DodoBot
Dalayan Elder
Wanted to start a thread to get the feedback rolling on the state of Enchanter class changes. Dedicated thread to keep things out of the patch notes and hopefully get this pulled into a balancing discussion. Will get the ball rolling with my thoughts on each of the points from the original patch notes.
Further Thoughts and Suggestions on This
Other Thoughts
I've seen enough nerfs in the past to know that this will be tweaked, but it will take some time to get it right. Assuming the devs are willing to listen to player feedback, I would love to get people's thoughts here.
Cool. I guess... perhaps the Ancient could be made a group cast, or even raid spell as well. Does not seem like this would significantly affect balance.GENERAL
- Enchanters now have access to the Group Invisibility spell at level 40.
- Enchanters can purchase three ranks of a new memory blur AA at level 65, Becloud Memories.
- Trickster's Augmentation has had it's levitation component removed.
THIS IS A GUTTING THAT REALLY NEEDS TO BE ADJUSTED - IT HAS CRIPPLED ENC DPS AT ALL TIERS FAR BEYOND WHAT SEEMED INTENDED AT THE TOP. On a raid without complicated mechanics, a single box enchanter could usually hit 3-4 people with Bond / AOD. This reduction is such a significant cut to DPS that it really lowers the incentive to bringing an enchanter except having a body in to keep buffs on the raid. The devs have also indicated that AOD will be brought into the shared cooldown next patch, further reducing the usefulness of the spell. The cut of Bond to one target / one minute effectively renders the Cascading Bond AA (formerly tome) useless, as an enchanter is almost never going to be an ideal target for a spell that will only be active on one person outside of a solo situation.AVATAR, BOND, BOON
The following spells now have a 1 minute duration, and a 1 minute shared cooldown.
- Incarnate Bond - A new level 44 spell, replacing Boon of the Vulfwere.
- Somatic Bond
- Corporeal Bond I - A new spell, replacing Lycanthropic Bond I.
- Corporeal Bond II - A new spell, replacing Lycanthropic Bond II.
- Avatar of Destruction - Mimicry has been lowered to 50%.
Further Thoughts and Suggestions on This
- Keep AOD and Bond Cooldowns separate.
- If AOD is going to a 1 minute duration / cooldown, restore AOD mimicry to at least 75% if not 100%.
- If the intent is to move this to a 1 minute effect at 1 minute cooldown, you're looking at 1/8 the damage potential as before (assuming you could hit 4 people with AOD)
- 100% AOD + Bond + Buffed Nukes is still a reduction compared to before, but is light-years more bearable than either a single 50% AOD or Bond + Nukes
- Consider making the cooldown for both spell lines shorter than the duration... say, 30-45 seconds with a 1 minute duration (or allow duration increment to boost duration up while keeping the cooldown at one minute). In a sustained raid fight, overlapping ticks would allow a small amount of stacking on the start and end of the buff duration (Increasing the effective number of people with the buff up per raid time, but nowhere close to being able to do 4 people at a time)
This is generally cool and good. +1 here.MAGIC DIRECT DAMAGE
The following spells all have had their cast time lowered to 1.6s:
- Chaotic Feedback
- Sanity Warp
- Chaos Flux
- Anarchy
- Discordant Mind
- Dementia
- Dementing Vision - 0.001 stun added.
- Insanity - Base damage increased to 990.
- Chaotic Visions - 0.001 stun added, base damage increased to 1360, Recovery time lowered to 2.5s.
These spells remain somewhat lackluster, but are decent enough to be played occasionally (in light of the debuff components, especially). However, the Murk Spell was left out of this. I would suggest increased initial damage and damage over time at minimum, if not also increasing some component of the debuff. These spells, while somewhat useful on long fights, are still only used when there are not better damage options available or stacking debuffs is required.MAGIC DAMAGE OVER TIME
The following changes have been made to smooth out the spell line progression:
- Suffocate damage over time increased. A Reverse damage shield effect has been added.
- Gasping Embrace mana cost and cast time lowered.
- Torment of Gnyrt damage over time and mana cost increased.
- Asphyxiate direct damage and damage over time increased, cast time lowered. A Reverse damage shield effect has been added.
- Chokehold direct damage and damage over time increased
If we are considering tweaks to mesmerize spell lines, I would like to see an additional entry or two for Entrancing Lights (PBAOE Mez) at higher levels. This is something that fills a niche when you need AOE crowd control, but can not use Shout of Agony to do it. I'd also consider increasing the radius on the targeted AOE Mez lines since they often miss mobs on the edges of packs that are not tightly grouped.MESMERIZE
The following changes have been made to mesmerize spells:
- Glamour of Astris is a new level 24 Enchanter mesmerize with the additional effect chance to memory blur your target.
- Glamour of Nalia now has an additional effect chance to memory blur your target. Max enemy level increased to 59.
- Minimum duration increased to 4 ticks for Enchanters on all mesmerize spells.
- Overpowering Calm properly reduces enemy mitigation to mesmerize duration rather than adding a flat duration before mitigation.
Decent. Not alot to comment on here. +1CONTROL ENHANCEMENT
JINX
- Control Enhancement is now applied to mesmerize spells against all mob levels (previously below level 63 only).
- Control Enhancement now grants a dual effect to charm spells:
- Adds a flat duration to charm effects on durations less than or equal to 19 ticks.
- Adds a percentage duration to charm effects on durations greater than or equal to 20 ticks.
- Transfixiating Armlet Control Enhancement focus effect lowered to IV.
The following changes have been made to the jinx line of spells:
- Hex - A new jinx spell available at level 34. Curses the target's next melee round to miss, diverting a portion (50%) of the potential power back into them.
- Vex - Curses the target's next melee round to miss, diverting a portion (90%) of the potential power back into them.
These are potentially very interesting, but I don't think there are that many fights where they come into play... and again, we have very few spell gems as it is. Perhaps, this opens up new avenues for content development though... Edit: How about adding a charm break component to this as well? Assuming it can be made not to break certain scripted events.DISPELL DETRIMENTAL
Enchanters now have access to the dispel detrimental spell line. These powerful spells allow a chance to dispel a snare, root, fear, and mesmerize from your ally. Stronger spells increase the success of removal but require more expensive reagents.
- Taper Tethers - Available at level 24. Successful against detrimental spells up to level 44.
- Cancel Constraints - Available at level 44. Successful against detrimental spells up to level 63.
- Break Bindings - Available at level 63. Successful against detrimental spells up to level 70.
The damage and rune effects on these spells seem very lackluster. Perhaps, they could be adjusted, and we could consider allowing both the new chromatic and individual elemental focus to work on these spells, giving an incentive to keep more worn foci up (troublesome enough even before the gutting of AOD)CHROMATIC REPERCUSSION
Enchanters now have access to the chromatic repercussion spell line, featuring the new resist type: Chromatic. These spells nuke your target with a chromatic nuke, dealing direct damage against your targets lowest resist. This spell line will also cast a shimmering rune on the target of your target. These spells are learnable at the following levels:
Chromatic focus effects and worn chromatic damage have been implemented and will become available to players in the future.
- Chromatic Gleam at level 20.
- Chromatic Burst at level 29.
- Chromatic Barrage at level 39.
- Chromatic Refraction at level 49.
- Chromatic Fusillade at level 58.
- Chromatic Aberration at level 65.
Other Thoughts
- The recent removal of components on Runes has been good. Enchanters never got a third Tome (now AA) idea, and one of my thoughts was to add a Rune Channeling stance. Give the enchanter an exhaustive stance with moderate stamina drain and a 45 min cooldown. While the stance is active, improves the runes cast by the enchanter. Options on ranks for this include chance for increased absorbance, absorption of spell damage., or flat AC on top of the rune effect - or just faster casting or fatter runes. This could be a great oh-shit button, but would need careful balancing.
- Cascading Bond Tome (now AA) needs a revamp with the bond changes. I'd propose either make it an AA hotkey ability, a stance, or passive. As it stands with the way the spells are being redone, it is unusable in all situations I can think of except soloing, and I'd love to get my AAs back.
I've seen enough nerfs in the past to know that this will be tweaked, but it will take some time to get it right. Assuming the devs are willing to listen to player feedback, I would love to get people's thoughts here.
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