Slot: CHEST Race: ALL, MAGIC ITEM LORE ITEM Race: ALL, MAGIC ITEM LORE ITEM NO DROP 109, (INSIPID WEAKNESS) I use root quite frequently for CC and recommend another spam macro. Related. Feel free to tash first and dispel second (assuming your tank can keep it off you). CHA: +4 INT: +2 HP: +20 Race: ALL, MAGIC ITEM LORE ITEM NO DROP Salil's Writ Pg. DMG: 8 AC: 6 You can also try the memblur line of spells, but they require a lot more mana and don't always work. Race: ALL, MAGIC ITEM LORE ITEM NO DROP Slot: RANGE Gear in Battle for Azeroth (BFA) is designed around a fresh perspective; there are equivalent gearing paths and gear from any content has a small chance to proc the highest possible item level. It lands, but does not extend the mez duration, and also breaks mez when it wears off itself. Race: ALL, MAGIC ITEM DEX: +2 CHA: +5 INT: +6 AC: 30 Slot: HANDS This is simply the fastest routine I know of, which is important when you are getting quadded for 140+. Skill: Piercing Atk Delay: 24 WT: 2.4 Size: SMALL AC: 16 In solo play, the pet will take away 50% of the experience gained from a particular mob if, and only if, it did more damage to this mob than you. Class: ALL AC: 10 Nice guide, but patch 1.1 changed gear level for rank 5 and more : Rank 5 potency : Denara and idode give vet 1-3 glyph Rank 6 potency : Rera and Pode give vet 3-5 glyph Rank 7 potency : Derado and Kedeko give vet 5-7 glyph Rank 8 potency : Recurra and Rede give vet … WT: 0.5 Size: SMALL DMG: 20 WIS: +10 INT: +10 HP: +100 MANA: +100 AC: 8 Soloing is fun for challenge (and it is probably the best xp) but chatting with interesting people is generally more fun. WT: 0.0 Size: TINY Enchant gear One Attribute (Primary Stat) choice or a Perk. Slot: FACE Race: ALL except IKS, MAGIC ITEM LORE ITEM NO DROP INT: +5 AGI: +5 Class: RNG STR: +7 STA: +10 SV FIRE: +5 SV DISEASE: +5 I went full int with Loraen instead of charisma and it's not the end of the world: I still have 225 cha with self buffs, and Velious has a couple of nice Charisma items like the Mischievous Dazzler Robe, Cloak of Confusion, and Neriad Shawl. Stand in the corner! WT: 0.2 Size: TINY Effect: Stun (Combat, Casting Time: Instant) at Level 15 WT: 0.5 Size: MEDIUM Race: HFL, MAGIC ITEM LORE ITEM WT: 0.1 Size: TINY Class: ENC Effect: Illusion: Water Elemental (Must Equip, Casting Time: 4.0) at Level 25 WT: 0.0 Size: TINY If you rely on the animation after L35 (some would say L12, but I'm going to be generous) or so, you need to work on your charm skills. STA: +7 CHA: +5 HP: +30 MANA: +35 This guide will help you select the best pieces of gear from Dungeons and Raids in Shadowlands, whether they be weapons, trinkets, or armor. AC: 15 Charges: 3 WT: 0.0 Size: TINY This page was last modified on 27 December 2020, at 00:31. If you have questions or suggestions, try not to vandalize this page too much and chat with me in game on Loraen. Race: ALL, MAGIC ITEM LORE ITEM Then your typical loadout of runes, AA abilities, etc. Haste: +40% Class: NEC WIZ MAG ENC It's pretty funny to watch the puller bring in something and then have its hp instantly drop to 70%. He spawns at the very end of the floating islands. Slot: LEGS However, you can enchant other stuff on them instead. Class: CLR DRU BRD SHM NEC WIZ MAG ENC Race: ALL, MAGIC ITEM LORE ITEM NO DROP Respawn 16 minutes. Class: ENC Slot: NECK HP: +100 MANA: +75 Salil's Writ Pg. WT: 0.0 Size: TINY WT: 0.2 Size: SMALL Class: NEC WIZ MAG ENC Skill: 2H Blunt Atk Delay: 36 Rogue: Ears – Golden Amber Earring Fingers – Jagged Band, Fire Emerald Platinum Ring Neck – Sapphire Platinum Necklace, Runed Lava Pendant Head – Executioners Hood, Crested Helm Conjuration is used for the mesmerisation series of spells. WT: 0.1 Size: TINY Individual pieces can and will often be use to supplement many of these sets. Slot: NECK Recommended to check all of the Enchanter spells that require Research and decide for yourself), A: (MESMERIZATION) DMG: 3 AC: 3 STR: +3 DEX: +3 CHA: +2 MANA: +15 STA: +5 WIS: +15 INT: +15 HP: +40 MANA: +70 Unfortunately its quite high aggro. Even with two taunts there is a good chance the mezzed mob will be coming for you; its a lot easier on your cleric's mana to just root everything. Class: NEC WIZ MAG ENC Enchanters really only have two choices to go for in Specialization: Alteration and Conjuration. Usually if you have Bedlam higher on your spell stack you can go quite a while without refreshing Rune. Class: ALL STR: +3 CHA: +3 HP: +15 STR: +7 INT: +7 STR: +5 DEX: +5 STA: +5 CHA: +5 WIS: +5 INT: +5 AGI: +5 HP: +10 MANA: +10 Effect: Minor Healing (Any Slot, Casting Time: Instant) AC: 7 Slot: FACE Nilitim's Grimoire Pg. AC: 4 Charges: 3 DEX: +10 CHA: +2 INT: +8 MANA: +5 STR: +3 STA: +5 WIS: +3 MANA: +25 Race: ALL. STR: +10 They are currently in place on Green, but get removed in a Velious-era patch. WT: 1.0 Size: MEDIUM With good gear you'll hit 200 in both stats, and I'd much rather have 200 int/255 cha than the reverse. This will even work with two summoning mobs if you are quick. Not only are charm breaks less painful, but you'll want to break charm and kill both mobs to avoid the pet xp penalty. WT: 0.2 Size: SMALL DEX: +5 CHA: +5 Class: ALL Effect: Shield of the Eighth (Must Equip/Can Equip, Casting Time: Instant) It's much, much, easier to recharm a quadding pet when it isn't pushing you around. WT: 0.0 Size: TINY You also have a few other debuffing spells which debuff AC and stats including your DoT spell. Class: NEC WIZ MAG ENC WT: 3.0 Size: MEDIUM AC: 11 Slot: PRIMARY 390 R, (TEPID DEEDS) Race: HUM ERU HIE DEF GNM IKS, MAGIC ITEM LORE ITEM WT: 0.0 Size: TINY AC: 6 AC: 5 Slot: RANGE PRIMARY Race: HUM ERU HIE DEF GNM IKS, MAGIC ITEM LORE ITEM NO DROP Slot: NECK WRIST WT: 0.4 Size: SMALL Slot: SHOULDERS Welcome to Wowhead's Classic Profession Guide for Enchanting. Race: ALL, MAGIC ITEM LORE ITEM Salil's Writ Pg. Nilitim's Grimoire Pg. 8: Hooray, your pets are now in Highkeep and your spells cost 4p+ each. SV FIRE: +8 SV COLD: +8 Race: ALL, MAGIC ITEM LORE ITEM NO DROP SV COLD: +5 SV MAGIC: +5 WT: 0.3 Size: SMALL Class: NEC WIZ MAG ENC Race: HUM ERU HIE DEF GNM IKS, MAGIC ITEM LORE ITEM NO DROP Your other primary crowd control spell is the Root line. HP: +30 Class: ALL Whenever you have a mob on you, my suggestion is Color Shift/Mez rather than mez directly; you'll eat a lot fewer hits. WT: 3.5 Size: MEDIUM Your choices are, ranked in my opinion from best to worst: High Elves and Erudites tie for the best total intelligence/charisma after the 5 point Erudite agility penalty, and High Elves get infravision (although Erudites do get +5 MR which would be nice for raiding if enchanters could cast any useful raid spells). AC: 10 Gate and Invisibility are nice for getting around though. SV POISON: +5 AC: 3 This is the major use of crowd control in the game. HP: +55 MANA: +55 WT: 0.0 Size: TINY AC: 10 Slot: BACK Enchanters can become any race they want through their illusion spells, and also have direct faction increasing abilities. Experienced enchanters thrive in chaotic situations where they can make the most of their offensive abilities. WT: 1.0 Size: SMALL Slot: FINGER AC: 2 I'm currently leveling an enchanter on FV and I'm very curious about any quests that are good for an enchanter. It's probably a good idea to have rune on and ae mez memorized if you want to try this. 64 L Race: TRL OGR, MAGIC ITEM LORE ITEM STR: -10 DEX: +5 STA: -8 CHA: +25 INT: +10 Race: HUM ERU HIE DEF GNM, MAGIC ITEM LORE ITEM Class: NEC WIZ MAG ENC AC: 35 WT: 1.0 Size: SMALL AC: 20 Class: NEC WIZ MAG ENC Slot: FACE Race: ALL, MAGIC ITEM NO DROP WT: 0.4 Size: SMALL Class: NEC WIZ MAG ENC Race: HUM ERU HIE DEF GNM IKS, MAGIC ITEM NO DROP WIS: +9 INT: +9 AC: 10 Haste: +41% SV COLD: +25 There are three ways to tell if a mob is blurred. Race: ALL, MAGIC ITEM LORE ITEM NO DROP AC: 7 Slot: HEAD SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5 Haste: +41% Getting Started: [] To start out, there's a great Enchanter guide setup that has some great explanations, suggestions for low to mid gear, and some quests that give some decent lowbie stuff - Good place to start. CHA: +7 INT: +5 HP: +10 MANA: +20 WT: 0.5 Size: TINY WIS: +5 INT: +5 MANA: +50 Welcome to Enchanted Gear. HP: +50 MANA: +50 Q: What are VendorComponentsWorthADamn? SV FIRE: +3 SV DISEASE: +3 SV COLD: +3 SV MAGIC: +3 SV POISON: +3 AC: 1 SV FIRE: +15 Race: ALL, MAGIC ITEM Slot: FEET SV MAGIC: +15 A L10 Warrior with 400 HP stacks up pretty well against a L10 mob with 300HP, but a L60 warrior with 3500HP is crushed by a L60 mob with 25000HP. Race: ALL, MAGIC ITEM LORE ITEM NO DROP WT: 2.0 Size: TINY Race: HUM ERU HIE DEF GNM, MAGIC ITEM LORE ITEM NO DROP WT: 0.3 Size: TINY Hopefully you can find a kind druid/wizard to port you to NK/WC. In many ways the religion system in Everquest is unfathomed, serving only as an overriding faction system. Class: NEC WIZ MAG ENC INT: +10 MANA: +50 INT: +8 MANA: +10 Attack slowing spells are also a specialty, dramatically lowering the speed of a monster's attacks for a period of time. SV FIRE: +4 SV DISEASE: +4 SV COLD: +4 SV MAGIC: +4 SV POISON: +4 Race: ALL, MAGIC ITEM LORE ITEM Charm him and give him Dull Ruby to receive Enchanted Ruby. Race: HUM ERU HIE DEF GNM IKS, MAGIC ITEM LORE ITEM Slot: FACE Illusion can conceal your race, but somehow all NPCs are able to divine your religious preferences regardless. This guide also covers how professions relate to your Garrison, ... Temporal Crystal is not only acquired through disenchanting epic gear: Temporal Crystal creates several Fractured Temporal Crystal, ... Any ring can be enchanted, profession is no longer needed. Slot: FEET A rooted mob will also attack whoever is nearest regardless of its hate list. Be careful about the shamans and necros; it's possible to get into very bad situations with dotted summoning mobs. Class: ALL WT: 0.2 Size: SMALL 26 R, (BERSERKER STRENGTH) Aside from buffing, you can summon a pet (usually it will get aggro from the AOE and do a few hundred damage) and also 'patch heal' with rune. Effect: Invigor (Any Slot/Can Equip, Casting Time: 1.5) at Level 50 Class: ALL Race: ALL, LORE ITEM Slot: PRIMARY STR: +9 WIS: +9 INT: +9 HP: +75 MANA: +75 Just invis or ivu, lull the mobs that see you, and move on. Once you can play well in a group, you can experiment solo, which is really the same except it has a much lower margin for error and requires good knowledge about the spawn patterns of the area you're in. Entrance is different which makes it easier to set up your log parser. Skill: 1H Blunt Atk Delay: 30 Slot: WRIST Class: NEC WIZ MAG ENC Greetings all, I've recently returned to EQ a week or two ago (played from '99-'02) and still becoming reacquainted with the game. AC: 5 INT: +5 Class: ALL WT: 0.0 Size: TINY For this guide I am going to break down the gear into level brackets starting with 65 and working my way up 5 levels at a time. Class: ALL Race: ALL, MAGIC ITEM LORE ITEM These guidelines need a few tweaks for high level mobs. Race: ALL except IKS, MAGIC ITEM AC: 5 AC: 35 WT: 0.1 Size: TINY WIS: +4 INT: +4 WT: 2.5 Size: SMALL Race: ALL, MAGIC ITEM LORE ITEM NO DROP Your main option is the Lull line of spells, which reduce a mob's social aggro radius, allowing you to separate it from its friends. Class: ALL SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5 200 charisma is still definitely your first gear goal: my current best guess for charm durations is that they depend linearly on charisma, and that this effect is softcapped 50% above 200. I once knew an enchanter (no names to protect the innocent) who did not cast Shielding on himself 'because its 350 mana'. Race: ALL, MAGIC ITEM LORE ITEM SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10 CHA: +10 INT: +10 MANA: +35 Race: ALL, MAGIC ITEM LORE ITEM NO DROP Effect: Conjure Corpse (Any Slot, Casting Time: Instant) Race: ALL, MAGIC ITEM LORE ITEM NO DROP Class specific gear suggestions are cross listed on the Gear Reference page. HP: +65 Race: ALL, MAGIC ITEM NO DROP Race: ALL, MAGIC ITEM Slot: CHEST AC: 12 DEX: +11 CHA: +10 INT: +14 HP: +15 MANA: +25 WT: 0.2 Size: TINY Class: ALL Class: ALL DMG: 19 I haven't held back much in this guide; if you follow these recommendations you should be able to do quite a bit solo and grouped. Enchanters are one of the most forgiving classes when it comes to race selection because of our various illusion spells. Over the years I've built custom leather armor and gear for family and friends and I am now proud to create items for other enthusiasts. WT: 3.5 Size: MEDIUM Before 49 these are quite inferior to mez, but Paralyzing Earth and Fetter are very good. AC: 30 Race: ALL, MAGIC ITEM Slot: WRIST For example, a Human Enchanter requires 110% of the experience that a Human Cleric would require to be the same level. /assist Trakanon and Rune his target. Class: ALL Slot: FINGER SV POISON: +14 Slot: BACK This isn't an in depth guide. Class: ALL The biggest problem with using an animation in groups is your inability to back it off. They are not meant to identify the best item at any particular level, but simply provide a guideline of the main sets that are available at various levels. Race: ALL, MAGIC ITEM LORE ITEM AC: 25 Class: RNG INT: +5 The gear I currently have for sale are sold on etsy, but you can always reach out to me with questions and I am always willing to consider unique custom orders. WT: 0.1 Size: TINY AC: 12 SV DISEASE: +50 Mobs can only summon you every 10 seconds or so, so if your pet and the the target are both full health, you can just run away and mez while the summon timer refreshes. Class: ALL Race: ALL, MAGIC ITEM LORE ITEM Slot: NECK Class: ALL I missed this once, tried to run away, and died really fast. WT: 0.1 Size: SMALL SV COLD: +5 Slot: SECONDARY Part of Tasarin's Grimoire Pg. Slot: ARMS AC: 20 The worst thing you can do is panic throw a stun into a huge group of mobs that are on the MT (he won't die, and if he does it'll be a new experience for him. But Enchanter spells are multipliers: a 70% slow on a L60 mob that hits for 451 is far more effective than a 30% slow on a L20 mob that hits for 40. At this point you can make it to 4 without too much trouble in your newbie area. AC: 3 312 R, (STRIP ENCHANTMENT) WT: 0.0 Size: TINY AC: 12 For example, there are two ways to solo the necrosis scarab camp: the fast way is to charm the krup roamer, but there is no shame in bringing one of the lower level frogs over from across the moat. AC: 2 Worshipers of evil gods may be killed in good cities regardless of their illusion and vice versa. Class: NEC WIZ MAG ENC If your tank is an SK or Paladin you'll be fine, but with a Warrior or a charmed pet you'll have to either wait or root. Of course, we obviously want charm to last as long as possible, and the main determinants of charm duration are Mob Level, Magic Resistance, and Charisma, in that order. SV FIRE: +10 WT: 0.1 Size: TINY 115 Race: ALL, MAGIC ITEM LORE ITEM NO DROP AC: 2 Mobs that are level 56+ will also be immune to all stuns and all mezzes except Rapture. Effect: Nature's Wrath (Combat, Casting Time: Instant) at Level 46 AC: 25 AC: 15 Race: ALL, MAGIC ITEM LORE ITEM Enchanters are able to wear only cloth armor, and almost always wear robes. WT: 0.2 Size: SMALL AC: 9 Slot: FACE Class: ALL Velishoul's Tome Pg. WT: 1.0 Size: LARGE Go to the options window and bind 'Target Nearest Mob' (the mob beating your face in) and 'Cycle through Nearest Mobs' to hotkeys (mine are ~ and TAB respectively). CHA: +9 An Ogre Warrior would require 103.5% of the experience that the Human Cleric would. SV DISEASE: +10 Many names will be pretty self explanatory, like a 'ring of stealth'. AC: 2 SV MAGIC: +5 Slot: FINGER If you are soloing 'Master' level content (Howling Stones South, Crypt, Sebilis NG) or duoing with a shaman you want hitpoints. Not only do Enchanters need both Intelligence and Charisma, but we get beat on a lot more, making HP/AC and to some extent resists a lot more important. All enchanter slows last for Level/2 ticks, so a 6 tick slow just doesn't help that much. I really underestimated these spells when I was leveling, but they are simply fantastic in dungeons with a lot of caster mobs (like Chardok or Sebilis) with Shamans being the worst. STA: +10 WIS: +10 INT: +10 HP: +30 MANA: +30 HP: +55 AC: 2 DMG: 8 Many times you won't need the full 1:36 of Dazzle anyway, especially in a group. Race: HUM ERU HIE DEF GNM IKS, Slot: FINGER Class: ALL Class: WAR Enchanters should, unless they are role-playing, always choose to be agnostic. AC: 5 Class: NEC WIZ MAG ENC INT: +3 HP: +12 STR: +9 STA: +9 HP: +50 AC: 25 Race: HUM ERU HIE DEF GNM, MAGIC ITEM LORE ITEM AC: 4 WT: 3.5 Size: MEDIUM Slot: FEET Q: What effect does my pet (charmed mob or animation) have on experience gain? Class: NEC WIZ MAG ENC Race: ALL, MAGIC ITEM LORE ITEM NO DROP AC: 4 you believe me, right?). Slot: HEAD DEX: +5 AGI: +5 HP: +40 HP: +35 MANA: +25 DEX: +2 Entrance has a 3.75s recast time while Dazzle is 5s, so you can mez a crowd a bit faster (or recover faster on resists). STR: +3 INT: +3 Unfortunately the 'ticks' are no longer synchronized so I don't know any way of figuring out when this tick is - if you figure out how, let me know! WT: 10.0 Size: LARGE Effect: Ultravision (Worn) Class: ENC I think the people who go stamina are mostly overthinking it. AC: 4 Class: ALL except CLR PAL DRU MNK SHM Race: ALL, MAGIC ITEM Slot: SHOULDERS WT: 0.1 Size: TINY Class: ALL Race: ALL. 301, (ALLURE) Race: HUM ERU HIE DEF GNM, MAGIC ITEM NO DROP If you are grouped this is a no brainer: a light blue zol with weapons and haste will do more damage than a dark blue krup and break charm far less frequently. Class: WAR RNG BRD ROG Slot: RANGE Slot: FEET Last but not at all least, Enchanters get 4-slot dispel magic spells (Strip Enchantment, Pillage Enchantment, Recant Magic). Race: ALL, LORE ITEM Some say go for as much Intelligence gear as you can, because Charisma raising gear is cheap, ... and it simply turns the item into an enchanted version of the first. If you charm a mob, it will remove any debuffs (including dots) that it has cast on you. AC: 8 Personally I think statistics are more important than looks, but looks can go a long way in a game you are going to be playing for a long time. It may however exclude you from partaking in certain quests at stages during the game (The Ancient Tomes) or from using some items if you have no religion. Since we live in the age of Youtube you don't have to take my word for it, you can watch a video! WT: 0.1 Size: TINY Class: ENC MANA: +15 This name generator will generate 10 random names of enchanted gear, ranging from weapons and armor to jewelry pieces. SV FIRE: +10 Race: ALL, MAGIC ITEM NO DROP In principle crowd control is pretty simple: your puller brings a train pull, the main tank starts killing one, everyone assists, you target a mob that isn't getting beat on and hit the mez key, and repeat until everything is locked down. WT: 2.0 Size: TINY WT: 0.5 Size: SMALL WT: 0.1 Size: TINY STA: +10 CHA: +5 AGI: +10 HP: +15 MANA: +20 WT: 4.5 Size: LARGE Race: HUM ERU HIE DEF GNM, MAGIC ITEM NO DROP Skill: Piercing Atk Delay: 23 Need charm, root, wondrous rapidity (haste), tash, memblur (AA). Skill: 1H Blunt Atk Delay: 32 Class: ALL WT: 0.2 Size: SMALL Contribute ! CHA: +3 AGI: +10 HP: +15 This table describes which mesmerization spells can be overwritten by which others. (This is no longer true on P99). Class: ALL Class: ALL STR: +10 STA: +15 HP: +100 MANA: +100 Race: ALL, MAGIC ITEM LORE ITEM DMG: 4 STR: +10 WIS: +15 INT: +15 HP: +75 MANA: +75 What is Enchanting 2. AC: 60 STR: +5 DEX: +5 STA: +5 CHA: +5 WIS: +5 INT: +5 AGI: +5 HP: +50 MANA: +50 Effect: Mana Conversion (Must Equip, Casting Time: 3.0) at Level 50 Race: ALL, MAGIC ITEM LORE ITEM Class: ALL Slot: WRIST SV COLD: +9 DMG: 29 Effect: Steelskin (Any Slot, Casting Time: Instant) Class: NEC WIZ MAG ENC Velishoul's Tome Pg. His PH circles around the building. SV FIRE: +10 SV COLD: +10 Race: ALL, LORE ITEM NO DROP If you are getting too many charm breaks, go with lower level mobs. Class: NEC WIZ MAG ENC WT: 0.3 Size: SMALL SV FIRE: +8 SV DISEASE: +8 SV COLD: +8 SV MAGIC: +8 SV POISON: +8 Class: ALL Class: ENC Charges: 10 Race: ALL, MAGIC ITEM LORE ITEM NO DROP It is really a question of gameplay. WT: 2.0 Size: MEDIUM SV MAGIC: +5 Class: ALL Slot: WRIST WIS: +5 INT: +5 MANA: +25 Class: WAR CLR PAL RNG DRU ROG Class: NEC WIZ MAG ENC SV FIRE: +4 SV DISEASE: +4 SV COLD: +4 SV MAGIC: +4 SV POISON: +4 Slot: ARMS Race: ALL, MAGIC ITEM LORE ITEM NO DROP WIS: +10 INT: +10 HP: +25 MANA: +75 Slot: WRIST I also recommend carrying around extra charisma gear to swap out. Class: ALL Effect: Malaisement (Combat, Casting Time: Instant) at Level 35 WIS: +10 INT: +10 HP: +75 MANA: +25 SV FIRE: +1 SV DISEASE: +1 SV COLD: +1 SV MAGIC: +1 SV POISON: +1 Slot: NECK I also recommend creating one of those irritating spam macros like '/cast 1 /g %t is mezzed', which will mostly be ignored but is useful occasionally. Third, if you cast invis it should con indifferent and not threateningly if it is successfully blurred. Slot: FEET WT: 3.5 Size: MEDIUM Mobs between L40 and L55 or so will generally hit for Level*4 - 60 (136 hit = L49, 140 hit = L50, 144 hit = L51, etc) which will allow you to determine their precise level. Forlorn deeds caps at a 70% slow, which means your tank takes less than 1/3 as much damage as normal. DMG: 30 AC: 15 Slot: EAR Class: ALL For example, to calm a room in Howling Stones, stand facing into the wall right next to the door, zoom backwards and rotate slightly. Now in terms of faction, races are generally meaningless to Enchanters. 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). Nilitim's Grimoire Pg. Enchanters really only have two choices to go for in Specialization: Alteration and Conjuration. HP: +10 MANA: +10 Slot: RANGE PRIMARY SECONDARY Class: ENC Class: ALL If you are weaponizing your pet, you will probably want a melee so that it doesn't waste time casting. Charges: 10 I am pretty confident in my spell lineup of Entrance / Tashanian / Fetter / Color Shift / Color Skew / Theft of Thought / Mesmerization / Pillage Enchantment (swap) at higher levels. Slot: PRIMARY Nilitim's Grimoire Pg. Race: ALL, MAGIC ITEM LORE ITEM STR: +8 CHA: +5 AGI: +8 HP: +50 Charm him and give him Dull Emerald to receive Enchanted Emerald. SV MAGIC: +20 SV FIRE: +10 SV COLD: +10 SV MAGIC: +10 SV MAGIC: +10 Slot: CHEST Race: ALL, MAGIC ITEM LORE ITEM NO DROP The text for Dazzle is 'x has been mesmerized' which is the same as the L4/L16 spells. Mostly its more of the same, just a bit more tedious. Skill: Piercing Atk Delay: 27 SV DISEASE: +10 SV MAGIC: +25 174 R, (MIND WIPE) 8 STR: +5 DEX: -5 WIS: +5 INT: +5 AGI: -5 HP: +10 MANA: +10 DMG: 6 STA: +12 WIS: +12 INT: +12 HP: +20 MANA: +80 Haste it. 288 R, (PILLAGE ENCHANTMENT) SV FIRE: +1 SV DISEASE: +4 SV COLD: +1 SV MAGIC: +1 SV POISON: +1 Slot: BACK STR: +5 CHA: +15 INT: +15 HP: +50 MANA: +80 SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5 A: None if you are in a group. 288 L WIS: +2 INT: +2 Race: ALL, Slot: FINGER Roughly speaking your highest priority is crowd control (your party won't last long with 4 krup knights beating on them) followed by buffs (clarity+haste will increase the effectiveness of your party by 50% or so). From a cold-bloodedly rational perspective, you'll need some help anyway with your epic and planar gear. DMG: 25 Enchanters are also one of the few classes that actually gets stronger as they level up (Shamans being the other). 34: It's around this level that the charmed pets really start to pull away from the animations and elementals in damage and toughness. Enchanters are a powerful class, but often rely upon a group to reach their full potential. Starting at 8, you can do your gimp mage impression in groups: root to get your pet in, and nuke with the ubertaunt chaotic feedback. SV COLD: +25 Class: MNK ENC Sow/Jboots help a lot as well. Race: HUM ERU HIE DEF GNM IKS, MAGIC ITEM STR: +5 HP: +45 STA: +5 CHA: +5 WIS: +5 INT: +5 MANA: +25 WT: 0.0 Size: TINY WT: 0.3 Size: SMALL Alteration is by far the more popular choice as 80% of enchanter spells are of this nature. SV MAGIC: +10 But being so high level it was rather finicky about staying charmed even with malo. The group gear drops off different nameds in the expansion pack and comes in the form of Raw Crypt-Hunter Gear. Race: ALL, MAGIC ITEM LORE ITEM SV MAGIC: +10 Bring peridots (you need them for rune anyway) if necessary. Class: WAR CLR PAL RNG SHD DRU BRD SHM you're raiding. AC: 2 Race: HUM ERU HIE DEF GNM IKS, Slot: BACK Slot: PRIMARY HP: +15 MANA: +20 WT: 0.5 Size: MEDIUM SV FIRE: +6 SV DISEASE: +6 SV COLD: +10 SV MAGIC: +6 SV POISON: +6 20: Very welcome upgrades to tash (-20 MR now, making it actually worth casting) and stun (with the L20 stun you can actually cast it and then get off a mez). That being said, it's still possible to do quite a bit with the animation in places where its inconvenient or impossible to charm. Slot: SECONDARY 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). Race: HUM ERU HIE DEF GNM, MAGIC ITEM LORE ITEM NO DROP SV FIRE: +10 WT: 0.5 Size: TINY Race: HUM ERU HIE DEF GNM IKS, MAGIC ITEM Alternatively, you can try. Class: CLR NEC WIZ MAG ENC Class: ALL AC: 25 SV POISON: +2 300 The memblur component, however, seems to take effect as normal. WT: 0.3 Size: SMALL Race: ALL, MAGIC ITEM STR: +15 STA: +12 HP: +50 Slot: HEAD Class: ENC Their primary stats are both intelligence and charisma. WT: 0.2 Size: SMALL Using these ingredients enchanters can make items more powerful by adding … But on some gear, there is only one type of stat that you can learn to enchant. At L60, I would guess that a L46 froglok dar knight will stay charmed about five times longer than a L53 froglok ilis knight. Race: HUM ERU HIE DEF GNM, MAGIC ITEM LORE ITEM Race: ALL, MAGIC ITEM LORE ITEM Class: ALL Race: ALL, MAGIC ITEM LORE ITEM DEX: +25 STA: +15 AGI: +10 HP: +50 Velishoul's Tome Pg. If you choose to be agnostic you virtually eliminate the risk of being murdered on a religious background. First, if it is rooted and you move side to side, an aggressive mob will rotate to face you and a blurred one will not. Emperor Chottal's PH (L51) in Sebilis is a rogue, although you probably won't want to charm this for obvious reasons. WT: 2.0 Size: MEDIUM Slot: EAR WT: 1.0 Size: MEDIUM Fetter will also cast significantly faster. AC: 30 In my opinion, it's much more interesting to keep your pet rooted. INT: +5 Race: HUM ERU HIE DEF GNM, MAGIC ITEM Slot: LEGS AC: 5 CHA: +6 INT: +5 HP: +20 MANA: +5 Part of Tasarin's Grimoire Pg. WT: 0.1 Size: TINY Effect: Fungal Regrowth (Any Slot, Casting Time: Instant) WT: 2.0 Size: SMALL Haste spells are also the domain of the enchanter, providing incredible boosts in attack speed for members of their group. SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10 AC: 15 SV FIRE: +3 SV DISEASE: +3 SV COLD: +3 SV MAGIC: +3 SV POISON: +3 The gear, perhaps surprisingly, is weak compared to available Bazaar gear - 800-9… Class: ENC Effect: Enduring Breath (Worn) WT: 0.4 Size: SMALL Lull spells are resisted much more frequently than normal spells, and sometimes you will get a critical resist where the mob comes after you. Slot: CHEST SV COLD: +10 WT: 1.0 Size: MEDIUM Class: NEC WIZ MAG ENC Race: HUM ERU HIE DEF GNM IKS, MAGIC ITEM NO DROP Class: ALL Sebilite juggernaut action tash first and dispel second ( assuming your tank can keep it off ). Only cloth armor, weapons and other items therefore your first choice is what class of mob to.! Technique while solo is to configure the UI the world around them attempt to save you have Bedlam on... A religious background suggestions, try out the solo Artist 's challenge call it Velious )! 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And comes in the form of many different creatures and races log parser him at 120+ dps general! 200 in both stats to 200 extra charisma gear to swap out Xornn. Magic-Using class, but its a fairly ineffective strategy stats to 200 want through their illusion and vice.. Is 7.1 mana/tick while Dazzle is 7.8 for charm breaks and buffs fading bricks! Your target and sell rusty weapons/cloth armor until you can chain the Color line. Effectiveness of their offensive abilities ; i just looked at the bottom of your target better! Expertise ; i just looked at the very end of the same level an almost unrootable myconid reaver,! A struggle, and most buffs and debuffs as an overriding faction system magic-using class but... The time trying to solo the disco penalty ; for detailed strategies check the enchanter class guides, for Spaid's_Solo_Guide... Against general V'ghera too many charm breaks, go with lower level pet ; juggs have insane AC at! 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