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#1
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![]() This is my fault. I thought I could condense all of the possibilities into one sentence, but that isn't the case. Now that I see what Izmael is saying. I like trying to simplify into a single equation if possible[You must be logged in to view images. Log in or Register.]
These are the three possibilities the top spell slot gives you, based on the spell: 1. If the casting time exceeds the cooldown time, you can save up to the cooldown time. 2. If the cooldown time greatly exceeds the casting time, you can save up to the casting time. 3. If the cooldown time is greater than the casting time (but not by a large margin), then you can save the cooldown time minus the additional time it took to finish casting the spell after the cooldown has finished. EDIT: I think this is why I said it "saves the casting time" earlier, because two out of the three possibilities listed are times shorter than the cooldown time. So if I had to give a super short answer, technically "saving the casting time" (or close to the casting time) would be the more common scenario for the majority of spells. At least from my experience with caster classes. I certainly haven't played all of them, so I may be underestimating how many spells fit scenario 1. But ideally the discussion should be on a per spell basis for maximum clarity.
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Last edited by DeathsSilkyMist; 12-04-2020 at 06:14 PM..
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#2
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![]() Organize your spell book and learn to page through it quickly. More than any other class I've played, I need to swap spells on my enchanter, quickly. Sometimes in the middle of stun duration.
I use xbutton mouse to map my mousewheel click to /book 3 macro in hotkey 10. Thumb mouse 1 is right arrow to page forward, thumb mouse 2 is left arrow to page backwards. This lets me access pages 1 through 6 extreme quickly without moving my hand from WASD. Shift 1 4 I rebound spell gems 1-4, shift q through r are gems 5 through 8. My loadout for spells is: 1 flex, usually root, tash, slow, AE mez (can mem and cast in duration of color slant or color skew), buffs, basically everything else. 2. Color slant 3. Color skew 4. Charm, can be used to sub in nuke (usually dementia) if breaking charm for killing pet. 5. Mez, entrance, dazzle, etc. depending on duration needed. 6. Bedlam or flex for weaker nuke (usually agnarchy) when breaking pets. 7. Wandering Mind 99% of the time. Used this for gate when racing for VD or other rare situations. 8. Theft of Thought 100% of the time. | ||
Last edited by Hisamori; 12-05-2020 at 04:06 PM..
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#3
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![]() What’s your Chanter spell load out? My Chanter is about to hit 54, so I’m curious what your load outs are and strategies.
Thanks for all the feedback! | ||
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#4
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![]() Quote:
1. main swap (buff, slow, dispel, lull line, nuke) 2. level 4 mez 3. root 4. theft of thought 5. color slant 6. color skew 7. second swap (often tash, berserker strength, ae mez) 8. often leaving charm up here Slant and skew are mana hogs but I've found it pretty nice to be able to perma stun lock off two spell slots and to be able to recharm within a stun instead of mezzing. Both of those use cases are especially nice when you expect occasional broken mezzes. Now that I think about it I might give enthrall or entrance a shot over the level 4 mez on occasions where I am relying on stun for recharm. Before theft of thought I pretty much permanently had ae mez memmed, and I've regretted not having it memmed a couple times. | |||
Last edited by Vivitron; 12-26-2020 at 09:02 PM..
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