Enchanter: aDPS Guide

Introduction

Updated: 12/10/21 for the Terror of Luclin Expansion

Direct credit is given to Sancus (Magician raiding with Realm of Insanity on the Xegony server) for my Crit Chance Rate tables. Sancus also has a wonderful comprehensive Caster aDPS guide available here:

This is more of an advanced aDPS Guide for the raiding enchanter. A majority of the time will be devoted towards providing the casters in your group aDPS, which stands for assisted damage per second. Your aDPS abilities will also augment your own personal damage. I suggest downloading my GINA Trigger Package to help you keep track of activated aDPS abilities.

In a raid setting, an enchanter will almost always be grouped up with a druid, several INT casters, and, (hopefully) a bard, in order to maximize aDPS.

If you are in charge of organizing raid groups, you must put enchanters in caster groups. Otherwise, they offer little to no benefit being with non-casters. If you have more enchanters than caster groups, double them up in those groups! It helps your raid DPS!

aDPS Basics

aDPS comes from auras, activated abilities (ie: AAs), sustained spell rotations, and generally any damage spell you cast.

How do You aDPS?

Auras – you are expected at all times to keep up Mana Radix Aura, which is a mana-strike aura, along with Twincast Aura.

Sustained aDPS via a Spell-Rotation – A rotation encompassing four spells that you generally want to keep casting over and over in refresh order throughout an event. Refer to the Spell Rotations under the General Guide.

aDPS Burn – This is where you activate special abilities during a “FULL BURN” call. Many top-tier raid guilds full burn as often as they can, but there may be certain situations where you are told to save them for specific points.

What does aDPS Encompass?

aDPS encompasses the following spell enhancements for damage casters in group:

  1. Raising the crit chance rate.
  2. Increasing the base damage of damage spells.
  3. Adding crit damage modifiers (making crit damage stronger).
  4. Adding damage procs (aka mana-strikes).
  5. Increasing chance to Twincast (from Twincast Aura only).

It is important to not skip a beat on burns and general sustained aDPS. Every time you stop to pet your cat or glance at the television, your group may be losing aDPS from you. Your Illusions of Grandeur AA is single-handedly the most desired, activated ability for all casters in your group when unleashed during a full burn. Mistimed or unused burns can cost your group dearly, resulting in millions of DPS loss.

aDPS AAs

You won’t want to step foot in a raid setting without certain aDPS alternate advancement abilities at max ranks. A boatload of AAs are already auto-granted which makes it fruitless to not concentrate on getting aDPS AAs done first, even if you don’t intend to raid much. Please read the full AA descriptions on your own time or visit the aDPS section under the AA Ability Guide.

Archetype AA tab:

Gift of Mana (max rank) – prerequisite for Gracious Gift of Mana

Class AA tab:

Chromatic Haze (max rank) – part of your aDPS full burn routine for your group

Gift of Hazy Thoughts (max rank) – part of your sustained aDPS for your group

Gracious Gift of Mana (max rank) – helps mana upkeep for your group

Illusions of Grandeur (max rank) – part of your aDPS full burn routine for your group

Spire of Enchantment (max rank) – typically used when IoG is not running

Tashan’s Lingering Cry (max rank) – consider this your raid-wide aDPS when you tash mobs. Increases the damage mobs take from spells.

Focus AA tab:

Beguiler’s Synergy (max rank) – part of your sustained aDPS for your group. Directly tied to your level 120 Mindreap nuke spell.

aDPS Auras

A majority of the time you will be keeping up just two main auras:

Main aDPS Auras

Mana Radix Aura – your current mana-strike aura, adds damage procs to spells that you and your casters in group cast. This aura needs to periodically be re-cast as it does expire. I usually have a GINA trigger telling me when it wears off.

Twincast Aura – gives a chance for you and your casters to twincast damage spells. This a level 84 aura that only comes from the Seeds of Destruction expansion. It’s also a permanent aura that does not need to be re-cast often except if you die and get rezzed. Get a bunch of friends and travel back in “time” to get rank 3 if you can.

Situational aDPS Aura

Enhancing Aura – increases the base spell damage. You can only use this aura properly if burning at the start/trigger of an event. Since Twincast Aura does not offer anything while Improved Twincast AA is running, you may consider using this one in it’s place before an event is triggered to make sure it’s running (it may take about 20 seconds for it to kick in). As soon as your ITC is down, then you can swap immediately into Twincast Aura. If there is a second enchanter in your group, then one should definitely be running this aura at all times at least.

If you’re the only enchanter in group, you’ll hands down never be able to time this aura properly with a burn happening mid-event. If you have trouble with the timing on this Aura, then you are better off not bothering with it.

Sustaining aDPS

We discussed Spell Rotations and Multibind Keys in the General Guide. The main spell rotation you will be using to sustain aDPS most of the time is:

  1. Composite Reinforcement
  2. Mindreap
  3. Mindrift
  4. Throttling Grip

Why this rotation?

You want to cast the above spells in the following order/rotation. A majority of your sustained aDPS will come from Composite Reinforcement and Mindrift alone which is why it’s a priority to keep those two spells on cooldown as much as possible, even if you can’t fulfill the rest of your rotation for whatever reasons.

Composite Reinforcement – increases the damage of damage spells while also adding a chance to apply a damage proc to them.

Mindreap – your level 120 direct damage spell that is the ONLY spell which will proc Beguiler’s Synergy 100% of the time on your group as per the AA’s own description. Beguiler’s Synergy increases the base damage of a fire, ice or magic spell.

Mindreap, Mindrift and Throttling Grip will also periodically proc Gift of Hazy Thoughts (passive AA) on your group, which increases the base damage of direct damage spells only.

Additionally, by using this rotation, you will be able to fulminate enchanter alliances (if 3 or more enchanters present). In the event, you have difficulty fulminating alliances a third rotation will be discussed later on.

Overall, the idea is that the more damage spells you cast, the more aDPS you give your group. There is another rotation used a bit more situationally and addressed in General Guide for when you are not running enchanter alliances.

aDPS Burn Overview

An enchanter aDPS burn accomplishes the following:

  1. Raising the chance that DD spells will deal critical damage.
  2. Raising the chance that DoT spells will deal critical damage.
  3. Increasing damage dealt by critically-landed DD spells.
  4. Increasing damage dealt by critically-landed DoT spells.
  5. Increasing the base damage of 2 lvl 120 and lower DD spells.

The first four points listed come from your Illusions of Grandeur AA ability alone. The fifth point comes from your Chromatic Haze ability.

When you hear your raid leader call in raid for a “FULL BURN” you will generally see your:

  1. Ranger in the raid TB/MGBing their Auspice of the Hunter on the raid.
  2. Druid in group applying Group Spirit of the Great Wolf
  3. Enchanter in group applying Illusions of Grandeur (then Mindrift, and then Chromatic Haze)

Ausipice, Group Wolf, and IoG combined alone will raise the chance for direct damage spells to land critically by 100%. It is important that you and your group’s druid coordinate aDPS as a result to maintain the highest possible crit chance rate for your groups.

Full Enchanter Burn

You will want to devote an entire hotbar for your aDPS/DPS burn as follows:

The only thing I couldn’t fit on the same hotbar was Focus Arcanum, but note that it’s being used in the Full Burn setup further below.

Hot Bar

Hot Buttons 1 through 12 contain the following in order:

  1. Forceful Rejuvenation (AA)
  2. Composite Reinforcement (Spell Gem)
  3. Illusions of Grandeur (AA)
  4. Improved Twincast (AA)
  5. Calculated Insanity (AA)
  6. Social Key activating IoG + ITC + CI + FA (and grp announcement)
  7. Mindreap (Spell Gem)
  8. Chromatic Haze (AA)
  9. Social Key activating CH and grp announce
  10. Robe Clicky Item
  11. Throttling Grip
  12. Mind Vortex

Social Keys


Preburn

If you are going to burn at the trigger of an event/mission, just make sure Composite is up on your group right before it’s triggered.

If you’re burning midway through an event, then you might need to force it off cooldown via Forceful Rejuvenation.

  1. Click Forceful Rejuvenation AA – to refresh Composite off cooldown
  2. Next, click Composite Reinforcement Spell Gem – to prebuff group right before running yours burns

Full Burn

This is when you are using IoG and everything else in the following order:

  1. “Burnzzz” Social Key (to activate IoG + ITC + CI + FA together)
  2. Mindreap Spell Gem – procs Beguiler’s Synergy on group
  3. “Haze” Social Key (to activate CH and tell group)
  4. Robe clicky
  5. Throttling Grip Spell Gem
  6. Mind Vortex Spell Gem

… and then you will jump straight into your sustained aDPS spell rotation.

Importance of Social Keys

My “Burnzzz” social key takes care of activating several abilities in one shot while also signaling to the group that IoG is up so they can be aware of clicking whatever abilities they need to pair as well with it.

I am also able to see the timers on the abilities which is one of the reasons I keep them up there separately as well. If there is lag or anything, I may need to be forced to click any skipped abilities.

CH is important to announce, too, since some folks may hold off a certain spell to cast with it.

Importance of Mindreap Before CH

Mindreap does three things by being wedged between IoG and CH.

  1. It gives a little gap in between to allow your group to prepare their largest damage spells for Chromatic Haze
  2. Pre-buffs the group with Beguiler’s Synergy offering a large “bang for the buck” when consumed with Chromatic Haze.
  3. Druid must land their Nature’s Sweltering Wrath spell BEFORE Chromatic Haze lands

Having too large of a gap between IoG and CH (more than 4 seconds) will hurt your group. You need to be on the ball with this burn order as your casters eagerly anticipate your Chromatic Haze on a SET schedule that is defined by your burn order.

Crit Chance Rates

Discussing Crit Rate chances will help you better plan aDPS.

Passive Crit Chance Rates

Completing certain passive damage AAs and DoN progression, grants you and other damage casters with the following innate chances to crit with direct damage spells (DDs) and damage over time spells (DoTs).

CLASS DD CRIT CHANCE DOT CRIT CHANCE
Enchanter 58% 34%
Druid 58% 56%
Magician 58% none
Necromancer 58% 62%
Wizard 54% none

It’s important to at least get a sense of everyone’s passive DD crit chance. While your IoG affects crit chance for both DDs and DoTs equally, your Spire of Enchantment only affects DD crit chance.

Activated Crit Chance Rates (from AAs)

Now that you know what the passive crit rate chance is for damage casters, you should familiarize yourself next with what certain activated abilities do to extend those crit chance rates further.

CLASS ABILITY DURATION REFRESH TIME DD CRIT CHANCE DOT CRIT CHANCE
Druid Group Spirit of the Great Wolf 4:00 min 07:30 min 12% none
Enchanter Illusions of Grandeur 2:00 min 12:00 min 13% 13%
Enchanter Spire of Enchantment 1:30 min 07:30 min 09% none
Ranger Auspice of the Hunter 1:36 min 09:00 min 33% 33%
Bard Fierce Eye 2:12 min 03:00 min 15% 15%
Bard Spirit of Vesagran 2:00 min 03:00 min 12% 12%

It is part of your job as a caster aDPS class to at least understand what the activated crit chance rates are for yourself and Druids. Seasoned Enchanters should know all of them in order to adapt accordingly.

Caster aDPS burns require a team effort – it’s not a solo job. The duration and refresh time of some of these abilities, as well as availability of these classes, will also dictate when to use follow-up abilities (such as Spire of Enchantment).

Fun with Math

So what happens when you run Ranger’s Auspice, Enchanter’s IoG and Druid’s Group Wolf together?

DD Crit Chance Rate:

33% + 13% + 12% = 58% from these three abilities alone

If you take a wizard’s passive DD crit rate chance of 54% and add it to this figure, they will be over the 100% cap.

Spire of Enchantment

You can’t micromanage aDPS for DoTs beyond using IoGs. All you can do is look at DD crit chance rates with Spire of Enchantment beyond that.

Benefits of Spire of Enchantment

Increases DD crit chance rate by 9% and also offers a mana regen boost. It has a 7:30 min reuse timer. It can be used in several ways depending on the duration of the raid event and classes at hand. In general, it is used as:

a) a filler for any DD crit chance rate gaps

b) and in between IoG refreshes

Usage

The manner in which you use spire may depend on availability of rangers in a raid and a bard being present or not in your group. It can also depend on the duration of the event (ie: is it a quick burn event or not?). Here are some usage cases:

1. If there is no ranger auspice available, no bard in group, you’re about to full burn, and something is going to be dead in less than two minutes. This may be one of the few best times to actually run Spire together with your IoG, if it happens to be up. This is also a common scenario for many enchanters in group missions/settings.

2. If you have a bard in group, they will be running Fierce Eye at the same time you are running IoG during a burn. Their FE wears off 12 seconds later than your IoG. You can follow-up immediately with Spire as soon as FE is off.

3. If you don’t have a bard in group, you will want to run Spire as soon as IoG wears off during a burn.

Still Confused?

If all of this confuses you, the main take-away I want you to have is to at least follow-up with Spire after IoG wears off. You can worry about how to work with a bard later. Note that I have GINA triggers that tell me when any of these abilities are off, so it’s easy for me to decide when to follow-up with Spire.

Once all full burns are done and over with, you’ll then want to try and re-use Spire as often as you can. I generally try to run it while another Druid Group Wolf is running. Druids should technically try to run Group Wolf upon every refresh. This means that on a longer duration event, when they hit their next Group Wolf, you’re Spire should be back up around the midway mark of that second Group Wolf to squeeze it in.

Don’t Hold Back on Spire

If your Druid is not staying on top of using their abilities, it is better to use Spire on refresh rather than not. Plus, it has a nice mana regen boost which can be handy on long, difficult events. During non-burn times when it’s ready for use, you shouldn’t really go longer than a minute without re-using it.

Summary + Tips

As a newcomer to Enchanter aDPS, there may be an overwhelming amount of information here to absorb in one shot. Just try to remember the following if you are struggling and adapt accordingly as you get better:

Tips

1. Druids are predictable as they only have one ability (Group Wolf) that largely concerns you.

2. Druid Group Wolf lasts 4 minutes and takes 7:30 minutes to refresh from onset. This means you should only have a 3:30 min gap of no wolf if they are using it on refresh.

3. You predominantly will use ITC, IoG and CH in the same burn period with a druid Group Wolf. Therefore, you’ll be spending most time only eyeballing Spire of Enchantment.

Know Your Refresh Timers:

  • ITC – 15 minute refresh
  • IoG – 12 minute refresh
  • CH – 10 minute refresh
  • Spire – 7:30 minute refresh

There will be cases where you will use second (and even a third) round of burns. Keep in mind that ITC has a longer refresh than IoG (by 3 minutes to be exact). If the event can potentially be over before ITC is back up, then just run the burns you already have up. Sometimes, squeezing in that last IoG and CH might make or break the needed DPS to finish off a difficult encounter regardless if ITC is down.

Remember, aDPS is a team effort. Plan your burns/spires and talk them out with your groups prior to starting an event. The Enchanter that doesn’t speak in group, and just randomly clicks things at will, is the Enchanter I largely avoid to be grouped with on raids.

If you are not running with a solid Enchanter GINA trigger package, I highly recommend you download the package I have available on the main Enchanter page.

Help! My Raid Group Sucks!

This may have little to do with your aDPS burns and more to do with other’s lack of timing. I’d drag everyone by the ear to the nearest combat dummy and time their abilities with yours to get it down-packed.

You are not expected to know how other classes play and burn. However, I have gotten quite a few messages about what I “think” should be going on with other casters right before, and right after, I hit Chromatic Haze.

1. Druids – They use a spell called Nature’s Sweltering Wrath that needs to land before you activate Chromatic Haze.

2. Magicians – They need to finish unleashing their pets (ie: Host of Elements) before you activate CH. Then they will cast an “…of Many” spell immediately when CH is activated.

3. Necromancers – They are a DoT class and only care about IoG. Keep in mind that CH affects only DDs, so it doesn’t concern them much.

4. Wizards – They can keep casting DD nukes and time to their whim how to land whatever nuke they need to make benefit of CH, once it’s activated.

With all this said, understand why IoG > Mindreap > CH is important here. But also understand why you can’t delay any part of this.