Manguadi
Dalayan Beginner
Recent (I mean this relatively) changes to charm have made it vastly less powerful. Charmed pets are now limited to two attacks per round and a max haste of 50%. In my testing I've found that a charmed pet with goe and gog is an even fight with the same mob when slowed. Also, at 65 there are no outdoor areas where fearing mobs is reliable enough to exploit your charmed pet. This is alright in groups, but it means that soloing (or duoing) is basically out. It's just too much of a mana drain to win fights.
So you're stuck with a group if you want to get much done. Your primary role is likely to be as crowd control and this demands a fair bit of attention most of the time, so maintaining a charmed pet can be a liability.
As you progress through AAs at 65, the summoned enchanter pet becomes increasingly important, and since the DPS provided by a charmed pet is both unreliable and fairly low, charming becomes an even lower priority than it used to be. Furthermore, groups become capable of handling several mobs at once and exploit area damage, damage shield, and extremely powerful healers. As a result, mez begins to become obsolete except on raid encounters designed to have mobs mezzed. Besides, the vast majority of even botched pulls can be handled by a necro or bard and their greater versatility and dps make each far more desirable. With a competent splitter, an enchanters role is limited to marginal damage nukes and spells that impact the mob only intangibly which, frankly, isn't much fun. Even dire charm is only useful when you can get it at 59, and I would wager your time is better spent getting to 65 anyway.
As a reference, only two of the top 5 enchanters are purported to be active, and compared to the top five of the other int classes they have far inferior gear.
The thing I used to like about enchanters is that they weren't as much a gear class as say, a monk. An enchanter was limited by the skill and reflexes of the player, and with a fair bit of work could solo some extremely challenging encounters. This was never true about raiding but, like paladins, they were a blast to play in groups and solo.
To make enchanters more viable when soloing, useful in high end groups, a more skill-reliant class, and generally more fun, I suggest at least one of the following changes be made:
- Add a new charm spell or replace a current one with a less reliable (more random duration, but please don't screw resist mods that just makes things annoying) version that does away with the current charm limitations altogether. This would force an enchanter to monitor his or her pet more carefully while also giving the class the option of contributing a significant amount of damage in high end groups.
- Increase the level limit on dire charm to something that makes people want to buy the AA. It's awful, really. Even if the AA is linked to druids and necros I wouldn't shed any tears when the 99% of the server that skipped the AA decides to go back and buy it.
If you have any suggestions about improvements for raiding enchanters, please don't hesitate to mention them here. Every guild leader will tell you that enchanters are a low loot priority because their largest contributions come from encounters designed for them and from their buffs. Also, it's extremely unexciting to play a class where your contributions have to be parsed for you to notice them (gog, vex, curses, rune).
So you're stuck with a group if you want to get much done. Your primary role is likely to be as crowd control and this demands a fair bit of attention most of the time, so maintaining a charmed pet can be a liability.
As you progress through AAs at 65, the summoned enchanter pet becomes increasingly important, and since the DPS provided by a charmed pet is both unreliable and fairly low, charming becomes an even lower priority than it used to be. Furthermore, groups become capable of handling several mobs at once and exploit area damage, damage shield, and extremely powerful healers. As a result, mez begins to become obsolete except on raid encounters designed to have mobs mezzed. Besides, the vast majority of even botched pulls can be handled by a necro or bard and their greater versatility and dps make each far more desirable. With a competent splitter, an enchanters role is limited to marginal damage nukes and spells that impact the mob only intangibly which, frankly, isn't much fun. Even dire charm is only useful when you can get it at 59, and I would wager your time is better spent getting to 65 anyway.
As a reference, only two of the top 5 enchanters are purported to be active, and compared to the top five of the other int classes they have far inferior gear.
The thing I used to like about enchanters is that they weren't as much a gear class as say, a monk. An enchanter was limited by the skill and reflexes of the player, and with a fair bit of work could solo some extremely challenging encounters. This was never true about raiding but, like paladins, they were a blast to play in groups and solo.
To make enchanters more viable when soloing, useful in high end groups, a more skill-reliant class, and generally more fun, I suggest at least one of the following changes be made:
- Add a new charm spell or replace a current one with a less reliable (more random duration, but please don't screw resist mods that just makes things annoying) version that does away with the current charm limitations altogether. This would force an enchanter to monitor his or her pet more carefully while also giving the class the option of contributing a significant amount of damage in high end groups.
- Increase the level limit on dire charm to something that makes people want to buy the AA. It's awful, really. Even if the AA is linked to druids and necros I wouldn't shed any tears when the 99% of the server that skipped the AA decides to go back and buy it.
If you have any suggestions about improvements for raiding enchanters, please don't hesitate to mention them here. Every guild leader will tell you that enchanters are a low loot priority because their largest contributions come from encounters designed for them and from their buffs. Also, it's extremely unexciting to play a class where your contributions have to be parsed for you to notice them (gog, vex, curses, rune).