Class Tome Rework

Here's a repeat of what I wrote for 3rd Enchanter Tome a few years back. One of the 3 would improve the enchanter's animation damage output and survivability (via SB on the pet). This fills a gap in groupability during times when there isn't an ideal dps setup for the enchanter to SB or AoD off of. This would probably be the most straightforward to code and balance.

Improved Animation:
Dramatically increases the animation pet's hp, atk, ac, and attack speed as long as it has somatic bond up on it. Could give an additional SB target and provide a little more flavor to the sword pets which rapidly diminish in power once you start raiding. Ranks could potentially offer more stats or cool proc options (like a spell interrupt). All ranks also increase the base defensive stats of the animation w/o SB casts.

The other two options I thought of were stamina based stances, one of which would provide a means to improve runes while the stance is on, the other of which would provide an agro drop along with a brief clone. See Below:

Rune Channeling:
Gives the enchanter an exhaustive stance with moderate stamina drain. While the stance is active, improves the runes cast by the enchanter. Options on this include chance for increased absorbance. Absorption of spell damage. Flat AC provided on top of the regular rune buff. Faster casting of runes, etc. Could be a great oh-shit button, but would need careful balancing.

Simulacrum:
Gives the enchanter an exhaustive stance with moderate stamina drain. Upon activating , the tome shadowsteps the enchanter away and drops all agro. A clone enchanter spawns in his place and fights alongside him for the duration of the stance. Each rank could provide successively more hps, spell abilities, or lower stamina reduction. Good agro drop, and fun gimmick, but potentially hard to code.

I feel like all of these fit with the spirit of the class without being redundant with existing spells, tomes, or focus effects. They could be a lot of fun, provided they were balanced appropriately.
 
Here's a repeat of what I wrote for 3rd Enchanter Tome a few years back.

Good ideas but check this out:

Distended Domination:

Rank 1: Increases the level limit of all enchanter charms by +1. Duration of charms on monsters below the normal spell cap are increased by 10%. Monsters above the normal spell cap have decreased duration by 40%.

Each additional rank increases the charm level cap by + 1, increases charm duration on monsters below spell cap by 10%, and reduces the duration loss penalty on charms above the normal spell limit by 10%.

So for example at rank 4 you can charm a level 69 monster with "Control" or 62 monster with "Word of Command" at normal duration, or a 65/58 monster at + 40% duration.
 
Good ideas but check this out:

Distended Domination:

Rank 1: Increases the level limit of all enchanter charms by +1. Duration of charms on monsters below the normal spell cap are increased by 10%. Monsters above the normal spell cap have decreased duration by 40%.

Each additional rank increases the charm level cap by + 1, increases charm duration on monsters below spell cap by 10%, and reduces the duration loss penalty on charms above the normal spell limit by 10%.

So for example at rank 4 you can charm a level 69 monster with "Control" or 62 monster with "Word of Command" at normal duration, or a 65/58 monster at + 40% duration.
Hillariously overpowered once you realize that all raid bosses are somewhere in the 67-70 level range (so is their trash), and likely not many of these things are flagged to be charm immune.
 
Hillariously overpowered once you realize that all raid bosses are somewhere in the 67-70 level range (so is their trash), and likely not many of these things are flagged to be charm immune.
That's true. Charm immunity could be an issue but if you look at control, even at rank 4 it would only last 72 seconds if the charmed mob did not mitigate any of the charm whatsoever and the recast is 5 minutes. So at the very least if you charm a raid boss you die after the charm breaks. That wouldn't be very wise on the enchanters part. I could maybe see a few fights where a boss summons an add that could be charmed for a short duration that may need immunity (gruniet) but there aren't that many i don't think? Again in those situatuons it would be a one off unless you had like 5 toons blow enhanced control on the mob...
 
Distended Domination:

Rank 1: Increases the level limit of all enchanter charms by +1. Duration of charms on monsters below the normal spell cap are increased by 10%. Monsters above the normal spell cap have decreased duration by 40%.

Each additional rank increases the charm level cap by + 1, increases charm duration on monsters below spell cap by 10%, and reduces the duration loss penalty on charms above the normal spell limit by 10%.

So for example at rank 4 you can charm a level 69 monster with "Control" or 62 monster with "Word of Command" at normal duration, or a 65/58 monster at + 40% duration.

Wait, I thought this was obvious troll bait, but we can roll with it I guess...

Most of the zones where charm is a thing are pretty carefully balanced around the level cap for Word of Command. You could potentially muck with this, but it would require a LOT of DPS re-balancing. I personally don't think that charm needs a class tome to mess with it when it already has the emberflow tome and control enhancement focus, but if one were to go that route, perhaps something could be done with Control. It already has a level 65 cap, but the short charm duration and long recast time, along with a 90% chance of a dead enchanter when it wears off limits its usefulness. If charm tome were to be made a thing, I would suggest working with Control in the following manner:

All Ranks) Decrease Control spell reuse time by 2 tics per rank.
Rank 1) Gives the Control spell an agro-drop effect on the enchanter when the charm breaks.
Rank 2) Increase Control duration by 1 tic (1min18sec). Decrease Control reuse time by an additional 2 tics.
Rank 3) Increase Control level cap by 1. Increase Control duration by 1 tic (1min24sec)
Rank 4) Increase Control level cap by 1. Increase Control duration by 1 tic (1min30sec)​

This will still be somewhat tricky to use because many monsters above level 58 are immune to charm, and memorizing this spell will tie up a spell gem on an already tight bar and prevent the enchanter from using either an animation or a normal charm pet. Still it would provide a nice "Oh Shit!" button or a quick DPS boost in certain encounters for those who were willing to use it.

I still think runes or an improved animation are a better route for filling gaps and not breaking balance.
 
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The more I thought about it. Nwaij is right. + levels on control would be insanely strong. If you could find a monster thats not charm immune in the first place. /shrug
 
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