Classes: The Enchanter

Enchanter - the game's traffic cop. When the enchanter yells stop, creatures cease what they are doing and just wait to die. A complex class, enchanters get a variety of spells as well as a pet, and can be played in a number of different ways.

What is the best way to develop and play an enchanter? What spells are most and least important? Can an enchanter be soloed, and if so how? What skills are the most important for an enchanter? How should an enchanter be played in a group?

Post your strategies on how to best play and develop the Enchanter and read, rate and comment on what others have to say.

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Question on How to do spell line upsFollow

Question on How to do spell line ups
#1 May 15 2006 at 1:48 PM Rating: Decent
Greetings all.
First I'd like to say how well this forum is compared to others. You all should be very proud of yourselves,Itis by far the best Class forum I've been to where people try to keep to the subject and curtious to those new to the Class. That said,Here's my problem in sorts.
I'm new to Enc class..I have solo'd mostly and grp'd alittle to lvl 40. What I have been doing is using the save spell sets and just changing out the new one's I get that up grade.
I have a Solo slot..which is Mez , Tash , Slow , Disempower , Dot , Root , and DD.
Fight which is pretty much the same and a Fight/buff that I just change out all but Mez , Tash , and slow and add Clarity , IS , and the other Mind buffs. For Haste I just drop Disempower till I have them redone.
Now that I have reached 40 we get Guru.. which has a long recast timer and I don't know what I should drop to have it in my line up. It seems I spend more time shuffling Spells and trying to keep up on grp buffing and mezing..when needed.
I'm thinking it must just be the Life of an Enc.. :) But any help is appreciated.

Thank you and Be well

Edited, Mon May 15 15:05:54 2006 by spiritgod
Question on How to do spell line ups
#2 May 19 2006 at 10:38 AM Rating: Good
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98 posts
Drop your disempower for Boon since it does not last as long as other combat innate spells do higher up. Disempower really shows no benefit to the grp in a short term fight, in fact it probably isn't mana efficient in those levels for the gain on lessened damage.

Remember our disempower line really only helps if a mob is unslowable and a longer than normal fight, Named in Plane of Time and such are what come to mind for me.
Question on How to do spell line ups
#3 May 20 2006 at 5:45 PM Rating: Decent
Thank you Prostea,appreciate the answear. Be well all
Question on How to do spell line ups
#4 Jun 09 2006 at 2:27 PM Rating: Decent
I partially agree with Prostea... in short fights, Disempower is a poor second to slow, and isn't likely to do a great deal for your group.

Now, there's an exception to every rule:
If you're grouped with a Shaman, put Disempower(or the appropriate higher level version) where you normally keep slow and add it into the mix. The shaman's slow is better than ours, so it becomes their purview. At the higher levels, your party may see a sizable tradeoff in the amount of damage dealt and taken... especially so on mobs that take more than a minute to kill.
Question on How to do spell line ups
#5 Jun 27 2006 at 2:17 PM Rating: Good
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98 posts
I would have a hard time dropping my slow for a short duration buff. Many things can happen to a shaman that may force us to still use our slow. Raid grouping is a great example of this. The fastest toon killed is usually a shaman on a slow resist. So if you have your slow spell gone and the shaman gets summoned and dies, I don't think you would have time to get the slow memmed and casted before half the raid is hurting due to an unslowed mob.

You slow, tash and mez are all part of the bread and butter line, and as such they should always be up no matter what. Shamans and enchanters can work hand in hand in a group, there is no denying that, but part of the wroking together is not only complimenting each other, but backing each other up. Many DoDh missions force a shaman into a patch healing situation and not a debuffing role, which forces the chanter to slow and debuff.

You are right that there are exceptions to the rule...
Question on How to do spell line ups
#6 Nov 22 2006 at 1:37 AM Rating: Decent
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67 posts
I would never take out my slow, tash, or mez.

My typical line up

Tash
Slow
Mana Flare (or) Stun
Mez
AE Mez (or) DOT
Nuke
Self Rune
Ward of Bewilderment
Mana Drain like Scryers

I also made buff sets, however each buff set leaves Tash, Slow and Mez up at all times.

A neat trick ~ If you want to make a set that you want to pull up temporarily, like group buffs, make a set that only has those 3 buffs and leave the others blank. Then when you switch from your main Spell set to this Quick Buff set, only the 3 gems that have the new spells will be replaced so you wont be caught with your pants down with mobs beating on you.

Edited, Nov 22nd 2006 4:46am by teknopwrs
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