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godbox
07-14-2015, 05:38 PM
Hey I took a break awhile ago and I had my spell lineup all dialed in but I just regeared my 30 ench and I cannot remember the finer points of chanter spells. I feel like there were some low level spells that you keep on your bar for mana efficiency. Anyone have any insight on spell lineup. mostly charm soloing right now.

Daldaen
07-14-2015, 05:56 PM
Nuke
Tash
Mes (level 4)
Charm
AE Mez (level 16)
Root
AE Stun (level 20)
Gate

^ That is generally my charm solo setup. I will drop gate in favor of a 2nd stun occasionally (not that great pre-44). Tash is what I drop for buffs/utility spells like slow or haste (pre-epic) as needed.

godbox
07-14-2015, 06:13 PM
thanks dude much appreciated

Manticmuse
07-14-2015, 08:29 PM
when charm soloing at 60, i always keep 2 stuns memmed. color flux bc it is 1s cast time, and yes sometimes that extra half second could mean bad things, i always cast that first, followed by a longer stun to get things under control or in case the first one gets a resist. very very rarely both will resist or the flux won't but second will and i'll take a hit or two, but i find having the quickest stun followed by a longer stun is almost always beneficial.

Manticmuse
07-14-2015, 08:31 PM
and with both stuns memmed you can chain stun with good timing and mem gate if you need to. gate does take a second seat to theft of thought.

godbox
07-14-2015, 09:46 PM
Nuke
Tash
Mes (level 4)
Charm
AE Mez (level 16)
Root
AE Stun (level 20)
Gate

^ That is generally my charm solo setup. I will drop gate in favor of a 2nd stun occasionally (not that great pre-44). Tash is what I drop for buffs/utility spells like slow or haste (pre-epic) as needed.

which nuke line do you suggest?

Llodd
07-15-2015, 05:41 AM
There is only one line, magic. The nuke is to finish your pet off, so depending on how much hp it has left depends on which lvl to use. If you can get them very low on hp b4 killing, all the bett5er as you can mem a lower lvl less mana intensive nuke.

I recall vaguely on live having a clicky dot or nuke for that purpose, but it was probably post classic.

Daldaen
07-15-2015, 06:04 AM
At low levels the Choke spell was extremely efficient. However I suggest against it for these purposes as I'll explain below.

However you generally want your direct nuke/stun spell ( Chaotic Feedback is 1st one you get). This spell is optimal over the DoT/Nuke line because it should kill the mob in 1 cast rather than 1 cast and wait 5 DoT ticks. Plus DoTing mobs can be annoying if it doesn't kill and you need to mez. Also because both the nuke and the DoT/nukes break root at the same rate, you want to be sure you instantly kill the mob you're nuking if you have a chance of breaking its root.

At level 50 I use Anarchy typically, because the 44 nuke is a bit more damage than I typically need when breaking pets.

Man0warr
07-15-2015, 11:30 AM
Leveling up I used the Choke line to finish off charm kills, until it became inefficient. I think it's around the mid 30s where Choke line goes bad.

Waedawen
07-17-2015, 03:55 AM
The major thing about enchanters is that to be -actually good- at Enchanter is that you have to know how to Spellbook Flip better than any other class, hands down.

Instead of thinking, "which 8 spells should I memorize" it should be, "Which 8 spells should I memorize, and which of those spells can be swapped out quickly for another spell to replace it."

For example, the top level enchanters drop their AoE stuns and spellbook flip while the stun is going. Enchanters need to be able to know which spells they can swap in and out of their Memory and their Spellbook so they're most effective. Really, no other class comes anywhere close to this burden.

Of course you can get away with only 8 spells, but the real good Enchanters simply do not limit themselves to only 8 spells.

Man0warr
07-17-2015, 12:21 PM
There's like 6 spells I never unmem in solo situations, the other 2 are constantly rotated between Charm/buffs/etc.

Entrance/AE Mez/Tash/Fetters/Stun/Stun/Theft

Daldaen
07-17-2015, 01:25 PM
Necromancers and Enchanters have to flip spells a lot.

When I play my Necromancer, quite often I will flip between 16+ different spells.

Enchanter I probably only go through about 12. I'm still only 50 on the enchanter so no ToT occupying a perma slot in my spell bar yet. And no solid 2nd stun so I may be adding 2 or 3 more to my spell set that is frequently used.

But similar to ManoWarr I have 6 I'm keeping up full time

Tash
Mesmerize
Charm
Mesmerizarion (AE mez)
Root
Stun

I can't say I'll ever drop level 4 mez unless I level him to 60 and group in Velious locations where everything is 56+. It's just too sexy of a spell to drop. I don't even care that it's duration is terrible, that memblur and essentially being mana free, is glorious.

Tecmos Deception
07-17-2015, 06:53 PM
I usually used root/fetter top slot for instant recast, 4 mez, 16 ae mez, 2 stuns, Tot, all the time. 7th slot was usually bedlam, but was a swap slot still. 8th slot was literally everything else. That was solo or duo though, where I controlled the pace so I always knew when I was about to need a tash, and I always stunned->mezzed on charm break do there was time to spare to load charm.

Leveling up iirc I used distance more so I didn't need 2 stuns, and until 51 no Tot. I'd keep tash, charm, or both root and PE memmed (root for faster cast and mana savings when I'm just going to nuke the guy to kill anyway etc.)