Forums » Pantheon Classes

Enchanter Class Resource Idea

    • 1 posts
    January 2, 2025 3:00 PM PST
    Hi everyone, I wanted to propose an idea for a class resource for the Enchanter that's been kicking around in my head lately. One of the greatest parts of Pantheon so far is, in my opinion, how many of the classes feel unique and interesting, in large part due to the unique resources and resource management that results. These resources also often add an extra element of strategy to how each class is played - when to use them and how to use them - which can have a large effect on whether you're successful or not in your role. Right now a few classes don't seem to have any, such as the enchanter and summoner, though I believe it's been said that they plan to add them in eventually.

    That said, I wanted to propose an idea for the Enchanter - Concentration. The main role of an Enchanter is Control, and I think Concentration should be based around that theme. Concentration should be measured in a relatively small number, similar to Wizard focus pools, that is easy to tell at a glance how much is used and left. Concentration isn't spent, but is either Ready or Reserved. Control Spells (mez, charm, etc.) require Ready concentration and converts however many points they need to cast become Reserved, meaning it cannot be used by any other spells. Essentially, this puts a cap on how many targets an Enchanter can 'control' at once, and certain spells may use more than 1 point. When a Reserved Concentration is no longer used, it switches back to a Ready state relatively quickly but not immediately, so some planning ahead may be beneficial.

    The other side to this is that having Ready Concentration (IE, not used) gives you a passive bonus. My initial idea would be that unused (ready) Concentration would increase mana regen as well as reduce the likelihood of any existing Control spells breaking. Essentially, when your Concentration is less taxed, its easier to keep targets controlled because you have less going on that would distract you, and you can fire off more spells because your mana is coming back faster and/or draining more slowly.

    To add more depth, other spells could also interact with this system. Self cast spells which temporarily increase max Concentration or Debuffs that scale with free Concentration, to name some possibilities, to allow your other support spells to become more powerful when there are fewer things to CC, giving the enchanter some more versatility. Damage spells could potentially even scale with this, which would help enchanters a bit who are leveling solo or in small groups where CC may not be as important. Or, in a similar vain, some spells may require a minimum number of free Concentration to cast, reserving them for a few seconds but then having it revert quickly, letting the player decide whether they want to lean into CC, support, or damage for the situation at hand - or try to juggle between them.

    Thanks for reading.