DodoBot
Dalayan Elder
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.
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.