box) - only kill actors with name matches &lt;br /&gt;
** Percision UI box&lt;br /&gt;
&lt;br /&gt;
* Ogre Move&lt;br /&gt;
** Ogre move -list -list available spots to move.&lt;br /&gt;
&lt;br /&gt;
* Bugs&lt;br /&gt;
** Run ogre tell not working with bot receive tells&lt;br /&gt;
** Doing /camp toonname doesn't reset spell info loaded into memory&lt;br /&gt;
** Exceeding Concentration - Currently broke.. everything comes up as 0 concentration&lt;br /&gt;
&lt;br /&gt;
* ISXOgre&lt;br /&gt;
** ISXOgre Commands to add - Auto load last saved (currently way it is) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''---In-Active Feature Requests---'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Maintained on Heals tab - for torpor for anyone&lt;br /&gt;
*Follow before buffing&lt;br /&gt;
*Byzola - class add assists get &amp;quot;stuck&amp;quot; on. - Just have &amp;quot;Lets go&amp;quot; clear it&lt;br /&gt;
** Option to make people return to camp spot after combat (assuming they are in a Joust-in status). -- This can kind of be done with OgreFollow.&lt;br /&gt;
----&lt;br /&gt;
 please to fix this later sir!&lt;br /&gt;
 this is re harvest&lt;br /&gt;
 a &amp;quot;map&amp;quot; button on the harvest ui&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Ogre Harvest ==&lt;br /&gt;
* Put Sparkling/Glimmering etc into XML for localization&lt;/div&gt;</summary>
		<author><name>Inire</name></author>	</entry>

	<entry>
		<id>https://wiki.ogregaming.com/eq2/index.php/FeatureRequests</id>
		<title>FeatureRequests</title>
		<link rel="alternate" type="text/html" href="https://wiki.ogregaming.com/eq2/index.php/FeatureRequests"/>
				<updated>2010-09-13T17:22:28Z</updated>
		
		<summary type="html">&lt;p&gt;Inire: /* Feature Requests */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Feature Requests ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Summary'''''&lt;br /&gt;
&lt;br /&gt;
Any time someone mentions a feature they would like, I add it to the &amp;quot;list&amp;quot;. I work on them when I have time. Feel free to edit this page and add items that are not on the list. The more detail the better. Also leave your name beside the item so I know who to contact incase I need more information. If an item disappears off this list, check the revision history as it may be implemented.&lt;br /&gt;
&lt;br /&gt;
Active Feature Requests - Items I'm working on as I get time.&lt;br /&gt;
&lt;br /&gt;
InActive Feature Requests - Items on the list, but low priority.&lt;br /&gt;
&lt;br /&gt;
'''---Active Feature Requests---'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
*Items - Power/Health&lt;br /&gt;
** Clarity potions - In combat when under ____ mana. \aITEM -1488319014 -2032709423:Specialist's Essence of Clarity\/a and \aITEM 320810019 -1265453550:Focused Essence of Clarity\/a.&lt;br /&gt;
** For both Clarity and HoT potions add a way of selecting which one you want, or a box to type it. &lt;br /&gt;
** Power Root for mana&lt;br /&gt;
** Guild Signet of Replenishment/Signet of Greater Replenishment&lt;br /&gt;
** Mis-Calibrated manastone and Overclocked Mana Stone (Both can be used at the same time, on different timers) - bjcasey&lt;br /&gt;
** Honor of Pantrilla (Drops from Pantrilla in TT in Temple of scale, Chrono to 80 and solo it) can be equipped in ranged, which means swap in combat.&lt;br /&gt;
&lt;br /&gt;
*Items - Other&lt;br /&gt;
** Items tab dropdowns of your currently equipped gear and select them to be added to the CA's tab for use?&lt;br /&gt;
** Make trak shield cast out of combat if &amp;lt; 5 mins is left on it to prevent it casting when you are mid-combat etc.&lt;br /&gt;
** Mount casting - see if we can see if you are outdoors.&lt;br /&gt;
** Support for &amp;quot;cast mender bot&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*MCP&lt;br /&gt;
** Mentor/Unmentor commands into buttons (functions already exist, chat calls mentor me/unmentor). &lt;br /&gt;
** Make an option to only move while not casting (for mages/priests).&lt;br /&gt;
** Option to have pet joust out also&lt;br /&gt;
** Type item name (partial name possible?) and use it on your target / special&lt;br /&gt;
&lt;br /&gt;
*Bot&lt;br /&gt;
** RO/VC cast order for bards and a &amp;quot;only cast past this point&amp;quot; option or similar. Basically, bot sometimes will cast other spells while RO is ticking that don't help the parse, would like to eliminate that. - Inire&lt;br /&gt;
** Add option to cancel abilities if a PCure is available/needed.&lt;br /&gt;
** Add melee range extender option. Possibility 2 - percent based (mirgaul charm) and billy doll for sure. Maybe just code those 2 in.&lt;br /&gt;
** Export a single profile and replace Toonname with ToonClass - For sharing profiles&lt;br /&gt;
** Chat trigger tab. Such as: On ____ Cast ____ on _____.&lt;br /&gt;
** Make bots talk - add spell --&amp;gt; &amp;quot;text&amp;quot; into a listbox&lt;br /&gt;
** Find a way to add hexation (defiler). Could do it like Jcap using NPC ID's.&lt;br /&gt;
** Ignore AA timing option (for AEs since some classes won't cast because of cast time).&lt;br /&gt;
** Add in Ancient Balm button/support.&lt;br /&gt;
** Add in-front support for abilities - such as eye poke on swash&lt;br /&gt;
** Filter drop down boxes based on Type by tab/dropdown etc. Currently not possible as there is no way to determine which ailbities are offensive and defensive.&lt;br /&gt;
** Either back off tell command, or auto-back off pet if too far away&lt;br /&gt;
** Add support for stun-curing like defiler voice&lt;br /&gt;
** Disable porting abilities with No-Move (probably have to hardcode these) - Need names (Blink)&lt;br /&gt;
** Dehate tab&lt;br /&gt;
** PowerHeals target an NPC Target &lt;br /&gt;
** Make &amp;quot;Group AE&amp;quot; spells on CAs tab have a larger AE (Curse of Darkness for example)&lt;br /&gt;
** Tower of Shield support&lt;br /&gt;
** Inq Verdict - Auto cast&lt;br /&gt;
** New healer tab - &amp;quot;Priority Healing&amp;quot;&lt;br /&gt;
** FFA loot - Loot all items (including no trade)&lt;br /&gt;
** Add Support for &amp;quot;?&amp;quot;, &amp;quot;!&amp;quot;, roll/need only if not already collected&lt;br /&gt;
** Add another non-combat rez drop down (the addition of Supplication of the Fallen as the primary then casting revive if that is down)&lt;br /&gt;
** Use group reses on 3 or more dead people in a group&lt;br /&gt;
** pre-sets for buffs. Tank1, Tank2, Mage1, Mage2 etc.&lt;br /&gt;
** Mezzing! Mr suggestion&lt;br /&gt;
** dirge use of Confront Fear after rezzing someone. Mr suggestion&lt;br /&gt;
** Priority Rezzing ability. Mr suggestion&lt;br /&gt;
&lt;br /&gt;
*Spell Export&lt;br /&gt;
** Remove &amp;quot;Abilities&amp;quot; from SpellExport - Keep call to guild hall available since it needs to be in the bot &lt;br /&gt;
** Ability to add in specific abilities by name or number. Example: Run ogre spell KannkorPwns or run ogre spell 2309234200923723509237230927982374982734 &lt;br /&gt;
&lt;br /&gt;
*Auto Hunt&lt;br /&gt;
** When AH stops due to movement i.e. We are stuck, ending - make a noise&lt;br /&gt;
** Make pauses available in pathing.. Path to A, then B, pause 30 seconds...&lt;br /&gt;
** Ignore non-aggro&lt;br /&gt;
** Text Entry box that adds to a list box (or combo box) - only kill actors with name matches &lt;br /&gt;
** Percision UI box&lt;br /&gt;
&lt;br /&gt;
*Ogre Move&lt;br /&gt;
** Ogre move -list -list available spots to move.&lt;br /&gt;
&lt;br /&gt;
*Bugs?&lt;br /&gt;
** Run ogre tell not working with bot receive tells&lt;br /&gt;
** Doing /camp toonname doesn't reset spell info loaded into memory&lt;br /&gt;
** Exceeding Concentration - Currently broke.. everything comes up as 0 concentration&lt;br /&gt;
&lt;br /&gt;
* ISXOgre&lt;br /&gt;
** ISXOgre Commands to add - Auto load last saved (currently way it is) &lt;br /&gt;
&lt;br /&gt;
'''---In-Active Feature Requests---'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Maintained on Heals tab - for torpor for anyone&lt;br /&gt;
*Follow before buffing&lt;br /&gt;
*Byzola - class add assists get &amp;quot;stuck&amp;quot; on. - Just have &amp;quot;Lets go&amp;quot; clear it&lt;br /&gt;
** Option to make people return to camp spot after combat (assuming they are in a Joust-in status). -- This can kind of be done with OgreFollow.&lt;br /&gt;
----&lt;br /&gt;
 please to fix this later sir!&lt;br /&gt;
 this is re harvest&lt;br /&gt;
 a &amp;quot;map&amp;quot; button on the harvest ui&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Ogre Harvest ==&lt;br /&gt;
* Put Sparkling/Glimmering etc into XML for localization&lt;/div&gt;</summary>
		<author><name>Inire</name></author>	</entry>

	<entry>
		<id>https://wiki.ogregaming.com/eq2/index.php/FeatureRequests</id>
		<title>FeatureRequests</title>
		<link rel="alternate" type="text/html" href="https://wiki.ogregaming.com/eq2/index.php/FeatureRequests"/>
				<updated>2010-09-06T19:22:40Z</updated>
		
		<summary type="html">&lt;p&gt;Inire: /* Feature Requests */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Feature Requests ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Summary'''''&lt;br /&gt;
&lt;br /&gt;
Any time someone mentions a feature they would like, I add it to the &amp;quot;list&amp;quot;. I work on them when I have time. Feel free to edit this page and add items that are not on the list. The more detail the better. Also leave your name beside the item so I know who to contact incase I need more information. If an item disappears off this list, check the revision history as it may be implemented.&lt;br /&gt;
&lt;br /&gt;
Active Feature Requests - Items I'm working on as I get time.&lt;br /&gt;
&lt;br /&gt;
InActive Feature Requests - Items on the list, but low priority.&lt;br /&gt;
&lt;br /&gt;
'''---Active Feature Requests---'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
*Items - Power/Health&lt;br /&gt;
** Clarity potions - In combat when under ____ mana. \aITEM -1488319014 -2032709423:Specialist's Essence of Clarity\/a and \aITEM 320810019 -1265453550:Focused Essence of Clarity\/a.&lt;br /&gt;
** For both Clarity and HoT potions add a way of selecting which one you want, or a box to type it. &lt;br /&gt;
** Power Root for mana&lt;br /&gt;
** Guild Signet of Replenishment/Signet of Greater Replenishment&lt;br /&gt;
** Mis-Calibrated manastone and Overclocked Mana Stone (Both can be used at the same time, on different timers) - bjcasey&lt;br /&gt;
** Honor of Pantrilla (Drops from Pantrilla in TT in Temple of scale, Chrono to 80 and solo it) can be equipped in ranged, which means swap in combat.&lt;br /&gt;
&lt;br /&gt;
*Items - Other&lt;br /&gt;
** Items tab dropdowns of your currently equipped gear and select them to be added to the CA's tab for use?&lt;br /&gt;
** Make trak shield cast out of combat if &amp;lt; 5 mins is left on it to prevent it casting when you are mid-combat etc.&lt;br /&gt;
** Mount casting - see if we can see if you are outdoors.&lt;br /&gt;
** Support for &amp;quot;cast mender bot&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*MCP&lt;br /&gt;
** Add OgreFollow as an option.&lt;br /&gt;
** Incorporate a &amp;quot;force auto follow&amp;quot; - This one-time /follows.&lt;br /&gt;
** Mentor/Unmentor commands into buttons (functions already exist, chat calls mentor me/unmentor). &lt;br /&gt;
** Make an option to only move while not casting (for mages/priests).&lt;br /&gt;
** Change Joust in/out to atoms instead of functions.&lt;br /&gt;
** Option to have pet joust out also&lt;br /&gt;
** Option to make people return to camp spot after combat (assuming they are in a Joust-in status).&lt;br /&gt;
** Type item name (partial name possible?) and use it on your target / special&lt;br /&gt;
&lt;br /&gt;
*Bot&lt;br /&gt;
** Export a single profile and replace Toonname with ToonClass - For sharing profiles&lt;br /&gt;
** Chat trigger tab. Such as: On ____ Cast ____ on _____.&lt;br /&gt;
** &amp;quot;Sweet spot&amp;quot; for regular melee classes. Talk to Inire when ready for more details.&lt;br /&gt;
** Make bots talk - add spell --&amp;gt; &amp;quot;text&amp;quot; into a listbox&lt;br /&gt;
** Find a way to add hexation (defiler). Could do it like Jcap using NPC ID's.&lt;br /&gt;
** Ignore AA timing option (for AEs since some classes won't cast because of cast time).&lt;br /&gt;
** Add in Ancient Balm button/support.&lt;br /&gt;
** Add in-front support for abilities - such as eye poke on swash&lt;br /&gt;
** Filter drop down boxes based on Type by tab/dropdown etc. Currently not possible as there is no way to determine which ailbities are offensive and defensive.&lt;br /&gt;
** Either back off tell command, or auto-back off pet if too far away&lt;br /&gt;
** Add support for stun-curing like defiler voice&lt;br /&gt;
** Disable porting abilities with No-Move (probably have to hardcode these) - Need names (Blink)&lt;br /&gt;
** Dehate tab&lt;br /&gt;
** PowerHeals target an NPC Target &lt;br /&gt;
** Make &amp;quot;Group AE&amp;quot; spells on CAs tab have a larger AE (Curse of Darkness for example)&lt;br /&gt;
** Tower of Shield support&lt;br /&gt;
** Inq Verdict - Auto cast&lt;br /&gt;
** New healer tab - &amp;quot;Priority Healing&amp;quot;&lt;br /&gt;
** FFA loot - Loot all items (including no trade)&lt;br /&gt;
** Add another non-combat rez drop down (the addition of Supplication of the Fallen as the primary then casting revive if that is down)&lt;br /&gt;
** Use group reses on 3 or more dead people in a group&lt;br /&gt;
** pre-sets for buffs. Tank1, Tank2, Mage1, Mage2 etc.&lt;br /&gt;
** Mezzing! Mr suggestion&lt;br /&gt;
** dirge use of Confront Fear after rezzing someone. Mr suggestion&lt;br /&gt;
** Priority Rezzing ability. Mr suggestion&lt;br /&gt;
&lt;br /&gt;
*Spell Export&lt;br /&gt;
** Remove &amp;quot;Abilities&amp;quot; from SpellExport - Keep call to guild hall available since it needs to be in the bot &lt;br /&gt;
** Ability to add in specific abilities by name or number. Example: Run ogre spell KannkorPwns or run ogre spell 2309234200923723509237230927982374982734 &lt;br /&gt;
&lt;br /&gt;
*Auto Hunt&lt;br /&gt;
** When AH stops due to movement i.e. We are stuck, ending - make a noise&lt;br /&gt;
** Make pauses available in pathing.. Path to A, then B, pause 30 seconds...&lt;br /&gt;
** Ignore non-aggro&lt;br /&gt;
** Text Entry box that adds to a list box (or combo box) - only kill actors with name matches &lt;br /&gt;
** Percision UI box&lt;br /&gt;
&lt;br /&gt;
*Ogre Move&lt;br /&gt;
** Ogre move -list -list available spots to move.&lt;br /&gt;
&lt;br /&gt;
*Bugs?&lt;br /&gt;
** Run ogre tell not working with bot receive tells&lt;br /&gt;
** Doing /camp toonname doesn't reset spell info loaded into memory&lt;br /&gt;
** Exceeding Concentration - Currently broke.. everything comes up as 0 concentration&lt;br /&gt;
&lt;br /&gt;
*Not sure, but I think this was already done?&lt;br /&gt;
** ISXOgre Commands to add - Auto load last saved (currently way it is) &lt;br /&gt;
&lt;br /&gt;
'''---In-Active Feature Requests---'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Maintained on Heals tab - for torpor for anyone&lt;br /&gt;
*Follow before buffing&lt;br /&gt;
*Byzola - class add assists get &amp;quot;stuck&amp;quot; on. - Just have &amp;quot;Lets go&amp;quot; clear it&lt;br /&gt;
----&lt;br /&gt;
 please to fix this later sir!&lt;br /&gt;
 this is re harvest&lt;br /&gt;
 a &amp;quot;map&amp;quot; button on the harvest ui&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Ogre Harvest ==&lt;br /&gt;
* Put Sparkling/Glimmering etc into XML for localization&lt;/div&gt;</summary>
		<author><name>Inire</name></author>	</entry>

	<entry>
		<id>https://wiki.ogregaming.com/eq2/index.php/FeatureRequests</id>
		<title>FeatureRequests</title>
		<link rel="alternate" type="text/html" href="https://wiki.ogregaming.com/eq2/index.php/FeatureRequests"/>
				<updated>2010-09-06T19:15:40Z</updated>
		
		<summary type="html">&lt;p&gt;Inire: /* Feature Requests */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Feature Requests ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Summary'''''&lt;br /&gt;
&lt;br /&gt;
Any time someone mentions a feature they would like, I add it to the &amp;quot;list&amp;quot;. I work on them when I have time. Feel free to edit this page and add items that are not on the list. The more detail the better. Also leave your name beside the item so I know who to contact incase I need more information. If an item disappears off this list, check the revision history as it may be implemented.&lt;br /&gt;
&lt;br /&gt;
Active Feature Requests - Items I'm working on as I get time.&lt;br /&gt;
&lt;br /&gt;
InActive Feature Requests - Items on the list, but low priority.&lt;br /&gt;
&lt;br /&gt;
'''---Active Feature Requests---'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
*Items - Power/Health&lt;br /&gt;
&lt;br /&gt;
** Clarity potions - In combat when under ____ mana. \aITEM -1488319014 -2032709423:Specialist's Essence of Clarity\/a and \aITEM 320810019 -1265453550:Focused Essence of Clarity\/a.&lt;br /&gt;
** For both Clarity and HoT potions add a way of selecting which one you want, or a box to type it. &lt;br /&gt;
** Power Root for mana&lt;br /&gt;
** Guild Signet of Replenishment/Signet of Greater Replenishment&lt;br /&gt;
** Mis-Calibrated manastone and Overclocked Mana Stone (Both can be used at the same time, on different timers) - bjcasey&lt;br /&gt;
** Honor of Pantrilla (Drops from Pantrilla in TT in Temple of scale, Chrono to 80 and solo it) can be equipped in ranged, which means swap in combat.&lt;br /&gt;
&lt;br /&gt;
*Items - Other&lt;br /&gt;
&lt;br /&gt;
** Items tab dropdowns of your currently equipped gear and select them to be added to the CA's tab for use?&lt;br /&gt;
** Make trak shield cast out of combat if &amp;lt; 5 mins is left on it to prevent it casting when you are mid-combat etc.&lt;br /&gt;
** Mount casting - see if we can see if you are outdoors.&lt;br /&gt;
** Support for &amp;quot;cast mender bot&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*MCP&lt;br /&gt;
&lt;br /&gt;
** Add OgreFollow as an option.&lt;br /&gt;
** Incorporate a &amp;quot;force auto follow&amp;quot; - This one-time /follows.&lt;br /&gt;
** Mentor/Unmentor commands into buttons (functions already exist, chat calls mentor me/unmentor). &lt;br /&gt;
** Make an option to only move while not casting (for mages/priests).&lt;br /&gt;
** Change Joust in/out to atoms instead of functions.&lt;br /&gt;
** Option to have pet joust out also&lt;br /&gt;
** Option to make people return to camp spot after combat (assuming they are in a Joust-in status).&lt;br /&gt;
** Type item name (partial name possible?) and use it on your target / special&lt;br /&gt;
&lt;br /&gt;
*Bot&lt;br /&gt;
&lt;br /&gt;
** Export a single profile and replace Toonname with ToonClass - For sharing profiles&lt;br /&gt;
** Chat trigger tab. Such as: On ____ Cast ____ on _____.&lt;br /&gt;
** &amp;quot;Sweet spot&amp;quot; for regular melee classes. Talk to Inire when ready for more details.&lt;br /&gt;
** Make bots talk - add spell --&amp;gt; &amp;quot;text&amp;quot; into a listbox&lt;br /&gt;
** Find a way to add hexation (defiler). Could do it like Jcap using NPC ID's.&lt;br /&gt;
** Ignore AA timing option (for AEs since some classes won't cast because of cast time).&lt;br /&gt;
** Add in Ancient Balm button/support.&lt;br /&gt;
** Add in-front support for abilities - such as eye poke on swash&lt;br /&gt;
** Filter drop down boxes based on Type by tab/dropdown etc. Currently not possible as there is no way to determine which ailbities are offensive and defensive.&lt;br /&gt;
** Either back off tell command, or auto-back off pet if too far away&lt;br /&gt;
** Add support for stun-curing like defiler voice&lt;br /&gt;
** Disable porting abilities with No-Move (probably have to hardcode these) - Need names (Blink)&lt;br /&gt;
** Dehate tab&lt;br /&gt;
** PowerHeals target an NPC Target &lt;br /&gt;
** Make &amp;quot;Group AE&amp;quot; spells on CAs tab have a larger AE (Curse of Darkness for example)&lt;br /&gt;
** Tower of Shield support&lt;br /&gt;
** Inq Verdict - Auto cast&lt;br /&gt;
** New healer tab - &amp;quot;Priority Healing&amp;quot;&lt;br /&gt;
** FFA loot - Loot all items (including no trade)&lt;br /&gt;
** Add another non-combat rez drop down (the addition of Supplication of the Fallen as the primary then casting revive if that is down)&lt;br /&gt;
** Use group reses on 3 or more dead people in a group&lt;br /&gt;
** pre-sets for buffs. Tank1, Tank2, Mage1, Mage2 etc.&lt;br /&gt;
** Mezzing! Mr suggestion&lt;br /&gt;
** dirge use of Confront Fear after rezzing someone. Mr suggestion&lt;br /&gt;
** Priority Rezzing ability. Mr suggestion&lt;br /&gt;
&lt;br /&gt;
*Spell Export&lt;br /&gt;
&lt;br /&gt;
** Remove &amp;quot;Abilities&amp;quot; from SpellExport - Keep call to guild hall available since it needs to be in the bot &lt;br /&gt;
** Ability to add in specific abilities by name or number. Example: Run ogre spell KannkorPwns or run ogre spell 2309234200923723509237230927982374982734 &lt;br /&gt;
&lt;br /&gt;
*Auto Hunt&lt;br /&gt;
&lt;br /&gt;
** When AH stops due to movement i.e. We are stuck, ending - make a noise&lt;br /&gt;
** Make pauses available in pathing.. Path to A, then B, pause 30 seconds...&lt;br /&gt;
** Ignore non-aggro&lt;br /&gt;
** Text Entry box that adds to a list box (or combo box) - only kill actors with name matches &lt;br /&gt;
** Percision UI box&lt;br /&gt;
&lt;br /&gt;
*Ogre Move&lt;br /&gt;
&lt;br /&gt;
** Ogre move -list -list available spots to move.&lt;br /&gt;
&lt;br /&gt;
*Bugs?&lt;br /&gt;
** Run ogre tell not working with bot receive tells&lt;br /&gt;
** Doing /camp toonname doesn't reset spell info loaded into memory&lt;br /&gt;
** Exceeding Concentration - Currently broke.. everything comes up as 0 concentration&lt;br /&gt;
&lt;br /&gt;
*Not sure, but I think this was already done?&lt;br /&gt;
&lt;br /&gt;
** ISXOgre Commands to add - Auto load last saved (currently way it is) &lt;br /&gt;
&lt;br /&gt;
'''---In-Active Feature Requests---'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Maintained on Heals tab - for torpor for anyone&lt;br /&gt;
*Follow before buffing&lt;br /&gt;
*Byzola - class add assists get &amp;quot;stuck&amp;quot; on. - Just have &amp;quot;Lets go&amp;quot; clear it&lt;br /&gt;
----&lt;br /&gt;
 please to fix this later sir!&lt;br /&gt;
 this is re harvest&lt;br /&gt;
 a &amp;quot;map&amp;quot; button on the harvest ui&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Ogre Harvest ==&lt;br /&gt;
* Put Sparkling/Glimmering etc into XML for localization&lt;/div&gt;</summary>
		<author><name>Inire</name></author>	</entry>

	<entry>
		<id>https://wiki.ogregaming.com/eq2/index.php/ISXOgre</id>
		<title>ISXOgre</title>
		<link rel="alternate" type="text/html" href="https://wiki.ogregaming.com/eq2/index.php/ISXOgre"/>
				<updated>2010-07-24T23:08:52Z</updated>
		
		<summary type="html">&lt;p&gt;Inire: /* Commands and other information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;'''Welcome to Ogre Wiki.'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This page is for the Ogre Adventure bot. To access the Wiki for other Ogre scripts, click here (doesn't exist yet).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''''[http://logan.warpigs.us/wiki/ogre/index.php/ISXOgre:ComingSoon ISXOgre will be bringing major change! Coming soon.. read about it now]''''' - Updated: June 17th at 5:00 am.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Ogrebot is a fully customizable adventure bot.&lt;br /&gt;
&lt;br /&gt;
[http://logan.warpigs.us/wiki/ogre/index.php/NewUserWalkthrough:Page1 New User Walkthrough]&lt;br /&gt;
&lt;br /&gt;
[http://logan.warpigs.us/wiki/ogre/index.php/Ogre:FAQ FAQ and Help]&lt;br /&gt;
&lt;br /&gt;
'''''[http://logan.warpigs.us/wiki/ogre/index.php/ISXOgre:GettingStarted ISXOgre - Getting started]'''''&lt;br /&gt;
&lt;br /&gt;
== Revision History ==&lt;br /&gt;
Here you will find the revision history. Every time the bot is updated, I will do my best to include specifics of what was added, and any important details about it.&lt;br /&gt;
&lt;br /&gt;
[http://logan.warpigs.us/wiki/ogre/index.php/RevisionHistory Revision History]&lt;br /&gt;
&lt;br /&gt;
== Feature Requests/Items being worked on ==&lt;br /&gt;
Here you will find a list of items I have on my list to code. Some are new, some are upgrades etc.&lt;br /&gt;
&lt;br /&gt;
[http://logan.warpigs.us/wiki/ogre/index.php/FeatureRequests Feature Requests]&lt;br /&gt;
&lt;br /&gt;
== OgreMCP (Controlling multiple sessions at once) == &lt;br /&gt;
* [http://logan.warpigs.us/wiki/ogre/index.php/OgreMCP OgreMCP]&lt;br /&gt;
&lt;br /&gt;
== Tabs ==&lt;br /&gt;
&lt;br /&gt;
Below are all the Tabs. Click one for more information about each tab.&lt;br /&gt;
&lt;br /&gt;
* [http://logan.warpigs.us/wiki/ogre/index.php/Tab:Settings Settings]&lt;br /&gt;
* [http://logan.warpigs.us/wiki/ogre/index.php/Tab:Setup Setup]&lt;br /&gt;
* [http://logan.warpigs.us/wiki/ogre/index.php/Tab:Auto_Hunt Auto Hunt]&lt;br /&gt;
* [http://logan.warpigs.us/wiki/ogre/index.php/Tab:Loot Loot]&lt;br /&gt;
* [http://logan.warpigs.us/wiki/ogre/index.php/Tab:Items Items]&lt;br /&gt;
* [http://logan.warpigs.us/wiki/ogre/index.php/Tab:Buffs Buffs Tab]&lt;br /&gt;
* [http://logan.warpigs.us/wiki/ogre/index.php/Tab:Combat Combat] (Also known as pre-heal)&lt;br /&gt;
* [http://logan.warpigs.us/wiki/ogre/index.php/Tab:PreCast PreCast]&lt;br /&gt;
* [http://logan.warpigs.us/wiki/ogre/index.php/Tab:CAs CAs] (Combat Abilities)&lt;br /&gt;
* [http://logan.warpigs.us/wiki/ogre/index.php/Tab:Assist Assist]&lt;br /&gt;
* [http://logan.warpigs.us/wiki/ogre/index.php/Tab:PCures PCures (Priority Curing)]&lt;br /&gt;
* [http://logan.warpigs.us/wiki/ogre/index.php/Tab:Cures Cures]&lt;br /&gt;
* [http://logan.warpigs.us/wiki/ogre/index.php/Tab:Res Res]&lt;br /&gt;
* [http://logan.warpigs.us/wiki/ogre/index.php/Tab:Heals Heals]&lt;br /&gt;
* [http://logan.warpigs.us/wiki/ogre/index.php/Tab:PowerHeals Power Heals]&lt;br /&gt;
* [http://logan.warpigs.us/wiki/ogre/index.php/Tab:Zerk Zerk]&lt;br /&gt;
* [http://logan.warpigs.us/wiki/ogre/index.php/Tab:Troub Troubador]&lt;br /&gt;
* Coer&lt;br /&gt;
* Illy&lt;br /&gt;
* [http://logan.warpigs.us/wiki/ogre/index.php/Tab:Temp Templar]&lt;br /&gt;
* [http://logan.warpigs.us/wiki/ogre/index.php/Tab:Warlock Warlock]&lt;br /&gt;
&lt;br /&gt;
== Commands and other information ==&lt;br /&gt;
&lt;br /&gt;
'''[http://logan.warpigs.us/wiki/ogre/index.php/Mythicals Mythical Weapons/Spells]'''&lt;br /&gt;
&lt;br /&gt;
'''Bot Commands'''&lt;br /&gt;
*Load commands&lt;br /&gt;
**run ogre - loads the bot for the character that is logged in.&lt;br /&gt;
**run ogre &amp;lt;charactername&amp;gt; - loads the character (will /quit out if on a different character) and loads the bot for that character once they are logged in.&lt;br /&gt;
**run ogre pause - loads the bot for the current character - bot is paused.&lt;br /&gt;
**run ogre pause &amp;lt;charactername&amp;gt; - Will log on &amp;lt;charactername&amp;gt; and load the bot paused.&lt;br /&gt;
**run ogre login &amp;lt;charactername&amp;gt; - will log on &amp;lt;charactername&amp;gt; and the bot will not be loaded (this replaced run login)&lt;br /&gt;
** run ogre debug - Currently only spews information that is sent to CastIt (function that casts 99% of spells, but not items). If your bot seems to &amp;quot;hang&amp;quot; try using this and it may tell you what spell it is hanging on.&lt;br /&gt;
&lt;br /&gt;
*In-game commands - Note - most commands require authorization from the login list. Also be aware that these will be in the logs on Sony's servers. For some this may be a bad thing.&lt;br /&gt;
**saying &amp;quot;need essence&amp;quot; in a tell/group/raid to a conjuror will summon a shard&lt;br /&gt;
**saying &amp;quot;Essence anyone&amp;quot; in group/raid will reset the &amp;quot;already sent tell for shard&amp;quot; incase someone didn't get one&lt;br /&gt;
**saying &amp;quot;raid essence please&amp;quot; in tell/group/raid will have a conjuror cast a raid shard ONLY if they have enough mana and the spell is up. Will not try to recast.&lt;br /&gt;
**saying &amp;quot;do not move&amp;quot; in tell/group/raid will STOP follow and disable 'auto follow mode' AND stop &amp;quot;move into melee&amp;quot; and &amp;quot;move behind mob&amp;quot;&lt;br /&gt;
**saying &amp;quot;hold up&amp;quot; or &amp;quot;place here&amp;quot; in tell/group/raid will STOP follow and disable 'auto follow mode'&lt;br /&gt;
**saying &amp;quot;lets go&amp;quot; or &amp;quot;lets move&amp;quot; or &amp;quot;move up&amp;quot; in a tell/group/raid will allow 'auto follow mode' to be active *Note: You must have 'auto follow mode' checked or this does nothing *Also /stands you up if you are FD&lt;br /&gt;
**saying &amp;quot;Full rebuff&amp;quot; in a tell/group/raid will have everyone remove all buffs in the maintained window. Thus assuming you have buffs checked, it will rebuff.&lt;br /&gt;
**saying &amp;quot;Get a flag&amp;quot; in tell/group/raid will have everyone target, hail/Double click the Flag fucker, then choose the option for a flag.&lt;br /&gt;
**saying &amp;quot;Go to the flag&amp;quot; or &amp;quot;use the flag&amp;quot; in tell/group/raid will have everyone target, hail the flag fucker, and choose the option to go to the flag.&lt;br /&gt;
**saying &amp;quot;Call to guild hall&amp;quot; in tell/group/raid will have everyone use their gate to guild hall - keep in mind, if it is NOT up, it will queue it up. Typing it a second time while it is queued, will probably de-queue it.&lt;br /&gt;
**saying &amp;quot;repair gear&amp;quot; in tell/group/raid will have everyone target the mender in the GUILD HALL ONLY and &amp;quot;repair all&amp;quot;&lt;br /&gt;
**saying &amp;quot;move to me&amp;quot; or &amp;quot;come to me&amp;quot; will have people move to you ONLY if they have a Target (does not have to be NPC).&lt;br /&gt;
***Options: &amp;quot;melee&amp;quot; for scouts/fighters only, &amp;quot;mages&amp;quot; for mages only, &amp;quot;healers&amp;quot; for priests only, &amp;quot;casters&amp;quot; makes mages/priests move. Anything else (or nothing) makes everyone move.&lt;br /&gt;
**saying &amp;quot;Group invite: &amp;lt;name&amp;gt; in a TELL ONLY will have that person invite the name after the &amp;quot;:&amp;quot;&lt;br /&gt;
**saying &amp;quot;group invite me&amp;quot; in a TELL ONLY will have that person invite you to group&lt;br /&gt;
**saying &amp;quot;make me leader&amp;quot; in a TELL ONLY will have that person make you leader using /makeleader &amp;lt;name&amp;gt; command&lt;br /&gt;
**saying &amp;quot;kick ____ from group&amp;quot; in a TELL ONLY will use /kick ____&lt;br /&gt;
** In a tell/group/raid saying the word &amp;quot;revive&amp;quot; will make anyone dead revive. No other words can be in the same sentence and the person must be on your auth list. For example: &amp;quot;Revive now&amp;quot; wouldn't work. &lt;br /&gt;
** In a tell/group/raid saying the words &amp;quot;zone in&amp;quot; or &amp;quot;zone out&amp;quot; will make them zone (same effect as clicking the &amp;quot;Zone&amp;quot; button on MCP). Again, must be exact words.&lt;br /&gt;
&lt;br /&gt;
== Ogre: OnScreenAssistant ==&lt;br /&gt;
A to-do list for the OnScreenAssistant&lt;br /&gt;
[http://logan.warpigs.us/wiki/ogre/index.php/OgreOnScreenAssistant On Screen Assistant]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Unfixable bugs ==&lt;br /&gt;
[http://logan.warpigs.us/wiki/ogre/index.php/OgreBot:UnfixableBugs Unfixable bugs]&lt;br /&gt;
&lt;br /&gt;
User notes/comments/suggestions:&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== OgreIRC ==&lt;br /&gt;
&lt;br /&gt;
OgreIRC is a IRC plugin that hooks into the uplink and allows control of some functions inside sessions.&lt;br /&gt;
&lt;br /&gt;
[http://logan.warpigs.us/wiki/ogre/index.php/OgreIRC:OgreIRC OgreIRC]&lt;br /&gt;
&lt;br /&gt;
== Ogre: Harvest/Mapper etc info ==&lt;br /&gt;
A to-do list for non-adventure bot related stuff&lt;br /&gt;
&lt;br /&gt;
[http://logan.warpigs.us/wiki/ogre/index.php/OgreMapper Ogre Mapper]&lt;br /&gt;
&lt;br /&gt;
== OgreMCP Uplink Controller ==&lt;br /&gt;
&lt;br /&gt;
It controls other sessions. Requires MCP to be running.&lt;br /&gt;
&lt;br /&gt;
[http://logan.warpigs.us/wiki/ogre/index.php/UplinkController Uplink Controller]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Kannkor's stuff ==&lt;br /&gt;
[http://logan.warpigs.us/wiki/ogre/index.php/OgreCraft:CraftInfo Kannkor info]&lt;br /&gt;
&lt;br /&gt;
(Keeping this crap for now..)&lt;br /&gt;
&lt;br /&gt;
Consult the [http://meta.wikipedia.org/wiki/MediaWiki_User%27s_Guide User's Guide] for information on using the wiki software.&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.mediawiki.org/wiki/Help:Configuration_settings Configuration settings list]&lt;br /&gt;
* [http://www.mediawiki.org/wiki/Help:FAQ MediaWiki FAQ]&lt;br /&gt;
* [http://mail.wikipedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;/div&gt;</summary>
		<author><name>Inire</name></author>	</entry>

	<entry>
		<id>https://wiki.ogregaming.com/eq2/index.php/ISXOgre</id>
		<title>ISXOgre</title>
		<link rel="alternate" type="text/html" href="https://wiki.ogregaming.com/eq2/index.php/ISXOgre"/>
				<updated>2010-07-24T23:06:05Z</updated>
		
		<summary type="html">&lt;p&gt;Inire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;'''Welcome to Ogre Wiki.'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This page is for the Ogre Adventure bot. To access the Wiki for other Ogre scripts, click here (doesn't exist yet).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''''[http://logan.warpigs.us/wiki/ogre/index.php/ISXOgre:ComingSoon ISXOgre will be bringing major change! Coming soon.. read about it now]''''' - Updated: June 17th at 5:00 am.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Ogrebot is a fully customizable adventure bot.&lt;br /&gt;
&lt;br /&gt;
[http://logan.warpigs.us/wiki/ogre/index.php/NewUserWalkthrough:Page1 New User Walkthrough]&lt;br /&gt;
&lt;br /&gt;
[http://logan.warpigs.us/wiki/ogre/index.php/Ogre:FAQ FAQ and Help]&lt;br /&gt;
&lt;br /&gt;
'''''[http://logan.warpigs.us/wiki/ogre/index.php/ISXOgre:GettingStarted ISXOgre - Getting started]'''''&lt;br /&gt;
&lt;br /&gt;
== Revision History ==&lt;br /&gt;
Here you will find the revision history. Every time the bot is updated, I will do my best to include specifics of what was added, and any important details about it.&lt;br /&gt;
&lt;br /&gt;
[http://logan.warpigs.us/wiki/ogre/index.php/RevisionHistory Revision History]&lt;br /&gt;
&lt;br /&gt;
== Feature Requests/Items being worked on ==&lt;br /&gt;
Here you will find a list of items I have on my list to code. Some are new, some are upgrades etc.&lt;br /&gt;
&lt;br /&gt;
[http://logan.warpigs.us/wiki/ogre/index.php/FeatureRequests Feature Requests]&lt;br /&gt;
&lt;br /&gt;
== OgreMCP (Controlling multiple sessions at once) == &lt;br /&gt;
* [http://logan.warpigs.us/wiki/ogre/index.php/OgreMCP OgreMCP]&lt;br /&gt;
&lt;br /&gt;
== Tabs ==&lt;br /&gt;
&lt;br /&gt;
Below are all the Tabs. Click one for more information about each tab.&lt;br /&gt;
&lt;br /&gt;
* [http://logan.warpigs.us/wiki/ogre/index.php/Tab:Settings Settings]&lt;br /&gt;
* [http://logan.warpigs.us/wiki/ogre/index.php/Tab:Setup Setup]&lt;br /&gt;
* [http://logan.warpigs.us/wiki/ogre/index.php/Tab:Auto_Hunt Auto Hunt]&lt;br /&gt;
* [http://logan.warpigs.us/wiki/ogre/index.php/Tab:Loot Loot]&lt;br /&gt;
* [http://logan.warpigs.us/wiki/ogre/index.php/Tab:Items Items]&lt;br /&gt;
* [http://logan.warpigs.us/wiki/ogre/index.php/Tab:Buffs Buffs Tab]&lt;br /&gt;
* [http://logan.warpigs.us/wiki/ogre/index.php/Tab:Combat Combat] (Also known as pre-heal)&lt;br /&gt;
* [http://logan.warpigs.us/wiki/ogre/index.php/Tab:PreCast PreCast]&lt;br /&gt;
* [http://logan.warpigs.us/wiki/ogre/index.php/Tab:CAs CAs] (Combat Abilities)&lt;br /&gt;
* [http://logan.warpigs.us/wiki/ogre/index.php/Tab:Assist Assist]&lt;br /&gt;
* [http://logan.warpigs.us/wiki/ogre/index.php/Tab:PCures PCures (Priority Curing)]&lt;br /&gt;
* [http://logan.warpigs.us/wiki/ogre/index.php/Tab:Cures Cures]&lt;br /&gt;
* [http://logan.warpigs.us/wiki/ogre/index.php/Tab:Res Res]&lt;br /&gt;
* [http://logan.warpigs.us/wiki/ogre/index.php/Tab:Heals Heals]&lt;br /&gt;
* [http://logan.warpigs.us/wiki/ogre/index.php/Tab:PowerHeals Power Heals]&lt;br /&gt;
* [http://logan.warpigs.us/wiki/ogre/index.php/Tab:Zerk Zerk]&lt;br /&gt;
* [http://logan.warpigs.us/wiki/ogre/index.php/Tab:Troub Troubador]&lt;br /&gt;
* Coer&lt;br /&gt;
* Illy&lt;br /&gt;
* [http://logan.warpigs.us/wiki/ogre/index.php/Tab:Temp Templar]&lt;br /&gt;
* [http://logan.warpigs.us/wiki/ogre/index.php/Tab:Warlock Warlock]&lt;br /&gt;
&lt;br /&gt;
== Commands and other information ==&lt;br /&gt;
&lt;br /&gt;
'''[http://logan.warpigs.us/wiki/ogre/index.php/Mythicals Mythical Weapons/Spells]'''&lt;br /&gt;
&lt;br /&gt;
'''Bot Commands'''&lt;br /&gt;
*Load commands&lt;br /&gt;
**run ogre - loads the bot for the character that is logged in.&lt;br /&gt;
**run ogre &amp;lt;charactername&amp;gt; - loads the character (will /quit out if on a different character) and loads the bot for that character once they are logged in.&lt;br /&gt;
**run ogre pause - loads the bot for the current character - bot is paused.&lt;br /&gt;
**run ogre pause &amp;lt;charactername&amp;gt; - Will log on &amp;lt;charactername&amp;gt; and load the bot paused.&lt;br /&gt;
**run ogre login &amp;lt;charactername&amp;gt; - will log on &amp;lt;charactername&amp;gt; and the bot will not be loaded (this replaced run login)&lt;br /&gt;
** run ogre debug - Currently only spews information that is sent to CastIt (function that casts 99% of spells, but not items). If your bot seems to &amp;quot;hang&amp;quot; try using this and it may tell you what spell it is hanging on.&lt;br /&gt;
&lt;br /&gt;
*In-game commands - Note - most commands require authorization from the login list&lt;br /&gt;
**saying &amp;quot;need essence&amp;quot; in a tell/group/raid to a conjuror will summon a shard&lt;br /&gt;
**saying &amp;quot;Essence anyone&amp;quot; in group/raid will reset the &amp;quot;already sent tell for shard&amp;quot; incase someone didn't get one&lt;br /&gt;
**saying &amp;quot;raid essence please&amp;quot; in tell/group/raid will have a conjuror cast a raid shard ONLY if they have enough mana and the spell is up. Will not try to recast.&lt;br /&gt;
**saying &amp;quot;do not move&amp;quot; in tell/group/raid will STOP follow and disable 'auto follow mode' AND stop &amp;quot;move into melee&amp;quot; and &amp;quot;move behind mob&amp;quot;&lt;br /&gt;
**saying &amp;quot;hold up&amp;quot; or &amp;quot;place here&amp;quot; in tell/group/raid will STOP follow and disable 'auto follow mode'&lt;br /&gt;
**saying &amp;quot;lets go&amp;quot; or &amp;quot;lets move&amp;quot; or &amp;quot;move up&amp;quot; in a tell/group/raid will allow 'auto follow mode' to be active *Note: You must have 'auto follow mode' checked or this does nothing *Also /stands you up if you are FD&lt;br /&gt;
**saying &amp;quot;Full rebuff&amp;quot; in a tell/group/raid will have everyone remove all buffs in the maintained window. Thus assuming you have buffs checked, it will rebuff.&lt;br /&gt;
**saying &amp;quot;Get a flag&amp;quot; in tell/group/raid will have everyone target, hail/Double click the Flag fucker, then choose the option for a flag.&lt;br /&gt;
**saying &amp;quot;Go to the flag&amp;quot; or &amp;quot;use the flag&amp;quot; in tell/group/raid will have everyone target, hail the flag fucker, and choose the option to go to the flag.&lt;br /&gt;
**saying &amp;quot;Call to guild hall&amp;quot; in tell/group/raid will have everyone use their gate to guild hall - keep in mind, if it is NOT up, it will queue it up. Typing it a second time while it is queued, will probably de-queue it.&lt;br /&gt;
**saying &amp;quot;repair gear&amp;quot; in tell/group/raid will have everyone target the mender in the GUILD HALL ONLY and &amp;quot;repair all&amp;quot;&lt;br /&gt;
**saying &amp;quot;move to me&amp;quot; or &amp;quot;come to me&amp;quot; will have people move to you ONLY if they have a Target (does not have to be NPC).&lt;br /&gt;
***Options: &amp;quot;melee&amp;quot; for scouts/fighters only, &amp;quot;mages&amp;quot; for mages only, &amp;quot;healers&amp;quot; for priests only, &amp;quot;casters&amp;quot; makes mages/priests move. Anything else (or nothing) makes everyone move.&lt;br /&gt;
**saying &amp;quot;Group invite: &amp;lt;name&amp;gt; in a TELL ONLY will have that person invite the name after the &amp;quot;:&amp;quot;&lt;br /&gt;
**saying &amp;quot;group invite me&amp;quot; in a TELL ONLY will have that person invite you to group&lt;br /&gt;
**saying &amp;quot;make me leader&amp;quot; in a TELL ONLY will have that person make you leader using /makeleader &amp;lt;name&amp;gt; command&lt;br /&gt;
**saying &amp;quot;kick ____ from group&amp;quot; in a TELL ONLY will use /kick ____&lt;br /&gt;
** In a tell/group/raid saying the word &amp;quot;revive&amp;quot; will make anyone dead revive. No other words can be in the same sentence and the person must be on your auth list. For example: &amp;quot;Revive now&amp;quot; wouldn't work. &lt;br /&gt;
** In a tell/group/raid saying the words &amp;quot;zone in&amp;quot; or &amp;quot;zone out&amp;quot; will make them zone (same effect as clicking the &amp;quot;Zone&amp;quot; button on MCP). Again, must be exact words.&lt;br /&gt;
&lt;br /&gt;
== Ogre: OnScreenAssistant ==&lt;br /&gt;
A to-do list for the OnScreenAssistant&lt;br /&gt;
[http://logan.warpigs.us/wiki/ogre/index.php/OgreOnScreenAssistant On Screen Assistant]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Unfixable bugs ==&lt;br /&gt;
[http://logan.warpigs.us/wiki/ogre/index.php/OgreBot:UnfixableBugs Unfixable bugs]&lt;br /&gt;
&lt;br /&gt;
User notes/comments/suggestions:&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== OgreIRC ==&lt;br /&gt;
&lt;br /&gt;
OgreIRC is a IRC plugin that hooks into the uplink and allows control of some functions inside sessions.&lt;br /&gt;
&lt;br /&gt;
[http://logan.warpigs.us/wiki/ogre/index.php/OgreIRC:OgreIRC OgreIRC]&lt;br /&gt;
&lt;br /&gt;
== Ogre: Harvest/Mapper etc info ==&lt;br /&gt;
A to-do list for non-adventure bot related stuff&lt;br /&gt;
&lt;br /&gt;
[http://logan.warpigs.us/wiki/ogre/index.php/OgreMapper Ogre Mapper]&lt;br /&gt;
&lt;br /&gt;
== OgreMCP Uplink Controller ==&lt;br /&gt;
&lt;br /&gt;
It controls other sessions. Requires MCP to be running.&lt;br /&gt;
&lt;br /&gt;
[http://logan.warpigs.us/wiki/ogre/index.php/UplinkController Uplink Controller]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Kannkor's stuff ==&lt;br /&gt;
[http://logan.warpigs.us/wiki/ogre/index.php/OgreCraft:CraftInfo Kannkor info]&lt;br /&gt;
&lt;br /&gt;
(Keeping this crap for now..)&lt;br /&gt;
&lt;br /&gt;
Consult the [http://meta.wikipedia.org/wiki/MediaWiki_User%27s_Guide User's Guide] for information on using the wiki software.&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.mediawiki.org/wiki/Help:Configuration_settings Configuration settings list]&lt;br /&gt;
* [http://www.mediawiki.org/wiki/Help:FAQ MediaWiki FAQ]&lt;br /&gt;
* [http://mail.wikipedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;/div&gt;</summary>
		<author><name>Inire</name></author>	</entry>

	<entry>
		<id>https://wiki.ogregaming.com/eq2/index.php/ISXOgre:FAQ</id>
		<title>ISXOgre:FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.ogregaming.com/eq2/index.php/ISXOgre:FAQ"/>
				<updated>2010-07-16T00:02:12Z</updated>
		
		<summary type="html">&lt;p&gt;Inire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;'''FAQ and Help'''&amp;lt;/big&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Having a problem? Check here first!&lt;br /&gt;
&lt;br /&gt;
If you can't find the answer, you can find contact information [http://logan.warpigs.us/wiki/ogre/index.php/NewUserWalkthrough:Page1 here.]&lt;br /&gt;
&lt;br /&gt;
[http://logan.warpigs.us/wiki/ogre/index.php/Help:BotMissingSpells Problem: The bot is missing a spell]&lt;br /&gt;
&lt;br /&gt;
[http://logan.warpigs.us/wiki/ogre/index.php/Help:BotStopsCasting Problem: The bot stops casting for no reason]&lt;br /&gt;
&lt;br /&gt;
[http://logan.warpigs.us/wiki/ogre/index.php/Help:FeatureRequest I wish the bot could do...]&lt;br /&gt;
&lt;br /&gt;
[http://logan.warpigs.us/wiki/ogre/index.php/CastingStack What Order are spells and CA's cast in? Which tab of spells takes priority?]&lt;br /&gt;
&lt;br /&gt;
== Screen shots of various setups ==&lt;br /&gt;
* Coercer - [[:Image:Coercer-CAs.jpg|CAs]]&lt;br /&gt;
* Defiler - [[:Image:Defiler-Buffs.jpg|Buffs]] -- [[:Image:Defiler-CAs.jpg|CAs]] -- [[:Image:Defiler-Combat.jpg|Combat]] -- [[:Image:Defiler-Heals.jpg|Heals]] -- [[:Image:Defiler-PreCast.jpg|PreCast]]&lt;br /&gt;
* Templar - [[:Image:Tab-Buffs.jpg|Buffs]] -- [[:Image:Tab-Combat.jpg|Combat]] -- [[:Image:Tab-PCures.jpg|PCures]] -- [[:Image:Tab-Heals.jpg|Heals]]&lt;br /&gt;
* Warlock - [[:Image:Tab-PreCast.jpg|PreCast]] -- [[:Image:Tab-CAs.jpg|CAs]] -- [[:Image:Tab-PowerHeals.jpg|Power Heals]]&lt;br /&gt;
* Wizard - [[:Image:Wizard-CAs.JPG|CAs]]&lt;/div&gt;</summary>
		<author><name>Inire</name></author>	</entry>

	<entry>
		<id>https://wiki.ogregaming.com/eq2/index.php/Ogre:FAQ</id>
		<title>Ogre:FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.ogregaming.com/eq2/index.php/Ogre:FAQ"/>
				<updated>2010-07-16T00:02:12Z</updated>
		
		<summary type="html">&lt;p&gt;Inire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;'''FAQ and Help'''&amp;lt;/big&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Having a problem? Check here first!&lt;br /&gt;
&lt;br /&gt;
If you can't find the answer, you can find contact information [http://logan.warpigs.us/wiki/ogre/index.php/NewUserWalkthrough:Page1 here.]&lt;br /&gt;
&lt;br /&gt;
[http://logan.warpigs.us/wiki/ogre/index.php/Help:BotMissingSpells Problem: The bot is missing a spell]&lt;br /&gt;
&lt;br /&gt;
[http://logan.warpigs.us/wiki/ogre/index.php/Help:BotStopsCasting Problem: The bot stops casting for no reason]&lt;br /&gt;
&lt;br /&gt;
[http://logan.warpigs.us/wiki/ogre/index.php/Help:FeatureRequest I wish the bot could do...]&lt;br /&gt;
&lt;br /&gt;
[http://logan.warpigs.us/wiki/ogre/index.php/CastingStack What Order are spells and CA's cast in? Which tab of spells takes priority?]&lt;br /&gt;
&lt;br /&gt;
== Screen shots of various setups ==&lt;br /&gt;
* Coercer - [[:Image:Coercer-CAs.jpg|CAs]]&lt;br /&gt;
* Defiler - [[:Image:Defiler-Buffs.jpg|Buffs]] -- [[:Image:Defiler-CAs.jpg|CAs]] -- [[:Image:Defiler-Combat.jpg|Combat]] -- [[:Image:Defiler-Heals.jpg|Heals]] -- [[:Image:Defiler-PreCast.jpg|PreCast]]&lt;br /&gt;
* Templar - [[:Image:Tab-Buffs.jpg|Buffs]] -- [[:Image:Tab-Combat.jpg|Combat]] -- [[:Image:Tab-PCures.jpg|PCures]] -- [[:Image:Tab-Heals.jpg|Heals]]&lt;br /&gt;
* Warlock - [[:Image:Tab-PreCast.jpg|PreCast]] -- [[:Image:Tab-CAs.jpg|CAs]] -- [[:Image:Tab-PowerHeals.jpg|Power Heals]]&lt;br /&gt;
* Wizard - [[:Image:Wizard-CAs.JPG|CAs]]&lt;/div&gt;</summary>
		<author><name>Inire</name></author>	</entry>

	<entry>
		<id>https://wiki.ogregaming.com/eq2/index.php/CastingStack</id>
		<title>CastingStack</title>
		<link rel="alternate" type="text/html" href="https://wiki.ogregaming.com/eq2/index.php/CastingStack"/>
				<updated>2010-07-16T00:00:26Z</updated>
		
		<summary type="html">&lt;p&gt;Inire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Question: I have always wondered what the priority is in cast stack&lt;br /&gt;
i.e. what gets cast when&lt;br /&gt;
does it go Combat Tab &amp;gt; P Cures &amp;gt; Heals &amp;gt; cures &amp;gt; CAs &amp;gt; Mana Cure&lt;br /&gt;
&lt;br /&gt;
From IRC Conversation with Kannkor&lt;br /&gt;
Order is:&lt;br /&gt;
&lt;br /&gt;
CheckPriorityCures&lt;br /&gt;
&lt;br /&gt;
CastCombatBuffs&lt;br /&gt;
&lt;br /&gt;
CheckInnoruuksChild&lt;br /&gt;
&lt;br /&gt;
ClassSpecifics&lt;br /&gt;
&lt;br /&gt;
CastHeals&lt;br /&gt;
&lt;br /&gt;
CheckCures&lt;br /&gt;
&lt;br /&gt;
CheckReses&lt;br /&gt;
&lt;br /&gt;
CastBuffs&lt;br /&gt;
&lt;br /&gt;
CheckAssist&lt;br /&gt;
&lt;br /&gt;
CheckAutoTargetWhenHated&lt;br /&gt;
&lt;br /&gt;
FaceNPC&lt;br /&gt;
(Face NPC is when you are in combat, the rest are in or out of combat)&lt;br /&gt;
&lt;br /&gt;
ChkBoxMeleeAttackID&lt;br /&gt;
&lt;br /&gt;
or &lt;br /&gt;
&lt;br /&gt;
ChkBoxRangedAttackID&lt;br /&gt;
&lt;br /&gt;
EQ2Execute /pet back off&lt;br /&gt;
&lt;br /&gt;
CastDarkAggravation&lt;br /&gt;
&lt;br /&gt;
CastVictoriousConcerto&lt;br /&gt;
&lt;br /&gt;
CastRhythmicOverture&lt;br /&gt;
&lt;br /&gt;
CastHO&lt;br /&gt;
&lt;br /&gt;
CastPowerHeals&lt;br /&gt;
&lt;br /&gt;
CastManaStone&lt;br /&gt;
&lt;br /&gt;
CastShard&lt;br /&gt;
&lt;br /&gt;
CastHeart&lt;br /&gt;
&lt;br /&gt;
CastJestersCap&lt;br /&gt;
&lt;br /&gt;
CastTimeWarp&lt;br /&gt;
&lt;br /&gt;
CastGravitas&lt;br /&gt;
&lt;br /&gt;
DefilerMythCast&lt;br /&gt;
&lt;br /&gt;
CastMastersAttack&lt;br /&gt;
&lt;br /&gt;
CastCombatArts&lt;br /&gt;
&lt;br /&gt;
That's about it :)&lt;br /&gt;
Auto hunt is a bit tricky.. so I just didn't include it :P&lt;/div&gt;</summary>
		<author><name>Inire</name></author>	</entry>

	<entry>
		<id>https://wiki.ogregaming.com/eq2/index.php/CastingStack</id>
		<title>CastingStack</title>
		<link rel="alternate" type="text/html" href="https://wiki.ogregaming.com/eq2/index.php/CastingStack"/>
				<updated>2010-07-15T23:59:36Z</updated>
		
		<summary type="html">&lt;p&gt;Inire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Question: I have always wondered what the priority is in cast stack&lt;br /&gt;
i.e. what gets cast when&lt;br /&gt;
does it go Combat Tab &amp;gt; P Cures &amp;gt; Heals &amp;gt; cures &amp;gt; CAs &amp;gt; Mana Cure&lt;br /&gt;
&lt;br /&gt;
From IRC Conversation with Kannkor&lt;br /&gt;
Order is:&lt;br /&gt;
&lt;br /&gt;
CheckPriorityCures&lt;br /&gt;
CastCombatBuffs&lt;br /&gt;
CheckInnoruuksChild&lt;br /&gt;
ClassSpecifics&lt;br /&gt;
CastHeals&lt;br /&gt;
CheckCures&lt;br /&gt;
CheckReses&lt;br /&gt;
CastBuffs&lt;br /&gt;
CheckAssist&lt;br /&gt;
CheckAutoTargetWhenHated&lt;br /&gt;
FaceNPC&lt;br /&gt;
(Face NPC is when you are in combat, the rest are in or out of combat)&lt;br /&gt;
ChkBoxMeleeAttackID&lt;br /&gt;
or &lt;br /&gt;
ChkBoxRangedAttackID&lt;br /&gt;
EQ2Execute /pet back off&lt;br /&gt;
CastDarkAggravation&lt;br /&gt;
CastVictoriousConcerto&lt;br /&gt;
CastRhythmicOverture&lt;br /&gt;
CastHO&lt;br /&gt;
CastPowerHeals&lt;br /&gt;
CastManaStone&lt;br /&gt;
CastShard&lt;br /&gt;
CastHeart&lt;br /&gt;
CastJestersCap&lt;br /&gt;
CastTimeWarp&lt;br /&gt;
CastGravitas&lt;br /&gt;
DefilerMythCast&lt;br /&gt;
CastMastersAttack&lt;br /&gt;
CastCombatArts&lt;br /&gt;
&lt;br /&gt;
That's about it :)&lt;br /&gt;
Auto hunt is a bit tricky.. so I just didn't include it :P&lt;/div&gt;</summary>
		<author><name>Inire</name></author>	</entry>

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