Enchanter

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[edit] Overview

Enchanters are one of four arcane caster classes that can be found throughout Norrath, Luclin, and the Planes. Their specialization lies in their focus of the mind. They share many of the same characteristics of their fellow arcanists: their mana pool is based directly on their intelligence, and they wear cloth armor. While they have some ability to solo, enchanters are ultimately a group-focused class.

However, their spell line-up is not quite as based in offense as their other arcane casters. Enchanters are widely sought after for their ability to increase the intelligence and wisdom of their fellow adventurers, increasing mana regeneration abilities and aptitude at learning certain new skills. They have the ability to control their enemies through domination of the mind. Enchanters have a number of aggro-reducing utility spells: they can both pacify mobs and wipe memories, decreasing the likelihood of getting aggro and quickly dispelling any that has been generated. Mesmerization ("mezz") spells are very beneficial in crowded areas and on raids.

Other utilities are their possession include haste and slow spells that rival those of shamans, a line of decently strong direct-damage ("nuke") spells, and the ability summon a pet (or charm nearly any type of mob as a pet). Their "tash" line of spells is of great assistance in lowering the magical resistances of their enemies. Additionally, enchanters have a unique ability to cast runes on themselves and their party members. This line of spells acts as a buffer of damage. While it does not increase hit points like the priest-based classes buffs, it acts to absorb a specific amount of damage before adventurers' health begins to decline. Enchanters can take on various illusions. This, coupled with remaining agnostic, allows them to walk into cities where they would otherwise be unwelcome or kill-on-sight.

Enchanters have a slightly higher learning curve than many other classes; this class is great for those who enjoy a challenging. Players choosing this class would do well to accept that enchanters can generate a lot of aggro, and must balance this with their tank's ability to hold it. These masters of the mind, like other cloth-wearing casters, receive the lowest rate of return for agility, stamina, and direct increases to armor classes as compared to other castes. Frequent deaths can follow agressively-played enchanters. Skilled enchanters are exceptionally popular for grouping, and requisite on raiding.

[edit] Crowd Control

Enchanters enjoy a larger ability to manage crowds of mobs than other classes. Like bards, enchanters can mesmerize extra mobs that joined the puller at the group's location. Shared with clerics and paladins, enchanters can pacify mobs from a distance, reducing the puller's chance of overpulling. Like shamans, these masters of the mind can slow their enemy's attack speed. They are also known for their ability to reduce an enemy's resistance to magic through their "tash" line, which shares some similarities with the "malo" line of spells that magicians and shamans employ.

The challenge that the enchanter can face in mesmerization generally centers around the amount of hatred it generates. Any attack on a "mezzed" mob breaks mesmerization: a necromancer's damage-over-time spell, a ranger's volley of arrows, a rogue's misplaced dagger, or similar attacks can wake the monster up. If the group's tank has not had an opportunity to generate hatred, the mob will make a beeline to the enchanter.

Mesmerization spells also generate a substantial amount of hatred on mobs that resist the spells. More experienced enchanters learn the importance of holding still while they receive a beating and try to mesmerize the monster again, or stand in place for the group's tank to pull the mob off. Many monsters are exceptionally resistant to mesmerization, most notably on Velious.

Enchanters find the "color" line of spells to be helpful in stunning monsters, which can give them critical seconds in attempting to mesmerize a mob.

[edit] Charm Killing

Enchanters are able to charm mobs, turning them into their pets for a brief time. This ability makes charisma as nearly as important as intelligence to an enchanter. This is considered a high risk/high reward situation for the enchanter. When the charm wears off, the former pet becomes a very angry mob and attacks the enchanter. It is a helpful technique to employ in undersized groups.

The risk can be mitigated through a few methods. An enchanter can "tash" the mob, reducing its magical resistance. Additionally, a shaman or magician can "malo" the mob, further reducing its resistances. A druid or ranger can snare the mob before the enchanter charms it. When the charm breaks, the enchanter has more breathing room to put distance between himself and the mob. This allows the mob to be killed or recharmed.

If a healer is available, the charmed pet can be healed. If no healer is in the group, the pet can be used until its health becomes low. The enchanter can cast an invisibility spell on himself, which breaks the charm. The mob can then be killed with a reasonable amount of ease.

Of note, necromancers can charm the undead. Druids and shamans can charm animals.

[edit] Playable Races

The Teir'Dal, Erudites, gnomes, Koada'Dal, and humans may elect to become enchanters.

[edit] Skill Caps

Sortable table
Level Trained Type Skill Cap until 50 Cap above 50
1NoCombat1 Hand Blunt110110
1NoCombat2 Hand Blunt110110
1NoCombatBind Wound100100
1NoCombatDefense145145
1NoCombatHand to Hand7575
1NoCombatOffense140140
1NoCombatPiercing110110
22YesCombatDodge7575
1NoArcaneAbjuration235235
1NoArcaneAlteration235235
4NoArcaneChanneling200220
1NoArcaneConjuration235235
1NoArcaneDivination235235
1NoArcaneEvocation235235
4YesArcaneMeditate235252
16YesArcaneResearch200200
20YesArcaneSpecialization200200
1NoTradeBlacksmithing250250
1NoTradeBaking250250
1NoTradeBrewing250250
1NoTradeFletching250250
1NoTradeJewelry Making250250
1NoTradePottery250250
1NoTradeTailoring250250
1NoOtherAlcohol Tolerance200200
1NoOtherBeg200200
1NoOtherFishing200200
1NoOtherSense Heading200200
1NoOtherSwimming200200

[edit] Links

Enchanter Spell Research
TheRunes.net

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