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Message ID: 3219
Date: Tue Sep 28 14:04:13 BST 1999
Author: mstokes
Subject: Re: Out gunned


> I'm not speaking from experience here. But most
> enchanters over about lvl 20 seem to feel that they've
> screwed up if the group has to zone due to a bad pull.
> I don't know what spells they use. AoE Mesmerize,
> Lull, Memory Blur...crowd control is what Enchanters
> do. They turn a fight against 12 MOB's into 12
> different fights against lone MOB's. And Charm works
> great as well in those situations.

Although, I wouldn't go as far as saying turning 12 mobs into 12 fights (8
is about my max grouped, 3 max solo). I agree with your point. Enchanters
rock against a mob of blues. Against 1 yellow mob, I'd still pick the
wizard though. 1 Ranger (needs root), and 1 wizard will take down a mob
much faster than a Ranger and an Enchanter. (I'm breaking it down to a
bare minimum now) Of course having a full group including a tank, cleric,
2 wizards and an Enchanter is almost unfair :)

Just for the record, My wizard is stuck on Hell Level 1, My Enchanter
just hit level 12. As far as an enchanters resistablity, in many cases it
is very similar to a wizards. The big difference is that the spells cost
very little mana (as compared to a wizzies latest burn) so while it is a
pain when your spell doesn't stick, it isn't the end of the world.

Charm is a blast. One of the reasons i picked the enchanter as my second
class is because I have this demented dream of Charming Holly Windstalker
and having her battle Cros Treewind. Kind of like a celebrety death match
:). One of the lessons I learned with charm is that you never ever charm a
creature who is presently a non-combatant. If 2+ mobs are attacking, then
charm is the way to go.

Cheers