Originally Posted by
Lanhelin
This is only partially true. There are a few quests with mob groups respawning or huge amounts of them (I don't remember the quest names, but like the one where you have to defeat a whole village full of minotaurs or the other where you enter a forest and directly at the start there spawn groups of mobs again and again and you have to defend the area for a certain amount of time) or enemies far away and above, unreachable for melees (like the one Drow-Dungeon in the Sands) or certain quest targets like in the cave dungeon in The Twelve where not killing the earth elementals would cause an additional chest to spawn. In these cases charms are very useful and hardly annoying.
Charmed mobs can always be released, this should not be a problem because it takes only a few more seconds to complete the dungeon. It saves Player-SP, it contributes mob-damage and/or one or the other mob-buff to the party. The only annoying thing is, that Healer Hirelings would heal charmed mobs to full HP, wasting their SP on them. This is the only real annoying thing, maybe melees get a bit annoyed too when their attacks come to nothing. But this is a low price compaired to the advantages.
@Topic:
I thought a bit further about splashing Druid and there seem to be a few viable builds when Wizard 17 is the minimum to get the Mass Hold Monster spell. Splashing Rogue additionally for Trap skills only or +Evasion should work too.
1. Wizard 19 / Druid 1 (pure Enchanter, more high level Wizard spells)
2. Wizard 18 / Druid 1 / Rogue 1 (Trap skills)
3. Wizard 17 / Druid 3 (+1 DC for heightened Charm Animal; Animal Trance, Hold Animal and Cure Light Wounds (Tier 2 Druid spells))
4. Wizard 17 / Druid 1 / Rogue 2 (Evasion)
I'm not sure now which path I'll follow. #3 and #4 appeal to me the most, but on the other side more high level Wiz spells and longer duration of Wiz buffs are also good things to think about.