Forums » The Enchanter

Enchanter Spell Concepts

    • 367 posts
    April 30, 2018 1:52 AM PDT

    [Disclaimer: I will be updating this list weekly with new ideas. Be sure to check back every once in a while if interested. New spell ideas for that week will be annotated with a [W2] or [W3] signifying the idea was added in the second or third week after this spell list]

    New spells added July 26th listed as: [W11]

    Updated for April 22nd, 2019: [Added a  symbol to mark my favorite spell concepts]

    Hey everyone. As someone who played an Enchanter in Everquest from 1999-2006 and seeing as it's the only class I did play, partly due to time available and love for the way it played, I was excited to see it making a comeback in Pantheon. Now, I do understand the dynamic will be different this time out and the class won't play like the Enchanter of old. This is partly why I felt adding some concepts in the off-chance a developer reads it for insight into spell ideas. While I'm under no illusion (pun) that my suggestions aren't likely to be ignored, I do know it's still nice to see fan ideas laid out, if anything, to engage in peer to peer discussion about the class that helps give insight into the community of whom the developers are creating this game for. 

    Below are a list of the spells and spell ideas I thought of. If you have any added ideas, please add them within your comment. If you have any criticism, by all means. These are only ideas and should only be considered as such, so please no, "Ability A will never be possible" or "This list is stupid". Please keep it polite.

    [Discliamer: I reference 'round' for a few skills. As an old Everquest term, a round is a cycle in which a creature or player auto attacks. Within each 'round' or cycle they can hit a single or multiple times. For instance casters and low level characters hit a single time, or multiple times as with higher level melee classes or those with dual weild

    Animations

    Some of us remember the largely useless and uncontrolable Enchanter pet 'Animation', the floating sword and shield that defended you although barely when attacked. Well, the idea is to make a comeback but in a new fashion geared for the dynamics of how an Enchanter plays by combining it with another notable Enchanter spell line, Rune. Instead of summoning a pet, you enchant weapons, a shield and even a staff which floats just out of reach as though you're holding it/them. This acts as a new mechanic within the Enchanter class. The weapon types in my example are Two-Handed melee weapons, Staves and Sword & Shield. When a player is attacked the enchanted item which has a set health absorbs the damage like 'Rune' did. When you auto attack with this enchant up, the animation attacks with it's weapons instead of with your weapon. This allows the Enchanter to also do damage through physical means if they wish to do so, but only via auto-attack. When the animation dies the weapons/shield is returned to your inventory. This ability also allows use of magical weapons and or shield to include 'proccing' weapons. Although the Enchanter does not benefit from the weapons/shield stat bonuses.

    The concept works similar as depicted in the pictures but limited to the number of weapons stipulated in Methods 1 or 2. Only a single weapon/shield is hovering around the character unless sword/shield like in Method 1 or if the dual weild dynamic is included allowing for two 1-handed weapons to be utilized.  [This concept and pics below are introduced for point of reference for W7]

    https://i.imgur.com/57dMg5Z.jpg

    https://i.imgur.com/dqe3qPR.jpg

    https://i.imgur.com/v7rccWs.jpg

    https://i.imgur.com/wMkqIv2.jpg

    https://i.imgur.com/KcgdNF9.gifv

    This can be implemented in one of two methods.

    Method 1

    Sword & Shield: When you enchant a sword and shield, it's held just out of reach yet also not obstructing view. While donned, if the player is attacked, not only does the animation absorb physical and magical damage but also has a chance to block physical attacks.

    Two-Handed Weapon: This animation absorbs only physical damage and at 65% of what the Sword & Shield does. However, it does 200% more damage via auto-attack than the Sword and Shield but has no block chance.

    Staff: This animation absorbs only magical damage and at 85% of what the Sword & Shield does. However, it does 150% more damage via auto-attack than the Sword & Shield but at range.

     Method 2 [Dynamic updated for W7]

    Shield: When you enchant a Shield it floats just out of reach of the character as though defending the player. While this enchant is held, the player is protected from damage from spell or physical means up to a particular amount of health. The animation health is based on the potency of the spell and the shielding value of the shield. Any shield is allowed to be used.

    Two-Handed Weapon: When you enchant a 2-Handed melee weapon it floats just out of reach. When you move into melee range and use auto-attack, it attacks using a similar attack pattern as a Magician or Necromancer pet. This animation provides no damage protection. Like pets it can gain double-attack at a particular level and benefits from the magical bonuses and the 'proc' of the weapon. The strength of the attacks is based on the potency of the spell and works off a coefficient of the damage and delay of the weapon used. Any weapon is allowed to be used.

    Staff: When you enchant a Staff it floats just out of reach. It allows ranged damage through auto-attack but only by singular attacks. The strength of the attacks is based on the potency of the spell and works off a coefficient of the damage and delay of the weapon used. Any weapon is allowed to be used.

     

    Mind Altering spells

    I felt an interesting design choice was to have an Order and Choas line of Charm spells. This would allow a choice for the mechanic in play.

    Order Charm: This allows for a charming of a monster giving you full pet control. However, it has a set time of 12/20/28/36/44 seconds depending on level of spell used. (arbitrary number).

    Chaos Charm: This allows for charming of a monster without any control. It attacks the closest target whether monster or player within aggro range. If the 'Chaos Charmed' target takes damage the spell breaks. It has a random time with a max duration. You can cast on as many targets as you wish.

     

    New spell idea regarding the charm line involves Mental Posession type spells. 

     Possess Monster: With this spell you can take control of a monster or AI target within restrictions. You cannot move the mob. You can use their abilities within restrictions as your hotbar morphs to show only their abilities and allow you attack another target. During this time you are unable to control your character. During the possession you are drained of mana continuously at a set rate for balancing reasons. When possessing the target, the 'auto-attack' button becomes an attack feature. When you click on a target, clicking the button causes your possessed mob to run to the target allowing you to use auto-attack and their abilities within restrictions. This method prevents abuse of jumping a mob off a cliff. [Dynamic updated for W5] 

     Possess Player: When you target a group member, you can possess their body and use their skill bar. When you use an ability, it's done separately from any of that players cooldowns or resource use. Any mana or stamina costs use the Enchanter's resource pools. You essentially use their abilities from that possessed character during the possession. So if you want to posess a tank, you can taunt even after they already taunted. The aggro though goes directly to the Enchanter for said actions for all abilities except taunts. Only one possession is allowed so you can't have four Enchanters all possessing the same Wizard in group.

     

    This next series involves secondary types of crowd control. 

     Stunning light: When cast, you create a beam of light at location. When a creature or creatures move within the area of this beam, the first target that hits the beam is stunned and 'mezzed' for a set period of time. The time can be less than that of a regular 'mez' and used to separate a pull giving the Enchanter time to officially mez that stunned target. Resists are possible similar to a normal 'mez'.

     

    Mental 

     Forgetfullness: When cast, a creature forgets to use their ranged abilities for the duration of the spell and moves to engage in melee combat.

    Clumsy: When cast, a creature mistakenly uses it's next detrimental ability on itself or beneficial ability on a player it's targeting.

    Brain Bleed: Target takes damage based on the amount of missing mana. Spell has lengthy cooldown.

    Distracted: Target has a set chance 25/50/75/100% depending on skill level to omit a hit per round in their auto attack. Minimal amount this works is two hits per round mob type thus forcing them to hit only one time per round. You cannot reduce a mob to 0 with this ability.

    Vision of GranduerWhen cast on a player, for a set time 10/20/30/40/50/60 seconds they hit an additional time with a strike with their auto attacks. Per round, if a player hits 2 times per round, they now hit for 3 times. If a player hits for 4 times per round, they now hit 5 times.

    Union of Thought: Allows you to link with your target allowing them access to your manapool. This can be used in an emergency for a healer for instance if the Enchanter has a sizeable amount left. The healer or DPS can then tap into that Enchanter's mana pool for the duration of the union until ended by the Enchanter. 

    [W2] Shared Dreams: Debuff cast on a mezzed target. As long as the target remains mezzed, it'll release small amounts of mana to the group per tick. Only one target can be afflicted with this debuff.

    [W2] Hypnotic Suggestion: When cast on a mezzed target with a party member selected through defense targeting, you cause that mezzed mob's aggro list to immediately place your defensive target artificially at the front for 8 seconds after a mez break causing that mob to only attack that target for the duration of the 8 seconds. Afterwards, the defensive targets hate level is normalized to the sum of whatever they were generating during that 8 seconds.

    [W3] Quicken the Mind: When cast on a group member through defensive targeting, for the duration of the spell, the next three spells depending on potency of spell are cast at 80/70/60/50% of cast time.

    [W5] Delusional AllyFor the duration of the debuff, the target believes an ally is nearby preventing the target from retreating at low health. 

     [W5] False Demise: You put a suggestion in the targets mind that it had killed it's target. Duration lasts 10/20/30 seconds based on potency.

    [W5] Combat Ineptitude: Like the Shaman slow, this line decreases the targets overall damage by a set amount of 5/10/15% per potency of the spell. Because of it's characteristics it can be used in conjunction with a Shaman slow. (Disclaimer: Shaman slow should be set at 10/15/20% with 20% max seeing as in EQ, the percentage was far too powerful and forced content to be designed around the understanding there will be a 65-75% slow).

    [W6] Aura of Pacification: Lays a ground field in the area. Any group member in the area has their aggro radius reduced as long as they stand still. Sitting decreases this radius further from within the field. 

     [W6] Mind's Eye: Allows the Enchanter to tap into the thoughts of creatures in the vicinity allowing him to see the mental auras of creatures through walls up to a particular radius. This allows the Enchanter to anticipate roaming mobs coming around a corner. 

    [W6] Doppelganger: A mental image of your target appears before it and anticipates and blocks any ability or spell used for 12 seconds. The Doppelganger has 1 health and is not intended to be used as a pet or a Sentinel (see ability under Illusion category for reference). Similar limitations towards mobs as charm regarding type of mob affected.

    [W11] Premonition: While the buff is active, the Enchanter is notified moments before a hostile NPC is about to spawn within the vicinity.

    [W11] Mental AnticipationDebuff cast on the target which notifies when that target is about to use a spell for as long as it's up. When cast, that button becomes an active toggle. When that target casts a beneficial or detrimental spell, the Enchanter may toggle the ability again which nullifies the spell and returns some of the mana cost of that spell to the Enchanter. When used, the ability has a set cooldown. Some spells are unaffected by Mental Anticipation.

     

    Illusions

    I felt the next would be in the illusion line and include new ways to deal damage. 

     Refractive Prism: When cast on a creature it creates multiple images of it, each targetable and able to be damaged. When an image is damaged, that damage is done to the sourced creature. Better variants of the spell allow for a second, or even third image. This allows a player to use AoE spells on a single mob and in turn deal more damage with that spell for mana used than if they had used a single target on the source mob. Only one target can be affected at a time. 

     Reflective Prism: When cast on a creature, any single target spell or ability on that target will hit any other creature within a set range at 10/20/30/40/50% of the total damage divided among the number of targets hit. For instance. If a 100 damage fireball hits the target with Reflective Prism, and there are two other mobs within range, they each take 25 damage from a Greater Reflective Prism (50%) reflecting the damage. Aggro from this secondary damage type is omitted. Mezzed creatures and Refractive Prism illusions are immune to the secondary damage.

    Chromatic Enchantment: When cast on a player or group, their next 3 (number is arbitrary and can be decided by balance) spells or abilities are atuned to the targets lowest resistance. This can be anything from Mez, Charm, to direct damage spells, melee abilities, etc.

    Phantasm: When cast you create a replica of your target that attacks the source once/twice/three times depending on skill level with a random damage ability in it's repertoire. Damage of said ability is capped at a percentage or static value. This spell is another class flavor way of providing damage in the group.

    Arcane Mirror: When cast on a player, any beneficial spell be it heal or buff cast on that affected player returns a fraction of that spells manacost back to the caster who cast the heal/buff. Set amount can be based on balancing suggestions. 5/10/15% depending on skill level of spell could be a good starting point.

    Illusion Racial Target: Become the race of your target in illusion only sharing their inherant racial faction, not abilities.

    Bestow IllusionAllow you to bestow your current illusion onto your target but only for a fraction of the time. 

     Stationary ReplicaWhen cast you create a replica of yourself at location. Replica does not move but carries your faction. If a hostile target notices that replica, it will move to attack. If the replica is killed, the hostile target then moves back to original point after a set period. The replica aggro does not link to the Enchanter. You can have as much as 1/2/3/4 replicas out at one time depending on skill level of spell. This spell can be used like a monk or in conjunction with a monk as a means to split targets for pulling. 

     Shifting Illusion: Allows the Enchanter to randomly switch places with one of their Stationary Replicas targeted with defensive targeting. When this occurs, any mob within range is stunned for 6 seconds. The spell has a limited range of use.

    Illusionary Catastrophe: When cast, you create an illusion of death causing your group to each mimic as though they died. This fools the creatures that would normally be fooled by Feign Death. The group members remain in Feign Death for the duration. This spell has an incredibly long cooldown. I understand this spell is incredibly powerful and likely to be abused.

    Bond of the Ethereal: Self buff that allows 2/4/6% of mana cost depending on skill level of spell of each detrimental spell cast on the offensive target to be given to your defensive target.

    [W5] Refractive Anger: When cast on a mob, the next player to taunt it, the aggro only to that taunt will be duplicated to all mobs in a radius from the targeted mob. Ability is depleted on taunt use. 

    ♥ [W6] Sentinel: Creates a field of which when a hostile creature wanders or spawns into it, an illusionary sentinel appears and rushes to engage the creature. It deals zero damage but presents aggro and gives the Enchanter time to mez that target. The field is persistant for a set period of time (6/8/10 minutes depending on potency), however the Sentinel has a reuse of 30 seconds.

    [W6] Arcane Prism: Buff cast on group member. If that group member is damaged with a spell, 30/40/50% of the damage is distributed evenly to the group members depending on potency of the spell. Arcane Prism has an effective use of 3/4/5 spells before it wears off. To use an example, Your tank is given the buff. If they take a direct damage fireball spell for 100 damage they only take 50 damage. The other 50 damage is divided to whatever number of people are in the group. If it's a full group, each member will take 10 damage. 

    ♥ [W11] ProjectionYou create an illusion of yourself at target location (or at your current location if no target reticle exists). Any spell you cast will be through that projection and that projection will be treated like the player with regards to aggro. Projections have 1 health and can be buffed with health buffs or shieldings. If the projection is killed, it releases a flash that stuns the targets in a small radius for six seconds. If that Projection is killed or ends duration, a 1-minute recast timer is incurred on the ability. Recast time is subject to balancing.

    The next spells can be either or as they're both similar but done so differently.

    Mirage: You're able to create a duplicate of a player which appears at the same aggro +1 as the sourced player and mirrors their actions doing no damage but generating the same hate they do. When a monster turns to attack that player, it will target the illusion first which can have any set amount of health as per balancing.

    Blink: You create a offset blur of a target giving any number of illusionary frames. Each frame introduces a chance for a creature to target the frame. For instance, if a player is given Blink with 2 frames. That means the real player has a 33.33% chance of being hit by a full round of strikes from the monster. If any of the two frames are hit, all the frames vanish. As potency of spell increases, number of frames increase giving the source player less of a chance of being hit on the initial strike. This way it's not overpowered for use on tanks but gives DPS a get out of jail free card on the initial slam.

     

    Enchantments

    Abjurer's RefreshmentWhen cast on a player any buffs they have that are below 50% duration are immediately refreshed to 50% duration.

    Abjurer's ReinforcementWhen cast on a player and while this buff is up, their buffs increase in duration by 5/10/15/20/25% depending on spell potency. This effects all buffs regardless of how far along they are in depletion. For instance, let's say a player has a shielding spell that lasts one hour. They were buffed 30 minutes ago meaning the buff has 30 minutes left. If you cast the 25% reinforcement (Greater Abjurer's Reinforcement) the buff will now be at 45 minutes. Since 25% of the one hour is 15 minutes, that value is added. If a player has a fresh buff of one hour, when Abjurer's Reinforcement is cast, that buff now has a 1 hour 15 minute duration. Recasting this buff does nothing other than refresh the 15% of base value and does not have an additive effect on itself. 

    Enchant Armor: Doubles the stat bonuses of all worn armor for a set period of time. The number is arbitrary and based on balance of the skill/spell.

    Borrowed PowerDeals damage to target, then transfers 2/4/6/8/10% of their highest statistical attribute (Strength, Agility, Intelligence, etc) to your defensive target. Create a static cap per spell level of 4/8/12/16/20 in the specific attribute. Duration 6/10/14/18/22 seconds. 

    Absorbtion AuraA buff which gives the target a limited duration immunity to any stuns or mezmeriation spells. 

    Reflective Sheen: A buff which gives the target the ability to reflect the next direct damage spell or ability used on him or her. The buff has a limited use of 1/2/3/4 times depending on potency of the spell. 

     VentriloquismWhen cast on yourself, any spell you cast will be cast directly through the defensive target (Must be a group member or group member pet). You still use your mana when casting spells but any aggro generated will be generated from the defensive target. The spell has a limited number of uses of 1/2/3 depending on the skill level of the spell.

    [W3] Reinforced AcclimationWhen cast on a player, they gain [Set values and effect will be specified when more is known about acclimation] to their acclimation properties, values and or potency of currently equiped effects.

    [W3] Abjurer's ProtectionToggle ability, when triggered, your defensive target has their damage mitigated by 5/10/15/20% depending on skill level/potency of spell. Any damage mitigated depletes the Enchanter's mana by a ratio of 3:1 [Value and ratio is arbtirary and will be tuned for balance]

    [W5] Enchanted Inventory: For the duration, the weight of the targets inventory is reduced by 20/35/50% depending on potency of spell. Spell has a 10/15/20 minute duration.

    [W5] Reflective Armor: When cast, you enchant the armor of your defensive target which then deals damage to the attacker everytime they deal damage to that player. Value is based on a percentage of total sum of all primary armor slots (Helm, Shoulders, Chest, Arms, Wrists, Hands, Legs and Boots). Duration can be adjusted for balance.

    [W6] Absorb Enchantment: Strip up to two enchantments from your target. For each enchantment stripped, the Enchanter gains 4% of their mana back.

    [W6] Enchant Weapon: Enchant your target's weapon/weapons to deal additional damage with auto attacks based on the atmosphere you're currently in when cast. Does not apply to weapon coefficient application to weapon abilities.

     

    Misc Spells

    Silent Performer: Target for the duration generates 20/25/30% less aggro with their spells or abilities depending on skill level.

    [W3] Deflect BlameFor 10/15/20 seconds depending on spell potency, the aggro of any spell you cast will be deflected to your defensive target. 

     [W5] Telekenetic Assist: You can move your defensive target group member or yourself to the location of the targeted circle with a max radial range of 10/20/30 feet from the defensive target. Ground area must be traversible. Long cooldown. 

     [W5] Telekenetic WillYou can move your offensive target to the location of the targeted circle with a max radial range of 5/10/15 feet from the defensive target. Ground area must be traversible. Size and power of creature determines mana spent. Most large mobs or boss mobs are unable to be moved for this reason. Long cooldown.

    This next line are Enchanter stances. Only one stance is allowed at one time. Values are arbitrary and opened for balance.

    [W3] Adept MindWhile in this stance, all of the Enchanter's spells cost 5/10/15/20/25% more mana but cast at a 10/20/30/40/50% reduced cast time depending on potency of spell.

    [W3] Efficient ThoughtWhile in this stance, all of the Enchanter's spells cost 5/10/15/20/25% less mana but cast at a 10/20/30/40/50% increased cast time depending on potency of spell. 

     [W11] Shift of the PhantasmAllows you to instantly switch places with your group member in your defensive target. 

     [W11] Astral Phase: [EPIC ABILITY] Your astral being separates from your corporeal body allowing you to move around the battlefield in 3 demensions to include vertically. While in this state your body remains canceling any autofollow commands. At this point any spells cast will be from your astral phase. Aggro will be attributed to your corporeal body and any damage to your body will not interupt your astral pressense. Once the spell ends or you end it, you're warped back into your body.

     

     [Edit] Updated broken links since old Imgur account was closed.


    This post was edited by Janus at April 22, 2019 12:06 AM PDT
    • 158 posts
    May 2, 2018 9:08 AM PDT

    I'll take one of each, please :) Lots of good ideas, here. In EQ1, Enchanters had the most robust allotment of spells of all classes. I'd be happy to see that continued in Pantheon as well. The more and more varied spells the better, I say. This is the best time to get these ideas out here in the open while they're still fleshing out the class designs. I really wish this class thread would see more discussion of this type from here on out. CALLING ALL ENCHANTERS!! Nice work, Darkintellect :P

    • 128 posts
    May 2, 2018 12:30 PM PDT

    extremely thorough OP. As an EQ enchanter/EQ2 coercer, I would much prefer a wide allotment of utility spells over direct damage spells. Give us mezzes, stuns, ability to mem wipe, silence, charm(!!!), and most importantly, a spell that forces other player characters to dance/bow down at our command, would be perfect. Essentially I want to bring back the glory days of EQ with perhaps some EQ2 thrown in. Those are the only MMO's I've played and it has been 10 years or so since I've played so can't remember which ideas came from which game.

    • 367 posts
    May 2, 2018 1:21 PM PDT

    Keiiek said:

    I'll take one of each, please :) Lots of good ideas, here. In EQ1, Enchanters had the most robust allotment of spells of all classes. I'd be happy to see that continued in Pantheon as well. The more and more varied spells the better, I say. This is the best time to get these ideas out here in the open while they're still fleshing out the class designs. I really wish this class thread would see more discussion of this type from here on out. CALLING ALL ENCHANTERS!! Nice work, Darkintellect :P

     

    I appareciate it and I agree. After I stopped playing Everquest, most of my time was involved in my USAF stuff, I barely had time for another MMO outside of casual play. During that time I would constantly be reminded of my Enchanter and I thought about new ways the class could have played out. Spell mechanics that would be unique to the already cemented mechanics. Because of this most of my concepts stray from the normal design of the class. I then reworked some of the skills within the offensive/defensive targeting structure allowing for a weaving of targeting when utilizing the number of skills above. This means weaving the defensive targets among themselves, not just defensive and offensive relations.

    The trick was to keep them balanced. The group member possession spell meant the Enchanter had to be a compliment to a class in group but not equal ot exceed it. This meant not only that you could only use class abilities and no auto-attack when done through that player, but you also lose all control of your own character and the Enchanter resources and stats aren't necessarily tuned for that class. Having two wizards is better for DPS than having an Enchanter and Wizard. You just have the option to switch. Now, this could be changed so the abilities hit at 75-80% of the damage if further tuning is required but that's the beauty of the spells. They're designed in such a way to allow for easy tuning.

    All I can say is, I hope over the development, they're at least reading the ideas from the community because it can't hurt. Everyone runs into a wall regarding creation or theorycrafting at some point.

    • 367 posts
    May 2, 2018 1:27 PM PDT

    randomrob82 said:

    extremely thorough OP. As an EQ enchanter/EQ2 coercer, I would much prefer a wide allotment of utility spells over direct damage spells. Give us mezzes, stuns, ability to mem wipe, silence, charm(!!!), and most importantly, a spell that forces other player characters to dance/bow down at our command, would be perfect. Essentially I want to bring back the glory days of EQ with perhaps some EQ2 thrown in. Those are the only MMO's I've played and it has been 10 years or so since I've played so can't remember which ideas came from which game.

     

    I didn't want to detail spell concepts that were already in. Standard mezes, stuns, mem blurs. I plan to add to this list over time as I have been doing so be sure to check every few weeks if you want. I'm trying to craft together interesting ways to mez a target that aren't kitchy or 'plastic'. I'll figure some stuff out but the spell mechanic already has reactive mezes, group mezes, PBAE mezes, viral mezes, chromatic mezes etc. Trying to craft a unique variation isn't all that easy.

     

    As for forced Dance spell. I think that was EQ2, but it's likely that was in Vanguard: Saga of Heroes within the Psionicist class. Although that's more of a fun type spell and my list is more on the detrimental/beneficial side, I'll try to add fun spell ideas to the list.

     

    An aside, something I noticed in Everquest after the game went live. Shamans had a spell that created a Carrier Pidgeon which transfered an item to a character after typing their name. It was poorly implemented and caused players to lose items so they removed it immediately after live. Although 'itemized mail' replaced that in modern MMO's, ideas unique like that for a modern era would be cool to see. I just don't want them overtaxed on work and want to see the core abilities completed before they get into this category.


    This post was edited by Janus at May 2, 2018 1:39 PM PDT
    • 3 posts
    May 23, 2018 7:18 AM PDT

    First off I do really like a lot of these spells and ideas, would be awesome to see some of them in the game if not all :)

    This spell

    Chaos Charm: This allows for charming of a monster without any control. It attacks the closest target whether monster or player within aggro range. If the 'Chaos Charmed' target takes damage the spell breaks. It has a random time with a max duration. You can cast on as many targets as you wish.

    Seems it need more thought, if the moster takes damage the charm breaks, seems like it could be better with a fixed duration of 5 to 10 seconds, with a longer cooldown, for a burst of damage. Still not controlable mobs.

    Can't wait to read more Darkintellect :)

     

     

    • 367 posts
    May 23, 2018 5:20 PM PDT

    I appreciate it Bellus. Yeah, the chaos charm mechanic was such as to prevent it from being abused. You could continue to cast on two targets and have them wittle themselves down if on a low duration fixed period.. I added the 'any damage done will break the spell' as a means to prevent this and allow them to be used for supplemental damage using a short duration chaotic means.

    I still have to update 'Possess Monster' in such a way as it isn't used to run mobs off a cliff. I have that fix and about 8-10 new spell ideas to add to the list that I'm still working out the mechanics, relationship and balance. Check back in the next two days for that if you want.


    This post was edited by Janus at May 23, 2018 5:21 PM PDT
    • 1652 posts
    May 23, 2018 11:09 PM PDT

    I do think a clever charm mechanic would include no 100% uptime. A spell with a 30s duration and a few minutes of cooldown would regulate the problem with enchanter heavy soloing strength, as they couldn't maintain it as long as needed, or charm again if it broke.

    That way, Charm would be a CC with a DPS plus, instead of beeing a quasi permanent pet.

    • 367 posts
    May 24, 2018 10:24 AM PDT

    MauvaisOeil said:

    I do think a clever charm mechanic would include no 100% uptime. A spell with a 30s duration and a few minutes of cooldown would regulate the problem with enchanter heavy soloing strength, as they couldn't maintain it as long as needed, or charm again if it broke.

    That way, Charm would be a CC with a DPS plus, instead of beeing a quasi permanent pet.

    That's the idea with Order Charm. I haven't adjusted it properly since it heavily determines what VR plans to do with charm mechanics as with regard to power of the class. Chaos Charm though for instance prevents that ability to solo with it.

    • 32 posts
    June 24, 2018 1:55 PM PDT

    Tons of great stuff here. Particularly your idea of Order vs Chaos charms.

     

    Darkintellect said:

    Mind Altering spells

    I felt an interesting design choice was to have an Order and Choas line of Charm spells. This would allow a choice for the mechanic in play.

    Order Charm: This allows for a charming of a monster giving you full pet control. However, it has a set time of 12/20/28/36/44 seconds depending on level of spell used. (arbitrary number).

    Chaos Charm: This allows for charming of a monster without any control. It attacks the closest target whether monster or player within aggro range. If the 'Chaos Charmed' target takes damage the spell breaks. It has a random time with a max duration. You can cast on as many targets as you wish.

     

     

    The idea of order vs chaos is the ultimate archetypal struggle and is powerfully relatable. I love the idea of a chaos charm, where the charmed mobs stays on the attack, but attacks the closest entity, player or npc. It's a super fun idea!

    • 105 posts
    July 1, 2018 4:21 PM PDT

    Greetings...

    I usually dislike posts like these but I really have to admit I like your ideas, OP.  I never played an Enchanter in EQ (Shaman and Mage, mostly) but in retrospect I wish I had.  I love the whole idea of crowd control and with Pantheon and it's greater reliance on CC for the holy quaternity, I am leaning toward the class being my main - and that's before we've even had the class reveal.  In later games, I did play CC oriented classes (Psionicist in VG and Burglar in LotRO) but really hope VR knocks it out of the park with the Enchanter in Pantheon.

    I really love most of your spell ideas and they are thought out well.  The only concern I would share is that a good portion of the spells really shine in specific, and often unpredictable situations that arise during combat.  With only 12(?) hot bar slots available, I could see so many situations where you had the perfect spell for the situation but it wasn't memorized at the moment you needed it.  I realize all classes will be in these situationst to some degree but I can see this being more of an issue for the Enchanter if the class was designed the way you propose.

    Again, don't get me wrong, I hope this is the kind of class design we get for the Enchanter in Pantheon but just hope that what I describe above is not a major hang up.  Good work on your part, nonetheless.

    • 156 posts
    July 5, 2018 11:02 AM PDT

    I hope that enchanters in Pantheon aren't as powerful as they were in EQ. They really could do too much CC in my opinion. I don't want to see content become trivialized by a single class. I would feel the same if there was a tank that could tank 15 mobs at once. Or a DPS class that could aoe and kill 15 mobs at once. Or a healer that could spam damage shields that prevented damage from 15 mobs at once. When 1 class can triple our quadruple what a group can handle, that is a sign that said class may be too powerful. Please note that I did not say the Pantheon Enchanter CAN do this, it's just something I don't want to see from any single class.

    • 367 posts
    July 5, 2018 1:54 PM PDT

    urgatorbait said:

     

    LucasBlackstone said:

     

    Urgatorbait. As per your issue with having too many combat orientated abilities with too few spell slots, I see your point. However, part of why I designed it as such was because one of the things they wanted to introduce as mentioned by Chris and Brad was to have ability loadouts depend on an encounter. When you lose and if you lose, you have the available tools to completely change up the fight countless times. Testing new ways till you see what works for the fight and what doesn't. This only really applies for encounters that are too challenging because of your group makeup, level disparity from you and the encounter, etc. I haven't started on introducing non-combat abilities because those are generally easy to hash out from previous games to include EQ1 which had tons of non-combat accoutrements. I will be adding more to this list as I've been somewhat busy with work related stuff which is reason for the hiatus. I'll be adding a listing of non-combat abilities as well outside of the standard that we've seen such as Invisibilities, Illusions, Mem Blurs, Faction Adjustment Spells, Enchant: Material, Vision Spells, Levitate, Stat buffs, Pacify Spells, etc.

     

    LucasBlackstone. I hear what you're saying but keep in mind, if a tank can tank, say two to three mobs, a CC class should be able to handle more than a tank can on the very notion that tanks aren't meant to be CC anymore than non-CC classes are with root, snare-kite etc. At the very least, a CC class should be able to hold twice as much if not more than those who can root, offtank etc by any number of methods and tactics. By that measure it's the defining element in the archetype and it would make zero sense if you have a Wizard acting as the CC just as much as the Wizard acting as the Healer or the Tank. With that said, most of my abilities show that the class has FAR more use outside of crowd-control so if CC is only marginally better than having an off-tank and a ghetto-CCer like a class with Root or the like, they'll have so many useful abilities at their disposal that it would be ridiculous not to have them in the group for one of the extremely crucial quatrinity elements. This applies to both CC classes the Enchanter and the Bard.


    This post was edited by Janus at July 5, 2018 3:48 PM PDT
    • 367 posts
    July 26, 2018 12:40 PM PDT

    List updated with new abilities listed for Week 11 additions. This may be the last time. I had a list of spells but most either overlapped current abilities or were poorly integrated. At this point I think I'm coming up dry which means the list for the most part is finalized. 


    This post was edited by Janus at July 26, 2018 12:40 PM PDT
    • 99 posts
    August 9, 2018 10:14 AM PDT

    What an excellent thread Darkintellect! Loads of good ideas! 

    • 367 posts
    October 6, 2018 3:54 PM PDT

    @Avaen

    Sorry for the delay, just now realized. Two months have flown by. I appreciate it.