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| View Poll Results: Most fun to play overall casting class? | |||
| Enchanter |
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61 | 46.92% |
| Magician |
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8 | 6.15% |
| Wizard |
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12 | 9.23% |
| Necromancer |
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49 | 37.69% |
| Voters: 130. You may not vote on this poll | |||
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#1
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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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Some kind of... Bubba Ho-Tep?
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#2
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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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Rebbon - BDA
Happy Epic Mage | ||
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#3
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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. | |||
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#4
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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 | ||
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#5
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I'm new, have no idea what I'm doing, level 32 Enchanter. Only died twice so far since I started. | |||
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#6
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#7
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#8
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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. | |||
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#9
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#10
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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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