Enchanter: General Guide


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

The general guide will cover all your duties as an enchanter. New enchanters can largely get on by in the beginning with just auto-granted advanced alternative abilities and spells in non-raid settings. As you gain levels and start working on AA abilities, you will want max out aDPS-related AAs first since they serve an integral part in the benefit you give casters as well as bolstering your own DPS.

aDPS stands for assisted damage per second – basically, increasing the damage of other caster’s spells in your group. You have a number of abilities which will be discussed along the way that add DPS to other casters’ spells. You will be spending most of the time providing aDPS to your group while debuffing and crowd-controlling in between where needed.

Spell Lines

These are basic spells-lines to acquaint yourself if new to the Enchanter class. Important spell-lines are discussed further in their own separate chapters.

Resist Debuff – Tash reduces magic resists. It is the single most important debuff to land first on a mob to minimize any resists for yourself and others landing spells.

Enthrall (Mez) – Your most popular crowd-control spells. Mez will “sleep” the mob for a duration of time. Any damage to a mezzed mob will wake it up.

Mana Regen – Buff for mana-users. Faster mana regen = less downtime.

Haste – Attack speed buff for melee. The faster they swing, the faster mobs die.

Slow – Reduces the attack speed of a mob.

Root – If a mob is mez-immune, too high level, or it is DoT’ed, you can park it with a root spell instead.

Stun – Stunning mobs can help mitigate damage that a tank takes or briefly lock them until followed up with a mez.

Rune – Runes absorb up to a set amount of damage. Some runes will also use up vendor-bought components.

Charm – Let’s you control a mob for a period of time and contribute towards DPS with it. It can also be used for crowd control in places where you can’t mez.

Calm – A great assistive pulling tool. It reduces the aggro radius of a mob. It’s great for trying to pull a camp of mobs. BUT, you can’t pull mobs through each other.

Memory Blur – Makes a mob forget you by wiping it’s memory. In cases where your group is overwhelmed by mobs, or can’t get away fast, a blur can work on rooted or mezzed mobs while everyone safely gets away.

Fear – Makes a mob run away. Fear is great for fear-kiting along with a snarer such as a necromancer, druid, or wizard in an open zone.

Damage Over Time (DoT) – DoTs not only decrease HP per tick, but they may also have a debuff component that lasts for the duration of the DoT (ie: stat reduction).

Cancel Magic – Will dispel/remove beneficial effects off a mob. If a mob has a damage shield, haste or some type of a beneficial buff on itself, it can cause havoc on a tank if it is not dispelled.

Runes & Spell Guards

Basic Survivability comes from a combination of self-runes and spell guards that you’ll want to keep up as much as possible.

Self Runes

Part of your personal survivability. You must keep them up at all times on yourself. The following runes are the current ones to use:

1. Shield of Inevitability – quick-refresh, strong direct damage spell guard and melee-strike rune combined into one.

2. ** Polyluminous Rune – quick-refresh, damage absorption rune with a PB AE stun once consumed.

3. Eldritch Rune – AA rune, always pre-buffed.

4. Veil of the Mindshadow – AA rune, always pre-buffed.

** I’ve been asked often why I don’t use the unity rune line. Half of it doesn’t stack with eldritch rune, which is a better rune at max ranks. It also has an awful refresh time versus Polyluminous Rune.

Spell Guards

1- ** Deviser’s Auspice – melee strike rune and absorbs 25% of incoming DoT damage (up to a set amount)

2- Legion of Liako – absorbs 20% of incoming DD damage (up to a set amount)

3- Legion of Xetheg – absorbs 20% of incoming DoT damage (up to a set amount)

** It is preferable to use Deviser’s Auspice, in lieu of Legion of Xetheg, when TBing/MGBing runes on a rune rotation during raids. This is due to the fact that the DoT absorption percentage is higher.

There are other spell guards in the form of AA abilities which are discussed later in the AA Ability Guide.

Targeted Runes

Targeted Runes are predominantly used in TLPs – for spamming MT tanks and keeping on yourself. In current content you may get yelled at for putting it on a tank. There are only a few special circumstances to use them, and it will most often end up being in a group scenario – such as in the case to throw on a squishy player in group, but I won’t go beyond that here.

aDPS Basics

aDPS stands for assisted damage per second. It is the main benefit you provide to damage casters in your group. Many of your aDPS abilities/procs will also enhance your own personal damage, too.

What Constitutes as aDPS?

You provide aDPS through three means:

Auras – Primarily keep up Mana Replication Aura along with Twincast Aura. This is discussed in further detail under the Auras tab.

Sustained aDPS – A spell rotation is used to help sustain your aDPS as well as your personal DPS. The more damage spells you cast, the more aDPS you are doing. This is heavily reliant on having the max ranks of key aDPS AAs which are discussed further in the separate aDPS Guide.

aDPS Burn – This is where you activate special AA abilities for a huge aDPS and damage boost. Such abilities will have long refresh timers and need to be used at opportune times (ie: during a raid encounter or killing a named in a group mission).

You’ll want to familiarize yourself first with the following activated aDPS burn abilities (descriptions given are based on the max rank obtained for each):

1- Illusions of Grandeur – lasts 2 minutes, ability refreshes in 12 minutes

  • Increases chance damaging spells will deal critical damage by 13%
  • Increases damage dealt by critical direct damage spells by 180%
  • Increases damage dealt by critical damage over time spells by 140%

2- Chromatic Haze – last 12 seconds, ability refreshes in 10 minutes

  • Increases base damage of 2 direct damage spells by 390%
  • Increases chance that spells will deal critical damage by 100%

3- Spire of Enchantment – lasts 1:30 min, ability refreshes in 7:30 minutes

  • Increases chance direct damage spells will deal critical damage by 9%
  • Increases your maximum mana by 8000 points
  • Increases your mana regeneration by 400 points

IoG and CH are generally used within the same burn routine for optimal aDPS. Spire is typically used as a filler in between IoG refreshes or to bridge any crit chance rate gaps. More on that is discussed in the separate aDPS Guide.

aDPS Burn

This is the burn you want to use whether you are in an exp group or in a raid group. You should burn often as you can. It can help kill a mob/named faster.

  1. Forceful Rejuvenation (AA)
  2. Composite Reinforcement (Spell Gem)
  3. IoG + Improved Twincast + Calculated Insanity + Focus Arcanum
  4. Mindreap (Spell Gem)
  5. Chromatic Haze (AA)
  6. Robe Clicky Item
  7. Throttling Grip
  8. Mind Vortex

Two Auras can be kept up at the same time. They appear in a separate aura window when you have them active. Many auras can act as beneficial group buffs (especially for aDPS) provided that your group is standing near you.

There are “permanent” auras that expire only when you die. Then there are auras that expire after a set period of time or after their set benefits (ie: procs) have all been consumed.

Main Auras

For starters, the first two auras are the main auras you want to be concerned keeping up most of the time:

1. Twincast Aura – level 84 permanent-type aura. It is obtained from the Seeds of Destruction expansion. Grants a chance for all group members inside the the aura to twincast their spells.

2. Mana Radix Aura – level 120 mana-strike aura, expires after a period of time. Adds the chance for all group members inside the aura to gain additional damage procs to their damage spells.

Situational Auras

3. Arcane Disjunction Aura – level 84 magic debuff aura. It places a stationary “ward” on the floor. Only useful for heavy AE mez resists. The last known use for it was probably in the TBL expansion.

4. Enhancing Aura – level 118 spell focus aura, slightly increases the base damage of direct damage spells. It’s situationally used instead of Twincast Aura when Improved Twincast is running. Oftentimes used if there is a second enchanter in group.

5. Marvel’s Aura – mana regeneration line. Only used if there is a second enchanter in group.

Unfortunately, all other auras not mentioned offer such miniscule gains that it is simply not worth the aDPS loss to be bothered using them.

Spell Rotations

Your sustained aDPS primarily comes from spell rotations. The more damage spells you cast, the more aDPS you give your group. There are two spell rotations that enchanters should learn first. A third rotation is situationally used for enchanter alliance on raids, and it will be discussed under the DPS Guide only.

Spell rotations are basically spells that you cast in a particular order and continue to cast in the order that they refresh.

Main Spell Rotation

  1. Composite Reinforcement
  2. Mindreap
  3. Mindrift
  4. Throttling Grip

This is an ideal all-around rotation to learn to use first. It fulfills the following:

  • Priority to Composite Reinforcement.
  • Next priority to Mindreap which will always proc Beguiler’s Synergy.
  • Mindreap, Mindrift and Throttling Grip will have chances to periodically proc Gift of Hazy Thoughts.
  • This rotation can also fulminate Enchanter alliances during a raid.

Secondary Spell Rotation

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

This is a far more mana-intensive rotation. It fulfills the same aDPS as the main rotation but it does not work well for fulminating alliances. It’s technically the best personal DPS rotation while also fulfilling all aDPS needs for the group.

Multibind Keys

The preferred method to sustain spell rotations without skipping a beat is through multibind keys (aka “mash keys”). They work better than using social keys which tend to skip over spells.

Use a dedicated Hotbar to keep both spell rotations. In this example, I am using Hotbar 10.

My Hot Buttons 2 through 5 are used for the main spell rotation, while Hot Buttons 8 through 11 are used for the secondary rotation.

Open up your options window (ALT + O) and click on the “Keys” tab. From there, under the “select category” dropdown menu, select the hotbar you are using. In my case again, it’s Hotbar 10.

My Hot Buttons for the first spell rotation (2 through 5 here) are mapped to the “J” key on my keyboard. The secondary rotation (8 through 11 here) are mapped to the “K” key on my keyboard.

Try it out on a combat dummy. Map your spell rotation to an assigned multibind key and see how it works! You’ll notice that while you mash the multibind key, you can freely move your mouse around your screen to do other things or click other abilities in between.

Combat Innates

Combat Innates are spells that basically have a short duration or a limited use period. They are found under: Utility Beneficial -> Combat Innates.

Composite Reinforcement

Level 111 spell. This is the first and most important one to discuss as you may notice by now that it is the primary spell to keep up in any spell rotation you are using. It is part of your dicho-line of spells which gets “better” or grants you higher ranks of the spell as you do progression in a given expansion.

It has a 12 second base duration and can be recast every minute. It is an integral part of sustained aDPS, and you want to keep this spell as much as possible on cooldown. It restores a small amount of mana, adds damage to damage spells, and adds additional damage procs (aka mana-strikes) to damage spells.

Night’s Perpetual Terror

Level 115 spell. Applies a Scarecrow illusion and applies a separate buff that offers a chance to proc with melee-strikes only a mana drain. Most people tend to block the illusion component to not clutter their buffs.

The combat-proc buff has a base duration of 8 minutes and can be further extended up to 18:48 minutes with extended duration focii. This spell takes 1:15 minutes to recast. However, if you have Hastened Night’s Endless Terror passive AA at max rank, it drops to a 30 second recast. Anybody who melees, including casters, loves this spell and will ask for it often.

Ward of the Beguiler

Level 120 spell. Self-buff that can mez any mobs below level 123 that hit you for up to 12 seconds. The base duration of the self-buff is 10 minutes but can be extended to 23 minutes with extended duration focii.

I usually keep this self-buff on in group content (it can also be great for a pulling or charming enchanter on that note). It’s worthy of mention here.

Mana Rebirth

Due to Composite Reinforcement and a mana-strike aura (ie: Mana Radix Aura) being used together, the Mana Rebirth spell gets diminished use. It may only make sense to use it on yourself or someone else if you don’t have a whole lot else going, but that can decrease your aDPS if you keep stopping to cast it. This is a single target mana-strike buff.

PB AE vs Targeted AE Spells

I tend to find Enchanters that started playing in recent expansions more confused over the topic of PB AE and Targeted AE spells. While I can’t give every scenario for them, my goal is to make you think better about their usage.

Point Blank (PB) AE Spells

Spells which don’t require you to have a target and will do something around a small radius of yourself. Enchanters have PB AE stuns and PB AE mezzes.

Key Notes + Usage

1. PB AE mezzes do not overwrite Targeted mezzes.

2. PB AE spells will land up to a 30 unit radius around you.

3. PB AE spells all have a 0.5 pushback in the direction you face.

4. Extended range focus effects do not affect any PB spells.

5. PB AE stuns and PB AE mezzes last 6 seconds and are not affected by extended duration foci.

6. Test with a combat dummy the max range to get a sense of how close you need to be for PB AE spells to land.

7. PB AE spells are best used in situations where you get jumped by mobs on all sides (ie: left, right, behind you, and front).

8. If you need to lock down a charm mob that breaks and makes a bee-line for you, a PB AE spell can be useful as backup.

In the Rains of Fear expansion, an additional PB AE mez line was introduced, the Perilous line at level 100, which lasts 12 seconds but has a chance to increase mana cost with use. It is more favorable to use this line of spells simply for the increased duration in many scenarios, but take note of the mana increase cost. It may not work well in places where you get drained of mana.

Targeted AE Mezzes

Spells which will land around a radius of the mob you have targeted.

Key Notes + Usage

1. If the targeted mob is too close to you once the spell finishes casting, you may end up getting mezzed along with the mobs.

2. Targeted AE mezzes take longer to cast than PB AE mezzes.

3. Great for a cluster of mobs coming from a distance, but not great for scattered mobs around you.

PB AE Stun or PB AE Mez?

There are specific raid events which will warrant using either PB AE mezs or PB AE stuns. I wouldn’t be too worried which to use since you’ll usually know or be told in advance. But in groups, this is where some confusion may arise:

1. Know your mobs. You can always test out single mezzes and stuns to figure out stun-immune or mez-immune mobs and adapt accordingly.

2. Know your group. If you obviously have people that are only going to be AE DPSing to their hearts content, training themselves and breaking mezzes the moment they land, you will be better off keeping up a PB AE stun.

3. Squishy groups. There are groups out there that will probably die if an add mob even blinks at them. True story. I would probably use a PB AE stun in these rare scenarios where possible.

4. You’re the puller. There are some fantastic enchanter pullers out there. In these cases, I would try to keep up a PB AE Mez to not get overwhelmed if the mobs rush you on a bad pull.

There are AA abilities that can be used as alternatives to all of these which are discussed in the AA Ability Guide.

General Spell Lineup

You’ll want to have spell sets for different occasions. I have spells sets for prebuffing, specific raid encounters, charming and pulling in exp groups – to name a few. By organizing and saving spell sets in advance, you can cut down on time searching for spells to swap through. Here is a general one you can keep up in exp/mission groups to help start you off:

  1. Shield of Inevitability
  2. Composite Reinforcement
  3. Mindreap
  4. Mindrift
  5. Throttling Grip
  6. Mind Vortex
  7. Edict of Tashan
  8. Chaotic Puzzlement
  9. Deviser’s Auspice
  10. Bewildering Wave
  11. Mana Radix Aura
  12. Polyluminous Rune
  13. Night’s Perpetual Terror

You’ll notice that I don’t keep a “slow” spell up. It is redundant since you can use the Slowing Helix AA ability instead to free up a spell gem slot.

The Shield of Inevitability and Mana Radix Aura slots can be used to fast-swap between buffs and other auras as needed.

Instanced group missions tend to have damage AEs, so I try to keep up at least one spell-guard depending on which one is needed the most.

General Gameplay

Here’s a general scenario to go through some game-play that can apply to exp grouping or even some raiding.

Buff Routine:

  • Group Haste for melee
  • Group Mana regen for mana-users.
  • Apply all self-runes.
  • Apply Night’s Perpetual Terror to those who actively melee things.
  • Group spell-guards (needed in instanced missions, especially).
  • Put up your Auras.
  • Set a Main Assist (usually, the tank in exp groups)

Crowd Control:

  • If adds are present, assist MA and mez mob not on the MA’s target.
  • My general rule of thumb is to use an AE mez if 4 or more adds.
  • You ideally want to mez adds first and then debuff them.

Debuff Routine:

  • Tash
  • Slow (if no shaman present)

General aDPS & DPS Routine:

Use a spell rotation after you are done debuffing such as:

  • Composite
  • Mindreap
  • Mindrift
  • Throttling Grip

Rinse and repeat. Apply Mind Vortex (DoT) for extra personal DPS in between.


I admittedly don’t think I use stuns as much now as I used to in prior expansions. Much of this has to do with the April 2021 patch which nerfed chain PB AE stunning, making all PB AE stuns share the same timer. There are still some situations where you might want to make use of them below:

  • Single stuns can help a squishy tank in an exp group take less damage.
  • Prevent a mob from gating.
  • There have been raid events requiring PB AE Stun rotations with several enchanters. Usually, in cases to lock down many mez-immune mobs.


You can contribute a considerable amount of damage if you charm a mob.

  • Make sure all your runes are up.
  • Prebuff yourself with Ward of the Deviser (for group/solo content)
  • Always tash the mob you’re about to charm first.
  • Keep a PB AE spell up for quick-lockdown if you’re squishy.
  • Always park or “Guard” the mob somewhere far away from you. When charm breaks, it gives you time to lock the mob down again.

If you’re charming solo or in exp groups, you are better off using the “command” line of charms. When the command charm wears off, it has a chance to stun the mob.

The “demand” line of charm is better used on raids where the mobs may be stun-immune oftentimes. It has a chance to make the mob less angry with you once it wears off, making it easier for tanks that are always fighting for aggro on everything to pick it up fast.

Both the demand and command versions of charm have built-in buff components, so there is no need to haste charmed pets anymore. However, you can buff Night’s Perpetual Terror for extra proc damage.

Caster Mobs (they GATE):

In group or raid-trash content, if you are fighting a mob that casts spells, it can also cast gate if it is outside of its spawn point radius. Gate will return the mob back to it’s spawn point, regen some HP, wipe it’s aggro but NOT wipe it’s hatelist. It will then either run back and bring any friends that are near it, or it can start summoning random members of your group (including you).

Caster Mobs will try to gate once they are about 20% or below HP. It is important for you to try to stun or mez a caster mob when you see it cast gate. If you have multiple stunning classes in your group this shouldn’t be an issue, and you can even use a GINA trigger to alert you when a mob casts Gate.