Enhanced Control?

cornelweezy

Dalayan Elder
This AA was worth 9 points and seems to only extend a charm around a couple ticks.

afaik, you can't code this AA to be instant recast, so any chance we enchanters, druids, and necromancers can get a minimum guaranteed time added to charms with this, maybe around 12 minutes?
 
any type of "guaranteed minutes" would be overpowered

how so? If I can charm it once, then recharm it, with a tiny chance of having to chain cast charm to land, what is unbalancing about an ability that reduces my need to chain cast charm as often?

if they don't want us enchanters charming mobs, make them uncharmable.

dev comment would be cool
 
Coordinating it takes the effort of multiple people clicking a button. That is really the rare part it shines to. It might be worth upping the %.
 
I relearned things from this thread that I forgot a long time ago, so as far as I'm concerned this thread kicks ass and I have things to go experiment with. That said, I have to play devils advocate on the usefulness of it altogether, let alone coordinating. If you're charming via word of command, the duration isn't really a huge deal in the first place, as recharming isn't much of a hassle. If you're using control you gain a wopping 2 tics off of a druid or a necro. I mean every bit helps sure, but as far as making an avid effort of getting other people to click the button when you're cc charming? Unless this thread alone got druids/necro to keep a button handy to maximize enc dps for 2 tics on the fly, its not worth the hassle on the enc to gripe about it. Raid charming is rare to say the least, which is the only time I can see coordinating this even being remotely worthwhile. An upped % obviously can't hurt, but it doesn't really address the fundamental lack of usefulness. I agree the 4 tics you gain hitting your own pet on a cc charm is handy though, but not very.
 
I'm just throwing it out there but I've heard enchanters talk about buffing up their charmed pets only to have it be to their detriment when it breaks. What if this AA instead granted some combat buffs/bonuses to whatever you have charmed or are going to charm that are removed when the charm breaks. How large the buff is could be balanced against the cooldown of the ability. I'm not an enchanter, I don't know.
 
How about it making the mob not summon after you cast it on it for x minutes (hours...). Once you get into the territory of charming dangerous things that summon, the main danger becomes not having a clear line of communication (vent) between you and the tank regardless of haste status. It doesn't take much to rip aggro after a charm off the enchanter, but it does take timing to do it cleanly. Alternatively, a healer who's very very attentive in groups that otherwise wouldn't require them to be will suffice, but this is rare. In any case, one of the two is required atm for me to even bother with charming summoning mobs.

The main reason hasting anything that summons is dangerous is the fact that you'll get summoned right off the bat when it breaks. Charm daze is meaningless when cc charming (short only of it removing mr buffs). This means there no such thing as casting a mez/charm/root/stun to land right as you click go away (summon guarantees an interruption to any mid-cast spell). Even without haste, anything that summons has a chance of summoning you with your back to the mob. Theres nothing like being perfectly competent at charming, and then getting chained stunned from back hits by a mob that hits pretty fast with no haste on it.

From playing around with cc charming, its only even worth using on two pulls unless you've got a tank who does it with you regularly. Use one to help kill the other, and as soon as the first one dies, have a tank attacking your pet and break it. If you have 3+ mobs and you charm one and mez the rest, the odds are pretty high that the tank will kill the first, then go break a mezzed mob, without thinking that your charm is going to break mid fight on this next mob. Then you're pretty much on your own and roll the dice to see if you get chain stunned to death from back hits (its not a HUGE chance, but it happens more often than is in any way fun for the enchanter), or if you get to cast a mez while hoping for heals. Not hasting on cc charms is only advised if the 15 min cooldown is still down on your cloak clicky, which you should be clicking around when you question how long is left on control/dictate.

But yea, prior to the point where mobs are summoning you, if you're not hasting your pets you're doing it wrong. Distance yourself properly from the pet to get the full advantage of charm daze if it breaks early, and get a feel for when charm breaks at maximum duration. If it really beats ass, time a mez to land when you manually break the charm around that time. If it's not as huge a threat to your hp/runes, then time a stun to land. If it's not stunnable or stun gets resisted, cast a root to land instead (lower resist adjust than charm, and you can just recall minion to place it wherever you want while rooted). If theres a very low chance of getting resisted without tash, just time another charm. If it breaks early, use one of the above with consideration to how likely the mob is to kill you. Regardless of summoning status, you should always be booning your pets if you've got mana to.

I may as well throw out here that the iksar children and veterans are both still charmable in cit, which I'm pretty sure is oversight (and also the reason cinn will never let me charm in groups with him in there after getting molested from back stuns by the iksar children). Not that I really want to not be able to charm in cit, and I still really really dislike whoever was being scummy to warrant the nerf in there, but I may as well point those mobs out while on the subject.

tldr: Rabble rabble rabble, charm. Why can't you read? Go write a senator and tell them to put more money towards schools, because public education failed you. Seriously.
 
Disregarding the last post, which was more a rant about what the current charm situation looks like than a legitimate request..

How about having enhanced control mez the target for 10-15 seconds (or however long) after charm fades. This way, on a 3+ pull you can safely cc charm and get the full duration out of the charm. Even on noncc charms, it would still be useful even for druids/necros. Seeing as druids can't mez, it would allow them time to recharm or root whatever they charmed, or time for the necro to recharm/actually mez their target.
 
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Honestly rather than an increase duration of charm - how about something like:

-When charm breaks the mob is stunned/mezed/ etc. for 4-8 seconds.

or


-Increase the duration and the amount the unit is dazed/slowed after charm breaks

It might not be enough time to throw down a new charm, but it would give the charmer a chance to root/mez/maybe re-charm. or do something to help save their ass


---
Or...

-bring back dire charm - 30 minute timer.
 
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