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Old 12-04-2019, 09:08 PM
Frostback Frostback is offline
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So, why not charm? Simple. You cannot charm 95% of mobs in any of the planes as Allure is capped, and it is totally random in duration. If Enchanters are going to be told to rely on charm then Allure has to be upgraded to be castable on all NPC's (bar Dragons and Gods) and set durations have to be implemented.

{Editors note: Ok this is where I must disagree myself I use the charm series on a regular basis to replace my pet. I feel they are much more usefull than our pets for many reasons.
1. They require no regeant, thats right no more tiny daggers.
2. They obey commands (CHEER, my favorite part).
3. It reduces the number of incoming MOBs by one for crowd control.
4. get the caster, be it blaster or healer have its mana working for you and not against you.
As for the amount of creatures that are uncharmable I guess I haven't reached that point yet but if it is so maybe a boost to our high level spells would be in order after all this is one of our primary class roles.
But a few downfalls I have noticed also
1. your charmed pet will have a tendency, in Lower Guk especially, to warp if not in battle then return to you uncharmed with a large deadly train.
2. because many are not used to us charming things they tend to waste alot of mana on a MOB not bothering to notice it is doing no damage, this verant could fix with a simple warning line that you have targeted a charmed creature or as the spell goes off a line saying the Gods protect your target in the yellow warning color.}

If Enchanters are going to be reduced to Charm, Clarity, Mez and Stuns then they need some upgrades:

The cap on Allure upped, and random times removed.
Better clarity for grouping.
Unresistable/near unresistable mez spells.
Longer duration, less resisted AE stuns.
If it is not Verant's intent to reduce Enchanters to this role then they need to be givien some kind of combat upgrade. Possibilities include:

Stronger pets with commands.
More efficient and group friendly DD and DoT spells.
Enhancements to their slow and stat debuff spells to make them the leaders in this area.
I am not saying Enchanters are useless, but they are being forced into a role which they are becoming very quickly ill-equipped to handle in High Level zones.

On top of this are the little things for Enchanters:
Berserker Spirit being nerfed silently last patch losing 20% of its protective skin.
Still no full implementation of Item Enchantment after being told it would be included in March of 1999.
Mana Sieve & Curse of the Mind are for all intents useless on NPC's.
{Editors note: I was thinking on this one last night what if Mana Sieve where to give us a small ratio of the mana taken from the mob? Say 1:10 or so since we are not really great blasters and our mainstay is to debuff and charm this would have little chance of having an abusive application. I understand this may not fit so well into our perceived class type being a leach like spell but I never saw the original spell as much of an Illusionists trick either, unless you think of it like we are using the MoBs own thoughts against him.}
The Lull Series has a resist level so high it is a suicide spell on anything white or above.
Illusions now being for all intents purely for fun with the removal of the Enchanter scouting abilities. The bonuses on the illusions aren't really of any major benefit.
WTYH and DDD. These spells offer nothing a cheaper mana AE stun can't provide. And the AE stuns are resisted much less, and last much longer. They were meant to be fixed months ago...
{Editors note: not to mention the lack of item degradation that is harming our economic side.}
I point all of this out to show that there are class balance issues everywhere. Enchanter's are just one class which is need of retuning. Rogues, SK's, Paladins, Necromancers are all below what they should be at this moment as a result of recent patching and the game evolution. All we can do as players is keep the issues in Verant's face until something is done.
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