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Is the force push thing really better than the charm? I mean sure the charm might seem underwhelming but the whole reason you need all that mitigation is because enemies do literally hundreds of thousands of damage a hit.
Enemies also have no mitigation. Charmed enemies kill each other very quickly. It's not that noticeable until at least Act2 Inferno though.
I suppose you could just use Stupefy and that's the reason but that assumes you have room for it.
There is one strike against the enchantress: The templar is much better at avoiding death in the event of lag or a disconnect. His heal, heal over time, survivability, and final skill (where he heals you and stuns the monsters attacking you) will all buy you a little extra time in the event the power blows.
It takes like 30 seconds or more to disconnect (I have been defending disconnected people several times). Easily enough time for pretty much anything to kill you.
Alternatively, the Enchantress may be more likely to actually kill whatever is attacking you after a D/C.
I generally build my enchantress like this for act 1 inferno
2 (knockback)
2 (15% armor bonus)
2 (erosion pool)
2 (mass control)
I personally prefer the aoe crowd control over 3% attack speed, although on bosses you could swap back to 3% attack speed (I just always forget to do so), since you don't lose Nephalem's when swapping enchantress skills.
In Act2 and beyond I swap the first skill to charm, as the right charmed monsters can do really good damage! (remember, monsters don't have the resists/armor that you have!!) And of course monsters that are charmed won't attack you!
Last edited by stevethatsmyname; 07-08-2012 at 18:14.
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