How many Enchanters do I need?
StunRot isn't designed around requiring a fixed number.
I originally built it for
six, but I've since run it with
four and it worked extremely well.
The automatic timing system is designed to adjust based on the number of available Enchanters.
What happens if the number of Enchanters changes?
StunRot adjusts the timing based on the number of currently available configured Enchanters.
If the rotation gets smaller, each Enchanter waits longer between handoffs. If more become available, the interval gets shorter.
What happens if an Enchanter dies?
The remaining available Enchanters continue the rotation and the timing adjusts.
I actually had this happen during testing. An Enchanter died and the others simply took over and sped up their rotation.
That was probably the moment I became most confident in the auto-timing.
Of course? Would highly recommend slipping in a manual cast of Wind of Tashanian on the mobs after the initial lock so they don't resist.
What happens if an Enchanter can't cast?
One bad turn shouldn't destroy the entire stun chain.
If an Enchanter is unavailable or cannot perform its stun, StunRot moves on rather than stopping the entire rotation.
Does mob HP affect the rotation?
No.
StunRot isn't trying to decide whether the mobs still
need to be stunned.
That's between you and the mobs.
StunRot's opinion is that they should be stunned.
Okay... how do I make it stop?
Fair question.
/stunrot stop
Run it on one participating Enchanter.
The command is propagated through
DanNet to the configured Enchanters, and StunRot ends on the crew.
This is an actual shutdown of the macros rather than simply pausing the rotation. To use StunRot again, run the macro again and start a new rotation.
Why DanNet instead of /g or /rs triggers?
DanNet lets the Enchanters coordinate directly without filling EverQuest group chat or the EQ log with rotation messages.
Each Enchanter effectively hands the stun rotation directly to the next one.
It also allows commands such as /stunrot stop to be propagated across the participating crew.
Why does the timing change?
Color Skew's recast means the first Enchanter needs enough time before its next turn.
Instead of making you calculate that manually, StunRot divides the desired full-cycle timing across the available Enchanters and rounds safely for MacroQuest's timing resolution.
Can I override the automatic timing?
Yes:
/stunrot delay 2.6
To return to automatic timing:
/stunrot delay auto
But after watching auto-timing seamlessly handle different numbers of Enchanters, I haven't found much reason to touch it.
Is this only useful for The Deep on Frostreaver TLP?
No.
But The Deep may have had something to do with why this exists.
Does StunRot make running a pile of Enchanters a reasonable life choice?
No.
But now at least you can turn them off.