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       #Post#: 712--------------------------------------------------
       Enchanter overview
       By: Imperium Date: March 24, 2019, 5:15 pm
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       Enchanters have a very unique place in EQ. Unfortunately on EMUs
       they rarely have a purpose other than buff bots you log in
       before your group goes out. I was excited to give it a shot on
       this server, hoping they would have a fun utility based roll and
       charm would be worth something. Playing the game to 30 to
       realize the entire Color PB AE stun line has been nerfed to do
       PB AE atk debuff . . . it basically took away half the
       enchanter. I use the stuns as much if not more than the mez
       line. Everytime charm breaks, everytime you have a mob in melee
       range attacking you and you need to get a spell off. Without the
       color line you have to chain cast mez and hope you dont get
       interrupted? I would not recommend enchanters for anything other
       than a buff bot. The buffs lasts hours, so its no problem.
       #Post#: 721--------------------------------------------------
       Re: Enchanter overview
       By: Dolmir Date: March 25, 2019, 6:26 pm
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       I don't know that I would agree that the Color line of spells is
       critical to the viability of Enchanter as a class. I believe
       that the team are aware of a number of issues affecting the
       viability of Enchanters and that they are looking for solutions.
       At some point the class may get some help and at that time I
       would not necessarily expect the class to shine in the usual
       way, so I encourage you to keep an open mind towards tools that
       help the class in general but are not exactly the same as those
       that have been removed.
       #Post#: 724--------------------------------------------------
       Re: Enchanter overview
       By: Nedush Date: March 26, 2019, 12:50 am
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       I think its great to not allow AE groups, as they are very
       unbalanced in the AA grind.
       As for that stun, there are other spells to control the charm
       break. Even more when you play a duo.
       Would it be possible to limit the number of targets for the
       color flux line to 2, 3 or 4 mobs? That could fix both issues.
       #Post#: 725--------------------------------------------------
       Re: Enchanter overview
       By: Imperium Date: March 26, 2019, 9:51 am
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       I have played an enchanter since 2000. The color line is
       invaluable, its top 3 reasons to play the class. If its solely
       based on banning AoE, Just drop PB AoE nukes. They are only used
       in aoe groups.
       #Post#: 726--------------------------------------------------
       Re: Enchanter overview
       By: whoopinstik Date: March 26, 2019, 10:16 am
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       I would agree with this somewhat. I think giving an ATTENTIVE
       enchanter a quick option to not receive damage on a charm break
       would be handy for both the enchanter and the group. When I was
       doing it, the tank would have to grab agro of the mob in order
       for me to be able to recharm successfully.
       Another option would be adding more durability to runes. Since
       the reagent cost hasnt been removed from them and they are still
       based on Kunark content, the runes get eaten in 1-2 hits which
       doesn't give you the time you need to recharm as well.
       Enchanter broke? Nope. Could use a tweak? Yup.
       #Post#: 727--------------------------------------------------
       Re: Enchanter overview
       By: Nefemunia Date: March 26, 2019, 11:51 am
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       1-2 combat rounds is roughly 6 seconds.
       #Post#: 728--------------------------------------------------
       Re: Enchanter overview
       By: Dolmir Date: March 26, 2019, 2:04 pm
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       [quote author=Eldarian link=topic=317.msg727#msg727
       date=1553619091]
       1-2 combat rounds is roughly 6 seconds.
       [/quote]
       This statement is not very precise but here is my
       interpretation:
       In any six-second period during which a mob attacks
       uninterrupted, it should be able to perform either one or two
       combat rounds.
       I don't believe this is an accurate description of the base
       attack rate of any mobs I have ever hunted for experience on
       this server. Even if it were true, it would be hard to imagine
       that the ability to charm mobs that attack at this rate makes
       them competitive with other classes.
       #Post#: 729--------------------------------------------------
       Re: Enchanter overview
       By: whoopinstik Date: March 26, 2019, 5:59 pm
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       Rune III absorbs up to just shy of 400 dmg. Rune IV absorbs
       close to 700. Regardless, my point is no one wants to slow a
       charmed pet. And for safety sake....I have rarely hasted a
       charmed pet. So naturally, in most zones in which we xp....one
       mob will hit your TWICE.....not to rounds...but hits and even
       the 10pp per cast rune is gone before you can recharm. Thats
       what I meant.
       #Post#: 730--------------------------------------------------
       Re: Enchanter overview
       By: Imperium Date: March 26, 2019, 6:16 pm
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       Charm isnt the main point. A 5 pull is manageable even in a
       terrible group, due to a few Color stuns to regain control, its
       as important as Mez. Its sounds like this isnt a big deal or its
       manageable to most of you. I wont be playing an a crippled
       enchanter, and if its good where its at with the rest of you
       then there is no need to make any adjustments.
       #Post#: 748--------------------------------------------------
       Re: Enchanter overview
       By: GM-Bubbles Date: April 2, 2019, 4:47 am
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       Great thread - great feedback! TY all!
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