cornelweezy
Dalayan Elder
Big if trueQuote from patch notes:
- Anarchy, Discordant Mind, Dementing Visions, Insanity and Relic: Chaotic Visions knockback removed.
Thanks
Big if trueQuote from patch notes:
- Anarchy, Discordant Mind, Dementing Visions, Insanity and Relic: Chaotic Visions knockback removed.
The nerf happened three-fold. Number of targets got reduced (from 3-4 to 1 after next patch if I understand it right), the amount of damage from mimicing got reduced (to 50% in case of casters, to 75% in case of melees) and on top of that, weapons have been streamlined (this one is a justified change!), reducing melee dps and ENC dps by proxy.
Umbriel'Arkhe memoriel spell focus effects, only One Good Weekend Away. In the meantime, will monochromatic focus effects help, assuming the matching color happens to be worn? How about stacking, will monochromatic effects stack with rainbow focus effects? (Assuming "yes" on the 1st question, "no" on the 2nd, but I'd like some clarification)
Ok got some numbers. Damage per mana is even more horrible than on the never-worth-casting Relic: Chaotic Visions. What gives?
Something like this, or preferably a hotkey-able that applies a similar buff is ideal, in my opinion. The loss of damage potential from cascading bond when in most group settings is very sad. Especially in light of AOD and the Bond spells sharing a cooldown now. Outside of areas where I can find an effective charm pet, I feel like enchanter damage output has been very lackluster.Or just make cascading bond apply to self only werewolf illusion and call it a day
After thinking about stuff for awhile, had an idea: use the existing stance system to give certain chanter spells different effects in different stances so they can actually cast all their cool stuff properly: existing mechanics with fun solutions, for a class that is so spell limited.
This is on all items throughout the game. I would imagine you were only told about the high tier items.Chromatic Focus: Is there a reason this is currently only found on very high end gear? Will this be itemized onto lower level items?
You wont be getting 12 man raid mob DPS in a 6 man dungeon. Efreeti lashmaster is a benchmark for that tier of 6 man. If a dungeon is harder than Emberflow, the mob will also be better, and vise versa. In some scenarios entrance mobs are stronger; if you lose them you may substitute them for weaker charm targets within.Most are nowhere near Abyss / Bloodstorm Tunnels pet DPS, and a lot of them don't feel any better than the runework pet.
1% per rank is intentional. "max of 3 ranks in game" is not a true statement.Are the chromatic foci also supposed to only be one percent per rank with a max of 3 ranks in game? Also...
Regent requirements have been, and always will be, a horrible feature.Break bonds: I had a chance to use it the other day to break a root but I hadn't bought the components. I'm sure it's useful but more of a "stay ready so you don't have to get ready" kind of thing.
just making this AA a self-only active ability named the same thing that costs mana and lasts 30 (24? 30? don't remember) seconds would work too, but tome is basically unusable outside of soloing now.* I haven't finished Cascading Bond yet but I think renaming the AA "Arcane Valor" or something equally corny and making it a self only buff would be fine. Or just staple the benefits onto illusion werewolf or shapeshift or another new shiny illusion separate and apart from Bond given the changes.
Mez traps might be an idea to stick under Third Enchanter Tome or another AA. I see it as something that could be used with pullers far enough away from the main group that AEs aren't breaking everything. Also like you said, a safety net in between the enchanter and a charm pet or other potentially hostile mob. Might also indirectly encourage enchanter involvement in pulls by synergizing with pacify, but then again, so little content actually requires this level of splitting. I don't think it's a core need, but it might be a fun option for expansion of the class.just had a idea but I don't really play enchanter much so it might be horrid. let enchanters set mez traps. they could set these up between themselves and a charm pet they think is about to attack them pre-emptively.