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  #51  
Old 10-25-2017, 03:19 PM
Qtip Qtip is offline
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Level of mob>cha>resists of mob.

Hp means really nothing to an enchanter. You shouldn't be taking many hits regardless. Maybe lvls 1-50 it does. But 50+ a charm break will equal death if you're not fast with stun, mez and recharm.

I would take cha over an extra 200 hp when a fully hasted pet quadding in the 200s with a mob is coming at you.
  #52  
Old 10-25-2017, 03:55 PM
sereal sereal is offline
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Quote:
Originally Posted by Yasi [You must be logged in to view images. Log in or Register.]
Some people forget that EQ’s was designed to be about cooperation, not competition.
If that's the goal then why is group XP so damn slow? Even if your group is melting mobs with zero breaks it's still quite a bit slower XP than a enchanter + some other class duo'ing and effectively as safe.

Only reason I can see why enchanters ever join a group < 60 is because they want to be able to take it easy and not have to give 100% focus and possibly if they are after some loot?

I dunno enchanters are pretty cool but it sure seems like they were gifted more than other classes.
  #53  
Old 10-25-2017, 06:20 PM
TheOutdoorNerd TheOutdoorNerd is offline
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When I rolled my chanter, everyone told me to max my CHA, and as it went up the charms seemed to last longer. Even if it's just anecdotal, I'm a believer.

Having Rune up helps for charming, but damn, those peridots get expensive. But it's mostly just insurance since getting hit with a hasted pet usually = death.
  #54  
Old 10-25-2017, 07:04 PM
Raev Raev is offline
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I didn't feel like spending 10 hours glued to the keyboard waiting a charmed ilis knight to break 200x for really accurate conclusions. I felt like it was enough data to conclude that 200 -> 255 cha probably does not give a huge difference in average charm duration, perhaps 10%. For comparison, here is Propo's post showing the huge difference between 85 and 210 charisma: https://www.project1999.com/forums/s...9&postcount=52 Or you can look at that post and see that even with a sample size of 10 the difference between L46 and L53 pets is huge and obvious.

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  #55  
Old 10-25-2017, 09:31 PM
mcoy mcoy is offline
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Originally Posted by TheOutdoorNerd [You must be logged in to view images. Log in or Register.]
but damn, those peridots get expensive.
Preach it, brother!

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  #56  
Old 10-26-2017, 01:36 AM
Troxx Troxx is offline
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Quote:
Originally Posted by wwoneo [You must be logged in to view images. Log in or Register.]
I love how you immediate ridicule that guy and then post your own understanding of CHA without evidence. Don't bother coming back to this thread.
Trash talking and slinging insults is Samoht's modus operandi.
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  #57  
Old 10-26-2017, 04:37 AM
Diogene Diogene is offline
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Getting cha over 200 buffed is a necessity for charming. Of course there is a huge gap between 85 and 200+ in charming duration. Now, I think 225 buffed for charming is plenty enough, it gives you room for HP slots, and HP is king when charming at high level. Two more hundreds hit points can save your butt easily. Now concerning calming and lulling, thats another story because the checks are alot more based on cha. Get a lull set for those critical jobs, aim at 255
  #58  
Old 10-26-2017, 05:04 AM
Ahris Ahris is offline
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Quote:
Originally Posted by sereal [You must be logged in to view images. Log in or Register.]
If that's the goal then why is group XP so damn slow? Even if your group is melting mobs with zero breaks it's still quite a bit slower XP than a enchanter + some other class duo'ing and effectively as safe.

Only reason I can see why enchanters ever join a group < 60 is because they want to be able to take it easy and not have to give 100% focus and possibly if they are after some loot?

I dunno enchanters are pretty cool but it sure seems like they were gifted more than other classes.
Us who remembers the early days of EQ knows that the game was designed for it to take a really long time to reach lvl 50 and for the first years noone really knew for sure how the spells, stats and mechanics worked. It was a much harder game than it is now because of that. You never saw enchanters soloing like they do now because it was too risky to fight without group support.
  #59  
Old 10-26-2017, 06:33 AM
Izmael Izmael is offline
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Calming mobs is an important enchanter every day activity and CHA definitely affects the crit resist rates very much - don't think anyone will deny that.

So yeah, CHA is paramount for enchanters, for crit calm resists if anything. Maybe I don't know how to play this game but getting a crit on the first or second mob in a group of 5-6, at high levels, usually means I'm probably going to have at least quite some downtime.

As for charm durations, my gut feeling is that it does affect it but again, gut feeling ain't worth much. I wish someone would parse it with a decent sample already.
Last edited by Izmael; 10-26-2017 at 06:41 AM..
  #60  
Old 10-26-2017, 06:49 AM
Troxx Troxx is offline
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I would imagine charisma is more important the higher the mob is relative to you. From high 50s to 60, charming a low dark blue or light blue likely doesn't favor high charisma as potently as charming content that hits in the 120-130+ range and higher. As others have pointed out, having a mob that quads for 140-200 and is hasted represents risk. When you include other pull/group dynamics into the equation - being less likely to have a charm break can make a huge difference. We've all been in that scenario where the charm break magically happens when a pull of 3-5 hits camp.

Enhancers are stupidly powerful and not all that hard to play. The difference between a bad enchanter and a good enchanter boils down to situational awareness and being quick on the draw (and not afk or semi-afk watching Netflix or fapping).

Between a good enchanter and great? There's a lot more involved and the skill needed climbs exponentially.

I'm just happy if an enchanter I group with knows their spell book (i.e. low level cc spells work fine and are practically free to cast) and promptly mezzes. If charming? Pay attention and quickly fire off stun and cc your pet adequately until charmed.

Unfortunately there are a lot of bad enchanters out there - wrong spells at wrong time and really slow to actually lock down adds.
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