http://www.angelfire.com/rpg/whitewi...ChantGuide.htm
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Charm - Here it is. The big dog. The secret to uber-soloing. 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 nuke the enemy once, your pet should win the fight, though almost dead. Then you kill your pet for full experience. No class can touch our ability to solo with this method. Dropping double-yellow mobs with two bubbles of mana is basically mind-blowing, and double-blues can be great xp still. It's also extremely hazardous. I really don't feel we have the ability to charm solo until the Fifth Circle, when you have our entire spell-line available. If you insist on trying it now, you'll just have to skip ahead and find a work-around to not having Mesmerization, which I feel is critical to be successful. Also, you need a massive Charisma. I'm talking about 170+
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Another extensive, classic-era enchanter guide that describes charm like it functions on p99. Read the rest of the guide to see that the author wasn't an idiot, but still had a lot of things "wrong" compared to modern knowledge of how to use certain spells and handle certain situations.
Better than any of the "nerf charm" comments I've come across here and I've found two of them with like 10 minutes of total searching. This dude actually recommends using charm on stuff that is TOO STRONG to kill with the "kamikaze" method (i.e. using an animation and supporting spells/damage to solo exp). Lots of similarities and even some identical sections to Xornn's guide, but with significant differences as well. Compare and contrast Xornn's definition of the Charm spell in his elaboration of the "4th circle" to the guide I'm linking to here:
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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.
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Edit - Whoop! That actually IS Xornn writing that also, just apparently when he was lower level. He refined his guide and changes wordings but the fact that his recommendations for how to use charm and stuns and such doesn't change much over the course of many levels of classic-era enchanting is telling, imo.