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  #1  
Old 06-24-2015, 01:48 PM
Iniamyen Iniamyen is offline
Scrawny Gnoll

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Join Date: Jun 2015
Posts: 22
Lightbulb Iniamyen LFG

I'm realizing that enchanters are tough to solo with (or maybe I am just not remembering how difficult the game in general is.)

So if anyone is interested in grouping, I currently have a 6 enchanter camped out next to Crushbone in GFay. Name is Iniamyen. I usually play around 9pm PST for a couple hours.

Cheers!
  #2  
Old 06-24-2015, 02:02 PM
Pipip Pipip is offline
Kobold


Join Date: Apr 2015
Posts: 169
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Welcome!

Enchanters are tough to solo with until 12, and then things get way easier. Grouping in Crushbone should get you to 12 quickly
  #3  
Old 06-24-2015, 02:17 PM
nhdjoseywales nhdjoseywales is offline
Kobold


Join Date: Apr 2015
Posts: 184
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i actually would say hang out outside CB a little longer and kill on orc hill or solo what orcs you can and collect the belts and turn them in for pretty good xp in kaladim. between the xp for the kills and the turn ins you could hit lvl 10 pretty fast, then go in and try soloing trainer hill minus the trainer
  #4  
Old 06-24-2015, 05:09 PM
gkmarino gkmarino is offline
Fire Giant


Join Date: Jun 2013
Posts: 538
Default Enchanter Tips

Once you're able to start charm killing things it becomes a lot easier. You must however have Journeyman Boots or Blood of the wolf potion (SOW potions) and I recommend killing in outdoor zones. In outdoor zones you can be low on mana, have root and charm break at the same time and still be able to run for your life. Pick a target that is somewhat easy to charm and then have it kill something around it's exact level. Root the one you are fighting and keep it rooted. You will pull your pet back before one of them dies, hopefully they are both around 10% hp. You can then set your pet to guard away from the rooted mob and create space for yourself as well. Then you can invis yourself and blast them both dead for x2 100% exp gains. This works better against living NPCs that flee so they will just run for their life once they break charm/root. The flee mechanic will not work as well in dungeons or even outside, there has to be a minimum social space between NPCs for them to flee. If they are too close to an ally NPC they will not flee.

On the other side of the fence, people will argue that the exp is better in a dungeon, so is the chance of you dying or having to stand toe to toe with your previously charmed monster.

I preferred to use levitation with the air elemental because if you float off a hill you go straight and the monster has to take the longer route on the ground. This will get you to your max casting range faster. You can recharm at Max Range if the monster does not have SOW and is below level 45. Using MAX Range recharm means you never get hit.

Higher level enchanters will have stronger stun spells and can often just cast a color stun -> clicky -> recharm. The safer route would be color stun -> lowest level single mez -> tash -> recharm.

I was able to MAX range recharm with sow and levitation easily until I could no longer use Cajoling Whispers as the charm spell. (Max Pet Lvl 45). Once you have to use allure, you can no longer use MAX range to recharm. You won't have to worry about that for a long time, but there are other options in those situations.

I didn't reread this so it could be better organized but here are some tips for charm killing off of the top of my head.
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