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Chantertime took a risk posting his/her point of view on this. As a former chanter main (x2) I see alot of truth in what some others called a "whine". (edit: but I see her point upon rereading the thread, so I rated her up too).
I retired my first chanter when cap was 65 (at 65) and have retired another one since coming back on a new server. Charm soloing is good (great) again --but many people that rolled chanters made them to group. Chanter is a group utility class that has arguably been supplanted by gear, potions and lobby buffing.
While many have defended the chanter class is this thread (you are the enlightened), it is extremely difficult to be viable in the under 65 (75?) grouping game as a chanter today --unless you have a great guild (you know, the type that will play with you no matter what class you are even if they already have 2 in the group).
Outside of the good guild, next to nobody wants a mez. Groups offtank and/or overtank with a much higher level tank. I have heard people ooc for a shammy/beast slower and not want a chanter... (their loss)
The sublety of chanters has been lost to the vast majority of players and its not really any players fault. In a typical pick up group (and we know that's not usually the most efficent scenario) by the time a chanter has cast their slow most mobs are nearly dead --this means the chanter has contributed no DPS to the kill unless they have control of the animation pet or it's the super-rare group that likes charm. This is not a gripe, its just the nature of the game now.
Chanters have a role in raids. I was highly encouraged to level my newer chanter by a guild because they wanted another tasher... A good raid guild has a few uber chanters to do more than just tash of course --but I include that comment to show the attitude an up-and-coming character was getting. My impression is that most raid-guild chanter mains are characters that have been around awhile.
Chanters are becoming an endangered species in EQ. If you took away the buff alts and just counted mains (take out the only-raiders to really see it) there isn't that many active chanters loose in the game (I feel kind of the same way about rogues as well).
Some steps have been made to try and fix the general appeal of the class... charm soloing xp un-nerfs, auras, SoF spells/aas but it is a really hard one to balance because of how well a skilled charm-soloer can do already.
I agree that chanters and chanter fans need to post on o-boards for positive changes. My wishes from my chanter days:
-reduce the level of feedback (damage shield spell) and add at least 5 ranks to the line. Make it stack with all other damage shields. Make a group version.
-give me more dots that stack with each other and other classes dots... dots are dangerous for a soloing chanter to use. This is the single best way to up chanter dps without making everyone reroll solo chanters because they are super overpowered when charm soloing --if that is even a concern anymore. Unless they are fast casting though... they won't help in typical grouping.
-half the damage and cast time of the insanity line of nukes. Ideally don't half the damage but the cast time is the bigger issue. Take the stun component that works on next to nothing post GoD off the nukes (at least the lower level ones) and/or provide an additional line of nukes so chanters in groups can chip away at mobs --if you half the cast and keep the stun its too much of a taunt probably.
-move all beneficial group spells down 10-15 levels for the chanter. Many casuals play less time a night than good KEI lasts. Most people have chanter buffs from lobby that are over there level if they were only buffed in a group their range. Keep KEI above the lowbie spell cap (or not?).
-make the chanter AC buff stack with all other ac buffs.
-put shiny bob (animation pet) on steroids.
-provide a new burst line of slows (still not as good % as shammy, but fast casting) or reduce the time it takes to cast current slows. This makes it more dangerous... and more effective.
-increase the power of rune and remove the lower level reagent use. Or just require one reagent in inventory... since the elite just have stacks of them anyways. Chaining rune is powerful.
-stop coding npc to be immune to alliance line. Chanters are supposed to be able to slyly complete quests.
-add depth to the enchant line by letting chanters make norent utility items based on chanter spells and basic needs (i.e., Jacinth of alliance is 1 charge of alliance, enchanted rabbit meat is a minor hp buff, etc.)
-code more benefit into illusions and make more of them group castable prior to aa (i.e., put the Iksar regen on illusion Iksar, make the elemental illusions group castable).
-make chanter debuffs noticably strong (sorry zek server) so groups truly appreciate them.
-combine spell lines (both beneficial and detrimental) so that having a chanter means using fewer buff slots used to accomplish the same thing. With detrimental, put the various weaken, sapping etc. spells together and/or onto the new dots. Make mez weaken over time... to a set bottom --can't have a remezzing exploit after all.
That's all I remember without asking for mage pets, fd, snare, temp and so on...
...ironically if they implemented all of my suggestions a grouping chanter would have to play more with more skill since they are able to act fast (nukes, slows, etc.)and therefore draw more aggro.
Thank you for your kind and thoughtful reply. Since you last played an Enchanter when the level cap was 65, you may not be aware of the fact that at least one of your suggestions was met. The cast time of our slow spells is now 1.5 seconds and has a resist modifier (-30). The drawback is the duration (15 ticks) and the recovery time should be spell be resisted (1 tick).
And I'm sorry that people view this as a "whine." It is the recognition that my class has changed. Not necessarily for the better, or the worse, but just changed. A guide once commented to me that she considered Enchanters to be the "most difficult class to master, and the most dependent on the group." (Bards, I think, might be harder to master, but the fact that they wear plate, have more hitpoints, and are the fastest class on Norrath, makes the game more forgiving of their mistakes.)
Group dependency is no longer the case. I have soloed three levels and at least 400 AAs since the latest expansion. What makes it possible for me? The simple addition of two very special AAs: Beguiler's Directed Banishment and Beguiler's Banishment. They do the same thing, but the former is single targeted while the latter is an AoE that strikes random opponents in the immediate area. Both of these effects knock the opponent back, then root (if the mob is rootable), and then blurs it. So, it removes your opponent from striking range, then causes them to forget you. It takes one tick to recover the directed version, two ticks to recover the AoE.
So, who needs a group? I find a suitable candidate for charming (the grizzly bears in Loping Plains, for instance), get a safe distance away and let fly with Tash. The mob, of course, charges me. And I almost feel sorry for him. Pitiful attempt really, since he will not reach me. Beguiler's directed banishment knocks him back and binds him in place. Long enough for me to charm. The root is short, so it's only a wait of one or two ticks before it breaks and your mob is ready to fight for you.
Charm break? Again, keep your distance while your charmed mob fights for you. If the charm breaks and you have two enraged mobs determined to disembowel you, let go with the AoE version. Two mobs are sent flying, and since they're both already Tashed, simply reclaim your "pet" and finish the job.
We also get a HoT for our pets that I accidentally discovered will heal your charmed mob, too. Companion's Blessing, I think it's called.
Finally, to the person who suggested that I shouldn't play my class if I didn't like it. I didn't say I didn't like it. I simply said that I'm seeing my obsolescence in a group setting. On the contrary, I'm enjoying my class immensely. And I'm playing him in ways that I never thought I would.
One more thing. You raise a very valid point about the mezz. No one likes it. Least of all the Enchanter himself. The inclination to off-tank makes mezzing a downright foolish thing to do. Some off-tank will break the mezz, but that mezz has placed you at the very top of the mob's hate list. I was once doing an aug run in Anguish, using my new Ward of Bedazzlement spell. (You may be unfamiliar with this. It's a self-only buff that procs a mezz on mobs that strike me.) I attempted a mezz, but it was resisted. The mob came after me, and the group's Monk, I'm certain only meaning to protect me, attacked the mob. But he kept breaking the mezz that "Ward" was proccing. And since Ward apparently has all the aggro generation of an actual mezz, the mob pulped me.
For this reason, I consider mezzing to be a very bad idea. The situation is simply too fragile for a very fragile class. One hit and the unmezzed mob comes after you.
Shiney Bob has been put on steroids, in a way. He is still right where he is in the lineup of pets, weaker than all of them save that of the Druid, Shadowknight, and barely the Shaman. But the rank 1 version does still quad for 210, bashes, kicks and enrages.