Enchanter Class In Log Horizon
Type: Mage
Role: Rear Strike, Battlefield Management
HP Level: Very Low
MP Level: Very High
Among the twelve classes, the Enchanter has the highest MP stat. However, its offensive damage in terms of both specialized spells and melee is extremely low, making it inherently a support class. Its defensive stamina is also very low, making it an unsuitable class for solo play and the least popular class in Elder Tale.
Enchanters are usually able to stay in combat for long periods of time because their spells consume MP at a slow rate, and they generally support other party members, rather than engaging directly in combat themselves.
Although Enchanters' spells generally do not do much damage, they can alter the behavior of enemies by confusing them or inhibiting their attacks. Used strategically, this ability can alter the outcome of a battle.
A few builds that are commonly seen among Enchanters.
(Attack Support) Boosts an ally's accuracy. Effective on both melee and magic attacks. While its accuracy boost doesn't increase with skill level, this skill can nevertheless decide a battle's outcome. Once applied, its effect lasts for several hours.
Astral Chaff
(Aggro Management) Divert the enemy's attention from a target by wrapping them in a silver haze. While in effect, the Hate acquired by the target decreases. As a result, it's very useful for keeping rear attackers from drawing too much Hate from the tanks.
Dispel Magic
(General Support) Releases a colorless, soundless ripple of magic to dispel a target's magic effect. Success chance depends on the level difference between the caster and the target. It can be used to remove magical effects such as enemy buffs, binding spells inflicted on allies, or disable magic-based traps.
Elixir
(Recovery Support) Enhances the effect of a Recovery-class ally's skills. Of course, it's useless if the party has no healer. However, in raiding guilds, this skill can make or break a raid.
Flip Gate
(Area Transport) An instant teleportation spell that can only be used in indoor zones. Creates a shining silver door that, when passed through, takes you to the emergency safe area in the active raid zone. It is extremely useful for getting through complicated dungeons without having to fight your way back, or for regrouping when a battle turns south. There is no limit to how many people can pass through the gate while it is in effect and even passersby can use it, making it handy for large parties.
Force Step
(Attack Support) Increases the target's cooldown speed (reduces cooldown time) and increases skill damage for 1 minute. A level 90 Enchanter with a Secret-rank Force Step gives a 20% boost to cooldown speed and a 10% damage boost. It may not seem terribly significant, but it makes a world of difference in battles.
Gain Immunity
(Defensive Support) Reinforces an ally with your magic power, rendering certain debuffs ineffective if inflicted. This effect lasts for several hours. The debuff level and duration limits are far inferior to what Recovery classes can deal with, but unlike their Debuff Removal abilities, Gain Immunity prevents debuffs from being inflicted to start with. If you know what kinds of debuffs the boss inflicts in advance, this can be used to relieve your healers' burden. However, because this skill cannot remove debuffs, it's not as useful if you're going into a battle blind.
Haste
(Movement Skill) Increases an ally's action speed (casting time and auto attack rate). It is often applied before entering battle due to its long duration, but it's a bit MP-costly, so DPSers are typically prioritized. The speed boost increases with skill level, and a level 90 Enchanter can provide a 20% action speed boost.
Infinity Force
(Finisher) (Attack Support) Remove an ally's ability limiter, allowing them to use their skills continuously for 15 seconds. Sorcerers can fire powerful spells repeatedly, and Assassins and Swashbucklers can unleash their most powerful skills. However, Hostility continues to build normally, so they have to brace for a powerful counterattack afterwards. Those under the effect of this skill are surrounded by a golden light. As one of the Enchanter's trump cards, this skill has a long 40-minute cooldown.
Keen Edge
(Attack Support) Enhances an ally's weapon ATK. Upgrading this skill increases the effect's boost. A weapon enhanced by Keen Edge will glow a faint white, and its effect will last several hours. Keen Edge is often used before entering a raid or a difficult battle.
Overrunner
(Movement Boost) While in effect, increase a target's movement speed. An icon of a pair of boots will appear over their head. It doesn't have any other effect, but it may indirectly lower their damage taken by letting them run out of an attack's area of effect. However, it is important not to confuse the target by suddenly using the skill, since the skill takes immediate effect.
Reflex Boost
(Defensive Support) Raises an ally's evasion rate (effect increases with skill level).
Security Wall
(Defensive Support) Gives a buff to allies within range which negates the next Sealing-type condition inflicted on them.
Spinning Fate
Uses magic to reverse the Wheel of Fate and mitigate bad luck.
True Guide
(Attack Support) Creates a magic guide in front of an ally, increasing their accuracy.
Undo
(Defensive Support) Removes debuffs from an ally by undoing the magic that was cast on them.
(Debuffing) Deals a small amount of damage to the enemy and lowers their Defense.
Astral Hypno
(Debuffing) Neutralize an enemy by making them fall asleep; because it "induces a state of unconsciousness" rather than "induces sleepiness", it is effective even on beings that don't normally sleep. Sleeping enemies have a "Zzz" icon above their heads. This effect lasts 20 seconds or until the enemy takes damage. Damage is boosted against Sleeping enemies. The skill's cooldown is a mere 5 seconds, so the effect can be extended by reapplying the skill right before the target wakes up.
Brain Vise
(Debuffing) (Action Restriction) A psychic attack that unleashes a powerful attack on the target's mind. An eye-shaped magic circle forms at the target's feet, then pillars of black light will shoot upwards, engulfing them. If the pillars hit the target, their hit success rate (from magic attacks, weapon attacks, breath attacks, etc.) is drastically lowered. This skill deals relatively powerful damage along with its effect, and in exchange costs a lot of MP and greatly raises the caster's Hostility.
Electrical Fuzz
A lightning-element attack that sticks to the target, swirling around them and dealing damage over time. It's nowhere near as powerful as a Sorcerer or Summoner's attack, so it's usually used in-between cooldowns to prepare for a powerful attack.
Mind Bolt
A pale phosphorous light shot at the target. It deals psychic damage that damages both mind and body, and slightly lowers the target's MP.
Mind Shock
(Debuffing) (AoE) An attack that deals psychic damage, damaging enemies in its range both mentally and physically. Its brilliant light breaks their psyche and is capable of sending enemy armies into a swirl of confusion. Enemies caught in its range are inflicted with Accuracy Lowered and Evasion Lowered. The skill's cooldown is 180 seconds.
Nightmare Sphere
(Debuffing) (Move Obstruction) (AoE) Casts a translucent shockwave towards the enemy, inflicting psychic damage on enemies within its range and inflicting Slowed. Afterwards, it leaves a debuff field that slows any enemy that enters it. While the skill's damage doesn't increase with skill level, the effectiveness and debuff success rate of Slowed is boosted. A level 90 Enchanter can inflict 80% Slowed before factoring in equipment.
Pulse Bullet
Shoots small light bullets that track enemies. It has 0 casting time and cooldown and has very low Hostility gain, making it a pretty decent attack skill... if it weren't for its pathetic damage. There's a legendary Sprinkler build designed to make Enchanter a pseudo-DPS class by endlessly casting Pulse Bullet, but it requires extremely high-specced equipment and most people consider it a joke.
Thorn Bind Hostage
(Attack Support) A set spell that encircles the target in thorns. Although the skill on its own deals no damage, the thorns deal extra damage when the target is hit by an ally's physical attack. The number of thorns produced and damage dealt increase with skill level. This skill has a 2-second cast time and 15-second cooldown.
(Move Obstruction) A shining thread restrains the target, preventing them from moving long distances. However, it does not completely paralyze the target and they can still attack players within a short range A basic skill for Crowd Controllers, it sets up the way for the damage dealers to do their job. Mastering this skill is considered the basics of party operation.
Blackout
(Debuffing) (Move Obstruction) A thin curtain of darkness wraps around the target and then tightens around them. Although it deals no damage, the target will be Incapacitated briefly if it succeeds; and if they are already debuffed, there is a chance to inflict Instant Death based on level difference between caster and target. This skill cannot be used on bosses, but its low cast time, cooldown, and Hostility gain makes it a useful skill against bosses that spawn lots of mobs.
Mana Leak
Interfere with an enemy’s magic circle by cracking it and causing magic power to leak out, ending the enemy’s special move prematurely and causing any buffs it would have gotten to miss.
Mesmerize
Entrances the enemy, rendering them incapable of acting. Raid and Boss-type enemies cannot be targeted.
(MP Restoration) While an ally is under this effect, each critical hit dealt also recovers MP. In Elder Tale where MP recovery is relatively scarce, this skill is one of Enchanter's distinguishing points. An ally under this effect will have a four-leaf clover icon over their head.
Mana Channeling
(MP Support) A support ability that drains the whole party's MP and redistributes it equally among the party. Allies under its effect are connected by a yellow mesh.
Mana Siphon
(MP Restoration) Transfers your MP to an ally.
Mana Transformer
(MP Restoration) Transfers some of your MP to an ally over a period of several seconds. At lower skill levels, around 30% of the MP transferred will be lost, but that amount will decrease at higher levels. It has a rather short cast time and a cooldown of 90 seconds, so Enchanters tend to use this skill liberally thanks to their large MP pools.
Reduces your own skill casting time and cooldown speed. You'll still be limited by cooldown and MP cost, but while under this effect, you can continuously cast skills. The class was balanced with Cast On Beat in mind, so it's used by almost every Enchanter. However, its effect is rather plain, so many players in other classes don't even realize that this skill exists.
Dancing Staff
Imbue magic into your magical tools, allowing them to move as if alive. Their accuracy and effectiveness are enhanced.
Gazing Eye
(Toggle-type) Amplifies the damage of spells that inflict debuffs and status conditions on enemies and deals additional damage. Spells that deal no damage on their own but damage the target on condition, like Blackout and Thorn Bind Hostage, will also have their damage boosted slightly.
Mage Feedback
(Attack Support) Inflicts additional damage with every attack you make. The amount of damage is fixed and ignores DEF, allowing you to deal damage even if you normally wouldn't have. Useful in increasing your damage output, especially with spells that land multiple hits per cast. While in effect, every hit is accentuated by flying sparks.
Prismize
(Attack Support) Changes psychic damage attacks to another element. While in effect, your attacks have a rainbow glimmer.
Psycho Tuner
(Passive) Mind Bolt and Nightmare Sphere will ignore effects that lower or negate psychic damage.
Role: Rear Strike, Battlefield Management
HP Level: Very Low
MP Level: Very High
Among the twelve classes, the Enchanter has the highest MP stat. However, its offensive damage in terms of both specialized spells and melee is extremely low, making it inherently a support class. Its defensive stamina is also very low, making it an unsuitable class for solo play and the least popular class in Elder Tale.
Enchanters are usually able to stay in combat for long periods of time because their spells consume MP at a slow rate, and they generally support other party members, rather than engaging directly in combat themselves.
Although Enchanters' spells generally do not do much damage, they can alter the behavior of enemies by confusing them or inhibiting their attacks. Used strategically, this ability can alter the outcome of a battle.
A few builds that are commonly seen among Enchanters.
- Enhancer: Enchanters of this build focus on supporting allies through buffs and enemy weakening.
- Crowd Controller: this build revolves around controlling enemy groups with spells that disable enemies.
- Mana Controller: Usually a build for Raid parties, those of this build focus on MP restoration and MP management.
- Sprinkler: The Sprinkler build revolves around using Pulse Bullet and Cast On Beat to fire over 30 Pulse Bullets a minute, creating an offensive-type build.
- Evil Eye: Also known as the Gazer Style, this build specializes in inflicting debuffs and then using Gazing Eye to amplify damage against debuffed enemies.
Known Skills
Ally Support
Accuracy Support(Attack Support) Boosts an ally's accuracy. Effective on both melee and magic attacks. While its accuracy boost doesn't increase with skill level, this skill can nevertheless decide a battle's outcome. Once applied, its effect lasts for several hours.
Astral Chaff
(Aggro Management) Divert the enemy's attention from a target by wrapping them in a silver haze. While in effect, the Hate acquired by the target decreases. As a result, it's very useful for keeping rear attackers from drawing too much Hate from the tanks.
Dispel Magic
(General Support) Releases a colorless, soundless ripple of magic to dispel a target's magic effect. Success chance depends on the level difference between the caster and the target. It can be used to remove magical effects such as enemy buffs, binding spells inflicted on allies, or disable magic-based traps.
Elixir
(Recovery Support) Enhances the effect of a Recovery-class ally's skills. Of course, it's useless if the party has no healer. However, in raiding guilds, this skill can make or break a raid.
Flip Gate
(Area Transport) An instant teleportation spell that can only be used in indoor zones. Creates a shining silver door that, when passed through, takes you to the emergency safe area in the active raid zone. It is extremely useful for getting through complicated dungeons without having to fight your way back, or for regrouping when a battle turns south. There is no limit to how many people can pass through the gate while it is in effect and even passersby can use it, making it handy for large parties.
Force Step
(Attack Support) Increases the target's cooldown speed (reduces cooldown time) and increases skill damage for 1 minute. A level 90 Enchanter with a Secret-rank Force Step gives a 20% boost to cooldown speed and a 10% damage boost. It may not seem terribly significant, but it makes a world of difference in battles.
Gain Immunity
(Defensive Support) Reinforces an ally with your magic power, rendering certain debuffs ineffective if inflicted. This effect lasts for several hours. The debuff level and duration limits are far inferior to what Recovery classes can deal with, but unlike their Debuff Removal abilities, Gain Immunity prevents debuffs from being inflicted to start with. If you know what kinds of debuffs the boss inflicts in advance, this can be used to relieve your healers' burden. However, because this skill cannot remove debuffs, it's not as useful if you're going into a battle blind.
Haste
(Movement Skill) Increases an ally's action speed (casting time and auto attack rate). It is often applied before entering battle due to its long duration, but it's a bit MP-costly, so DPSers are typically prioritized. The speed boost increases with skill level, and a level 90 Enchanter can provide a 20% action speed boost.
Infinity Force
(Finisher) (Attack Support) Remove an ally's ability limiter, allowing them to use their skills continuously for 15 seconds. Sorcerers can fire powerful spells repeatedly, and Assassins and Swashbucklers can unleash their most powerful skills. However, Hostility continues to build normally, so they have to brace for a powerful counterattack afterwards. Those under the effect of this skill are surrounded by a golden light. As one of the Enchanter's trump cards, this skill has a long 40-minute cooldown.
Keen Edge
(Attack Support) Enhances an ally's weapon ATK. Upgrading this skill increases the effect's boost. A weapon enhanced by Keen Edge will glow a faint white, and its effect will last several hours. Keen Edge is often used before entering a raid or a difficult battle.
Overrunner
(Movement Boost) While in effect, increase a target's movement speed. An icon of a pair of boots will appear over their head. It doesn't have any other effect, but it may indirectly lower their damage taken by letting them run out of an attack's area of effect. However, it is important not to confuse the target by suddenly using the skill, since the skill takes immediate effect.
Reflex Boost
(Defensive Support) Raises an ally's evasion rate (effect increases with skill level).
Security Wall
(Defensive Support) Gives a buff to allies within range which negates the next Sealing-type condition inflicted on them.
Spinning Fate
Uses magic to reverse the Wheel of Fate and mitigate bad luck.
True Guide
(Attack Support) Creates a magic guide in front of an ally, increasing their accuracy.
Undo
(Defensive Support) Removes debuffs from an ally by undoing the magic that was cast on them.
Attack Magic
Abate Bullet(Debuffing) Deals a small amount of damage to the enemy and lowers their Defense.
Astral Hypno
(Debuffing) Neutralize an enemy by making them fall asleep; because it "induces a state of unconsciousness" rather than "induces sleepiness", it is effective even on beings that don't normally sleep. Sleeping enemies have a "Zzz" icon above their heads. This effect lasts 20 seconds or until the enemy takes damage. Damage is boosted against Sleeping enemies. The skill's cooldown is a mere 5 seconds, so the effect can be extended by reapplying the skill right before the target wakes up.
Brain Vise
(Debuffing) (Action Restriction) A psychic attack that unleashes a powerful attack on the target's mind. An eye-shaped magic circle forms at the target's feet, then pillars of black light will shoot upwards, engulfing them. If the pillars hit the target, their hit success rate (from magic attacks, weapon attacks, breath attacks, etc.) is drastically lowered. This skill deals relatively powerful damage along with its effect, and in exchange costs a lot of MP and greatly raises the caster's Hostility.
Electrical Fuzz
A lightning-element attack that sticks to the target, swirling around them and dealing damage over time. It's nowhere near as powerful as a Sorcerer or Summoner's attack, so it's usually used in-between cooldowns to prepare for a powerful attack.
Mind Bolt
A pale phosphorous light shot at the target. It deals psychic damage that damages both mind and body, and slightly lowers the target's MP.
Mind Shock
(Debuffing) (AoE) An attack that deals psychic damage, damaging enemies in its range both mentally and physically. Its brilliant light breaks their psyche and is capable of sending enemy armies into a swirl of confusion. Enemies caught in its range are inflicted with Accuracy Lowered and Evasion Lowered. The skill's cooldown is 180 seconds.
Nightmare Sphere
(Debuffing) (Move Obstruction) (AoE) Casts a translucent shockwave towards the enemy, inflicting psychic damage on enemies within its range and inflicting Slowed. Afterwards, it leaves a debuff field that slows any enemy that enters it. While the skill's damage doesn't increase with skill level, the effectiveness and debuff success rate of Slowed is boosted. A level 90 Enchanter can inflict 80% Slowed before factoring in equipment.
Pulse Bullet
Shoots small light bullets that track enemies. It has 0 casting time and cooldown and has very low Hostility gain, making it a pretty decent attack skill... if it weren't for its pathetic damage. There's a legendary Sprinkler build designed to make Enchanter a pseudo-DPS class by endlessly casting Pulse Bullet, but it requires extremely high-specced equipment and most people consider it a joke.
Thorn Bind Hostage
(Attack Support) A set spell that encircles the target in thorns. Although the skill on its own deals no damage, the thorns deal extra damage when the target is hit by an ally's physical attack. The number of thorns produced and damage dealt increase with skill level. This skill has a 2-second cast time and 15-second cooldown.
Enemy Inhibition
Astral Bind(Move Obstruction) A shining thread restrains the target, preventing them from moving long distances. However, it does not completely paralyze the target and they can still attack players within a short range A basic skill for Crowd Controllers, it sets up the way for the damage dealers to do their job. Mastering this skill is considered the basics of party operation.
Blackout
(Debuffing) (Move Obstruction) A thin curtain of darkness wraps around the target and then tightens around them. Although it deals no damage, the target will be Incapacitated briefly if it succeeds; and if they are already debuffed, there is a chance to inflict Instant Death based on level difference between caster and target. This skill cannot be used on bosses, but its low cast time, cooldown, and Hostility gain makes it a useful skill against bosses that spawn lots of mobs.
Mana Leak
Interfere with an enemy’s magic circle by cracking it and causing magic power to leak out, ending the enemy’s special move prematurely and causing any buffs it would have gotten to miss.
Mesmerize
Entrances the enemy, rendering them incapable of acting. Raid and Boss-type enemies cannot be targeted.
MP Management
Karma Drive(MP Restoration) While an ally is under this effect, each critical hit dealt also recovers MP. In Elder Tale where MP recovery is relatively scarce, this skill is one of Enchanter's distinguishing points. An ally under this effect will have a four-leaf clover icon over their head.
Mana Channeling
(MP Support) A support ability that drains the whole party's MP and redistributes it equally among the party. Allies under its effect are connected by a yellow mesh.
Mana Siphon
(MP Restoration) Transfers your MP to an ally.
Mana Transformer
(MP Restoration) Transfers some of your MP to an ally over a period of several seconds. At lower skill levels, around 30% of the MP transferred will be lost, but that amount will decrease at higher levels. It has a rather short cast time and a cooldown of 90 seconds, so Enchanters tend to use this skill liberally thanks to their large MP pools.
Self Reinforcement
Cast On BeatReduces your own skill casting time and cooldown speed. You'll still be limited by cooldown and MP cost, but while under this effect, you can continuously cast skills. The class was balanced with Cast On Beat in mind, so it's used by almost every Enchanter. However, its effect is rather plain, so many players in other classes don't even realize that this skill exists.
Dancing Staff
Imbue magic into your magical tools, allowing them to move as if alive. Their accuracy and effectiveness are enhanced.
Gazing Eye
(Toggle-type) Amplifies the damage of spells that inflict debuffs and status conditions on enemies and deals additional damage. Spells that deal no damage on their own but damage the target on condition, like Blackout and Thorn Bind Hostage, will also have their damage boosted slightly.
Mage Feedback
(Attack Support) Inflicts additional damage with every attack you make. The amount of damage is fixed and ignores DEF, allowing you to deal damage even if you normally wouldn't have. Useful in increasing your damage output, especially with spells that land multiple hits per cast. While in effect, every hit is accentuated by flying sparks.
Prismize
(Attack Support) Changes psychic damage attacks to another element. While in effect, your attacks have a rainbow glimmer.
Psycho Tuner
(Passive) Mind Bolt and Nightmare Sphere will ignore effects that lower or negate psychic damage.
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