Enchanters
Class: Enchanter
Arch-type: Caster
Abbreviation: ENC
Specialty: The Mana Battery
Special Abilities: Self Mana or Mana for Others
Primary Stats: Intelligence & Charisma
Description: Scholars of magic, Enchanters can imbue both
creatures and objects with arcane properties. Also being Masters of the Mind, they can force their will upon others or make themselves appear as something other
than what they are.
Strengths:
- Mana Buff - Enchanters are the masters of mana if played correctly
- Arcane proc buff - Imbues weapons with magical energy that can cause additional damage when used
- Arcane Resistance buff - Helps characters resist Arcane based spells
- Taunting Pets - Summoned pets taunt allowing Enchanters to solo (with care)
- Healing Pets - Summoned pets can heal themselves
- Charm - Enchanters can make a creature their pet for a short duration
- Illusions allow Enchanters to get any coach in the game
Weaknesses:
- Not mana efficient - When casting spells, enchanters tend to run low on mana if not monitored
- Pets weak compared to other caster pets
- Hard to use mana spells efficiently in group - Bards can mana buff whole group, Enchanters have to do it one at a time
- Hard to get groups
Creation Tips:
Enchanters are a great class to play but are hard to do so well. To mana buff effectively in a group, you often are
unable to nuke since you are constantly buffing others to keep their mana full. This isn't as bad as it seems, but
if you want to be invited to a group instead of a bard, you MUST know how to mana buff well.
Also, if you take the mana for self path for your specialization, you will be useless to a group.
Charms are a good thing for you since you can often charm a mob and save yourself if the tank or healer dies
in the group. Also, REMEMBER TO PROC BUFF! It is free damage and in a good group makes a big difference.
Just be aware that sometimes other characters have a self only buff that is better (i.e. a Paladin's undead buff if you are at an undead camp).
Enchanters must pay attention to 4 stats: Intelligence, Charisma, Dexterity, and Stamina.
Intelligence and Charisma are your primary stats with Intelligence giving more towards power and increases the chance your proc buff will go off and Charisma helping more with charms.
Dexterity helps increase your nukes allowing you to do more damage. Stamina, of course, gives you Hit Points, allowing you to stay alive if your pet dies and you get hit.
Starting Stats:
| |
STR |
STA |
AGI |
DEX |
WIS |
INT |
CHA |
STARTING CITY |
| Dark Elf |
50 |
55 |
60 |
70 |
60 |
90 |
70 |
Neriak |
| Elf |
50 |
50 |
60 |
70 |
65 |
80 |
80 |
Fayspires |
| Erudite |
50 |
50 |
60 |
65 |
65 |
95 |
70 |
Highbourne |
| Gnome |
50 |
50 |
70 |
70 |
55 |
90 |
70 |
Klik Anon |
| Human East |
55 |
55 |
65 |
65 |
60 |
80 |
75 |
Freeport |
| Human West |
55 |
55 |
65 |
65 |
60 |
80 |
75 |
Qeynos |
Suggested Starting Stats:
| |
STR |
STA |
AGI |
DEX |
WIS |
INT |
CHA |
STATS CHANGED |
| Dark Elf |
50 |
60 |
60 |
75 |
60 |
90 |
80 |
+10 CHA +5 DEX/STA |
| Elf |
50 |
55 |
60 |
70 |
65 |
90 |
85 |
+10 INT +5 CHA/STA |
| Erudite |
50 |
55 |
60 |
70 |
65 |
95 |
80 |
+10 CHA +5 DEX/STA |
| Gnome |
50 |
55 |
70 |
75 |
55 |
90 |
80 |
+10 CHA +5 DEX/STA |
| Human East |
55 |
60 |
65 |
70 |
60 |
85 |
80 |
+5 INT/CHA/DEX/STA |
| Human West |
55 |
60 |
65 |
70 |
60 |
85 |
80 |
+5 INT/CHA/DEX/STA |
SPELLS/ABILITIES
CLASS MASTERIES
QUESTS
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