cornelweezy
Dalayan Elder
The enchanter refactor patch gave Enchanters this spell line
DISPELL DETRIMENTAL
Enchanters now have access to the dispel detrimental spell line. These powerful spells allow a chance to dispel a snare, root, fear, and mesmerize from your ally. Stronger spells increase the success of removal but require more expensive reagents.
I usually duo with a druid/cleric when charm fighting. Cleric is particularly useful because you can do bestow DA tricks and more notably, on charm breaks, you can cc mez then charm then use cleric divine unbinding to quickly break the mez and get back to killing. I was thinking of other ways to cc on charm breaks and remembered, oh yeah, enchanters actually got cc dispells in the refactor patch....but the numbers are sad.
The reagent for Break Bindings is a prohibitive 50pp/each Garnet. Even with reagent con that seems pretty crazy for something that should arguably be spammable or at least have a quick refresh. Fortunately, the 44 version tooltip reads that spells up to lvl 63 are in play. For enchanters, of significance, that's
lvl 62: Complacency (mez)
lvl 62: Shackles of Earth (root)
lvl 61: Wave of Enstillment (root)
lvl 59: Rapture (mez)
lvl 58: Fetter (root)
I bought a few stacks of Topaz (the reagent for Cancel Constraints, still over 5pp each w/ decent faction) and toyed around with green con orcs in nwot. I casted the cc, charmed with Word of Command, and casted Cancel Constraints five times on the charmed mob. On each attempt, I had zero successes across five casts. Cancel Constraints has what I consider to be a relatively long recast timer given that it takes a reagent. Something doesn't seem right. I assume this spell is actually working as intended, and I assume that the listed spell levels are what define the "detrimental spell level" and not the level of the caster. Put another way, I'm assuming the "detrimental spell level" was not 65 by virtue of me casting them as a 65.
My suggestions:
(1) Remove the reagent cost. These spells should have 100% success at the cost of a reagent, or less than 100% chance in exchange for more mana costs or other downsides. The spell gem slot + inventory slot are enough to take this spell line out of the equation on most use cases because the alternative is simply powering through. In the state of today's server, 99.5% of folks power through. Folks overheal, burn cds, and don't let pesky things like roots and mezzes hold em up. Given the level caps on this spell line, the most clutch saves would need Break Bindings prepped and ready to go and at 50pp a cast with what appears to be an abundant chance of failure, it's not adding up that is real useful utility. But that takes me to
(2) Lower the recharge time. I don't understand why these spells can't be spammable given they have what appears to be such a high chance of failure. I understand the worry that with no recharge a handful of mez/root heavy mechanics could be absolutely stormed through if a savvy enchanter was committed to break bindings spam, but how is that any different than a number of classes being able to cancel magic damage shields or spam cure poison/disease dots? The alternative is that these spells are so niche at such a relatively steep cost that they won't be used.
(3) Simply up the success rates. Cancel Constraints for example costs 150 mana. Break Bindings costs 275. Why not triple those costs but make the spells 100%? That would be pretty balanced imo. I would love for the dev who designed these spells to explain that the design paradigm was that they could not be used on charmed pets, which is why I did not have a single success in 25 casts. I would seriously question the wisdom of that given how immediately useful they would be as a faux divine unbinding. Seriously, anything to help enchanters reduce charm risk at this point is only a good thing. Not to beat a dead horse and derail, but the only reason dire charm afaik was changed to enhanced control was because the PL bug made dire charm not dire but with the PL bug eradicated why haven't Enchanters gotten it back?
TLDR: make these spells more useful by making them less costly to use. Yes, they would be more powerful. And? Oh no, suddenly everybody is going to box an Enchanter? They're a great idea but looks like numbers need to be tweaked a bit unless my assumptions about these spells are dead wrong.
DISPELL DETRIMENTAL
Enchanters now have access to the dispel detrimental spell line. These powerful spells allow a chance to dispel a snare, root, fear, and mesmerize from your ally. Stronger spells increase the success of removal but require more expensive reagents.
- Taper Tethers - Available at level 24. Successful against detrimental spells up to level 44.
- Cancel Constraints - Available at level 44. Successful against detrimental spells up to level 63.
- Break Bindings - Available at level 63. Successful against detrimental spells up to level 70.
I usually duo with a druid/cleric when charm fighting. Cleric is particularly useful because you can do bestow DA tricks and more notably, on charm breaks, you can cc mez then charm then use cleric divine unbinding to quickly break the mez and get back to killing. I was thinking of other ways to cc on charm breaks and remembered, oh yeah, enchanters actually got cc dispells in the refactor patch....but the numbers are sad.
The reagent for Break Bindings is a prohibitive 50pp/each Garnet. Even with reagent con that seems pretty crazy for something that should arguably be spammable or at least have a quick refresh. Fortunately, the 44 version tooltip reads that spells up to lvl 63 are in play. For enchanters, of significance, that's
lvl 62: Complacency (mez)
lvl 62: Shackles of Earth (root)
lvl 61: Wave of Enstillment (root)
lvl 59: Rapture (mez)
lvl 58: Fetter (root)
I bought a few stacks of Topaz (the reagent for Cancel Constraints, still over 5pp each w/ decent faction) and toyed around with green con orcs in nwot. I casted the cc, charmed with Word of Command, and casted Cancel Constraints five times on the charmed mob. On each attempt, I had zero successes across five casts. Cancel Constraints has what I consider to be a relatively long recast timer given that it takes a reagent. Something doesn't seem right. I assume this spell is actually working as intended, and I assume that the listed spell levels are what define the "detrimental spell level" and not the level of the caster. Put another way, I'm assuming the "detrimental spell level" was not 65 by virtue of me casting them as a 65.
My suggestions:
(1) Remove the reagent cost. These spells should have 100% success at the cost of a reagent, or less than 100% chance in exchange for more mana costs or other downsides. The spell gem slot + inventory slot are enough to take this spell line out of the equation on most use cases because the alternative is simply powering through. In the state of today's server, 99.5% of folks power through. Folks overheal, burn cds, and don't let pesky things like roots and mezzes hold em up. Given the level caps on this spell line, the most clutch saves would need Break Bindings prepped and ready to go and at 50pp a cast with what appears to be an abundant chance of failure, it's not adding up that is real useful utility. But that takes me to
(2) Lower the recharge time. I don't understand why these spells can't be spammable given they have what appears to be such a high chance of failure. I understand the worry that with no recharge a handful of mez/root heavy mechanics could be absolutely stormed through if a savvy enchanter was committed to break bindings spam, but how is that any different than a number of classes being able to cancel magic damage shields or spam cure poison/disease dots? The alternative is that these spells are so niche at such a relatively steep cost that they won't be used.
(3) Simply up the success rates. Cancel Constraints for example costs 150 mana. Break Bindings costs 275. Why not triple those costs but make the spells 100%? That would be pretty balanced imo. I would love for the dev who designed these spells to explain that the design paradigm was that they could not be used on charmed pets, which is why I did not have a single success in 25 casts. I would seriously question the wisdom of that given how immediately useful they would be as a faux divine unbinding. Seriously, anything to help enchanters reduce charm risk at this point is only a good thing. Not to beat a dead horse and derail, but the only reason dire charm afaik was changed to enhanced control was because the PL bug made dire charm not dire but with the PL bug eradicated why haven't Enchanters gotten it back?
TLDR: make these spells more useful by making them less costly to use. Yes, they would be more powerful. And? Oh no, suddenly everybody is going to box an Enchanter? They're a great idea but looks like numbers need to be tweaked a bit unless my assumptions about these spells are dead wrong.