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.
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
Edited, Thu Feb 26 21:08:26 2004 by Iluien