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#1
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#2
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__________________
You've ruined your own lands, you'll not ruin mine!
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#3
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Enchanter is a hell of a class to start with. You will always have a group and you can make millions of PP exploiting Chardok proxy sales when you get 55+ so that you can fund a super twink melee and face roll the game.
Mage/Wizard would be my least recommended - Echanter/necro the most if you are comfortable Charming | ||
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#4
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I'm going to say play an enchanter for a few reasons below:
1.) It is the most profitable caster class done right. You can solo most any camp at 60, duo/trio 99% of content, and begin twinking out your alts. see: https://www.project1999.com/forums/s...ad.php?t=80165 2.) Its easy and cheap to get around as C2 and other mind buffs will greatly be appreciated by druids 3.) Its even easier to get around with faction spells 4.) Its the most rewarding active casting class, you are in control of the camp when your in a dungeon with CC. It also requires the most concentration so don't expect to AFK that much in an active camp, this returns a lot of satisfaction. 5.) Enchanter charming opens you up to a slew of mobs, both live and dead, that completely changes gameplay and in some events can downright break the game (See torch quad haste in the enchanter guide) 6.) On the wiki, there is a few VERY detailed and helpful guides that even I find myself going back to time and time to get reference points. As well as other enchanters in-game that are very friendly and willing to assist you since they all have done the grind and have a lot of dungeon/mob experience. See: http://wiki.project1999.com/Players:Adventure Theres a ton of other stuff but I really enjoyed maining a chanter and having the ability to farm almost anything in the game and meet a bunch of great friends along the way. As far as downsides, I can only speak from experience, but here is what I have found: 1.) Raiding with a chanter is basically a buffbot. There are save occurences when your needed to mez stuff in sky and potentially charm an add when going after world bosses, but this will be the 5 % of your raiding experience.. 2.) Horrible 2 mobs to camp for your epic as they are extremely contested (Verina and Vessel) and on a 2-7 day variance... The rest of the epic is not as bad but due to the competition and static spawn, expect to be trolled many many times before you actually can down them both: https://www.project1999.com/forums/s...d.php?t=243710 3.) Of the core caster classes, Enchanters are very gear dependent for soloing tough content: Stat gear, consumables, pet toys, etc and a few of bag of tinkerers can set you back really fast when you are just starting to amass your millions of plat (lol) 4.) Enchanters get the most lines of spells within classic everquest so expect to be constantly swapping spell slots and fill multiple roles [CC, DPS, mind buffs, haste buffs]. Even with top gear, the mana these spells cost, and even with tapping, can leave you oom if something goes haywire in HS/Seb which is usually often. There's probably more but yeah, either way give it a shot, but don't stop once you get breeze. If your chanter goes past lvl 54 when you finally get C2, you either love this class or don't, you will find your niche [You must be logged in to view images. Log in or Register.] | ||
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Last edited by kgallowaypa; 05-26-2016 at 01:49 PM..
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#5
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Enchanters start getting rich at level 40 and never stop.
Solid first choice.
__________________
You only lose when you stop having fun. Work on it.
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#6
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Wow, a lot of love for enchanters. I'll be honest I'd considered/favored them the least of all the casters up until this point mainly because I'd heard they were very complicated to play.
I'll do some more homework on what they have to offer spell/role wise. Very helpful feedback. Thanks all! | ||
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#7
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Quote:
__________________
You've ruined your own lands, you'll not ruin mine!
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#8
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A barebones noob enchanter is only expected to CC and that's IT from 1-30 ish. Usually in groups, you will always have a Shaman so you don't need to worry about slows and sometimes haste up until your 40's. Once you start breaking into 40's territory its generally expected you charm and juggle CC with other things. but I have found the high level of play and skilled player on p99, a group will feel you out and ask if you are comfortable within your reasons. There's usually a monk that will love to tag with you for the haste bonus so you have 2 scenarios in a static mid tier group: 1.) A monk will split pull for the group so things are safe, but slow. Always have AoE mesmerization up just for the oh crap moment. or 2.) You are impatient with the monk and ask for them to pull a train. Just kidding but you will see many different types of static groups and especially in 2016, a lot of twinked out chars with fungi's and stuff that can handle a few extra adds. root is also a CC The proving grounds for an enchanter is grouping from 5-16 when you get almost all of your spell lines and get a taste for breeze. That usually weeds them out [You must be logged in to view images. Log in or Register.] | |||
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#9
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You will die, a lot. If you can master them, however, they are very powerful. If so, you can keep you and your group from wiping where other players would have been demolished.
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#10
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if you pick mage, id say gnome is the most helpful for the small size to help them look through walls; this is really more so for end game content when you are tracking a mob and have to look through the wall to see it spawn and then start casting call of the hero.
id say necros and mages solo the best at the lowest levels. chanters become great soloers later on. My personal preference is necro because they can fear kite, control their pet, and many anti undead spells. I can solo yellows on my necro at lvl 25 in an out door setting. | ||
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