Each guild has the ability to choose their time slot in the rotation, the approved time slots are 12:00 PM (Noon) EST - 6 PM EST aka "Prime-Time A" and 6PM EST - 1:00am (Midnight) AM EST aka "Prime-Time B". You can choose one or the other, or both. There is no penalty for choosing both time slots, but those who do become responsible for killing the targets in each.If any of the mobs listed above spawn between 1AM EST to Noon EST, it will be free for all.If killed, it does not impact any guilds spot in the rotation. These two windows were designed to help the European guilds and the American guilds raid during prime time.
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If the mob spawns in your specified time slot,you have three hours to kill it before it passes to the next guild in the rotation. More specifically: If the raid mob spawns at 5:00 PM EST, "Prime-Time A" becomes extended until 8 PM EST (3 hours after spawn). This means that guilds in the "Prime-Time B" rotation must respect the extension of the window and "Prime-Time B" will then become 8 PM EST - 12 AM EST temporarily. The same rule applies for "Prime-Time B," their window will extend proportionally (pushing the FFA period back temporarily). The temporary prime-time window cannot extend past 3am.
During the 11 hour FFA window, there is a 1 hour FFA lockout for any raid mob in the rotation if your guild was the last one to kill said mob in the FFA window.
Good. Melee, even monks, are just terrible compared to casters. You're better off with 5 casters than 5 casters and 1 meleeThe bigger change that nobody's talked about yet here is:
- Starting at level 40 and extending to level 105, all non-caster classes will be granted ranks in a passive AA ability line that increases overall melee damage dealt with all skill types. The percentage increase starts at 10% and increases to 50% by level 65 for all classes. For levels 70 through 105 the percentage increase scales differently per class.
Per Dzarn this is impacting TLP servers.
If my math is correct and assuming it scales proportionally all the way to level 65, we're looking at approximately a 1.6% increase per level in damage starting from level 40.
Which means @ level 50, we're looking at about 26% increase in melee damage. 42% by level 60, am I reading this right? That seems crazy.
If it is true, monks are absolutely gonna blow up parses in Kunark and beyond.
How is that even possible? How would new people join. I cant wait for Kunark to thin these entitled bads out.They're seriously campaigning for a rotation with NO FFA on Lockjaw right now...
I have a feeling Dima is campaigning to all these other guilds to get this done. They(MM) don't get any FFA mobs so they don't want any to occur.They're seriously campaigning for a rotation with NO FFA on Lockjaw right now...
I might switch from Bard to Monk if this is the case.Which means @ level 50, we're looking at about 26% increase in melee damage. 42% by level 60, am I reading this right? That seems crazy.
If it is true, monks are absolutely gonna blow up parses in Kunark and beyond.
Apok are you coaching Dima?I have a feeling Dima is campaigning to all these other guilds to get this done. They(MM) don't get any FFA mobs so they don't want any to occur.
He will put it under the guise of "wanting to help" the lower tier guilds and its all done for them.
You're going to be suspended. Just as you used the other guilds to push your agenda by claiming majority. We will use that same strat to give you a much needed vacation. Also expect Jain to be removed from her position. At what point does your toxicity stop?
It's not progression if you have a rotation. It is a timed/gated co-op game with no risk and shallow rewards.especially on this abomination of a server
So you take the time to instance it or you let the 'best' kill it themselves until they are sick of it and move on and then the next best come along.Well, EverQuest is a cooperative multiplayer game. SOE never designed it to be a competitive one; that was brought on by the players and has almost never been touted by SOE as a positive. The people that long for it to be a competition are on some level just greedy and think they have the best chance of "beating" other players to the loot they so desperately crave. It has nothing to do with accomplishment anymore, those days are long past.
You don't get to define what meaning players derive from their playtime. I'm sure for some it's about loot. For me and most of my friends it's about the thrill of the race. We've given loot to like four guilds on our rotation after winning a race. Yeah we're not handing out CoF's or anything but it's definitely not greed that motivates us.Well, EverQuest is a cooperative multiplayer game. SOE never designed it to be a competitive one; that was brought on by the players and has almost never been touted by SOE as a positive. The people that long for it to be a competition are on some level just greedy and think they have the best chance of "beating" other players to the loot they so desperately crave. It has nothing to do with accomplishment anymore, those days are long past.