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Old 01-02-2013, 10:10 PM
porigromus porigromus is offline
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Default Cleric/Enchanter Duo

A friend and I have started a duo together, a cleric and an enchanter. We plan to group some but will duo mostly. The Enchanter will be charm fighting and I will be healing, rooting etc.

Would it be safe for this combination to attempt some dungeons or should we stick to outdoor zones?

What are some good zones to duo in 1-60? I was hoping to find plenty of pulls, and ideally good zone modifiers.

I attempted to search the forums for the questions without much luck. If there are already good post on these topics, would you mind linking them? Thank you!
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Old 01-02-2013, 10:12 PM
Tecmos Deception Tecmos Deception is offline
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Strongest combo in the game, man. If you see something that doesn't con red, you can kill it for sure. Consider zones that sound fun or that you have fond memories of or where you can get loot too or something, since you can really annihilate mobs wherever you end up going.

Edit - remember that far more important than what zone you are in is how well you know the zone you are in. If you decide to go to runnyeye cause it has a ZEM and a banker, but end up CRing a lot because you both get lost and train yourselves all the time... you might as well have been fighting for kills in an overcrowded, outdoor zone.
Last edited by Tecmos Deception; 01-02-2013 at 10:16 PM..
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Old 01-03-2013, 04:25 AM
webrunner5 webrunner5 is offline
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Quote:
Originally Posted by Tecmos Deception [You must be logged in to view images. Log in or Register.]
Strongest combo in the game, man. If you see something that doesn't con red, you can kill it for sure. Consider zones that sound fun or that you have fond memories of or where you can get loot too or something, since you can really annihilate mobs wherever you end up going.

Edit - remember that far more important than what zone you are in is how well you know the zone you are in. If you decide to go to runnyeye cause it has a ZEM and a banker, but end up CRing a lot because you both get lost and train yourselves all the time... you might as well have been fighting for kills in an overcrowded, outdoor zone.
This is a VERY smart person. Listen well. This thread http://www.project1999.org/forums/sh...ad.php?t=92762
  #4  
Old 01-03-2013, 06:50 AM
Tecmos Deception Tecmos Deception is offline
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Aww, shucks.


In my experience leveling my enchanter (solo charming 99% of the way), charm didn't really seem to hit its stride until 35+. Before then, even with over 200 charisma and tash on a dark blue mob, it was all too frequent for charm to break within a few ticks... plus you have to deal with a short-duration root and resists of your roots/stuns/nukes and all those little spells still taking a big chunk of your mana pool.

Once you're 49+ you are a god though. It doesn't break the mana bank to cast your cheap (but super effective) spells (like tash, paralyzing earth, low-level mez, etc) anymore. You will rarely (if ever) see a resist when fighting dark blues. Paralyzing earth lasts a whopping 3 minutes! And in your case, the higher level you get the more HP your charmed pets have and the better your cleric buddy can make use of complete heal.

Until you get to that point, though, don't get discouraged. Even though a 150-charisma, level 20 enchanter has a harder time making charm work than a max-charisma, level 54 enchanter... you are still incredibly powerful for a duo. You and your buddy just need to balance your manage use so that you can spend as much time killing as possible. For example, if a charm is lasting for several minutes without breaking, you should probably be doing the rooting and firing off a low-level slow so that your buddy only needs to worry about healing; but if you are having a streak of charm breaks, you have to rely on your buddy to stun/root/heal you. Etc.


Check out Loraen's enchanter guide on the wiki!
Last edited by Tecmos Deception; 01-03-2013 at 06:54 AM..
  #5  
Old 01-03-2013, 11:42 AM
Phinger Phinger is offline
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You're smart for picking the combo you did. You guys won't really hit your stride until 20 when you get color shift and can stun/recharm easily. You'll have to work out kinks and practice your strategy, but once the cleric gets CH you can turn on easy mode. The biggest risk you have is a charm break while pulling, and lull crit resists while you pull too. If you're both on your game you will be amazed at what you can do.

People think enchanters are overpowered, but really, its only good ones that are overpowered. Especially with a good cleric watching their back.
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  #6  
Old 01-03-2013, 11:56 AM
falkun falkun is offline
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CLR/ENC can level anywhere, they are not restricted to outdoor only. Both characters have lull, ENC has the best CC in the game, and cleric has the best healing in the game. It is one of the strongest duos that exists, and groups will LOVE to have you both anytime you feel like adding 1-4 more players.
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Old 01-03-2013, 12:05 PM
porigromus porigromus is offline
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Thank you everyone for the tips. Hopefully we can learn the strategy of duoing together. We are levels 13 and 16 right now mainly from crushbone. [You must be logged in to view images. Log in or Register.]
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Old 01-03-2013, 12:54 PM
falkun falkun is offline
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If the ENC is 16, go pick up Breeze in Firiona Vie. If not, grab breeze as soon as the ENC is 16. Both head to unrest, charm a low dark blue, and start killing things. The cleric should have the charmed pet targeted and should be healing him as needed while charmed, and instantly ready to use his L5 stun spell when charm breaks. Root the thing your pet is beating on. Rinse and repeat ad infinitum.
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Old 01-03-2013, 05:01 PM
kalderon kalderon is offline
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Wasn't charm killing nerfed exp wise? like if the pet does all of the work he takes all of the exp?
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Old 01-03-2013, 05:16 PM
falkun falkun is offline
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If you are solo (or only group member in exp-range), the pet will take 75% of the experience if it does over 50% of the damage. However, if you have multiple party members in exp range and the pet does less than 100% damage (example: either of you get in a single round of melee damage), then the pet will steal 0% of the experience and be amazing DPS (higher than a player character) and tankier. The only real risk is then charm breaking, which is mitigated by quick stuns on the charm from the ENC and/or cleric and the mob the charmed pet was fighting should be rooted at all times.
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