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Message ID: 1187
Date: Tue Jun 1 20:26:36 BST 1999
Author: DeGirolami, Franck
Subject: Re: To Franck


this post dates indeed. I was around level 13 or 14 at the time. I've
changed my tactics quite a lot since.
the major change would be that when I solo, I dont use debuffs at all
anymore. I use tashan, dot, whirl, damage, whirl, damage, etc..
when I fight with a group, I dont whirl anymore, I root instead. Root lasts
longer and keeps all spellcasters safe. if you have a level 20 wizard in
your group, the monster wont live long anyway.
when fighting big reds, I always cast Tashan ( now that it's less resisted )
so that fellow wiz and mages can do more damage. I also cast berserker
strength and quickness on all the tanks right before the fight. That usually
takes care of most of my mana. Also when fighting reds, I use memory blur a
lot. I've saved many people with that. When this nasty centaur courser comes
on your wizard and start pounding on it for 74 damage, that's a great way to
save him, much more reliable and much quicker than taunting. spellcasters
should also always root a monster when a fellow spellcaster is attacked
directly. I have a macro that YELLS to my group BACK OFF! STOP ATTACKING!
That is when the fight is turning too nasty. I hit this macro, give them 5
seconds and blur the memory of the enemy. That works great for centaurs and
aviaks, wouldnt work with agro monsters though..

About your fear technique, it's cool, I've done that too but you really have
to do this in a safe place. At the time, I tried that on a young kodiak in
west commons and ended with a horde of adult ones on me! Dont even try that
in dungeons. Also, I recommend not using pets in dungeons, especially our
pets. you cant tell them to stop attacking. I had my pet chasing a froglok
in Guk for a long time, and at some point, it died. About one minute later,
I see from a distance a huge mob coming my way, I was dead in instants, hit
about 10 times for 45 damage by 10 high level ( at the time ) frogloks. That
is an extreme case but it happens. also, charm is much better in dungeons.
my 2 more cents,
Skara de Toxxulia <Elite>

-----Original Message-----
From: Ben Setala [mailto:onlyanembryo@...]
Sent: Tuesday, June 01, 1999 4:50 AM
To: eqenchanters@onelist.com
Subject: Re: [eqenchanters] To Franck


From: Ben Setala <onlyanembryo@...>

Sorry to be replying to such an old post, but I don't
check my mail often. This is not meant to be a flame
btw but I just had to put my 2cp in here.

--- "DeGirolami, Franck" <degirolami@...> wrote:
> From: "DeGirolami, Franck" <degirolami@...>
>
> well it's quite simple really..
> 1) Hunt close to a zone point except if you have
> spirit of the wolf.

A fine tactic, works well. I'd say that for any class
EXCEPT the enchanter it's almost necessary. For the
enchanter, it isn't necessary at all. Safer true, you
can't always be sure what's going to happen, or how
much mana you're going to be down, but not really
necessary as long as you keep your wits, and fight
smart.

> 2) Always be the first to run in a party, at least
> before your tanks.

Umm, never. I'm usually one of the last to run. While
they're running, I'm busy mesmerizing, fearing, etc.
the mobs to give us a chance of making it out alive.
Don't be such a fraidy cat.

> 3) keep the mob off you by using mesmerize every 3
> or 4 spells you cast ( do
> that with your pet too ).

Sound advice, better yet don't burn so much mana that
you've taunted the sucker on you so badly in the first
place, less downtime too.

> 4) soloing becomes much easier at level 12 when you
> get whirl till you
> hurl..your pet can then stay alive more than 10
> second,

So many people overlook Fear, Level 4, it basically
has the same effect as whirl, you just don't stay in
the same place.

> 5) do not solo. we are not a soloing class. I havent
> soloed since level 5.

I've solo'd plenty, level 13 now and going strong.
Against yellow mobs, several blues, whatever. You can
solo just fine, better even than most classes in my
opinion, but then, hey what do I know?

> 6) to make a lot of xp, try parties of 2. With the
> debufs you can make any
> yellow a blue or a green, and while you focus on
> that, your partner can
> easily take care of the monster.

Absolutely true. I solo a lot like I said, but my
preference is to have one or two other good people
along. The reason? Less downtime, I usually have a
good amount of mana left over after the fight, instead
of being down to one exit bubble left :) I call it the
exit bubble because it's the one that I only actually
use if my intent is to 'exit stage left'.

> 7) in large parties ( 6 people ), when attacking one
> big red...well stay
> aside because you are useless anyway.

This point I concede, but there are a few things you
can still do. Hit it with Tashan, whack it, try to
taunt it enough so that it tries to hit you, and your
pet joins in, even resisted spells are a taunt. Better
yet, charm something nearby to get into the action and
help out a bit, etc.

> 8) in large parties, when attacking a bunch of blues
> to yellow, try to
> switch target quite often so you will have a better
> overall effect over the
> battle and no monster will especially get mad at you
> and come for you.

In a large battle your tanks should all be fighting
the same mob, the rest is up to you to control. If
there's anything an Enchanter excels at, it is crowd
control. Even if your party could take all the mobs on
at once, there'll be fewer chances and less downtime,
if you keep the ones you aren't currently fighting,
out of the fight.

Also
> keep charm handy in case your pet dies.

Or your pet spell, same reason.

Always warn
> your group that you
> might charm a monster BEFORE battle, and always warn
> them that the charmed
> creature will eventually come back for you and no
> taunting will get it off
> you so they have to watch and protect you.

It is true no taunting will get it off of you, that's
what blur, and/or mesmerize are for. I tell my party
just to keep an eye out, and let me handle it. Tashan,
Color Flux, back up, Mesmerize. Works every time,
well, usually :)

Let them
> also know how mesmerize
> works so they dont attack stunned creatures

A must in every party. I try to simplify it for the
stupid warriors in the group :) I tell them all to use
/assist and never target a mob on their own. I pick
out <insert name of tanktype who has some brains>
to be the targetter, he's the only one who is allowed
to target a mob, everyone else must assist him. Leaves
me free to do my thing :)

> 9) One big life saver: do not panic! most
> spellcasting class have one thing
> to do when some monster start pounding on you: RUN!
> but not us! Stay calm!
> if you're under 2 bubs of hp you'll die if you run
> anyway. cast root ( fast
> to cast ) right after an attack, back off, cast
> mesmerize and then RUN LIKE
> HELL. That saved me a million times.

I'd agree with everything you have said here, except
for the last "RUN LIKE HELL" part. Panic is useless,
an enchanter who shows fear is a dead enchanter. I'd
like to point out, that in most cases, once a creature
has been mesmerized it won't come back after you, so
running isn't really necessary. Be prudent and back
off to a place you feel safe at, but no need to be too
worried.

> 10) explore to find nice hunting areas suitable for
> your level and close to
> a zone. One of my favorites recently has been
> lavastorm mountains, near the
> najena entrance. Lots of xp, lots of loot, and a
> very close zone point.

Haven't been there, sounds like fun. Though your
insistence on zoning sounds like you might rather be a
wizard. They do more damage you know, and most of the
ones I've met enjoy waiting for zones to load as much
as you sound like you do. MOST of the time, you don't
need to zone, we are one of the few classes who can
say that, if not the only.

> 11) Ah! I forgot! USE THE LURE METHOD. Do not run
> into mob, make it come to
> you at a safe point, even if you have to run 30s
> with it on your tail before
> you get there.

In a party this is pretty much usually the case
anyways in my experience. If you're soloing however,
casting minor illusion will help keep any unwanted
mobs from being too interested about the bag and the
bear fighting each other :)

> 12) play with the mouse! arrow keys dont allow to
> turn around quickly enough

No comment, as I stuck my nose in to talk about
enchanters.
>
> my 12 cents,
> Skara

Finally in response to the post that mentioned getting
kicked by blues, here's how to solo a yellow. :) Not
the only way btw, just one of the safest.

Pet up, all buffs on, find a lone yellow, take your
time at this, better to be sure it's just one, than to
pull several yellows on your butt. No undead, not for
this tactic anyway.

Tashan
back up once attacked, let pet into the fight.
< be quick here, you don't want the pet to die if you
can help it >
Choke, or best DoT you have
Fear
run behind whacking it for a while, then back off
before fear wears off, pet's still going at it.
Tashan
Wait til the instant the mob turns on your pet again.
Choke
Fear
at this point take stock because your mana will be
kind of low, if you really don't think this is going
well, now is the time to run, while it's currently
running from you. Most of the time, things should be
pretty smooth up til now, here's where you start
taking a few chances.
If you decide to stick it out, remember to always keep
that last bubble for a final mesmerize or two if the
first is resisted, you should have taken little or no
damage yet, pet might be down a bit, especially if you
didn't quite time it right, but the mob will be down a
lot, and you still have that DoT working away at its
hp's.
Run behind it whacking it, if you have a little mana
left over, give it a chaotic feedback brainsmoldering
kick, and then wade in and start taking the brunt of
the damage when the fear wears off, circling around so
your pet's still hitting it in the back.
By now it should be dead.
If, however, you take more than half damage, cast
mesmerize, stop attacking, it'll turn on your pet,
back way up, look at it's health, chances are very
good that if it isn't dead yet, it soon will be. Throw
a final spell at it to finish it off, wade in and give
it those last couple whacks, or if you have neither
the hp, mana, or backbone left, finally run to a
gaurd, chances are it'll be so damaged it won't be
able to keep up with you. Keep that last bit of mana
around for a final mesmerize if it can though, just in
case.
Finally if it still isn't dead, is running after you
and hitting you, your pet has died, and the gaurd or
zone is too far away, face the mob.
Don't attack, mesmerize. interrupted. mesmerize.
interrupted. mesmerize.
a <mob> has been mesmerized.
Go find a safe place to rest, do a quick med and cast
minor illusion, think about how you timed everything,
what you could have done differently and try it again
:)

All that was a worse case scenario soloing a yellow
mob. In most cases, after the second round of Choke,
Fear, whack away at it's back, it'll be dead right
around the time when the second Fear runs out. For a
blue mob, the first round should be plenty.

This is for level 12 to 15, haven't gotten to 16 yet.
For level 4 to 11 substitute Suffocating Sphere for
Choke, and cast it a bit more often, everything else
should be about the same.

>
> -----Original Message-----
> From: Eain Bankins [mailto:eain@...]
> Sent: Thursday, May 20, 1999 11:44 PM
> To: eqenchanters@onelist.com
> Subject: Re: [eqenchanters] To Franck
>
>
> From: Eain Bankins <eain@...>
>
> Wanderer CommonWealth wrote:
> >
> > From: Wanderer CommonWealth <wanderercw@...>
> >
> > Practice try diffrent things,
> > I got my ultimate one at times i can handle things
> red
> > to me. Most times yellow Often White.
> > The Wanderer
>
> HOW, please! I'm at my wit's end, I can't do
> ANYTHING. I get my ass
> kicked by blues...
>
> E
> --
> "Maybe I was mean
> but I really don't think so
> You asked if I'm scared and I
> said so"
>
> -Sinead O'Connor, "The Emperor's New Clothes"
>
>
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