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Post by Kaelynn on Aug 25, 2024 21:10:37 GMT -5
I've noticed that the enchanter tower debuff "Fragmented Consciousness Rank 3" is very hard to land. To the point where it takes 3-4 attempts even after debuffing resists. I was wondering if it would be reasonable to add a -resist modifier to the spell to make it more usable as part of a regular spell rotation, to help give enchanters a little something else to contribute on raids.
Thanks, Kaelynn
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Post by derker on Sept 14, 2024 17:48:54 GMT -5
I would also point out that the RK3 version of this spell line actually has a worse AC debuff than the RK2 version of this spell.
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Post by Bupu on Sept 15, 2024 10:05:26 GMT -5
Kaelynn : I see no reason for this observation therefore no change.
Derker : Oh I see, I made a change. It is way better now... imo. I doubled the value.
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Post by taurus on Sept 15, 2024 17:03:30 GMT -5
So I think you could make a strong case that Rank 3 of the debuff tower spells for Enchanter and Shaman should be made 20 target AoE instead of single target:
Fragmented Feralasis Malosinatia
Even in the high end game, very little is single pulled and would give those classes a viable option instead of trying to single target stuff in a pack or wait for just the boss encounters
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Post by Bupu on Sept 16, 2024 7:43:44 GMT -5
So I think you could make a strong case that Rank 3 of the debuff tower spells for Enchanter and Shaman should be made 20 target AoE instead of single target: Fragmented Feralasis Malosinatia Even in the high end game, very little is single pulled and would give those classes a viable option instead of trying to single target stuff in a pack or wait for just the boss encounters Unless they are AoE the answer is no.
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Post by Kaelynn on Sept 16, 2024 9:23:58 GMT -5
I think the bigger concern is that enchanters dont (or are at least percieved not to) bring any value to a raid outside of a bot coming to Fay before a raid leaves. A couple weeks ago I was told to change classes before a raid because "Outside of Fay, how does an enchanter help us at all?" which honestly kind of hurt. I've put a lot of time and effort into getting the most out of an enchanter as possible. I enjoy the class. Ive gotten all the tower spells for them and have basically maxed out gear. AE heal procs on nukes and melee. There is nothing else that can be done to make them more useful. Slow has basically no value since tanks barely get hit anyway, and more DPS is just better. Mez has no value since DPSing adds down is just more effective. The stat debuff is single target, barely lands, and honestly probably doesnt make much difference anyway. Their time pants fabled tash clicky is the same debuff as their regular spell (but AE), which isnt much better than the tash stick everyone else has. Mages get a massive resist debuff with their fabled mask clicky in comparison. For dps, they are the only int caster with only 1 rank of their custom level 80 nuke for some reason, and no other spell to come close to others in dps.
Everyone says to "just play what you want", but being turned away from a raid beacuse the class isnt worth the increase in raid scaling is an issue. I don't have a great solution off hand, something like making their debuffs easier to land or AE or something might be in the right direction. Or an increase in their dps.
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Post by taurus on Sept 18, 2024 13:30:23 GMT -5
So I don't think that's a fair statement. Playing what you want works for the solo/duo content as it's designed, the only impact is you. You want to be a chanter, go for it, a melee mage or a battle cleric, awesome! But when it comes to a raid, it's more than just you, there are 3-7 groups of people relying on you and your decisions for their enjoyment, too. I think people forget that during some of the public raids and skirmishes. More times than not, someone references the "fun" aspect for them and ends up just dumping their crap on others to make up for it negatively impacting other people's "fun"
In the raid environments of everything beyond NTOV, difficulty scales as players are added and it becomes more critical to have closer to the traditional EQ player make-up to be successful and complete in a timely manner. Yes, you can throw 30-40 people at it and find a way to get it done if that's how you want to approach it. Even in that approach you need traditional classes to be the backbone and bear the brunt of the difficulty. Ultimately it is up to the raid leader to make the decisions they feel are in the best interest of the whole.
The reality, this is Everquest. No matter how servers edit the rules or add their own flavors, in the end it still comes down to having a couple core classes to see everything there is to see. Imperium has given us the tools to be able to do just that. Swap to a core class for the 90 minutes of raid time that you'd like to see, then swap back and play the way you want the other 75% of the time.
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gang
Noobie
Posts: 36
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Post by gang on Sept 18, 2024 13:50:11 GMT -5
Lets also clarify somethings here.
1) I was the raid leader and I asked what an enchanter could add to the raid outside of Fay. Made no comment more than that. 2) This raid was Solro, not Tacvi or anything else. 3) Kaelynn also has come to Solro as Cleric-Rogue in the past, so enchanter isn't the only class they could bring or enjoy playing. 4) I did not turn them away from the raid period or say they had to change classes to attend, they left the raid on their own.
I'm not disagreeing that Enchanter could use some work, just making sure the facts are clear.
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