Building a better Enchanter

Josh Sand·5/3/2019, 4:49:45 PM·1 votes·1,021 views

The basic premise of an Enchanter is that they turn the tide of battle by strengthening their allies, and weakening their enemies.

This sounds like a fun playstyle to engage in, but when you look at the roster of Enchanter champions, most of them carry the same typical abilities:

Point and click shield Point and click heal

These have the problems of being easy to use, and are universally useful in every scenario.

As they are right now, Enchanter shields and heals are useful against virtually every type of offense - AD, AP, true damage, ranged attacks, melee attacks, damage over time, etc.

Shields and heals right now are useful in almost literally every scenario they could be applied in - because they generally aren't gated behind skill tests, and protect vs every type of attack.

If there was some variance introduced to the ways enchanters defend their allies, this could introduce some counterplay scenarios that Enchanters dont have to think about right now.

What if we introduced more specialized abilities for Enchanters to protect their allies with?

There are any number of ways to protect your ally rather than just giving them the universal protection of an instant cast shield. Some things you could include:

Protection vs specific damage profiles

  • Stronger, short duration shield that is only effective against certain damage types (Magic vs Physical)

  • Masochist Spirit - Short duration buff - Physical Damage dealt to ally for 2 seconds is instead added to their HP.

Counter opposing heals and regen

  • Heal absorbtion debuff (A void spell that eats up an amount of healing that would have been applied to the target)

Counter poke and Ranged

Cloak of Darkness - Long range blackout / nearsight AOE spell

Aura of Deflection (Delayed and telegraped cast time. Grounded while channeling) - All Ranged attacks (Friendly and hostile) passing through the zone are negated.

Counter Melee

Ice Armor (Short Duration buff) - Mele attacks made against empowered ally root the attacker in place

If you do some brainstorming, you could come up with some ways of protecting against more specific types of damage, rather than just "all damage types and delivery methods"

Just look at the summoner spells, Heal, Exhaust, and Barrier. Each of them are essentially sustain utility, yet they are useful against different kinds of things.

For example, Exhaust cant really help you vs poke damage, but Barrier can. But then Barrier might not be as good defense vs a longer duration DoT, whereas Heal might be a better choice.

Really what it comes down to, is that we could use a lot more variance in defensive and offensive utility brought by Enchanters.

This game deserves a better calibre of white mage, and its up to Rito if they want to make them.

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