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  #1  
Old 06-10-2013, 04:44 PM
xCry0x xCry0x is offline
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If you are dead set on soloing i would do necro. It is a class designed to solo and at higher levels you can farm a good amount of content with relative ease.

If you like to duo/trio I would do enchanter.

Reason is.. Enchanter can duo incredibly well with clerics & shaman and also duo well with mages & necros. So if you are the ench you are the linch pin for 4 dif duo combos which are all more effective than a solo necro. You also can find groups fairly easily because every group wants clarity & CC + ench charm dps later on.

While necro can farm a good amount with relative ease enchanter can farm harder shit but it is a higher skill cap risk/reward pay off.
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Old 08-24-2013, 02:13 AM
billw134 billw134 is offline
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Some info for you from my limited knowledge & experience playing these 2 classes.

Necro: To just solo exp/level necromancers are easier. They also have their own line of mana regen at the cost of health. If going necro these days you have an advantage in the lich line of spells with the iksar regen to counter loss of health from lich spells.

Enchanters: they might not be the best exp soloer compared to a necro, but they will be able to conquer farming content that a necromancer could not. An a necro can do a lot of farming.

I think of it this way, the enchanter is the king of dungeon farming, and the necro is king of outdoors.

As to population there is a command you can type in that I hear shows the number of the class online despite anon.

/who all necromancer count
/who all enchanter count

At 2am EST I did a /who all necromancer 40 60 count and got 22 necs. The enchanter was 26.

My opinion: equip both with your cash and play them both to 60.
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  #3  
Old 08-24-2013, 08:02 AM
Autotune Autotune is offline
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Quote:
Originally Posted by billw134 [You must be logged in to view images. Log in or Register.]
Some info for you from my limited knowledge & experience playing these 2 classes.

Necro: To just solo exp/level necromancers are easier. They also have their own line of mana regen at the cost of health. If going necro these days you have an advantage in the lich line of spells with the iksar regen to counter loss of health from lich spells.

Enchanters: they might not be the best exp soloer compared to a necro, but they will be able to conquer farming content that a necromancer could not. An a necro can do a lot of farming.

I think of it this way, the enchanter is the king of dungeon farming, and the necro is king of outdoors.

As to population there is a command you can type in that I hear shows the number of the class online despite anon.

/who all necromancer count
/who all enchanter count

At 2am EST I did a /who all necromancer 40 60 count and got 22 necs. The enchanter was 26.

My opinion: equip both with your cash and play them both to 60.
Eh, enchanters are more powerful, but they also die more often and can't summon their own corpse nor rez themselves.
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  #4  
Old 08-27-2013, 11:38 PM
Potus Potus is offline
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Necros are better soloers. Way more efficient, self-reliant, you'll always be pulling monsters and killing them. Feign Death is fantastic for when you screw up. The only time an Enchanter will rival you is when you hit 60 and you have difficulty killing things that are immune to fear (it's capped at level 55 because Sony hated Necros).

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Can anyone confirm Velious being the expansion where DoT stacking was added? I was under the impression it was in Luclin.

Edit:
http://everquest.allakhazam.com/hist...es-2002-2.html Found it. It was added in Luclin.
Damn I thought it was late Velious they added dot stacking. Historically, Necros were pretty terrible for raids and only looked at as being mana batteries, there were a ton of urban legends that dot damage would poof raid corpses and that necro dots would push slow out of the available debuff slots on a monster.
  #5  
Old 08-28-2013, 04:36 PM
Splorf22 Splorf22 is offline
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Originally Posted by Potus [You must be logged in to view images. Log in or Register.]
Necros are better soloers. Way more efficient, self-reliant, you'll always be pulling monsters and killing them. Feign Death is fantastic for when you screw up. The only time an Enchanter will rival you is when you hit 60 and you have difficulty killing things that are immune to fear (it's capped at level 55 because Sony hated Necros).
charm killing > fear kiting for both necros and enchanters
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Old 08-28-2013, 08:05 PM
Malone88 Malone88 is offline
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Originally Posted by Splorf22 [You must be logged in to view images. Log in or Register.]
charm killing > fear kiting for both necros and enchanters
How do enchanters fear kite without snare/darkness? Some
item out there I'm missing?
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Old 09-04-2013, 04:03 AM
Potus Potus is offline
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Originally Posted by Splorf22 [You must be logged in to view images. Log in or Register.]
charm killing > fear kiting for both necros and enchanters
Given the lack of MR debuff and available undead mobs in most zones, this is a woefully dubious statement at best.
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Old 09-05-2013, 08:55 PM
Autotune Autotune is offline
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Originally Posted by Potus [You must be logged in to view images. Log in or Register.]
Given the lack of MR debuff and available undead mobs in most zones, this is a woefully dubious statement at best.
he is absolutely right.

Reverse charm technique > every other method for xp (speaking of soloing).

Lack of MR debuff and undead mobs is a meaningless factor.

1) you don't need an MR debuff when grinding xp
2) there are enough zones with undead to solo to 60 fairy easily.


Obviously you can't reverse charm 1-60, but once you get to where you can do it, it should be the preferred method to level (and farm loot in some places).
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  #9  
Old 09-05-2013, 10:25 PM
Splorf22 Splorf22 is offline
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Given the lack of MR debuff and available undead mobs in most zones, this is a woefully dubious statement at best.
So I had a long argument with Kental from TMO about this. In the end I agree that charm is not as strong for necromancers as enchanters. Necro charm is weaker without high cha/tash, and the marginal benefit is less when compared to a skeleton instead of an animation. Finding a pet really isn't a problem: there are plenty of undead in Guk, KC, HS, and Sebilis. The only zones without are Sol B and Chardok. That being said, I still feel that it is more efficient in groups to invest mana in charm and the resulting runes/taps than dots.

That's in a group; Necro charm improves greatly relative to enchanters when solo. First, your pet is not weaponized/hasted, which means your recharm with a 'slow' 2.5 second spell isn't as important. Second, charm only has to last long enough to kill the pet/enemy. Third, if you get in trouble you can tap up or even FD. I'd say for solo charm XP, enchanters and necros end up about equal. It's not as trivially easy as fearkiting, but once you get the hand of it it's a lot of fun (and profitable!).
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  #10  
Old 09-05-2013, 11:43 PM
Autotune Autotune is offline
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Originally Posted by Splorf22 [You must be logged in to view images. Log in or Register.]
So I had a long argument with Kental from TMO about this. In the end I agree that charm is not as strong for necromancers as enchanters. Necro charm is weaker without high cha/tash, and the marginal benefit is less when compared to a skeleton instead of an animation. Finding a pet really isn't a problem: there are plenty of undead in Guk, KC, HS, and Sebilis. The only zones without are Sol B and Chardok. That being said, I still feel that it is more efficient in groups to invest mana in charm and the resulting runes/taps than dots.

That's in a group; Necro charm improves greatly relative to enchanters when solo. First, your pet is not weaponized/hasted, which means your recharm with a 'slow' 2.5 second spell isn't as important. Second, charm only has to last long enough to kill the pet/enemy. Third, if you get in trouble you can tap up or even FD. I'd say for solo charm XP, enchanters and necros end up about equal. It's not as trivially easy as fearkiting, but once you get the hand of it it's a lot of fun (and profitable!).
Actually, it's crazy easy.

Grab a pet.

Send him on a pack of mobs.

Pull pet back a tad so the mobs stack.

Root all mobs with paralyzing earth. (Keep track of your root order/time left)

wait until charm mob is low enough to kill with a single deflux

hit CoS

Finish HIM!

Charm new pet from rooted pack.

send pet on pack.

Reroot as necessary

charm from pack as necessary.

repeat

win

NOTE: The only time you have to fear for your life doing this as a necro is when you have a charmed pet and you gather your horde and you haven't rooted any of them. If your charm breaks then, it's very possible you could die. However, with buffs (rune!!!!!) and some distance, you can get off an FD before you're toast (unless you're unlucky).
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