Enchanters, please read and chime in

Explanations please - no flames
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mukkel
Posts: 236

Re: Enchanters, please read and chime in

Post#41 » Fri Dec 21, 2012 8:34 am

Gone are the days of chain casting your pbaoe stuns to get CC under control! I agree though - if you look at the list of T8 Enchanter spells, they have almost twice as many as any other class and have essentially been pigeon holed into being a buff/debuff class.

aabamzen
Posts: 178

Re: Enchanters, please read and chime in

Post#42 » Sat Dec 22, 2012 3:34 am

Ahh yes, the old 'color shuffle'. The lowest level color stun wouldn't last long enough to cast a mez, but if you strafed during spell recast, it would last long enough for a mez cast.

The more you know! <rainbow>

My main was an enchanter on live from launch through some terrible expansion I can't even remember the name of that you zoned up to from freeport. I have a pet enchanter that I tinker with here, mainly to see what I can solo. It's definitely not as impressive as on live, but I haven't really tried much ;)
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Shweet
Posts: 3

Re: Enchanters, please read and chime in

Post#43 » Tue Aug 13, 2013 11:19 pm

Can I necro this thread a little bit??

I love my enchanter, especially, after spending 150aa to get project illusion. <Forced love anger>

I definitely agree with some things in this thread.... mainly needing something more interactive during fights. It's not a good feeling to play a character that debuffs at 97% set it to chain cast dmg until mob dies.

Gydile
Posts: 31

Re: Enchanters, please read and chime in

Post#44 » Sat Sep 21, 2013 7:18 pm

Couple notes: The spell Entwining Thoughts (Rk I at least) does not appear in the spell list by right clicking an empty gem and hovering over direct damage (nor does it appear in any of the other lists.) A minor inconvenience, since it's in a saved spell set for me, but still...

Also, is there any chance that the Enchanter 2.0 focus could be changed to include Entwining Thoughts Rk. XX? The focus is really great, but forces you to use an older, much more easily obtainable spell. With the focus, this older nuke does twice the damage of the T8 spell. I still prefer to spam ET for the extra effects, but I believe adding this to the focus would slightly boost DPS and give players more of a reason to actually play enchanters (similar to the group lifetap necromancers possess.)

I have a BUNDLE of easily-implemented AA ideas that would drastically increase the playability of this class (mostly as a main or semi-main oriented play style), if that feedback wants to be heard :)

Thanks for reading :)

Gydile
Posts: 31

Re: Enchanters, please read and chime in

Post#45 » Sat Sep 28, 2013 3:49 am

Reading back through the posts, I also have to disagree that Enchanters are poor DPS. We are situationally awesome DPS, and those situations are more frequent than most think. I've only just gotten into T5, but wearing mostly T2 gear, I can solo all the trash in the zone :) Charm-killing was much slower in T3, as I couldn't really find a pet I could haste (unslowable=unhasteable), but I'm crossing fingers and hoping there are still pets to charm in T7. (charmed a few mobs in T6, again, unhasteable like T3 so kills were very slow going but manageable.) My main issue has been keeping my pet alive, since enchanters lack any of the heal AAs that some pet classes get (coughbeastlordcough) :P .

Trick is using the ToV pants (if you don't have a donor) and finding just the right pet, which can be tedious but well worth the effort.

The issue is and has always been that while enchanters scale UP tiers fairly well, they also scale DOWN in lower tiers, which no other class in the game really does. So while a T8 monk can go back to ToV and clear the entire zone in minutes, an enchanter has to rely on the old DPS she had when she was just progressing through that tier, making it multiple hour debacles. Only way to 100% resolve this would be to add a summonable pet spell that drops from the bosses of each tier, but that's not what enchanters are about :(

An increase in spell DPS (see previous post about adding the T8 nuke to the 2.0 focus) and ?possibly? adding heal AAs so we can better keep our pets alive would drastically improve the situation in that regard, without breaking the class and it's objective :)

Anyone have any thoughts on those ideas? Or are people no longer reading this? :P

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zRush
Posts: 43

Re: Enchanters, please read and chime in

Post#46 » Thu Oct 17, 2013 4:51 pm

I'd like to chime in here on the Enchanter toon. I too played a chanter on Live and it will always be one of my favorite characters. But it's ability to do much here seems really limited. Unfortunately, as others have said, it's traditional role isn't really viable on this server it seems. CC is just not a big enough issue to take the time to actually perform it. Especially if you are boxing a raid group. Playing the Enchanter solo is of course a whole different ballgame. So, I have pretty much relegated my Enchanter to a solo spot when I just want to go out and have some fun.

I just got the ToV legs. Woo hoo! 20min+ charm. Sounds great! In practice tho, it is a death sentence. I had mistakenly assumed that it would be a full duration spell, even tho I know that most charm spells are not. After trying it a few times in Kael, it seemed like it was giving me the full duration. So, I went to Stillmoon and started hunting there. It worked like (dare I say?) a charm. I charmed an arachnid pest since they have massive dps and hp bundle. That and my cleric bot we were taking on all comers. Then about 15 mins into the charm, it broke. Well.. instant death. No possibility for recovery from the break at all. Came back and tried it a few more times and the same thing happened. At different intervals in the charm, it would break with no warning and I would die.

My question here is: Is this as intended? If it is, can we make it better somehow? Ideally, I would like a set duration charm. I mean, it's dangerous enough having to deal with a charmed mob like this when it breaks and you know it is going to happen. For all we have NOT going for this class, it would be nice to have this bone. If not, how about a warning starting 30 secs or so before break that says something like when invis was going to drop. "You feel the link with your charmed minion beginning to weaken" We could set an audio trigger and know that we have to deal with it.

As it stands now, the charm is usually going to break while you are in combat with another mob. So, not only do you have your utterly furious old pet on yer butt, but you have his new found buddy wanting a piece of your silk clad butt as well. How about, when the charm wears off, the old pet poofs and leaves you to only deal with the mob you were originally fighting? A few second warning would also be nice here. Still have to play on your toes, but makes it doable. Shouldn't have to sacrifice your life just to make your toon playable.

Next up, was Dire Charm ever changed on this server? If it was, how does it function now? If not, can or will it be? I notice that this thread spans several years. But nothing actually states any changes other than the low level illusions. Some ways back, there was a statement about higher level illusions that were going to be put in, but I don't see them anywhere.

The bottom line as I see it is this. CC is not really needed. Slow doesn't work at higher levels. I have never thought that the debuffs were worthy of even casting the spell. (If you think I am wrong, please explain! I am listening) As these were our traditional roles and they don't seem to apply really, then the role of this once awesome character needs to evolve to something else. I would not mind if it became more of a pet class concentrating on charmed pets. But we would need some utility to go with that. I haven't tried it, but I assume that the ldon pet heal doesn't work on charmed pets since it says permanent pet. And I guess we don't have any pet heal aa's either.

Well, a few answers to my questions would be very much appreciated, whether or not anything I have outlined here is used or not.
Thanks for your time.

Team Psychic Venom

ChaosSlayer
Posts: 1693

Re: Enchanters, please read and chime in

Post#47 » Thu Oct 17, 2013 5:20 pm

IMHO, a charm should be considered a "1 fight deal" - such as: you charm mob A, attack mob B, kill B, then break charm and finish off A who should be near death. Go after next set.

If chanters would get a guaranteed duration charm, or high level dire charm, then it becomes essentially a permanent pet class.

As far as CC goes, I guess if raids encounter has adds - then you can deal with adds in 2 ways - mez or off-tank. Of course it seems to me that having 1 chanter who can keep 5 mobs mezzed is easier than to have 5 off tanks... On other hand - the melees are so abundant, having 5 off-tanks is not a problem for most boxers ;)
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Nexor
Posts: 495

Re: Enchanters, please read and chime in

Post#48 » Thu Oct 17, 2013 5:37 pm

zRush wrote:Next up, was Dire Charm ever changed on this server? If it was, how does it function now? If not, can or will it be? I notice that this thread spans several years. But nothing actually states any changes other than the low level illusions. Some ways back, there was a statement about higher level illusions that were going to be put in, but I don't see them anywhere.


If you want a better Dire Charm as a Enchanter you would need to donate for
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1 : Effect type : Charm up to level 73

However the risk will be always there that you gonna fight something that will dispel the Charm.
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zRush
Posts: 43

Re: Enchanters, please read and chime in

Post#49 » Thu Oct 17, 2013 7:07 pm

Alrighty then..

Basically it comes down to donor or die? Donor or the toon really isn't worth playing? I think that's kinda sad.. oh well.

Thanks for your replies
R

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Micah
Posts: 921

Re: Enchanters, please read and chime in

Post#50 » Thu Oct 17, 2013 7:35 pm

zRush wrote:Alrighty then..

Basically it comes down to donor or die? Donor or the toon really isn't worth playing? I think that's kinda sad.. oh well.

Thanks for your replies
R

That is not what anyone is saying.

The risk on a charmed pet is ALWAYS there. If an enchanter would have some kind of warning that the charm is wearing off, what would prevent you from gating, rinse and repeat? No risk involved at all then.

Enchanters, afaik in live did not get a "warning" when the charm wore off ... well, they did ... .the BAM! SPLAT! :)

PS: For a list of some slowable mobs see here, there are plenty: viewtopic.php?f=4&t=10288
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