Hello Leirra! Welcome.
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So, what is there a 'demand' class like enchanters used to be (and maybe still are)?
First, the Al'Kabor catechism: we're a small server, and all classes are eagerly welcomed by just about everybody.
I'll take a stab at your question anyway, though!
If your goal is to be wanted and needed in exp grind groups, your best bet is to play a class that can fill one of three roles: efficient healer (cleric, druid), efficient tank (paladin, sk, warrior), or slower (shaman, enchanter, beastlord). Enchanters deserve special mention because a hasted charm pet makes the whole process vastly more efficient, and everyone wants one. I should also mention that tanks aren't really tanks until they've AA'd and geared up a bit.
If you want to be especially needed by a guild and/or in a raiding context, you have three options:
1) Play a healer or a wizard.
Heals and DPS are the real substance of a raid, and the company of a few other solid members of your class doesn't diminish your own considerable impact on a raid's overall strength.
Clerics are the best healers, but since you don't like them, druids perform well in CH rots and can handle all but the toughest spotting jobs (shaman, not so much).
Many classes do considerable DPS, but wizards do the best burst DPS by far, and it's burst DPS that wins where DPS can make or break an encounter. Wizards also don't need to be in melee range of a mob, attack a from behind, have a pet up, use a discipline, or avoid walling their target.
2) Play a class that fills a gap.
Aside from healing power and DPS, which every guild or raid will always need more of, one player can have a disproportionate impact by playing an underrepresented class. This isn't the most practical advice, of course, since that will change from guild to guild and over time. If you decide that you really want to join <Underwater Basketweavers> and play an enchanter because they don't have any enchanters, there's nothing to stop 5 new enchanters from applying to UB next month. Or maybe you decide that aquatic baskets aren't really your thing after all, and <Desert Ice Sculptors> is lousy with mez-lobbing finger-wagglers.
3) Play a very well-geared tank.
A guild's best-equipped tanks are its backbone. If you're the best-geared warrior in your guild, your attendance makes or breaks any envelope-pushing encounter.
Obviously, this isn't a role you can inhabit until you've been around a while.