Recharge and heals (major heal, vitalize) of course, cost is best for them I think. It's number one. Later Mana Burn, Trance, Turn Undead, Erase, Wind Shackle - however you want, cost, chance or power or rest what it has got. But I would go for chance and power. And later all buffs if you don't know what to do with giant codexes. :P Imo cost is best for them. :P
Are you asking what should you get first? Kind of hard depending on what you do.... if you are having mana problems, enchanting clarity for power makes a big difference. I would basically just do spells so the EE can help herself with it, then recharge those who need mana. If you want to be risky, you can try to OE divine lore to +1, it helps a bit with mana. If your mana is lost due to recharges, enchant your recharge for power (+1 allows level 80s to be recharged for full).
For pvp, resist shock is good, as well as some of the passives to help you live longer. Wind shackle is a must for oly. Also mana burn and trace and maybe erase.
If you want to rift, +1 your turn undead for attack.
As for enchanting, depends on what your main focus is. Pve; clarity and recharge is nice, and ofc your +1 attack on turn undead :P Only one for pvp thats been mentioned that i disagree with is erase, thats a waste of your xp/sp (only can enchant for cost).
can EE's enchant pow for power? ;o
No, just time :P
Wait for Gracia Final, then you will be able to enchant it for lessening its runspeed penalty.
Only one for pvp thats been mentioned that i disagree with is erase, thats a waste of your xp/sp (only can enchant for cost).
The skill enchant not only produces its stated effect, but also increases the "learnt level" of the skill. Which could be a factor in landing debuffs on enchanted 3rd class summons.
The skill enchant not only produces its stated effect, but also increases the "learnt level" of the skill. Which could be a factor in landing debuffs on enchanted 3rd class summons.
I always wondered if that was the case with erase :) Thx for the info