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-   -   enc/clr Duo Charm question (/forums/showthread.php?t=186829)

Kileras 03-26-2015 10:11 AM

enc/clr Duo Charm question
 
Hi all, just a newbie question.

1) should we be able to efficiently duo charm blues at lvl 14 as enc/clr (non twinked)?

We are having a ton of trouble keeping mana even doing blues. The charm breaks quite frequently, mana gets depleted fast just from tash/charm/root. We aren't even slowing currently. CLR is also constantly LOM just from casting a heal now and then on the pet, trying to keep things rooted, and the duo buffed up at all.

we started the duo because charming seems really fun, but right now we are getting abysmal exp with really long downtime (the opposite of what i thought it was going to be).

Does this get better with levels? are we trying too early?

Honest 03-26-2015 10:29 AM

Fight somewhere were you can burn through mobs. Don't keep just one pet up, let them beat on a mob, when their hp is low, break charm and kill them both. Just keep getting a new pet. Also, work on your charisma.

Daldaen 03-26-2015 10:35 AM

A little early, at 16 with breeze it gets better.

At those levels:

Never heal the pet. It's a waste of mana and very inefficient until clerics get Complete Heal and mobs have 3k+ HP.
Don't bother with tash. It's not really worth the mana when recycling pets as fast as you will be. Just stick to primarily blue cons.
Make the cleric root, not the enchanter

Charm mob #1, have it fight mob #2. If mob #1 is winning the fight let him kill mob#2. If mob #1 (your pet) is losing the fight, cast Invisibility on yourself to break it. Have your cleric partner time a nuke so that it lands just after you break charm, killing your pet. Then depending on the other mobs Hp consider charming a new mob or nuking it.

Enchanter should spend mana on: Charm, Invis, Nukes -- Mez or Root in a pinch if necessary
Cleric should spend mana on: Heals to enchanter, Nukes, Roots. Later on Stunning your enchanter friend's pet after a break so that they can get it under control helps (since you can stun out of range and enchanters can only PBAE stun. Whirl stuns blow)

curtischoy 03-26-2015 11:47 AM

Both posters gave great advice.

Also at this level your animation is still pretty darn strong. You can use it in place of a charmed mob and save yourself mana so that you can nuke. Also it it safer to have your pet, who won't turn against you. Just summon one until you get a high enough level pet. I think the max they can hit for at this level is 14, I don't remember exactly though. Tiny daggers are very cheap, 2 gold a stack? So there is no reason you can't carry around several stack with you and re-summon a pet to get a high level one.

They don't have a lot of hp though, but this means that if the cleric needs to heal, you will actually see its health move.

Errakus 03-26-2015 12:55 PM

Work on Cha for charm breaks, what race did you choose?

Cleric can nuke instead of heal, waste of mana healing at that level, and that's pretty much it, until you're way higher cleric/enc doesn't shine.

Kileras 03-26-2015 12:58 PM

we are dwarf cleric, gnome enchanter. he has a crude stein and some small charisma gear.

thanks for the tips, i think we are just going about it wrong right now and need to focus on just charming, pitting two mobs against each other, and then timing things right for the charm switch/nuke.

curtischoy 03-26-2015 01:20 PM

http://wiki.project1999.com/Players:Adventure

See the 3 guides under enchanter. They are long. But they are good.

Daldaen 03-26-2015 01:57 PM

Quote:

Originally Posted by Kileras (Post 1834344)
we are dwarf cleric, gnome enchanter. he has a crude stein and some small charisma gear.

thanks for the tips, i think we are just going about it wrong right now and need to focus on just charming, pitting two mobs against each other, and then timing things right for the charm switch/nuke.

This is the strategy I would suggest until 40, when the cleric has complete heal. Then, if you get a great pet, put two weapons on him, haste him, and let the cleric CH him. The right pet can absolutely crush.

50+ especially this is true. But having two fight and breaking to kill both is useful through to 60.

Keep in mind, there are several ways to equalize a fight if one mob looks like it is pulling away.
  • Slow your opponent. (If there is clearly a difference in mob level/power, slowing to start is a good option).
  • Stun your opponent. (If there a small gap, sometimes a stun or two can equalize this.)
  • If your pet is losing, /pet guard, /pet back and /pet sit will stop it from attacking and while sitting they take more damage
.

If the fight is going to be clearly uneven and you don't want to do these options above, you can opt for the "blender opponent" option. Find a high level NPC, charm it, and give it two weapons. Then break him and keep him rooted.

Charm blue con mobs and send them against the rooted mob. Break whenever they get low and kill them. You can usually kill 3-4 blue con pets by charming, sending on blender mob, breaking and killing and finding another. If you want you can kill your blender pet. Or you can Lull him and Level 4 MEZ him to blur him. That should allow him to regen to full health within 2 minutes.

An example of this would be getting a ghoul in Unrest charmed and given two weapons then throwing tormented dead or death beetles at him. Keeping him rooted/tashed should be pretty reliable, and he should be able to kill 3-4 death beetles single before getting low Hp. Allowing you to break each one and nuke it to death for minimal mana (1 charm, 1 nuke, 1 root, and 1 invis between you two)

Raev 03-26-2015 02:40 PM

So first, read my enchanter guide on the wiki - http://wiki.project1999.com/Loraen%27s_Enchanter_Guide.

Also, I'd suggest grouping with a rogue pet over duoing. Make some friends!

Velerin 03-26-2015 03:52 PM

Charm a ghoul and have it go to town on lvl 10-11 mobs (until they turn green) since they can't damage it (non-magical).


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