OP is a retarded person and there are 9 posts above this one explaining why, but I'll delve in myself for no good reason at all.
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Originally Posted by branamil
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* If you can manage to kill all the spawns in your camp, and you have downtime waiting for spawns, charming one of your spawns is pointless. You didn't need more DPS.
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So charm it from elsewhere, pull more mobs, or you know.... kill it when you've run out of mobs.
Quote:
Originally Posted by branamil
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* Charming uses up one of your spawn points. Nothing will spawn in your pet's spot until he's killed. This can be bad if you're trying to maximize XP or loot.
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So charm it from elsewhere, or you know.... kill it when you've run out of mobs.
Quote:
Originally Posted by branamil
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* It's an extra strain on your healers. It will break eventually. If your healer is struggling then perhaps charming isn't right for the group.
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If you're bad at your class, I can see this being an issue, but an actual enchanter above level 16 will take minimal damage from a recharm and the healer should have no reason to struggle. If you can't handle your pet, you just get a weaker one. A mob 10 levels lower than you will likely out damage the rogue in your group.
Quote:
Originally Posted by branamil
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* Intense camps need all of your mana and casting time spent on mezzing and rooting and slowing and buffing. Random breaks are preventing the camp from going smoothly. One particular camp that I can think of is Karnor's basement. If you have an intense puller you can potentially get constant waves of 4+ mob pulls with no breaks, in a small space. You should probably focus on keeping the adds locked down 100% of the time.
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Once again, is this from the perspective of someone who doesn't know how to play his class? Enchanting is about preparation, situational awareness, and timing. I agree that if you are moron, you shouldn't be trying to do both, but if you've made it to level 50 and you're CCing at Verix, you should definitely be able to keep a pet up. If not, go practice soloing somewhere so you can actually contribute.
Quote:
Originally Posted by branamil
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* no afk time. It's very rare to go 3, 5, or 8 hour grind sessions without needing an afk.
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You can easily afk, theres a nifty spell called root and another one called memblur. Getting rid of your pet takes 7-10 seconds at best.
Quote:
Originally Posted by branamil
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For your average 6 man group the benefits are almost always marginal. Charming is probably best for camps with lots of room to recharm with little chance of taking damage - or oddball composition groups with extra heals and low dps - or duos with a healer specifically formed with charming in mind - or situationally trying to break a tough camp - or soloing of course.
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Charming does not require as much space as you seem to think. You have an incredible arsenal of CC at your disposal, if your pets are getting through your runes even with 5 mobs cc'd in the background, you need to sort out your spell bar.
The benefits are astronomical, a charmed pet is an amazing off tank that can generally solo a mob by itself. A decent pet at the level you describe would be doing nearly double the DPS of any rogue the same level, and you get free xp when it runs low on health.
Overall I would say this enchanter is either level 15 or purchased his character on crimson walkthroughs.
1 star