I clipped number 4 off above to reword it a bit and it was getting too long.
4. Snare. This is a trickier one to explain how good it is for charming. But because you can snare things with powerful movement debuffs it means you can actually fear things once they get down to a certain amount of life even in the middle of a dungeon with other mobs relatively close because they will move so slow at low life. several fears have short durations too, and you can always root to stop the fleeing mob Alternatively if you clear yourself a "runway" you can even start off the fight until the very end by fear kiting the entire time -- this can potentially even set you up to beat summoning mobs and/or nasty spell casters who when feared are zero threat but when rooted stlll pose a huge threat.
Getting to more explicit uses for charming and snare, consider this: You are charming a difficult and geared up mob( haste item.- mr items, weaponized, hasted, etc) and you are getting ready to kill a really difficult enemy(maybe a named you are camping). you usually will have a bit of room enough to dothis, but before the fight starts pre-snare your soon-to-be charm pet. Now what this means is that for the duration of snare this highly dangerous wrecking ball of destruction that could theoretically kill you in a couple seconds should be much easier to deal with if/when you get a charm break, significantly reducing the chance of negative outcome in the fight. And since this might be a long fight, you might even get 2 or 3 breaks before its over but dooming itself lasts close to two minutes or something like that.
Enchanter has no sort of "pre-fight" safety net like that. It's like 100 mana for a very useful insurance policy in the fight.. What's more is you can often re-establish the charm without resorting to screaming terror or spending any more mana if you can get just enough distance between you. Then you don't have to wait so long to get your pet back into doing DPS instead of farting around with ST.
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