1.) Spell rotations/strategy for successful soloing, and is soloing worth it?
Tough but fun and can add another tool to use when in a group. Learning to Charm is the key. Here is a good guide:
http://www.therunes.net/g-charm.htm
2.) What would be some good solo spots per certain level ranges?
Any open space is soloable. Just know your limits and the zone well. As a rule outdoor zones works best
3.) What I should be doing in groups other than mez?
Master Mez then ask that question. When you can stack mobs for the group to kill, time mez without a watch and keep an over-pull from becoming a wipe your ready. CC is very challenging and fun so do not think of just doing that as a limitation. Other things you can do:
> ENC's have a great slow line of debuffs (starting with Languid Pace at level 12), haste buffs (quickness at 16).
> The color line of spells for chain stunning a mob. It burns though mana but useful when a mobs damage or casting needs to be kept to minimum.
> Has anyone mentioned you get clarity? No. Get used to being begged for it. "Hey, I'm on another continent in the back of L Guk. Can you swing by and cast clarity on my group?"
> When you mastered CC is increase DPS by using charm and pulling mobs.
4.) Any certain items I should REALLY be looking for as enchanter?
Start by focusing on INT then CHA. Later in the game ENC's can buff intelligence and charisma. At that point just use enough INT and CHA gear to get to max minus buff. Fill in the rest with +hp gear. CHA impacts mez resists so is very important but some feel you only need to take INT to 170ish since that
should be a large enough mana pool. I prefer to get to max-buff since a bad pull can drain a maxed mana pool.