The short version
- A profile you already have keeps working the way it did, with one change: human-like stashing is now on.
- A new profile starts with Smart Positioning, Medium reactions and human-like looting on, using the
Mappingsettings. - The settings are in FollowApp, per profile:
Edit Profile→Advanced. TheOverviewpage shows the four presets at the top and marks the one in use. One click applies a preset; you can still change any single setting afterwards. - Dodge and retreat only work with Smart Positioning on. Far travel works either way.
- A controller always uses the old cursor, so the cursor and reaction settings do nothing in controller mode.
What your profiles start with
This is what a follower does if you change nothing. A setting you have changed yourself always stays as you set it. Each name is the one you see in FollowApp.
| Setting | A profile you already have | A new profile |
|---|---|---|
Cursor engine | Human motion | Same |
| Walk style | Steady | Same |
Human reactions | Off | Medium |
Smart Positioning | Off | Live, with the Mapping settings |
Role | Auto (read from the skill bar) | Same |
Aura distance | Auto: 600 for an aurabot | Same |
Predict the leader’s movement | On (supports only) | Same |
Zone width | Set by the role | Same |
Zone fixed on screen | Off: the zone turns with you | Same |
Share the zone | Off | Same |
Spread | 150 | Same |
Never leave aura range | On for an aurabot, off for every other role | Same |
Dodge | Off | Lethal + major |
Dodge roll (PoE2) | Off. Applying Campaign, Mapping or Bossing to a Path of Exile 2 profile turns it on. | Same |
Time between dodges | 0 (no gap) | 300 ms |
Learn new dangers | On | Same |
Keep what it learned | Off: forgotten when the bot stops | Same |
Retreat | When hurt (acts only with Smart Positioning on) | When hurt |
Time between retreats | 0 | 10 s |
How long it stays back | 4–9 s, its own pick | Same |
Pack-aware far travel | Off | On |
Start far travel beyond | 2500, and it stops again under 600 | Same |
Use move skills on the way | On | Same |
Follow through transitions | On | Same |
Human-like stashing | On (new: now on for every profile) | On |
Human-like looting | Off | On |
Loot speed | Faster (used only with human-like looting on) | Fast |
Distances are in the game’s own distance units. Auto-Input and pathfinding are on for a new profile, as before.
The four presets
Pick the one that matches what the follower is doing. If you are not sure, pick Mapping.
-
Off
Turns the three off. Smart Positioning and placement stay as they are.
Dodge off · Retreat off · Far travel off
-
Campaign (weak bot)
A fresh or fragile character that has to stay alive.
Dodge everything (rolls on PoE2) · Retreat early · May leave your aura range to survive · Far travel on · Medium reactions · Human-like looting, fast
-
Mapping
A geared character clearing maps — a little calmer.
Dodge lethal + major, 300 ms apart · Retreat when hurt, 10 s apart · Far travel on · Medium reactions · Human-like looting, fast
-
Bossing
Boss fights: out of the big hits, close enough to stay in range.
Dodge everything (rolls on PoE2) · Retreat when hurt, back 2 - 4 s · Far travel on · Medium reactions · Human-like looting, fast
“The three” are dodge, retreat and far travel. Every preset except Off also switches Smart Positioning to
Live, because dodge and retreat need it, sets Human reactions to Medium and turns human-like looting on at Fast speed. Off leaves reactions and looting alone. The rolls are Path of Exile 2 only; a Path of Exile 1 profile walks every dodge.
A preset does not touch where the follower stands: the zone settings stay as you set them.
Campaign (weak bot) lets the follower leave your aura range to survive. It turns
Never leave aura range off, for every role. A fragile character may then step outside the aura range to
escape a hit that would kill it, and walks back afterwards. Retreats still stay well inside your range.
For an aurabot, pick Mapping or Bossing. Both leave Never leave aura range
as it is, so an aurabot never steps out of the carry’s aura range.
The cursor and walking
Every profile uses the human motion cursor unless you switch it off. You do not need to set anything. What it does:
- It glides. The cursor travels to its target on a smooth, curved path at a hand’s speed, then clicks. It does not snap from point to point.
- It holds a direction while walking. While the follower walks after you, the cursor stays still as long as the direction is about right. It corrects only when the direction drifts a little off, at uneven moments, never on a beat. When the route turns, the cursor turns at the speed of a hand instead of jumping to the new direction.
- It stops where it lands. When the follower reaches its spot, it lets go of the move key and stops right there. The cursor does not wander about while the follower is walking.
- It rests near the character. After a stop the cursor comes to rest close to the follower, in a different direction each time.
- It stays off the panels. A click on a panel or a piece of the HUD does nothing in game, so the cursor does not aim there. It also keeps away from the edges of the window.
- Its aim is a little loose on purpose. With human reactions on, the point it walks toward is slightly off, the way a person’s is. A higher reaction level means a looser aim. Items, portals and objects are still clicked on the object itself.
Walk style. There are three ways to hold the cursor while walking: steady rests it ahead and corrects
only when the direction drifts off, drift rests it the same way but lets it wander slowly and re-grip now and then, and
origin moves the cursor along the path all the time.
If the cursor misbehaves, tick Legacy cursor in Settings, or set Cursor engine to
Legacy under Cursor & input. Both go back to the old cursor for that profile.
Reaction time
A person does not change direction the instant the player in front of them turns. With Human reactions on, a follower waits a short,
human-like moment before it reacts to a sudden turn or burst of speed from you. Each follower picks its own typical delay inside its level’s
range when the session starts, so the party does not all react at the same moment.
The setting is Human reactions under Cursor & input. It needs the human motion cursor.
| Level | Typical delay | Reacts to |
|---|---|---|
Off | None | Starts moving the moment a new target appears. Aim is exact. |
Low | 150–210 ms | Only sharp turns (over 75°), you setting off or a big dash. At most one reaction every 2 seconds. Reacts rarely and quickly. |
Medium | 185–260 ms | Turns over 45° and any burst of speed. |
High | 240–320 ms | Turns over 35° and any burst of speed. Reacts more often and more loosely. |
Smart Positioning
Without Smart Positioning, a follower stays inside the follow box from Settings. With it set to Live, each follower
has a zone around you that suits its job, and it settles in that zone like a player would.
Roles
The bot reads the follower’s skill bar and works out its role on its own: an aurabot stands behind you inside its aura range, a
warcry or banner support at your shoulder, a damage dealer beside you. Set Role by hand only for what the skill bar cannot
show: a culler, a tank, and Path of Exile 2 presence or curse supports.
The zone
The zone controls are on the Placement page, beside a live map of the party that shows every change at once.
Zone widthis how far round you the zone reaches. At its widest it is a ring all the way round you, leaving out only the ground in front of you that you walk into.Zone fixed on screendecides how the zone turns. Off: the zone turns with the way you walk, smoothly — when you turn back, the follower’s spot sweeps round you instead of jumping across. On: the zone stays put on your screen, so “behind you on screen” stays behind you on screen whichever way you go.Share the zonecuts the zone into slices, one per follower, so they do not crowd the same area. You choose up to 5 slices, but slices only apply when that many followers are in the party: with fewer, each gets a bigger slice, and a follower on its own gets the whole zone. The map on thePlacementpage draws the slices for its preview party.
How followers settle
- They stop when you stop. The moment you stop, each follower’s spot freezes and it settles. It does not shuffle around looking for a better one.
- They stay where they land. A follower that has stopped only moves again if it is right on your toes, standing straight ahead in your path, or outside its range.
- A follower that has stopped is never pushed by one that is still walking. The walking one finds its own space.
- Each time you set off, it picks a new spot. Sometimes in its favourite area, sometimes anywhere in its zone, sometimes near where it already is — then it walks onto that spot. While you keep walking it thinks again every few seconds and drifts to the new spot rather than jumping.
- In a party they take turns. The follower furthest back takes the nearest free spot; the one in front moves deeper so the others can land. Each keeps to its own side of you.
- They keep a little room from each other.
Spreadis how far followers keep from each other. It is a light nudge, not a hard gap, so the party does not fan out wide. - Supports keep up when you run. With
Predict the leader’s movementon, a support that is falling behind aims a little ahead of you instead of at where its spot is right now.
The defaults suit most parties. Change the zone only if your followers stand too close, too far, or on the wrong side.
Dodge
The follower steps out of dangerous ground and big hits it can see coming, and stays inside your aura distance while it does unless a hit would
kill it (an aurabot stays inside even then). How bad a hit is
gets judged against this character’s life, energy shield and resistances, so a tanky follower dodges less than a
fragile one. Needs Smart Positioning Live.
| Setting | What it dodges |
|---|---|
Off | Nothing. |
Lethal | Only one-shots: the Shaper beam and balls, strongbox storms, detonate dead. |
Lethal + major | Also big chunks of the pool: exploding corpses, black holes. |
Everything | Everything in the catalogue, minor ground effects included. |
On Path of Exile 2, Dodge roll (PoE2) lets the follower roll out of a lethal hit that walking cannot clear in time. With dodge on,
retreat and far travel also never walk through a live danger.
Retreat
The follower falls back toward the safest point still inside your range when it is in more danger than you. It holds there for a few seconds,
then comes back. Needs Smart Positioning Live.
When hurt— falls back when its life trends down and there is more threat around it than around you.Early— falls back as soon as monsters start to crowd it, before it takes damage. It steps back more often.Off— never falls back.
Far travel
Pack-aware far travel takes over only when the follower is far behind you — walking back after a death, or catching up
— and hands back to the normal follow once it is close again. On the way it plans a route around packs of monsters and uses movement
skills (the dodge roll on Path of Exile 2). When nothing is in the way, it simply walks straight at you. It works with or without Smart
Positioning, and does nothing in town or the hideout. Start far travel beyond sets how far behind counts as far.
Separately, Follow through transitions is on for every profile: when you are somewhere the follower can only reach through a
transition, such as a boss arena, it takes it.
Movement skills
A movement skill in Auto-Input fires on that slot’s own distance setting, measured from the follower to the spot it is heading for. Before the key is pressed, the cursor is already on where the dash should go, so dashes land where they are meant to.
Never leave aura range
A carry that relies on its aurabot for resistances can die to one hit without it. With Never leave aura range on, the aura distance
is a hard wall: dodge, retreat and catching up all pick the best spot inside it. If the only way to survive a hit would be
to step outside, the follower takes the hit instead.
An aurabot has it on unless you turn it off, and the Campaign (weak bot) preset turns it off for every role. With it off, the
follower still stays in range for everything except a hit that would kill it, steps out only for as short a time as it can, and walks back.
Retreats always stay well inside your range either way.
Human-like stashing
Human-like stashing (under Stash & loot) is now on for every profile. The follower deposits like a person: it holds Ctrl once and
sweeps down one stash column and up the next on a steady rhythm, then tidies up what is left. Like a person, it clicks a little more than once
per item. Keyboard and mouse only; a controller keeps its own deposit.
Human-like looting
With Human-like looting on (under Stash & loot), the follower loots like a person: the cursor strokes through
the stack of item labels instead of making one exact click per item, and it presses your item-label key between passes to re-stack the labels.
Loot speed sets how fast the hand moves, from Human to Race. It needs the human motion cursor and
keyboard and mouse; with the legacy cursor or a controller, the normal looting runs.
A new profile has it on, and so do the Campaign, Mapping and Bossing presets. A profile you already
have keeps its old looting until you turn this on or apply one of those presets.
Settings reference
Every setting here is in Edit Profile → Advanced, except walk style. Each row gives the name you see in
FollowApp and, under it, how it is written in the profile file. What a new profile starts with is in the table at the top.
| Setting | Values | What it does |
|---|---|---|
Cursor engineInputEngine | Legacy (0), Human motion (2) | How the bot moves the mouse. The Legacy cursor box in Settings is the same as Legacy. |
Walk styleInputWalkStyle | 0 origin, 1 steady, 2 drift | How the cursor is held while walking. No FollowApp control yet. |
Human reactionsInputReaction | Off (0), Low (2), Medium (1), High (3) | A human-like delay before reacting to your turns |
Smart PositioningSmartPos | Off, Live (1) | A role-aware zone around you instead of the follow box |
RolePosRole | auto, dps, aura, link, presence, cry, banner, curse, tank, culler | What the follower does for you, which decides where it stands |
Aura distancePosRange | 300–3000 | The follower keeps you inside this distance |
Predict the leader’s movementPosPredict | 0, 1 | A support aims a little ahead of you while you run |
Zone widthPosWidth | 10–360° | How far round you the zone reaches. 360 = a ring all round you |
Zone depthPosDepth | 4–60 % of the aura distance | How far in and out the zone reaches |
Zone fixed on screenPosRotate | 0 turns with you, 1 fixed on screen | Whether the zone turns with the way you walk |
Share the zonePosSlot | Off, 2–5 | Cuts the zone into slices, one per follower present |
SpreadPosSpread | 0–600 | Room kept from other party members: a light nudge, not a hard gap. 0 = none |
Never leave aura rangePosNeverLeave | 0, 1 | A dodge never leaves your range, even to escape a lethal hit. Campaign turns it off |
DodgePosDodge | 0 off, 1 lethal, 2 lethal + major, 3 everything | Steps out of dangers it sees coming |
Dodge roll (PoE2)PosDodgeRoll | 0, 1 | Rolls out of a lethal hit walking cannot clear |
Time between dodgesPosDodgeCooldown | 0–10000 ms | Minimum time between two dodges |
Learn new dangersPosLearn | 0, 1 | Avoids ground that hurt it and hard-hitting unique monster attacks from then on. Works with dodge on |
Keep what it learnedPosLearnSave | 0, 1 | Saves what it learned to a file for the next session |
RetreatPosRetreat | 0 off, 1 when hurt, 2 early | Falls back when it is in more danger than you |
Time between retreatsPosRetreatCooldown | 0–10 s | Minimum time from one retreat to the next |
How long it stays backPosRetreatHold | 0.5–60 s | How long a retreat holds before it returns |
Pack-aware far travelPosTravel | 0, 1 | Routes around packs when it is far behind |
Use move skills on the wayPosTravelDash | 0, 1 | Movement skills during far travel |
Start far travel beyondPosTravelFar | 600–10000 | How far behind before far travel takes over |
Follow through transitionsIslandHop | 0, 1 | Takes a transition to reach you |
Human-like stashingStashHuman | 0, 1 | Deposits in column sweeps with Ctrl held, like a person |
Human-like lootingLootSweep | 0, 1 | Strokes through the item labels like a person instead of one exact click per item |
Loot speedLootSpeed | 0 Human, 1 Quick, 2 Fast, 3 Faster, 4 Race | How fast the hand moves between item labels. Only with human-like looting on |
Related
Not sure which preset to pick?
Ask All Knowing. She answers from this page and the support history without an account.