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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**