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Message ID: 2442
Date: Wed Mar 8 18:05:40 GMT 2000
Author: Paul Jesernig
Subject: Spell lineup


Enchanters more so than any other class have so many options to choose from
depending on the situation that different spell lineups are needed for each
situation. Am I breaking up a spawn? Am I in a situation where trains will
have to be dealt with or are we off the tracks? Are we outdoors taking on
one solo creature? Other classes pretty much keep the same spells memorized
no matter what the situation. We can do different things depending on the
situation, and have a variety of spells to choose from to do so. There are
situations where 8 spell slots just don't seem to be enough and I find
myself constantly switching out spells.

One situation that hasn't been mentioned is PvP. Many of our spells while
seeming useless against critters you usually fight, are quite strong in a
PvP environment. Whenever travelling on Vallon Zek in non-friendly areas
(and us enchanters are the one class on the PvP-Teams server that MUST do
this) or going out to PK, I find myself using completely different spells
than usual combat. Some stay the same, but Strip Enchantments, for example,
is a must have for PvP. Low mana spell interrupting spells are also a must
have. Debuffs, while usually useless, can easily encumber a player, and
lower rank ones (which means less mana) are quite useful for this. Too bad
there is no fix for the abuses that charm can lead to, because when we could
charm PvP, we were not only the masters of PvP, but were rightfully feared.

Lozi ~Hand of Chaos~, CT