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#1
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Quote:
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#2
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Charm
Charm (12), Beguile (24), Cajoling Whispers (39), Allure (49) Truly one of the most awesome spells in the enchanter arsenal, as well as one of the most dangerous. With one cast, a power-hitting, high-hitpoint, created-to-challenge-players-in-groups mob becomes your pet. Capable of dropping mobs more powerful than itself, or several in a row that are weaker, especially with your assistance. However, this mob is yours for a purely random duration; at any moment you could be the only thing near the top of the ex-pet's hate list. Truly, the risk versus reward is extreme in both directions. An amazing power both in solo and group situations, granting the ability to transform a deadly attacker into a powerful ally. Duration will always be randomly generated, though is seems a higher Charisma will help lower resists on your initial cast. Level-caps on the target mob are the real difference between the various charms, as Charm only allows you to affect up to a level 24 mob; after that you must use Beguile, which bears a larger mana cost, and greater casting time. With each upgrade, it takes more mana to charm your target, and a longer casting time to establish your hold. This page looks like the last time the spell lists were edited were pre-kunark (top spell level of 49). Too old? | ||
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#3
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From the top
# Charm resist rates are minorly impacted by higher Charisma. # Charm duration is random, and not visibly affected by Charisma. # Charm is a massive aggro producer. # Charm is broken by duration expiring, turning invisible, or if dispelled. Charm Solo Lineup: Nuke, Charm, PB Stun, Root, Single Mez, Attack Slow (Edge), MR Debuff, Swap Slot (Rune) Primary damage is obviously your strongest nuke. Charm is a selection typically based on what level you need to charm. Always use the lowest version of charm (12th Charm, 24th Beguile, 39th Cajoling Whispers, 49th Allure) you can, to conserve mana. (The exception is at 53rd when you aquire Boltran's Agacerie, and it's fast casting time, but let's stick to pre-51 here.) The Color Stun is whatever version you need to cover the recast for your charm. Color Flux with Charm, Color Shift with Beguile, Color Skew with Cajoling... (wrong here... you have to mez after you start using Cajoling... more later). Root is the key to recharming instead of dying, as you keep the enemy mob rooted at all times--thus when charm breaks only the ex-pet rushes you. Your Single Mez should be your strongest version (especially after breaking charm and needing to med for a bit before killing pet or re-charming), but after you need Cajoling Whispers to charm, you'll find that Color Shift doesn't buy you enough time, even if you backpedal a long way off. At this point it's necessary to use Mesmerize (level 4) to hold the mob still while you cast your charm. I typicaly drop Mesmerize right into the single mez spot, and honestly don't even need to mesmerize much. Usually charm will hold through two fights, so just don't press your luck going for the third..... ... Honestly this is about all there is to the real essence of charm soloing. There's more to it than just this, but that's the stuff you need to know... the rest you pick up with experimentation. Word to the wise: You will have horrible charm durations. You will be chased to zone or die horribly. You will get a train on you that you can't do anything about. And non-smokers die every day. (You will also get the hang of it, and have amazing stories to tell about that one pet that killed 5 mobs in a row and you finally had to blur it because it was too tough to nuke out still.) Tactics alittle more updated with reference to a 53rd spell. | ||
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Last edited by Blingx; 04-18-2011 at 02:53 PM..
Reason: ...., top
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#4
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SPell allure
http://replay.waybackmachine.org/200...?Id=142&Page=1 Quote:
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#5
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From teh 4th Circle to teh 12th Circle
Charm - Here it is. The big dog. When you cast this, the target mob (max level 25) becomes your pet to command. NPC mobs hit much harder, have more hitpoints, and basically outweigh all PC pets in every way. If two mobs fight (one as your pet) and you slow the enemy, your pet should win the fight, though almost dead. Then you kill your pet for full experience. No class can touch our adaptiveness in soloing with this method, and few will encounter the excitement. Dropping double-blues with little mana use and your full attention requires is a real rush. It's also extremely hazardous. While at a point and time I felt that Charisma was the end all be all of charming, my ways have changed, and Drekaar solos charm style with 85 Charisma. Allure - Charm upgrade, new cap of level 50 mobs. This spell will use 245 mana to cast, and has durations just like the last 3 charms. It just targets bigger stuff now--and takes 6 seconds to cast. Research spell with Nitilims Grimoire pages 378 & 379. | ||
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#6
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since poeple cant read previous page
here the raw data since 2002 http://lucy.allakhazam.com/spellhist...84&source=Live | ||
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#7
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Quote:
and OMG look at the duration!!! 2002-09-04 11:33 Changed Durationtext from 15.7 mins @L49 to 19.0 mins @L60 to 15.7 mins @L49 to 20.5 mins @L65 huh what! 15min.7 -19min before 2002 ... | |||
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#8
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Ziahh, keep in mind that charm duration is the maximum duration.
__________________
Baalzy - 57 Gnocro, Baalz - 36 Ikscro, Adra - 51 Hileric, Fatbag Ofcrap - 25 halfuid Red99 Baalz Less - Humger, Baalzy - Ikscro If MMORPG players were around when God said, "Let there be light" they'd have called the light gay, and plunged the universe back into darkness by squatting their nutsacks over it. Picture courtesy of azeth | ||
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#9
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From what I remember on live charm would last ~1 fight or about 6 minutes.
It would often break before then but that's why you rooted the mob you were fighting and didn't haste your pet and killed it after 1 fight. Charisma more effected the resist rate of a mob to charm and not the duration. Duration was determined by a repeated MR/Level check. I feel like it might be a little overbalanced right now - shouldn't be getting 6-8 20 second charms in a row but letting a chanter and a cleric group with a pet that only breaks every 15min - super op. Hasted pet + cheals and CC makes duoing any camp a breeze and although I've enjoyed it on both my chanter and my cleric it seems that time has come to an end. | ||
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#10
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I don't have a problem with the charm and whirl changes. They feel exactly in line with how things were in classic as far as I can remember.
But come on, fix the hate values for our spells. PBAE stun and mez should not have this much hate associated with it. I don't know where you got your values from but [You must be logged in to view images. Log in or Register.] sigh it's not classic at all. I overlooked the problems with mez feeling so off when I was overpowered and had a pet dishing huge damage in groups but if you're going to take away those things at least look into lowering the hate on mez and PBAE stun to their classic values (which I know no one knows, but it's definitely not this high). | ||
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