Enchanters
An enchanter should basically keep his cool in
battle. Enchanters do not Kill the creatures with spells or melee or
take hits well. They do however, change the battles significantly. They
make the creatures weaker, less resistant, slower and stunned or
charmed. They increase the mana of the casters and increase the speed of
the warriors. This allows a group to kill a lot more or harder creatures
than normal. Enchanters come into power at 16th level, and just get
better and better every level, but until then, they are one of the
weaker classes. If you want to be the one doing all the killing for a
group, or solo'ing non stop, an enchanter is not the best choice really.
This does not mean you don't get the glory sometimes, just not all the
time. When done correctly an enchanter can take a certain death
situation for the group and turn it into an easy fight. When this
happens the rest of the group is normally in Awe. Unfortunately most
people think of enchanters as Mana batteries and Haste casters, this is
because the vast majority of enchanters don't know how to use them
correctly. The best tip for an enchanter is to know your spells. If you
know what every spell you have does you can select the spell that is
best for the situation. For example: if your group is fighting creatures
that take a while to kill then debuffing it with any of the Weakness, Enfeeblement, and Languid Pace line of spells would be
worthwhile. If
your group is fighting creatures that die quickly these spells are a
waste, but the Stunning spells such as Color Flux and Whirl till you
Hurl line of spells would be worth while. If the creatures hits hard, or
your group doesn't have a tank with a big AC, then the Weakness line of
spells would be useful. If your group doesn't have a lot of healing
power, the whirl till you hurl line of spells are useful because they
stun the target for up to 10 seconds, and if you Tashani the creature
first they normally last about that. If your group is fighting a caster
the mesmerize will interrupt casting. If your group has one main tank,
casting your damage shield, Haste, and weakness on the creature is useful. (It is not advised to cast a Damage Shield, Feedback, and your
Slowing spell in the same Fight. If using the Languid Pace line of
spells, just save mana and don't cast the damage shield) If your group
is fighting 2 creatures, instead of Mesmerizing/entrancing the second,
you could Charm it and have it help kill the first. When group pulls
more than 3 mobs, it's easiest just to mez them all and not risk
charming. (there is a great tactic for charming when having 4+ mobs, but
it's only if you have a good group where the people listen. And since
it's more advanced tactic for when your 16+, I'll wait a while before
going into it) When your group has a tank with a High Agility and AC,
but not that high of Strength, using Berserker Strength spells come in
handy. Or if your group has a shaman or ranger to buff the agility,
Berserker strength is useful. There are so many different possible ways
to fight with an enchanter it's hard to give examples of them all.
Basically it's just Know your spells and your spell book. Enchanter
spells mostly use charm as a form of resistance, the higher your charm,
the less resisted you are. the most important stats to an enchanter are
Charm and Intel.
**Enchanters come into power at 16th level, and just
get better and better every level, but until then, they are only
somewhat overfull**