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#1
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![]() Help me understand what is expected of me other than slowing, rooting, charming for dps, and of my constant rebuffing? I have trouble with mezzing, well, mainly resists and the cast times of spells.
Is there like some pro tip -> Stun -> Mez -> Memblur sequence? What should I get into habit of? And also, be specific on which spell, I'm level 26 and if you say Lull rather than Soothe or Charm over Beguile, I'll take it literally as you state it. I know some have said don't bother using this over that due to increased mana cost and casting time. Is it true that these lower level spells will still be just as effective at level 30? | ||
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#2
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![]() Quote:
1. CC (you shouldn't get many mez resists, even before you cast tash, unless you're fighting yellows or reds which are always going to be hard for a chanter to CC... if that's the case, be sure to tell the group to kill the hard stuff you can't CC first while you deal with the lower-level stuff... it's bad for everyone if they expect you to be able to lock stuff down but all that happens when you try is you get your ass beat and the healer uses all his/her mana on you... get help from higher level characters who can root when you need help with CC or move to a new group where you're dealing with blues-evens-occassional yellow) 2. buffs (breeze on anyone with mana, haste on melee, maybe magic resist on tank and puller depending on what you're fighting... stuff like AC buff and feedback damage shield are low priority unless you're swimming in mana) 3. charm DPS (the less comfortable you are with your mana and with CC, the less you should be trying to contribute here... either find a lower-level thing to charm or just revert all the way to an animation) 4. other utility stuff, including slows (like stuns to interrupt nasty nukes/dots/heals, help pulling maybe with lull or calm, runes depending on group makeup and your mana situation. languid pace and even tepid deeds are pretty minor slows at lower levels and not worth the mana and aggro they'll cost you compared to how long NPCs live... you'd basically be better off casting a couple stuns or a nuke to reduce damage/shorten the fight instead of slowing... the only time slow would be worth it is on something tough, which is probably a red con that you will have trouble sticking slow on anyway... slow gets worth casting at maybe like 35ish depending on the group, but I still tend to use a lower-level-than-max slow all the way to 60 (tepid deeds usually) unless fighting a super baddie) Tash+root isn't going to work well on something that is high-enough level that you have trouble mezzing it. Root will resist much more often than mez (mez has a lower resist than any normal spell, perhaps reduced based on your charisma) and will wear off quickly on tough targets. Lull vs calm is just a convenience and mana issue. Lull doesn't reduce aggro radius by nearly as much but it costs less mana and casts fast and recasts fast. Calm costs more and casts slower but lowers aggro so much you pretty much need to sit on top of the NPC to aggro it. I use them both depending on the situation. Charm vs beguile is elementary. If the NPC is too high for charm, you cast beguile; if it's not too high for charm, you cast charm because it casts faster and is cheaper. Other than that... read Loraen's enchanter guide and/or watch my videos closely for spell names and tactics. Questions like "what are good habits?" are hard to answer. It's like someone standing next to you /saying "buffs bro?" instead of asking "Hey man, could I please get clarity and feedback from you?" If you can't put enough into things on your own to at least know the right kinds of questions to ask and are just asking for general overall advice, you should be reading guides and watching videos instead of asking for people to type out the content of guides and videos on the forums [You must be logged in to view images. Log in or Register.] | |||
Last edited by Tecmos Deception; 10-20-2016 at 06:58 AM..
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#3
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![]() Quote:
Tashing a mob and then mezzing or slowing it after the pull is a shit ton of agro, and will regularly cause issues especially if the mez doesnt blur it. However the initial action to cause agro generates only 1 point of hate regardless of what it is. So you can pull with a tash on higher level mobs to make the rest easier at sufficiently less agro, or if the mob is a lower level you can just pull with a slow and skip the tash altogether. It will only take the tank hitting it once to rip it off you. You just have to be the one to initiate the agro. someone else cant pull it for you. Get your CHA and situational awareness up and you can do this in dungeons too. chanters can be great pullers. | |||
Last edited by -Catherin-; 10-21-2016 at 01:13 PM..
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