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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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