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#1
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Golden Catseye Bracelet * 2: +7 CHA each. Also very cheap Incandescent Mask: +7 CHA +5 INT. Costs like 700 or something Crude Stein: +10 Sta +15 CHA. 150p max. Rod of Insidious Glamour: +12 CHA. 500p maybe? Opalline Earring * 2: 2 AC +5 CHA. 50p each, maybe cheaper. Siryn Hair Hood: 5 AC +13 CHA +10 SV Fire. 1000p or so. So that's 76 CHA right there. Your first buys should be 2 Platinum Fire Wedding rings though (5 AC +55) HP. 250p each perhaps. | |||
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#2
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There's probably not enough commonly available charisma gear in the game to max the stat if you don't put any points in it, especially if your enchanter isn't a high elf or erudite. Since mana is so inconsequential and stamina gives too little hp for it to be worth the points, you're probably better off spending the points in cha unless you're one of those who believe it doesn't affect anything at all. If you put them into int, you'll struggle to get the unbuffed 200+ cha that most people believe is needed. And once you get access to the better and more rare cha gear, here's the thing to consider: You will need to wear charisma gear. This is a given. If you put all your points in charisma, you'll hit the point of "enough cha" sooner and can start wearing more pieces of caster gear. This usually has better general stats than charisma gear which tends to give nothing but +cha, so you get better resists and stuff that way. If you had put your points in int, you'd have to wear more charisma gear which doesn't give resists, +hp and better AC that you'll get from your planar set or whatever caster gear you'd wear instead. Basically, unless you don't care about charisma at all, you benefit more overall from putting the points in charisma since it allows you to wear other stuff with better secondary stats that charisma gear typically doesn't have. If this is for the PvP server, it's very different. After resists and hp, a PvP enchanter wants all the mana he can get. You'll always struggle to kill well-geared opponents because it's hard to land nukes on them, and the only way to try to keep up with this is to get as much mana as you can. An extra nuke or two will sometimes win a fight. You will be in situations where you simply go OOM trying to kill someone with a high mr. It's still not worth sacrificing your own resists for mana, or any slot where you can wear 40 or more hp instead, but other than that you'll want all the mana you can get. Spend your points in int if you're on red99. You probably won't want to solo with charm much anyway on a PvP server, you're basically a freekill for anyone if you do. | |||
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#3
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In the beginning, +HP is the most relevant stat for enchanters, followed by AC (honestly not much you can do with this one, but it is worth considering) and then CHA, Int, +mana and finally stamina (mainly because stam has a terrible HP return for casters). MR should be in there somewhere, and you should keep yourself self-buffed with magic resist to resist your own aoe mezzes if things get dirty.
The conventional caster logic of maxing mana and int/wis is largely irrelevant for enchanters, particularly after a certain point in your career. When most other casters are getting hit, they are doing it wrong, but when you are getting hit, you are doing your job. sure, a bigger mana pool is nice, but it is simply not worth sacrificing hp for it. I find that pretty generally, group wipes don't come from me running out of mana, they come from me running out of hp and subsequently dying. | ||
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#4
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Of course, at 51+ the absurd mana offered by Theft of Thought keeps you at FM about half of the time anyway, so you might actually benefit from having more max mana on hand for emergency situations. | |||
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#5
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I agree with the hp thing for sure... I wear a HBC, Djarns ring, 55/5 ring etc..
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#6
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HP - Mana - Cha
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#7
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hp - cha - hp - cha - ac - beer - hp. in that order = win
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#8
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Charisma provides a straight 1:10 ratio of Mez and Charm resist modifier. If your Charisma is 200, mobs have a -20 modifier to their resist roll. That is by FAR the most important thing that an attribute can do for you as an Enchanter.
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#9
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Anyway its worth noting that if this true the difference between nekkid and 255 is only a -20 resist mod (worth about 1 level). Shameless plug: http://wiki.project1999.org/Loraen%27s_Enchanter_Guide | |||
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#10
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^^^^^^^ 200 cha = 10% chance to not have a target resist your mez/charm spot on post!!!!! +5 int = 2% of my mana, +20 int equal 8% of my mana at my lvl my max charm costs me roughly 16% of my mana so one fail charm or resist, or early break at any point = 16% mana wasted cha > int if (resist is not met) > cha the return on +cha over +int is 2:1 with the current game mechanics but when it comes to random number generator id rather be holding the 10% chance to not resist out of 8 rolls than to have 2 early breaks or god forbid a straight resist balance is everything, finding that sweet spot | |||
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Last edited by Silo69; 10-01-2012 at 10:54 PM..
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