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Ideas to improve charmer

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I have been playing charmer since its release which was in june 2017. That makes over 8 years as a charmer player. So I think its safe to say that I know my class pretty well. Currently charmer isnt really fitting in the pvp meta, but its one of the best pve classes if not the best. 

Physical charmer can dish out ridiculous amount of damage, but it takes time to set up all the summons and they are easily defeated by aoe dmg. 

In my opinion physical build very strong, but can still be easily countered. 

Personally i would keep physical build in pvp as it is or reduce the dmg of summons and increase their survivability somehow. 

 

The issue with charmer is that magic build has fallen behind of the physical charmer. The support abilities of magic charmer are really lacking compared to other supports. 

Magic charmers strenghts are high heals and good stuns, but that is not something all other supports cant do, and charmers magic build focused talent branch deletes most of the healing ability as tradeoff for slightly increased dmg output. 

 

Here are some of my ideas for skill adjustments for charmer: 

 

Call: immunity for dmg until first hit, but the first hit dmg is reduced by 30% 

Also could slightly reduce the base dmg of the skill.

 

Dead mans knowledge: add separated checks for dmg and stun

 

Otherworldly blessing: Since charmer dont have any buff skill that is relevant in pvp, I think this skill should be reworked a bit.  

Now adds the buff for whole party 

When using a staff. Increased skill dmg and healing received

When using mace and shield. Increases max hp and resist.

 

Goading: increased range from 2 to 3 yards

 

Spawn of Gloom talent branch:

Currently Spawn of Gloom makes charmer weaker than it is without the talent. The removed healing from Chaotic assistance is not a worthy tradeoff for the slight increase in dmg output from spawn of gloom. 

 

Here are my 2 ideas to improve this talent branch

 

1.Improve the offensive strenght of the branch:

After every successful auto attack, the gloom gets a buff that increases its magic dmg. maximum stacks is 4(for example 5% each stack) after reaching maximum amount if stacks the gloom heals itself for certain amount of its maximum hp. 

This would greatly increase its dmg output in pve while not making it overly strong in pvp since its still relatively easy to kill.

 

Add skill dmg parameter to glooms inherited stats so Glooms prism can deal slightly higher dmg.

 

2. Increase the supportive aspect:

Applies a shield to the character its applied on every 10s. Shield absorbs certain amount of dmg scaling on targets maximum hp.

 

Thats it for the changes. These would propably balance the difference between physical- and magic builds and make

magic charmers popular again.:2Thumbs:

Great approach. I like the group otherworldly blessing. Also dogs would have a little better survivability against all the aoe dmg and cc for reduced dmg in return.

 

And spawn of gloom would be worth using now with either the offensive or support improvements you suggested.:candy:

  • 2 weeks later...
On 10/20/2025 at 12:30 PM, Drown said:

Call: immunity for dmg until first hit, but the first hit dmg is reduced by 30% 

Also could slightly reduce the base dmg of the skill

You should get locked up for this. That's criminal

  • Author
14 hours ago, vavavi said:

You should get locked up for this. That's criminal

Reduce base dmg for the call and the first hit. Wont hit much👀 physical charmer gets so easily countered by aoe dmg so i think this would balance it a bit without making it too broken.

27 minutes ago, Drown said:

Reduce base dmg for the call and the first hit. Wont hit much👀 physical charmer gets so easily countered by aoe dmg so i think this would balance it a bit without making it too broken.

Phys charmer being easily countered is balanced by the fact that if it's not countered, everything dies. Letting charmers spawn dogs mindlessly without having to worry about them being countered would downgrade the gameplay imo. And would be insanely abusable. I can already see a charmer spawning dogs behind himself and agroing them to some backline class, just to have them helpessly watch as a rapid, damage immune pack of dogs strolls through the entire team to hunt them down.

Edited by vavavi

  • Author
11 minutes ago, vavavi said:

Phys charmer being easily countered is balanced by the fact that if it's not countered, everything dies. Letting charmers spawn dogs mindlessly without having to worry about them being countered would downgrade the gameplay imo. And would be insanely abusable. I can already see a charmer spawning dogs behind himself and agroing them to some backline class, just to have them helpessly watch as a rapid, damage immune pack of dogs strolls through the entire team to hunt them down.

Thats why reduced dmg:)

On 10/30/2025 at 3:52 PM, Drown said:

Thats why reduced dmg:)

Reduced damage wont even cut it, as the dogs also carried many other stat from the Hero. And its really frickin hard to pick target when there is too much dogs roaming around. And charmer is already strong enough alone, if some of your skills can be countered, just find a suitable partner to fight with you. This game isnt supposed to be played solo

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