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You guys are talking about nothing but DPS and keeping your distance from mobs. Where are you fighting? Outdoors 24/7? Hardly a compelling argument. Max DPS means nothing when it it murders the entire group and causes a 90 minute CR in Guk. That's what I see: 90 minute CRs and clerics OOM from helping reroot and stun and keep the enchanter alive.
You guys are making the fallacy of remembering the highs (wow the hasted siren backstabbed for 80,000!) and forgetting the lows (oh shit the siren backstabbed us all for 80,000). |
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"There is zero reason to not charm as an enchanter except being bad." Sorry I can't read the rest of your post, I'm too busy regenerating my mana because it broke 15 seconds after you said that and had to put it right back up, wasting a good 1/4th my mana on something that should have taken 8% tops. :rolleyes: That's my experience up until level 26 now, at the very least. I understand your point though, you've thoroughly meta-game'd the game into a speedrun at this point so anything less than "MOB TARGET X 26:30 4 minutes time save" is a waste to you and you don't see any value or joy in anything else including yourself, except getting that charm down to "be good". But here's my counter-argument... What does a full strength enchanter look like :-) No response? How about a full dexterity enchanter? If you can't even tell the difference between AC mattering as far as tanking then you shouldn't really argue the metagame of early level enchanters, especially since at level 12 you pretty much use half your mp to even use charm, and that's without any of the clarity line, Bwuahahahaa. But let's be honest, you'd be lost without your twinkles. As far as ACTUAL DPS goes... I've noticed that at my current level, a good summoned pet (yes there's a difference) easily out damages the monsters in the area that I've been fighting. Not to mention that he's also a solid tank which saves me a ton of time from A) dying and B) binding wounds. Heck gained 2 levels yesterday without a single quest completion #TeamMurder At this point, my biggest draw to getting exp is... everyone's guessed it... MP Regeneration. Still stuck on breeze, no clarity, like a normal non-twinkled person. @asdfgasdfg I couldn't agree more with the CR thing. Once you die you're instantly losing exp up to and even beyond getting your corpse back. It's an unneeded risk for a little reward UNLESS you're in a group. That being said.. I did group with some people in unrest before and still died while using charm strats several times... made a good -3 blue bubbles for a good 40 minutes of effort. That's not progress. |
Charm break -> stun(20mana) -> mez(20mana) -> tash(10 mana) -> recharm(70mana).
That’s 120mana. If your parking your pet far away you can mez before it gets to you saving 20 mana. If it breaks early it should already be tashed saving additional 10 mana and if you have someone snare it you can just tash+recharm. So 80 to 120 mana if a pet breaks. At lvl 26 with breeze, you regain around 15 mana per tic sitting so you will recover that mana in less than one minute... hardly some exhaustive feat that can’t be pulled off you just need to practice. |
@OP
Have you tried charming osagren in hhk goblin groups? He may change your mind. But yeah, lower level charming is just OK. For soloing I think its still more efficient, but I get your point groups. Solo charming killing is awesome when you can get xp for two mobs. |
I started charming in the mid-20s with Osargen while grouped in Goblins. Just park him a bit away from the group and charm breaks shouldn't wreck you too hard. If you get a break at the same time the ill-disciplined puller brought in all of raider room and your healer is lom then yes, you will likely die. If charm breaks when a single mob is on your tank or even two mobs then you will likely survive if you cast your color-stun and then mez Osargen. Can either re-charm then and there or wait a bit and re-mez while getting things under control with the mobs in camp.
I started charm-soloing at around level 31-33 at the Yeti camp in DL. It was pretty hard core until around lvl 34-35 and from there it was smooth sailing and amazing exp until I moved to goblins in Loio at around lvl 42-43. Stayed there until lvl 49. This was the "coming of age" camp for my charm-soloing "skills". Have never looked back. Whenever I have gone against my better judgment and grouped the exp have been terrible in comparison. And that's including the odd CR. Oh and yeah if you are careful and remain somewhat concentrated you will die very rarely while soloing for exp. I have small kids and so have just adopted the doctrin of always having gate memmed while exp'ing and being "better safe than sorry" in case I suddenly have to afk. |
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I have hundreds, if not thousands of hours having active charm pets....from solo, groups of all sizes, and raids. I spent the vast majority of 50-60 with a RL cleric friend. He very rarely ever dropped below 50% mana. Said it was the easiest / fastest 50-60 char he'd ever leveled. Did we die sometimes? Of course, especially before Bedlam and where we were learning new zones / camps. You just have to CR and keep going. For those that you feel are too risky, plenty of rogues around that would be more than happy to drag for a nice tip. You and the OP just need practice. It'll get easier with levels and by your mid 30s you'll be cruising. |
The worst thing about charming is that it spoils you for any other form of leveling. On my second enchanter, I leveled 100% charming- never had a single group and he's now L55. Can earn faster exp on that char at 55 than I can on my rogue at 48 in a full group chain-pulling.
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Can someone explain why "charm sucks until mid levels"? The mechanic is still random duration with break checks done vs charisma every tick right?
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