Foolra
Misser of Due Dates
I wanted to play an enchanter when I started on SoD since it was something totally different from what I played before, and I do really enjoy it. Actually being useful to a group is something I enjoy, as opposed to just being "dps" which is what I was before SoD.
As I've progressed through levels with my enchanter, I've seen a consistent issue with agro generated from our spells. It seems to be quite a bit higher than other casting classes. I have been told by some people that it is designed this way, as enchanters represent a greater threat to mobs than some other classes. I don't know if I believe that as I think it's a bit silly. Heals, nukes and other debuffs represent dangers to a mob just as much, if not more, than enchanter spells.
A few examples to show what I am talking about. It is possible I am just imagining this and exagerating the amount of agro I generate, but after playing all this time, I don't think I am.
In a group situation, I can hold agro almost the entire fight with a mez and a slow. I have done this with a warrior and a monk tanking. I have tried using stun to give the tank time to gain agro without me taking damage, and it does work sometimes. Other times it does not. Root almost never seems to work, unless the root lasts for 40-50% of the mob's life. If it breaks early, the mob will almost always run straight at me. It seems that whatever methods I use to drop agro generate too much agro for the tank to overcome during the method's duration.
If I attempt to med after the tank has agro, the mob will run at me at least 3 times per fight, hit me once, and then run back to tank. I understand this is an "advanced AI" that mobs have, attempting to eliminate a casters ability to regain mana. However, I almost never see this happen to other classes, healers in particular. I'm sure it does on occasion, but if I have to do something to a mob before it is at 95%, I will have problems the rest of the fight without doing anything else. For a class that has to cast a lot before a tank can do something (crowd control) this seems to be a huge problem.
Another example, this time from a raid. We were attempting to kill Traekoth the Ancient a little while ago. Our MT engaged (57 warrior) and attacked/taunted till Traekoth was at 97%. At least two clerics CHed by then, as well as a few patch heals hitting prior to/alongside the CHs. At 97%, as melees were heading into fight, I casted tash on the dragon. He immediately ran directly at me. I ran him back to where MT was and stood there while MT tried to taunt off me. Traekoth killed me pretty quickly, obviously. It seems borderline ridiculous that an MR buff would do something like that.
I understand the visage line of spells that help control agro. However, the +/- 5% ones seem to do almost nothing. According to the spell database, a 50% agro reduction spell is available at level 54 which will help in a raid situation. However, I shouldn't need to cast this type of spell all the time. I feel like I am not as useful as I could be in a combat situation because I have to worry constantly about getting agro. Recently, there was a problem with heal agro, people complained and it was fixed almost immediately. Wondering if someone could take a look at chanter agro to see what is up.
As I said, I may be completely out of my mind, but if I'm not (and hopefully some other chanters will back me up on this), I think this agro should be looked at on some of these spells and possibly made more in line with agro generated by spells cast by other classes.
Thanks for considering this.
As I've progressed through levels with my enchanter, I've seen a consistent issue with agro generated from our spells. It seems to be quite a bit higher than other casting classes. I have been told by some people that it is designed this way, as enchanters represent a greater threat to mobs than some other classes. I don't know if I believe that as I think it's a bit silly. Heals, nukes and other debuffs represent dangers to a mob just as much, if not more, than enchanter spells.
A few examples to show what I am talking about. It is possible I am just imagining this and exagerating the amount of agro I generate, but after playing all this time, I don't think I am.
In a group situation, I can hold agro almost the entire fight with a mez and a slow. I have done this with a warrior and a monk tanking. I have tried using stun to give the tank time to gain agro without me taking damage, and it does work sometimes. Other times it does not. Root almost never seems to work, unless the root lasts for 40-50% of the mob's life. If it breaks early, the mob will almost always run straight at me. It seems that whatever methods I use to drop agro generate too much agro for the tank to overcome during the method's duration.
If I attempt to med after the tank has agro, the mob will run at me at least 3 times per fight, hit me once, and then run back to tank. I understand this is an "advanced AI" that mobs have, attempting to eliminate a casters ability to regain mana. However, I almost never see this happen to other classes, healers in particular. I'm sure it does on occasion, but if I have to do something to a mob before it is at 95%, I will have problems the rest of the fight without doing anything else. For a class that has to cast a lot before a tank can do something (crowd control) this seems to be a huge problem.
Another example, this time from a raid. We were attempting to kill Traekoth the Ancient a little while ago. Our MT engaged (57 warrior) and attacked/taunted till Traekoth was at 97%. At least two clerics CHed by then, as well as a few patch heals hitting prior to/alongside the CHs. At 97%, as melees were heading into fight, I casted tash on the dragon. He immediately ran directly at me. I ran him back to where MT was and stood there while MT tried to taunt off me. Traekoth killed me pretty quickly, obviously. It seems borderline ridiculous that an MR buff would do something like that.
I understand the visage line of spells that help control agro. However, the +/- 5% ones seem to do almost nothing. According to the spell database, a 50% agro reduction spell is available at level 54 which will help in a raid situation. However, I shouldn't need to cast this type of spell all the time. I feel like I am not as useful as I could be in a combat situation because I have to worry constantly about getting agro. Recently, there was a problem with heal agro, people complained and it was fixed almost immediately. Wondering if someone could take a look at chanter agro to see what is up.
As I said, I may be completely out of my mind, but if I'm not (and hopefully some other chanters will back me up on this), I think this agro should be looked at on some of these spells and possibly made more in line with agro generated by spells cast by other classes.
Thanks for considering this.