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User:Rtsang

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Voiding, The Enchanter Guide

I would like to share my thoughts on how to make a great enchanter. I have played many other classes before, like Monk, Ranger, Bard. This is my first caster class, however, I love it because the class is no versatile and it could make a huge difference to the team's performance. Enchanter is about team performance optimization and what that means is to minimize the downtime and maximize the experience.

It is because there are only 8 slots, it is important that always keep the "Must have" spells memorized. Here I have identified the must-have spells:

(I don't want to talk about the spell with names because as there are different spells serving the same purpose)

Mandatory (Enchanter class only, that that's why you rocks)

1. Charm I would avoid using an animation pet as much as you can, as it is Anti-CC (crowd control) by its nature.

2. Mez This is the signature of the enchanter, you always need this for crowd control purposes (solo or grouped).

3. Tashan This is mandatory as you may need to fight high resist mobs, this is one of the enchanter signatures as well.

4. Stun series (Color flux, Color shift, and Color Stew) up to 3 slots. Once you can cast two of the series, you will see how much they give. This is mandatory because this is the bread and butter of the enchanter class. These are the most spells that I use.

Mandatory (Not enchanter only, but it is a must-have)

5. Root You need to immobilize the mob in many situations. I will list them later in this article.

That's all you need. Seriously, you don't really need the nuke spell to occupy your import slot. If you really need to nuke, then just Mez. the mob, mem it, and finish the mob. I don't find I really need to nuke in a group because you have other more important things to do in a group.

I rarely need to swap my spells with the dedicated slots, either solo or grouping. Make is plain simple and stupid.



Minimize the Risk (Downtime)

1. Recycle Pets

I have learned from my past experience, should we keep the charmed-pet alive or not. Most of the time, I have seen other enchanter tried to keep their pet alive, and even ask the healer to heal their pet. This is so counterproductive! Why? It is because we want the mobs to die more often, so we gain experience. The argument is why we spend mana to heal the mobs and slow down the experience, isn't this inefficient?

What I would do is let my pet's health to go down during fights. Break charm and kill it when the health is low. That's right! There are tons of mobs in the zone and you can always charm a new pet, so why trying hard to keep it.


2. Dedicated Pet versus Fresh Charming

Here I will show you the difference between retaining a dedicated pet versus fresh charming from the incomings:

Let say the puller brings N mobs back.

With a dedicated pet, you may need to face N+1 mobs because the charmed-pet may break the charm at the worst time.

With a fresh charm from one of the incoming mobs, you only have to face N-1 mobs:

So, the difference could be as large as N-2 mobs!

This strategy works very well when you know the puller will bring in a few mobs ahead of time.


Here are the iterations:

Puller pulled two mobs: Charm the 1st one, team fights the 2nd one.

Puller pulled three mobs: Charm the 1st one, team fights the 2nd one, Mez the third one.

Puller pulled four mobs: Charm 1st one, team fights the 2nd one, Order the pet to fight the 3rd one, Mez the 4th ones. The key is always trying to lower the number of mobs as fast as you can. You can even nuke the almost finished one to speed it up.

If you use the dedicated pet strategy, you will potentially encounter 5 mobs at the same time.


3. To Slow or not to slow


4. Cascade Charming (Solo only)

Maximize the Return (Experience)