Class Changes: Enchanter

Enchanter Core Spell Changes

The previous state of Enchanters was not something we were happy with. When the last set of Enchanter changes were made on the previous server, the issue being addressed was that in a raid optimized for an Enchanter, an Enchanter could do around 10% more personal DPS than any other class. Even in a raid where their potential was not being maximized, Enchanters were often near the top of the damage meters.

Some of the changes made in an attempt to fix this left Enchanter play patterns unfulfilling and took away part of what made Enchanters unique on our server. They also required developers to ensure we had a charm pet in every zone with difficult content until the end of time, something we did not want to have to do. We’re making a series of changes to try to address these issues.

Our goal with Enchanters is to try to reduce the amount of time they spend cycling nukes by incentivizing casting other spells and reducing the cooldown on the mimic spells.

We buffed Runic: Avatar of Destruction so that its damage contribution should now be similar to Runic: Corporeal Bond, and added a lower-level version that should be comparable to Somatic Bond.

We also want to lean into the damaging spells that provide utility. To do this, we’ve made changes to their damage-over-time line, the Chaotic Vision line, the chromatic nuke line, and Vex.

Finally, The illusion was taken off of Misery of the Swamp because it would often adjust large enemies’ hitboxes, which could cause issues. Plus, turning every raid boss into a Gruplok got tiresome.

Core Spell Change Change List

  • Runic: Avatar of Destruction mimic damage has been increased to 70%.

  • Runic: Avatar of Destruction, Somatic Bond, and Runic: Corporeal Bond now have a 25-second cooldown, down from 50 seconds.

  • A lower-level version of Avatar of Destruction named “Herald of Destruction” is available at level 53. It provides 70% mimic and lasts for 7 ticks.

  • Charm pets that were added to raid and six-man zones have been removed.

  • The Enchanter damage-over-time spells from Suffocate onwards now only last six ticks. Their damage has been adjusted to match the previous total damage dealt.

  • The Enchanter direct damage spells in the Chaotic Visions line now share a cooldown.

  • The runes from the chromatic nuke line now go to the song window.

  • The mana cost of the chromatic nukes has been reduced.

  • A new chromatic nuke is now available at the runic spell level.

  • Vex now has an 18-second cooldown and 12-second debuff lockout, down from 24 and 18.

  • Misery of the Swamp now has a -25 resist adjustment and no longer illusions the target into a Gruplok.

Enchanter AA Changes

In addition to the changes to core spells, we’ve given Enchanters a third special AA and redesigned Corporeal Bond because it was rather divisive. While some people quite enjoyed the melee aspect, many Enchanters were unhappy to have a chunk of their power tied up in melee when it was not something they were concerned with up to that point. We’re aiming both of these AAs at improving Enchanters in smaller group content.

AA Change List

  • A new Enchanter AA called Destructive Surge has been added. While the Enchanter is under the effect of Avatar of Destruction or Herald of Destruction, the spell damage they deal is increased by 10% per rank. Previously, these spells did nothing for an Enchanter.

  • Cascading Bond has been redesigned. It’s now called Doppelganger. Doppelganger increases your animation pet’s life and allows your animation pet to wield your weapon while it is affected by Somatic Bond or Corporeal Bond, giving it a large bonus to melee damage that scales based on your weapon’s ratio.

  • A new animation pet is available at the runic spell level to facilitate Doppelganger.

Additional Enchanter Changes

  • As mentioned in a previous dev blog haste from haste spells has been shifted to worn haste at higher levels. The hope is the overall changes should be enough to offset this and have shifted the power to things you do actively rather than passive buffs.

  • A new rank of spell in the Cripple debuff line is now available for Enchanters and Shamans at level 62.

  • Due to a bug fix for the Enchanter pet window, the Enchanter illusion pet can no longer be commanded to attack baseline. This is a client limitation; the client thinks pets with the invisible man model should not be able to attack without a specific AA. You can get around this by casting an illusion on your pet, and the limitation goes away when you purchase all ranks of AA: Guardian Animation.

I just wish to mention one possible issue which I don’t know was noticed, but spell bond falls behind of melee bond over time because of how they work.

An enc copying spells will not get a % of damage like in melee, but cast it as if it’s their own spell at reduced effectiveness. They benefit from their own focus effects, but not damage on gear.

So for example, a melee class gets a new weapon which increases their damage by 10%, you also get that 10% increase in damage. If a wizard gets a new hat with +100 fire damage on it it will do nothing to increase damage of the enc’s bond.

This means that AoD is as good as it gets as soon as you get it and then gets relatively weaker as everyone gears up.

If spell mimic simply copied the damage of the caster just like it is done with melee this issue would be gone. I think it’s also the better solution than allowing damage on gear to work with copied spells otherwise you would need a gear set for each class you copy.