Enchanter Guide

Welcome to the *Enchanter Guide*! This player curated guide aims to help you make the best enchanter you can **statistically**. Contributions to the guide are welcome. If you disagree with a large portion of the guide, you are instead encouraged to create your own guide. Make sure to tag it with the appropriate class guide category, so that users can find it.

## Character Creation

For the start of the guide, we're beginning at character creation. If your character is already created, or you're more interested in role-playing rather than optimizing, you can skip ahead to the Group Role section of the guide for advice on what your role in a group is.

Let's look at the races available to the enchanter and what their starting racial statistics look like. Attributes with this  icon before them are important for the class.

The statistic bonuses of a race are only a small part of determining the best race for your character. Now, we need to look at the *Racial Passives* and *Racial Actives* for each race.

#####  Racial Passives

From an optimization stand point, dark myr is possibly the worst fit for an enchanter. Their passives are more exploration based, and enchanters get little direct benefit from them. The dark myr's natural advantage against the Cunning disposition is the biggest benefit the race has to offer to enchanters.

 Dwarf
Dwarves provide a little more benefit than the dark myr. The passive worth noting is **Fortitude**, which boosts how many hit points you get per point of stamina. These extra hit points are a welcome boost for the enchanter.

 Elf
Elves don't have a lot of fitting racial passives for the enchanter. The only sub-type of elf worth considering is the Ashen sub-type, so to save time that's the one we'll consider. **Lucent Ancestry** and **Nimble** provide little to no benefit to the enchanter, due to the lack of Nature spells and abilities modified by agility. We don't know what Spell Rating does at this stage of development (Aug. 2020). However, Wisdom is not a primary stat for enchanters and it's unlikely **Sagacious** is going to be a huge benefit. **Deep Recitation** is a potentially useful trait, but it alone doesn't outweigh the wasted passives.

Befitting the most caster focused race in Pantheon, Gnomes are a strong pick for the enchanter. **Enigmatic Brilliance** grants more Mana from each point of Intelligence, one of the enchanter's primary attributes. **Ethereal Being'**s 3% dodge chance helps keep the enchanter alive, and **Incantation Mastery** gives you a 20% chance to avoid being Silenced. Lastly, **Constant Scholar** increases the rate at which skills improve and is a great universal trait.

 Human

##### Summary

Exceptional
Human and gnome - Gnomes are likely the better choice if you're looking to do lots of Tradeskilling, while humans are better for those who don't plan to tradeskill, or who would like to grind faction or explore.

Decent
Dwarf - As a class likely to draw lots of unwanted hostile attention, the extra hit points from being a dwarf is welcome.

Poor
Dark myr and ashen elf - A lot of unusable or rarely used traits, with only one trait worth speaking about for each of them.

## Group Role

Officially, the enchanter's role is *support*. This essentially means the focus of this class is to provide a combat advantage through non-destructive and non-restorative means, such as buffing, debuffing and altering states. However, this simplification falls short of representing the role that enchanters truly fulfill for their group. Before everything else, the enchanter is a crowd control class.

**What is crowd control**? The aim of a crowd control ability is to limit a mob's ability to participate in the fight. There are two forms of CC: loss of control and positional control. Loss of control abilities are those which deny their target independent actions, such as File:ENC Mesmerize icon.png Mesmerize and File:ENC Charm icon.png Charm. Positional control abilities move a target, hinder their movement or reduce their movement speed.

Enchanters have more hard (loss of control) CC than any other class and should make it their priority to lock down every excess mob, letting other classes focus on damaging rather than trying to flex into the CC role. Once an enchanter's role as a CC is done for a fight, their officially stated roll of *support* can shine through.

Enchanters can support most other roles well - their  Control Breath makes a puller's job easier.  Illusion Graft: Acuity and  Illusion Graft: Quickness increase the damage output of melee, ranged and casting classes alike,  Enshire's Faint Whisper, File:ENC gift of inspiration icon.png Gift of Inspiration, and  Flay the Mind help sustain the mana levels of their healers and fellow casters, File:ENC eyumai's dulling icon.png Eyumai's Dulling and  Illusion Graft: Fatigue reduce damage as well as attack and casting speed respectively, reducing the amount of damage the party tank receives.

Outside of combat, enchanters don't have nearly as much utility as other classes. They do, however, have the unique ability to increase faction temporarily with File:ENC Lyrith grace icon.png Lyrith's Grace.

### Details

Let's take a look at the spell types available to the enchanter. Note: we won't be looking at universal spell types (buff/debuff/damage), just those with more unique functions.

Charm
A unique mix of CC/DPS. Charming a target converts them into a pet under the control of the Enchanter. While charmed, the enchanter can control who the NPC attacks and also has access to its abilities. Charm is a higher risk form of CC, as charm has a chance to break at any point during the duration. The duration itself is also influenced by your intelligence, constitution and charisma. Upon the charm breaking, the charmed creature will immediately aggro the enchanter. If you plan on using charm, you should make sure to position yourself far enough back that, upon breaking, you can try to use a form of CC to stop it. You can only have **one pet at a time**, so enchanters are limited to 1 active charm at a time.
Mesmerize (Mez/Mes)
Arguably the most important spell type for the Enchanter. Mezing a target forces them to completely stop moving and attacking. They will stay in this state until either the duration expires, or until they take damage from **any source**. Any ability/spell that does NOT deal damage can be used on a Mez'd target, allowing you to recast your Mez spell to refresh the duration, or even debuff them. **Note**: Some spells can deal damage to mez'd targets without breaking them, but this is rare and noted in the description of the ability, such as File:ENC illusion graft harm icon.png Illusion Graft: Harm
**Pacify** - These spells are a sort of utility/debuff spell that reduce the aggro radius of a mob. Put simply, this spell lowers the range at which a mob will choose to aggro a PC they are hostile towards, or assist an NPC they are friendly towards. This is a great utility spell that can help your puller make clean pulls or enable most other classes to act as the party's puller.

**Illusion** - A spell type unique to the enchanter, but one without a lot of available information. Currently, it's known that they alter the appearance of a PC, making you look like some other NPC. One illusion, Squee's Mimicry, lets you take the appearance of an environmental object and is capable of acting as a sort of high level Invis spell. While little details are currently available, it has been indicated that Enchanters can upgrade their illusion mastery to provide more benefits.

#### Your Role

Now that we have a greater understanding of the uncommon spell types available to the enchanter, we can go into your role in the group. Before any of the combat begins, naturally you should buff your party. Take this time to identify who your group's puller will be and ask them if they want you to slot any pacify spells to help them pull.

Once the combat begins, an enchanter's first and foremost priority is mezing all adds. If your puller brings more than 1 mob, you should immediately pick a target and secure them with a mez, prioritizing whichever add you deem the most dangerous. Continue to mez all targets until only the amount you want are active.

After you've secured all the adds, focus on debuffing the active mob and then your CC'd targets. Once all adds are handled and debuffs have been applied, you can decide if you want to Charm a mob and begin DPSing. If you have other mana reliant classes in your group, cycling in your mana return nukes will help keep you and them active.