View Full Version : What all has changed for Enchanters
sabersyii
10-15-2019, 09:58 PM
Hi
I was just wondering what all has changed for Enchanters when it comes to this new Green server, does anyone have a list of what all has changed for them?
Thanks for your time.
kabouter
10-15-2019, 10:10 PM
There will be more competition for groups, since according to the polls 25% of the users will play an enchanter.
Besides that:
- no breeze
- perhaps no clarity for the first x months
- no pet window
- no npc cycling (this is a big one for crowd control)
Fammaden
10-15-2019, 10:31 PM
Based on what I've been seeing of the beta population for enchanters that poll is probably pretty accurate too. Druid numbers might be inflated by boxers right now, but I'd expect they will be number one or two anyway.
Nuggie
10-16-2019, 12:16 AM
Edit: ignore
There will be more competition for groups, since according to the polls 25% of the users will play an enchanter.
Besides that:
- no breeze
- perhaps no clarity for the first x months
- no pet window
- no npc cycling (this is a big one for crowd control)
more if it's actually vanilla:
tashan resists at about the same rate as "normal' spells, like root.
DD spells save as all or nothing. this means you will get a huge amount full resists on anything higher than a green. basically, the DD line is trash.
flacidpenguin
10-16-2019, 06:39 AM
Enchanters are super important in nearly every group for mez alone, and lull is going to be important as well. Later haste and slow are super strong as well. Healer/tank/enchanter is the core of any group. I think there will always be room for enchanters.
And later you solo extremely well.
Sinistria
10-16-2019, 06:49 AM
If there are tanks... ;)
Enchanters are super important in nearly every group for mez alone, and lull is going to be important as well. Later haste and slow are super strong as well. Healer/tank/enchanter is the core of any group. I think there will always be room for enchanters.
And later you solo extremely well.
The problem is that enchanters generally only thrive where monsters are plentiful, either as pure CC class or charming. once mobs start becoming scarce the enchanter tool kit is pretty mediocre. So depending on the population of green this could be a pretty huge deal.
cd288
10-16-2019, 10:30 AM
more if it's actually vanilla:
tashan resists at about the same rate as "normal' spells, like root.
DD spells save as all or nothing. this means you will get a huge amount full resists on anything higher than a green. basically, the DD line is trash.
Is there proof of this being the case at launch?
The problem is that enchanters generally only thrive where monsters are plentiful, either as pure CC class or charming. once mobs start becoming scarce the enchanter tool kit is pretty mediocre. So depending on the population of green this could be a pretty huge deal.
Eh, that mostly applies from like 24 or so on. Until then, the Enchanter pet is actually quite solid. At some levels pre-24, it's actually good enough that letting the pet kill things and taking the 50% EXP penalty is faster XP per hour than trying to damage the mob yourself.
My favorite is the lack of twinking. When a buffed charmed pet breaks on a naked ench the damage is real.
Tecmos Deception
10-16-2019, 11:27 AM
more if it's actually vanilla:
tashan resists at about the same rate as "normal' spells, like root.
DD spells save as all or nothing. this means you will get a huge amount full resists on anything higher than a green. basically, the DD line is trash.
Chanter nukes always have been all or nothing on p99, haven't they?
The problem is that enchanters generally only thrive where monsters are plentiful, either as pure CC class or charming. once mobs start becoming scarce the enchanter tool kit is pretty mediocre. So depending on the population of green this could be a pretty huge deal.
It's not like lich and canni, hp buffs, regen, aoe nukes, feign death pulls, etc etc etc are remotely important if you're in a full group only killing 1 mob every couple minutes either. IF there are actually so many people competing for so few mobs, nobody's toolkits matter because the group's efficiency isn't what is holding back your exp gain over time. It's just the wait on finding another mob that someone else doesn't find first.
since according to the polls 25% of the users will play an enchanter.
The poll I see is about half of that for enchanters. Which is similar to what it is and has been for years on blue.
Chanter nukes always have been all or nothing on p99, haven't they?
I don't know. don't have an enchanter on blue, but from the many time's I've group with them, I'd have to guess they are certainly partially resisted on blue right now. At all or nothing resist rates, you'd get at least 3 out of 4 nukes resisted on an even con, 2 out 4 on high blues.
It's not like lich and canni, hp buffs, regen, aoe nukes, feign death pulls, etc etc etc are remotely important if you're in a full group only killing 1 mob every couple minutes either. IF there are actually so many people competing for so few mobs, nobody's toolkits matter because the group's efficiency isn't what is holding back your exp gain over time. It's just the wait on finding another mob that someone else doesn't find first.
You'll still want to optimize for kill speed when/where possible. Regen, for instance, can be useful as it can still save the healer mana which they can then nuke with.
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