Author Topic: Enchanter report 1.64
Tyfud  7969 posts
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Posts: 7,969
Registered: Dec '01
Date Posted: 8/20/03 1:32pm Subject: Enchanter report 1.64
Overview

The Enchanter is a versatile class, and very near completion within the current system. Only a few tweaks and changes need to really be addressed with the class. Most of the problems for the class stem from general caster concerns; such as resists/low survivability/damage negation. Enchantment is however one of the lines perceived to be lacking in RvR, especially when compared to the other two lines. Enchant is still an excellent second spec; however, it lacks the damage output in RvR to be specced as a primary line by more than a very small minority of Enchanters.


Concerns

1.) Low caster survivability in RvR. High resists, numerous interrupt methods, lowest existing defense, various ways to eliminate/decrease casted crowd control with abilities like determination/resists, and an increase of full resists (Since 1.62). This has led to a decreased caster survivability rate in open field RvR combat.

2.) Pets being ignored in RvR. No innate resists, low damage output even fully buffed, and the fact that you can take out both the pet and the caster by killing just the caster, are causing pets to be ignored in RvR. This is critical because the underhill is supposedly the Enchant Enchanter’s primary attack. The pet may be fully buffed, but players only have to kill its owner: a class in cloth with the lowest defense in the game. Furthermore, +con buffs affect a pet’s ability to take melee damage; but as lower level, with no resists, pets take considerably more damage from spells and are easily neutralized with CC.

3.) Immunity to a spell is causing interrupts. Currently if you have an immunity timer to a given spell (Mezz/Root/Stun/Nearsight) that spell can still be cast on you, and while it has no effect to your character, it will continue to interrupt you. Since a spell that you fully resist does not interrupt a caster, it's confusing that a spell you're immune to would. This has become a concern in large battles where AE CC is being cast over and over on a group of players who have become immune to that type of CC by any of the various methods.

4.) Mages are encountering a large number of complete resists in high level/epic PvE encounters. With the changes to the to-hit code in 1.62, mages are finding it incredibly difficult to land spells on high level mobs, often times forsaking their spells to enter combat mode on the target so they can contribute to the raid.


Specline Issues


Enchant :
Enchantment is seen as unviable in RvR, lacking the necessary DPS output to keep up with the superior Mana/Light lines. In every case (except the new pet-only acuity and health proc buffs), another Hib class can provide the same spells. Many enchanters would like more spells that contribute to their group instead of just the pet. A few ideas: Make “Enchanted Armor” and “Beguiling Will” realm castable. Have pet-only item resist buffs, which stack on group-cast resist buffs. Increase the range of a pet’s command tether by a small amount based on spec level. A buff, which allows the pet to take a certain amount of HP’s worth of damage that the caster receives at the start of a battle, similar to an ablative ability, but it would transfer some damage to the pet’s HP pool.

Light:
A very strong line with the addition of the DPS debuff; the only request I’d ask is that there be a final DPS debuff that is set to a higher level than is currently available. The primary issue a light caster faces is resists, which are being reviewed, and so we’ll move on until the review is complete. A secondary issue is the attack speed debuff. Many feel that this spell is often not worth the casting, and in some cases detrimental to the Enchanter and their group due to frontloaded melee damage. If the haste effect gained by melee is not scaled however, it will cause their damage to increase significantly. A recommendation would be to have melee damage scale when hasted (current implementation), but only increase the swing time when attack speed debuffed.

Mana:
Currently seen as the “Overpowered” spec, this label is given only because of certain bugs that exist. No longer being able to debuff RvR targets into negatives would solve many of these perceptions. I’d like to ask that this change occur in RvR only, as it was never seen as too powerful in PvE and adds groupability and versatility to high end PvE. The FDS (Focus Damage Shield) is also seen as overpowered in PvE while severely lacking in RvR. I’m opposed to moving this to the Enchant line, as that line does not need additional PvE only tools. Instead, balance out the RvR and PvE abilities of this spell. Aside from the PvE changes to the FDS mentioned in the last report/feedback, the focus component should be removed or modified (perhaps a chant), and made single target, realm castable to help its RvR viability.

New Issues


1.) After 1.62 the resist rate/miss rates in RvR and PvE has gone up substantially. There must be some way to allow the block/parry rate to work as intended, without changing the fundamental resist/miss dynamic that every player has become accustomed to since launch date.

2.) The Ally will stop and cast the health regen spell on every group member every 5-min. This makes it incredibly difficult to keep track of where the pet is, and if he’s picked up aggro as you’re running around the RvR frontiers. A suggestion would be to either have the health regen an instacast (like the compatriot/zealot’s self buffs), or a group buff with a longer duration.

3.) There seems to be a small change to either the powerpool of robed casters or the way focus items work in the game. It is costing more power to cast the same spells post 1.62.


Other Issues

1.) The DPS and attack speed debuff should be able to crit with Wild Arcana, however enchanters can’t get the WA Realm Ability.
2.) Group casted BT (not PBT) is overwriting caster’s self casted BT
3.) A release animation other than death for pets.
4.) More “Fluff” abilities for pets, such as talking through them, and having them perform emotes.
5.) Allow the pet summons to be Ground Target based.

Item Problems

- The Galla Enchanter staff and Galla Enchanter armor when combined goes over the +Hits cap by 60 points. Please replace either the legs or the chest + hits with something more appropriate.

Documentation Issues

1.) The description of BAoD on the Herald RA list is slightly incorrect. Please specify that it also affects the “Group”.
2.) BAoD Delvs for 35% in game, yet grants 36% in the resist window.

 

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Tyfudd - Ronin Blademaster, wandering the lands seeking a cause
Tyfud - Ninjachanter of the 12th circle of Edos
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