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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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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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#2
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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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#3
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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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#4
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#5
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#6
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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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#7
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#8
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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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#9
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Just to play devils advocate, I don't think that necro is the fun switch from enchanter youre looking for; they dont really come into their own until later similarly.
Youll be fear kiting if not charming... yuck. Root rotting isnt an option until much later after paralyzing earth. Grouping is fine, youre basically a mage with FD and some minor utility at low lvls in groups. but the core power of the necro lvling is charming. very similar to soloing on an enchanter. some different utilities but also a limited number of zones at your disposal. Befallen/Unrest/Kaesora/ToFS/CoM/HS is basically it. So root rot guards in cities, fear kite in bad xp outdoor zones, or charm kill in a few undead only zones. I would consider Druid if you want to do a bit of everything. Can still charm, can root rot and kite much earlier on, porting, more group roles. overall fun class, but not an INT caster. | ||
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#10
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I didn't start enjoying my enchanter until probably mid-late 30's. Once you start tearing through dungeons it gets a bit more enjoyable.
My necro, I had a good time up until 51. Then I had a great time to 60. The biggest difference is there's a pretty narrow path most necros follow and farming options are pretty limited at 60. Enchanters have a wider option since they aren't limited to undead lulls and charms and have a wider cc tool kit. Wizards...quadding is cool...for a while. Medding 95% of your play time...is eh. Mage is for wizards who want to group. | ||
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