Skill Enchant for Eva's Templar

Elf Classes Started Last reply 19 posts
I just completed the third class change quest (yay!). I received a Giant Codex, but I have no idea what skill is worth enchanting first, or what the effect of the enchant will be. Anyone have any suggestions of what skill or skills would benefit most from enchanments? Thanks for any information.
ud!
Arrest for +Chance. Good on pvp, unless you're fighting a dagger. If to be more broad, I'd suggest you to enchant Guard Estance for cost, for it not only raise the p def but also the shield block rate.

Why not UD? In a pvp you'll UD, the mage will simply walk away from you and kiti you with some enchanted vortex or simply heal himself, the archer will still attack you, the dagger will simply way. For RB, enchanted UD for time is priceless. But.. only for RB. =/
I am also considering which skills to enchant first.

Guard stance seems a good choice, but is mostly useful in pvp or in dificult situations.
In general passives are all around skills, which are used all the time.
So I am thinking either Hvy armor mastery (reduce crit dmge) or focus mind (more mp regen) or magic resist or sword/blunt mastery (attspeed).

As for UD, enchanting gives 1 more second at +2. Mobility seems like a better choice. I don't think 1-2 seconds will make a big difference, but mobility can be important.
i'm not going to enchant anything past +1 for a while but the first major one i'ma try for will probably be life cubic.

wonder how a +30 life cubic would actually function?
I know it'll suck, but better wait until lvl 79 to start enchanting. The % is higher at this lvl and the Giant Books are expensive. :)
I know it'll suck, but better wait until lvl 79 to start enchanting. The % is higher at this lvl and the Giant Books are expensive. :)

life cubic +0 is pretty good...what are you talking about?
That the success rate (%) of skill enchantment are higher on lvl 79 and above. But I don't remember if you can enchant the cubes, from what I know.. you can't. Unless it changed on the last updates, it's been a while i played and I came back only recently.

Maybe you aleady know, but there's thsi list of skill enchanting and all:

http://l2info.arktic.net/cgi-bin/enchant_skills.pl
you can pretty much enchant everything now, including passives.
The game tells you which skill can be enchanted with what and what each effect will be. I would also recommend Guard Stance for Cost since it's needed to combat that major nerf >_> (and I saw somewhere that the +1 effect is significant). That said:

Do you guys by any chance know how the Modifty Critical enchant works on Holy Aura? Is it a self-buff that allows you to crit more on any monster, or a debuff on the affected monsters? Thanks!

Holy Aura
- Chance - Maximizes the skill's success rate. Success rate increases.
- Cost - Maximizes the skill's efficiency. Decreases MP consumption.
- Modify Critical - Adds effect to skill. Increases critical attack success rate.
it probably lowers their resistance to critical since it's a debuff skill to begin with.

wouldn't be the first time a skill does something slightly different than what it says.
Any ET's out there with enchanted skills so far that can make recommendations?

I'm thinking about enchanting my attractive cubic for power.
Any ET's out there with enchanted skills so far that can make recommendations?

I'm thinking about enchanting my attractive cubic for power.


I'm curious to know the power of it now 0 maybe . I can stand still and target a passive mob and it will do the hate/aggression animation, but it won't attract the mob.


Now if you did it for power how much power would it gain. I also think since it's a hate cubic should it have the same effect added to it as the same enchanct routes they have for Hate hura or aggression ex. increase shield p.def and reduce run spd. I mean since it is a hate cube, I just thought it should be associated by it's skill name.

Oh and what other enchanct routes can it go. I'm not level 76 yet so I don't know.
I'm not sure how aggression on the cubic works, but I've also noticed that if I have a passive mob targeted, while fighting another mob, it will fire on the passive mob and not the one I'm fighting. Storm cubic does the same, and in both cases the passive mob wont fight back unless I've attacked it personally. So hate on the cubic probably does nothing at all. I've asked nc about it and they said "works as designed™."

And power is the only option. I only use it for its root ability anyway, so I'm curious to know from fellow ETs how much its land rate is increased. I've 'heard' it can root RBs & bypass mental aegis/root resistance when enchanted.
Surprised to still see this still alive. Anyways I have made 5 attempts to enchant, failed 3 :(
I enchanted Tribunal and on Heavy Armour, I chose reduce critical damage. I enchanted tribunal since it is the only attack I use (when not in Vanguard).

I am thinking of enchanting Hate and Agression next. I am focusing on the skills I use most often
I've 'heard' it can root RBs & bypass mental aegis/root resistance when enchanted.


I've this happen and it lasts the duration it gives enough time to get out of range and take slight break. Not sure about mental aegis though. I beleive like all things will land on those bosses it's a matter of time.

Also I think NC might be wrong in the case of the hate cube. When I see the animation I epect it to work like arggresion/hate. OK like when in the arena it should show up as a de-buff and since to root from it does it's kinda what I would like to see.

So lets say they do fix it like that. Would it carry the same attributes as the regular arggression/hate enchant options.


+Power
+Cost
+Shield PDEF (6 second buff)
+Decrease Runspeed of Target (6 second debuff)
I just think if these are right then on skill option they should apply to the cube as well. I would say at least Power being one that would say a Value. Thats all I would like to see is a number that says the hate/arrgo power of the cube and at least show up as a regular de-buff.
i haven't been to the enchanter for a while but i seem to remember it saying 'for power' which, i'd assume is a higher level of root and stronger hate...which i'll gladly eat up both of those and ask for another.
I would say go for passives plus the skills you use most. I oed hvy armor mastery for reduce crits and magic resistance (can never have enough mdef in this game), then hate for pdef, which actually casts a debuff for enemy patt, but since it also increases land chance (through higher skill lvl), it works good on RB and pvp with equal lvls.

All skills seem useful to enchant, but you would need at least one full lvl at 78 to enchant 25+ skills to +4, so one must choose priorities. As an example it is said that for skills to land on a 78 toon in pvp, they need to be at least +6+7 for second class skills and +3+4 for third class skills. So if you use arrest a lot, then better oe it as much as possible. As a tank you need higher hate more than anything else. Shield fort and guard stance are also useful.
just wait until gracia final when it'll take like 1/4 the normal xp to enchant skills...then go nuts.