Enchanter Build
The Enchanter commands those around him to do his bidding. He brings peasants and kings, oozes and giants,
to complete servitude. Turning armies against themselves, the Enchanter is both a general and bringer of chaos. The inexperienced will too often find an Enchanter admist as army that may turn upon its commander.
You will race through dungeons, command legions with ease. An asset to any party, an Enchanter is a harbinger of certain death to his enemies, usually at their own hands.
Enchanters can bewilder mages and clerics into blabbering infants, cause the most evil fighter to dance as a jester, cause entire mobs to stand dumbfounded.
Enchanters are the ultimate controllers. Fighters will find their enemies frozen as the Enchanter's compatriots take foes down in critical fashion.
his is an attempt to use the Enchantmen spells to come close to a true Enchanter build. The spells listed are ones that do something other than buff or the like.Reality: Dungeons and Dragons was not set up to have a character fully incorporated into a set school of magic. The spells are just not there.
In DDO, Enchantment spells focus primarily on Holding, Persuading, Dancing, or bewildering foes.
For this essay I shall make suggestions for a Enchanter-nuker and a Enchanter-Necro mage. And as an Add on, will highlight spells of the conjuration class.The spell list is not very balanced and you should add damage metafeats and minor in Necromancy or evocation. You can be an Enchanter with a minor in Evocation (nuker) or Necromancy (fear/death/stat damage)
Stats: max intel or charisma. Good dex for AC, some con for hit points, and some stength for running faster, carrying loot, and hitting mobs from behind or while held. No set build needed.
The addition of spell penetration feats will allow greater chance of charming, holding, or affecting Drow, Jarliths, rakshasa and a host of mobs in DDO.Enchanter Feats: Enchantment Focus, Greater Ench. Focus, heighten, Spell penetration
Optional Feats: Evocation or necro focus, meta feats of max, emp, extend, greater spell penetration...or conjuration focus..or even transmutation focus.
Enhancements: Spell pen, mana, improved heighten, stat, etc...Your main Enchantment based spells
level 1
Charm Person Will save
Hypnotism Will save
level 2
Touch of Idiocy
Otto's Resistible Dance Will save negates
Level 3
Hold Person Will save
Suggestion Will save
Level 4
Crushing Despair Will save
Charm Monster Will save
Level 5
Feeblemind Will save
Mind Fog Will save
Dominate Person Will saves
Hold Monster will
Level 6
Mass Suggestion will saves
Symbol of Persuasion Will save
Level 7
Hold Person, Mass will save
Otto's Sphere of Dancing will save
Power Word Blind
Symbol of Stunning Will save
A list of Necro spells found here
http://forums.ddo.com/showthread.php?t=115773
A list of Evocation spells found here
http://forums.ddo.com/showthread.php?t=115780Enchanter-Conjurer
With the power of enchantment, followed with the focus on conjuration, you will add the conjuration spells to your special powers. Spells like web, niacs, grease, glitterdust, acid spells, and fog/ckill will now be more powerful than ever before. You can still carry damage spells, but your true power lies in completely halting anything coming towards the party.
Conjuration Focus spells
Level 1
Grease Reflex save
Obscuring Mist
Niacs Cold Ray Reflex save
Level 2
Glitterdust will save
Fog Cloud
Web
Melfs Acid Arrow
Level 3
Stinking Cloud
Sleet Storm
Level 4
Solid Fog
Acid Rain
Level 5
Cloudkill
Level 6
Acid FogEnchantment is not just charming...Note: Transmutation is not a bad choice as a minor, although not many spells are in that class...notable and cool exceptions include disintigrate, flesh to stone, slow and ooze puppet.
Great things to do as an enchanter besides charming:
(and you will see why enlarge is one of the best feats, after heighten, as you read this)....
- Draw no aggro from a beholder and feeblemind him. He will not harm party anymore.
- Cause enemies to dance, either one or a whole group.
- Take out enemy casters with feeblemind, touch of idiocy, and more.
- lay mind fog down so -10 will saves abound.
- Stunning with symbol or hypnotize is a very powerful way to just bring a battle to a stop.
- Hold person/monster, even on a mass scale. Allows your fighters to critcally hit the enemy to death in seconds.
The real power lies in the use of charm and persuasion. Red names are not usually affected by enchantment spells, but the 20 or 30 charmed monsters will definitely keep him off you as you throw your few damage spells at him.
The art of charming, and it is an art, is somewhat complicated and takes a while to figure it out. Many times you may over charm, while other times you may not charm enough. Suffice to say though, the worst thing your party will be doing is healing while waiting for a charm to break.
By using individual charm spells like cham monster and dominate person, you ensure a long time before a monster breaks and that they will not all break together. This is important and an awesome way for your mobs to rack up kill counts.
Although there is much debate on the good and bad of charming, clerics do like to not spend money and die because they are out of mana.Enchanters do one thing more than any other kind of arcane.....they will save the cleric a ton of mana and wands. Although fighters may dislike charming, you will find clerics eagerly wanting to join your parties and have fun with you. This ensures you will get a cleric quickly while other LFMs are all sitting there waiting for a cleric.
This is absolutely true.
Raids:
With your minor in Evocation, you will find your damage spells work well.
With transmutation minor and spell pen, you will never miss stoning a giant in the pre-reaver raid.
With your necro, you will FOD anything that moves, if it does not have deathward.
This 'non-nuker' status, raid or non raid, will be balanced out by the fact that you can carry any party through just about any dungeon with ease. This will ensure the final battle with the red names will find your cleric at full mana and wands, your party still fresh and ready to go, and you can work as a team to easily take out the end boss.
The dungeon is yours to command, do not be afraid.