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

 Dark Myr From an optimization stand point, Dark Myr are perhaps the worst fit for the Enchanter. Their passives are more exploration based, and Enchanters get little benefit from them.

 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 doesn't outweigh the other wasted passives.

 Gnome 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

Humans have one of the best passives for Enchanters: Thronefastian Charm. It increases the effectiveness of skills and abilities modified by Charisma, which is a pivotal attribute for the Enchanter. Their A People Inspired trait provides 2% spell haste and Shield Specialization increases Shield Mastery skill by 10 points which can help keep the Enchanter alive.

Racial Actives TBA

Summary Exceptional: Human and  Gnome. Gnomes are likely the best choice if you're looking to do lots of Tradeskilling, while Humans are better for those who don't want to tradeskill. 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  Elf.

Group Role
Crowd Control (CC) refers to a variety of spells and abilities whose aim is to limit an enemy's ability to participate in a fight. There are two primary forms of CC: loss of control, and positional control. &emsp;&emsp;While many classes have some forms of CC to aid the group, none can match the Enchanter when it comes to controlling the battlefield. Enchanters can mesmerize (mez) their foes, forcing them to cease attacking and stand in a trance until the duration is up or the target takes damage ( Mesmerize). An Enchanter can also choose to charm one of their foes and force that target to fight for them ( Charm).

Utility  is a broad category. It can perhaps best be thought of as a sum of all abilities that do not fall under the other categories (Tanking, Healing, Damage Dealing, Crowd Controlling, Supporting) &emsp;&emsp; Enchanters have a wide range of utility spells, such as illusions ( Squee’s Mimicry), spells to pacify their enemies and lower their agro radius ( Control Breath), and spells to temporarily increase a player's unique faction standing ( Lyrith’s Grace).

Support. A class in the support role has access to beneficial abilities designed to help their teammates survive and fight beyond their normal means, as well as detrimental spells to lower the efficiency of their enemies. &emsp;&emsp;Though not officially listed as a role, the Enchanter has multiple support oriented abilities, such as spells to boost attack speed ( Illusion Graft: Quickness) and mana regeneration ( Enshire's Faint Whisper). Their direct damage spells also restore mana to the Enchanter and their group ( Flay the Mind). &emsp;&emsp;The Enchanter can debilitate their enemies, silencing magic-wielding foes to prevent them from using their spells ( Hush). They can also lower the attack speed ( Illusion Graft: Quickness) and the damage their enemies are capable of dealing ( Eyumai’s Dulling).

Details
Before we go into your role, let's take a look at the spell/spell types available to the Enchanter. Note: we won't be looking at universal spells / spell types (Buff/Debuff/Damage etc), just those with more unique functions.

Spells
Charm - A unique mix of CC/DPS. Charming a target converts them into a pet for the Enchanter. While Charmed, the Enchanter can control who the NPC attacks and also has access to its abilities and spells. Charm is a higher risk form of CC, as the ability 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 agro 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 the Enchanter is 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 the effect, but this is rare and noted in the spell description.

Pacify - These spells are a sort of utility/debuff spell that reduce the agro radius of a mob. Put simply, this spell lowers the range at which a mob will choose to agro 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.

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.

You should figure out who your group's Puller is and offer to help them by using your Pacify spells.

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 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.