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Difference between revisions of "Spaid's Solo Guide"

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== [[Goblin Gazughi Ring]] ==
 
== [[Goblin Gazughi Ring]] ==
<p>This ring is wonderful in that it will allow you to instantly break your charm spell.  Why?  So that you can kill it and get it's experience.  More on this later.</p>
+
<p>This ring is wonderful in that it will allow you to instantly break your charm spell.  Why?  So that you can kill it and get it's experience.  More on this later.  This item will cost about 5-7k depending on the seller.</p>
<p><strong>One thing to note is that you <em>must</em> wear the ring to use/click it and you must target yourself to actually break charm.</strong></p>
+
<p><strong>One thing to note is that you <em>must</em> wear the ring to use/click it and you must target yourself to actually break charm.</strong> I wear it continually though Loraen's Guide says not to.  I'm lazy.</p>
 
Alternatively, you can camp [[a sarnak courier]] in Lake of Ill Omen but that can take hours.  And hours.  Dark Elves may forgo the GGR in lieu of their racial Hide ability if they'd like but it's not 100% to work.
 
Alternatively, you can camp [[a sarnak courier]] in Lake of Ill Omen but that can take hours.  And hours.  Dark Elves may forgo the GGR in lieu of their racial Hide ability if they'd like but it's not 100% to work.
  
 
= Spell Line-up =
 
= Spell Line-up =
 
To be completed.
 
To be completed.
 +
 
= Hunting Zones/Spots =
 
= Hunting Zones/Spots =
To be completed.
+
Some of this came from Loraen's Enchanter Guide.  Props to him.
 +
 
 +
* 1-11: This should take all of a few hours.  Use your pet in the newbie areas (Crushbone/Blackburrow) and ensure you can afford level 12 [[Charm]].
 +
* 12: Charm willowisps in Erud's crossing or North Karana and keep all the [[lightstone]] and [greater lightstone]] that you get.
 +
* 16: Now we are starting to move up the curve a bit.  You get your first haste and clarity, which already allow you to increase a group's effectiveness quite a bit, as well as a 48 second mez.  AE mez is nice too when you can get it researched.
 +
* 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).  At this point you have all your tools and as you progress upwards they simply get better and better: the duration and effectiveness on all of your spells will gradually increase, and mobs become more and more dangerous making charming more effective and debuffs more important.
 +
* 34: It's around this level that the charmed pets really start to pull away from the animations and elementals in damage and toughness.  Also at this point you get [[Enchant: Platinum]], so if you like you can work on skilling up jewelcrafting and spending a lot of time in the tunnel until you have reasonable gear.  You can also do the quests from [[The Temple of Solusek Ro]] which are quite nice.  By 40ish you can put together some decent gear.
 +
* 51: [[Theft of Thought]] will rock your world - this spell is amazingly good.  If it was only available on a vendor for 200k, I would pay that without blinking.  You can also hit Hate/Sky, both of which have excellent enchanter gear.  The Kunark levels in general are where Enchanters really come into their own.  The holy trinity was always Warrior/Cleric/Enchanter but the reality is that the enchanter is the only one that matters.  Haste, Clarity, and charmed pet dps will literally double the efficiency of your group, and if you follow the suggestions of this guide you'll be quite popular.
 +
* 57: At this point you can aoe [[Chardok]] for insane xp while borderline AFK
 +
* 60: Farm whatever you like!

Revision as of 17:23, 27 August 2015

This guide is a work in progress!

Contents

Introduction

You may have made an Enchanter because you wanted Clarity all the time, because you wanted to charm or because you wanted to be desired in a group. Maybe you just didn't want to stare at red health bars all the time like healers do. These are all good reasons.

But sometimes you're just stuck LFG and that's boring.

There are many mobs that you can solo with the right skills and, unfortunately, equipment when you only have a short time to play or while waiting for a group.

Helpful/Required Equipment

There are 2 pieces of equipment that are extremely helpful to an Enchanter solo-er;
Journeyman's Boots
Journeyman's Boots
Item 764.png

MAGIC ITEM NODROP
Slot: FEET
AC: 1
Effect: JourneymanBoots (Any Slot, Casting Time: Instant)
WT: 2.5 Size: SMALL
Class: ALL
Race: ALL

and
Goblin Gazughi Ring
Goblin Gazughi Ring
Item 872.png

MAGIC ITEM
Slot: FINGER
AC: 1
SV MAGIC: +5
Effect: Invisibility versus Animals (Must Equip, Casting Time: Instant) at Level 5
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

.

If you don't get these (or acceptable alternatives) you will die more than if you had them.

Journeyman's Boots

The boots are nice to help you outrun your former pet when charm breaks so that you can re-charm. They'll set you back about 7k for a multi-quest or you can camp an ancient cyclops yourself which could take days.

Alternatively, you could buy sow potions (gets pricey) or beg a druid/shaman for SoW.

Goblin Gazughi Ring

This ring is wonderful in that it will allow you to instantly break your charm spell. Why? So that you can kill it and get it's experience. More on this later. This item will cost about 5-7k depending on the seller.

One thing to note is that you must wear the ring to use/click it and you must target yourself to actually break charm. I wear it continually though Loraen's Guide says not to. I'm lazy.

Alternatively, you can camp a sarnak courier in Lake of Ill Omen but that can take hours. And hours. Dark Elves may forgo the GGR in lieu of their racial Hide ability if they'd like but it's not 100% to work.

Spell Line-up

To be completed.

Hunting Zones/Spots

Some of this came from Loraen's Enchanter Guide. Props to him.

  • 1-11: This should take all of a few hours. Use your pet in the newbie areas (Crushbone/Blackburrow) and ensure you can afford level 12 Charm.
  • 12: Charm willowisps in Erud's crossing or North Karana and keep all the lightstone and [greater lightstone]] that you get.
  • 16: Now we are starting to move up the curve a bit. You get your first haste and clarity, which already allow you to increase a group's effectiveness quite a bit, as well as a 48 second mez. AE mez is nice too when you can get it researched.
  • 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). At this point you have all your tools and as you progress upwards they simply get better and better: the duration and effectiveness on all of your spells will gradually increase, and mobs become more and more dangerous making charming more effective and debuffs more important.
  • 34: It's around this level that the charmed pets really start to pull away from the animations and elementals in damage and toughness. Also at this point you get Enchant: Platinum, so if you like you can work on skilling up jewelcrafting and spending a lot of time in the tunnel until you have reasonable gear. You can also do the quests from The Temple of Solusek Ro which are quite nice. By 40ish you can put together some decent gear.
  • 51: Theft of Thought will rock your world - this spell is amazingly good. If it was only available on a vendor for 200k, I would pay that without blinking. You can also hit Hate/Sky, both of which have excellent enchanter gear. The Kunark levels in general are where Enchanters really come into their own. The holy trinity was always Warrior/Cleric/Enchanter but the reality is that the enchanter is the only one that matters. Haste, Clarity, and charmed pet dps will literally double the efficiency of your group, and if you follow the suggestions of this guide you'll be quite popular.
  • 57: At this point you can aoe Chardok for insane xp while borderline AFK
  • 60: Farm whatever you like!