Hi all, just a quick question here. If two necromancers are grouped, will their dots stack? I have conflicting info from unreliable sources.
DoTs from different necromancer stacked on AK. There was no issue with Necros each using a 6-7 DoT rotation on mobs.
Hmm maybe I'm misunderstanding his question. So is that the same for Druids? Two different Druids can stack winged death on a mob? If this is the case well then I get another wrinkle in the brain, I didn't think this happened until PoP.
This is not a progression server where we are going to change the spell stacking rules 12 times, before pop is ready. Yes. Expansions are releases in order. But we are sticking mostly with pop era mechanics for the most part.
If your dot is overwritten, you'll get a message. For example I know one of the necro dot/debuffs overwrites enchanter asphyxiate. If dots are just damage they will stack all day.
The only potential issue I recall was the druid combined dot/debuff spells (immolation of ro, for example), that could be renewed / overwritten by another person. Just coordinate who will cast it...
I believe in EQlive, there's a debuff slot limit of 97. While I doubt that is an attainable number in this era, debuff management is a very real thing in current live EQ. Something that end game Necros bitch about often. But straight DoTs should stack. DoTs with additional components tend not to stack (snare;debuff; ie).
Think it was changed a few times. It was 75 for a long period of time on live before it was changed. On AK I don't recall ever hitting the debuff limit with sometimes 3-4 Necros on a raid and a few Druids/shamans/enchanters.
Awesome, thanks all! We had some info from P99 (no stacking) and EQLive (stacking) and weren't sure which method AK had.
Well... Plane of Time was the only zone that capped you at 72 players. Because of its weird pseudo instanced nature. While every raid is capped at 60 players, you could always form a second raid or have several groups out of raid reaching numbers upwards of 73+. I think the highest attendance Temerity ever had was in the realm of 80-85 characters for a Rathe Council fight. Granted that included like 20 boxes.
Depends on what you call unbeatable . Afterlife beat the version you are referring to. Basically the Rathe Councilmen come in two flavors. 6 mezzable and 6 unmezzable. They have a max hit of 2800~ ish. In the version Afterlife beat and the version Temerity first faced until the zone was updated by Hobart, the 6 unmezzable mobs whom you have to offtank the entire encounter until all 12 are low HP, ready to be killed, would hit their max hit the entire time. Just like the mezzables. In the updated version, the one basically every other guild beat, the unmezzables "fleck" as their HP decreases. Which means at 75/50/25% HP they lose melee prowess and their max hit drops to around 850-900 I think? Allowing you to more easily offtank them. Without that mechanic, you're expected to offtank 1-5 Rathe Councilmen who hit for 2800~ for around 30-60minutes. You needed a ridiculous number of clerics to maintain these CH chains. Or you had to get creative.
I see! I'd long heard tales of the difficulty but did not know the specifics. That sounds miserable, to be honest.
I believe I changed the stacking code to allow detrimental effects to stack on NPCs a while back. So this should be AKcurate currently. Also, as mentioned above you will recieve a fade message when your debuff fades, so if that doesn't occur assume that you're stacking.
There were a number of iterations of the Rathe council in between the version we initially had on AK and the version they eventually ended up settling on. Afterlife beat the second-to-final version, which was only live for a few days. It probably did fleck - old forum posts from the relevant period show FoH, AL, and TR members talking about the unmezzables becoming easier at low health - but not as low as the final version.
With our root-summon-kiting strategy, I think we *might* have managed it once with a great turnout (although, lord, so many opportunities for random instant domino collapses...) if the rooted councilmembers hadn't started randomly warping on top of people, heh. No way in hell could we have backflagged it, though. In the most wildly optimistic scenario, we still needed 21 healers, and that's stretching it; 26-28 would have been more reasonable.