Classes: The Enchanter

Enchanter - the game's traffic cop. When the enchanter yells stop, creatures cease what they are doing and just wait to die. A complex class, enchanters get a variety of spells as well as a pet, and can be played in a number of different ways.

What is the best way to develop and play an enchanter? What spells are most and least important? Can an enchanter be soloed, and if so how? What skills are the most important for an enchanter? How should an enchanter be played in a group?

Post your strategies on how to best play and develop the Enchanter and read, rate and comment on what others have to say.

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Charming and Charisma/Magic ResistFollow

Charming and Charisma/Magic Resist
#1 Jan 14 2007 at 4:32 AM Rating: Decent
I left the game for a few years a few months after POP came out. I have been back and playing for quite a while now.

My question is this. In the past Charm used to be all about Charisma. Mine used to really be bad but I worked hard on it and maxed it out. This did seem to make a difference in charm working for me in the past.

However my understanding is that they changed the way charm works now and the duration is a magic resist check and not based on charisma at all.

Can anyone confirm this?

Is it possibly a combination or charisma and magic resist of the mob in the same formula?

I have total domination 3 now and except for the nerfed damage of charmed mobs in the zones I fight in I am fairly pleased. But I make sure to tash a mob before I charm it based on my new assumptions of how charm works. I also make sure I have a charisma buff on, which might at this point be sort of a waste.

Sort of like out illusions (except for fun), and our collaboration line(totally useless in newer content).

Any experts out there?
Charming and Charisma/Magic Resist
#2 Jan 17 2007 at 9:38 PM Rating: Good
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98 posts
There is no hard evidence that I have found to suggest that charisma is in any way a control, or checked against when charming anymore. Statistically I have found that a charmed mob while soloing tends to break charm at random times when I have not first Tashed it. If I have tashed the mob prior to charming the charm will break almost immediately, or it will go the full time. I would speculate once a person has put some AAs into the charming aspect the check is much more relaxed. That is my observation at least.

Unfortunately Dire Charm really hasn't been helped out by any other beefed up upgrades in recent expansions. Post 70 DC becomes a memory unfortunately, unless you find yourself farming for gems and such in an old PoP zones.

Our charm spells are pretty powerful, and reliable too boot! Explore the realm of charm soloing in some of the TSS zones, you won't be disappointed.
Charming and Charisma/Magic Resist
#3 Jan 23 2007 at 9:32 AM Rating: Decent
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2,015 posts
I always thought having high Charisma was for Mez (when your charm breaks!).

Charm is based on checks to Magic Resistance of mob. Thats why you should always debuff using Tash prior to charming. Some mobs, like those golems in Hate or the Hole, have very high MR and are useless to try to charm even debuffed.

I will generally test different mobs in a zone to see which ones a. have lower MR (trial and error based on charm duration) and b. have lots of HP or do lots of damage.

Even AAs do not gurantee success.
Charming and Charisma/Magic Resist
#4 Feb 23 2007 at 10:37 AM Rating: Decent
In the matter of Charisma I have found that generally, the higher mine is on my character, the longer I can control a charmed mob. There is also a little-known trick to it, concerning "communication" ability. If you have mastered to (100) at least 10 of the 25 available languages in the game, then there is an overall increase in the charm ability, or strength.

I am master in all 25 languages, recently, and I did notice that most of my charms now last to the full duration of my ability with the spell I use (level 70 at this time).

"This is my experience and I'm sticking to it."

Cheers,
Charming and Charisma/Magic Resist
#5 Mar 05 2007 at 1:43 PM Rating: Decent
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421 posts
To put an end to the WAY TOO MANY times argued CHA benifit issue...

Jewell, the operator of TheRunes.net asked a Dev about Total Domination, the Charm effectig AA.
Quote:
The total domination check is a secondary check that's made after you fail the first one. It's complete independant of all other calculations. It has nothing to do with lengthening the time between checks.

-Ryan


Quote:
Q: What spell types are affected by Charisma?

A: Charisma does not directly affect any spell. Charisma affects what are known as 'saving throws' or 'secondary throws'.

When you cast a charm spell or mesmerise spell, the monster first checks against your level v it's level, then it checks against its resistance, then it checks against your charisma.

With duration spells such as charms, each tick the monster gets a saving throw and this process is repeated. If any one of these checks is successful (ie: you win the roll) then the spell holds.

Be aware thought that each of these checks is not just a 50 - 50 chance, formulas are in place which give each of these checks more or less of a chance for you to succeed.

Charisma has the smallest chance of succeeding. Your Level and the resistance type check have the greatest chance of you succeeding.


Quote:
http://eq.crgaming.com/archives.asp?Day=8&Month=10&Year=1999&ID=4660&Action=View
Quote:
I checked with (Geoffrey Zatkin) this morning regardng the effect Charisma has in charming. The answer is that its effect is twofold.

Firstly it effects the chance at resisting the initial charm cast.

Secondly, and more importantly, it makes it harder for the charmed NPC's save to successfully roll. This basically means (charisma) does effect duration.



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