PS does anyone use the charm pets on the second floor of spires? I can't remember seeing anyone using them now that I got thinking about but I could be wrong.
edit: I added some to the other floors and made them respawn in five minutes just in case someone does.
If you want it to be more stable/reliable, make it die when the enchanter dies so it doesnt rage on remaining raid members.
This sounds cool. But again, my concern is not raids (at least at tier 11+ there's a lot to do as enc and that's awesome), but rather xp groups. So if charming becomes viable in all xp zones, that's awesome. I'd be fine with mobs whose charm faded simply not summon, but I like this idea, too.Kind of off topic but since charm came up and there was some discussion in irc:
I think this might be a good idea for charm in general if we want to make it more palatable in raid settings. If the Enchanter is killed by their pet when it breaks (with a loose interpretation of "killed by" in case the thing you are actually fighting lands the killing blow), or if the Enchanter just dies while it is charmed, it would "get confused" and shunt off back to its spawn point or maybe just despawn rather than going on a rampage and wiping the rest of the group/raid.
Preserves the risk, but just for the person who chose to take it rather than putting the burden on everyone.
I don't remember when the dampening thing happened or what the reasoning behind it was, but seeing as it appears an Enchanter can only keep it up ~60% of the time (54-60 second duration vs 95 second reuse) giving a lower version to other casters would be an all around buff even if you do bring an Enchanter.
Direct spell damage reduction seems like a problematic concept altogether though; this just sounds like "you need to bring a Bard for MotS, part 2." Would rather see that whole thing axed and maybe bring in the "resists = mitigation" idea that has been floating around recently in place of it. But that would take some work to balance...
Kind of off topic but since charm came up and there was some discussion in irc:
I think this might be a good idea for charm in general if we want to make it more palatable in raid settings. If the Enchanter is killed by their pet when it breaks (with a loose interpretation of "killed by" in case the thing you are actually fighting lands the killing blow), or if the Enchanter just dies while it is charmed, it would "get confused" and shunt off back to its spawn point or maybe just despawn rather than going on a rampage and wiping the rest of the group/raid. You'd still be able to try to save the Enchanter when their pet gets loose--and if you do manage to save them you will have to either deal with the mob or wait for it to get re-charmed--but if you don't manage to, the risk will only be to the Enchanter themselves rather than everyone else, interrupting your attempt at a 6-man encounter or whatnot. Or if everyone is just AFK and the pet breaks you won't come back to find that everyone wiped in the meantime.
Preserves the risk, but just for the person who chose to take it rather than putting the burden on everyone.
This is pretty awesome. These usually are killed before the chanter has time to set up to test them. I tried to check some undead in Plane of Monk as our chanter was boxed, and they were either killed too fast or killed me in the zone pulls. I cannot even imagine how frustrated chanters may feel on this point.edit: I added some to the other floors and made them respawn in five minutes just in case someone does.
Or keep gog, but make AoD have melee/caster combo and use it as a runic upgrade for gog as well as casters.
While you are doing this can you consider adding non-stacking debuff component to curses and lowering the recast that way they can be cast more frequently but not on the same mob? They might actually get pulled out when exping then, it's just a thought.Can just combine the mana costs and put both effects on the lower level one. How often is it terribly important to burn with melee but not spells or vice versa? I'm betting not often enough to outweigh having an extra spell slot.
While you are doing this can you consider adding non-stacking debuff component to curses and lowering the recast that way they can be cast more frequently but not on the same mob? They might actually get pulled out when exping then, it's just a thought.