Enchanter: DPS Guide


Updated: 12/10/21 for the Terror of Luclin Expansion

As far as spell-casting is concerned, personal DPS usually goes hand-in-hand with aDPS. It is highly frowned upon though to neglect aDPS for DPS (ie: going gung-ho with personal dots all over the place instead of giving priority to Mindreap for synergies off-cooldown). Sure, you can make top 10 DPS in a raid if you absolutely neglected your casters, but at a very high cost to them each losing out on millions of DPS just from the absence of Beguiler’s Synergies.

Enchanters are currently the only caster class that do NOT benefit from their own synergies. Something to also keep in mind. As a brief side-note below:

Cleric + You + Melee Only

If you’re in a melee group with a cleric (no other casters present), this will be the only ever acceptable time during full burns to skip Mindreap on your devoted full burn hotbar. Part of your burn will look like this: IoG -> CH.

Mind Vortex

Mind Vortex is your best DoT. It is manually squeezed in as a substitute for either Mindrift or Throttling Grip under the following scenarios when using either of the Spell Rotations under the General Guide:

During an Enchanter Alliance

If you’re on a raid running an enchanter alliance on the main mob, you can apply and re-apply it (as needed) by doing the following:

  1. Composite Reinforcement
  2. Mindreap
  3. Mindrift
  4. Mind Vortex

No Enchanter Alliance

If you’re on a mob/add where you are not running an enchanter alliance, then you can apply and re-apply it (as needed) by doing the following instead:

  1. Composite Reinforcement
  2. Mindreap
  3. Mind Vortex
  4. Throttling Grip

As you see in both these examples, I am seamlessly integrating my personal DPS without ruining enchanter alliances nor lessening aDPS for my group.

Multiple Mobs

This pertains more to raids with multiple adds that simply get off-tanked (no enchanter CCing). Consult with your raid lead or fellow enchanters to ensure that it’s alright to damage multiple mobs. There are certain events where this is NOT ok. You are using the below info at your own risk.

Fast Dying Mobs

Mind Vortex has a base duration of 30 seconds, and it’s only good if it lasts at least 2/3rds of its duration on a given mob. In scenarios where mobs are collectively dying fast (ie: ten seconds or less), it’s probably a waste altogether. In these cases, I usually just spam my Secondary Spell Rotation in a desperate attempt to make myself appear on the DPS charts.

  • Composite Reinforcement
  • Mindreap
  • Throttling Grip
  • Throttling Grip

Mobs That Don’t Die Too Fast

Enchanters, like Necromancers, can apply dots on multiple mobs. This is where it may pay to use a cycle “nearest NPC” key for quick nearby targeting rather than solely relying on the extended target window.

I’ll assume you, or someone else, hopefully hit Bite of Tashani (AE Tash) first. My targeting and casting will look something like this:

  1. Cycle Target Key
  2. Composite Reinforcement
  3. Mindreap
  4. Mind Vortex
  5. Throttling Grip

… and repeat.

Obviously, Composite Reinforcement will be on cooldown for a whole minute, so you’ll be spending most of the time: Cycle Target -> Mindreap -> MV -> TG.

You don’t want to keep re-applying Mind Vortex until it’s off the mob. You especially don’t want to see your super-awesome twincasted Mind Vortex replaced too soon with an unlucky non-twincast version. During the time you wait to start cycling through the mobs again to re-apply Mind Coil, you can spam your Secondary Spell Rotation in between. My GINA triggers are helpful in alerting you when Mind Vortex wear off.

Enchanter Alliance

Chromatic Coalition (lvl 113 alliance spell) is typically ran with 3 or more enchanters on a single mob. This isn’t a spell you’ll be bothered using on mobs that die fast nor in exp groups alone.

How Enchanter Alliance Works

1. Make sure you have working GINA triggers. It is nearly impossible to keep track of who is casting it or when it fulminates, otherwise.

2. An enchanter order for alliance needs to be established ahead of time. It’s usually best to just do it in alpha-name order.

3. Once your alliance spell hits a mob, a buff will appear on it. All other enchanters will have 18 seconds to collectively land 6 pure damage nuke spells to “fulminate” the buff.

5. Each nuke landed by the other enchanters will have increased damage from the actual alliance buff itself. It is only when it fulminates on the final 6th spell that it triggers about 3.3 million damage on the last enchanter’s nuke.

6. The Main Spell Rotation discussed in the General Guide can be used. However, there is a third rotation discussed below that can be used to ensure fulmination.

Using a Pure Nuke Rotation

There is a pure nuke rotation that can be used for alliances. However, it only works well from both an alliance and personal DPS standpoint if your are ALWAYS fulminating alliances. The rotation is as follows:

  1. Composite Reinforcement
  2. Mindreap
  3. Polyluminous Assualt
  4. Chromashear

Although Polyluminous Assault and Chromashear do far less damage by themselves in comparison to Mindrift and Throttling Grip, you can fulminate alliances faster. Hence, collective Enchanter DPS increases.

Alliance Facts

There are some strange misconceptions about the alliance spell. Hopefully, I can dispel any rumors you may have heard below.

a) Throttling Grip – This spell has an initial DD component in it, but it does NOT count on alliance.

b) Your own nukes will NOT count on your cast of alliance. The devs made it this way so enchanters can’t fulminate alliance spells by themselves with ITC.

Both these points are addressed directly by looking at the spell data for Chromatic Coalition below:


Max Hits: 6 Matching Spells
1: Increase Spell Damage Taken by 65174 (v484, After Crit)
2: Limit Target: Single
3: Limit Effect: Current HP
4: Limit Type: Detrimental
5: Limit Min Level: 106
6: Limit Max Level: 120 (lose 100% per level)
7: Limit Max Duration: 0s
8: Limit Min Mana Cost: 10
9: Limit Effect: Current HP less than -3050
10: Limit Caster Class: ENC
11: Limit Caster: Exclude Self

Number 9 does the check for Throttling Grip to not work (or so I believe) while number 11 does the check for your spells to not count on your alliance.

The Negatives of Alliance

Unfortunately, running an enchanter alliance in the current expansion has downfalls. Namely, buff-locked mobs. Enchanters are experiencing buff-locked mobs more than ever before that end up bouncing or blocking alliance spells.

Crit Chance Rates

In the aDPS Guide, crit chance rate tables were presented. Let’s examine just enchanter crit chance rates. This assumes you have completed all your passive DPS AAs and DoN progression. You may have noticed that for passive DoT crit chance rate, you’re pretty much at the bottom vs other DoT classes.

Revisiting Activated AA Abilities

Here are the numbers again for a full-burn with Ranger Auspice, Druid Group Wolf and Enchanter IoG.

DD Crit Chance Rate:

33% + 13% + 12% = 58% from these three abilities alone

If you add in your passive DD crit chance rate of 58%, you’ll be at 116% which is over the capped amount.

DoT Crit Chance Rate:

33% + 13% + 0% = 46% from these three abilities alone.

Yep, that Druid Group Wolf factors in a big, fat zero into this equation.

If you add in your passive DoT crit chance rate of 34%, you’ll only be at 80%.


Bard – this elusive, mysterious creature is the answer to filling in DD and DoT crit chance rate gaps. If you happen upon one, CHAIN IT TO YOUR LEG!

When bards are running Fierce Eye and Spirit of Vesagran during a burn, that will put you slightly over the DoT crit chance rate cap at 107% for a short period of time. Bards will also enhance your spell damage in other areas, too.

Can I Control This Stuff?

No – you can’t snap your fingers to make certain classes magically appear out of thin air to boost your damage. The main takeaway from this is to understand how your personal DPS can greatly be affected by group make-up.

Calculated Insanity

It makes sense to plan around certain abilities for increased crit chance rate. However, Calculated Insanity is an AA ability where this will not be the case.

This activated AA ability will give you 27 counters for DD spells to do the following:

  • Increases crit chance rate of DD spells by 95%
  • Increases critical DD damage dealt by 20%
  • Has a 20 min reuse

The Not-So-Obvious

  • CI is the only ability that ITC will consume 2 counters per spell
  • Throttling Grip nuke portion does NOT get used by CI

Why Use CI During a Full Burn?

The 95% crit DD chance rate seems to throw enchanters off. Since you have a max passive rate of 58% crit chance rate for DDs, the reality is that you’re going to be over-capped for crit DD chance rate regardless when you use CI.

As a result, you want to only be concerned with the 20% crit DD strength modifier on this ability, and that’s why you want to use it during burns. It stacks with the crit strength modifier from IoG. It makes sense to use it with ITC since you can quickly use it up rather than risk only partially using the counters up while IoG is also active to give it a bigger bang for the buck.


Charmed pets and Summoned Animation pets can be great ways to increase your personal DPS. However, you can only keep one type of pet up at a given time.

Charm Pets

Lately, enchanter charming has taken a back-seat except where charming for CC (in cases where mobs can’t be mezzed). It’s still very much viable in long exp grinds, but the sad reality is that most people do instanced missions. At most it will be briefly for CC purposes in places where you can’t mez but can charm. Either way, you want to send whatever pet you have on a main assist’s mob to contribute some damage for the duration of time you have it.

Dire Charm AA (max rank) – is the ability I would use for mobs that you intend to keep as DPS and guarantee they stay charmed for 6 minutes. You can charm a mob up to your same level. I wouldn’t use this spell on charm mobs meant for CC only. I honestly use this more for exp groups or farming.

Otherwise, the Demand and Command lines of charms will automatically buff the pet. These are charm spells that will charm a pet up to a level below you. You can optionally throw a Night’s Perpetual Terror on the pet for a little extra DPS, too.

Command-Line – These charm spells have a chance to stun the mob once charm breaks. Ideally, they work better in exp groups or solo’ing as a result.

Demand-Line – These charm spells have a chance to lower your aggro on the mob once charm breaks. This works better on raids where you have multiple tanks fighting for aggro on any mob they see so you don’t get chewed up.

Summon: Animation Pets

These pets are your summoned, permanent pets that you can travel from zone to zone and suspend in lieu of a charm pet.

Upon summoning one, make sure the pet is pre-buffed with all TB/MGB buffs. You can “suspend” the pet via the Companian’s Suspension AA to preserve its buffs and then unsuspend when ready to use it in combat.

When you pop the pet out before an event, make sure you also apply Companian’s Aegis and Companian’s Fortification buffs on it. Both of these are AAs that will automatically apply damage-mitigation buffs to the pet. This will especially help on any AE ramps or AE spell damage that may be going on.

Keep in mind that you can only have one pet up at a time. If you are needing or wanting to charm a pet, you have to have the animation pet suspended.

Twincast Mez

Enchanters have two types of single mez spells. One is a longer duration mez and the other is a shorter duration mez, the Chaotic line of mez, that will trigger a twincast effect. The mez must successfully land first in order to trigger the twincast effect to proc on you.

Side-by-Side Comparisons

Reviewing just the base duration alone, Chaotic mez appears rather short, but with current-content foci effects it’s easily pushed to over a minute.

The mana cost is also higher on Chaotic mez, but that dwindles down as well with current-content mana preservation foci.

Chaotic mez does not have the 35% memblur component of the regular mez.

Twincast Effect Proc Examined

The twincast effect that procs off the Chaotic mez gives you two twincasts to use within 18 seconds. It works only on direct damage spells. It does not work on the drown-line of spells either (ie: Throttling Grip).

The twincast effect procs from Chaotic will get used before Improved Twincast Cast, assuming you hit ITC with the procs still on you. However, the twincast effect procs from Chaotic will not take hold on you while ITC is running.

Use Twincast Mez Over Regular Single Mez

As you level, you will get the regular single mez first. Once you get the Chaotic mez, I don’t see any reason to not use it instead.

From a non-DPS standpoint, you might have a better chance of surviving tanks breaking your single-mezzes over and over. This is due to the absence of the memblur component found in the regular mez only. Yet, another reason I choose to use it especially on raids.

How to NOT Use Twincast Mez

Don’t go all crazy yet thinking you should Chaotic mez a mob over and over for endless twincast effect procs to use. In fact, it’s not a good substitute at all for a regular spell-rotation. You will lose both aDPS and DPS in the long-run.

Crowd control is an Enchanter’s first priority. It’s a duty that comes before aDPS and DPS. If you need to mez, you don’t have a choice but to mez. It’s only after the act of mezzing a mob, that you can then make up some of the time you lost not doing DPS with the twincast effect procs instead.

Enhanced Torment

Enhanced Torment is a passive AA ability. Ranks 5 through 6 are available now in the Terror of Luclin expansion. Rank 6 increases the base damage of DoT spells that have a minimum duration of 30 seconds by 36 seconds worth of damage.

The Peculiar Case of Pulmonary Grip

Enhanced Torment not only affects the base damage of Pulmonary Grip’s DoT, but it also affects the initial nuke component – whether intentional or not by the devs. This inadvertently makes Pulmonary Grip your best nuke, too.

Chromatic Haze + Pulmonary Grip

When examining your burn order, this is the reason PG is used by Chromatic Haze. The DD component of PG will be affected and consumed by CH. The idea is to use your best “nuke” to consume CH. Strange how it works, right?

Other DPS Spells

No – Trust me. I didn’t forget other damage spells.

The Constriction Line of DoTs

This one is easy. It’s the crappiest dot, takes up a precious mob debuff slot on raids, and the accuracy debuff component is replaced by debuffs from other casters on the raid – even if it doesn’t give you a message.

I don’t use this on raids nor exp group settings. I find it to be a waste of mana.

Psychological Appropriation

Obtained at level 116, this is your weakest nuke in comparison to all other nukes discussed (Mindreap, Mindslash, Polyluminous Assault and Chromashear).

It does damage and reflects mana back to your group. However, it costs more mana for you to use vs Polyluminous Assualt and Chromashear.

The reasons I generally don’t use this spell:

  • The lower DPS output from this spell.
  • Other classes have mana-regaining spells/abilities.
  • Other classes should better plan their mana usage if they are running out of mana for whatever reason.

I don’t like calling this spell useless, but I think you are fine without it.