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All classes experience the same line of sight checks when casting on stealthed targets. If a spell caster is more than halfway through their cast and their target is in view or unstealthed at that point, the spell will finish. This is the same way archery shots work in regards to casting on stealthed or out of line of sight targets. Additionally, spell-interrupts function the same way in that if the cast is more than halfway completed when an interrupting ability lands, that cast will still complete but the subsequent cast will trigger the interruption timer. All of these systems are working as designed.
In our testing, these confuse spells in the Mentalism specialization affect theurgist pets in the same way that confuse spells on other classes do. The likely scenario where the confuse didn’t work is in a 1v1 environment where the theurgist pet has no other target to change to. It is the act of changing targets that causes the theurgist pet to be dispelled by confuse, so if there were no other targets for it to change to when you cast confuse, it won’t be dispelled.
The Spellcrafter may enchant items with a bonus (similar to what NPC enchanters have been providing, but at a higher cost). To do this, the Spellcrafter uses dusts (coppery imbued dusts to platinum ensorcelled dusts) and combines them with the item in question to graft an enchantment bonus on it. The enchantment bonus can go all the way to 35% for the highest level items, and you can imbue partial enchantments (if, for example, you wish to save on the cost of dusts). You can also enchant an item partially and then come back later to imbue the remainder. You'll see all of this reported in your chat window when you combine the dust to the weapon or armor.
Your bonus is based on the dust you use, with the Coppery Enchanted Dust, your bonus is 3%. The other dusts provide higher bonuses.
For level 50s, crafted armor and weapons should aim to have a 35% magic bonus from enchanting.
Glad to hear you are enjoying the campaign! We will be updating the items available for purchase with aurulite as the campaign continues.
For MTX, we’d eventually like to add a robust item-reskinning system but for the first iteration we will only be offering existing items with different, but un-changing skins.
Given the fantastic utility that Minstrels provide to the “stealth game” as a whole, upping their stealth abilities has to be done with great care. That said, we can give the line a look, along with the rest of the general improvements coming to the class (among many others!) in patch 1.123.