dire charm

I agree SoD is pretty much past the point of Dire charming a level 46/50 mob. Considering Reg charm is more dangerous it is much more effective to charm a mob that can hit for 500 damage vs 70 damage.

I use Dictate and Control on my enchanter instead of mezing for the most part. They are much less predictable (Unresistable,Set duration) Q up a cast of memblur right as you break it. If its a big fight I'll use enhanced control to extend my control spell to last an extra like 20 seconds or something.
 
Enhanced Control is not going away - that is for sure. if is a much more useful and interactive ability as compared to dire charm. I might consider making it also Dire Charm low level mobs as a toy. A level 65 charming a level 50 really is no better than the ancient pet 90% of the time.
 
Enhanced Control is not going away - that is for sure. if is a much more useful and interactive ability as compared to dire charm. I might consider making it also Dire Charm low level mobs as a toy. A level 65 charming a level 50 really is no better than the ancient pet 90% of the time.

Can you make it so enhanced control no longer benefits players who have an armada of bots able to use it. Its pretty stupid that you can charm certain things forever if you have enough characters in the zone to do it.
 
id say just make it raid/group only and if you go out of your way to invite someone in just to do it falls under the whole 18 man thing
 
If the AA was handled well I don't see why you couldn't just have the combination of enhanced control and dire charm in one AA just with two separate effects. In fact it would even make sense thematically you have mobs under a certain level being dire charmed and if they're too high the AA just weakens them. It's a pretty obvious solution that would make all parties happy.

This. It applies just as well for nec or dru.
 
Can you make it so enhanced control no longer benefits players who have an armada of bots able to use it. Its pretty stupid that you can charm certain things forever if you have enough characters in the zone to do it.

It doesn't really make sense that a necro or druid's Enhanced Control would apply to mobs outside animals or undead. Limiting it to just group/raid has that practical appeal, but limiting each classes AA to their specific mob type, and making the enchanter's aa cover all mobs has that complicated appeal where an enchanter or necro can help another necro keep a level 63 pet charmed extra long, but only an enchanter can help another enchanter keep a level 65 (non animal/undead) pet charmed for short while or a 58 living not animal pet for a long time, and a druid can help an enchanter keep an animal charmed and the enchanter can just charm a better pet than the druid anyway.

It's pretty much the circle of life
 
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Enhanced Control is not going away - that is for sure. if is a much more useful and interactive ability as compared to dire charm. I might consider making it also Dire Charm low level mobs as a toy. A level 65 charming a level 50 really is no better than the ancient pet 90% of the time.
So what you're saying is we should replace the ancient pet spell with an ancient dire charm spell?
 
It doesn't really make sense that a necro or druid's Enhanced Control would apply to mobs outside animals or undead. Limiting it to just group/raid has that practical appeal, but limiting each classes AA to their specific mob type, and making the enchanter's aa cover all mobs has that complicated appeal where an enchanter or necro can help another necro keep a level 63 pet charmed extra long, but only an enchanter can help another enchanter keep a level 65 (non animal/undead) pet charmed for short while or a 58 living not animal pet for a long time, and a druid can help an enchanter keep an animal charmed and the enchanter can just charm a better pet than the druid anyway.

It's pretty much the circle of life

My suggestion was more along the lines of what was said by draeos? That it should lose its effect or the charm should break if someone who has EC'd your mob leaves the group/raid.

I only had to witness this done once to watch someone get a significant damage boost on high end fight and when I sat there watching him load atleast 6 different druids/necromancers/enchanters to empower his charm to last throughout the whole fight I just thought wow this is really fucking dumb and that mechanic is sketchy as fuck.
 
Druids enhancement does very, very little on a non-animal type. I've enhanced enchanter pets and necro pets and the enhancement added at most 3 minutes. The fact that you can load in characters to enhance multiple times is a bit overpowered, though.
 
Is it possible to make spells/AA's know if the player is solo or not? If so, (and if this was dual purpose like other people said), you could maybe make it so that solo chanters could DC higher level mobs. (But it breaks if they group up.)
 
Enchanters are fun to play, but a lot of times in 6 man it's preferred to take another dps or bard and power through. It used to really disappoint me, but I've just gotten used to it.

I like exping, but gog/aod macro's with the occasional slow or mes does get kinda old. True Giant is a lot of fun though!

Honestly I don't even care about dire charm, more mobs TO charm in exp dungeons would be fun. The danger is worth the added dps / entertainment - like charming entrance, non golem mobs in citadel (yes I know you can charm the failed iksar children). Or some of the mobs in BQ elite area would be super cool. It just seems like all the popular exp areas don't really have charming options. Maybe add like a guardian co'dair to the entrance spawn junk in citadel for druids, or like a reanimated fallen guardian for necros. Doesn't have to be anything crazy and can just be part of the spawn rotation - i.e. if one isnt up (like the lashmasters in emberflow) you just clear and hope one pops?
 
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