There should be a fine line between PvP setups and PvM setups. In my hardcore PvM setup I dont have a single problem doing PvM content. In a PvP setup I see enforcers struggle where I excel, but its minimal and they work around it easily (like not spamming nanos, OSB, hardcore cpu upgrade etc). There should be that struggle and it should be more announced when in different setups, there really isn't these days. Because there isn't, people aren't really different other than their goals and gear.
I have -40% cost with city, 384 nano pool, 7.8k nano on my trox enforcer and I am not wearing a CPU upgrade, I also use a nano delta imp (duh) so I have 139 tick. I dont run out of nano unless drained by a mob or player. I would guess most enforcers these days have about 10-20% cost and not a whole lot of nano delta but still can maintain their nano.
Mongo will cost me 888 nano to cast, while the team layers will be 801 nano. I will run out of nano eventually but not super fast like those not in my setup. I dont see a problem with the mongo cost because it seems that the idea of spamming mongo to always hold agg is being done away with in favor of using single taunts. I see mongo working as a means to get multiple mob aggro, but single taunts doing most of the taunt on the mob being attacked which is probably why the single taunt nano cost is low.
However, as voiced by others who are concerned about the cost, enforcers have no support in regards to keeping up with constantly casting. Also, judging by the changes to enforcers, it seems they are going to be given a boost in DD and provide some damage mitigation to the team by spamming layers.
If the goal for enforcers is to get them in to teams, regardless of their being another tank, then their role in support is minimal and pointless if they cant keep up with the amount of casting they will need to do. I dont see a soldier having to recast their reflects constantly and I certainly shouldn't see an enforcer having to recast their absorbs.
With that in mind, layers cast and recharge time have changed, making them more easily executable, which is nice by itself. However, it has a 15 second cool down. What would be better is that the proposed layer changes work instead like a soldiers reflect auras but automatically refresh the absorb every 15 seconds. So pretty much, enforcers get an absorb aura.
But back to the point of getting enforcers in to the team when there already is one/a tank. The point of having to cast the layer was to get another enforcer in team whose duty was solely to do that, my idea destroys that and for good reason. We have not received any other information in regards to possibly new items, new LE procs or whatever that will help the enforcer be able to support having to constantly cast. Simply put, Enforcers while being a minor casting profession currently, do not have enough support to be constant casters. The changes that are outlined do not help with what is fundamentally flawed in teaming.
I read a post by Obtena that suggested a more worthwhile support role for the enforcer and no one jumped on it. He proposed that the enforcer had a nano that when casted on another player made it so that if that player took damage, some of that damage would be mitigated towards the enforcer instead of all of it at that player, basically a buddy system. To build on that, I would figure the nano would last 1 hour, cancel on zoning and only able to be used on one person unless canceled by the person it was casted on.
The new damage proc dot, while good because it is extra damage, reflects poorly on the enforcer's nano skills. The whole nano line is flawed because the damage and % chance is based on how high one certain nano skill is. It doesn't matter if you get the one from nasc garden or pande garden, they are all the same damage wise, the only difference is damage type, that is a problem. The proc dot line should work like the taunt proc line in that the higher the requirement, the higher % chance and (in this case) damage you do. What I mean is, if you meet the requirements to cast it, than you get the benefits of the nano and it isn't based on how much of a certain nano skill you have. I see more trox enforcers than I do any other enforcer and I dont see them obtaining the 1600 MM self buffed to get the benefits of maximum damage with how the nano currently works. Not to mention that is a HUGE IP sink. Breed should not matter when it comes to casting nanos for your profession.
I find the new 10k and 30k team absorb rather stupid and pointless. The durations are far too short for them to be of any use under any circumstance. If I could compare this idea to something I would have to compare it too the trox SB. However, what works with the trox SB is that the duration is 30 seconds allowing for whatever mob or player to unleash its fury allowing you more survival time to do whatever you need to do and for all 15 absorbed hits to be used. If the absorb duration was longer (you know, giving whatever you are fighting the chance to do 10k or 30k worth of damage to you) than this would be a nice nano, but it isn't. In my opinion this idea should be scrapped completely and Obtena's buddy system idea put in its place.
In regards to another nano the taunt on Ice Burn has been taken off which is rather upsetting considering the taunt nerfs on all fronts. The sole reason for an enforcer to do that whole damned quest line was because of the taunt (for those that cared) and not because of the extra shield reflect or the few points of health. The gains from going from Coruscating Screen to Ice Burn was so minimal the whole backbone, in my opinion, to getting Ice Burn was because of the taunt. Now it is going away which I think is a horrible thing for the enforcer tool set. If anything needs to be changed on Ice Burn, the taunt % needs to be upped from 10% to 30% and leave the taunt at 10k. With mongo requiring more nano and agg doing weird things let this be the one thing that isn't touched unless improved.