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§Enchanters *****UNDER CONSTRUCTION*****


§Why an Enchanter?

The EZ Enchanter is the servers most potent force multiplier, because of the wide array of buffs that will increase the power of any raid. However, dismissing this class as just another buffbot would be foolish; the enchanter is a strong damage dealing pet class in their own right when played properly!

§FG or CG

The enchanter benefits most from casters guild.


Once you’ve hit level 70 you’ll want to start working on chanter AA. There are a lot of choices here that can help them in their main role: support AND caster/pet dps!

When initially selecting your AA you’ll want to get the first basics the same as any class: max run speed, max planar power, max combat agility and stability, mystical attuning, discordant defiance and max lung capacity. As a pet class pet affinity is a major must have, as well as Animation Empathy! And as a casting class Innate Enlightenment is a must have! After that you want to start maxing ANYTHING for casters. A list of some “must haves” in no particular order:

  • Natural Durability
  • Channeling Focus
  • Delay Death
  • Fury of Magic
  • Gift of Mana/Radiant Mana
  • Mastery of the Past
  • Persistent Casting
  • Spell Casting Mastery
  • Spell Casting Subtlety
  • Spell Casting Fury
  • Pet Discipline
  • Spell Casting Reinforcement/Reinforcement Mastery
  • Mass Group Buff
  • Quick Buff

.Since charm doesnt work on EZ, AA that increase charm are seen by many as a waste of spent AA.

§Spells, Charms, Augs

As pet and spell dps enchanters will eventually want the mana necklace for the sympathetic proc that adds firestrike to pets, as well as for the increased spell damage. This is almost a class defining item on EZ, so do not pass it up! They will of course also want UC (and high priority) but before then they will want sorcerer’s charms. Also an enchanter will want to maximize pet defenses, so crafting the pet spell Defensive Boon early as possible would be wise.

Enchanters get a multitude of abilities and spells. The above AA list will give you some ideas of what to use during combat right off the bat, but it really is the spells and pet that will make your chanter shine.

Spell Dropped in/by Upgrade Drop Crafted Element Description
Defensive Boon Researched NA One of each essence through Gods Minor, class ink, no parchment Massive hit point, mitigation and resist buff for pets
Koadic Boundless Intellect Qvic, random   Magic x 3, Holy Group Mana Regen
Rune of Denial Qvic Random   Magic x 2 Physical Damage Absorbtion
Shield of Eldritch Qvic, Random   Magic x 3 Self Only HP/Mana regen buff
Timeless: Invigor Qvic, Random NA Nature, Holy, Magic Stamina Heal (broken)
Tower of Alendar Qvic, Random   Magic, Holy Group Spell Damage Mitigation


Enchanters also get decent nukes later (Insanity, Polarity Flux both always in my cast bar), and a solid DoT in Breathless (lvl 4 of this DoT does 75000 initially, and 10266 a tick, adjusted by sorc and spell cast buffs). Wail of Tash lowers resists, as you'd expect, but also increases the amount of damage a mob takes from casts.

ONE NOTE ON ENCHANTER CASTING DPS! The T3 spell Euphoria 2 (a mez) actually will give a brief twin cast buff to the caster, making any direct damage spell (Insanity line, for example) twin cast. Not at all a bad idea to add this to your nuking setup!


But these are all gravy. The taters of the chanter is their buffs!

Enchanters here get two buffs (now one) that really do a lot to increase group DPS: Vampiric Thunder and Gift of Annihilation! You start with Vampiric thunder at level 69 (single target version). This spell increases magic damage from spells and procs by 25%. The timeless version of the spell drops in HoH, and is group, not single target. Massive add to a group's dps when you start dropping the buff on classes that use ninjastrike augs, or on a zerker, (no longer does so) or any class that casts magic based damage spells. Gift of annihilation drops in T3/4 from H1N1, Warlord or MCP. This spell is a 300% increase in spell damage for 18 seconds on ONE character, with a recast time of three minutes. This doesn’t sound like much, but it can make a massive diff if used on boss fights or big pulls, and 3 min recast isn’t that long. GoA also increases chance to crit cast, crit DoT and increases accuracy 200%. Used right its....well, huge. Many will set up GoA to drop on a berserker with a hotkey from their main box. When they have a large pull or a bigger boss that spawns adds they cast at some point during the fight, and just watch the mobs melt. Nice spell! Also don’t forget haste! While melee haste on a player isn’t really useful here, the T3 chanter haste spell (timeless: haste) also adds 50% cast haste....which can make a pretty big difference casting!

But possibly the biggest contribution a chanter can make on EZ is agro management! They get 2 spells: Irrational Irritation and Masked Strength that effect agro. The first you drop on your tanks, and they get an increase to generated agro (40% add on II3). Masked Strength does just the opposite: reduction of hate for any action (50% reduction in MS3). These 2 spells combined on your group/raid can make agro management VERY VERY easy, even with mobs doing bigger DPS and/or healing.

In addition to the benefits outlined above, enchanters STILL do solid slows, debuffs, mezzes. While these aren’t used as much here as live, they can, when used properly, have quite an impact on gameplay.

Many players will opt to have a "buff set" to buff the group/raid. They start by making sure to agro buff the whole raid, add in haste, VT, mana regen. Many players’ combat spell sets include the nukes, the dot, rune, GoA, Wail of Tash. Some have common spam rotation including wail of tash, insanity, breathless and polarity flux. This is just a suggesting, it’s best to play with combos and see what works for you.