1. Recent pet nerfs: I understand that our pets are really only
supposed to be a distraction, but enchanters could
hardly solo already, and in a group situation where any crowd control is
used, the uncontrollable pet quickly
becomes a liability. So my point is, now the pets are weaker, and they
werent used much already, what good are they
at all?
2. Single Target Stuns: I know this has been adressed before, but the
Whirl series is practically useless as it is. Maybe
its supposed to be?
3. Charming High Lvl MOBS: Dont have any firsthand experience here, but
I must ask, is it true High lvl enchanters
are incapable of charming POF/POH MOBS, and/or other lvl 46+ MOBS? I
have also heard that crowd control
spells and stuns dont work either....My question is, why bring an
enchanter on a dragon run or plane run? Cant mes,
cant charm, cant stun, direct damage and dots are resisted like
crazy....whats left, rune and clarity dealer?
If so, im terribly depressed :(
4. Illusions: Most of them are just for fooling around, and some are
just messed up. Why am I KOS to undead in Illusion
Skeleton? Wheres that base undead faction? I think illusions must not
be meant to use for scouting purposes.
I dont want to sound like im complaining (yeah, I know, everyone says
that), but some of this doesnt make sense to me.
We are supposed to be a group friendly class, and I agree we are. But
why, then, dont we have more group spells,
ie. group illusions, clarity, buffs? Whats the point of having a lvl 49
research only charm that doesnt hardly work on
lvl 49 mobs? All I know is I saw a Lvl 49 Mage earth pet fighting
yesterday, and now Im thinking about starting a
Magician hehe :)
Cyene Elysium
Level 35 Enchanter (Hell SUCKS!)
Quellious
Antheus
Samare
Quellious
In articl
e <3894DEAD...@swbell.net>, tc...@swbell.net says...
> In article <3894DEAD...@swbell.net>, tc...@swbell.net says...
> >
> > 1. Recent pet nerfs: I understand that our pets are really only
> > supposed to be a distraction, but enchanters could
> > hardly solo already, and in a group situation where any crowd control is
> > used, the uncontrollable pet quickly
> > becomes a liability. So my point is, now the pets are weaker, and they
> > werent used much already, what good are they
> > at all?
Enchanter pets are weak. They are supposed to be weak. The
only purpose for the animations is so that Enchanters don't
just completely suck at low levels. At high levels, nobody
really bothers with them. I still use them to hunt very low
greens for tailoring materials. :)
> > 2. Single Target Stuns: I know this has been adressed before, but the
> > Whirl series is practically useless as it is. Maybe
> > its supposed to be?
It used to be really useful. Something like a 24 second stun.
It was too useful, actually, so they nerfed it into oblivion
where it can't hurt anyone until they have time to look at it
again.
> > 3. Charming High Lvl MOBS: Dont have any firsthand experience here, but
> > I must ask, is it true High lvl enchanters
> > are incapable of charming POF/POH MOBS, and/or other lvl 46+ MOBS? I
> > have also heard that crowd control
> > spells and stuns dont work either....My question is, why bring an
> > enchanter on a dragon run or plane run? Cant mes,
> > cant charm, cant stun, direct damage and dots are resisted like
> > crazy....whats left, rune and clarity dealer?
Clarity, Tashan, speed buffs, other buffs, sparkling conversation. ;)
Antheus wrote:
>
> I started my enchanter over because I felt the the class had something
> special to offer .. i'm starting to get the feeling that our 'specialty'
> is being reduced to pimping clarity for plat. The more I read the more I
> notice that our best spells (the only useful ones at high lvls) are
> close to useless =(
I'm not fighting dragons or gods yet either, but I know that my role
is much richer than merely pimping clarity for plat.
> > 4. Illusions: Most of them are just for fooling around, and some are
> > just messed up. Why am I KOS to undead in Illusion
> > Skeleton? Wheres that base undead faction? I think illusions must not
> > be meant to use for scouting purposes.
I use Water Elemental and Air Elemental for their special effects all
the time. I use Dark Elf form to shop in Neriak, and various race
illusions to do quests. I take on Troll form for regeneration to help
spare the Cleric some mana.
> > We are supposed to be a group friendly class, and I agree we are. But
> > why, then, dont we have more group spells,
> > ie. group illusions, clarity, buffs?
Clarity and buffs can be cast on other group members. Single spells
that cover the whole group are convenient, but don't fundamentally
change the power of buffs.
I think the reason that illusions can't be cast on others is that it
would essentially let any character do any quest, instead of limiting
that awesome power to Enchanters.
--
Morgan
Xymarra, High Elf Enchanter on E'Ci
(crossposting all posts to rec.games.computer.everquest)
You mentioning Tashan leads me to think you are below your 20s, If our
role in EQ after a certain level disappoints you, or you wan't to be
master of all tradeskills with your level 16 enchanter, then please
shut up already. This is about medium to high level enchanters combat
abilities.
Some of us wan't to be useful hunting whatever there is to hunt, don't
care about tradeskills cause even after ubermastery and enchant plat
our jewelry business lets us spend 2kpp to make something that sells
for 750pp-1kpp.
Just shut up you twit. It's dreamers like you writing on the boards
that make players go out and make enchanters only to waste 70 days
played, ask yourself was it worth it, and conclude you should have
made a necro instead.
Hedda Casanovadottir
Level 39 Enchanter
Tunare
On Tue, 01 Feb 2000 19:45:24 -0800, Morgan <mor...@misleading.com>
wrote:
> On Tue, 01 Feb 2000 19:45:24 -0800, Morgan <mor...@misleading.com>
> wrote:
> >
> >> In article <3894DEAD...@swbell.net>, tc...@swbell.net says...
> >> >
> >> > 1. Recent pet nerfs: I understand that our pets are really only
> >> > supposed to be a distraction, but enchanters could
> >> > hardly solo already, and in a group situation where any crowd control is
> >> > used, the uncontrollable pet quickly
> >> > becomes a liability. So my point is, now the pets are weaker, and they
> >> > werent used much already, what good are they
> >> > at all?
> >
> >Enchanter pets are weak. They are supposed to be weak. The
> >only purpose for the animations is so that Enchanters don't
> >just completely suck at low levels. At high levels, nobody
> >really bothers with them. I still use them to hunt very low
> >greens for tailoring materials. :)
> >> > 3. Charming High Lvl MOBS: Dont have any firsthand experience here, but
> >> > I must ask, is it true High lvl enchanters
> >> > are incapable of charming POF/POH MOBS, and/or other lvl 46+ MOBS? I
> >> > have also heard that crowd control
> >> > spells and stuns dont work either....My question is, why bring an
> >> > enchanter on a dragon run or plane run? Cant mes,
> >> > cant charm, cant stun, direct damage and dots are resisted like
> >> > crazy....whats left, rune and clarity dealer?
> >
> >Clarity, Tashan, speed buffs, other buffs, sparkling conversation. ;)
Erik Halvorsen wrote:
>
> Yeah right, Your enchanter is enormously useful and powerful but not
> in the planes, or on dragon runs, and you roam the countryside using
> your pet to kill low level spiders... for tailoring material?
>
> You mentioning Tashan leads me to think you are below your 20s, If our
> role in EQ after a certain level disappoints you, or you wan't to be
> master of all tradeskills with your level 16 enchanter, then please
> shut up already. This is about medium to high level enchanters combat
> abilities.
>
> Some of us wan't to be useful hunting whatever there is to hunt, don't
> care about tradeskills cause even after ubermastery and enchant plat
> our jewelry business lets us spend 2kpp to make something that sells
> for 750pp-1kpp.
>
> Just shut up you twit. It's dreamers like you writing on the boards
> that make players go out and make enchanters only to waste 70 days
> played, ask yourself was it worth it, and conclude you should have
> made a necro instead.
>
> Hedda Casanovadottir
> Level 39 Enchanter
> Tunare
You are being needlessly insulting. At level 39 you aren't on the
planes or dragon runs. Why is your armchair opinion more valid than
mine?
Yes, I summon a pet to dispatch spiders more quickly to get spider
silk for tailoring materials. They go down faster and take less
mana than using spells and my pitiful weapon skills. I love practicing
trade skills. Now that I have basically reached the limits of what I
can do with jewelcraft, smithing, pottery and brewing, I work on
tailoring and baking while waiting for my group to gather. I also
know enough math to set my prices so that I don't lose money at
jewelcraft. I don't care how little a person's guildmates will charge
them, I don't go below my real cost.
I use Tashan to mean the line of spells since Tashan/Tashani/Tashania
starts getting tedious. Similarly, I say Enthrall, meaning
Mesmerize/Enthrall/Entrance/Dazzle. Other casters love the Tashan
line of spells. Everyone loves Enthrall and Clarity.
Anyone who thinks Enchanters at mid-high levels are not useful in
combat, fighting "whatever there is to hunt", has clearly never
encountered a well played Enchanter. Even an idiot Enchanter who
can just lay down Clarity and Tashan(i/ia) in between acting like a
bad wizard is useful to have around in most situations.
--
Xymarra Elen'gariel, High Elf Enchanter on E'Ci
Sorry about the insults, my OWN opinion is that the enchanters needs
an upgrade as a class.
Wether the pet of ours is good enough or not
is starting to get moot as a point, we need to get
an upgrade.
Recent nerfs to enchanters:
- High Level (39+) Pets weakened
- Made Illusion Wolf OD Only
- lost ability to charm NPC/PC pets
- lost ability to refresh levitate
- WTYH effectiveness reduced bigtime
- mana sieve effectiveness reduced (cost was
reduced but it's effect was reduced by
several times as much)
- lost ability to charm / fear in PvP
- Root easier to brek now
- Dyn's downgraded and never fixed for high level
lengthy stuns.
- Enchantment of Light and brilliance Removed,
(What were these supposed to do anyway?)
- Item Enchantment implemented to create ONE item.
- Shortened Clarity Duration
- Made Low Level DD Partially Resistable
- Broke Sentinel so it causes mega lag in crowded
areas
- Minor Illusion made see-through to npc (NPC will
attack even though illusioned)
- Troll regen broken for 6 months, is it better
than tree, why have it?.
(Troll regen partially fixed - only giving 1 extra
tick where originally gave an extra 3.)
- Strip/Pillage enchatment made unusable on PvP
Servers.
- Blanket of Forgetfulness nerfed ( no longer
hanging effect)
- Reoccurring amnesia broken (doesn't reoccur)
- High Level Pets dual wield removed
- Feedback made unstackable with Fire Elemental
- Memory Blur Level Capped 35+ mobs/ Memory Blur
Chance with Mes Series Reduced
-Tashan line resistable
-Mesmerize is broken by DOT damage now. (It's a
common enchanter theme to having to
choose between different types of spells - Charm
or pet? Mes or dot? Debuff or damage?
Same with buffs: Augmentation or Celerity, Str or
rampage - they just don't work
together)
-Strip enchantment now makes aggro and pulls mob
-Pets lost the ability to dual wield when given,
weapons, similiarly weapons have no longer any effect on attack delay.
(what use is the animations now? Just another mana intensive dot.)
Add to this that several of our lines of spells are either too mana
inefficient (str-agi debuff line, dot's, dd's, Pets), have no real
value (Illusions, See thru targets eye with some kind of vision, Mana
potion line, WTYH, Mem blur, wis debuff, mana sieve) Or doesn't stack
as opposed to others dot lines, where they have several lines of
dot's. (see above)
I am not happy at all, but I am glad that you are, and good luck on
learning Brewery. And wish you continued successes in Trademonopoly
the rpg.
Hedda
Time to get something back.
About half those nerfs you posted are grievious errors on Verant's part.
But they did put back in levitation refresh. They only took it out to
prevent cheaters using a levitate effect on a device to float higher and
higher. Once they added a delay they removed the 'no refresh' flag from the
spell.
I think they may have done this to SoW as well but I'll have to try it again
before I confirm that.
> Wether the pet of ours is good enough or not
> is starting to get moot as a point, we need to get
> an upgrade.
Enchanters are already very powerful and don't realy need an upgrade
before the expansion. I use the pet a lot, it can pull stuff off me before
I die and with our speed buffs it can do a decent amount of damage.
With proper control it is very useful, and they can be controlled to
some degree ( step close, root, monster attacks you, back out) also
we even get a damage shield and other buffs we can use on them.
>Add to this that several of our lines of spells are either too mana
>inefficient (str-agi debuff line, dot's, dd's, Pets), have no real
>value (Illusions, See thru targets eye with some kind of vision, Mana
>potion line, WTYH, Mem blur, wis debuff, mana sieve) Or doesn't stack
>as opposed to others dot lines, where they have several lines of
>dot's. (see above)
Illusions : Adds great varity and faction adjustments, throw in an aliance
line spell and you can go more places than any other class.
Mana sieve : works ok, not fantastic but can keep a monster (cleric
types esp) empty of mana after they already got low so they stop
casting and die.
See through targets eyes : This spell is fantastic for exploring a new
area. Also good to check for stuck/stacked monsters before pulling.
And the stamina drain is reduced considerably if you cast augmentation
on yourself.
Mem blur : Can be used to back out of a bad fight if you planned ahead.
Especially good for outdoor monsters, for example root the guardian of
the oracle, kill the oracle, memblur the guardian and walk away :)
And the best spell line in the game : the MEZ line, except for a few
monsters
that this line does not work on it makes fights go a lot smoother. Pulling
8 monsters at once is death to most groups, but with mez it's just faster
exp than pulling 8 singles.
Noslom
Ok here's my take on the problem with Enchanters.
When it comes to dealing damage - we are the most incapable of all the
caster classes. Our DOT spells are used more or less for their debuffing
attributes and our DD's are used mainly for their taunt value.
Now as for our pets, in ALOT of cases they are a liability more than a
tool. Their damage output is only moderate and their HPs and AC are a
joke. I've had a few cases recently where my pet actually made my job in
a group more difficult since its hard to control several angry MOBs when
your pet is jumping from one MOB to the next trying to get itself killed.
Ok so neither of those roles suit us very well. So we've been giving a
large number of spells to do other things. The problem I find is our
newest spells have a low mana/effectiveness ratio so I tend to use my
debuff spells from the previous circle to save mana.
Enchanters have a nice set of buffs such as Clarity, Augmentation, and
the Rune series of spells. (Which have all been nerfed from reading other
posts).
This leaves us to actually fighting a MOB. Our debuffs and crowd control
spells are resisted WAAAAAAAAAAAAAAAAAAAAAAAAAAAY too much. Even though I
lead out with the Tashan line I still find my debuffs are resisted 1/3 of
the time on blues. We are supposed to thrive in groups but I dont see how
we can thrive if we can no longer effectively debuff a MOB. Is it really
worth casting these debuffs 2 or 3 times to get them to hold ?? Usually
by the time I've gotten all my debuffs to stick the MOB is dead .. seems
kinda pointless.
The problem is our debuffs and alot of our other spells are highly
resistable - add that to the fact that alot of the NPCs and MOBs in the
game have had their magic resistance increased and you've got ALOT of
wasted mana trying to do the 1 thing your SUPPOSED to be able to do well.
If there is ONE change that could be made to make the Enchanters role
more effective (this means increased value in a group) without
unbalancing other classes would be to Increase the effectiveness of the
Tashan line of spells.
If we can reduce the insane magic resistance of MOBs just a bit more,
then our debuffs will stick, our groupmates will love us, and our job
will be done.
Oh ya, and where are all these enchanted items we were 'supposed' to be
able to make ??? Enchanters seem to be the most overlooked class in the
game .. maybe that's why there's so few of us ? I've been doing player
counts lately and found that the ONLY class that is less popular than
Enchanters is Shadow Knights .. even the rogues have us out-numbered =(
When's the last time the Enchanter was given an upgrade or had a spell
made more effective ?? (I'm not talking about the ability to make a
useless vial of mana either)
Antheus
Quellious
You've listed every nerf since release as "recent".
Where did you find this list? It looks like a cut and paste from a
web site. A link would be nice.
It would be really nice if our short term buffs didn't clobber
our long term buffs (Rampage-Strengthen, Celerity-Augmentation).
It's a weakness of the magic system that long term low level
spells don't persist after the short term spell wears off.
Tashania should definitely lower magic resistance more than it
does. That would help with the high level resist problem.
The stat debuffs are pretty useless, in general. The problem with
stat debuffs is that, well, stats are not very important, so
the debuffs definitely cost too much for their effect.
I think it would be unreasonable for monsters to stay mesmerized
while they took damage from DoTs. That would make a Necromancer-
Enchanter team unstoppable.
More item enchantments would be great.
I thought that Enchanter pets could still dual wield. I haven't
summoned a pet in ages, so I didn't test it myself.
I am not sure why you list choosing between strategies as a
weakness of the class. I've always thought of it as an
advantage to have multiple strategies to choose between.
--
Morgan
Xymarra, High Elf Enchanter on E'Ci
Seige
Paladin of Life
Bertoxxulous
Antheus <wa...@hotmail.com> wrote in message
news:MPG.130233a69...@news.fundy.net...
> unbalancing other classes would be to Increase the effectiveness of the
> Tashan line of spells.
>
>Erik Halvorsen wrote:
>>
>> Sorry about the insults, my OWN opinion is that the enchanters needs
>> an upgrade as a class.
>>
>> Recent nerfs to enchanters:
>
>You've listed every nerf since release as "recent".
>
Yeah most of these are fairly recent, atleast in my history book, I
still remember when I started an enchanter, (after like 3 weeks of
research into the different classes spell lines and abilities), and
most of these changes have been implemented in the last 3-4 months.
>Where did you find this list? It looks like a cut and paste from a
>web site. A link would be nice.
>
Would be, and in good usenet tradition too,
it's snipped from several postings at one of the boards at:
http://eq.castersrealm.com/forums/
>> - High Level (39+) Pets weakened
>> - Made Illusion Wolf OD Only
>> - lost ability to charm NPC/PC pets
>> - lost ability to refresh levitate
>> - WTYH effectiveness reduced bigtime
>> - mana sieve effectiveness reduced (cost was
>> reduced but it's effect was reduced by
>> several times as much)
>> - lost ability to charm / fear in PvP
>> - Root easier to break now
>It would be really nice if our short term buffs didn't clobber
>our long term buffs (Rampage-Strengthen, Celerity-Augmentation).
>It's a weakness of the magic system that long term low level
>spells don't persist after the short term spell wears off.
Besides other classes got their buffs wich do mostly stack, and dot's
wich do mostly stack.
>Tashania should definitely lower magic resistance more than it
>does. That would help with the high level resist problem.
The problem arises before Tashania, some mobs have a seemingly 100%
magic resistanceeven when 15 levels below us, and any players in PVP
with a certain magic resistance will ALWAYS spank our ass royally,
cause we have no alternative means of fighting, our pet sucks...
>
>The stat debuffs are pretty useless, in general. The problem with
>stat debuffs is that, well, stats are not very important, so
>the debuffs definitely cost too much for their effect.
Besides it's damage wich kills a mob dead, not debuffs. We are unable
to solo, that means our class is not viable any longer in PVP.
>
>I think it would be unreasonable for monsters to stay mesmerized
>while they took damage from DoTs. That would make a Necromancer-
>Enchanter team unstoppable.
A necro don't need our help, they can solo 10 levels beyond our
ability at 34 already, with their snare/dot, fear and stack dot's/pet
hit running mob combo wich they get at level 8 or so.
>
>More item enchantments would be great.
>
Not a big issue to me, but it says so in the class description, and I
guess it's about time we got that part implemented.
>I thought that Enchanter pets could still dual wield. I haven't
>summoned a pet in ages, so I didn't test it myself.
You can give them a couple of weapons, and their graphic displays them
wielding them, but with no damage output increase, and nothing but
bashing from the off hand.
>
>I am not sure why you list choosing between strategies as a
>weakness of the class. I've always thought of it as an
>advantage to have multiple strategies to choose between.
Not when you find out half way thru the fight, you have to change
tactics, and don't have the right spells memmed, you can't adapt to a
new situation fast enough to be of real use in an overpull situation
without Mezmerization memmed etc. What spell should you take out to
rebuff with Clarity, celerity, insight, wolf form, and different
shields? Lets hope you don't make a mistake, your placement in a room
when using Meazmerization means a lot too, all those mobs resisting,
or arriving later, will have you on top of their aggro list, and be on
you as soon as you can say Jeezes.
just run through them all around peak server time
actually pretty interesting thing to do while you meditate =)
Antheus
Quelliuos
In article <s9h78d...@corp.supernews.com>, ciya_...@yahoo.com
says...
> > unbalancing other classes would be to Increase the effectiveness of the
> > Tashan line of spells.
Ok, but some of them are rather older than that, so I would
still quibble with your use of the word "recent".
Xymarra was my second character. The first was a Ranger who
got to level 10. When my partner decided to restart as a
Necromancer, I restarted as an Enchanter (back in May).
This one is definitely old:
> >> - WTYH effectiveness reduced bigtime
I level slowly, so this hasn't changed since I got it:
> >> - mana sieve effectiveness reduced (cost was
> >> reduced but it's effect was reduced by several times as much)
Root has been easy to break for quite some time:
> >> - Root easier to break now
These have been gone since release:
> >> - Enchantment of Light and brilliance Removed,
> >> (What were these supposed to do anyway?)
When was this? Also been that way since I could cast it (September):
> >> - Shortened Clarity Duration
This is an upgrade, not a nerf. Partial resistance replaces full
resistance, unless I misunderstand the statement. I also don't
recall it being true:
> >> - Made Low Level DD Partially Resistable
Does this get worse? I haven't had Tashan resisted, well, ever.
> >> -Tashan line resistable
This has been true as long as I have been aware of it:
> >> -Mesmerize is broken by DOT damage now.
> >> Add to this that several of our lines of spells are either too mana
> >> inefficient (str-agi debuff line, dot's, dd's, Pets), have no real
> >> value (Illusions, See thru targets eye with some kind of vision, Mana
> >> potion line, WTYH, Mem blur, wis debuff, mana sieve) Or doesn't stack
> >> as opposed to others dot lines, where they have several lines of
> >> dot's. (see above)
> >
> >It would be really nice if our short term buffs didn't clobber
> >our long term buffs (Rampage-Strengthen, Celerity-Augmentation).
> >It's a weakness of the magic system that long term low level
> >spells don't persist after the short term spell wears off.
>
> Besides other classes got their buffs wich do mostly stack, and dot's
> wich do mostly stack.
I don't mind that our DoTs don't stack. The major weakness of
Enchanters is that we can't deal damage well. We would be hiding
in the "Please don't nerf us" tent with the Druids if we could do
a lot of damage with our spells.
I do mind that the buffs don't stack, since that is one of our two
strongest contributions at very high levels (Tashan being the other).
> >Tashania should definitely lower magic resistance more than it
> >does. That would help with the high level resist problem.
>
> The problem arises before Tashania, some mobs have a seemingly 100%
> magic resistanceeven when 15 levels below us, and any players in PVP
> with a certain magic resistance will ALWAYS spank our ass royally,
> cause we have no alternative means of fighting, our pet sucks...
I guess then that I would choose not to solo those mobs and when
I encounter them with my group, I would Tashan and wait it out.
> >The stat debuffs are pretty useless, in general. The problem with
> >stat debuffs is that, well, stats are not very important, so
> >the debuffs definitely cost too much for their effect.
>
> Besides it's damage wich kills a mob dead, not debuffs. We are unable
> to solo, that means our class is not viable any longer in PVP.
If you have read my posts about PvP in the past, you would know
that this is not a major concern for me. I bow to your greater
experience in the matter.
> >I think it would be unreasonable for monsters to stay mesmerized
> >while they took damage from DoTs. That would make a Necromancer-
> >Enchanter team unstoppable.
>
> A necro don't need our help, they can solo 10 levels beyond our
> ability at 34 already, with their snare/dot, fear and stack dot's/pet
> hit running mob combo wich they get at level 8 or so.
A Necromancer's effectiveness is roughly doubled when teamed with
an Enchanter (trust me on this one ;) because of Tashan and Tepid
Deeds. If a supply of targets is not an issue, the Necromancer
can actually make experience faster when teamed with an Enchanter
than when playing solo.
> >I am not sure why you list choosing between strategies as a
> >weakness of the class. I've always thought of it as an
> >advantage to have multiple strategies to choose between.
>
> Not when you find out half way thru the fight, you have to change
> tactics, and don't have the right spells memmed, you can't adapt to a
> new situation fast enough to be of real use in an overpull situation
> without Mezmerization memmed etc.
Ha ha! I can't tell you how many times I have had to sit down in
the middle of a horde to memorize Mesmerization FAST while the
tanks keep everything taunted off of me. ;) Nowadays I keep it
ready, even if I can't really cast it because of the LOS bugs,
because it is still the group's "Get out of jail free" card. We
rarely have anyone who can evac.
> What spell should you take out to
> rebuff with Clarity, celerity, insight, wolf form, and different
> shields?
I always take out the spell that seems most likely to be needed:
a debuff when we are fighting tons of blues and a mind spell if
we are fighting a string of high singles.
> Lets hope you don't make a mistake, your placement in a room
> when using Meazmerization means a lot too, all those mobs resisting,
> or arriving later, will have you on top of their aggro list, and be on
> you as soon as you can say Jeezes.
No kidding. If you catch yourself with your Mesmerization, you are
going to fall down dead in approximately 24.5 seconds, and the rest
of your party will soon follow.
The spells through the wall bug is a killer. Any AE spell, like
Mesmerization, is going to wake up whatever is above you, below
you or through the wall. I wish Verant would fix that so that if
you can't see it or affect it, it doesn't notice the spell.
>Yeah right, Your enchanter is enormously useful and powerful but not
>in the planes, or on dragon runs, and you roam the countryside using
>your pet to kill low level spiders... for tailoring material?
>
Your an idiot who isn't smart enough to play an Enchanter.
>You mentioning Tashan leads me to think you are below your 20s, If our
>role in EQ after a certain level disappoints you, or you wan't to be
>master of all tradeskills with your level 16 enchanter, then please
>shut up already. This is about medium to high level enchanters combat
>abilities.
>
>Some of us wan't to be useful hunting whatever there is to hunt, don't
>care about tradeskills cause even after ubermastery and enchant plat
>our jewelry business lets us spend 2kpp to make something that sells
>for 750pp-1kpp.
>
Trade skills are not an integral part of being an Enchanter, they are
mere gravy, although it must b said that they are gravy you will
probably never make a dime on. If your having problems killing stuff
it's probably because your playing your Enchanter like a wizard. Or
because you can't figure out the concept of moderation and group
tactics.
>Just shut up you twit. It's dreamers like you writing on the boards
>that make players go out and make enchanters only to waste 70 days
>played, ask yourself was it worth it, and conclude you should have
>made a necro instead.
>
>Hedda Casanovadottir
>Level 39 Enchanter
>Tunare
>
I played one far longer then 70 days and enjoyed 90% of it. It turned
out to be exactly what I hoped the class would be when it was
described even before beta.
>
>On Tue, 01 Feb 2000 19:45:24 -0800, Morgan <mor...@misleading.com>
>wrote:
>
>>[snipped and rearranged for readability]
>>
>>> In article <3894DEAD...@swbell.net>, tc...@swbell.net says...
>>> >
>>> > 1. Recent pet nerfs: I understand that our pets are really only
>>> > supposed to be a distraction, but enchanters could
>>> > hardly solo already, and in a group situation where any crowd control is
>>> > used, the uncontrollable pet quickly
>>> > becomes a liability. So my point is, now the pets are weaker, and they
>>> > werent used much already, what good are they
>>> > at all?
>>
>>Enchanter pets are weak. They are supposed to be weak. The
>>only purpose for the animations is so that Enchanters don't
>>just completely suck at low levels. At high levels, nobody
>>really bothers with them. I still use them to hunt very low
>>greens for tailoring materials. :)
>>
>>> > 2. Single Target Stuns: I know this has been adressed before, but the
>>> > Whirl series is practically useless as it is. Maybe
>>> > its supposed to be?
>>
>>It used to be really useful. Something like a 24 second stun.
>>It was too useful, actually, so they nerfed it into oblivion
>>where it can't hurt anyone until they have time to look at it
>>again.
>>
>>> > 3. Charming High Lvl MOBS: Dont have any firsthand experience here, but
>>> > I must ask, is it true High lvl enchanters
>>> > are incapable of charming POF/POH MOBS, and/or other lvl 46+ MOBS? I
>>> > have also heard that crowd control
>>> > spells and stuns dont work either....My question is, why bring an
>>> > enchanter on a dragon run or plane run? Cant mes,
>>> > cant charm, cant stun, direct damage and dots are resisted like
>>> > crazy....whats left, rune and clarity dealer?
>>
>>Clarity, Tashan, speed buffs, other buffs, sparkling conversation. ;)
>>
--
Silverlock, ICQ 474725
Household Pests? The SW-404 'SpitFire' APRL cleansing system
will remove them, we Guarantee IT! Not responsible for damage
to persons or structures from use of this product.
Dial 1-800-FRY-THEM for info and a home demonstration.
Heh. The guy actually nailed my Enchanter... Lvl 16, master of all trade
skills (and stinking rich thanks to them, although I get sick of being
called a twink by people who see my Oracle Robe), can't solo a blue for
beans.
Still, this is by far the most fun character I've ever played, and I
don't particularly care that KeWli0 powergamers think they have been
shortchanged because Necromancers solo better.
--
Hanrahan Thornhide, Druid in Fennin Ro, Griffin Snack.
Rhialto, Enchanter in Fennin Ro, Jack of all Trades.
"Remember, you reap what you SoW"
>On Wed, 02 Feb 2000 07:29:59 GMT, erik.ha...@jernia.no (Erik
>Halvorsen) wrote:
>
>>Yeah right, Your enchanter is enormously useful and powerful but not
>>in the planes, or on dragon runs, and you roam the countryside using
>>your pet to kill low level spiders... for tailoring material?
>>
>
>Your an idiot who isn't smart enough to play an Enchanter.
>
Very good, didn't know the enchanter had taunt skill. :) btw. you
still in high school?
>
>>You mentioning Tashan leads me to think you are below your 20s, If our
>>role in EQ after a certain level disappoints you, or you wan't to be
>>master of all tradeskills with your level 16 enchanter, then please
>>shut up already. This is about medium to high level enchanters combat
>>abilities.
>>
>>Some of us wan't to be useful hunting whatever there is to hunt, don't
>>care about tradeskills cause even after ubermastery and enchant plat
>>our jewelry business lets us spend 2kpp to make something that sells
>>for 750pp-1kpp.
>>
>
>Trade skills are not an integral part of being an Enchanter, they are
>mere gravy, although it must b said that they are gravy you will
>probably never make a dime on. If your having problems killing stuff
>it's probably because your playing your Enchanter like a wizard. Or
>because you can't figure out the concept of moderation and group
>tactics.
>
Sometimes I find grouping boring after doing it like 24/7 a while,
other times I really don't want to group, cause you learn more about
your spells and abilities when soloing, cause you have no interference
from others, and can see how the mob reacts to your spells and time
their effect. Besides solo xp is much much much better, and I have
some planewalking friends to catch up with.
>>Just shut up you twit. It's dreamers like you writing on the boards
>>that make players go out and make enchanters only to waste 70 days
>>played, ask yourself was it worth it, and conclude you should have
>>made a necro instead.
>>
>>Hedda Casanovadottir
>>Level 39 Enchanter
>>Tunare
>>
>
>I played one far longer then 70 days and enjoyed 90% of it. It turned
>out to be exactly what I hoped the class would be when it was
>described even before beta.
>
Good for you.