The Problem: Round after round of recent nerfs has made playing an Enchanter feel pretty bad. Our “passable” tanking was nerfed first by recast timer on unity, then by rune amount, then again (why?) with another hit to the recast timer on unity. The mana return on our Mind Shatter line was nerfed once in TBM (?) then again in a recent patch. Numerous other bug fixes, AA consolidations, and balance changes chipped away at both the opportunity for skill expression and capabilities of the dedicated Enchanter main. The most recent round of nerfs, which were 100% needed, have nearly gutted the Enchanter's ability to feel like they are contributing on raids and leaves little room for optimization in play. It's not hyperbole to say that Enchanters currently have the lowest potential DPS output of any class in the game both group and raid in the overwhelming majority of situations. This does not include Clerics (sorry, Clerics). The Design: From a balance perspective Enchanters largely operate within the same Utility/DPS space as Rangers and Beastlords. Looking at class capabilities, each provides: - Archetype respective group/raid critical ADPS. Rangers have Auspice (which can be MGBd), Group Guardian of the Forest, and Scarlet Cheetah Fang. Beastlords have Dicho, RF, and Group Bestial Alignment. - Both classes provide passive melee ADPS synergy abilities, - Have extra raid/group utility beyond these skills (Beastlord Paragon, Ranger CC via root), and - Both classes are able to tank passably well in the group game, either through face tanking or their pets. This falls almost directly in line with the Utility/DPS design space that Enchanters also exist in: - Archetype respective group critical ADPS. Illusions of Grandeur, Third Spire, Chromatic Haze, Dicho. - Passive archetype ADPS abilities through auras and casting offensive spells - Extra raid/group utility from crowd control abilities - … can't really tank all that well in the group game anymore, but it used to be our design niche, so its going here anyway These three classes all provide a similar level of utility while having a secondary focus on being able to output DPS. It makes sense that they would all sit within range of each other at any given time. Enchanters are currently no where near either class in potential damage output. The (partial) Solution: Give Enchanters rank 12-27 of Critical Affliction, raising our base critical DoT rate from 33% to 55%. This brings Enchanter DoT crit rate in line with Druids and Shamans. Before diving into the math of how, a brief explanation of why. Balancing Enchanter DoTs has already proved to be a pain, and the severe impact of the recent DoT nerfs highlighted this. This is largely due to the disparity in base crit rate between the classes. Raising the Enchanter critical DoT rate from 33% to 55% makes future introduction and balancing of DoTs much easier from a design perspective. This fix also requires less overall work (I'd assume) than going through and changing every spell in the Mind Shatter line (again) to have higher base damages. The (bad) Math: Math isn't my strong suit, but I want to give a comparison of average DoT damage per tick both pre/post proposed change to highlight the difference caused by these critical hit rates. The new Mind Tempest Rk. III has a base damage of 20111 . To get average damage per tick before foci is applied we take (base)(critrate)(critmod+1). 20111*.33(3.75+1) = 31523. For comparison, this is the “new” Sunflame Rk. III cast by a Druid. Sunflame has a base damage of only 12788: 12788*.55*(3.75+1)=33408. Despite having an 8,000 base damage gap, Druid Sunflame is going to beat Mind Tempest in average damage per tick because of the disparity in critical hit rate. Why this makes sense (more math!): With access to rank 27 of Critical Affliction, our shiny new Mind Tempest now looks like this: 20111*.55*4.75 = 52,539 Compare this to old Mind Tempest and old Mind Storm: Tempest: 47478*.33*4.75 =74,421 Storm: 28709*.33*.475=45,001 That second number is important. Old Mind Storm was never broken; Enchanters weren't shattering parses in EOK. But its base damage was adjusted downwards to accommodate the necessary nerf to Mind Tempest. Almost every damage-oriented spell in RoS got a 20% increase to base damage, except DoTs, which got at, near, or above 50%, which is why some classes ended up with broken DoTs. The difference between “old” mind storm and “new” mind tempest, after these critical hit rate changes, will be an (almost) 20% increase, giving this one Enchanter DoT the boost it should have received, instead of the (way too powerful) one that they got. Wrap It Up: The tl;dr is that giving Enchanters Critical Affliction 11-27 makes future DoT balance easier to manage, while still granting Enchanters a small increase over their damage in EOK. It's also much easier (again, I'm assuming) than going through 3 dozen spell entries to adjust base damages on the Mind Shatter line again. Aligning the base critical rate of the three "big" DoT users (not including Necros) makes future DoT design and balance much more straightforward. One more thing. Please remove the recast timer on Mind Tempest. It is unnecessary and made an already massive (over 50%) base damage decrease into an even bigger reduction. Thanks for reading. Do you agree? Do you disagree? Is my math bad? It usually is. Regardless of your opinion, throw us a post to show your Enchanter friends some love or hate. All visibility is good visibility. Credit to that Great Necro Hero and Stellar Ladies Man Menown for quietly suggesting this in another thread.