So I get all these thoughts on enchanters, seeing as how that's.. yea.. all I play, and here are a few:
DPS:
* In a group, we can charm if we're brave, and it gives us decent enough dps in combination with nukes, no complaint here
* In a raid, our dps is awful, being out-dpsed by a paladin is really embarrassing when you are chain nuking. Also keep in mind that we are the only pure caster restricted to one magic type which is often a high resist on raid mobs / targets.
---------------------Decrease Casting time of nukes, leave mana cost the same. As it is, we have 6ish casting time spells with 8ish second recasts. I know the casting time isn't awful in comparison to mages or the like, but that recast is harsh and makes for an overall sad dps-less time.
---------------------Significantly upgrade chokehold dps. 70(?) dmg per tick is laffo. Sure the debuff portion is great, and we all use the spell, but that doesn't mean it hurts the mob much at all.
---------------------Add a few high end fast cast high mana spells which would be situational. Not a fan of this, but it's an option.
Mem Blur:
* Testing off and on over the past weeks with a shadow knight tank on mobs in HHK and FR 3-5 casts of mem blur is often not enough to clear agro. I am almost wondering if this is in fact a bug with the spell. I realize high level mobs have a much higher chance of resisting the blur effect, but that many casts makes me skeptical. I would say more than 4/5ths of 3-4 cast blur attempts fail, and, at 300+ mana a cast, that doesn't feel acceptable.
---------------------Give mem blur a better chance of actually clearing agro based on the high mana cost of the spell to begin with, in relation to rooting + praying.
Guardian Animation:
* This aa gives a max 25% chance that if you have a *summoned* enchanter pet out and near you, it will absorb a melee attack. 9 out of 10 raid encounters kill your pet instantly. Also, being meleed by the raid target means that 25% chance of avoidance will not save you anyway. It's probably not meant for raiding intent, so no harm here. HOWEVER, in an exp setting there is a huge issue i have with it: Non-functional with charm pets. You should be charming in 85% of exp groups to be efficient. Also, you would never ever ever use animations for soloing, so again, lost usage.
---------------------In my dream world, I would have this changed to an AA that grants a wizard ultimate blast-esque style. Instead of being 4x dmg like wizards though, have it do 2.3,2.5, 2.7 dmg and drain mana. Something like soandso calls forth a chaotic blast. This would eliminate what I feel is a poor aa and replace it with something that might help our dps a little. Just a thought of course.
Non-Bot Goodness:
* To compensate for the fact that enchanters were perfect buff bots to tag along on raids and ignore in your second client window, we had our boon line changed to fast recast. Great. We also got an update to vex, which is a great spell on raids. Good stuff. However, I still feel pretty less useful as a single-clienting enchanter on raids than many other classes (hi shamans / bards). The fight is pretty much Tash, Chokehold, Nuke, Vex, Giantkin, Nuke, Vex, Giantkin (with other additions based on the fights) I just get this image of having a wizard main and alt tabbing over to my enchanter screen and casting Vex(super quick cast) then hitting a nuke and going back to my wizard to cast 4 amazing nukes, then tabbing back to the enchanter who's nuke is still refreshing. It's like a nightmare which probably isn't possible, but damn it comes to my mind a lot while I'm trying to dps on a raid target (the idea being that we can still be botted as well as a main-ed enchanter.)
I'd really appreciate comments especially from TM and other enchanter players. I could be totally off and we're perfect, but lately is hasn't felt like it to me. So thanks for the feedback / other concerns.
EDIT: I also want to note that I realize that in this fashion everyone could complain about aspects of their class, but balance would get out of hand etc etc. I dont want enchanters to be better dps than necromancers magicians or wizards. I don't want to have more utility than a bard. These are just a few things (dps especially) that I feel should be looked at.
DPS:
* In a group, we can charm if we're brave, and it gives us decent enough dps in combination with nukes, no complaint here
* In a raid, our dps is awful, being out-dpsed by a paladin is really embarrassing when you are chain nuking. Also keep in mind that we are the only pure caster restricted to one magic type which is often a high resist on raid mobs / targets.
---------------------Decrease Casting time of nukes, leave mana cost the same. As it is, we have 6ish casting time spells with 8ish second recasts. I know the casting time isn't awful in comparison to mages or the like, but that recast is harsh and makes for an overall sad dps-less time.
---------------------Significantly upgrade chokehold dps. 70(?) dmg per tick is laffo. Sure the debuff portion is great, and we all use the spell, but that doesn't mean it hurts the mob much at all.
---------------------Add a few high end fast cast high mana spells which would be situational. Not a fan of this, but it's an option.
Mem Blur:
* Testing off and on over the past weeks with a shadow knight tank on mobs in HHK and FR 3-5 casts of mem blur is often not enough to clear agro. I am almost wondering if this is in fact a bug with the spell. I realize high level mobs have a much higher chance of resisting the blur effect, but that many casts makes me skeptical. I would say more than 4/5ths of 3-4 cast blur attempts fail, and, at 300+ mana a cast, that doesn't feel acceptable.
---------------------Give mem blur a better chance of actually clearing agro based on the high mana cost of the spell to begin with, in relation to rooting + praying.
Guardian Animation:
* This aa gives a max 25% chance that if you have a *summoned* enchanter pet out and near you, it will absorb a melee attack. 9 out of 10 raid encounters kill your pet instantly. Also, being meleed by the raid target means that 25% chance of avoidance will not save you anyway. It's probably not meant for raiding intent, so no harm here. HOWEVER, in an exp setting there is a huge issue i have with it: Non-functional with charm pets. You should be charming in 85% of exp groups to be efficient. Also, you would never ever ever use animations for soloing, so again, lost usage.
---------------------In my dream world, I would have this changed to an AA that grants a wizard ultimate blast-esque style. Instead of being 4x dmg like wizards though, have it do 2.3,2.5, 2.7 dmg and drain mana. Something like soandso calls forth a chaotic blast. This would eliminate what I feel is a poor aa and replace it with something that might help our dps a little. Just a thought of course.
Non-Bot Goodness:
* To compensate for the fact that enchanters were perfect buff bots to tag along on raids and ignore in your second client window, we had our boon line changed to fast recast. Great. We also got an update to vex, which is a great spell on raids. Good stuff. However, I still feel pretty less useful as a single-clienting enchanter on raids than many other classes (hi shamans / bards). The fight is pretty much Tash, Chokehold, Nuke, Vex, Giantkin, Nuke, Vex, Giantkin (with other additions based on the fights) I just get this image of having a wizard main and alt tabbing over to my enchanter screen and casting Vex(super quick cast) then hitting a nuke and going back to my wizard to cast 4 amazing nukes, then tabbing back to the enchanter who's nuke is still refreshing. It's like a nightmare which probably isn't possible, but damn it comes to my mind a lot while I'm trying to dps on a raid target (the idea being that we can still be botted as well as a main-ed enchanter.)
I'd really appreciate comments especially from TM and other enchanter players. I could be totally off and we're perfect, but lately is hasn't felt like it to me. So thanks for the feedback / other concerns.
EDIT: I also want to note that I realize that in this fashion everyone could complain about aspects of their class, but balance would get out of hand etc etc. I dont want enchanters to be better dps than necromancers magicians or wizards. I don't want to have more utility than a bard. These are just a few things (dps especially) that I feel should be looked at.