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Everquest 2 Beginner Class Guide – Enchanter

by: Finn Orfano ; edited by: Michael Hartman ; updated: 4/17/2012 • Leave a comment

The class set-up on Everquest 2 is somewhat complicated. Of the twenty-four classes available, only 18 are available to each race, depending on alignment. This guide will explain roles, abilities and races available to the Enchanter classes.

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    Overview

    The class system of Everquest 2 is divided into 4 arch-types, and then further divided into alignment specific classes, making a total of twenty-four different classes available. Enchanters are in the Mage sub-class, and focus on controlling their enemy through mesmerizing and beguiling spells. The two Enchanter sub-classes are Coercer and Illusionist.

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    Coercer

    The Coercer is an evil aligned class that dominates and controls their enemies through spells. Coercers may start in Freeport, Neriak or Gorowyn. The races that may choose the Coercer class are Barbarian, Human, Half Elf, Erudite, Kerran, Ratonga, Gnome, Iksar, Sarnak, Dark Elf, Ogre, Troll and Arasai.

    Their primary stat is intelligence and they are able to wear cloth armor. Coercers are able to use Symbols, Staves and Daggers for weapons. They may only use Symbols for shields. Coercers are an adept soloing, duoing, and grouping class.

    Coercers have a plethora of spells that drain power from enemies, enthrall them to keep them from attacking or even fear them to keep them far from the battle. Coercers do wear cloth armor, so drawing agro can be deadly. Spells like Sibyllant function as a reverse damage shield. Every time the target of this spell attacks another enemy, they take a large amount of damage.

    Perhaps the Coercers greatest ability is the ability to Charm. When cast on an enemy, Charm turn the enemy into the pet of the caster. This allows Coercers to take on several enemies at a time with no trouble.

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    Illusionist

    Illusionists are the good counterpart to the Coercer. They bedazzle their enemies with bright colors and illusions. Illusionists may start in either Qeynos or Kelethin. Their choice in races includes Barbarian, Dwarf, Erudite, Froglok, Gnome, Gnome, Half Elf, Halfling, High Elf, Human, Kerran and Wood Elf.

    The primary stat of Illusionists is intelligence and they too can only use cloth armor. Their weapon and shield choices are identical to those of the Coercer. Illusionists are primarily group characters and have a wide variety of stuns, mesmerizes, confusion and pet spells.

    Illusionists have few DoT (Damage over Time) spells and even fewer DD (Direct Damage) spells. The strength of the Illusionist is in their ability to control their enemies and help regenerate the power of their party. While they have a pet, the health of it is low and is for no real purpose but self-defense and soloing.

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