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All guilded enchanters on a raid should have a rune rotation social ready to go so you don't have to create one from scratch on the fly when one is needed. A rune rotation social will look something like this:
/1 Rune on > %T < in 5 seconds. 1111111
/cast 8, /pause #
/1 Next up is Guildie!
...where '/1' is whatever channel is currently associated with the guild enchanter channel, '5 seconds' is the casting time of the rune being cast, '1111111' is whatever number you were assigned prior to the engagement repeated 7 times and '8' is whatever spell gem slot you happen to have Rune V memorized in at that time and # is the delay specified for the given event.
Prior to a planned pull in which a rune rotation is requested by the raid leader, an order will be assigned in the guild enchanter channel such that in-channel chanter chatter might look something like the following when the rune rotation is active:
Rune on > Burta < in 5 seconds. 1111111
Next up is SoopaChanta!
Rune on > Burta < in 5 seconds. 2222222
Next up is BestMez!
Rune on > Burta < in 5 seconds. 3333333
Next up is CharmedLife!
Rune on > Burta < in 5 seconds. 1111111
Next up is NotABox!
...etc.
Please ask Kazu or another guilded enchanter in game for the guild enchanter channel name and password if you're not already familiar with it, but feel free to ask any further questions you may have about setting up a rune rotation social here in this thread.
Kunark era rune rotation information.
Last edited by kazu (6/13/2019 11:27 am)
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As a follow-up to that first post, there were some differing thoughts on runes and rune rotations in last night's raid. In particular, the two enchanter runes being discussed were Berserker Spirit (L47) and Rune IV (L40). Based off Alla's, the numbers look something like this:
Berserker Spirit:
- Increase Strength by 40
- Increase Absorb Damage by 200
- Decrease AGI by 20
- Costs 150 Mana
- Casting Time 3.0
Efficiency = 1.33 hp/mana
Efficacy = 66.7 hp/sec
Rune IV:
- Increases Absorb Damage by 685-699
- Costs 236 Mana
- Casting Time 5.0
- Burns a 10p peridot per cast
Efficiency = 2.90-2.96 hp/mana
Efficacy = 137-140 hp/sec
Observations:
- Rune IV is more than twice as efficient as Berserker Spirit.
- Rune IV is more than twice as effective as Berserker Spirit.
- Rune IV costs 10p per cast, which the guild is willing to subsidize on raid boss fights.
- Berserker Spirit reduces its target's effective strength buff by 50 while the rune is active and 100 when not by forgoing the shaman Strength (L46) buff.
- Berserker Spirit reduces its target's agility by 20, which may well reduce a main tank's effective agility below 75 in this era (which is bad).
Conclusions:
- Don't use Berserker Spirit on the raid's main tank.
- Don't use Berserker Spirit in a raid rune rotation.
- Have Rune IV available to you if you're an enchanter and raiding with us.
- Be prepared to participate in a Rune IV rotation on a raid boss fight if asked.
If anyone sees anything wrong with my math or reasoning, don't hesitate to point it out.
Last edited by kazu (4/22/2019 4:30 pm)
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My only thought on your post is that any rune effect blocks the lifetap regardless of the actual amount the rune is supposed to cover. Bard rune blocks venril sethir's lifetap even though its like a 20-40 hp or something rune. I prefer the rune 4 use on maestro because it has utility in keeping the tank alive better and potentially lasting through a melee hit.
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I ain't picky what you do as long as you keep me alive
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A post-Kunark unlock update to comment #2 above:
Bedlam:
- Increase Strength by 50
- Increase Absorb Damage by 350
- Decrease AGI by 25
- Costs 200 Mana
- Casting Time 3.0
- Recast Time 12.0
Efficiency = 1.75 hp/mana
Efficacy = 116.67 hp/sec
Rune V:
- Increases Absorb Damage by 110-800
- Costs 350 Mana
- Casting Time 5.0
- Recast Time 1.5
- Burns a 10p peridot per cast
Efficiency = 0.31-2.29 hp/mana
Efficacy = 22-160 hp/sec
In the context of a rune rotation in Kunark era, Rune V is the one we'd be using. The delay for any such rotation would be approimately 5/N seconds at its most aggressive (/pause 25 for two participating L60 enchanters, /pause 17 for three, /pause 13 for four, /pause 10 for five, etc.). Enchanters participating in the rune rotation will need to be L60 so they can overwrite partially depleated runes from prior casts in the chain. Any chanters below L60 may be asked to spam runes in between those in the rotation depending on turnout.
For a 2 enchanter rune rotation:
/pause 35 = 1 rune on tank / 3.5s, 3.5k mana per enchanter in 1m 10s
/pause 45 = 1 rune on tank / 4.5s, 3.5k mana per enchanter in 1m 30s
For a 3 enchanter rune rotation:
/pause 25 = 1 rune on tank / 2.5s, 3.5k mana per enchanter in 1m 15s
/pause 35 = 1 rune on tank / 3.5s, 3.5k mana per enchanter in 1m 45s
/pause 45 = 1 rune on tank / 4.5s, 3.5k mana per enchanter in 2m 15s
For a 4 enchanter rune rotation:
/pause 17 = 1 rune on tank / 1.7s, 3.5k mana per enchanter in 1m 8s
/pause 25 = 1 rune on tank / 2.5s, 3.5k mana per enchanter in 1m 40s
/pause 35 = 1 rune on tank / 3.5s, 3.5k mana per enchanter in 2m 20s
/pause 45 = 1 rune on tank / 4.5s, 3.5k mana per enchanter in 3m 0s
For a 5 enchanter rune rotation:
/pause 13 = 1 rune on tank / 1.3s, 3.5k mana / enchanter in 1m 5s
/pause 17 = 1 rune on tank / 1.7s, 3.5k mana / enchanter in 1m 25s
/pause 25 = 1 rune on tank / 2.5s, 3.5k mana / enchanter in 2m 5s
/pause 35 = 1 rune on tank / 3.5s, 3.5k mana / enchanter in 2m 55s
/pause 45 = 1 rune on tank / 4.5s, 3.5k mana / enchanter in 3m 45s
As always, if anyone sees anything wrong with my math or reasoning, don't hesitate to point it out.
Last edited by kazu (6/28/2019 9:14 am)
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you've kind of lost me - let's say we have 4 L60 Enchanters in rotation and we are killing VS. How long do we pause? 13, 17, 25, 35 or 45? Your explanation suggests 13, but will that value be set at the time of the raid or is it something we can set up in advance?
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AdonnaofMangler wrote:
you've kind of lost me - let's say we have 4 L60 Enchanters in rotation and we are killing VS. How long do we pause? 13, 17, 25, 35 or 45? Your explanation suggests 13, but will that value be set at the time of the raid or is it something we can set up in advance?
It'll depend on the situation... In the case of VS, /pause 35 with 3 enchanters proved sufficient on Friday night... and the chanter that was lowest on mana in that attempt was at ~35% after VS died. That tells me /pause 35 with two enchanters of comparable mana could also work over the same kill time. Of note, we did have one necro pumping enchanters in that kill.
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Some of those pauses are not possible. Just going by what is written, a single chanter can refresh a rune ever 6.5 seconds. That would make 3.25 sec the fastest rot for 2 chanters, 2.16 sec for 3 chanters, 1.63 sec for 4 chanters, and so on. Anything faster is not really adding more refreshes, it is only front loading the refreshes with a gap in the cycle on the back end.
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Faraday wrote:
Some of those pauses are not possible. Just going by what is written, a single chanter can refresh a rune ever 6.5 seconds. That would make 3.25 sec the fastest rot for 2 chanters, 2.16 sec for 3 chanters, 1.63 sec for 4 chanters, and so on. Anything faster is not really adding more refreshes, it is only front loading the refreshes with a gap in the cycle on the back end.
Good catch.
I had indeed left out the 1.5s cool down when factoring in the upper bounds of rune rotation frequency in each listed scenario. The 'table' has now been updated.
Thank you Faraday.
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The problem i have found with rune rotations is usually running oom way too early in a fight. In the past, a chanter core i was in ended up doing a hydrid situation where 3 chanter would be in a slow rotation while 2 other chanters filled in more runes by feel of the fight. With the two feelers paying attention to the MT more than a chat window
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its ok if u tell me that.. but i got banned in runegame without a warm u at least give one ok i wont upload more..but who cares if i publicate it here or in rune the game?
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