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Old 03-30-2019, 07:20 PM
mr_jon3s mr_jon3s is offline
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Complete heal on an enchanter.
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Old 03-30-2019, 07:35 PM
DMN DMN is offline
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Quote:
Originally Posted by mr_jon3s [You must be logged in to view images. Log in or Register.]
Complete heal on an enchanter.
Enchanter will still get gibbed by summoning/unstunnable mobs.
  #3  
Old 03-30-2019, 08:25 PM
Murri Murri is offline
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Old 03-30-2019, 09:38 PM
jazzman_so_fresh jazzman_so_fresh is offline
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I'd prefer to have Trak banish... On a PvP server... Imagine the corpse runs everywhere
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Old 03-31-2019, 11:52 AM
Tecmos Deception Tecmos Deception is offline
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Quote:
Originally Posted by mr_jon3s [You must be logged in to view images. Log in or Register.]
Complete heal on an enchanter.
Would rather have hp buffs or malo personally. Or fd, or cantata, or torpor. Ch would be great for when everything is going right except your pet can't handle the mob. But the other stuff would help you more often and in more situations beyond soloing icy servants or whatever.

Cle/ench duo that has malo? Fd after lull crit fails? Cantata in groups/raids? Torpor for self heal or helping pet without the 10s cast time? Yeah.

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Originally Posted by jolanar [You must be logged in to view images. Log in or Register.]
I've always felt you could completely merge the wizard and mage class. All you'd need to maybe remove is snare or root and the class would be perfectly balanced against enchanters and necros.
Maybe not perfectly. You'd still lack in solo, even with root/snare, since you don't have good mana regen and still have pet eating xp to work around and you don't have slow for hard mobs at high level. You'd be a bit behind as a duo partner for most everyone without being able to bring c or heals or buffs (or control, if no root/snare). But you'd be awesome for trios and larger.

With root/snare, it'd be an enormous improvement for both classes, but still wouldnt be quite as dominant solo or duo as a chanter or necro. But it'd almost certainly be #1 group DPS pick... most of a rogue or monk's DPS but with ports, coth, roots, stuns, malo? OP in that setting.
Last edited by Tecmos Deception; 03-31-2019 at 12:20 PM..
  #6  
Old 03-30-2019, 07:21 PM
Tuurin Tuurin is offline
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If op’s question is what would be the most overpowered change, I’d guess giving enchanters CH is a viable suggestion
  #7  
Old 04-02-2019, 10:46 AM
Rimitto Rimitto is offline
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I'd give poison making to enchanter.
Let's be real here, THROW is easily the best overlooked enchanter ability... imagine it but upgraded [You must be logged in to view images. Log in or Register.]
  #8  
Old 03-30-2019, 07:21 PM
Tuurin Tuurin is offline
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Good thinkin Mr J [You must be logged in to view images. Log in or Register.]
  #9  
Old 03-30-2019, 08:30 PM
Nexii Nexii is offline
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SK/PAL/RNG -> Defensive Disc
MNK -> Divine Aura
ROG -> Precision Disc
WAR -> Flame Lick
BRD -> Feign Death
MAG -> Hide/Sneak (setting up COTH)
NEC -> CH (lots of mana regen)
WIZ -> Clarity II (lets face it getting 60 is the hard part)
ENC -> Torpor (more efficient for general soloing)
CLR -> Cannibalize IV
DRU -> Enchanter charm lines (animal only is limited)
SHM -> Winds of Gelid (or PBAOE line, only thing shaman lacks imo)
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  #10  
Old 04-02-2019, 10:48 AM
Raev Raev is offline
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Another fun puzzle! The only problem is basically everyone is maximized by a small list of overpowered abilities:.
  • SHD/PAL: Defensive Discipline
  • RNG/BRD/ENC/SHM/MAG/WIZ: Feign Death
  • NEC/DRU: Complete Heal
  • CLR: Lich or Cannibalize
  • WAR: Stun
  • MNK: Root. You could also argue this for Magicians.
  • ROG: Summoned Pet. You could also argue this for Wizards.

Also Feign Death for enchanters is far superior to complete heal. You can debuff faster on raids, exit bad charm breaks, and make ridiculous assist aggro pulls with Rapture.
Last edited by Raev; 04-02-2019 at 10:50 AM..
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