#51
|
||||
|
Quote:
Level ~40+ is when mob DPS really starts getting good, which is why charm killing becomes amazing around then. As for the person complaining that they can't afford any cheap CHA gear, look for a Crude Stein (100pp), +7 CHA bracers (50pp each), Opalline Earrings (50pp each), Gypsy Medallion (100pp). For 400pp that gets you +48 CHA. For another 600pp you can get the Rod of Insidious Glamour (+12 CHA and a GCD clicky). For another ~1k you can get a Siryn Hair Hood (+13 CHA). So for 2k you will have +73 CHA. | |||
Last edited by Torik; 04-16-2019 at 03:29 PM..
|
|
#52
|
|||
|
Protip- if you have Illusion: Dark Elf, you can run into Oggok and buy a Crude Stein off the merchants there for like 10p (or free if someone farming guards lets you loot a rotting one). People often farm guards and vendor the steins.
| ||
|
#53
|
|||||
|
Quote:
I found a much faster source of solo/party exp in najena. Especially since it plays to my benefits as an enchanter who is capable of using mezz, mesmerization, root, and various other forms of control abilities that only my class gets. [You must be logged in to view images. Log in or Register.] Almost like that place was designed to benefit enchanters or something. Go Figure. [You must be logged in to view images. Log in or Register.] don't get me wrong, if this was my 5th alt twinkled enchanter and I was part of some weird homogenous guild like azure dream or aftermath or that kittens guild, I probably would be all over those goblins... with the same 9 other people that are camping there are this very second (I haven't even logged in today but I still know they're sitting right there.) Quote:
btw, after getting a new robe, and mask recently, I managed to get about 100 extra mana points... so I'm up to 800 mana now. this failure of a charm strategy only drains me to 1/8th my mana instead of 1/6th [You must be logged in to view images. Log in or Register.] | ||||
|
#54
|
||||
|
Quote:
not like I'm using that money for tradeskills, spells, spell ingredients, ports, or any form of actual game related quests or expenditures. Offhand, what, pray tell, is your idea of the normal amount of plat a level 12 enchanter should have, is? I'll give you a hint... it's not 4k... I'll give you another hint... it's not 400pp either :-) At level 24 (specifically) I've only really just started getting (What I consider) good money. Managed to save up a crap ton from repeat farming bandit sashes to get up to 24 because 23 is a horrible level for enchanters. That combined with all the slow loot I've been getting and storing, I managed to hit my first thousand recently (level 25) and bought a new robe with that money... still have a bit left but haven't touched any of my tradeskills which require attention for a couple levels. Brownie parts alone is going to set me back a good 400-600 plat. jewelrycrafting jump from silver to plat is just... ballbustingly hard on the money.... and trying to get research past 20 is also taking it's toll. That's not including all the new spells I bought recently which cost a pretty penny.. and on top of all that, you're recommending that I spend money I don't have in order to use a setup that has been proven to kill me multiple times with an armor set that I cannot afford simply to "git gud". Hello Kettle, it's pot here, You're black!!! (just a side note, almost all of my skills/tradeskills are 130-150 range, aside from jewelcrafting and research) just an additional note... even with all my current gear I've got a good 148 cha (with buffs up), so I personally don't think my cha is anything to sneeze at, and yet shit still breaks within 1 minute time... spending 1/8th my MP on a minion that is going to do half as much as an animation is quite literally, stupid. Not to mention that I need mana for my nukes as well... getting half exp due to minion kills just doesn't sit kosher with me. You're seeing the world through rose-tinted glasses. [You must be logged in to view images. Log in or Register.] Edit: I'm actually starting to wonder if half of these people even play this game or if they're all just elaborate trolls that play on live/mangler. [You must be logged in to view images. Log in or Register.] | |||
|
#55
|
||||
|
Quote:
Edit: You may have mentioned this already, but what level are the mobs you are charming as a level 25 enc? I would not try to charm anything higher than level 21. Also, are you tashing them before you charm them? Edit 2: There are also 7 CHA / 5 DEX rings you can get for 150pp each, once you get the Rod and 400pp in gear I mentioned. | |||
Last edited by Torik; 04-16-2019 at 05:00 PM..
|
|
#56
|
||||||||
|
Quote:
Quote:
Quote:
Quote:
Quote:
__________________
Some kind of... Bubba Ho-Tep?
| |||||||
Last edited by Crawdad; 04-16-2019 at 09:59 PM..
Reason: can't count
|
|
#57
|
||||
|
Quote:
Charms are relatively mana intense spells. So when you invariably get bad luck with breaks you are having to spend a lot of your limited mana ressources recharming. Before level 29 you won't have clarity and that means cumbresome regaining of mana. So you will have a harder time establishing a smooth flow of exp while charm-soloing for that reason. Then there's something many might not factor in which is that the spells you use the most when charm soloing are your mez, tash, root, charm, nuke and stun (color line). Of those you will be using your level 4 mez until you ding 60. Level 4 mez costs 20 mana. The higher level you get, the lower percent of your total mana pool 20 mana becomes. The same can be said for your root. While I eventually switched to Paralyzing Earth and then Fetter I used my level 8 root until level 49. Again, same logic, the 30 mana becomes relatively less by each level you gain as your mana pool increases. Lastly I would just like to say that these issues with mana pool size can be exacerbated if you aren't making effecient choices: - Don't automatically just use your highest level charm. A higher level charm does not have a better chance at not getting resisted and does not have a better chance at lasting longer. It is solely a question of whether the mob you are trying to charm will be immune to your spell or not. Look it up. For instance your level 24 charm - Beguile - works up to level 37 mobs. You get a new charm - Cajoling Whispers - at level 39. Once you ding 39 and scribe CW you should really not be using it yet. Another way to put it is to say you shouldn't be charming something that is only 1 or 2 levels below you. At level 39 you should probably be charming level 31-35 mobs. And so Beguile is fine to use for at least a few more levels. Probably quite a few. - Don't automatically use your highest level nuke. If you break charm and one mob is at 9% and the other at 1% you might want your highest level nuke to one-shot the 9% mob but you should be memming Chaos Flux or whatever to finish the 1% mob | |||
|
#58
|
|||
|
Another reason charm becomes more powerful over time is that the gap between mob HP/DPS and player HP/DPS really widens as you level. At low levels, a charmed pet isn't a massive DPS increase, you (and your group, if you are grouping) have less tools to deal with charm breaks, you have less mana regen and your spells cost more mana relative to your mana pool. See the post above mine for more information on that. At later levels, a charmed pet (especially a hasted DW charmed pet) is an absolute monster, far superior to your animation, you (and other classes) have ways to deal with your charm breaks, etc.
At low levels, your charmed pets won't be significantly better than your summoned pet for tankiness or DPS. But they come with two advantages: 1. For solo play, you can break charm when the mobs are at low health and kill them both for 2 full exp kills, whereas a summoned pet would only net you 1 kill and would take 1/2 the exp if your pet outdamages you. 2. For group play, your charmed pet follows orders. Your summoned pet does not. This was a pretty funny troll by Verant, because your powers of crowd control can get messed up by an unruly pet, and your summoned pet doesn't listen to a thing you say. Also, since they don't listen, you can't make them attack unless you or the pet are hit by a mob. Playing an enchanter gets pretty chaotic, which is funny since the whole point of the class is reducing the chaos of fighting mobs to make things as streamlined and efficient as possible. You'll be buffing every group member (except bards) with brain buffs and/or haste, crowd controlling with mez and roots, interrupting casters with mez and stuns, slowing every mob... and with charm, you can also do massive DPS and if you aren't grouped with melee, great tanking (mobs at later levels have bonkers hitpoints). The only thing you can't do is heal [You must be logged in to view images. Log in or Register.] You can also pull due to the calm line of spells, although due to your crowd control it often won't be an issue if someone overpulls (until you start running into magic immune mobs and the like, but those will resist calm anyway) | ||
Last edited by DromalPhrenia; 04-17-2019 at 11:15 AM..
|
|
#59
|
|||||||
|
Quote:
(a small bit of information, in the game I played before this, the "enchanters" job was to intercept and interrupt the enemies spellcasting and skilluse and to prevent various other things from occurring such as summonings, specials, and critical hits. It was a true form intercept class, and as such, I plan to develop my metagame in this such fashion. Most of the spells are here and the system is similar, but everyone seems to just have a screwed up attitude about what enchanters should be.) EDIT 1 response: I'm not, charm sucks. I've tried charming more times than mueller's had chances to "take down trump". Ironically, the best charm I ever had was on a yellow orc in oasis a good amount of levels ago. I've been trying to make it functional on whites, greens, and blues since then but... all of them just don't work. [You must be logged in to view images. Log in or Register.] As far as levels, I'm not pitiful enough yet to go look up the individual monster levels. I've been going by the game's general standard color coding system, but mostly sticking to whites and blues when I can. Greens if I have to, and yellows if I am confident or in a tight spot. I realize there are different layers/levels within the coloring system, but it's a good judge if I can take something..... usually... which matters way more to me. EDIT 2 response: I'm not ignoring cha gear, but It will not be my biggest concern from now on, thanks for clearing this up for me. Quote:
(True story, I actually saw someone talking about an agility build last week, the numbers were very interesting, to say the least) Quote:
I really liked the part where you flatout bald faced admitted to twinking while having the audacity to say that it's "easier". I mean, let's be real, if I had 1 million dollars, it would probably be pretty easy to buy a high end gaming computer, rather than working up and saving money to buy one. Analogies eh man? I get ya though, you're completely out of touch, don't worry, I get it. It happens. You even said yourself "Ask a High Level Enchanter". Why don't we just reverse the situation then? Dear high level enchanters, what weapons do the higher level animations use and what's their DPS ratio range between a bad summoned animation and a high summoned animation? Furthermore, What are the best combinations of spells that can be used to dismantle groups of 7 or more at a standstill standoff while maintaining a decent balance of MP -> damage ratio. These are the things I would like to know as I progress. [You must be logged in to view images. Log in or Register.] (I really hope the mesmerization line beefs up its time limit by 40) Quote:
| ||||||
|
#60
|
|||
|
I give you a lot of credit for taking the path less traveled. If you ever start streaming (or Youtubing), let me know and I'll be glad to tune in.
| ||
|
|
|