Paladin / Monk / Enchanter — Charm-Carry Endgame
The popular charm-carry trio: let the charmed pet do the work while you control the fight. Charm-heavy Sky and plane play, "passive background" once the pet is rolling.
Overview
Documented from a launch-week creator (channel unconfirmed) running the Pal/Mnk/Enc trio a lot of players have landed on. Compiled from the stream, not an official write-up.
How it plays: the Enchanter charms the strongest thing available and lets the charmed pet carry the damage while you surgically pull and control. Paladin brings plate durability, stuns, and Lay on Hands; Monk adds pull safety with Feign Death and sustained melee. Once the charm is rolling the build plays almost passively in the background.
Primary inferred. Note: the combo builder does not score charm damage because it is playstyle-dependent — this build is stronger in skilled hands than a flat rating can show.
Stances & Invocations
Stance
Defensive
Incoming physical damage −50%, magical −20%. Every point reduced consumes equal endurance, reduced by Strategy skill.
Warrior, Paladin, Shadow Knight
Evasive
95% chance to evade all incoming attacks. Every point evaded costs 2 endurance, reduced by Strategy skill. Evasion fails without endurance or while feigning death.
Ranger, Monk, Bard, Rogue, Beastlord
Sit Defensive through most of a Sky run and swap Evasive only where a fight demands it.
Key Abilities
Enchanter
| # | Name | Note |
|---|---|---|
| 1 | Charm SPELL | +10 charm rank reaches Sky adds and boss-adjacent mobs |
Paladin
| # | Name | Note |
|---|---|---|
| 1 | Lay on Hands ABILITY | With plate durability and stuns |
| 2 | Stuns ABILITY | Paladin control |
Monk
| # | Name | Note |
|---|---|---|
| 1 | Feign Death ABILITY | Pull safety |
| 2 | Melee ABILITY | Sustained melee |
Targets
| Target | Zone | Note |
|---|---|---|
| Zone farm | Sky | Sky adds and boss-adjacent mobs |
Pros & Cons
- The charmed pet carries the damage while you pull and control
- Once the charm is rolling it plays almost passively
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