How I Play My Level 80 Enchanter
A walkthrough of my level 80 EverQuest Enchanter set up as a boxed ADPS provider. Covers debuffs, the DoT-heavy nuke rotation, the rune buff stack, group runes, defensive cooldowns, and the choice to skip charming entirely in a multibox setup.
A level 80 Enchanter built as a boxed ADPS provider. Tash debuffs, slow, group runes, and a DoT-heavy nuke rotation. Skip charming entirely in a multibox setup. The full ADPS power comes online at 130, but the foundation is here.
Session Overview
Why no charming, no mezzing.
- Role: ADPS provider, debuffer, rune support. Eventually the centerpiece of late-game synergy at 130.
- No charming: Pet breaks every 1 to 6 minutes randomly. Not worth the complexity in a 6-box where the Mages and Wizard already crush damage.
- No mezzing: Warriors, Paladins, and Shadow Knights all do AoE. They break mezzes, so just kill faster.
- When to charm: Solo from level 12 to 65. After that, the cost-benefit doesn't pencil out for boxes.
Debuff Stack
Set up the target before the rotation fires.
- Den of Tashan: Current Tash line. Lowers magic resistance and increases chromatic spell damage. Critical for the Enchanter's chromatic nukes. Cast on every mob.
- Desolate Deeds: Level 69 slow. Still the best option at 80, no upgrade until the SoD heroic tier (81 to 82), with an AA version at 90.
- Color Cataclysm: Point-blank AOE stun for filler. Only fires if everything else is on cooldown.
Nuke Rotation
The DoT-heavy multibind.
- Mind Oscillate: 1,200 damage 30s DoT with mana steal. First in the multibind. 10s reuse means it constantly refreshes.
- Mana Resurgence: Self-buff aura. Every nuke you cast has a 10% chance to trigger an additional mana incursion strike for bonus damage. 30s reuse, fires in the multibind.
- Multichromatic Assault: 2,100 chromatic nuke. Main damage spell. Hits harder when Tashan is on the target.
- Strangling Air: Instant cast nuke + DoT. ~830 initial, occasional 5,000+ crits.
- Color Cataclysm: Filler stun (rarely fires in normal rotations).
Two DoTs running: With Mind Oscillate and Strangling Air both ticking, the Enchanter contributes consistent damage between nukes. A notable jump from a pure nuker rotation.
Group Runes & Buffs
The reason to bring an Enchanter even at low levels.
- Rune of the Deep: Group rune. Costs 2 Peridots per cast, gives everyone ~4,000 damage shield. Cast it during every buff rotation.
- Multichromatic Rune: 2,000 self-rune that does damage when broken (similar to the Ethereal Rune line).
- Voice of Cognizance: Current clarity line. Keep up at all times.
- Hastening of Erradien: Current haste, group buff.
- Mystifier's Aura: Mana regen aura for the group. Helps the Druid and other casters keep mana topped up.
- Orator's Unity: Current Unity AA. Casts ward + armor shield buff in one click.
- Improved Familiar: Stat and damage buff. Always on.
Defensive Cooldowns
The Enchanter's escape valves.
- Friendly Stasis: Pulls a friendly target out of combat into stasis. Saved my Wizard and Druid more than once.
- Self Stasis: Same trick on yourself. Separate timer from Friendly Stasis.
- Veil of the Mind Shadow: Melee absorption increase.
- Mind Over Matter: Convert melee damage into mana drain instead of HP damage.
- Doppelganger: Aggro dump via illusion summons.
- Group Perfected Invisibility: Available at 76. Group-wide standard invis for navigation.
Class advantage: Enchanters get evader's stasis at level 80, five levels earlier than every other class. Use it.
Mana & Crystals
Sustain for casters.
- Azure Mind Crystal (AA): Restore 2,000 mana. Create stacks at login and burn through them.
- Sanguine Mind Crystal: Same idea, but restores HP.
- Gather Mana: 20,000 mana restore, 1-hour reuse. Emergency button.
- Elder Drune: 5,600 instant rune. Doesn't stack with Multichromatic but useful as a top-up.
Burn Sequence (Limited at 80)
The Enchanter's burns aren't online yet.
- Silent Casting: Lowers aggro on all spells cast.
- Doppelganger: Aggro dump via illusions.
- Companion's Fortification: Defensive cooldown. Survives the burn.
- Arcane Whisper: Targeted hate dump.
Coming later: The real ADPS burn buttons (Chromatic Haze, Aura Mastery, etc.) come online at higher levels. At 80 you're mostly providing passive support.
Gear Progression at 80
The Enchanter's gear matters less than the tank's.
- Elegant Defiant: Bare minimum baseline.
- Paragon Silk (Seeds of Destruction): Best path if you're investing time. Equivalent to House of Thule tier 1.
- House of Thule Tier 1: Fear Itself zone. Names are practically permanently up. Doable solo with mercenary.
- Marks of Valor merchant: Buy SoD and HoT tier 4 gear from the Call of the Forsaken merchant in Ethernere: West Karana.
- Skip Underfoot: Not worth the time. Characters die instantly without proper gear.
Hotbar & Multibind
One-button play.
- Spam button (5): Mind Oscillate → Mana Resurgence → Multichromatic Assault → Strangling Air → Color Cataclysm.
- Assist button: X target 19, bound to the main tank's target.
- Rune button: X target 20, group buff including Rune of the Deep + Multichromatic Rune on self.
- Mez buttons (7/8/9): X target 7/8/9 → Mystify → Quelling Wave (targeted AOE mez).
- Friendly Stasis hotkeys: One-click hotkeys for the Wizard and Druid.
Quick Rotation Cheat Sheet
- Pre-pull: Voice of Cognizance, Hastening of Erradien, Mystifier's Aura.
- Buff round: Rune button (X target 20). Rune of the Deep on group, Multichromatic Rune on self.
- Engage: Spam 5. Mind Oscillate → Mana Resurgence → Multichromatic Assault → Strangling Air.
- Maintain: Two DoTs ticking, slow on tough mobs, Tash on every mob you fight.
- Anyone in trouble: Friendly Stasis them and let the Wizard or Druid evac the group.
- Emergency aggro: Doppelganger → Arcane Whisper.