Classes: Enchanter
AOE Damage and Debuff
Name Level Target Power Effect Duration Cast Time Damage Type Range Radius
Field of Rapture 9Enemy 7 10%Heat ResistDebuff 20 sec 3 sec - 25 Damage (Heat) 1500 350
Array of Rapture 19Enemy 15 10%HeatResistDebuff 20 sec 3 sec - 53 Damage (Heat) 1500 350
Sea of Rapture 30Enemy 24 15%HeatResistDebuff 25 sec 3 sec - 85 Damage (Heat) 1500 350
Sky of Rapture 40Enemy 32 15%HeatResistDebuff 25 sec 3 sec - 113 Damage (Heat) 1500 350
Galaxy of Rapture 50Enemy 40 15%HeatResistDebuff 30 sec 3 sec - 141 Damage (Heat) 1500 350
Damage - Target takes damage. Damage done is of the spell's given damage type.
Name Level Target Power Effect Cast Time Damage Damage Type Range
Misleading Rapture 1Enemy 2 2.8s 5.00 Heat 1500
Delusional Rapture 5Enemy 4 26 2.8s 26.00 Heat 1500
Mystifying Rapture 8Enemy 5 41 2.8s 41.00 Heat 1500
Duplicitous Rapture 12Enemy 8 56 2.8s 56.00 Heat 1500
Illusory Rapture 16Enemy 10 77 2.8s 77.00 Heat 1500
Deceiving Rapture 22Enemy 13 102 2.8s 102.00 Heat 1500
Beguiling Rapture 28Enemy 17 133 2.8s 133.00 Heat 1500
Phantom Rapture 35Enemy 22 163 2.8s 163.00 Heat 1500
Insidious Rapture 45Enemy 29 209 2.8s 209.00 Heat 1500
Debuff (Combat Speed) - Reduces the target's combat speed, which will cause it to be considerably less effective in melee combat.
Name Level Target Power Effect Duration Recast Delay Damage Type Range
Distracting Scintillation 7Enemy 5 -14% slow 2 min 5s Heat 1500
Soporific Scintillation 14Enemy 9 -18% slow 2 min 5s Heat 1500
Blinding Scintillation 20Enemy 12 -22% slow 2 min 5s Heat 1500
Disturbing Scintillation 27Enemy 17 -26% slow 2 min 5s Heat 1500
Perturbing Scintillation 36Enemy 23 -31% slow 2 min 5s Heat 1500
Agitating Scintillation 48Enemy 31 -38% slow 2 min 5s Heat 1500
Debuff (Combat Speed, AOE) - Reduces the target's combat speed, which will cause it to be considerably less effective in melee combat. This is an "Area of Effect" (AOE) spell which can affect multiple targets in the spell's radius.
Name Level Target Power Effect Duration Recast Delay Damage Type Range Radius
Field of Scintillation 17Enemy 20 -10% slow 2 min 5s Heat 1500 350
Array of Scintillation 23Enemy 28 -11% slow 2 min 5s Heat 1500 350
Sea of Scintillation 29Enemy 36 -13% slow 2 min 5s Heat 1500 350
Sky of Scintillation 37Enemy 46 -16% slow 2 min 5s Heat 1500 350
Galaxy of Scintillation 46Enemy 60 -18% slow 2 min 5s Heat 1500 350
Debuff (Damage) - Target does less damage with melee attacks.
Name Level Target Power Effect Duration Recast Delay Damage Type Range
Dazzling Flash 11Enemy 7 -5 30s 5s Heat 1500
Dazzling Torch 21Enemy 13 -10 30s 5s Heat 1500
Dazzling Flare 31Enemy 19 -15 30s 5s Heat 1500
Dazzling Strobe 41Enemy 26 -20 30s 5s Heat 1500
Post Comment
# Oct 09 2002 at 7:17 AM Rating: Decent
it says in the chart above that enchanters get duplicitous rapture at lvl 12 if they have 8 power... I'm 13, with 9 in light power and I haven't gotten it yet. I didn't even get mystifying rapture... Anyone know what's up? =/

Edited, Wed Oct 9 08:00:27 2002
RE: ummm...
# Oct 09 2002 at 12:16 PM Rating: Default
You need 12 Spec in Bedazzling and it costs 8 power. Gain three ranks in spec, and you'll have it.
How to spec ...
# Sep 10 2002 at 3:42 AM Rating: Decent
Good Morning all,

at first: Sorry for my bad english.
For me, all 3 Spec Lines have there good points, and i worked alot with all of them, now, at 20, i need to respec.

Mana - my first try:
Yes, the AOE Nuke is - Great.
But it is to "special". Ok, in Groups vs NPCs it is a verry big finisher, and in RvR a verry cool thing to defend the Keep Gates.

But in solo i prefer the Light Spec. I can only use 1, or with quickcast, 2 Mana AOEs, and its dangerous, i get damage from the Mob.

I can use 3 Light Spec DDs easy in every figth, at Range. And, the BEST thing if you solo, you do more damage with less Power usage.

Even if i spec in Light, i do some points in this Line. The Attack Speed Buff, the STR Buff and the Damage Add Buff help your Pet GREAT to get some Mobs off you, if you get attacked from a Mob you didnt see. And, if in Meelee Range, your Pet do more Damage for the Time it plays the Tank.

I think it up to you how to Spec.

My choose:
5 in Mana for the Run Speed Buff,
at least 5 in Enchantment for the 3 Base Buffs for your Pet ( Maybe more, i will see )
and the most in Light,
because i solo much and these Nukes are - efficient.

If you think about specing not in Light:
You NEED to get the first attack speed Debuff ( the single one, not the AOE ), think at 7.
It is the ONLY way you can pull a Mob if you have not the CasterPet.
Pulling with a Nuke bring you in deep problems, your pet need tooo much time to get the Agro back.


Tebion, Albion Server ( Europe )
# Aug 01 2002 at 11:49 AM Rating: Default
Why's everyone say the attack speed debuff is useless? Maybe if you're soloing it is, but not in groups. Making a pookha attack 30% or sdome odd percent slower at level 30 has saved the tanks life many atimes. And, it's a shout, so you don't have to waste time casting it (save the 11,21,31 and so on line of torches) And hey, an AoE attack speed debuff can do wonders when in RVR and theres a mass brawl going on.
#Anonymous, Posted: Jun 26 2002 at 2:35 PM, Rating: Sub-Default, (Expand Post) Yea well my dad can beat up your dad.
Light versus Mana
# Jun 19 2002 at 1:50 PM Rating: Default
Mana/Enchanment is the way to go. Light is good Pve, but Mana rocks in RvR. I'm lvl 34 with 28 mana 16 enchanment and still have EXCELLANT DD spells and can solo reds np. Pet is strong, however if a grp of mobs in RvR are around and I quickcast high pboae they are dead period

Good luck with light in rvr
They are both good.
# Jun 01 2002 at 9:39 PM Rating: Default
I don't know - the highest RP caster on my server is a 45 light enchanter. He seems to do just fine.

It's funny, coming in at #2 is a mana Enchanter. Also pretty brutal, but more of a Siege Engine than a real problem outside keep rvr.

Arguing about spec is retarded. Light will own in RvR, Mana will own in RvR. I am going 45 light, the rest in Mana for keep seiging. There's just something about doing 400+ dmg to a tank every 2.0 seconds from 1500 feet that just makes me happy.
sour scintilation
# May 20 2002 at 1:16 PM Rating: Default
The scintilation line dosnt debuff enemy running speed only attack speed. you may think different but your dilusional. Mana/enchantmen spec is the way to go imho at lvl 30 with lvl 20 chantment lvl 18 mana i can solo high reds and if im killing pooks i can even take down not saying mana is the best but if you plan to get into some killer exp groups no one needs a light spec chanter....after all in a dungeon all you're gonna do is pull extra mobs with that scintilation spell and with mana spec you have pbaoe which i do more damage wiht than my lvl 33 full spec light chanter friend does with his light spec dd
Those who fear the dark don't know what the light can do.
# May 03 2002 at 3:21 PM Rating: Default
At the moment, I'm playing a 36th level enchanter who is fully specialized in light magic and I hunt orange creatures as a regular practice.

Focusing on one specialty makes you less effective against some things. Spreading your points will make you weeak everywhere.

<Flame Helix>, Hibernia, Tristan
RE: Those who fear the dark don't know what the light can do
# May 13 2002 at 7:14 PM Rating: Default
For those of you that went light, tis tis.
The light line attack debuff is worthless. If used on a target near another target (does not nec need to be considered baf either)it will pull multiple targets. (hence the AE) I don't know to many tanks that like that, let alone casters.. This also provides a huge problems when playing with bards or ments and breaking their mezzes. The only thing the light line gives you is a mana efficient DD spell. If you spec in light you will get the rapture line nuke, when specced high uses less mana... good in PVE... not in RVR. 9 times outa 10 in rvr I use my base 50 DD nuke spell.. takes some mana but being spec'd totally in the Mana line, I have one of the most uber AE spells in the game. PLUS I have my Mana line cold/matter/heat debuffs. To those of you are not casting heat debuff before you fire your nukes... start now. This acts as a "Enchant Nuke" spell.. The cold debuff will amplify the Eldritchs cold line of nukes (and its some serious damage). My spec was all Mana/Enchant and my pet serves its purpose, as a delay to killing my enemy. With my uber shield I recieve from the Mana line and my enchant weapon spell i get from Enchantment line, my pet does very well. As you can tell (in my opinion) Mana/Enchant combo is the best for enchanters. I just cant see casting attack debuff on a troll before he runs on me and kills me anyway, and btw it does NOT slow their RUN speed as I read in a previous thread. That is no way correct, only attack speed. Hmm a troll hits me twice or three times? I dont like either choice. Target, Face, Stun, Debuff, and Nuke, your pet should already be on it. This is how I have been racking up RP. I just dont have time to attack debuff my mob, and my point was, whats the use? To those of you who disagree with my play style or my reasoning, thats ok, but you should at least see, or try to at least dump enough points into mana to get your heat debuff... This will give you more considerable damage against your targets..

Seventhorn lvl 50 Morgan leFay
RE: Those who fear the dark don't know what the light can do
# Oct 01 2002 at 3:10 PM Rating: Default
oh yeah. on that last post from the chanter on merlin server.... My name is Danih Raszagal from the guild Souls Unleashed. if you play on Merlin and have questions about goin light spec feel free to ask. I'm always on... or close to it.
RE: Those who fear the dark don't know what the light can do
# Oct 01 2002 at 3:07 PM Rating: Default
Hello all. I don't know how old this thread is or if anyone cares anymore but i'd like to say my part anyway. I am a lvl 42 chanter as of now on Merlin server. I specced in light with some in ench since the beginning and at 40 i respecced fully into light. All i can say is wow! right now the base damage on my light spec dd is 163. I'm hitting for upwards of 300-350 on lvl 50 albs in rvr. (i hate albs by the way). I think that's pretty good considering I'm 8 lvls lower. And a lvl 50 mana spec chanter hits for 500 with his heat debuff on yellow con mobs. At 42 I hit for 400+ on yellow con mobs without the heat debuff. so for all you mana chanters that haven't tried light and think it sucks i suggest you try it. It's better than most think. And the attack debuffs are VERY nice for soloing... I'll take the chance to have a mob hit my pet 30% slower anyday. saves me mana on heals.
RE: Those who fear the dark don't know what the light can do
# Aug 12 2002 at 3:20 PM Rating: Decent
I like the idea of speccing light, i don't see a non-insta PBAOE being effective unless you are not a target of your enemies.

I think i will spec mana to get the heat debuff, and then spec light to get some good nukes, then the rest into enchantments. I think a heat debuff followed by a stun, then a barrage of rapture would be a nice sniping weapon... especially since i have the "poor man's stealth" - being a lurikeen, i can do well as a sniper. he he.

RE: Those who fear the dark don't know what the light can do
# May 28 2002 at 5:43 PM Rating: Default
Interesting reply...though, I'd call it a flame.
It's curious that you spent a third of your rebuttal on the attack speed debuff, as I never mentioned it in the first place. (In practice, I never even use it. I agree that it is mostly useless.) You further belittled me by suggesting that I'd use the AoE debuff in a way to draw mass aggro & break mezzes. This sounds like the "straw man" fallacy of relevance to me. I hope people will see through it.

As you've no doubt noticed, your baseline DD spells have a wide range of effectiveness. This is because they're based on light magic specialization. The level 50 baseline DD is roughly equivalent to my 36th level Rapture, but because of my specing, mine consistently does the same damage for less power. May I also add that I'll be getting a 45th level Rapture in the future?

Thanks to mini-dings, I will be able to get a few of those AoE spells as well. They indeed have their uses, but only when the enemy is right on top of you. How long can you stand to have a gang of trolls pounding on you while you try to nuke uninterrupted? (Simple mugging may be crude, but it is effective.) Let's now consider how you may draw mass aggro with your "uber" AoE spell. How much fun would it be to let one of those things go in the middle of a stand of grovewoods? (in all fairness, grovewoods are probably blue or green to you by now, but the point remains valid. Some people like to use the terrain to their advantage. Sun Tzu sure did.) Oh! I will also like having the running speed buffs...they will be nice. I may even stray far enough into Mana Mastery to get the first level heat damage debuffing...that does sound interesting without requiring a serious compromise on my Light speccing. Oh yes, that does catch my interest.

Death comes quickly in RvR. There isn't time to use a complex series of spells that depend on the success of previously cast spells. Spell failure is something you don't really have to face much, being level 50. I assume that just about all your spells take hold, but I still run into purple Trolls on a regular basis. My recipe for success is: Stun, and Nuke as necessary until desired results are achieved.

You did mention using one of my favorite spells though, and I'd like to comment on that. Stun is my all time favorite spell (also a light, level based spell). The recipient of this curse can't do anything but turn in place and talk. No casting, no running, no's like they are forced AFK for what will be 9 seconds at the highest level of this spell. Let me repeat that...NINE...SECONDS!!! That will be enough time for me to fire off three of my most destructive nukes. After that, they still have to get close enough to hit me with a sword. When I'm level 50, and no RvR players con higher than yellow, how many Trolls can withstand firepower of that magnitude?

You have your character specced the way with which your're comfortable, and I have mine. Very few people consider light to be a usefull spec line, and I wished to shed some "light" on the subject.

Sandulak, 39 Enchanter, <Flame Helix>, Tristan

P.S. Are you tired of being a slave to your pet? Spec in light, then you can be the master.
RE: Those who fear the dark don't know what the light can do
# May 12 2002 at 9:35 PM Rating: Default
I would like all of you people who say you should only put your points in one thing!!!!!!!!!!!!!!!!
NO MATTER what you put them in enchanters are so kickass thats its funny i solo anything from yellow to red.So i will say it again it doesint realy matter where you put them!!!!!!!!!!!!!!!!
P.S. i spread my points and my enchanter sounds better than yours!
# Mar 02 2002 at 6:14 AM Rating: Default
AE Debuff
# Jan 18 2002 at 2:58 PM Rating: Default
Well I havent seen it posted anywhere but last night I speced in light to get it to lvl 17 and I received the field of Scintilation spell. I think it has the same debuffing % as the first debuff we get which is about 20% attack slow.

26th Enchanter
# Jan 17 2002 at 5:50 PM Rating: Default
I am a 21 enchanter i have 15 points in light, i have not recieved any Bedazzling spells since i was 8 sec points
Do I switch points?
# Jan 11 2002 at 5:07 AM Rating: Default
I am currently a lvl 20 chanter on Kay. I have put 19 points into enchantment so far and was wondering if I should switch to mana or light to even things out? My pet kicks some serious butt right now with my buffs, and in one more point I get glowing arms buff. But Im wondering if I need to dump poins into light now to compete in RVR. Anyone?

20 enchanter
# Jan 02 2002 at 7:02 PM Rating: Default
Allow me to clarify a few things, I am 35th enchanter, with 30 specs into light. I have not regretted it for a second.....the debuffs are so noticable that at the higher levels. at 35th I have a 30th pet, he can solo yellows with zero buffs...all I have to do is debuff it's attack speed.

I can kill most yellows before they get to me with my damage spell, and with bladeturn I can ALWAYS kill yellows without using the pet. Oranges die in 5 blasts, I decamate groups in RVR with the spec dmg spell...very very mana efficient.

Just the other night I took out a group of three 30th-33rd (blue to me) middies and one green one, this is with a healer or two in their group who I was playing mana war with. being out of LOS is a big advantage, you have to do it, my blast gives no indication of which direction I am in, however if I decided to use my 33rd level base line DD from teh light line they can easily tell where I am casting from due to the LARGE COLUMN of FLAME that goes about 30 feet in front of me.

Anyhow, I can sit here and post all day long about how great teh light line is, but you won't know until you try. Keep light spec about 2 below your level for the first 20 levels, then 3 below from 20-25, then 4 below from 26-30, then 5 below from 31-50th.
Light Magic
# Dec 15 2001 at 4:34 PM Rating: Default

Light Magic > Sun Spec (Bedazzling)
Mana Magic > Moon Spec (Empowering)

Hope this clears up any confusion
# Dec 06 2001 at 10:01 AM Rating: Default
I am looking for info on the new ae speed debuffs!
DD spells
# Dec 01 2001 at 12:34 PM Rating: Default
Are the DD spells Way of the Sun line worth it to put points in over the ones that you get automatically?
Aiding Archers
# Nov 14 2001 at 2:51 AM Rating: Default
What's in these numbers?
# Nov 22 2001 at 7:48 AM Rating: Default
Aiinava (Merlin) Level 25.

Is anyone actually getting 103 DD from spec 22 Deceiving Rapture? Can someone put this together for me? Blue mobs are getting smacked for 190 - 218...

modifying equipment

spectral shroud
mentalist staff
ancient robes (dropped by siabre distorter)
115 total int
RE: Aiding Archers
# Nov 14 2001 at 2:53 AM Rating: Default
You wil aid Archer classes far more with your stun line of spells than with the melee reduction spell.

@ high level stuns equal at least 2 more shots for the Ranger, which equals a dead monster.
RE: Aiding Archers
# Aug 01 2002 at 5:45 AM Rating: Default
your an idiot, instead of the stun, why dont you nuke it silly after the archer does his crit shot and its dead before it gets half way to you...
# Nov 11 2001 at 8:34 PM Rating: Default
Hey fires of heaven, GO BACK TO VEESHAN!
lvl 20 blinding spell
# Nov 08 2001 at 9:12 PM Rating: Default
im lvl 20 and have yet to see this spell listed...
RE: lvl 20 blinding spell
# Nov 09 2001 at 12:34 AM Rating: Decent
Gotta train 20 times in Light to get the spell. It isn't based on level.
re is it light ?
# Nov 07 2001 at 12:41 PM Rating: Default
yes its light magic, Im not 100% sure if scintelation is supposed to slow enemies, because sometimes it does and sometimes it looks like it doesnt. Ill qualify my earlier post with an example.

While hunting with a friend of mines range (who was well above me in lvls at the time) we tried using this spell as a way to assist him.

Basically a ranger is great until he has to put away his bow, with this spell we were finding that the mob would aproach slower and slower the more arrows hit home. We were dropping purple mobs for him before he had to put away his bow.

where as when one of these mobs resisted, it would be on the ranger before the end of the 3rd shot.

Dont confuse this spell with a root spell tho. It wont stop a mob dead in its tracks, but it is effective. Also its a timed spell, so you can hit something that has been affected with the spell, and the effect doesnt cancell with the hit.
# Nov 07 2001 at 8:44 AM Rating: Default
That sounds too good to be true, the part about slowing the mob's run speed as well as attack speed. And the spell description says nothing about that. Can anyone confirm or deny?

But, even without snaring, the Scintillation line is GOOD for a soloing chanter. Yes it's great to pull without extra agro: enchanters just about always want the mob hitting the pet and not their scrawny selves. The sooner they can turn and cast, the better.

Also obviously, less damage from the mob is better.

The other big thing it does for you: when fighting tough mobs you want to delay healing your pet until the pet's dealt enough damage to keep aggro. If I have to heal the pet too soon, the mob chases me and I have to bail. Slowed attack tips the balance big time, allowing the pet to deal a bit more damage before it's in dire need of healing. A little difference there has a major effect.

Also, slower mob attack might let you sneak in an extra spell or two, instead of needing to chain-heal the pet nonstop.

So this line is excellent!
My advice, naturally concentrate on Enchantment but don't totally abandon this line. Get the first Scintillation as soon as you can, without neglecting those killer damage buffs and pet buffs under Enchantments.

I think it's Light magic...does anyone know for sure whether it's Light or Mana magic? I can't tell so far...Enchanter's training choices are Light Magic, Mana Magic, and Enchantments, and it's not clear which line trains up with which skill. I've trained up both equally :( I wish I knew which one not to waste points on.

--Azarion, 14 chanter, Igraine

# Nov 06 2001 at 8:18 PM Rating: Default
Well no one has posted in this thread yet so I will on the topic of the scintillation series of spells.

These are by far the best wepon an enchanter has for pulling mobs and Ill explain why for those that dont know.

1) they do NO damage so as soon as your pet hits the mob for damage the agro to you stops (if you pull with a nuke you will find yourself running)

2) the slow attack will save you about 30%+ of the mana costs for healing your pet per fight. the rational being that if they hit less often, your pet takes less damage.

3) makes the creature chase after you SLOWER, IE you can get away if need be.

4) makes it impossible for an plaer (RVR) to get away from your pet at a run if youve ambushed him

my strat for fighting mobs , pull with this skill, then attack with a buffed pet, cast the occasional heal and colect the xp/loot.

Happy hunting

Lvl 38 enchant
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