The role of the tashan line of spells

Thinkmeats

War Is Good For Business
I'll try to be brief, but if anyone challanges parts of my reasoning, I'd be more than willing to expand upon exactly what I mean in a certain place, or why my points flow to the conclusion I've reached. The summarized version is the resist changes have caused spikes in enchanter performance resulting in severe performance drops and the promotion of rapture to the role of main enchanter mez which causes aggro and mana problems. It also makes ench life in zones where the mobs have above-average MR a bitch--giantkin helped this, but it masks the problem, it doesn't cure it. Root is less effective, nukes are less effective, slow is less effective--in general, every single spell in the enchanter arsenal was severely hampered by the resist change because we live or die in the world of worst case scenario, not normal case. Resist streaks happen but they kill us a whole holy shit hell of a lot deader than anyone else. Mez was fixed by clubbing it up side the head with a big fat -40 resist adjustment, but that fixes the symptom, not the problem (all our eggs are in the MR basket) and it only handles one of the issues, not all of them. Mez and buff aren't the only things we do--everything in our spellbook with a red border and no new negative resist adj has suffered. I have a solution I believe elegantly deals with all the various headaches the resist changes have given us chanties.

The idea is to increase the effectiveness of the tash line of spells. I'd spitball a value of about 50%, culminating in the highest end tash doing about 60 MR instead of 40 MR, but this could be tweaked as needed. In general, this stops the resist change from fundamentally altering the way enchanters do business. I'm not going to go in to exactly how or why tash helps each individual issue while perserving the normal enchanter modus operandi and the relationship between the ench mezzes, as that would clutter up the post, and the reasoning is pretty evidant when you consider how enchanters are supposed to work. However, like I said, if you don't necessarily see why this is a problem or why a tash boost would be a good fix, feel free to let me know so I can have the chance to back up my logic.

Bottom line? The resist changes hurt us more than any other class because of the nature of the way we do business and I believe that this effect wasn't intended. Increasing the effect of tash swings the balance back in line. I've been thinking about exactly how to deal with these problems ever since the resist changes went in, and this is first solution I've come up with that I've been happy with. It's parsimonious--it does what it's supposed to do without fucking up anything else, it's elegant because it's just changing one line of spells, and it doesn't have any nasty side effects I can think of.

edit: Along that line, if anyone can think of something a boosted tash would fuck up, please point it out.
 
Enchanter posting in agreement, the change has hurt our ability to do anything, i don't even use complacency anymore 95% of the time, if using tash actually helped cut down the red resist messages back to anywhere near old levels...
 
Tash would do more than just what you are asking for, in my opinion. Like you said, we have a few abilities that are fairly life or death. However, I would rather see them counterbalanced with resist mods than with a tash upgrade. Our nukes, slows, DoTs, etc are all non crucial, but would be greatly benefited by this sort of upgrade. Also, it would give every other class with magic spells, especially on raids, a significant boost. My main concern is with being able to mez without relying on eternal rapture / rapture (whicher you happen to have). Similarly so with charm. You usually dont have many chances at recharming through a resist ;)

Just my early morning thoughts on this.
 
I tend to agree with Yally on this one. While I agree that mez/charm/slow are very resistable now, giving tash a boost wouldn't just effect the enchanters MR-based line of spells, but everyones MR-based line of spells. Giving charm, slow and enchanter nukes (which are already pretty resistable) a resist mod would seemingly solve this in a more balanced fashion.
 
That's what I (and the staff, it would seem) thought at first too. However, it's not very elegant (resist adjusts for every spell you care about? What about the ones you forget? Should the lesser-used spells just bounce off mobs because you don't like them? If you just give every spell we cast a resist adj it's fuckin' screwy). Also, resists on raid mobs vs tashan doesn't really matter. If it's *that* much of a concern, just run a query to give everything level 65 and up +X mr, where X is the amount the highest-tier tashan is boosted. It's literally one line.

I chose tash because it's sneaky. You can't just slow without tash, or root without tash, or mez without tash with the same level of certainty as you could before. If you get time to stick tash you're fine, but rapture is still a very attractive option when you can't afford the delay. The trick is to fix the problems without buggering up other things, and I feel tash is the best candidate for the job.

Myth: I have to challenge your expertise on this one--when's the last time you actually played your enchanter in a group? It's rough out there in the field because MR is easily the most common resist to find on mobs, and it makes a lot of mobs in a lot of zones a huge pain in the dick. It simply makes sense to give enchanters some ability to crack that resist considering our role and pre-existing spellset.

edit: for reference, I have over 305 charisma, hidden strength, SCM 3, and max focus/mind.
 
Thinkmeats said:
Myth: I have to challenge your expertise on this one--when's the last time you actually played your enchanter in a group?

:p Point taken I guess, but think about how raising tash will effect say, the mage relic nuke, or other magic based (non-enchanter) spells in a group. They will land more often, be partly-resisted less, making the resist change semi-moot for others. Giving say, the slow, debuff nuke and mez line (for enchanters) a resist adjust just seems more balanced. (even though one might argue if you do it for one class, why not another)
 
Just from my character's experience, and my insight, I wouldn't think anything outside of mez / charm should get any sort of favorable change be it through a resist mod or tash upgrade. We aren't meant to have everything we cast be unresistable. . :p
 
See, I was thinking the exact opposite. Nerf tash and malo's effectiveness and mana cost and then reduce mob resists. SoD has brought with it from live the tradition of balancing mob resists around the resist debuffs. I'd rather have normal resist rates without debuffs and let the debuffs be icing that you don't have to or necessarily even want to cast on every mob.
 
There wouldn't be much point except against 80+ MR mobs (which are the vast minority) because all mobs have a limit to how far their resists can be debuffed.
 
i play a druid with a magic based dd as my main nuke, for outdoor zones.. ive found im better off rooting and dotting something vs nuking it.. even if it is a green.. my dots are RARELY resisted.. where its a 50/50 if my nuke lands on a green mob.
 
So... there is virtually no reason to use an unresistable but lesser effect Malo to land the greater effect Malosini? Good to know for future use.


Is it worthwhile to cast resist debuffs on xp type mobs? Should those types of spells be reserved for raid targets? Or is this another personal testing situation?
 
EDIT: Disregard. The proposed changes to enchanter AAs fix this problem by allowing us to swing a good deal of effectiveness while bypassing highly MR mobs. Sneaky style fix <3
 
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