This is the chart of PBAE enchanter stuns:
Code:
Level Name Max Duration Casting Time Recast Time Mana cost
4 Color Flux 4.0 1.0 12.0 20
20 Color Shift 6.0 1.5 12.0 40
44 Color Skew 8.0 2.0 12.0 60
52 Color Slant 8.0 1.5 12.0 125
In normal grouping situations, the conventional wisdom is that Flux and Shift are the only stun spells an enchanter needs to have up. Flux's super low casting time and low level makes it extremely easy to get off uninterruptted and/or to channel, and a follow-up Shift stuns the MOB long enough to let you cast something from the mesmerise line unimpeded. Most feel the relatively long casting time of Skew, and the higher casting cost of Slant, make these spells inferior to the two early stuns.
I'm guessing conventional wisdom goes out the window in an AoE group.
1) Which stun line-up do your enchanters use? Do they make a multi-line macro to just "/cast 1" for flux, "/cast 2" for shift, "/cast 3" for skew, and "/cast 4" for slant, and then just slam that macro over and over, letting the ungreying of the icons control the rate and pacing of the stuns, or is there some timing I should be attempting to acheive? Mathematically, shift/slant gives you complete coverage, but I suspect resists muck that up and force a change of strategy.
Aside from stuns, I have a few general AE questions:
2) How do I instruct my puller to get sufficient number of MOBs? I would expect the average puller is unaccomstumed to the idea of seeing a group of MOBs and then running right through them to grab an additional group or two futher down another corridor. Is that exactly what they do? And they don't get stunned and killed on the return route back in?
3) Would it behoove first-time AEers to use a second enchanter instead of a 3rd damager for a safer experience until we get accustomed to it?
I am a level 54 enchanter, and from what I have read so far, I expect my first AE group will be in sebellis disco area. I have some questions about this area in particular:
4) Do you typically AE your way into the disco area, killing the zone and hallway frogs by pulling large trains back to the group, then moving forward, or do people typically fight "normal", until they get to their designated camp site?
5) Are some places in the disco better than others for setting up camp? (My "normal" groups fight our way into the first room on the right, near Gruplenort, I think it's the pickler room, with the heads in that jars. Will this area be good?) Am I looking for partcular attributes in a camp site, like a cramped area, something with right-angle corners, or particular kind of pathing?
6) How should I arrange myself with the rest of the group? Typically, I like to be jammed into a corner when I am being hit by MOBs, as it increases my chance of channeling through hits. Would that be appropriate here, or should I allow the puller to run into a corner, with myself positioned near that corner but far enough away to stun both the MOBs that are on him and some of the MOBs that are along the pull path to that corner? Should the wizards position themselves to face the corner, meanwhile facing me, and use push back AEs to get MOBs into that corner? Presumably we want the cleric somewhere that is out of the pull path so that MOBs don't stop to attack him, but then again, we want the cleric within the area of protection of the stuns?
7) Am I over-analyzing this? Maybe you can AE anywhere, as long as you pack the group tight, and use non-kickback wizard AE?