Enchanter Play Guide
(DAoC)
by Jester
NOTE: This guide is purely based upon my time playing an Elven Enchanter.
BUILDING
After selecting race, name, etc., you will appear in either
Mag Mell (Elf), Connla (Lurikeen), or Domnann (all races). I will give the
upsides to chosing the above towns in order:
- Mag Mell: Good starting grounds, close to Ardee and Tir Na
Nog.
- Connla: Low population with good hunting grounds make this
area choice for fast killing.
- Domnann: With a close city and all lowbie mobs just around
it, you will have little trouble finding things to fight.
After choosing your starting town, you will be facing your
trainer. I would suggest doing the quests they give you, as they experience and
money will get you a step up in the world. Since I chose Mag Mell as my initial
hunting ground, I will start there.
Your hunting area will be directly out front of Mag Mell for
all 4 levels. You should find plenty of blue mobs here without too much
competition. If you are feeling a little adventurous, you could always travel
northward to Ardee and fight the creatures that walk around there.
Now, I built my Enchanter as a dual Specialist. I have points
in both Light/Sun, and Enchantments. This helps in multiple ways:
- You are able to throw damage spells with some good effect
to them. Also, your specialist damage spells catch up and quickly surpass your
base line spells at about level 10.
- You still get your pet buffs, your group buff (damage
buff), and group speed spell with the points in Enchantment. You may not get
bigger ones as fast, but you are able to solo just as well with the ones you
have.
- If you travel alot into dungeons (as I am want to do), the
pet helps, but your damage spells will be more handy, especially if a group is
asking for you to join them. (But always keep a pet active. You never know
when that little bugger can save your hide)
So a simple suggestion would be to train Light up to 2/3rds
your level (round down) and then train Enchanment up to 2/3rds as well when you
get it.
The progression should look something like this:
- 6: 4 Light/ 4 Enchantments
- 9: 6 Light/ 6 Enchantments
- 12: 8 Light/ 8 Enchantments
- 15: 10 Light/ 10 Enchantments
- 21: 14 Light/ 14 Enchantments
- 27: 18 Light/ 18 Enchantments
After 27, you have to start deciding on which path you want to
truly follow. If you wish to take upon the roll of stronger pets and better buff
spells, start putting points into Enchantments. If you want to dish out damage
with the pet as a back up, start dropping points into Light. For example, by 50,
my skills look like:
- 12 Moon (Good for 3rd focus shield, and 2nd PBAOE)
- 45 Light (The highest spec line DD)
- 26 Enchantments (Decent Damage buff)
PETS
Pets are your bread, butter, and knife. They have multiple
talents, being melee monsters, casters, or even healers. NOTE: Pets do
not 'steal' experience from a group. They take a small percentage of experience
from the caster (which can be reduced by taking the Minion Control Realm
Ability), but this is a minimal loss when compared to what a death is worth. The
only thing you need to do is decide what pet for what situation. Below are how I
have found them most useful:
- Melee: Useful for dungeon and non-aggro creature hunting.
Just send them at the creature fully buffed, and heal and nuke while they take
the brunt of it.
- Caster: Best for aggro type hunting. Pick a spot, put pet
on stay, then tell the pet to be "aggressive". The pet will start pulling
anything within range that is aggressive. NOTE: This is useful if the
aggressive creatures are blue and green. Yellows will tend to cause a problem.
Also know that your two caster types have different spells now, one being a
DD+Snare, the other being a DD+Heat debuff (which will help your Sun based
spells alot).
- Healer: Best for group hunting, as the heal spell they cast
is basically the heal over time. It may not save someones life, but its some
extra HP and a free buff. Also, they can melee better than the caster type. As
of a recent patch, this pet will now cast its healing spell sooner than
before. This makes the pet a little more useful for the healers in the group,
but is no substitute for one.
As you play more with your pets, you will pick and choose the
pet for you. Some people like staying with the new pet all the time. Some pick
and choose. Some just stick with one that they like period, even if it was one
of the 'older' pets. REMINDER: ALL your pets that you summon will
ALWAYS be at 7/8ths your level, rounded down. This means there will be
times that your pet is green to you, and will have a hard time taking down the
big blue.
PULLING
Of all the classes I have played, I have found the Enchanter
to be the one of the best pullers. When they reach 7th Specialist in the Light
spell list, they receive a spell called Distracting Scintillation. This spell is
an attack speed debuff, and also causes very little aggro. Plus, this will pull
only a single creature to you from a mob, regardless of how social they are.
(You will still need to pull them far enough from their friends though, as they
can still yell for help) This greatly increases your hunting areas, due to the
fact that you can find a good safe distance from any mob camp, stick the pet
onto a spot, and then pull the creature towards you. After the creature steps
from the camp, far enough from the rest of the aggro ranges, you are able to
send in the pet, and then proceed to kill as normal.
DUNGEON HUNTING
Dungeons create a bit more of a problem, as the restricted
area and tight quarters make it a bit harder to differentiate whats going on
sometimes, and who is attacking what. If you are hunting solo, then pick a spot
that you find as relatively safe, and use the aggro-hunt option up above. If you
are in a group, buff up all the melee types with the harm shield and damage
spell. Then, just keep the pet on follow, and use it as either an extra tank (if
one of the tanks is running low on Hits and the healer is LOP) or has a back up
heal buff (if you choose to use, and have available, that pet). Past that,
hunting in a dungeon is basically no different than hunting anywhere else.
SUGGESTED HUNTING AREAS
- 1-5: Mag Mell, Ardee: Lowbie hunting area
- 6-10: Ardee, Mag Mell, Mardagh: Shoreline beetles, hill
toads, blackthorns w/ lunatishees (BIG social group)
- 11-15: Mardagh, Tir na mBeo, Ardee: Ghostly Siabras, Red
Wolfhounds, Badgers, Muires Tomb (Dungeon)
- 16-20: Ardee, Shannon Estuary: Muire Tomb (Dungeon),
Siabras, Erius
- 21-25: Koalinth Caverns (Dungeon), Lough Ger: Dampwood
mites, Luch hunters
- 26-30: Basar: Alp luachras, Pookhas, Treibh Caillite
(Dungeon), Corruscating Mines (Dungeon)
Past that, you have RVR available, and you can then decide to
either continue with hunting PVE or PVP. |