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#1
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It would be good to try the occasional dungeon too to get used to breaking camps before it becomes much more stressful/risky like Howling Stones where I hear you can die and then be locked out of even getting back to your body due to the key being on your body. That is just crazy to me, and I personally wouldn’t attempt it because I don’t have the money to be able to keep a WC cap on me always for the times when even gate isn’t fast enough...
Enchanters have the luxury of being able to go around everywhere in the dungeon invis, something other pet classes really don’t. Once they settle in they have to summon a pet, which means re-summoning over and over until a high level one usually. Then if they want to move, they either have to clear everything to their new spot or ditch that pet to invis. I guess necro’s can just run through and FD, but pretty sure the mobs will still kill that pet. Enchanters can move all over the dungeon on a whim with invis and IVU I personally had a lot of fun sneaking around invis and then monitoring pathers until I memorized their movements. Then I would tell myself “ok gnome vision through the wall, the pather just left. That means I have exactly 5 minutes to lull/break this camp of 3, and stabilize the situation before he gets back. He’s going to come through that door so sit with my back to this wall in case I don’t have the situation stabilized yet so he can’t backstab me when he comes in” All the sneaking around, monitoring mob movements, and planning elaborate camp breaks is really what cemented enchanter as the class for me. Prior to that everything was kinda tedious and boring, even charming outside. This changes the game into almost like a Solid Snake stealth/spy game. Great to break up the monotony | ||
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#2
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#3
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As your Enchanter Sensei, go to blue, being an enchanter on green is a nightmare.
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#4
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#5
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Enchanter life on blue is far better.
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#6
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#7
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#8
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The other big issue is quality of life features missing. You don’t have a pet window so you have to use /pet report health if you don’t want to have to alternate selecting your pet and it’s target 100 times per fight to check health totals for charm breaks The other big QOL feature missing is no tab cycling, which is an absolute nightmare for grouping. Normally controlling a train on Blue would involve hitting /assist [tank], then [tab] to target next enemy -> mez -> [tab] to target next enemy -> mez. Repeat until all mobs are mezzed. But that shit ain’t classic, and classic EQ had shit UI and shitty quality of life. That means having to click to target enemies in the giant clusterfuck of spell effects and flailing limbs, where enemies with the exact same name can be standing literally inside each other’s bodies. Meanwhile the entire group is running around like chickens with their heads cut off looking at you like “HEY YOU GONNA DO SOMETHING?” as the train of 6 mobs with identical names rips them apart No tab target cycling is what people have told me was the specific reason they either didn’t roll one, or quit their enchanter on green Edit: I stressed mobs with identical names because I am a very fast typer and have used the command /tar [mob name, you don’t need to type the full name just like the first 3 letters] to target a specific mob in a clump of mobs before to mez/root. But this nifty trick doesn’t work when all mobs have the same name. Then all you can do is use whatever you have hot keyed to target the closest thing and try to click on everything else. Or run around to position yourself so a different mob becomes the closes thing so you can target it with the target closest mob hotkey. There is no tab cycle target hotkey function on green | |||
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Last edited by unsunghero; 05-04-2021 at 07:17 PM..
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#9
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