Robes of the High Enchanter

Raralith

Dalayan Beginner
The item I suggesting and request upon is Raralith's robe -> http://shardsofdalaya.com/fomelo/fomelo.php?char=raralith

The robe isn't bad, but since it is class specific, can we add soemthing class specific to it? The Duration 8 is nice but uhh, I already know I'm a great buff bot. The proc could be good, but I'm not sure if the mob needs to have mana for it to go off. My request (that someone else in my guild suggested) would be to increase divination spells by 1 tick; divination spells are illusions like GoG and Runic:AoD. I think this is a good idea because makes us take an active role in a group or raid rather than an inactive/passive ability (buffs, shared mind). This will probably be brought up when more class specific loot drops.
 
This is a shitty idea insofar as it would make the item must-have and just end up with people whining for the same effect to be put in every subsequent zone, pointing to this as precedence and arguing that is a necessary part of progression as an insert-class/archetype-here to have alternative/superior items with the effect available whenever the original item becomes replaceable, and ultimately if we wanted something to have such a unique effect it would make far more sense to put it in a tome instead.

I can't really see the point that items must have an end all; maybe that is just me. Some items are better than others in specific ways, this just makes it specificcally better in a way, and since it is an Enchatner only item, it makes it very specific in this way. You give Enchanters the spell GoG which is probably the primary casted spell, than you give the first available Runic of AoD, the caster version of GoG. There seems to be a trend of where the server wants to box us in, and this request I made makes the class more efficent. There are other robes to be sure, I am eyeing a certain robe with CE3 from the same zone, but again, that has a specific use too. If the worry is that there will be a public outcry, that specific things from the past are "necessary part of proression," than I can understand this being a bad idea than (as over dramatized as you are putting it, imo). As far as putting it in a tome, I like that idea too.

Point two, I question the idea that placing longer spans of times between button clicks to refresh Giantkin and such on people would make you more active; I guess it would give you more time to click another button now and then, but it would also give you more time to do nothing between Giantkin/etc clicks, which would certainly make you more convenient to bot.

I'm not quite sure where you are coming from on this point. The word "active" was chosen as you would have to be in the group or raid to use abilities compared to "inactive/passive" where you don't have to do anything (shared mind) or casting buffs and not even being apart of a group (buff bot). Also, I think there is a clear distinction between being a "bot" and being a "buffbot" in that a bot (or two box) requires you to still be in a group, taking up room, getting experience, while a buffbot is something you can use without having to have a room for a character. If this makes Enchanters more of a "bot," and gets people to want people in these groups, it makes the class more desirable. You cannot control if someone wants to run a 2 box army group/raid, but if you make the class more desirable ("wow, more GoG's for the same price?"), hopefully more people will want to group with you more. Or at least the thought goes. Lastly, an extra tick gives more efficency, especially now with the faster cast and recast GoG. I can GoG 5 (I think or 4) people and AoD 1 person with almost no gap, or GoG 4 (I think or 3) people and AoD 2 people with a small gap in timeframe, but I cannot keep this up for more than 2-3 minutes. While I would not want to GoG or AoD an additional person or two, it means that I am getting a 1 tick break until I need to recast this spell giving me a bit more bang for the buck.
 
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I am going to make a point in saying that this is a nice robe, and I certainly will be wearing it for now. The robe is an enchanted only item, and so my request is naturally geared towards making an effect or focus something in line with what enchanters do; if everyone could wear this robe, than I could hardly care less. While duration 8 on an item for an enchanter is very nice, it does seem like the addition of this effect on an enchanter only item is just telling us how great buffbots are and maybe it did make me a little butt hurt. The mob itself takes some work but certainly isn't a cake walk, and the two mobs that you must kill before him are pretty rape. Some suggestions that should be taken individually; no, I am not suggesting all if these at once:

- removing theft of thought (I'm guessing this was meant as the enchanter only effect?) - give it 2 ft instead. At least it gives it some room to around ft gear
- remove damage and give it a damage clicky
- remove something and give something better

btw, typing on an iPhone sucks as it just replaces Enchanter with enchanted or something.
 
Point two, I question the idea that placing longer spans of times between button clicks to refresh Giantkin and such on people would make you more active; I guess it would give you more time to click another button now and then, but it would also give you more time to do nothing between Giantkin/etc clicks, which would certainly make you more convenient to bot!

I agree that his suggestion is overpowered, but I wanted to comment on this specifically.

First, there is this great fear that enchanters about enchanters being bots, more so than healers, tanks, or really any class. I don't particularly understand why as enchanters are probably botted less frequently than these classes, and both healer and tank archetypes are less button mash critical in a raid setting, the only big difference being that an enchanter can contribute by simply standing still.

Secondly, the trouble with enchanters and giantkin is the sheer power of the spell. When enchanters were under discussion it was almost unilaterally agreed that enchanters should not deal in dps. The results were to make giantkin possibly the single most powerful spell in the game, and enchanters easily the number 2 dps contributer on a raid. Ikisith spells don't appear to do much to pull them away from dps either. The fact is that enchanters have lots of other spells that are good to cast, but simply wouldn't gain as much as they do by casting giantkin. Giantkin was almost always top priority to cast on refresh timer, but at least during the in-between time an enchanter used other spells. I think he's asking for a duration increase because just casting giantkin is a lot like just casting moon comet: boring.

Anyway sorry to detract from the item discussion.
 
I'll try to make it more interesting (although i think 100% chance of theft of thought when hit by an AE is way more interesting than FT, if a little more situational than it aught to be). But note that I'd like to avoid making it and any future class-specific gear into thaz cleric arms/druid legs.

It is a really neat feature, but the problem with the spell is that the mob needs mana. I just got done with an raid mob that does AE's every few seconds, and while I was getting a ton of mana in the beginning, it slowed to almost nothing near the end. Very situational but even than, the mob can just "run out" of juice for you.
 
It is a really neat feature, but the problem with the spell is that the mob needs mana. I just got done with an raid mob that does AE's every few seconds, and while I was getting a ton of mana in the beginning, it slowed to almost nothing near the end. Very situational but even than, the mob can just "run out" of juice for you.

Uh, I think she indicated she gets this, but did you even take a second to calculate roughly how much mana this might have given you? Situationally powerful items are rare because in those situations they are often ridiculously broken. Having something useful not all the time really isn't a reason to change an item.
 
Wow it seems whining worked wonder (or Fomelo shows it wrong)
Was it just added 75mg dmg too or had you taken that part out ?
 
Wow it seems whining worked wonder (or Fomelo shows it wrong)
Was it just added 75mg dmg too or had you taken that part out ?

Ehh I think it used to be 50 magic damage instead. Although it could be 250 magic damage and it would not really matter seeing as enchanters hardly ever nuke.

Still having said that these robes are pretty sweet now so...
 
Ehh I think it used to be 50 magic damage instead. Although it could be 250 magic damage and it would not really matter seeing as enchanters hardly ever nuke.

Still having said that these robes are pretty sweet now so...

More damage than enchanter dot does by default :psyduck:

And now I just remember that it adds to the final tick which makes magic damage completely a joke for enchanters argghg
 
Enchanter nuke is still better than nightfire, and catatonia will be plenty affected. Enchanters not using nukes is kind of dependent on GoG targets, which makes magic damage much better in exp groups where the damage spells would be more viable.

Just because magic damage doesn't immediately make everything enchanters already do better doesn't make it completely a joke.
 
I know that this item got quicker change than many of the items asked here, but I am requesting again that this be changed.

Robes of the High Enchanter - [MAGIC ITEM] [LORE ITEM] [NO DROP] Slot: CHEST AC: 35 Magic DMG: 75 Focus Effect: Mana Conservation VIII Effect: Mana Whisper (Combat, 3.0) Skill Mod: Divination +10% STA: +12 AGI: +12 INT: +20 CHA: +35 HP: +195 MANA: +265 MR: +50 Spell Ward: +2% Weight: 2.5 Size: Large Class: ENC Race: ALL

From the prior form, the new changes were more damage, a change from duration 8 to mana conservation 8, a change from theft of thought to mana whisper, and a divination change. Some stats were probably done too but I don't remember, and the stats seem a good match for the zone anyways. What I think is wrong with the item still is the magic damage, effect, and skill mod which, in my opinion, are still pretty bad. Firstly, this is an Enchanter only robe, and I think what I had in mind was just more geared toward Enchanters otherwise, why not add Wizard or Necro to this? Having more damage and less changes of resist (from divination) would be helpful to them since their primary role is damage. Unfortunately, the role of an Enchanter is normally to cast buffs, mainly GoG or runes. Having additional damage really does not do anything. Secondly, mana whisper, if I have it correctly, increases mana by 10. If this is proced by melee, geting hit by 2k and gaining 10 mana isn't very important. If this is proced by AE's, getting hit by 300's to 5,000 and gaining 10 mana isn't very important either. While it doesn't depend on the mobs mana (like theft of thought), 10 mana is just nothing at level 65. It could add up, yes, but by the time it adds up to 50 mana, you are pretty much dead. Lastly, Divination is just not important. Of the 4 debuffs I regularly cast, only one resist and that is cripple, and tash, melee curse, and caster curse are unresistable.

My recommendation, just give it a clicky. Give it a relic rune with a 10 second cast time, a damage clicky, harvest or "give me mana clicky" so we have something to do between GoG and runes, or give it like an aura of balance or 2 FT.
 
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