O
old.Ibica
Guest
I have been asked by several people in-game about speccing for Enchanters and I have sent them this nice guide.
It was written by Verena on the old forum and has helped me alot
So here it comes...
Ok, here we go. First start with a brief summary of our spell lists.
Light Line.
1: DD's that are stronger then your base DD and use a lot less power.
2: Attack speed debuff. Great spell for pulling and if you like to solo a lot this is a must. Saves you lots of heals when you fight high leveled mobs.
3: Same as No2 but this is an A(rea)E(ffect) spell. It can be usefull in RvR, but I'd rather cast a DD in the same time. PvE only when timed right, and it breaks mezz.
Mana Line
1: PBAE (Point blank Area Effect), great for RvR. Period. PvE on the other hand it's use is very limited.
2: Run Speed, must I say more? If you solo, get this as soon as possible.
3: Focus Shield Complete and utterly useless in 1.45+. We have the dmg shield we can cast on others now.
Enchantment
1: Pet buffs, only usefull for pet. Not much to say about. Maybe in the future they're going to change it but right now the difference is minimal.
2: Arms Buff. The famous dmg add that everyone loves. Best buff overall for your pet in this line.
Ok, now we’re going to look at what kind of char you want.
If you plan to solo a lot then the choice is very easy. Lvl 1-5 save your points and put ‘em all into the Enchantment line. Then lvl 6-13 go full light. Lvl 14 put all your points you gained that level into mana for the first speedbuff. These will probably be the last points you'll want to put in mana for a very long time.
What we want for this template is a good pet and DD's that cost less power. If you don't put enough points into Light, then you have almost no other option then using your Sun line (base) DD spell. Not enough specpoints into light and your dmg variance will be all over the place.
Basically what you want as a Light/Enchantment spec in the end can have a few different directions. Always concider that the more you let your pet dmg the mob the more exp it will steal. Going beyond 34 in enchantments is NOT worth it, that the only strong advice I can give you. Ignoring your Light line too much you’ll be forced to use the base DD which will drain you out of power every yellow you fight.
Now onto an example spec.
Doing the same as above, going for enchantments in the beginning to make the early levels a breeze.
At lvl 25: M5/L22/E10
At lvl 33: M5/L28/E15
At lvl 36: M15/L28/E15
After lvl 33 you should go Mana, It will give you the great PBAE spells for RvR and the next speedbuff.
Then from that point up to the last spend points you should bring Light up to 35 for the next DD. Then going Mana till 25 the next few levels before switching back to Light to 45 for the final DD in the Light spec-line.
Also check this site out http://daoc.catacombs.com/cbuilder.cfm
There you can figure out how to divide your points every level.
Enjoy
It was written by Verena on the old forum and has helped me alot
So here it comes...
Ok, here we go. First start with a brief summary of our spell lists.
Light Line.
1: DD's that are stronger then your base DD and use a lot less power.
2: Attack speed debuff. Great spell for pulling and if you like to solo a lot this is a must. Saves you lots of heals when you fight high leveled mobs.
3: Same as No2 but this is an A(rea)E(ffect) spell. It can be usefull in RvR, but I'd rather cast a DD in the same time. PvE only when timed right, and it breaks mezz.
Mana Line
1: PBAE (Point blank Area Effect), great for RvR. Period. PvE on the other hand it's use is very limited.
2: Run Speed, must I say more? If you solo, get this as soon as possible.
3: Focus Shield Complete and utterly useless in 1.45+. We have the dmg shield we can cast on others now.
Enchantment
1: Pet buffs, only usefull for pet. Not much to say about. Maybe in the future they're going to change it but right now the difference is minimal.
2: Arms Buff. The famous dmg add that everyone loves. Best buff overall for your pet in this line.
Ok, now we’re going to look at what kind of char you want.
If you plan to solo a lot then the choice is very easy. Lvl 1-5 save your points and put ‘em all into the Enchantment line. Then lvl 6-13 go full light. Lvl 14 put all your points you gained that level into mana for the first speedbuff. These will probably be the last points you'll want to put in mana for a very long time.
What we want for this template is a good pet and DD's that cost less power. If you don't put enough points into Light, then you have almost no other option then using your Sun line (base) DD spell. Not enough specpoints into light and your dmg variance will be all over the place.
Basically what you want as a Light/Enchantment spec in the end can have a few different directions. Always concider that the more you let your pet dmg the mob the more exp it will steal. Going beyond 34 in enchantments is NOT worth it, that the only strong advice I can give you. Ignoring your Light line too much you’ll be forced to use the base DD which will drain you out of power every yellow you fight.
Now onto an example spec.
Doing the same as above, going for enchantments in the beginning to make the early levels a breeze.
At lvl 25: M5/L22/E10
At lvl 33: M5/L28/E15
At lvl 36: M15/L28/E15
After lvl 33 you should go Mana, It will give you the great PBAE spells for RvR and the next speedbuff.
Then from that point up to the last spend points you should bring Light up to 35 for the next DD. Then going Mana till 25 the next few levels before switching back to Light to 45 for the final DD in the Light spec-line.
Also check this site out http://daoc.catacombs.com/cbuilder.cfm
There you can figure out how to divide your points every level.
Enjoy