In terms of debuffs, the Enchanter commands the second most powerful slow spells in the game (surpassed only by the Shaman), and is unsurpassed in other debuffs. In general, Enchanters in EQ and in Pantheon are typically one of the more gear intensive mana using classes in the game. Some of them are known, like the nuke replenishing mana "should" at least scale from stats. Their primary stats are both intelligence and charisma. This was mainly because caster DPS only had to worry about Intelligence then Mana. Yes it is. From there you can basically chain pull mobs in to your charmed pet. You are correct that the existence of aggro determines xp distribution though! is a set of charisma gear cheap to get? I started at 12 with no problems...at 14 the sisters camp in lfay is great for charm solo. If your mana and hps regen rapidly once out of combat you've essentially degraded the value of having items that have affects on them like HP and mana regeneration. Lvl > resists > cha > pray charm breaks are based. "Ok, so the very old and dated portion of the game only.". Your damage output was the same, only that the raid geared Wizard could do more in a given time. With Enchanters in this game, as of now, they do more than damage and aren't restricted to merely three lines. Tiiden, agreed. This is also more specifically about stats, and there were no stats or items that generally gave you better performance as a Wizard. Personally, I prefer to let the two mobs grind each other down, then I kill both for xp so I don't have to worry about the charmed pet breaking while I am medding. The system does take into account that an Enchanter should have a higher charisma than say a Necromancer. I will rarely bring it up in general chat and typically, only if pertinent to the discussion. I was using a basis from the Enchanter in EQ1 because of what stats did from outside the soft-specialization. You have a strange tendency to go off on one during any discussion here or on Discord and talk about what a fantastic Enchanter you were in old EQ and how you knew the game mechanics better than anyone else. Not to make light however, of what has become of the modern MMO. Respawn 16 minutes. If we specialize for our core abilities, how would that affect our ability to deal with taking damage if we don't have enough points in Agility or push for AC, for instance. I'd advise you not to make this personal and stick to the topic here or in question. amirite? Deeps need to deep, tanks need to stay alive, and healers need to keep everyone alive - all of which scales with gear... Is Enchanter is the least "gear dependent" class? No need to do any blurring or anything. After you might go to the p99 wiki and look at their enchanter guide for anything not covered, You can do this if you want to use pet for another mob...or you can break, It does not matter which mob you kill once you break charm. Can you explain the pet dual-wielding thing a little more. A few things to help: 1) Give your pets weapons. Running with a cleric, my only tank source is a pet for 7 minutes, which adds to the "fun" factor. The difference here is you have to factor in the class. Wizard gear had spell casting haste and spell casting damage multipliers on it + flowing thought for mana regen. Find a potential pet that is several levels lower than you and Tash it, then pull it to a safe spot and charm it. Once you charm them, they stop quadding unless you give them weapons so they can dual-wield. Share with: Link: Copy link. Not quite, in fact Enchanters in EQ were more dependent on gear. The mez is quick and charm seemed to work well even though my chanter died so quick after charm break i turned it off. Illusionist: Illusionists use their powers to weaken and confuse their enemies and strengthen the powers of their allies. More expensive items are platinum cat eye necklace (9cha) and the star ruby rings that give 7cha and 5dex. Charming . In my personal opinion, a dungeon crawl as an Enchanter is one of the most fun experiences in classic EQ. Not 100% positive though. Enchanter: Enchanters defeat their enemies through mind control and misdirection. Should I head out to Oasis/LOIO to do my charming? This is enough by itself to make good money with this method. I usually go buy 40 torches at a time before going to karnors basement. His PH circles around the building. View Full Version : Enchanters and Charm/Kill Soloing! Enchanters are primarily a magic-using class, with the ability to wear cloth armor and wield blunt weapons and daggers. Intelligence determines the total mana you can hold, and Charisma is used for charming as well as determining a mobs resistance to your spells. I just tried this and it seemed to work... memory blur enemy mob when its under, let it regen 1 tick of hp, and nuke it. EverQuest: Enchanter class > Dire Charm - mobs. Charm him and give him Dull Ruby to receive Enchanted Ruby. camp the courier near windmill/ruins for the goblin gazughi ring its the best thing you can own as an ench instant cast charm breaks is sexy. We're talking about Everquest as it was. Everquest is a game completely designed around cooldowns. These will start to turn light blue during 41, but are still useable for experience through 42, at a much slower rate. Now, in Pantheon this is tricky because abilities use a host of stats for their modifiers and act as a type of coefficient. FT Boots in CT when the revamp occured after Luclin went live and the same with the Prayer Shawl (The first FT item) and was a few months after Velious released are the exceptions and were the methods but again, this fit under regen, similar to Clarity. What you see in Pantheon that contradicts Everquest like Soft Specialization, Disposition and the like are not elements of Everquest. View Full Version : Enchanters and Charm/Kill Soloing! Enchanter in EQ did have a modifier as the only stat in the game that had a modifier for spells. Intelligence didn't alter damage at all and was only related to a mana pool. Charm him and give him Dull Emerald to receive Enchanted Emerald. Enchanters are the primary CC class. Outside of soft spec, we really only have EQ combat mechanics to go by since they were basically copied over for the most part going by the content we have avilable. When mob gets to around 30%, it's time to head out and pull a new mob. How is EK/HPH, or any other open recommendations? Then of course Health/Saves. I don't know about being the least gear dependent or not. Try to strike a balance in these stats. 3 posts Dire Charm - mobs Dire Charm - mobs. Intelligence affects their mana pool and their charisma has a direct relationship to the duration and effectiveness of their beguiling spells. Pantheon is pulling from the original aspect that was Everquest as I detailed above but with elements of VG and pulling from mechanics that worked through the years after EQ to include stat specialization and the like. Charisma. Enchanters are the most subtle of spell casters, with little focus on doing damage directly but tremendous impact on the world around them. Does a non-pet npc not take any xp? tash, charm, toss them the required weapons, and haste them. Gamer. I'm pretty sure that after you break charm on your pet, it doesn't matter if you finish pet off first or finish the mob off first, you still get full xp for both. It was also a reference as to something I would not like to see carry over obviously. Keep in mind that your two most important stats will be Charisma (affects mob resistance to your spells) and Intelligence (determines how much mana you have). The charm pet outlcasses 2-3 DPS classes combined, and is a superior tank to any tank class. As a new player to this server, I decided to roll a chanter and am loving it. Most enchanters choose this as their field of … Enchanter. Share. I never said I knew the mechanics better than anyone else as I'm sure there are those who knew more or played better than I did. How does this method of solo (2x mobs fairly heavy mana use) compare to a average group in a dungeon for exp? Ur pet gets no exp u get 100%. Nadia_brell. Beckon, ENC/62, 1: Charm up to level 57. 1,707. They key to charming is to find what mobs make the best charm pets, and augmenting their DPS even more. Every raid and difficult mission is centered around and made easier by when and how you use your … Risk versus reward is the balancing act that will keep players engaged (or not). Many people have a tendency to aim for a really huge Int and a lot of +Mana items, completely neglecting all other stats. They have Mesmerizes, Charms, Confuses, Mem Blurs, Roots, Direct Damage, Damage over Time, Silences, Stuns, Damage absorbtion Shields (Runeskin), Melee Hastes, Spell Hastes, Mana Regeneration, Mana Drains, Melee Slows, Spell Slows, Melee Damage Reduction, Illusions, Faction Adjustments, Resistance Debuffs, and then spells like Malison's Lucid Dream/Nightmare. I'm trying to do the chanter thing. As for Flowing Thought, that's mana regen and while technically it was a good bit before Spell Haste and much earlier than Damage Multipliers. The Enchanter class receives 30 starting points to distribute in the various stats. Do not rune while fighting mobs it causes huge agro rune before a pull it will save your life more times then the pp it costs for reagents. It just so happens that they are also one of the more skill dependent classes overall. This will be an impossible question to answer until we understand the impact of stats on their abilities, and on things such as AC/evasion/health. Placing all points into charisma, the High Elf Enchanter begins with a base charisma of 115. You can buy it for 1 silver (or 2 silver at greedy vendors). Mana pool merely allowed them to do burst for longer, but that just meant more mana to regen. From Fanra's EverQuest Wiki. Spoke with GZ this morning regarding Charisma and its effect in relation to resists. There were also no damage multipliers at the time. ... they are borderline 46 and up so be prepared to use regular charm to dispose of the ones that are to high level. That's sort of the issue with what EQ has become. You will get full xp for both. Ok, now I understand a bit more. A level 50 Wizard in Vanilla Everquest was in fact no different in terms of performance either with or without gear. Or maybe it is there and i haven't found it yet. Whether those resources will include better mana regeneration or colored mana, we'll have to wait and see. Currently on EQ TLP servers in early content, Enchanters are the center of the entire gaming world. Enchanter is a caster class that has few hit points per level and can wear only the lightest forms of armor, Enchanters are crowd control experts and are the most proficient class at Charming, Stunning, and Mesmerizing enemies. dragons, Parathior, etc.) Doing this allows you to get full XP from both creatures, since if your pet does more than 50% of the damage to a target, it will eat a hefty amount of XP, however if you kill it first it won't be around to take the XP from you! Thanks for the info in this thread, it has really helped me out. Tell it to stay while you find a playmate! So my enc is 19 with 200cha. Almost all named raid mobs (i.e. Because of that, analogies and references never hurt. Now I just have to find a way to earn a little plat to replace my six pieces of silk remaining (lol) and I'll be good for a while. Enchanters really only have two choices to go for in Specialization: Alteration and Conjuration. The rod costs 400-500 probably but i quested mine on my own. It's not 100% fail-proof, so you might wanna memblur two or three times to be sure. I spent a ton of time on classic EQ so I just need to mentally "parse" between original and emu Back on subject.. One of the best mobs to charm is Cyanelle in Lake Rathe. In terms of spells, there is actually very little an Enchanter cannot do to some degree, the most notable exceptions are healing type spells … Tash/root/charm/equip weapons/haste//break charm. There's a far greater grasp and that means requiring, as of now, Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. I am currently struggling through PoP progression and the main reason is lack of charmable NPC's. EQitems provides best in slot lists, item upgrade paths, spell lists and more for the game Everquest. Level 23 magician who gits for over 110 lol. This allowed more evasion and misses as well as lower peak damage against you. The supposed downside is risk, but Enchanters can … Thanks for the replies, http://xornn.tripod.com/Creation/creation.htm this guide tells you pretty much everything you need to know about your enchanter (and the stories are really cool too). I speak of Enchanters here in the Enchanter section and in the CC section of the Discord. The latest info we have is that (@ lvl 60) Allure/Entrancing Allure will charm up to level 52 (possibly 53), and Spellbinder MCA Binding Grasp will charm up to level 58. You can pull 2 at a time so it works prefect, and the plat is unreal for the level. Mana: 100: Skill: Alteration: Casting Time: 5: Recast Time: 1.5: Fizzle Time: 1.5: Range: 04-27-2012, 10:16 PM. But as MauvaisOeil pointed out, you'll need it to boost your survivability and mana resources. P99 for instance stops at Velious release which is why they don't have any FT items and refrained from releasing the latter segment of the Ring and Shawl quest chain given the relative point in the expansion they were finished by the developers. I spend 20-30+ in SK/paw with Tecmos I think (maybe with MM mixed in a bit). Charm/kill soloing is my fave way to grind it out alone as an ENC. This is why i said let it regen 1 tick of hp. It was also an added feature later in the game's life. As … Project 1999 > Class Discussions > Casters > Enchanters and Charm/Kill Soloing! It varies on a number of spells to its actual usefulness but it does have a use. Charm other critter and send it on the 1st. You can get 51 cha from getting the gear i started my cha gear with. You're going to want to use one rotation while burning (when cooldowns are active) as well as one rotation when you're low on mana/when Cooldowns are down. And, all you need is a Crude Stein and one Cat Eye Bracelet to raise your charisma to 137, which will give you the best prices you can get when buying from and selling to merchants. "A perspective that’s not representative of modern MMO or Pantheon from what we’ve seen so far.". whats the lowest lvl chanters can start charming effectivly like this I read some ench lvling guide that said pretty much at 12 start doin it on mobs at the wiz plat in nro and then move to crocs in oasis. II: ENC/80: 1: Charm up to level 79: 1479: Alteration: Single: Haunting Whispers Rk. Nadia_brell. Necromancer of course doesn't apply. Lots of room in SK to keep you safe and avoid having to spend mana on runes (hell, I never even used shielding or AC spells when I was leveling with space), and in paw you are right near the zoneline (although you can't get very far into the zone before you hit that retarded red-con gnoll standing next to a bunch of stuff that is like 6 levels lower than him). III: ENC/80: 1: Charm up to level 79: 1479: Alteration: Single: Hastening of Erradien: ENC/80: 2: Increase AGI by 80 3: Increase DEX by 67 4: Increase ATK by 71 5: Increase Attack Speed by 68% When referencing it and with regard to the topic, this is the Everquest that is both emulated today and what is then juxtaposed with regard to Pantheon development. Aside for that, that's it. Especially with how much of it is basically copied over into Pantheon. Enchanters needed to push Charisma, Intelligence, Mana, Health, Saves but also, due to the need to take a few hits, they would want to put points into Agility and AC. Enchanter 101 Enchanter Class Basics. That stat was Charisma. Charm/kill soloing is my fave way to grind it out alone as an ENC. Charisma will not lower resist rates of debuff spells, slow spells, direct damage spells, or DoT's. I know several casters from my EQ days that squeed with joy when they got that first Flowing Thought 1 item. This would work if your memblur is successful. You may want to root or mez it before charming, since you prolly won't have enough time between the mob coming into casting range and the casting time required by your higher level charms. This likely won't happen until people get in and start playing the game, especially without an NDA attached. If you get the mob down to like 13% then let it regen one tick to 18% before you nuke it, youll know your memblur was successful based on the regen tick. You could technically deal damage as a Wizard while naked and perform as well as one in raid gear. break the Charm, then kill your ex-pet with a nuke and afterwards dispatch with the enemy mob. Enchanter in EQ did have a modifier as the only stat in the game that had a modifier for spells. But I think at the very least it is safe to say gear will be needed and useful for enchanters for at minimum resistances and resources as well as stat enhancements and maybe procs. 4E) Go to City of Mist and find Wraith of Jaxion. What the raid geared wizard allowed was more surviveability, better saves, AC and health. But the OP is asking about how necessary gear is for Enchanters in Pantheon, not 1999 Everquest. As a Dark Elf Enchanter for about seven years, those were two other stats I did push for since there was a noticeable difference in ability to tank compared to a High Elf for instance who didn't push Agility or AC. Reverse charming is also a way around the exp problem. What we’ve seen from streams, tooltips and heard from Joppa himself so far is that gear will matter and make a difference for Enchanters as stats will affect abilities like mezz to change the potency vs duration. It was never something I could perceive when leveling Tecmos, so I never really worried about it. If you follow that route as an enchanter, you will probably find yourself dead at 80% mana on a regular basis. Since output was based on mana regeneration, when parsed, I found the outcome was no different. I'm talking about the base game, Ezrael. This guide covers Enchanter basics up to the Omens of War expansion. Am I a glutton for punishment soloing in uguk? .. Submitted by Baelish, 3:26 A… I have added suggestions on loot later on as your level increases, but if you want to look around there's a great Enchanter Items section. If the charmed pet gets the upperhand and mob gets low on health, I back pet up and memblur mob then nuke it to death and then do the same on pet - is this the way to handle it in order to get full xp? Ok, so the very old and dated portion of the game only. Their primary stats are Intelligence, Strength, Wisdom and Dexterity. Memblur works the first time usually, and sometimes it takes 2. I found the best exp while charm soloing (only really works outdoors and with a lot of room) is to find the perfect pet. One thing i would request is debuff while mez if possible. This makes me want to play my Chanter again. Vermicelli. In summary Charisma effects the resists of Charms, Mesmerises and Blur-Type Spells across all classes. When I say perfect pet, I mean one that you know will quad hit or backstab if given 2 weapons or daggers, and it is slightly higher level than the majority of the mobs that you will be killing. So just to be clear you do get full xp on the pet kill even tho your doing a small % of damage and the creature who did most the damage is still up? Yes, within Pantheon, stats will be all over the place as going by the tooltips. Newish to MQ2 and even newer to CWTN plugins but this is great. Is Charisma actually taken into account on mesmerizations and charms? If she casts spells her level she will be blasting for 100-150 as well. Whereas Intelligence and Constitution are baselines, Strength, Dexterity and Wisdom are required for their Fire line, Ice line and Arcane line. The only problem will come from stacking new spell ranks with uber gear which might throw stat scaling stellar on mezzes, but I'm sure it can be balanced with the level of your target. Given the range, it may include Agility, Stamina and or others such as AC value (such as with Runeskin). That stat was Charisma. One of my favorite classes is the enchanter. Everquest today even in the mess it is right now is still not indicative of the modern MMO. The others, I'm pretty sure they will do. Enchanters should charm the gnolls, and use them to kill basilisks. So in all, Enchanter was more gear dependent than the other Pure Casters and even more than the Healers. Alterationis by far the more popular choice as 80% of enchanter spells are of this nature. Wizards as of now only really deal damage and have a tiny bit of utility. This page is the index page for all of my different Enchanter Kissassist INI files. It should, however it's done, gear should at least manage : -Mana replenished due to damage inflicted. Crude Stein, glamour rod, opalline earrings, golden cat eye bracers. The ultimate reward in PRotF will be the ph4t l00tz. For other articles with related titles, see Claw of Khati Sha. This was why mana pool wasn't a determinant on total DPS of performance over time. I don’t see the relevance of bringing up a lengthy Everquest story from 1999 for this discussion, the game mechanics in Pantheon are not being designed as a carbon copy of that. Just want to share my method of breaking charm, which in my opinion is better than using hide as a Dark Elf. Even that didn't apply towards their DPS as that was more dependent on their mana regen which required an Enchanter or Bard. The other stuff is <50p each. Obtain: Reward from the collection quest, Creatures of the Dark Side. It includes roots, hastes, slows, DoTs, charms, and most buffs and debuffs. I have one of those and got a squad ring (5cha) from halfling guards in misty. Truly the best with the Charms L39+ and with over 200 CHA, it is a solid way to level with little risk if you do it smartly! You can travel through dungeons freely, mesh well with almost any class, and solo farm almos… (Good) Coercer: Coercers control the minds of weaker foes while … Jump to navigation Jump to search. It's one of the dependencies of their soft-spec system. Then on top of that, as a Crowd Controller, you are expected to take some hits and that may be where Health, AC and other values are important. I'm sure gear will "matter" for all classes - otherwise there will be very little reward in a game like this. He spawns at the very end of the floating islands. You’ll need a pick lock to get through some of the locked doors. PDA. Like most EMU servers, they are overlooked becsuse they do not perform well or bring much to raid settings. I've been wanting to do this for a while as this is the guide that got me into Enchanter many years ago so I finally got around to modifying it to better fit the TLP servers. However, enchanters who reach the highest levels will find that gear can easily raise a small mana pool, or boost a low Charisma if they later decide to take up charming. Then there's the secondary stat they need called Constitution. Command of Druzzil, ENC/64, 1: Charm up to level 64. From about 20 to my current level of 29, I've been charm soloing and now have it down to a science. \aITEM -1551904057 -477316596:Claw of Khati Sha\/a\aITEM -1551904057 -477316596:Claw of Khati Sha\/a What does this information mean? So whether that will be the case for enchanters with Pantheon, still too early to say as we don't know how the finality of downtimes will work. CHARMABLE MOBS Charmable Mob List by Kaleif NOTE: Charm levels for mobs in this list are dependant on charm spell used, and the level of the enchanter. Although not relating to our exchange, my question ultimately is whether or not Agility and AC will be as pivotal to the class as it was as a tertiary desirability when playing with its EQ variant. As for the guide, playing a caster in EQ usually has you use two different rotations. More mana meant a larger burst pool on the first fight of the group but from there, you're generally relegated to dealing damage based on your mana regeneration rate. People let them rot all the time. They have a enormous palette of CC tools such as Mez, Root, Charm, Lull, Mana Drain, Memory Blur, Stuns, and Slow. Enchanters are able to wear only cloth armor, and almost always wear robes. Enchanters don't have powerful damage spells and are quite squishy, but we can use our control spells like mez, charm, slow, and stun to weave a protective web around ourselves and our groups that allows us to survive and thrive in situations when any other class would be heading for the zone (or dead already).