Possible idea for new Enchanter AA(s)

phroggonalog

Dalayan Master
Stasis: Mez + DA over a large radius; unresistable, affects unmezzable mobs, no number cap. Also affects group/raid/self. Duration is 3 tics, 72 min. cooldown
--The purpose of this AA is for slowing down an oh shit situation; it just happens that once in a while, a tank or healer or puller or most of the raid isn't on their shit, and a raid wipe is imminent. If the enchanter pulls this AA out, then the whole situation freezes for 18 seconds (including raid members), so that tanks can prepare to grab serious aggro, or wizards/druids prepare to evac. Since everyone will be mezzed and DA'd, it isn't a viable source of crowd control; and because the duration is only 3 tics, with a 120 minute cooldown, I don't think it's overpowering either. Whether or not it's necessary is the question (I don't think it would hurt, and it would give encs some sweet responsibility).

Time Flow: either single target or AE ability to UNmez raid members; cooldown is ???
--since so much raid content is unmezzable, why not switch the responsibility of an Enchanter to un-mezzing raid members in key encounters? totally situational of course, and I'm not sure if it would trivialize content or not...


thoughts on these?
 
-- A "pause" in SoD? Interesting idea. Have to have a pretty huge range, which could cause other problems.

-- While an interesting design concept, I think it would have had to have been done from the beginning. It would trivialize a number of encounters if it were to have a small enough refresh to be different from the same cleric ability. Also, conflicts with the cleric ability. =P

Regarding AAs in general, from the "client restrictions" thread in this forum:

- Add new skills/class abilities/AAs (any "new" AAs or skills has to replace old ones)
...
- Change the reuse times on skills/class abilities/AAs

You really should include what AAs you intend to replace (which determines the cooldown).
 
heh Shared Mind replaced. Passive DA/ Mez at all times... lol i could see it now. Chanter > GM
 
Wizards prepare to evac raid? Not gonna happen unless raid happens to have an evac'r in each group, unless wizards get an evac raid spell.

Speaking of which, wizards need an evac raid spell. ;P
 
druids/wizards evaccing their respective groups. also, the mez hits everyone---including raidmembers. The point of this AA is not for CC purposes, but to pull shit together.

and fix shared mind instead of replacing it
 
I would be leery about stasis on account of it inevitably being abused to avoid certain scripted things - stasis the raid right before a massive low-hp AE hits (and nuke the mob so it goes out of mez and does the AE) is just one possible abuse.
 
I would be leery about stasis on account of it inevitably being abused to avoid certain scripted things - stasis the raid right before a massive low-hp AE hits (and nuke the mob so it goes out of mez and does the AE) is just one possible abuse.

would DA prevent nuke damage? I guess I don't know exactly how it works

EDIT: I mean, my thought was to have Stasis affect raidmembers and mobs in exactly the same way: unresistable, short duration mez + pure invulnerability to avoid abuses like the one you described. would this be possible?
 
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I'm sure it would be possible, but NPC mez mitigation would then cause the mob(s) to wipe your raid one member at a time.
 
I'm sure it would be possible, but NPC mez mitigation would then cause the mob(s) to wipe your raid one member at a time.

That would be a problem...

still, I think Stasis is a good idea (not that I'm biased or anything); coding work aside, is it an idea worth thinking/talking about/refining?
 
I'm sure it would be possible, but NPC mez mitigation would then cause the mob(s) to wipe your raid one member at a time.


I don't think you understand the concept of invulnerability.

Problem would be you can easily scip timed events with this. And quite some raid mobs have timed events and I dont think the mob being mezzed would make the timer stop.
 
I don't think you understand the concept of invulnerability.

Problem would be you can easily scip timed events with this. And quite some raid mobs have timed events and I dont think the mob being mezzed would make the timer stop.

I do not have much raid experience at all, so forgive my ignorance...but could we assume that mobs involving timed events would be of a certain high level, above that of trash mobs? Would it be possible to restrict Stasis to mobs below that level?
 
Often, trash is just as high of level as named, or close to it. The age of blue/white con trash mobs sorta ends around sepulcher level. Heck, even the tier 4-5 planes have yellow con trash. Once you get to tier 7 or so, trash is almost invariably red con.

As a raid enchanter that's seen a good bit of content, I don't really think this is a good idea. If you are mezzed, you can't do anything anyways. I guess you could maybe pass out targets, but if a class doesn't have a spell already memmed that they would need, they couldn't do it anyways since they would be mezzed.

Personally, I'd love to see shared mind fixed. If not, my suggestion a while back when I was talking with Cyzaine was to have one that either lessens the recast on curses, or increases their duration. I favor the lesser recast time method personally. Having an enchanter that can basically cause double damage for 24 total seconds every 5 minutes or so in an exp group is pretty worthwhile. That's probably every 2-3 mobs, depending on where you are. Also, makes them more useful on raids.
 
Often, trash is just as high of level as named, or close to it. The age of blue/white con trash mobs sorta ends around sepulcher level. Heck, even the tier 4-5 planes have yellow con trash. Once you get to tier 7 or so, trash is almost invariably red con.

So the level of trash increases, but the level of bosses does not, even if bosses that have scripted events? I didn't realize that...

As a raid enchanter that's seen a good bit of content, I don't really think this is a good idea. If you are mezzed, you can't do anything anyways. I guess you could maybe pass out targets, but if a class doesn't have a spell already memmed that they would need, they couldn't do it anyways since they would be mezzed.

Now, the AA in itself may not have a spectacular ingame effect -- but it can be useful if you just need someone to wake up. If something is going wrong and people aren't paying attention, then it's too late --- but if the enchanter is there to 'pause' the game for 18 full seconds, I could see it as being a lifesaver for alerting people to what is going on. Passing out targets, telling druids and wizards to mem evac spells if they havent already (and if they have, then get ready to use them). In a perfectly executed raid, this is unnecessary, but who is going to be perfect 100% of the time? This wouldn't just be limited to raids, too -- it could be immensely useful for pickup groups in 6man zones if there's a lack of communication between the puller and the rest of the group.

Either way, this would be much more useful than Dire Charm.

Personally, I'd love to see shared mind fixed. If not, my suggestion a while back when I was talking with Cyzaine was to have one that either lessens the recast on curses, or increases their duration. I favor the lesser recast time method personally. Having an enchanter that can basically cause double damage for 24 total seconds every 5 minutes or so in an exp group is pretty worthwhile. That's probably every 2-3 mobs, depending on where you are. Also, makes them more useful on raids.

Shared Mind, yes. Curse modification? I dunno...I'd still rather have one more dps in the exp group. As for raids...it seems like it could be overpowering.
 
There's not really any reason to have level 75 or 80 bosses when you can just give a level 70 mob a shitload of hp/ac/resists and a scripted fight.

Also, curses are already EXTREMELY powerful. We see some bosses drop 20% of their HP when we apply rending, and striking is pretty good as well. I'd be wary of making too many changes to curses, unless it was something like an AA curse that was both striking and rending, and consumed the cooldown of the standard spells, so that you could still curse without using two (or three) spell slots on curses, but without giving you twice as many curses.
 
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I'd rather have something that actually has combat use rather than a spell which is literally designed for people who don't know what they are doing.

Yeah, that IS a problem with the idea -- it would be useless for groups and raids that are 100% on top of it. I'm still going to stick by my observation, though, and that is the fact that groups and raids do NOT go 100% as planned 100% of the time -- there will always be oh shit situations, especially with newer, lower tiered raiding guilds, where this ability could have some serious use.

This AA would give the Enchanter a very cool and absolutely unique ability that makes sense for the Enchanter class, which I think is needed for the class just as much as yet-another-convenient-combat-synergy-ability
 
Can I toss in suggestions?

Shared Sight - bind sight on another player (group only) for 1-2 / 2-4 / 4-6 seconds with appropriate recast and range. Just long enough at the first level to glance over a prospective pull, and just long enough at the third level to choose a target.

Mind Reading - 25 range, 5+ sec casting time, decreasing re-use time. Polls a mobs skill set and delivers the enchanter with the name of one spell they will use from that skill set chosen at random.
 
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