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Author Topic: Enchanter overview  (Read 2304 times)

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Imperium

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Enchanter overview
« on: March 24, 2019, 05:15:47 pm »
Enchanters have a very unique place in EQ. Unfortunately on EMUs they rarely have a purpose other than buff bots you log in before your group goes out. I was excited to give it a shot on this server, hoping they would have a fun utility based roll and charm would be worth something. Playing the game to 30 to realize the entire Color PB AE stun line has been nerfed to do PB AE atk debuff . . . it basically took away half the enchanter. I use the stuns as much if not more than the mez line. Everytime charm breaks, everytime you have a mob in melee range attacking you and you need to get a spell off. Without the color line you have to chain cast mez and hope you dont get interrupted? I would not recommend enchanters for anything other than a buff bot. The buffs lasts hours, so its no problem.

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Dolmir

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Re: Enchanter overview
« Reply #1 on: March 25, 2019, 06:26:18 pm »
I don't know that I would agree that the Color line of spells is critical to the viability of Enchanter as a class. I believe that the team are aware of a number of issues affecting the viability of Enchanters and that they are looking for solutions. At some point the class may get some help and at that time I would not necessarily expect the class to shine in the usual way, so I encourage you to keep an open mind towards tools that help the class in general but are not exactly the same as those that have been removed.
« Last Edit: March 25, 2019, 07:57:45 pm by Dolmir »

Nedush

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Re: Enchanter overview
« Reply #2 on: March 26, 2019, 12:50:50 am »
I think its great to not allow AE groups, as they are very unbalanced in the AA grind.

As for that stun, there are other spells to control the charm break. Even more when you play a duo.

Would it be possible to limit the number of targets for the color flux line to 2, 3 or 4 mobs? That could fix both issues.

Imperium

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Re: Enchanter overview
« Reply #3 on: March 26, 2019, 09:51:39 am »
I have played an enchanter since 2000. The color line is invaluable, its top 3 reasons to play the class. If its solely based on banning AoE, Just drop PB AoE nukes. They are only used in aoe groups.

whoopinstik

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Re: Enchanter overview
« Reply #4 on: March 26, 2019, 10:16:34 am »
I would agree with this somewhat. I think giving an ATTENTIVE enchanter a quick option to not receive damage on a charm break would be handy for both the enchanter and the group. When I was doing it, the tank would have to grab agro of the mob in order for me to be able to recharm successfully.

Another option would be adding more durability to runes. Since the reagent cost hasnt been removed from them and they are still based on Kunark content, the runes get eaten in 1-2 hits which doesn't give you the time you need to recharm as well.

Enchanter broke? Nope. Could use a tweak? Yup.

Eldarian

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Re: Enchanter overview
« Reply #5 on: March 26, 2019, 11:51:31 am »
1-2 combat rounds is roughly 6 seconds.

Dolmir

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Re: Enchanter overview
« Reply #6 on: March 26, 2019, 02:04:59 pm »
1-2 combat rounds is roughly 6 seconds.

This statement is not very precise but here is my interpretation:

In any six-second period during which a mob attacks uninterrupted, it should be able to perform either one or two combat rounds.

I don't believe this is an accurate description of the base attack rate of any mobs I have ever hunted for experience on this server. Even if it were true, it would be hard to imagine that the ability to charm mobs that attack at this rate makes them competitive with other classes.

whoopinstik

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Re: Enchanter overview
« Reply #7 on: March 26, 2019, 05:59:22 pm »
Rune III absorbs up to just shy of 400 dmg. Rune IV absorbs close to 700. Regardless, my point is no one wants to slow a charmed pet. And for safety sake....I have rarely hasted a charmed pet. So naturally, in most zones in which we xp....one mob will hit your TWICE.....not to rounds...but hits and even the 10pp per cast rune is gone before you can recharm. Thats what I meant.

Imperium

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Re: Enchanter overview
« Reply #8 on: March 26, 2019, 06:16:30 pm »
Charm isnt the main point. A 5 pull is manageable even in a terrible group, due to a few Color stuns to regain control, its as important as Mez. Its sounds like this isnt a big deal or its manageable to most of you. I wont be playing an a crippled enchanter, and if its good where its at with the rest of you then there is no need to make any adjustments.

GM-Bubbles

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Re: Enchanter overview
« Reply #9 on: April 02, 2019, 04:47:49 am »
Great thread - great feedback! TY all!
Work like you don't need the money
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