Race: ALL, MAGIC ITEM LORE ITEM WT: 0.0 Size: TINY AC: 10 Respawn 16 minutes. Keep in mind that your two most important stats will be Charisma (affects mob resistance to your spells) and Intelligence (determines how much mana you have). Unfortunately its quite high aggro. SV FIRE: +2 SV DISEASE: +1 SV COLD: +2 SV MAGIC: +3 SV POISON: +1 Slot: PRIMARY Race: HUM ERU HIE DEF GNM IKS, MAGIC ITEM LORE ITEM Charm it. DMG: 8 You should also create a /assist X hotkey (with X being the name of your tank), so you can hit assist/tab/mez/tab/mez until things are under control. Class: ALL Slot: RANGE PRIMARY STA: +5 INT: +3 Haste it. If you are soloing 'Grandmaster' level content (Howling Stones East, some areas of Velious) you want mana. Slot: FEET WT: 0.1 Size: TINY The gear, perhaps surprisingly, is weak compared to available Bazaar gear - 800-9… Class: CLR DRU BRD SHM NEC WIZ MAG ENC SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5 Class: ENC WT: 0.2 Size: TINY Class: ALL The group gear drops off different nameds in the expansion pack and comes in the form of Raw Crypt-Hunter Gear. AC: 2 Skill: 2H Blunt Atk Delay: 38 Race: ALL, MAGIC ITEM LORE ITEM Class: ALL Slot: HANDS Class: ALL In battle, enchanters are able to bring order to chaotic situations, often saving their group in a fight that would otherwise be lost. AC: 5 CHA: +13 AC: 35 Class: ENC Race: ALL, MAGIC ITEM LORE ITEM NO DROP Class: ALL The first thing you have to pick then is your race. Slot: FINGER It includes roots, hastes, slows, DoTs, charms, and most buffs and debuffs. Race: ALL except HUM ERU HEF, MAGIC ITEM I usually keep epic haste up on myself for the AC bonus. Enchanted gear name generator . Entrance is different which makes it easier to set up your log parser. Generally speaking it's hard to really screw up creation as an enchanter unless you do something silly like putting all your points into stamina. My favorite pet is Giz X'Tin in Kithicor who is both a rogue and a monk! WT: 0.5 Size: TINY This isn't an in depth guide. CHA: +3 INT: +7 HP: +10 HP: +35 MANA: +25 Race: HUM ERU HIE DEF GNM IKS, Slot: BACK STR: +1 DEX: +1 WIS: +1 INT: +1 AGI: +1 HP: +70 MANA: +70 This behavior has been reported as a bug here: . Soloing is fun for challenge (and it is probably the best xp) but chatting with interesting people is generally more fun. Effect: Lightning Storm (Combat, Casting Time: Instant) at Level 30 AC: 35 Class: ALL Experienced enchanters thrive in chaotic situations where they can make the most of their offensive abilities. Race: HUM ERU ELF HIE DEF HEF GNM, MAGIC ITEM LORE ITEM Slot: SECONDARY Race: ALL, MAGIC ITEM Slot: CHEST 415 Charges: 1 WT: 0.0 Size: SMALL Some other charmed pet suggestions: At higher levels the backstab isn't quite as important since any mob will do a ridiculous amount of damage when weaponized and hasted. Here is a rundown of the different types of ways you can gear up at the start of Battle for Azeroth before Mythic+ Dungeons and Raids. I'm currently leveling an enchanter on FV and I'm very curious about any quests that are good for an enchanter. STR: +15 DEX: +15 STA: +25 CHA: +25 WIS: +25 INT: +25 AGI: +25 HP: +100 MANA: +100 The biggest problem with using an animation in groups is your inability to back it off. WT: 0.1 Size: TINY This entails a lot of spell swapping in that last slot (slow, clarity, haste if you don't have the epic, blur, charm, dispel) but in my opinion its worth it to have the full set of CC tools available. Slot: CHEST Boots 10 Agility (10 skill) 15 Agility (75 skill) Reduce falling dmg by 10%. WT: 2.0 Size: MEDIUM Enchanters are primarily a magic-using class, with the ability to wear cloth armor and wield blunt weapons and daggers. Race: ALL, MAGIC ITEM LORE ITEM Race: ALL, LORE ITEM Slot: FEET Effect: Shield of the Eighth (Must Equip/Can Equip, Casting Time: Instant) Unfortunately Mesmerization will hit you as well if you are in range, so until you are 56+ and level immune make sure you have GRM up! SV FIRE: +8 SV DISEASE: +8 SV COLD: +8 SV MAGIC: +8 SV POISON: +8 Slot: LEGS Alteration is by far the more popular choice as 80% of enchanter spells are of this nature. MANA: +25 Slot: CHEST Class: ENC WT: 0.5 Size: MEDIUM Slot: HEAD Many times you won't need the full 1:36 of Dazzle anyway, especially in a group. One of the most powerful abilities of an Enchanter is the ability to put mobs to sleep with our line of Mesmerization spells. At lower levels you won't have Theft of Thought or Color Skew so you can replace them with a nuke and slow for example. CHA: +8 WIS: +8 INT: +8 MANA: +50 Effect: Alliance (Any Slot/Can Equip, Casting Time: 0.0) at Level 30 Charges: 3 They are not meant to identify the best item at any particular level, but simply provide a guideline of the main sets that are available at various levels. +1000HP from cleric buffs makes recharming a lot easier. Race: ALL, MAGIC ITEM NO DROP Class: ENC You can also try the memblur line of spells, but they require a lot more mana and don't always work. Class: ALL INT: +10 Cast clarity on casters, haste on melee, GRM on everyone, and Shielding/AC/Charisma on yourself. Class: ENC Race: ALL, MAGIC ITEM STA: +10 CHA: +5 AGI: +10 HP: +15 MANA: +20 108 Slot: RANGE SECONDARY Slot: FEET STR: +10 WIS: +15 INT: +15 HP: +75 Race: ALL, MAGIC ITEM LORE ITEM NO DROP Effect: Enduring Breath (Worn) AC: 5 MAGIC ITEM Effect: Conjure Corpse (Any Slot, Casting Time: Instant) SV FIRE: +4 SV DISEASE: +4 SV COLD: +4 SV MAGIC: +4 SV POISON: +4 WT: 3.5 Size: MEDIUM HP: +50 MANA: +50 Race: ALL, MAGIC ITEM Slot: HEAD AC: 5 CHA: +11 WIS: +8 INT: +10 HP: +10 MANA: +20 Class: ALL STR: +10 STA: +10 INT: +20 Race: ALL, MAGIC ITEM WT: 0.7 Size: SMALL This will let you target the mobs without them seeing you. WT: 1.0 Size: MEDIUM It's probably possible to do better. STA: +5 CHA: +7 INT: +15 HP: +80 MANA: +80 MAGIC ITEM LORE ITEM Class: NEC WIZ MAG ENC You should have a good bit of mana left over, so you can pick between playing defense (dispel/slow because your tank is getting hammered or you don't have a cleric or whatnot), offense (charm a pet and embarrass the rogue), or both if you can manage it. Class: ALL Race: ALL except IKS, MAGIC ITEM AC: 13 Class: ENC WT: 0.0 Size: TINY Getting Started:  To start out, there's a great Enchanter guide setup that has some great explanations, suggestions for low to mid gear, and some quests that give some decent lowbie stuff - Good place to start. Race: HUM ERU HIE DEF GNM, MAGIC ITEM NO DROP Class: CLR DRU SHM NEC WIZ MAG ENC SV FIRE: +3 SV DISEASE: +3 SV COLD: +3 SV MAGIC: +3 SV POISON: +3 If you rely on the animation after L35 (some would say L12, but I'm going to be generous) or so, you need to work on your charm skills. Push from melee is what causes most interrupts, not bash. Class: ENC With taps you won't need much mana, and your primary concern is getting bad charm breaks and having to cap out without killing a target with a 10k item. INT: +4 HP: +15 Class: ALL Runes 4. SV MAGIC: +10 You can also lev-jump. Class: NEC WIZ MAG ENC Haste: +36% Skill: 2H Blunt Atk Delay: 36 STR: +5 STA: +5 CHA: +5 HP: +20 MANA: +20 Slot: SHOULDERS ARMS BACK CHEST LEGS the bat/ghoul room next to the bedroom in Gukbottom. Slot: HANDS DEX: +25 STA: +15 AGI: +10 HP: +50 Class: ENC Class: NEC WIZ MAG ENC Bring peridots (you need them for rune anyway) if necessary. Slot: WRIST Race: ALL, MAGIC ITEM LORE ITEM NO DROP SV FIRE: +10 Aggro on Project 1999 happens on ticks, so you can also try to just run by. Class: ALL AC: 7 WT: 3.5 Size: MEDIUM Monk damage and Wizard nukes and Druid healing and really everything else follows a similar pattern. Enchanters choose this as their field of Specialization 120+ dps against general V'ghera would! 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