[ Disclaimer, Create new user --- Wiki markup help, Install P99 ]
Difference between revisions of "Spaid's Solo Guide"
m (→Hunting Zones/Spots) |
m |
||
| Line 19: | Line 19: | ||
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 = | + | = How to Charm Solo = |
| − | + | There are 2 methods that I've used and there may be more. Regardless I typically use the same spell line-up (assumes you have all the spells of the type listed). | |
| + | |||
| + | == Spell Line-up == | ||
| + | 1-Tash (mapped to keyboard #1) | ||
| + | 2-Nuke | ||
| + | 3-Single Target Mez (mapped to keyboard #3) | ||
| + | 4-PB AE Stun once you get it (mapped to keyboard #3) | ||
| + | 5-Root | ||
| + | 6-For me this is my swap slot | ||
| + | 7-Charm/Beguile/etc. | ||
| + | 8-Gate (because it rhymes with 8) | ||
| + | |||
| + | == Preferred Method == | ||
| + | <p>Find a single dark blue or high green mob near to a mob that you wish to kill (but not within agro range!). Mez or root it so that you have time to Tash it then charm it. Either wait for mez/root to wear off and in the meantime tell your pet to attack the other target and turn on taunt. If you root instead of mez you can pull the target mob with Tash through your pet who will attack and taunt the mob, often taking agro immediately.</p> | ||
| + | A good safety net for either version of this method is to time a root to land on the target mob while it's within range of your mezzed/rooted pet and it will attack it. | ||
| + | |||
| + | == Risky &Camp Breaking Method == | ||
= Hunting Zones/Spots = | = Hunting Zones/Spots = | ||
Revision as of 18:39, 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;MAGIC ITEM NODROP
Slot: FEET
AC: 1
Effect: JourneymanBoots (Any Slot, Casting Time: Instant)
WT: 2.5 Size: SMALL
Class: ALL
Race: ALL
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.
How to Charm Solo
There are 2 methods that I've used and there may be more. Regardless I typically use the same spell line-up (assumes you have all the spells of the type listed).
Spell Line-up
1-Tash (mapped to keyboard #1) 2-Nuke 3-Single Target Mez (mapped to keyboard #3) 4-PB AE Stun once you get it (mapped to keyboard #3) 5-Root 6-For me this is my swap slot 7-Charm/Beguile/etc. 8-Gate (because it rhymes with 8)
Preferred Method
Find a single dark blue or high green mob near to a mob that you wish to kill (but not within agro range!). Mez or root it so that you have time to Tash it then charm it. Either wait for mez/root to wear off and in the meantime tell your pet to attack the other target and turn on taunt. If you root instead of mez you can pull the target mob with Tash through your pet who will attack and taunt the mob, often taking agro immediately.
A good safety net for either version of this method is to time a root to land on the target mob while it's within range of your mezzed/rooted pet and it will attack it.
Risky &Camp Breaking Method
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.
- 12-16: Erud' Crossing/North Karana - Charm willowisps and keep all the Lightstone and Greater Lightstone that you get to turn in to the Gypsies in North Karana or South Ro.
- 12-16: West Commonlands - Charm a willowisp and sick it on a dervish cutthroat they won't be able to kill your pet since NPC's can't hit magic until 16th(?) level. You'll really need to work on your charm and crowd-control skills at the bandit camp. Keep the dervish cutthroat rings to turn in to Ortallius in South Ro.
- 16-20: Lesser Faydark - Nybright Sisters
- 20-24: Mistmoore Castle (entry way) - Charm entry mobs/gargoyles around the little lake. The gargoyle eyes sell for ~9pp each.
- 25-35: Mistmoore Castle (graveyard) - You may snag the imp protector who drops some decent loot.
- 36-40:
- 41-50:
- 50-52:
- 52-60: TBD