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Enchanter
Enchanter | |
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Class archetype | |
Armor class | |
Preferenced statistics | |
Title at level 51 | Illusionist |
Title at level 55 | Beguiler |
Title at level 60 | Phantasmist |
Title at level 65 | Coercer |
Enchanter Links | |
Being masters of manipulation, Enchanters shine in challenging situations where they can make full use of their control abilities. The enchanter's strength lies in his spells. Through casting them, he is capable of tricking enemies into fighting on his side, putting them to sleep, stunning them, summoning a floating sword-and-shield pet, and casting direct damage and damage over time spells. The enchanters ability to augment their party and cripple their enemies should not be understated. Two of the prized spell lines for Enchanters are their ability to greatly enhance the rate at which mana refreshes for their party and the break neck speed boosts an enchanter can bestow on fighters.
Enchanters bring a lot of utility to the party as well, including Invisibility, Levitate, Stumble (making monsters fail or miss combat rounds), enchantment destruction (breaking harmful enchantments on your party, breaking helpful enchantments on enemies), the ability to debuff enemies stats, resists and speed, the ability to augment sight, bestow illusions to party members and more.
Finally, in raid and big group exp situations Enchanters spend most of their time trying to add DPS through some combination of pet damage (including charm) and the use of two specialty spells, Spell: Somatic Bond and Spell: Runic: Avatar of Destruction, which allow the enchanter to "piggyback" on the damage output of their most powerful groupmates.
Charm
Charm is not as strong as you might have seen on live and other servers. Charmed pets have a max of 50% haste. There is also a stiff assistance penalty for killing a mob that starts out as low HP. This would include killing a mob that was once your pet, you cannot break your pet that is low HP and get full experience for killing it.
Starting Statistics
The Enchanter class receives 30 starting points to distribute in the various stats. The stats that the game deems important to the class are Intelligence and Charisma. Intelligence determines the total mana you can hold, and Charisma is used for charming as well as determining a mobs resistance to your spells. The effect of higher Charisma is noticeable, even in the early levels.
Race | STR | STA | AGI | DEX | WIS | INT | CHA |
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Dark Elf | 60 | 65 | 90 | 75 | 83 | 109 | 70 |
Erudite | 60 | 70 | 70 | 70 | 83 | 117 | 80 |
Gnome | 60 | 70 | 85 | 85 | 67 | 108 | 70 |
High Elf | 55 | 65 | 85 | 70 | 95 | 102 | 90 |
Human | 75 | 75 | 75 | 75 | 75 | 85 | 85 |
Skills
(*) Does not follow the 5(lvl+1) skill-up formula.
Combat Skills
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Class Skills
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Other Skills
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