[ Disclaimer, Create new user --- Wiki markup help, Install P99 ]
User:Rtsang
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 downtime
1. Recycle Pets
I have learned from my past experience, should we keep the pet charmed 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 our resources to slow down the experience, isn't this inefficient and stupid? What I would do is let my pet to go down its health during fights and cast invisible and have the team to 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.
The second reason and is related to crowd control which means less risk to your group, which implies less downtime. Here I will show you the difference between a dedicated pet versus charm incomings:
Let say the puller pulled N mobs back
with a dedicated pet, you may need to face N+1 mobs because the charm may break. with a fresh charm, you will have: 1. The fresh charm will less likely to break. 2. You only need to face N-1 mob.
The difference could be as large as N-2 mobs!
Here are the iterations:
Puller pulled two mobs: Charm one and fight the other one.
Puller pulled three mobs: Charm one, fight the second and mez the third.
Puller pulled four mobs: Charm one, fight the second and mez the third and fourth. Sometimes after you have mezzed the first mob, the healer may already get the aggro from the four mob, and he may have already had it rooted. So, what you need is just throw a mez on the rooted one, and you are done!
BUT, if you use the dedicated mob strategy, what you may encounter could be five mobs attack your team. While you get a highly aggroed mob to charm and your team has to deal with the other four mobs without your help. Depends on when the charm will break and it depends on more luck. Don't you feel like this story happens quite often and your team has to get a rez? So, we want to minimize the downtime and we don't want to go this route. The additional damages don't judge for the risk-taking.
2. Number of Melees