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Difference between revisions of "Decoy's Enchanter Notebook"

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* Losses of health can be preemptively mitigated. Invest in gems for [[Rune]] spells and keep them up at all times along-side your current best [[Rampage]]. As an Enchanter, your mana comes back much quicker than your health.
 
* Losses of health can be preemptively mitigated. Invest in gems for [[Rune]] spells and keep them up at all times along-side your current best [[Rampage]]. As an Enchanter, your mana comes back much quicker than your health.
 
* Some modifiable keybinds are only visible within the "all" section of keybinds.
 
* Some modifiable keybinds are only visible within the "all" section of keybinds.
 +
* Set up some nice keybinds for yourself. I enjoy having easy access to my 7th and 8th spells, as well as clickies from my inventory. E, R and F are great for this.
 
** Bind the Title Window to something easily accessible like V. With strafe on Z, you can easily strafe away from enemies while keeping a clear visual on them.
 
** Bind the Title Window to something easily accessible like V. With strafe on Z, you can easily strafe away from enemies while keeping a clear visual on them.
 
* Ducking cancels spell-casts. Bind this to something easy to reach, and get used to pressing it.
 
* Ducking cancels spell-casts. Bind this to something easy to reach, and get used to pressing it.
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==EXP efficiency==
 
==EXP efficiency==
* Pets that deal over 50% of the damage to a mob eat 50% of the experience that mob gives. This can be avoided via [[Memory Blur]] if mana allots.
+
* Pets will never eat experience if you're in a group of at least two. Find a duo buddy!
 +
* If you're flying solo, pets that deal over 50% of the damage to a mob eat 50% of the experience that mob gives. This can be avoided via [[Memory Blur]] if mana allots.
 
* Upon a successful [[Memory Blur]], the affected mob forgets all damage done to it, meaning that if it's at 1% health and your pet did the other 99 that it now doesn't remember, you can smack it for that 1% and get full credit for the kill.
 
* Upon a successful [[Memory Blur]], the affected mob forgets all damage done to it, meaning that if it's at 1% health and your pet did the other 99 that it now doesn't remember, you can smack it for that 1% and get full credit for the kill.
 
** There are tells for [[Memory Blur]] working, such as rooted creatures turning to try and path home, or the out of combat 5% health regen ticks.
 
** There are tells for [[Memory Blur]] working, such as rooted creatures turning to try and path home, or the out of combat 5% health regen ticks.

Revision as of 23:30, 10 September 2020

(work in progress.)

pippy scream

Contents

New player tips

  • Dark Elves' racial Hide is an acceptable replacement for Goblin Gazughi Ring, making them a good choice for your first Enchanter.
  • Put all of your points into CHA, and then INT.
  • Your gender is likely more important than your race choice, since Enchanters get access to long-lasting illusions.
  • Consider everything (C by default)
  • Stock up on Tiny Daggers. You don't get Charm until level 12, so summon your Animation and get to smackin'.
  • If you're feeling adventurous, make your way over to the Ogre city of Oggok and see if folks killing the guards there will let you pick up a crude stein along with a Fine Steel Dagger.

General

  • Folks are friendly so long as you are friendly -- start a chat, trade buffs, settle problems like civilized people, and do your best not to assume the worst about folk. They're likely just as nervous as you.
  • Try a lot of different things, fight a lot of different mobs, but don't travel unnecessarily.
    • Try the next zone over, get a port to a place, but try and find a spot you like and stick to the general area. Norrath is huge and it's easy to get carried away!
  • Health & mana regeneration are slow. Every 7 seconds, a game tick occurs. If you are sitting during this time, you gain additional health and mana based on your Meditate skill's level. Sitting at any other time outside of the tick does nothing but increase your aggro radius.
  • Sitting increases the radius which creatures will attack you. This is especially noticeable with lower level creatures vs. higher level sitting players.
  • Losses of health can be preemptively mitigated. Invest in gems for Rune spells and keep them up at all times along-side your current best Rampage. As an Enchanter, your mana comes back much quicker than your health.
  • Some modifiable keybinds are only visible within the "all" section of keybinds.
  • Set up some nice keybinds for yourself. I enjoy having easy access to my 7th and 8th spells, as well as clickies from my inventory. E, R and F are great for this.
    • Bind the Title Window to something easily accessible like V. With strafe on Z, you can easily strafe away from enemies while keeping a clear visual on them.
  • Ducking cancels spell-casts. Bind this to something easy to reach, and get used to pressing it.
  • While casting, you cannot open things like your inventory window or click on enemies to target them, but you can click on UI elements to target things such as yourself or your charmed pet, or tab/tilde target to things.

Pet stuff

  • "/pet back" simply clears your pet's hate list & has them walk back to you or the point they're guarding.
  • "/pet attack" simply adds that target to the hate list.
    • a macro sequencing both of the above is important for getting your pet to attack what you want it to.
  • You can give your charmed pets a whole inventory of items, though most folks settle for a Torch, which forces them to dual wield, greatly increasing DPS.
  • You can Lull your own creature while they're charmed.
    • Want to keep your hasted/weaponized pet alive? Lull them, break charm, Mez, Tash & Memory Blur. Your pet will quickly start healing 5% of their HP per tick. Re-charm once you're ready to dive back in.
  • During breaks, re-tash your pet if you have the time. It's easy to forget simple stuff during the chaos, and tash makes a big deal when it comes to spells landing.
  • Have a Plan A, Plan B, and Plan C whenever hasting your pet in-case of breaks.

Combat tips

  • Strafing (moving diagonally via W+A or W+D) gives you a 13% increase in movement speed. Jumping gives you a small boost as well.
  • Tashan all the things.
  • Understand your options for CC. Often times, a few single-targeted Root spells can save you and your group where Mesmerize couldn't due to a DoT or stray attacker. Creatures such as giants cannot be stunned, but Root and Invoke Fear will still work.
  • Learn the aggro radius of creatures affected by Lull and Pacify, as well as the duration of said spells. Both are powerful, but situational.
    • Lull leaves a small aggro radius around the mob & lasts about a minute and a half. Costs very little.
    • Pacify effectively disables the mob's aggro radius. Lasts a static 7 minutes, but has a longer recast time & higher mana cost.
  • When delving into an area, find mobs with mana for Wandering Mind and Theft of Thought.
  • Charm or fight the roamers first.
  • When fighting casters, Mesmerize can and will interrupt their casts without robbing you of your mana.
    • Alternatively, you can charm them. Charmed creatures do not cast heals, and only cast buffs if there's nothing on their hate list.
  • Learn the visual effect of Dispel and always interrupt it when possible -- there's a chance it will hit your pet's Charm debuff.
  • Dispel hits completely random buffs, so the best way to counter it is to give your pet a lot of weak, cheap buffs, or to interrupt the cast.
  • You don't get Snare as an Enchanter, so if you plan on fighting creatures which flee, be prepared to root or nuke.
  • A creature who is fleeing but rooted will stop fleeing and resume attacking/casting as normal until the root breaks.
  • Rooted creatures generally attack what's closest to them instead of staying focused on what's at the top of their hate list.
    • If you and your charmed pet are both in melee range of a creature, you'll always have the focus of the creature.
  • Root easily breaks if the rooted creature takes a large amount of damage within a short time. Higher level charmed/hasted/torched creatures generally force root off quickly.

EXP efficiency

  • Pets will never eat experience if you're in a group of at least two. Find a duo buddy!
  • If you're flying solo, pets that deal over 50% of the damage to a mob eat 50% of the experience that mob gives. This can be avoided via Memory Blur if mana allots.
  • Upon a successful Memory Blur, the affected mob forgets all damage done to it, meaning that if it's at 1% health and your pet did the other 99 that it now doesn't remember, you can smack it for that 1% and get full credit for the kill.
    • There are tells for Memory Blur working, such as rooted creatures turning to try and path home, or the out of combat 5% health regen ticks.
    • Lull pet > break charm > Root > Tash > Memblur > Tash again is your best bet on having a successful blur occur while also not healing the thing you're trying to kill for 5% of it's health.
    • Utilize your lowest level nuke to finish off mobs to save on mana.
  • Sometimes, more EXP can be gained by simply buffing up the strongest creature you can find and unleashing it upon everything else.
    • Keep up your equivalent Rampage and Rune I spells for this, as breaks are guaranteed to be more dangerous. Death is an EXP loss, ofc.

incoherent screeching - Decoyboy, Enchanter of Cazic Thule