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enchanter webby?

 
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c

External


Since: Aug 06, 2007
Posts: 13



(Msg. 1) Posted: Mon Aug 27, 2007 12:02 pm
Post subject: enchanter webby?
Archived from groups: alt>games>everquest (more info?)

It seems therunes.net is just a ghost. I'll probably consult it for
some epic advice, but I'd like some explanation about the newest AA's
and hear what other chantys have to say. Is there some other site for
us?

I haven't fixed the LD-upon-zoning issue, but it happens less and
less. It really can't have anything to do with my firewall, as someone
suggested. I got all new map files but that hasn't licked it.

Ditto the animation bug. They just ... turn off. Spell effects look
choppy as 1920's film. All drivers are up to date, all hardware is
recent, so I'm clueless. No, one clue - sometimes if i zone, the
animations go back to normal, and sometimes they don't. Can't figure
it out.

Anyway, I dinged 71 and have been messing around in the newest
expansion. Seems fun, though I'm largely useless until at least 72
(for mez). Reconnected with old faces from years and years ago and
meeting new players. I love being out-of-touch with the content, it's
like it's all new to me.

As far as AA's go, though, that's where I'm trying to find guidance
and not really getting anywhere. Would love some suggestions.

Thanks,

Fennin.Faza

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Mark Rafn

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Since: Nov 19, 2004
Posts: 84



(Msg. 2) Posted: Mon Aug 27, 2007 4:54 pm
Post subject: Re: enchanter webby? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

c <smalltalkingchicken DeleteThis @gmail.com> wrote:
>It seems therunes.net is just a ghost. I'll probably consult it for
>some epic advice, but I'd like some explanation about the newest AA's
>and hear what other chantys have to say. Is there some other site for
>us?

If you find it, let me know. The serverwide.enchanter:enchanter channel is
pretty dead, too, but there's usually people on who'll answer questions.

>As far as AA's go, though, that's where I'm trying to find guidance
>and not really getting anywhere. Would love some suggestions.

Here's as good a place as any! Which ones are you considering? Which ones do
you already have, and consider great or useless?
--
Mark Rafn dagon DeleteThis @dagon.net <http://www.dagon.net/>

--
Posted via a free Usenet account from http://www.teranews.com

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c

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Since: Aug 06, 2007
Posts: 13



(Msg. 3) Posted: Tue Aug 28, 2007 2:00 pm
Post subject: Re: enchanter webby? [Login to view extended thread Info.]
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On Aug 27, 7:54 pm, da... RemoveThis @dagon.net (Mark Rafn) wrote:
> c <smalltalkingchic... RemoveThis @gmail.com> wrote:
> >It seems therunes.net is just a ghost. I'll probably consult it for
> >some epic advice, but I'd like some explanation about the newest AA's
> >and hear what other chantys have to say. Is there some other site for
> >us?
>
> If you find it, let me know. The serverwide.enchanter:enchanter channel is
> pretty dead, too, but there's usually people on who'll answer questions.
>

Oh, i forgot those existed. I'll check that out, just in case.

> >As far as AA's go, though, that's where I'm trying to find guidance
> >and not really getting anywhere. Would love some suggestions.
>
> Here's as good a place as any! Which ones are you considering? Which ones do
> you already have, and consider great or useless?

Hmm. Well, why not? Good call.

I have stasis but it doesn't work in ashengate, the orc/drake/statue
70+ zone of whatever expansion (tss?). I think since nightmare stasis
exists and scales up to 78 at rank 3 (2 lvls and an extra minute per
rank), then regular stasis (i got level 1 just to test it) must cap at
70 or 72 (?). I don't have any of this in front of me, i don't have
the numbers. It was frustrating to see stasis not work there or in
katta castrum missions (tbs, yes?). Stasis seems like a wonderful
skill and i'll more than likely go for the additional ranks. It's
every 72 minutes though, right? So basically like HT or LoH, a low-
risk save-your-ass ace. I really like the way that jives.

I got doppleganger just to mess with it ... i heard there were
problems but either they've been fixed or i've avoided them (problems
= doesn't work if you're in illusion? it does work if you have an
animation out, i was worried about that). The clone has no hp, so it
only works if you're grouped. That seems great though, i'm happy. I
wonder if it is a 100% taunt or what. Can you win aggro back from your
clone? You can, right? Guess i don't know the limits on this skill.

Soothing words ... don't have it, not sure it will be useful. It seems
like targetable jolt (knocks a groupmate/raidmate down the aggro
list), but when do you have a cleric getting beat on for so long that
you can comfortably get this off? I just feel like it would backfire
because the window wouldn't be big enough (i happen to know some
skilled tanks); the mob turns on me or a cleric, i go to click SW, the
tank busts AE taunt or bellow or gets a proc off (have you SEEN good
tanks? they proc every 2 seconds, literally!), the mob turns back to
the tank, SW lands, and suddenly it's back ON the cleric or me. I need
to hear some testimony on this. Maybe it's awesome for kiting, like
you hit your pet with it and can resume kiting? Wouldn't chain tash
work though? It's tash, everything hates tash. Not sure what to make
of SW.

Eldritch rune is uber. I only have rank 3 - what are the numbers on
the additional ranks? Is it worthwhile from a casual point of view, or
is it actually more worthwhile in that view because i don't have my
epic (it would be my only instant rune)? Draconic rune takes a splt
second longer than i'm used to, maybe i'll use ER more?

My favorite aa's are permanant- and project- illusion. They're just
FUN. You can't beat fun. Winning is not as fun, per se, as laughing
your ass off.

Buff duration ... i have a few points in this, and there are many
points to be had. How worthwhile is it? I sort of like reapplying
buffs in groups, it ensures my place. Is that insecure? I see the mana
benefits to casting less (a lot less) frequently, but it seems there
are tons more issues. A half a minute of downtime gives tons of mana
you won't have a chance to use, you know? I only hurt for mana after a
rez, and longer buffs won't affect me in those start-up moments. Seems
really like a polish AA and i'm not in any rush presently.

Charm aa's - yum. I don't have any, i was going to get TD but i could
never justify it. I feel like i'll have to get to 75 and get my
highest charm spell and see where i'm actually xp'ing (and capable of
soloing) before i can truly consider this. There's also the edict of
command AA which sounds like a fixed duration charm for xp-lvl mobs,
but that seems too good to be true, like the cleric's full hp/mana rez
- i would never use it, i would keep it in the box because i'd always
feel i'd wasted it. My main lack of justification is that i don't LIKE
soloing. How long will i solo while LFG? Am i going to worry, really?
Seems like EoC would be great for when i'm in a group and we need to
break a camp - having a guaranteed pet would make that incredibly
easy, especially if you know exactly when the charm will break. I
haven't been in a group that's been centered around charming since BoT
or Tipt/Vxed. Do we get to relive those days in the newer expansions?
I would get TD quickly if so.

Spell crits and crit damage boost are cool AA's but i never got around
to taking them seriously. I nuke a lot. A lot. That's because i often
end up in boring situations. No adds in camp, the puller is a pro, i'm
on a raid and nuking the same boss for 10 minutes. I hate eq like
that. I recognize the constant nuking is a great reason to invest in
these AA's, but that feels like giving up and admitting worthlessness.
Maybe i'm jaded from raids with thousands of offtanks and clerics
where enchanters were just there to mgb haste and crack.

Mez masterty i don't have but will get as soon as i get to 75 unless i
stop to get it on the way (depends on if i get my pbAE mez for 70+
content or not).

The AA that "shifts you slightly out of the corporal plane" must be
fun. I think there's one that shadowsteps you too? I'm curious about
what they really do, if they really help, or if they're just tools to
beg for more time for a heal to hit you. If the non-shadowstep one
makes your character model translucent, i'll get that in a heartbeat,
that's awesome. I would have too much fun with that.

Pet control seemed stupid until i got the 71 pet, it hits for 80's so
i figure it's a decent enough dot to have around. I have rank 2 so i
can sic it on whatever i want. Maybe it was too many aa's to spend on
pet dps (like the same amount of aa's in nuking power would have been
more overall dps), but i had a ton saved up from when i quit so i just
got this on a whim. Oh well. I'll never get rank 3...why would i want
my pet to back off? I could just cast a mez or, failing that, kill the
pet and cast a new one - the few hundred mana anytime i want my pet
off something and need it off right away is worth way more than the aa
cost of rank 3.

Avoidance AA's i have up to LR5 ... and i have no mitigation (i sort
of like being hit for max, it's dying in style). Would be curious to
hear about the rest of the ranks (it goes to 15 right?) and whether
mitigation is ever really going to do anything for the low-hp
enchanter (i LIKE my low hp, it's proof the enchanter is a skill class
above all others).

Stats i can't see myself ever doing, that's micromanagement and not in
a good way. Your INT is 100pts higher than mine? Good for you, i can
still get along just fine.

I don't have subtelty but i don't tend to pull aggro - i see this as
useful but i think since most high lvl mezzes come with a blur
component, getting the memblur aa would be more useful. How do you
pull aggro nowadays anyway? I admit i've only got maybe 10 hrs playing
(the last week) in the last 2 years, but i never pulled aggro and i
really never did pull aggro anyway. Tash and slow, timed right, aren't
going to piss in the mob's wheaties. That's speaking generally.
Hanging with the people i've been hanging with, the fastest i can
possibly cast those spells (following it with our slow-cast nukes,
chained) won't pull aggro. Maybe if i get into chain runing to help
healers i'll need this. Despite what everyone says, this just isn't a
'need' AA (yet).

Gather mana is something i want and will get eventually. I know i
should have it, it's old and cool, but oh well. I don't know if its
utility has diminished somewhat with mana potions and crazy FT gear
and bards and the fact that it only takes like 30 seconds after a rez
to be able to cast a decent crack buff. As in, when do i *need*
literally *all* my mana? And i noticed those crystal AA's - i don't
know anything about those but if i can get a little headstart on my
mana after a rez, i know i won't need gather mana. I could see gather
mana being alright way down the road when i'm charm soloing / chain
nuking ... but presently, only when i'm the only enc on a raid (and
need to mgb one buff and by-group another buff). I don't feel bad
about not having it.

I know i'm forgetting a ton. I can't even find a website that has all
the aa's on it, except magelo. Maybe i'll go check there and post
again.

Fennin.Faza
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Mark Rafn

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Since: Nov 19, 2004
Posts: 84



(Msg. 4) Posted: Tue Aug 28, 2007 2:57 pm
Post subject: Re: enchanter webby? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

c <smalltalkingchicken DeleteThis @gmail.com> wrote:
>I have stasis

Ok, so you've covered the basics of runspeed, SCM, extra spell slot, etc?
Good enough.

>but it doesn't work in ashengate, the orc/drake/statue
>70+ zone of whatever expansion (tss?). I think since nightmare stasis
>exists and scales up to 78 at rank 3 (2 lvls and an extra minute per
>rank), then regular stasis (i got level 1 just to test it) must cap at
>70 or 72 (?).

Bookmark this: http://lucy.allakhazam.com/

Statis is 1/2/3 minute -1000 magic resist mez to L73. Nightmare stasis is
3 minute -1000 MR to L74/76/78.

>the numbers. It was frustrating to see stasis not work there or in
>katta castrum missions (tbs, yes?). Stasis seems like a wonderful
>skill and i'll more than likely go for the additional ranks.

Enchanters get hit worse than most classes with level-based limitations. It
just sucks to be lower than max level for a given expansion, I'm sorry to say. And 80's going to be just as bad, obsoleting all spells and abilities
capped at 75 and 78.

>every 72 minutes though, right? So basically like HT or LoH, a low-
>risk save-your-ass ace. I really like the way that jives.

For me, Stasis hasn't been that big a lifesaver since the cap went to 75. By
level 72 (after annoying faction work) you have Perplexing Flash
(short-duration, -110 chromatic resist, long recast, works to level 7Cool to
lock down a resistant mob, then tash and bewilderment (normal mez to level
7Cool.

>I got doppleganger just to mess with it ... i heard there were
>problems but either they've been fixed or i've avoided them (problems
>= doesn't work if you're in illusion? it does work if you have an
>animation out, i was worried about that). The clone has no hp, so it
>only works if you're grouped. That seems great though, i'm happy.

Dopple saves my life regularly, and rank 3 even has enough hit points to
survive a round of hits Smile

>I wonder if it is a 100% taunt or what. Can you win aggro back from your
>clone? You can, right? Guess i don't know the limits on this skill.

It's possible to have enough aggro that dopple doesn't taunt. And it's pretty
easy to get aggro afterward. Most of the time it gives you the critical 3-5
seconds to get a mez or stun off, or a heal to land, or the warrior to regain
aggro, or whatever.

>Soothing words ... don't have it, not sure it will be useful. It seems
>like targetable jolt (knocks a groupmate/raidmate down the aggro
>list), but when do you have a cleric getting beat on for so long that
>you can comfortably get this off?

I'd put this in the same category as stasis: useful, but problematic and not a
first-tier AA. The problem is that I often manage to hit it JUST as the mob
swiches back to the tank, which switches the mob back to me or the cleric and
kills us.

>Eldritch rune is uber. I only have rank 3 - what are the numbers on
>the additional ranks? Is it worthwhile from a casual point of view, or
>is it actually more worthwhile in that view because i don't have my
>epic (it would be my only instant rune)?

Epic's a 1.5s cast, and draconic is slower than that. I use eldrich as a
backup, casting after my other runes are down.

>My favorite aa's are permanant- and project- illusion. They're just
>FUN. You can't beat fun. Winning is not as fun, per se, as laughing
>your ass off.

/agree. These and Dire Charm back and the day were the reason to play an
enchanter. My party is almost never the same group for more than 15 minutes
at a time Smile

>Buff duration ... i have a few points in this, and there are many
>points to be had. How worthwhile is it? I sort of like reapplying
>buffs in groups, it ensures my place. Is that insecure?

Ehn. I hate recasting buffs, and I end up casting on non-grouped friends and
people a lot, so extension was worth it to me. You'll get VERY tired of
recasting Ward of Bewilderment, but you'll also never want to let it wear off,
so buff extension becomes valuable just for that.

Quick buff (to level 2 - level 3 doesn't do anything if you have other spell
haste avenues) is useful too, if only for rune casting.

>Charm aa's - yum. I don't have any, i was going to get TD but i could
>never justify it.

TD3 is darned nice - I mostly duo with a shaman or trio with shaman and
cleric, and we very often use charm for tanking and dps. The L75 charm works
on things up to 74, and generally do enough damage to be worthwhile.

Edict of Command I haven't gotten around to yet - I pretty much never want to
charm things where I can't recharm when it breaks.

>Spell crits and crit damage boost are cool AA's but i never got around
>to taking them seriously. I nuke a lot. A lot.

When I'm not charming, I'm nuking. Crit nukes are a requirement to do
adequate damage, and even then it's not that much.

>I recognize the constant nuking is a great reason to invest in
>these AA's, but that feels like giving up and admitting worthlessness.

Yeah, it's not special but it's still useful to the group.

>Mez masterty i don't have but will get as soon as i get to 75 unless i
>stop to get it on the way (depends on if i get my pbAE mez for 70+
>content or not).

Mez mastery is a must-have IMO. It makes the PBAE mez last long enough to
tash and recharm, or to use a real mez on 2.5 mobs of a big pull.

>Avoidance AA's i have up to LR5 ... and i have no mitigation (i sort
>of like being hit for max, it's dying in style). Would be curious to
>hear about the rest of the ranks (it goes to 15 right?) and whether
>mitigation is ever really going to do anything for the low-hp
>enchanter (i LIKE my low hp, it's proof the enchanter is a skill class
>above all others).

It's hard to tell exactly where the cutoff is. I noticed a HUGE bump when LR
went in, and I've dutifully bought all avoidance (and 10 of mitigation) since,
but always with enough other changes in mobs and playstyle that I can't tell
how much it's working. Conventional wisdom is to max out avoidance and drop a
few into mitigation.

The ability to survive a round of hits matters a lot - I'm proud that I have
to manage aggro, but it sucks for my group to die when a mez resists. Putting
points into survivability is just plain required.

>Stats i can't see myself ever doing, that's micromanagement and not in
>a good way. Your INT is 100pts higher than mine? Good for you, i can
>still get along just fine.

Agreed. I maxed out int and cha, and put some into sta, but don't much care
about others.

>I don't have subtelty but i don't tend to pull aggro - i see this as
>useful but i think since most high lvl mezzes come with a blur
>component, getting the memblur aa would be more useful.

The memblur AA rocks. Being able to reliably (90%+) blur things makes life
easier so often you won't believe it. And the change to resting regen makes
it even better, as you now know for certain when you're out of combat.

>How do you pull aggro nowadays anyway?

Tash or slow on incoming usually gets me aggro briefly. If I'm grouped with a
good tank, it doesn't matter. If the shaman or my pet is tanking, it's
occasionally an issue.

>Gather mana ... crystal AA's

Gather mana is irrelevant to rez recovery nowadays, but it's crucial to my
normal play. The ability to say "M20, good to go" when your group has
just survived a big pull and you've kept things mezzed for a long time
is delightful.

The mana crystal AA is nice for rez, and for a backup 1000 mana to keep in
your pocket. The healing one is a bit too small to be useful - 1000 hp just
doesn't change the outcome of a fight.

Some you didn't mention but I'd recommend:

Channeling focus. It may just be me, but I get hit a lot. Channeling a mez
through a hit saves me often.

Veil of Mindshadow. 10 minute recast and 36 min duration lets you keep it up
all the time if you can take the 100 mana/tic drain. 80% damage mitigation,
stacks with all runes.

Color shock. Recast is too long to be used all the time, but it's great
when runes are gone and you're getting hit.

All the others I can think of are obvious and/or useless.
--
Mark Rafn dagon DeleteThis @dagon.net <http://www.dagon.net/>
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Don Woods

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Since: Nov 19, 2004
Posts: 298



(Msg. 5) Posted: Wed Aug 29, 2007 12:20 am
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Archived from groups: per prev. post (more info?)

c <smalltalkingchicken.TakeThisOut@gmail.com> writes:
> Pet control seemed stupid until i got the 71 pet, it hits for 80's so
> i figure it's a decent enough dot to have around. I have rank 2 so i
> can sic it on whatever i want. Maybe it was too many aa's to spend on
> pet dps (like the same amount of aa's in nuking power would have been
> more overall dps), but i had a ton saved up from when i quit so i just
> got this on a whim. Oh well. I'll never get rank 3...why would i want
> my pet to back off? I could just cast a mez or, failing that, kill the
> pet and cast a new one - the few hundred mana anytime i want my pet
> off something and need it off right away is worth way more than the aa
> cost of rank 3.

Caveat: I don't play an chanter. But if this is referring to the
"pet hold" AA, it's a must for some raids. It's not a matter of
telling your pet to back off. Sometimes if the pet engages the
mob at all, it's too late. E.g., if you get by an AoE so your pet
rushes in, and now YOU have aggro. And I recall one target where
any time a PC or pet dies it generates adds. I don't know all the
reasons it can come up, but I know there's been more than one raid
where the order went out, anyone who didn't have "pet hold" was to
kill their pet BEFORE we started.

-- Don.

---------------------------------------------------------------------
-- See the a.g.e/EQ1 FAQ at http://www.iCynic.com/~don/EQ/age.faq.htm
--
-- Sukrasisx, Monk 69 on E. Marr Note: If you reply by mail,
-- Terrwini, Druid 58 on E. Marr I'll get to it sooner if you
-- Teviron, Knight 58 on E. Marr remove the "hyphen n s"
-- Wizbeau, Wizard 36 on E. Marr
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Mark Rafn

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Since: Nov 19, 2004
Posts: 84



(Msg. 6) Posted: Wed Aug 29, 2007 8:07 am
Post subject: Re: enchanter webby? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

>> Pet control seemed stupid until i got the 71 pet, it hits for 80's so
>> i figure it's a decent enough dot to have around.

Don Woods <don-ns.TakeThisOut@iCynic.com> wrote:
>Caveat: I don't play an chanter. But if this is referring to the
>"pet hold" AA, it's a must for some raids.

Enchanters don't get pet hold. He's talking about the AA that allows
us to give our pets any command at all - without it we can't send the pet to
attack, it always just guards us and aggroes if we get hit.
--
Mark Rafn dagon.TakeThisOut@dagon.net <http://www.dagon.net/>
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c

External


Since: Aug 06, 2007
Posts: 13



(Msg. 7) Posted: Wed Aug 29, 2007 12:56 pm
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Archived from groups: per prev. post (more info?)

On Aug 29, 3:20 am, Don Woods <don... DeleteThis @iCynic.com> wrote:
>
> Caveat: I don't play an chanter. But if this is referring to the
> "pet hold" AA, it's a must for some raids. It's not a matter of
> telling your pet to back off. Sometimes if the pet engages the
> mob at all, it's too late. E.g., if you get by an AoE so your pet
> rushes in, and now YOU have aggro. And I recall one target where
> any time a PC or pet dies it generates adds. I don't know all the
> reasons it can come up, but I know there's been more than one raid
> where the order went out, anyone who didn't have "pet hold" was to
> kill their pet BEFORE we started.
>
> -- Don.
>
> ---------------------------------------------------------------------
> -- See the a.g.e/EQ1 FAQ athttp://www.iCynic.com/~don/EQ/age.faq.htm
> --
> -- Sukrasisx, Monk 69 on E. Marr Note: If you reply by mail,

oh, i realize that, but thanks -- our pet is second only to the
druid's pet in terms of how much worthlessness it represents, and
that's from a DPS point of view (their pet at least follows commands!)

as stated below, we don't get pet hold, but i wouldn't have an
animation out during a raid because it's just not worth the liabiltiy
(for how low dmg it is) and besides, it would probably die to any AE
(Vish...Vulak...VOX! they die...)
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c

External


Since: Aug 06, 2007
Posts: 13



(Msg. 8) Posted: Wed Aug 29, 2007 3:42 pm
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On Aug 28, 5:57 pm, da... DeleteThis @dagon.net (Mark Rafn) wrote:
> c <smalltalkingchic... DeleteThis @gmail.com> wrote:
> >I have stasis
>
> Ok, so you've covered the basics of runspeed, SCM, extra spell slot, etc?
> Good enough.
>

right, i'm shopping for the fancy ones =P

> >but it doesn't work in ashengate, the orc/drake/statue
> >70+ zone of whatever expansion (tss?). I think since nightmare stasis
> >exists and scales up to 78 at rank 3 (2 lvls and an extra minute per
> >rank), then regular stasis (i got level 1 just to test it) must cap at
> >70 or 72 (?).
>
> Bookmark this:http://lucy.allakhazam.com/

i'm amazed that AA spells are on there! makes sense, but i wouldn't
have thought to check there

also, i just found out that therunes.net FORUM is alright ... not much
info on the last 2 expansions but at least it's something

>
> Statis is 1/2/3 minute -1000 magic resist mez to L73. Nightmare stasis is
> 3 minute -1000 MR to L74/76/78.
>

i also didn't know they changed yellow con to be 3 lvls above you ...
so at 70 i could have stasis-mez'd anything yellow, and at 71 only
some yellows

> >the numbers. It was frustrating to see stasis not work there or in
> >katta castrum missions (tbs, yes?). Stasis seems like a wonderful
> >skill and i'll more than likely go for the additional ranks.
>
> Enchanters get hit worse than most classes with level-based limitations. It
> just sucks to be lower than max level for a given expansion, I'm sorry to say. And 80's going to be just as bad, obsoleting all spells and abilities
> capped at 75 and 78.
>

well they give us a mez at 71 and at 72, so we're able to help out in
the new content quickly ... hopefully there will be a useful mez
waiting for us at 76

> >every 72 minutes though, right? So basically like HT or LoH, a low-
> >risk save-your-ass ace. I really like the way that jives.
>
> For me, Stasis hasn't been that big a lifesaver since the cap went to 75. By
> level 72 (after annoying faction work) you have Perplexing Flash
> (short-duration, -110 chromatic resist, long recast, works to level 7Cool to
> lock down a resistant mob, then tash and bewilderment (normal mez to level
> 7Cool.
>

bah, fair point - i was thinking OoW zones...nightmare stasis isn't
really a must-have based on the spells we get, huh? well i'm sure i'll
play with the spells enough before switching back to AA to decide if i
think it's worth it

> >I got doppleganger just to mess with it ... i heard there were
> >problems but either they've been fixed or i've avoided them (problems
> >= doesn't work if you're in illusion? it does work if you have an
> >animation out, i was worried about that). The clone has no hp, so it
> >only works if you're grouped. That seems great though, i'm happy.
>
> Dopple saves my life regularly, and rank 3 even has enough hit points to
> survive a round of hits Smile
>

cool beans! does it work alright with an illusion up?

> >I wonder if it is a 100% taunt or what. Can you win aggro back from your
> >clone? You can, right? Guess i don't know the limits on this skill.
>
> It's possible to have enough aggro that dopple doesn't taunt. And it's pretty
> easy to get aggro afterward. Most of the time it gives you the critical 3-5
> seconds to get a mez or stun off, or a heal to land, or the warrior to regain
> aggro, or whatever.
>

alright then, send in the clones

> >Soothing words ... don't have it, not sure it will be useful. It seems
> >like targetable jolt (knocks a groupmate/raidmate down the aggro
> >list), but when do you have a cleric getting beat on for so long that
> >you can comfortably get this off?
>
> I'd put this in the same category as stasis: useful, but problematic and not a
> first-tier AA. The problem is that I often manage to hit it JUST as the mob
> swiches back to the tank, which switches the mob back to me or the cleric and
> kills us.
>

that's *exactly* my fear ... gonna pass on this, at least until i
group with lowbie tanks or take up PL'ing alts...

> >Eldritch rune is uber. I only have rank 3 - what are the numbers on
> >the additional ranks? Is it worthwhile from a casual point of view, or
> >is it actually more worthwhile in that view because i don't have my
> >epic (it would be my only instant rune)?
>
> Epic's a 1.5s cast, and draconic is slower than that. I use eldrich as a
> backup, casting after my other runes are down.
>

i just smack ER right away...didn't know epic wasn't instant, thanks

> >My favorite aa's are permanant- and project- illusion. They're just
> >FUN. You can't beat fun. Winning is not as fun, per se, as laughing
> >your ass off.
>
> /agree. These and Dire Charm back and the day were the reason to play an
> enchanter. My party is almost never the same group for more than 15 minutes
> at a time Smile
>

and you have to pass the buck too
("who summoned the new jester? you know he does that, right? gah!")

> >Buff duration ... i have a few points in this, and there are many
> >points to be had. How worthwhile is it? I sort of like reapplying
> >buffs in groups, it ensures my place. Is that insecure?
>
> Ehn. I hate recasting buffs, and I end up casting on non-grouped friends and
> people a lot, so extension was worth it to me. You'll get VERY tired of
> recasting Ward of Bewilderment, but you'll also never want to let it wear off,
> so buff extension becomes valuable just for that.
>

don't know what that is =)
most chantys seem to have this, so ... eh, someday, maybe...

> Quick buff (to level 2 - level 3 doesn't do anything if you have other spell
> haste avenues) is useful too, if only for rune casting.
>

didn't think of that, thanks

> >Charm aa's - yum. I don't have any, i was going to get TD but i could
> >never justify it.
>
> TD3 is darned nice - I mostly duo with a shaman or trio with shaman and
> cleric, and we very often use charm for tanking and dps. The L75 charm works
> on things up to 74, and generally do enough damage to be worthwhile.
>

where do you duo/trio at 75? what's a good charm zone?

> Edict of Command I haven't gotten around to yet - I pretty much never want to
> charm things where I can't recharm when it breaks.
>

it does sound a lot like surfing a tidal wave (what do you do when you
hit land?)
and i sort of talked myself into it while writing my original post -
it would be fun for breaking camps, having a guaranteed charm

i love getting rez'd

> >Spell crits and crit damage boost are cool AA's but i never got around
> >to taking them seriously. I nuke a lot. A lot.
>
> When I'm not charming, I'm nuking. Crit nukes are a requirement to do
> adequate damage, and even then it's not that much.
>

i'm glad you know what i'm talking about, i was afraid of "go be a
wizard" respones (but then again, there's no one really here to do
that, huh? hehehe....)

i really don't want to know the math because that spoils the illusion
for me, but do you think it's a nice increase? what's "adequate" ? how
often do you crit, and how much do you nuke/crit for? is it "cool" at
least?

sorry to be so subjective about that =P


>
> >Mez masterty i don't have but will get as soon as i get to 75 unless i
> >stop to get it on the way (depends on if i get my pbAE mez for 70+
> >content or not).
>
> Mez mastery is a must-have IMO. It makes the PBAE mez last long enough to
> tash and recharm, or to use a real mez on 2.5 mobs of a big pull.
>

pfft, try "enough time to get a sip of my milkshake before handling
the mobs in camp" =P

> >Avoidance AA's i have up to LR5 ... and i have no mitigation (i sort
> >of like being hit for max, it's dying in style). Would be curious to
> >hear about the rest of the ranks (it goes to 15 right?) and whether
> >mitigation is ever really going to do anything for the low-hp
> >enchanter (i LIKE my low hp, it's proof the enchanter is a skill class
> >above all others).
>
> It's hard to tell exactly where the cutoff is. I noticed a HUGE bump when LR
> went in, and I've dutifully bought all avoidance (and 10 of mitigation) since,
> but always with enough other changes in mobs and playstyle that I can't tell
> how much it's working. Conventional wisdom is to max out avoidance and drop a
> few into mitigation.
>

sounds about right

> The ability to survive a round of hits matters a lot - I'm proud that I have
> to manage aggro, but it sucks for my group to die when a mez resists. Putting
> points into survivability is just plain required.
>

good point, i see


> >I don't have subtelty but i don't tend to pull aggro - i see this as
> >useful but i think since most high lvl mezzes come with a blur
> >component, getting the memblur aa would be more useful.
>
> The memblur AA rocks. Being able to reliably (90%+) blur things makes life
> easier so often you won't believe it. And the change to resting regen makes
> it even better, as you now know for certain when you're out of combat.
>

i only blur when i run through a zone and screw up ... i'll kite a
bunch and AE blur my train until i can enter a camp

do you blur normal mobs? do you blur a mez'd mob after tash/slow? i
normally just cast a rune in case the tank doesn't taunt

would you recommend that as a good habit? did you mean something else?

> >How do you pull aggro nowadays anyway?
>
> Tash or slow on incoming usually gets me aggro briefly. If I'm grouped with a
> good tank, it doesn't matter. If the shaman or my pet is tanking, it's
> occasionally an issue.
>

i hear you

> >Gather mana ... crystal AA's
>
> Gather mana is irrelevant to rez recovery nowadays, but it's crucial to my
> normal play. The ability to say "M20, good to go" when your group has
> just survived a big pull and you've kept things mezzed for a long time
> is delightful.
>

hmm...i'd bet my soul your mana pool is at least double mine, and i
tend to be very stingy so i don't often go low (and in taxing zones
i'll build a group with a shammy/BL so i don't have to slow, etc...)
-- so how often (and, i guess, where) do you play normally and find
yourself using gather mana? or is it that you like to be able to but
don't necessarily use it?

does it come in handy on raids? i am probably not going to be doing
much raiding (though if that changes i can just get this...)

> The mana crystal AA is nice for rez, and for a backup 1000 mana to keep in
> your pocket. The healing one is a bit too small to be useful - 1000 hp just
> doesn't change the outcome of a fight.
>

how does it work? it steals 1000 mana and gives you a crystal which
you can click to gain 1000 mana? and then, i assume, there's some
transfer cost (like it actually takes 2000 mana or something?)? how
often can it be used? would you rank this higher than GoM? is it fast/
instant click, or slow like summoning spells?

> Some you didn't mention but I'd recommend:
>
> Channeling focus. It may just be me, but I get hit a lot. Channeling a mez
> through a hit saves me often.
>

sorry, i do have this ... i can't tell if it works, so i guess it
works =P

> Veil of Mindshadow. 10 minute recast and 36 min duration lets you keep it up
> all the time if you can take the 100 mana/tic drain. 80% damage mitigation,
> stacks with all runes.
>

this is VERY interesting to me ... it costs 100 mana per tick to use
this buff? and it knocks 80% off the damage you take? that's
AMAZING ... that sounds overpowering! we could tank anything if we had
good mana!!

how often do you use this? do you keep it up anytime you're near
danger? do you deliberately use it as a tanking tool? do you turn it
on and pull/tank ??

> Color shock. Recast is too long to be used all the time, but it's great
> when runes are gone and you're getting hit.
>

is this a buff? is it passive? is it triggered by something? i heard
of this - i heard it stuns things that hit you, but i heard that in
the "this is broken" context ... assuming it's not, then? does it work
on everything that's stunable (no lvl cap)?

> All the others I can think of are obvious and/or useless.
> --
> Mark Rafn da... DeleteThis @dagon.net <http://www.dagon.net/>

thanks so much!!
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Mark Rafn

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Since: Nov 19, 2004
Posts: 84



(Msg. 9) Posted: Wed Aug 29, 2007 3:42 pm
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>> Enchanters get hit worse than most classes with level-based limitations.

c <smalltalkingchicken DeleteThis @gmail.com> wrote:
>well they give us a mez at 71 and at 72, so we're able to help out in
>the new content quickly

Agreed, it's not as bad as the bump from 65-70 was, but still annoying. Level
caps are lazy game design.

>> Dopple saves my life regularly, and rank 3 even has enough hit points to
>> survive a round of hits Smile

>cool beans! does it work alright with an illusion up?

Yup. They fixed all the large broken-ness soon after it was added. The
shadowstep is problematic in a lot of areas - not for bugs, but because in
tight quarters it can be very bad to move 10 feet in the wrong direction.

>> You'll get VERY tired of recasting Ward of Bewilderment, but you'll
>> also never want to let it wear off, so buff extension becomes valuable
>> just for that.

>don't know what that is =)

WoB is a reactive proc mez. Every time you get hit, there's a chance your
attacker will get mezzed for 3 ticks. Resistable, and doesn't fire every
time, but often enough that you pretty much never want to be without
it. 10 minute duration, though, without extension.

>where do you duo/trio at 75? what's a good charm zone?

We've been doing Katta missions a lot recently, trying to get faction for
armor and rank 2 spells (pirate missions before that, got the rank 1s pretty
fast). Most zones have a lot of L74 and under mobs that charm fairly well -
our normal routine is to malo/tash/charm a random mob, root another mob, let
them fight. With a pet armed but not hasted (it eats us too fast on a break
if I haste it), and the target slowed and dotted up the wazoo, we usually kill
3-4 targets, then break charm and kill the last 10% of the pet.

It's basically charm soloing for me and root/rot soloing for her, but way
faster and safer than either alone. Add a cleric and we usually start healing
the pet, just to reduce downtime on switching.

>i really don't want to know the math because that spoils the illusion
>for me, but do you think it's a nice increase? what's "adequate" ? how
>often do you crit, and how much do you nuke/crit for? is it "cool" at
>least?

I don't do math or parsing, but here's what I see. The chromatic nuke
(L73), lists at 1892, I have an improved damage V focus (capped at 70,
but does some good above that) and most (maybe all, I should check) of the
crit nuke AAs. Normal nukes are up to about 2200, and I crit maybe 1/5
of the time, usually in the 4400-4900 range.

Oh, Gift of Mana and Radiant Mana are conveniences as well - they don't go off
all that often, but a free cast of any spell is nice. Hmm. I should see if it
works on the crystal AAs...

>> Mez mastery is a must-have IMO. It makes the PBAE mez last long enough to
>> tash and recharm, or to use a real mez on 2.5 mobs of a big pull.

>pfft, try "enough time to get a sip of my milkshake before handling
>the mobs in camp" =P

Smile

>i only blur when i run through a zone and screw up ... i'll kite a
>bunch and AE blur my train until i can enter a camp

I seem to do that a lot, and newer zones seem to have more see-invis mobs.

>do you blur normal mobs? do you blur a mez'd mob after tash/slow? i
>normally just cast a rune in case the tank doesn't taunt

No, it's pretty much for fixing screwups. It's VERY good for that, though.

>hmm...i'd bet my soul your mana pool is at least double mine, and i
>tend to be very stingy so i don't often go low (and in taxing zones
>i'll build a group with a shammy/BL so i don't have to slow, etc...)
>-- so how often (and, i guess, where) do you play normally and find
>yourself using gather mana? or is it that you like to be able to but
>don't necessarily use it?

11k mana, just over 10k HP, buffed. Not large by raiding standards, but
way bigger than it was 2 expansions ago. But I use a lot of mana - charm is
1200, rune is 600, mez (I often pbae then regular on mulitple mobs,
both are 450), Nuke is 550 or so. By the time we're on our 3rd mob and charm
has broken once, I'm probably down 4k mana. If things go bad, it's easy to
get low.

And even then, I probably only USE gather mana one in 10 missions. It's
knowing it's there that makes it useful.

>does it come in handy on raids? i am probably not going to be doing
>much raiding (though if that changes i can just get this...)

I don't raid anymore, really. I never used it much when I did.

>how does it work? it steals 1000 mana and gives you a crystal which
>you can click to gain 1000 mana?

3000 to cast, gives you an instacast clicky crystal that gives you 1000.

>transfer cost (like it actually takes 2000 mana or something?)? how
>often can it be used? would you rank this higher than GoM? is it fast/
>instant click, or slow like summoning spells?

No recast time on it, but it's lore and nodrop.

>this is VERY interesting to me ... it costs 100 mana per tick to use
>this buff? and it knocks 80% off the damage you take? that's
>AMAZING ... that sounds overpowering! we could tank anything if we had
>good mana!!

80% up to a total of 5k absorbed. Not perfect, just nice.

>how often do you use this? do you keep it up anytime you're near
>danger? do you deliberately use it as a tanking tool? do you turn it
>on and pull/tank ??

Fast recast, I keep it up when I think there's danger.
--
Mark Rafn dagon DeleteThis @dagon.net <http://www.dagon.net/>
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Louise Parker

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Since: Dec 12, 2006
Posts: 11



(Msg. 10) Posted: Wed Aug 29, 2007 11:35 pm
Post subject: Re: enchanter webby? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

c <smalltalkingchicken.RemoveThis@gmail.com> wrote in message
news:1188227033.700333.87290@y42g2000hsy.googlegroups.com...
> It seems therunes.net is just a ghost. I'll probably consult it for
> some epic advice, but I'd like some explanation about the newest AA's
> and hear what other chantys have to say. Is there some other site for
> us?
<snip>

Try therunes.net/forums
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c

External


Since: Aug 06, 2007
Posts: 13



(Msg. 11) Posted: Thu Aug 30, 2007 5:56 pm
Post subject: Re: enchanter webby? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Aug 29, 7:35 pm, "Louise Parker" <lp005a4....TakeThisOut@blueyonder.co.uk>
wrote:
> c <smalltalkingchic....TakeThisOut@gmail.com> wrote in message
>
> news:1188227033.700333.87290@y42g2000hsy.googlegroups.com...> It seems therunes.net is just a ghost. I'll probably consult it for
> > some epic advice, but I'd like some explanation about the newest AA's
> > and hear what other chantys have to say. Is there some other site for
> > us?
>
> <snip>
>
> Try therunes.net/forums

Thanks!
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c

External


Since: Aug 06, 2007
Posts: 13



(Msg. 12) Posted: Thu Aug 30, 2007 9:07 pm
Post subject: Re: enchanter webby? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Aug 29, 2:03 pm, da... DeleteThis @dagon.net (Mark Rafn) wrote:
> >> You'll get VERY tired of recasting Ward of Bewilderment, but you'll
> >> also never want to let it wear off, so buff extension becomes valuable
> >> just for that.
> >don't know what that is =)
>
> WoB is a reactive proc mez. Every time you get hit, there's a chance your
> attacker will get mezzed for 3 ticks. Resistable, and doesn't fire every
> time, but often enough that you pretty much never want to be without
> it. 10 minute duration, though, without extension.
>

very nice! can't wait

> >where do you duo/trio at 75? what's a good charm zone?

> >i really don't want to know the math because that spoils the illusion
> >for me, but do you think it's a nice increase? what's "adequate" ? how
> >often do you crit, and how much do you nuke/crit for? is it "cool" at
> >least?
>
> I don't do math or parsing, but here's what I see. The chromatic nuke
> (L73), lists at 1892, I have an improved damage V focus (capped at 70,
> but does some good above that) and most (maybe all, I should check) of the
> crit nuke AAs. Normal nukes are up to about 2200, and I crit maybe 1/5
> of the time, usually in the 4400-4900 range.
>
interesting, thanks

> Oh, Gift of Mana and Radiant Mana are conveniences as well - they don't go off
> all that often, but a free cast of any spell is nice. Hmm. I should see if it
> works on the crystal AAs...

any thoughts on mana recursion? based on the discussion in the forums
on therunes it seems like it would be a nice way to be useful

> >hmm...i'd bet my soul your mana pool is at least double mine, and i
> >tend to be very stingy so i don't often go low (and in taxing zones
> >i'll build a group with a shammy/BL so i don't have to slow, etc...)
> >-- so how often (and, i guess, where) do you play normally and find
> >yourself using gather mana? or is it that you like to be able to but
> >don't necessarily use it?
>
> 11k mana, just over 10k HP, buffed. Not large by raiding standards, but
> way bigger than it was 2 expansions ago. But I use a lot of mana - charm is
> 1200, rune is 600, mez (I often pbae then regular on mulitple mobs,
> both are 450), Nuke is 550 or so. By the time we're on our 3rd mob and charm
> has broken once, I'm probably down 4k mana. If things go bad, it's easy to
> get low.
>

ahahaha, i get to keep my soul ...

> And even then, I probably only USE gather mana one in 10 missions. It's
> knowing it's there that makes it useful.
>

i'll probably get it then, eventually (though sooner than later)


> >how does it work? it steals 1000 mana and gives you a crystal which
> >you can click to gain 1000 mana?
>
> 3000 to cast, gives you an instacast clicky crystal that gives you 1000.
>

and i thought saying 2k for 1k mana was too much ... haggard! but ok,
seems worth considering

> --
> Mark Rafn da... DeleteThis @dagon.net <http://www.dagon.net/>

thanks so much, mark
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