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View Poll Results: Most fun to play overall casting class?
Enchanter 61 46.92%
Magician 8 6.15%
Wizard 12 9.23%
Necromancer 49 37.69%
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  #1  
Old 08-04-2017, 12:15 PM
Crawdad Crawdad is offline
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I've played all int casters except Wizard to mid 50s/60.

Necro is probably the most enjoyable ride to 60. Plenty of milestone levels (20, 34, 49, 51, 60) where you really feel more powerful as you gain levels and spells. Tons of utility and different ways to solo if you get bored with one style. Low cost, high reward class. Being an evil race/class opens up tons of camps and opportunities too, that other classes might shy away from. Necro lets you embrace it!

Enchanter is #2. Super strong, but dies more often than other int casters and misses some of the quality of life perks of necro (FD, CoS, heals, types of gameplay). Incredibly strong though and makes a meh group into a killing machine. The amount of attention an Enchanter takes can burn you out, though.

Magician's next. I have a soft spot in my heart for Mage as it was the very first class I rolled on live. Pets are great leveling up and pull solid damage in groups or solo. The novelty of summoned items can be pretty fun. It can get a little old though.

Wizard I wont speak on as I've only made it to the mid-20s before getting bored. Wizards seem like they fell into the same spot as Rangers in that it took until Luclin/PoP to really give the class a good definition.
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  #2  
Old 08-04-2017, 01:48 PM
dafier dafier is offline
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Forgot to share:

My first character on Povar was a High Elf Wizard. I stopped playing him at level 7 because root lasted literlly 1 second or never stuck and level 3 orc pawns would kill me even though my piercing skill was maxed. This is RIGHT at release. Maybe 2 or 3 days in.

Wizards were broken and didn't work at all solo. A lot of people in GFay constantly complained that wizards were impossible to play solo.

I switched to an Enchanter and loved it from level 1 to 60, then switched to a Mage when Velious dropped and never went back to my chanter until PoP.

I became furious with Verant when they nerfed the Enchanter charm spell. Spoke to ...Balish...damn I can't remember his chars name. The person who ran the Allakhazam board played a Dark Elf Enchanter on Povar. He used to go in to the arena in FP and charm one of the warrior master trainers and have him destroy everything in there.

He was not happy about the nerf too. Anyway, the Enchanter was the best. Mage was kick back and relax and when I got my epic, it became easy mode and almost everyone wanted me in their group. Epic pet was crazy OP in Velious and Luclin.
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  #3  
Old 08-04-2017, 01:51 PM
Tecmos Deception Tecmos Deception is offline
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Quote:
Originally Posted by Crawdad [You must be logged in to view images. Log in or Register.]
Necro is probably the most enjoyable ride to 60. Plenty of milestone levels (20, 34, 49, 51, 60) where you really feel more powerful as you gain levels and spells.
Yeah. This is a huge deal for how fun playing 1-60 is, and it's something enchanter misses out on. Most upgrades in enchanter spell lines don't even get used right when you get them, because they cost too much or cast too slowly or don't really get good until your level scales them up to max % effect. Some never get used instead of the lower-level versions. Higher-level charms don't get used until well after you get them either for XPing or just for charming the toughest thing you can find. Our "end-game" spells are gimmicky or situational or both. Etc. Even going from breeze to c1 or from c1 to c2 is just a background, quality-of-life change and not a "wow, I just got awesome" change. Theft of thought is about the single biggest power-up moment in a chanter's life, and even that is a situational spell that doesn't have a direct effect on gameplay AT ALL... it just enables you to do all the other stuff you could already do for longer without ooming and having to die/end the fight/gate.

Necro spells definitely give you big steps up every time you get a new one, and that really makes the reward for hitting a new spell level incredibly satisfying.
  #4  
Old 08-04-2017, 06:32 PM
Triiz Triiz is offline
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I think people overstate how often Enchanter's die, at least soloing Enchanter's. From 57-60 on my Enchanter I spent probably 90% of my time in HS West, never died once, capped out once and gated out while a pack of mobs was AOE mez'd once which I guess could be considered a sorta-death.

I don't remember how many times total I died while xping my enchanter, but it wasn't very often and far less than I did leveling a bard or shaman, and I don't consider myself a "great enchanter" maybe above average at best. Runes/Bedlam line/AOE stuns/AOE mez make dying pretty preventable.

If you're in a group and you're 65% hasting your pet and giving them another 36% haste with Tola Robe + some proc weapons and standing 2 feet away from them then yeah you're probably going to die a lot, but there's no reason to do that when solo xping
  #5  
Old 08-08-2017, 01:46 PM
djvyhle djvyhle is offline
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Quote:
Originally Posted by Triiz [You must be logged in to view images. Log in or Register.]
I think people overstate how often Enchanter's die, at least soloing Enchanter's. From 57-60 on my Enchanter I spent probably 90% of my time in HS West, never died once, capped out once and gated out while a pack of mobs was AOE mez'd once which I guess could be considered a sorta-death.

I don't remember how many times total I died while xping my enchanter, but it wasn't very often and far less than I did leveling a bard or shaman, and I don't consider myself a "great enchanter" maybe above average at best. Runes/Bedlam line/AOE stuns/AOE mez make dying pretty preventable.

If you're in a group and you're 65% hasting your pet and giving them another 36% haste with Tola Robe + some proc weapons and standing 2 feet away from them then yeah you're probably going to die a lot, but there's no reason to do that when solo xping
I agree, deaths are overrated.. I think.
I'm new, have no idea what I'm doing, level 32 Enchanter.
Only died twice so far since I started.
  #6  
Old 08-08-2017, 02:21 PM
Auchae Auchae is offline
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Quote:
Originally Posted by djvyhle [You must be logged in to view images. Log in or Register.]
I agree, deaths are overrated.. I think.
I'm new, have no idea what I'm doing, level 32 Enchanter.
Only died twice so far since I started.
I bet me and you could get kinda deep into permafrost with my 30ish chanter if youre ever interested. He's bound outside at the merchant. I don't play a ton anymore but when I do I go solo charm ice gobbies until I cant hold the spawn anymore. Gate out and do it again.
  #7  
Old 08-04-2017, 09:08 PM
chris.hijiri chris.hijiri is offline
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Quote:
Originally Posted by Tecmos Deception [You must be logged in to view images. Log in or Register.]
For what it's worth, enchanter doesn't really come into it's own until like 40, I would say. Before then clarity regen isn't maxed yet, simple spells like roots and calms and stuns suck up a fair chunk of your total mana pool, blue con range is small so one blue con is a pushover but the next breaks charm every 2 ticks, etc. The general idea is the same from 12-60, but 40-60 (and ESPECIALLY 51+), it is much smoother and more fun, imo, than before that.

Necro is great. Similar overall fun imo to a chanter, just with different strengths and weaknesses. Feign, harmshield, lifetaps, dots? Awesome. No tash or slow and very limited hard CC? Tough to get used to after playing a chanter.

Magician is too much of a one-trick pony. They AREN'T truly one-trick ponys - pets can be used in a variety of ways and they have their nukes and rains and debuffs and fun summons and stuff. But not versatile enough to keep my attention, especially when grinding levels.

Wizards are like magicians imo. A few nice perks beyond their damage - roots, stuns, ports - but not enough to make grinding levels or medding through raids better than "almost tolerable."
Quote:
Originally Posted by Crawdad [You must be logged in to view images. Log in or Register.]
I've played all int casters except Wizard to mid 50s/60.

Necro is probably the most enjoyable ride to 60. Plenty of milestone levels (20, 34, 49, 51, 60) where you really feel more powerful as you gain levels and spells. Tons of utility and different ways to solo if you get bored with one style. Low cost, high reward class. Being an evil race/class opens up tons of camps and opportunities too, that other classes might shy away from. Necro lets you embrace it!

Enchanter is #2. Super strong, but dies more often than other int casters and misses some of the quality of life perks of necro (FD, CoS, heals, types of gameplay). Incredibly strong though and makes a meh group into a killing machine. The amount of attention an Enchanter takes can burn you out, though.

Magician's next. I have a soft spot in my heart for Mage as it was the very first class I rolled on live. Pets are great leveling up and pull solid damage in groups or solo. The novelty of summoned items can be pretty fun. It can get a little old though.

Wizard I wont speak on as I've only made it to the mid-20s before getting bored. Wizards seem like they fell into the same spot as Rangers in that it took until Luclin/PoP to really give the class a good definition.
Quote:
Originally Posted by Tecmos Deception [You must be logged in to view images. Log in or Register.]
Yeah. This is a huge deal for how fun playing 1-60 is, and it's something enchanter misses out on. Most upgrades in enchanter spell lines don't even get used right when you get them, because they cost too much or cast too slowly or don't really get good until your level scales them up to max % effect. Some never get used instead of the lower-level versions. Higher-level charms don't get used until well after you get them either for XPing or just for charming the toughest thing you can find. Our "end-game" spells are gimmicky or situational or both. Etc. Even going from breeze to c1 or from c1 to c2 is just a background, quality-of-life change and not a "wow, I just got awesome" change. Theft of thought is about the single biggest power-up moment in a chanter's life, and even that is a situational spell that doesn't have a direct effect on gameplay AT ALL... it just enables you to do all the other stuff you could already do for longer without ooming and having to die/end the fight/gate.

Necro spells definitely give you big steps up every time you get a new one, and that really makes the reward for hitting a new spell level incredibly satisfying.
Great insight guys that's exactly what it is, no real milestones where you feel like that last ding of level "X" gave you the next plateau with Enchanter or a new tool. And the widow for success on enchanter is very small compared to other classes and subject to RGN where you can do everything perfect and still die which I haven't really seen in other classes.
  #8  
Old 08-04-2017, 10:14 PM
Tecmos Deception Tecmos Deception is offline
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Quote:
Originally Posted by chris.hijiri [You must be logged in to view images. Log in or Register.]
And the widow for success on enchanter is very small compared to other classes and subject to RGN where you can do everything perfect and still die which I haven't really seen in other classes.
While there's truth to this, I've always felt that how you prepare for the eventual RNG F U is the biggest part of being a chanter, especially if you're soloing a lot.

It's all too easy to be lazy and not fully buff, or cheap and use a rune 3 instead of a 4 or 5. That stuff will eventually get you killed.

It's easy to know "calm is awesome!" and to solo a ton of nasty stuff with it because 90% of the time it works with no hitches. But it's effort to plan for how to maximize your chances of surviving (and maybe even still winning the fight) when you aggro 4 harmtouching mobs with the first-cast calm crit fail... let alone to kinda rehearse it in your head while you're medding before a fight or something to be sure that when you need to intercept those mobs that are charging at you with your pet, target the right one for an AE mez, have the right spells loaded so after you do probably eat a couple HTs you can get your runes back up before a charm breaks and you get summoned by the two mobs still not CCed... etc.

Yes. I have no life.
  #9  
Old 08-07-2017, 04:38 PM
mickmoranis mickmoranis is offline
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Quote:
Originally Posted by Tecmos Deception [You must be logged in to view images. Log in or Register.]
While there's truth to this, I've always felt that how you prepare for the eventual RNG F U is the biggest part of being a chanter, especially if you're soloing a lot.

It's all too easy to be lazy and not fully buff, or cheap and use a rune 3 instead of a 4 or 5. That stuff will eventually get you killed.

It's easy to know "calm is awesome!" and to solo a ton of nasty stuff with it because 90% of the time it works with no hitches. But it's effort to plan for how to maximize your chances of surviving (and maybe even still winning the fight) when you aggro 4 harmtouching mobs with the first-cast calm crit fail... let alone to kinda rehearse it in your head while you're medding before a fight or something to be sure that when you need to intercept those mobs that are charging at you with your pet, target the right one for an AE mez, have the right spells loaded so after you do probably eat a couple HTs you can get your runes back up before a charm breaks and you get summoned by the two mobs still not CCed... etc.

Yes. I have no life.
gotta know your surroundings too, like when I was calming around HS and turned a corner and was like, wait, isnt there supposed to be a mob right here... oh shit that must mea... *Begins casting gate*

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  #10  
Old 08-08-2017, 02:35 PM
Triiz Triiz is offline
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Quote:
Originally Posted by mickmoranis [You must be logged in to view images. Log in or Register.]
gotta know your surroundings too, like when I was calming around HS and turned a corner and was like, wait, isnt there supposed to be a mob right here... oh shit that must mea... *Begins casting gate*
Lmao, how did that happen? It looks like every mob between the first drop in and the second drop down into the big room aggro'd you. Were you calming from the entry room and got a crit resist and didnt drop in right away? I think mobs will take the long, long way around if you're still in the entry room.

I've had a pet set to guard start to take the long way around when I backed him off but he didnt make it very far before I noticed he was going the wrong direction and luckily only aggro'd 3 mobs. I think they head for the portal in the very back of the wing, which would aggro probably 20-30 mobs.
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