Alright. These things have bothered me for a long time, so the post to request changes to them is going to be long as well. I suggest finding more entertaining readings if Enchanters don't interest you.
The Rundown: I believe that high end enchanters fail to gain benefits from their gear on par with other classes.
Grouping? Grouping is alright as is. If you have decent AA and decent gear you can safely charm high level mobs in a group, haste them, let them go wild on your pulls, and even toss a nuke on some fights or boon (somewhat preferential).
Raiding? My obvious thread target. Here it is, and has been for a while, clear that Enchanters' roles are swish swashed around in the balance issue. (Addition of Vex, addition of Giantkin, necessity of any class that buffs a raid to be present at said raid[don't tell me this wasn't aimed at guilds wanting to log in an enchanter for buffing only
syduck:], addition of Crit spell illusion / removal of said illusion)
How is it now? NOT AWFUL. Really, Enchanters are needed at raids for buffs and they always will be. This is OK, But we need to do more than that. Lets check out the usual spells on a raiding enchanter then: Nuke, Tash, Choke, Vex, boon, sapping curse, striking curse, rending curse.
-------Look like a lot? Maybe. Tashing at the start of every fight is undoubtably helpful. Boon is a proven dps boost, but i'll cover that later. Vex? Meh... so-so results. There is no way to know if the attack you are blocking wouldn't have missed anyway. Sure it is great for bosses with huge hits, but on trash healer mana really isn't an issue and the humongous recast on vex means you get 1 or 2 casts a fight. Chokehold lowers stats a little and does horrible damage...horrible horrible damage. And of course curses are great. On raid mobs. AKA: only a small part of the raiding itself.
So this is a lot of information -some of which is disputable- but what am I getting at?
The problem is that any old enchanter can buy all those spells in the lineup, and cast them without issue for the entirety of the raid.
RED FLAG ALERT ------- Getting enchanters mana / mana regen nerfed is not the right outcome for this thread.
Now to continue, we don't really run out of mana with those spells. Is that bad? No, but all other pure casters/healers have a direct correlation between their mana and their efficiency in some way. I don't think I need to go into detail to explain how necessary high mana is for a wizard, cleric, or other caster.
There are a lot of ways to separate out the lower tiered enchanters from the upper tiered ones and I believe from my fairly experienced time on SoD that this should not be done by making life harder on undergeared enchanters. Instead:
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Add spells: A tried and true method to supplement a deficiency. Enchanters have been pretty much pegged into "Augmenting" and are the lowest on the dps ladder even after giantkin. The idea I have for this method would be to implement a 3 spell special-nuke line in the early 50's, high 60's, and relic replacement[yes, quite serious]. The overall goal would be very quick small blasts of damage at a ratio significantly lower than the standard nuke line. This would be impractical in most groups where the standard nuke's efficiency would be desired but useful in raids between giantkin[it is currently impossible to cast any spells with a 2 second or longer cast between dual giantkins] and act as a drain on mana for those that can afford to expend it. Here's possible implementation side by side with the traditional spells for ratio comparison:
Dementia, enchanter 55, 250 mana, Decrease Hitpoints by 615 (L54) to 675 (L60), stun 0.0
---traditional spell, decent ratio, 6 second cast time, 8 second recast
Psionic Pulse, enchanter 56, 300 mana, Decrease Hitpoints by 515, no stun
---new idea, horrible ratio, 1.5 second cast time, 2 sec recast
Insanity, enchanter 61, 285 mana, Decrease Hitpoints by 925, stun 0.0
---traditional spell, decent ratio, 6 second cast time, 8 second recast
Psionic Surge, enchanter 61, 325 mana, Decrease Hitpoints by 795, no stun
---new idea, horrible ratio, 1.5 second cast time, 2 sec recast
Relic: Chaotic Visions, enchanter 65, 285 mana, Decrease Hitpoints by 1150, stun 0.0
---traditional spell, decent ratio, 6 second cast time, 8 second recast
Relic: Psionic Chaos, enchanter 65, 320 mana, Decrease Hitpoints by 1005, no stun
---new idea, horrible ratio, 1.5 second cast time, 2 sec recast
So, to recap this idea: 2 spells implimented, 1 replaced (relic). Obviously this is my idea, my names, etc etc. However, this overall theme could be applied in a huge number of ways to similarly remedy the problem.
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or:
Modify Spells. This idea would modify the existing Chokehold spell such that it can be used in conjunction with Giantkin to accomplish a similar goal as the first idea, which is to add an additional drain on mana for people who can use it. This could be done by greatly increasing the damage on Chokehold, decreasing it's duration to 4 ticks, and leaving the stat adjusts alone. The cast time of Chokehold is such that it could be cast after Tash and before Booning begins while being able to refresh between casts of boon.
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Alright, so the duration of my two suggestions might reveal that I favor the first idea personally. But lets recap: It is my personal belief that Enchanters in higher raid tiers need a use for their mana pools, such that awarding them minor loot upgrades isn't le-sigh, etc. Also, they deserve it. If you've taken the time to gear up, you deserve to function better than joe-shmoe level 64 enchanter.
So idea numero uno gives you a chance at dps past the traditional double boon (no nuking can happen during double boon as is) or the Boon + nuke method where you boon one person and nuke while it refreshes (1 nuke cast). Just to elaborate: high level melee rangers / monks report to me that boon gives <100 dps upgrade to them. Booning two high level melee = <200dps from enchanter. Nuking with relic ends up being around 1500 dmg per cast for me, non-CoBed which, at 6+8 cast/refresh = just >100 dps if you can cast exactly on refresh.
syduck: . Chokehold is 11 dps from the dot portion.
Anyway, as always happens with my deep musings, i've managed to write a ton down while not making a very clear point. So if as a final thought I can say as much: I believe that adding quick cast damage methods is the best way to add to enchanters without overpowering the class as a whole (aka this method has to target higher mana pools, ft, whatever) and that it would also add to the viability of single clienting players.
P.S. I'm very open to criticisms of how i feel on this issue, the quickly-made-up remedy numbers I've come up with, etc etc etc. Just keep it constructive please.
The Rundown: I believe that high end enchanters fail to gain benefits from their gear on par with other classes.
Grouping? Grouping is alright as is. If you have decent AA and decent gear you can safely charm high level mobs in a group, haste them, let them go wild on your pulls, and even toss a nuke on some fights or boon (somewhat preferential).
Raiding? My obvious thread target. Here it is, and has been for a while, clear that Enchanters' roles are swish swashed around in the balance issue. (Addition of Vex, addition of Giantkin, necessity of any class that buffs a raid to be present at said raid[don't tell me this wasn't aimed at guilds wanting to log in an enchanter for buffing only
How is it now? NOT AWFUL. Really, Enchanters are needed at raids for buffs and they always will be. This is OK, But we need to do more than that. Lets check out the usual spells on a raiding enchanter then: Nuke, Tash, Choke, Vex, boon, sapping curse, striking curse, rending curse.
-------Look like a lot? Maybe. Tashing at the start of every fight is undoubtably helpful. Boon is a proven dps boost, but i'll cover that later. Vex? Meh... so-so results. There is no way to know if the attack you are blocking wouldn't have missed anyway. Sure it is great for bosses with huge hits, but on trash healer mana really isn't an issue and the humongous recast on vex means you get 1 or 2 casts a fight. Chokehold lowers stats a little and does horrible damage...horrible horrible damage. And of course curses are great. On raid mobs. AKA: only a small part of the raiding itself.
So this is a lot of information -some of which is disputable- but what am I getting at?
The problem is that any old enchanter can buy all those spells in the lineup, and cast them without issue for the entirety of the raid.
RED FLAG ALERT ------- Getting enchanters mana / mana regen nerfed is not the right outcome for this thread.
Now to continue, we don't really run out of mana with those spells. Is that bad? No, but all other pure casters/healers have a direct correlation between their mana and their efficiency in some way. I don't think I need to go into detail to explain how necessary high mana is for a wizard, cleric, or other caster.
There are a lot of ways to separate out the lower tiered enchanters from the upper tiered ones and I believe from my fairly experienced time on SoD that this should not be done by making life harder on undergeared enchanters. Instead:
---------------------------------------------------------------------------------------------------------------------------------------------------------------
Add spells: A tried and true method to supplement a deficiency. Enchanters have been pretty much pegged into "Augmenting" and are the lowest on the dps ladder even after giantkin. The idea I have for this method would be to implement a 3 spell special-nuke line in the early 50's, high 60's, and relic replacement[yes, quite serious]. The overall goal would be very quick small blasts of damage at a ratio significantly lower than the standard nuke line. This would be impractical in most groups where the standard nuke's efficiency would be desired but useful in raids between giantkin[it is currently impossible to cast any spells with a 2 second or longer cast between dual giantkins] and act as a drain on mana for those that can afford to expend it. Here's possible implementation side by side with the traditional spells for ratio comparison:
Dementia, enchanter 55, 250 mana, Decrease Hitpoints by 615 (L54) to 675 (L60), stun 0.0
---traditional spell, decent ratio, 6 second cast time, 8 second recast
Psionic Pulse, enchanter 56, 300 mana, Decrease Hitpoints by 515, no stun
---new idea, horrible ratio, 1.5 second cast time, 2 sec recast
Insanity, enchanter 61, 285 mana, Decrease Hitpoints by 925, stun 0.0
---traditional spell, decent ratio, 6 second cast time, 8 second recast
Psionic Surge, enchanter 61, 325 mana, Decrease Hitpoints by 795, no stun
---new idea, horrible ratio, 1.5 second cast time, 2 sec recast
Relic: Chaotic Visions, enchanter 65, 285 mana, Decrease Hitpoints by 1150, stun 0.0
---traditional spell, decent ratio, 6 second cast time, 8 second recast
Relic: Psionic Chaos, enchanter 65, 320 mana, Decrease Hitpoints by 1005, no stun
---new idea, horrible ratio, 1.5 second cast time, 2 sec recast
So, to recap this idea: 2 spells implimented, 1 replaced (relic). Obviously this is my idea, my names, etc etc. However, this overall theme could be applied in a huge number of ways to similarly remedy the problem.
---------------------------------------------------------------------------------------------------------------------------------------------------------------
or:
Modify Spells. This idea would modify the existing Chokehold spell such that it can be used in conjunction with Giantkin to accomplish a similar goal as the first idea, which is to add an additional drain on mana for people who can use it. This could be done by greatly increasing the damage on Chokehold, decreasing it's duration to 4 ticks, and leaving the stat adjusts alone. The cast time of Chokehold is such that it could be cast after Tash and before Booning begins while being able to refresh between casts of boon.
---------------------------------------------------------------------------------------------------------------------------------------------------------------
Alright, so the duration of my two suggestions might reveal that I favor the first idea personally. But lets recap: It is my personal belief that Enchanters in higher raid tiers need a use for their mana pools, such that awarding them minor loot upgrades isn't le-sigh, etc. Also, they deserve it. If you've taken the time to gear up, you deserve to function better than joe-shmoe level 64 enchanter.
So idea numero uno gives you a chance at dps past the traditional double boon (no nuking can happen during double boon as is) or the Boon + nuke method where you boon one person and nuke while it refreshes (1 nuke cast). Just to elaborate: high level melee rangers / monks report to me that boon gives <100 dps upgrade to them. Booning two high level melee = <200dps from enchanter. Nuking with relic ends up being around 1500 dmg per cast for me, non-CoBed which, at 6+8 cast/refresh = just >100 dps if you can cast exactly on refresh.
Anyway, as always happens with my deep musings, i've managed to write a ton down while not making a very clear point. So if as a final thought I can say as much: I believe that adding quick cast damage methods is the best way to add to enchanters without overpowering the class as a whole (aka this method has to target higher mana pools, ft, whatever) and that it would also add to the viability of single clienting players.
P.S. I'm very open to criticisms of how i feel on this issue, the quickly-made-up remedy numbers I've come up with, etc etc etc. Just keep it constructive please.