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.
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 (+10 charm rank reaches Sky adds and boss-adjacent mobs) 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. Sit Defensive through most of a Sky run and swap Evasive only where a fight demands it. 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.
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