TABLE OF CONTENTS
- [li]Creating Your Eldritch[li]Specializing Your Eldritch
- [li]Mana[li]Light[li]Void
- [li]Mana[li]Light[li]Void
- [li]Mana[li]Light[li]Void
- [li]Slaying "Tank" type characters[li]Slaying "Healer" type characters[li]Slaying "Archer" type characters[li]Slaying "Caster" type characters[li]Slaying "Pet Caster" type characters
CREATING YOUR ELDRITCH
First, when choosing to create your Eldritch, you must pick what race your character will be. The two choices for Eldritch are the tall, graceful elves and the sneaky, dexterous little Lurikeens. The starting statistics are incredibly similar, with Elves having slightly more intelligence and the Lurikeens being slightly quicker and dexterous. With the advent of Spellcrafting the small differences won't matter much. What does make an impact, however, is the size of your character. Elves tend to be more easily spotted and targeted then the tiny Lurikeens. This is a bad thing in RvR situations, but a good thing in PvE. When you're running from a rogue plated fiend in DF you want that purple druid to be able to target you. All in all, the race that you choose will have little impact upon your performance. The point adds I recommend and use personally at character creation were +15 intelligence and +10 quickness.
SPECIALIZING YOUR ELDRITCH
MANA- We've all seen them in Hibernia. The gigantic flashing domes of blue light that erupt from time to time in the thick of a battle. PBAoEs. The Mana Eldritch's calling card. Bringers of mass close-range death, these Eldritches dish out Bolt quality damage to several targets at once. With mass damage potential (with Mastery of Magery and Wild Power, some Mana Eldritches have done upwards of 1,000 with their PBAoE) these nukers are a welcome addition to any tank-supported group. The bad side of the death-dealing machines? Point-blank range, high damage, and cloth armor don't always end well for the Eldritch dishing out the damage. Without proper timing and tanking, a Mana Eldritch can go from healthy to dead in no time flat. One of the best PvE Specs for the Eldritch overall, this class is now sadly being overtaken by their enchanting counterparts. Sporting only a DD/Snare to really compensate for the lack of scale-mail wearing pets, the Mana Eldritch is really a novelty profession at this point.
LIGHT- The least picked of all Eldritch specializations, the Light line is a surprisingly good specialization. While lacking the enormous per-hit potential of Mana or Void, Light is a sustained stream of mid-level damage. A good light Eldritch can get far more mileage out his nukes then a Bolt or PBAoE. Also sporting an AE mez (31 seconds at the last level) a dex/qui debuff, and Nearsight, the Light Eldritch is more of a wildcard thrown in the mix. The AE mez, no matter how short, can buy your RvR group the valuable seconds needed to win a battle. The debuff is quite nice in lower levels (before realm enemies get SC armor normally). A dex/qui debuff on a troll warrior can be a lifesaver at times. Certainly interesting, the Light Eldritch is more versatile then Mana or Void, but not as good at dealing out straight damage. Think Darkness Runie. Definitely a specialization to check out on a weekend sometime.
VOID- At last, the Eldritch-only specialization. Similar to Albion's Fire or Midgard's Runecarving lines, the Void Eldritch is death from afar. Sporting the lowest of the bolt damage of the three main nukers, the Void Eldritch happens to do better then most. With a bit more versatility then the Fire Wizard (Void has GTAoE) and a energy resistance debuff to aid your Mana Enchanter friends, the Void Eldritch is indeed group friendly as well as a soloing machine. What makes this specialization really unique from the other primary damage dealers, however, is the fact that the Eldritch bolts scale up in level, rather then hit you with both new Bolts at the same time. While this usually means one of your bolts is always old, it always means one of your bolts is almost always new as well. This is a great feature to avoid getting stuck in the "deadzones" Fire Wizards and Runecarving Runemasters fall in to every once in awhile. While technically the weakest Bolter of the three, the Void Eldritch usually has a much easier time leveling solo then either of it's counterparts.
EQUIPPING YOUR ELDRITCH
While most make a caster character to farm money on a new server, the Eldritch requires just as much armor maintenance as any fight. Without the Hit Points of a fighter to sustain you, ANY armor is good armor. Ever been hit by an orange at level 21 wearing tattered cloth? It's not a pretty sight. Even with the AF buff YOU MUST TRY TO KEEP YOUR ARMOR UPDATED AT ALL TIMES! I cannot stress this enough. The only thing more important, however, is your staff. Dropped staves are great and all, but oftentimes a merchant or PC made staff with more Focus bonuses in your spec will do better then an all-around staff with stat or spec adds. Can't have your precious nukes being resisted, now can you?
COMBAT STRATEGIES (Solo)
MANA- Well, you've decided on being a Mana Eldritch. The same combat strategies that apply to Ice Wizards apply here, but I'll go over them for non-Albion players. First, start off with your DD/snare. Follow up with one or two more (depending on how close the mob is). When the monster is about 5-6 seconds of travel away, start casting your PBAoE. If you timed it right, the monster should have caught the blast. Follow up immediately with another (Spell queuing is recommended for faster casting), and if it's still alive, QuickCast yet another PBAoE. Anything under a red should be dead. Chances are you will have sustained an injury, but your HP regenerates a lot faster then your power does (or should).
LIGHT- Start off with the Light only nuke. Then, if you have the second stun or higher, use that (The first 3 seconds one is a waste of power really). Two more Light only nukes. stun once more, and keep nuking until it's dead. If you have to, QC a Light only Nuke. Anything below a red really should be dead. If not, chances are the orange you're fighting is really a low red-con mob. Watch out for those. Keep to OJ/yellow Mobs and you'll rip through them nice and easy.
VOID- Ah, my favorite line. While a lot of different methods are floating about on the best combat sequence, here's the sequence I use and it works great, for both RvR and PvE. Start off with your Void only bolt. Then, follow with your Way of the Eclipse bolt. If it is a PC you're hitting, stun, and proceed to wreak havoc upon it with your Way of the Eclipse nuke. If it is a NPC, and OJ or below, don't stun until higher levels. At 30 skipping straight to the nukes will get a mob dead faster and with less power usage.
COMBAT STRATEGIES (Group)
MANA- It's your time to shine, glow-boy. Literally. Wait until the tanks have monsters either taunted and smacked around a few times, or at 70% health is a good rule of thumb. Then, stand on top of one, and spam PBAoE. If anything aggroes, you can probably get off two PBAoEs without using up your QuickCast. If the tanks are any good and you waited, though, you should be able to go nuclear on anything and everything in the surrounding area without a hitch. Beware of wandering mobs and trains passing through though; the last thing your plated fiends group needs is a Rocot or twelve coming from left field just as a PBAoE is going off.
LIGHT- Well, this is another useful situation for a Light Eldritch. The AE Mez is still virtually useless (only good for RvR or quick escapes really) but a nice debuff can help ease the Healers' mana consumption a bit. Other then that, pick a target being tanked, and fire away.
VOID - Try not to bolt. I know it's hard, and I know that's pretty much what you're used to. Believe me, in a group, use the Null line (AoE DD) once all targets have been tanked. If the enemies are purple cons, throw in a GTAoE now and then. Just DON'T BOLT. When they hit (1/4 chance usually) chances are the aggro they get you probably wont be good for your health. They take less mana, they do more damage when they hit, but try not to bolt and you'll be fine. Also, if you're grouped with a Mana Eldritch or Enchanter, you may want to throw around your Energy resistance debuff once or twice.
SLAYING WITH YOUR ELDRITCH
Tanks- Start with a Void bolt, follow with Eclipse bolt, stun, nuke, nuke, nuke, etc...
Healers- Void bolt, Eclipse bolt, nuke, nuke
Casters- Void bolt, Eclipse bolt, nuke (if still alive. doubtful)
Pet Casters- Void bolt, Eclipse bolt, ignore pet
Archers- You'll notice this says Archers instead of Rogues. That's because the only way you're going to take down an assassin is if he kills your friend several feet away and you have bolts ready. On an archer that's in range however, Void bolt, Eclipse bolt, nuke if you can. If you can't, start fleeing. Don't let him get an edge up on you.
REALM ABILITIES FOR YOUR ELDRITCH
Mystic Crystal Lore- This should be your first RA, and if you can get it in Thidranki.
Augmented Acuity 2- Intelligence buffer for you. While not extremely good on it's own, it allows you to possess -
Wild Power- Gives your DDs and Bolts a chance to critical hit. Nothing like a critical spec bolt to get that pesky fire wizard. I'd go for level two of this before moving on to -
Mastery of Magery- Amps your damage by 3% per level. Any extra damage is good extra damage, definitely a nice addition to any Eldritches arsenal. Of course, extra spell damage is useless without power, and when you're running low on power there's nothing better then -
Raging Power- The IP of the caster world, this fully heals your power even in a combat situation. Requires MCL 2. Also, try to work your way towards -
Mastery of Concentration- 15 seconds of uninterruptible casting. Good for Void and Light, unbeatably awesome for Mana's trademark damage dealer, the PBAoE. Some other good RAs are -
Serenity- Speeds up your Spell Point Regeneration rate.
Negative Maelstrom- While I've personally never tried this, a 30 second cloud spell sounds great for keep situations.
LEVELING YOUR ELDRITCH
Levels 1 - 5
Outside of Mag Mell, Ardee, or Domnann. Really there's not a big difference.
Levels 5-10
Water beetles by Ardee or the Star Lake in Shrouded Isles area.
Levels 10-15
Blackthorns, Lough Derg (wolfhounds, etc...)
Dergan Enchanters and Furies on Dergan Island.
Levels 15-20
Early levels in this range, bantam groups.
Later levels in this range, bantams solo.
Levels 20-25
Spraggon Den!
Levels 25-30
Early levels in this range, Wind Wraiths in the Cliffs.
Later levels in this range, Treibh Caillite. Or Fog Wraiths in the Cliffs.
Levels 30-45
Coruscating Mines
Levels 45+
Deep in the Coruscating Mines
Fomor Groups
Finliath groups in the Cursed Forest. (Fins)
"Thank You"
Ceechtay - Eternal Vigilance - Hibernia Tristan
Kesunah - The Covenant - Hibernia Tristan
Ulrichd - Various guilds - Hibernia Tristan
