Enchanters role in "mega raids".

Duma

Dalayan Beginner
This was mostly influenced from last night after discovering a certain encounter with a named and 4 level 62 adds was altered to the adds being level 65 each preventing the mez and charm of them. Also with the new Prison zone containing no mob under level 66-67 the latest trend in the raid game seems to be either ethereal splitting single mobs from a pack or off tanking 2 or 3 mobs at once.

Besides rebuffing JB, Empower, and Glory. Tashing mobs and casting off a rending curse every 10-15 minutes or so. What exactly is the enchanters purpose in the future WR raid enviroment? Are we going start seeing 20 pause rune vi chains?


People who run enchanter bots are welcome to voice themselves in this topic.
 
Duma said:
This was mostly influenced from last night after discovering a certain encounter with a named and 4 level 62 adds was altered to the adds being level 65 each preventing the mez and charm of them. Also with the new Prison zone containing no mob under level 66-67 the latest trend in the raid game seems to be either ethereal splitting single mobs from a pack or off tanking 2 or 3 mobs at once.

Besides rebuffing JB, Empower, and Glory. Tashing mobs and casting off a rending curse every 10-15 minutes or so. What exactly is the enchanters purpose in the future WR raid enviroment? Are we going start seeing 20 pause rune vi chains?


People who run enchanter bots are welcome to voice themselves in this topic.

L65 is not unmezzable, complacement mezzes up to level 65 nowadays.

Prison would be immensely trivial if it could be mezzed, unfortunately :/ same goes for lots of raid areas. I'm aware of this issue just don't quite know how to fix it.
 
another curse that is effectivelly a higher version of Jinx that makes them loose more than one hit :) then we could have something to use on non-raid mobs to take a little off the tanks in times of need?
 
millenimy said:
another curse that is effectivelly a higher version of Jinx that makes them loose more than one hit :) then we could have something to use on non-raid mobs to take a little off the tanks in times of need?

Or a second, less resisted Jinx that could you be cast in addition to normal Jinx.
 
I hope that wasn't a joke because i like the idea. I actually keep jinx up on raids and since i stand durring boss fights anyways, i cast it whenever it pops up, it is resisted about 50% of the time, but i figure when it lands it helps, and i LOVE the concept behind the spell.
 
Well... I'd like to see some more enchantments go into the game. I suppose we're called enchanters for a reason, eh?

By that I mean, how about becoming the master of De-Buffs to? While Cripple and (I forget, I think it's Weaken) stack, that and slow is really all we got. And our enchanter slow isnt that great compared to the Shaman's so, meh.

Possibly maybe more upgrades to the cripple/weaken line or maybe some other stackable debuffs? At least to make us somewhat effective on uber raids.

-Mysti
 
I would love to see things allong the lines of "procs" Maybe since we are enchanters we might be able to enchant items to proc some things? I would love to do that, a sort of 'imbue' spell where you hold a weapon on your cursor and cast the spell to make a 'no rent' proc become added to the weapon. When you log the effect disapears, but the weapon remains the same. That would be super cool!
 
Please don't take away wizards only buff! =\

By the way, wizards have that, and chanters don't need buffs since arguably they have the two most important buffs in the game.

Haste - Mana regen

Raids are a no go without those. I think something to do with in action spells are what is needed.


More buffs = More reason to have a chanter tag along as a buff bot on raids.
 
well, not too sure about how it'd be for raids, but how about maybe another tradeskill that's enchanter ONLY (like alchemy) that allows permanent enchantments to be put on weapons and armor? Maybe temp, maybe perm, depending on skill level? I suggest this instead of a proc, as Wizard's basically only get that to help out raids till they're 60+, in which case they can nuke away. Just my thoughts, not sure how doable, maybe have it similar to WoW's enchantment TS or something. maybe something different. See, my idea is that temporary ones and Perm ones wouldn't be stackable, but temp ones could be used on any piece of eq, whereas perm ones would need a non-magic/lore item (ie store bought or stuff like mastercrafted) for it. I know I know, a lot of work just to make 1 class more useful, but hell, I think it's a good idea <3
 
mirri said:
well, not too sure about how it'd be for raids, but how about maybe another tradeskill that's enchanter ONLY (like alchemy) that allows permanent enchantments to be put on weapons and armor? Maybe temp, maybe perm, depending on skill level? I suggest this instead of a proc, as Wizard's basically only get that to help out raids till they're 60+, in which case they can nuke away. Just my thoughts, not sure how doable, maybe have it similar to WoW's enchantment TS or something. maybe something different. See, my idea is that temporary ones and Perm ones wouldn't be stackable, but temp ones could be used on any piece of eq, whereas perm ones would need a non-magic/lore item (ie store bought or stuff like mastercrafted) for it. I know I know, a lot of work just to make 1 class more useful, but hell, I think it's a good idea <3

We can't add skills.

Well, that one was easy!
 
Melwin said:
mirri said:
well, not too sure about how it'd be for raids, but how about maybe another tradeskill that's enchanter ONLY (like alchemy) that allows permanent enchantments to be put on weapons and armor? Maybe temp, maybe perm, depending on skill level? I suggest this instead of a proc, as Wizard's basically only get that to help out raids till they're 60+, in which case they can nuke away. Just my thoughts, not sure how doable, maybe have it similar to WoW's enchantment TS or something. maybe something different. See, my idea is that temporary ones and Perm ones wouldn't be stackable, but temp ones could be used on any piece of eq, whereas perm ones would need a non-magic/lore item (ie store bought or stuff like mastercrafted) for it. I know I know, a lot of work just to make 1 class more useful, but hell, I think it's a good idea <3

We can't add skills.

Well, that one was easy!

Maybe a spell line instead? :p
 
So. i Recently dinged 65, and have attended quite afew raids already.
(long read warning. sorry)

I agree with what duma said. On raids we are mostly buffbots. Well, you get to tash + cripple, but you only need 1 enchanter for that. Besides that you keep your curses up for the named and thats about it. Ofcourse you could do some rune chain, but on most of the nameds you dont have to because the ch chain will work just fine without any added runes.

After attending for a few raids I found it rather disappointing that on raids i rarely get to mez anything. Come to think of it, i only mez if we dont have a monk or only crappy tanks besides the MT :lol:

I realy like the idea of the spell which would remove a mobs ability to hit for X hits or a combat round. But pls dont put it on a 10 minute timer ;)

I believe making enchanters do more damage (through nukes or whatever) is not the way to go. There are already a ton of classes that do dmg in all kinds of ways. I also think adding more buffs to the enchanter would actually make me quit the class instead of playing it as a main ;)

So the way to go is to give us somekind of spell (like the remove attack thingy) that can be cast rather often so its something you have to concentrate on and is useful. And please make it so more than 1 enchanter is good.

To be useful on a raid mob it would have to be something you can count on. If it only removes a round of attacks witha % chance, or every X rounds, there isnt much bonus. The ch chain will have to go on and youre not saving anyone any mana really, and if the cast is more than 1 second
(which it probably should be) there is no way youll save the MT if shit hits the fan.

In my opinion the ideal thing would be to have a spell on which you can count to work, and to keep the effect going you would need about 2-3 enchanters. Hmm. now it sounds like another rune kind of thing. I guess thats it then. Like i said before we dont really have to rune often, only on the REALLY big raid mobs...
 
Sorry for the second post. But i just tought of something else.

How about a spell which enables enchanters to make the "special effect" of a certain raid mob somewhat less powerful? For example a summoner only summoning 1 mob instead of 2 or lower lvl mobs.

You would have to know when the raid mob will do his/her special thing, and cast the spell right before it will happen (short duration effect a few seconds?) to actually make it work.

Might be boring/overpowerd though. Was just a thing that popped up in my mind.
 
There's an upgrade to Jinx now.

Vex, L62, make mob miss next attack round. 18 sec recast & target recast (meaning you can't have multiple chanters chain it). Nigh-unresistable and .5 cast time.
 
Regarding Mezzing of High Level Mobs:

Due to the recent mez mitigation changes, Complacement only mezzes a level 65 mob for about 12 seconds. So an Enchanter would be very lucky to be able to keep just one lvl 65 mezzed without dieing, considering resisted mezzes and all. I also noticed that memory blur doesn't seem to work on lvl 65 mob. It blinked, but when mez broke, it wouldn't stop attacking me until I died.

Regarding the new jinx:
Does this mean if we have like 36 enchanters on a raid, the mob will never hit the tank? =P

Chain rune'ing is useful on raid encounters. It is what I did when I wasnt' cursing. It does help. Just like spell runes from wizard help on encounters with 3500dmg DD's. A necro feeding 2 enchanters, you'd have non stop rune'age. 950hp added to your tank is nothing to scoff at, and it has saved Alazif more than once I know first hand.

Oh and curses help out tremendously with dmg. I see the named's HP drop very fast after cursing. Spell curse is uber if you time it with your wizards. The mob suffers an onslaught of 10K dmg per wizard in just a few seconds.

Leanna
 
Couple things:


*Mez mitigation makes me want to cry. :(


*Next, chain jinxing wont work, thats what the slight durration on the spell is for i beleive.

*Then, chain runes...these are really not fun to do. I see the strategy but if i wanted to be a cleric i would have rolled one. I mean, i have way more things i would rather be doing than pressing a hotkey every other second. Just an oppinion.

*Last, JINX/VEX. I don't have Vex yet, nor have I seen it. All i can say is that I have been testing Jinx on raid targets lately and it isn't resisted nearly as much as i thought before. I can actually use it and about 4/5ths of the time it sticks on tashed raid mobs. That means, IMO, that Vex will give no significant help to us, except for about 1/5th less resists, witch is arguably *not much*.


Anyways, I just love to throw out oppinions hehe
 
Our encs have vex and it is very useful. Besides, crowd control,debuffing, buffing, runing , nuking...what do you want to do ? A rogue hits a mob and back stabs I don't hear them complain they dont have much to do. As for chain runing, there is a differance between healing damage and preventing damage, but I see the similarites in keeping a tank alive. Personally I would like to see more enchanters that see the usefulness of their class instead of wishing they were wizards that can mez and complaining they have nothing to do.
 
Awsome points, except with crit AA's i do pretend I am a Wizard :D

Curses are so awsome that if we had more active enchanters, life would be good...
 
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