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Enchanter Strategies PleaseFollow

#1 Feb 26 2004 at 9:47 AM Rating: Good
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1,625 posts
Morning Everyone,

My chanter is currently level 25 and has most of the spells available for his level. I currently cast Tepid Deeds (slow) on a MOB and then let it hit me. My Pet (with Haste) takes over at that point and then I DOT and Nuke (sanity warp) from a distance. This has been working nicely in Echo caverns as long as there are no "adds." My pet is sorta weak (level 24) and the medding and healing time between pulls is fairly long but since the exp is great in this zone I am willing to suffer silently.

Question:

Are there other stratigies that I can use to help the learning curve of playing an enchanter get easier?

I like to solo a bit and groups are hard to come by in Echo. I have tried Marus Seru but have never liked the slow exp crawl in those zones. The EXP rate in Echo Caverns seems to have a little kick to it.

Thanks in advance for your help!

Forrd Festiva
Level 25 Enchanter
Bristlebane Server
#2 Feb 26 2004 at 9:54 AM Rating: Good
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8,619 posts
Carm fighting is posible at 24 but really really hard, works like this

mez mob, tash mob, charm mob, mob is now pet.

pull mob with slow or Dot, send in Pet, slow or dot mob, root mob, sit while pet beats mob to a pull while standing at extreme spell range praying that charm doesn't break before root does.

That or go to High Hold Keep basement and level to 34 to get a more reliable charm

#3 Feb 26 2004 at 9:55 AM Rating: Decent
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51 posts
The best place to learn more about your enchanter is www.therunes.net

It is a site dedicated to enchanters and is a great supplement to Allakhazam's site.

Airif
#4 Feb 26 2004 at 8:00 PM Rating: Good
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531 posts
No need to mez and tash a critter you want to have as your pet. Tash lowers Magic Resist and charm checks your CHA for resists more than anything else. CHA also modifies how long the mob will stay your pet. It IS random, but CHA helps it last longer.

Editting to add also; that if you mez it then charm it, you have a mez'd pet that won't do anything till mez breaks. Feel like standing there a minute? Root is bad enough but at least if you need to root your soon-to-be pet, it can fight for you and you can root something it can fight to keep it company. Mez'd then charmed, charm can break before mez does, or so soon after you're more likely to get yourself killed.

I used to charm solo in Dreadlands from lvl 43 to 51. It's definately dangerous but if you get good at it, you can yeild faster exp then you would grouped. You WILL die occasionally, SoW potions will help and Rune is a must. ALWAYS try to keep the mob you are fighting ROOT too(keep the fastest root type spell mem'd, I haven't really noticed a difference in resists or duration from the higher level roots(Some claim to last longer but because it's random it's so rare to last to full duration it's not funny or worth it. Speed is more important, especially if Charm breaks and you have 2 mobs after you).

I recommend sticking with Blues to charm and fighting blue to yellow cons. Between you and your pet a yellow will die fast and your pet will be near dead too. That's GOOD! Once the yellow dies, invis to break charm, most mobs run when below 20% so one nuke usually kills it and you get exp for both kills. Sometimes you can kill two mobs off one pet, three is rare but happens, but try to keep your pet alive so you can kill it yourself. Why waste exp. Also, don't buff your pet! When charm breaks you don't want a buffed mob attacking you! Slow is a must though.

You are now a Jedi, go kill Darth Vader. If he tells you he's your dad, don't believe him. It's a trick, he tells everyone that.

Edited, Thu Feb 26 20:16:20 2004 by KerikDaven
#5 Feb 26 2004 at 9:02 PM Rating: Good
Sorry KerikDaven, but I believe you have made two statements that are completely wrong.

The initial resist check for charm is magic based and casting tash will reduce the chance of resists. Especially if you keep recharming the same pet.

Charisma is important for duration for sure, but not the initial "stick".

No solo experience will be better than with a full group. This is simply not mathematically possible now. (Hmm OK maybe bard swarming still works, but Chanter swarming definitely does not.)

However I do agree with you that mezzing a mob before charming is a complete waste of time.

As much as I hate giving advice encouraging a Chanter to solo, there are a couple of usefull odds and ends you should gather together. Untill you get some Jboots, spend some PP to get a stock of SoW potions, you don't have to use them all the time, but there are plenty of occasions when using a charmed pet that SoW will make you much more effective. Also get yourself some snare items. The easiest is probably the balls of yarn from Stonebrunt. Again you can use them a lot or sparingly as you see fit, but there are times when is makes an enormous difference to how effective your tactics can be.

The generally held view amongst the EQ community is that to level you kill as many dark blue mobs as quickly as possible, over and over again. However, for a Chanter I do not believe that this is the way to go. An Enchanter's real damage dealing qualities show out in long fights. You have many debuffing and crippling spells that in the typical rapid kill blue scenario, you simply never get the chance to use. But in a long fight against high reds a Chanter can really do well.

One of the first issues with fighting high reds is landing spells, always use Tash. The next is the relative AC level, stacking disempower and weaken can really pull a mob down to size. Next buff up your charmed mob with everything you have, this is where I like to have snare and SoW, snare your pet before charming him and keep yourself SoWed. Send your pet in and let him fight to the death.

Experiment with this a bit and you will learn to judge how many pets you need to kill certain types of mob, and you can judge when you need to get root on the mob and charm yourself another pet, you need to have the right spot with a bit of space to work and readily supply of mobs of course.

The Karanas and Stonebrunt were two place I liked for this, I would imagine Scarlet Desert would be equally as good, Dawnshroud as well. My strategy in Stonebrunt was to set up near a kobold camp, use the kobolds as pets and hunt gorrilas and pandas with them. When the pet died the next "volanteer" would be standing nearby waiting nicely to called up for duty. Smiley: smile

Now obviously you do not want to be standing next to the mob when your pet dies, this is why you need a bit of space as your root can be a bit unreliable on reds of course, but the fall back is to mez it if you have to.

I found the ideal combination of tactics was to try to pick reds that would be close to running, or at least two thirds dead when the pet died, then just root and nuke. I found it to be good experience, exhilerating and a way to get good loot and PP.

When it comes to killing reds I think only Necros and Mages can rival a Chanter. (Yes I know Bards can do it too but they have to run around in circles :p)

PS You might think that the prospect of having both a highly buffed ex pet and a red mob bearing down on you makes this too high a risk, but unless you are out of mana it is not a problem. AoE stun, AOE mez, entrance red mob, back off, recharm pet. If you fizzle don't panick. This is another reason I like to have a snare capability, because if worst come to worse you can hit the mob with fear. Always keep a note of your loc Smiley: smile

Edited, Thu Feb 26 21:08:26 2004 by Iluien
#6 Feb 26 2004 at 9:43 PM Rating: Decent
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531 posts
Okay, well I'll say this, I'm not saying I NEVER had a resist with charm, but going from 43-51 in DL resists were VERY rare to almost unheard-of and I didn't use tash ever but did have a high CHA. Okay, just looked at Caster's Realm, Magic check it is! Also says "Very hard to resist". My mistake on that but I never really had a problem and think Tash isn't needed at all.

I still stand by the way I hunt as having worked very well for me. As far as you hunting high reds, I think you're NUTS!! I believe you can do it and don't doubt you, but I'd rather do it my way, kill 2 blues with one pet usually, then get exp for the pet, then repeat. Can usually kill 6 that way in 5-8 minutes. Need to med then though, but I would think that's better than 1 red in the same amount of time, but that's just me.

As far as the exp being faster than grouped, it worked out that way for me. That was BEFORE the new group exp though, actually DURING. I think that came to be when I was lvl 46-47ish still hunting in DL. I tried grouping again because of the bonus but wasn't impressed and went back to soloing. DL might be a bad example though because it's VERY heavily camped and sometimes it would take the puller a minute or two to find things and bring them back. I definately did better solo though. I was usually away from all the camp spots where there were plenty of mobs and I was never lacking things to kill. Funny thing was an Enchanter asked me if I wanted to join her and told me it was better exp solo than grouped. I then said but aren't we grouped now? hehe She just said"For now, so you can learn. I was hesitant to do it but she showed me how and I loved it. Groups kept asking me if I wanted to join them but as I said, the exp didn't seem to come so much faster grouped and I didn't have to deal with some of the idiots you meet and groups.

I give you a lot of credit for taking on high reds, but personally I feel I get too many resists and the time spent isn't worth it. Tash or not, Enchanter spells tend to be VERY resistable and a druid can usually DoT something many more levels that an Enchanter without getting resist where the Enchanter doesn't get a single stick! I know because I had my Druid and Enchanter hunting the same mobs!
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