+15 votes
41,906 views
by (4,914 points)
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Hi! I have been researching and I see many people saying different things about charms , so what charms do you guys think are the best for each vocation? And it what order? For making it easier and more clear I will let you down below a little template so you can use it for answers (just copy and paste the template and fill it):

 

////Elite KnightElder DruidMaster SorcererRoyal Paladin

9 Answers

+5 votes
by (210 points)
view edits | edited by

If you are a lvl 300-400 or higher. I´m pretty sure of this answer 

Elite KnightElder DruidMaster SorcererRoyal Paladin
ParryFreezeZapParry
FreezeZapFreezeFreeze
ZapDodgeDodgeZap
DodgeParryParryDodge


And this its the reason for each vocation:

Outfit Knight Male Addon 3   KNIGHTSOutfit Knight Female Addon 3


1)Parry: As a Knight you always want to hunt killing 8 by 8, in places like Ferumbras seals, Catacombs, Nightmare Islands, etc. The better way to get more exp its killing more faster and with parry you have a chance of a 10% to make 1 hit. And for example, in Dark Torture Seal of Ferumbras, you want to use the parry on the Vexclaws, because its the creature with the bigger spawn there and the second one that hit more and REMEMBER, the parry charm reflect a percent of the all damage of the creature so, if you have 50% of protection of physical, and Vexclaw hit 1.000 you only receive 500 BUT you can reflect 1.000


2)Freeze: Following the same reasons of the parry, the freeze damage its the most used in the game. In Roshaamul, Ferumbras, Catacombs, etc. you always are going to use Avalanches or freeze damage so, you want to deal that extra damage on ice element



3)ZapFollowing the same reasons of the parry, the energy damage its the second kind of damage that you are going to use in your hunts, as a Knight, you will need it in places like Plagesmith Seal of Ferumbras


4)Dodge: The last Charm that you are going to use a lot its the Dodge, and why?. This parry its very neccesary in zones that have very powerful creatures like the books of library. If you can dodge some attacks of this creatures, your druid its going to be happy and calm


Outfit Druid Male Addon 3    DruidsOutfit Druid Female Addon 3


                          

1)Freeze: As a Druid your better element its the ice, because you have 3 things

-Eternal Winter : the most powerful attack of the druids

- Strong Ice Wave : the second most powerful attack of druids

- Avalanche Rune : the most used rune in hunts

And with the Freeze charm you can improve that attacks 


2)Zap: At this point maybe you will be wondering why Zap and not Poison. And this its the reason. The Thunderstorms. It is very probably the second rune most used in hunts


3)Dodge: When you are hunting in a lot of moments the Knight or the Paladin they can not help you, because they will be looking for monsters and you are going to be solo with all the creatures


4)Parry: The last charm that you are going to use a lot in hunts its the Parry, because in hunts you don't want it but you ALWAYS are going to receive massive area attacks and with some lucky you can make a very good extra damage 


Outfit Mage Male Addon 3Sorcerer Outfit Summoner Female Addon 3

"I'm going to be very quick on this one because are the same reasons that I use on Druids"


1)Zap: Are the same reasons you use in Druids but with Energy attacks 


2)Freeze: Same reasons but in Ice


3)Dodge: Absolutely the same reason                                                                                 


4)Parry: Absolutely the same reasons too.


Outfit Hunter Male Addon 3PaladinsOutfit Hunter Female Addon 3

"At lvl 300-400 or more, the paladins play absolutely in the same way as the Knights so, same reasons too here"

"Parry"-"Freeze"- "Zap"-"Dodge"

by (11 points)
+1
well, for rp parry is worse than freeze/zap simply because rps have 2 area attacks every turn (arrows + rune/spell) so zap/freeze do double damage for rps
by (576 points)
+1
Fairly simple, his assumption that freeze(or other elements) only triggers off of ice(or their respective element) attacks is wrong thus making the entire chart pointless. The ranking is not entirely wrong but the reasoning is completely wrong
by (5,043 points)
edited by
+4
Wow.. just read this post.. and you are so wrong about so so so many things.
Most creatures are weak to physical, so wound must be the first attack rune.
And about this you said and I quote:

"1)Freeze: As a Druid your better element its the ice, because you have 3 things
-Eternal Winter : the most powerful attack of the druids
- Strong Ice Wave : the second most powerful attack of druids
- Avalanche Rune : the most used rune in hunts
And with the Freeze charm you can improve that attacks "

I have to say you are completely wrong again, the damage of the attack charm doesn't depends of your vocation, it only depends of the total hit points of the creature and its % of weakness to the element of the rune.
I give you here one example:
1) Hellflayers: Has 14000 hp, and the damage taken by attack runes because its weakness to the elements is:
      0% to physical : So wound rune would hit 700 on him
      -20% to earth: So poison rune would hit 560 on him
      +5% to energy: So zap rune would hit 735 on him
      -70% to fire: So enflame rune would hit 210 on him
      -5% to ice : So freeze rune would hit 665 on him
This doesn't depend of your vocation as I said, no matter if you are knight or druid, the damage doesn't change.
+4 votes
by (30 points)
view edits | edited by

About Dodge charm and parry charm.

Parry works good only on low hp monsters, like rosha/asuras where normal charms like zap didnt work so well. Also, for EK first charm SHOULD be a DODGE. Some examples, 300ek can take dodge on isle(with low mlvl druid), 400-500ek can take for dt/jug seal for vexclaw. Why? Cause ek wont use too much supremes/stone skins  = will have more mana, ms will dont lose his turns on UH, also druid will be happier. 

Cons? 

Easier hunt for whole team and ek wont be so stressed.

Parry can be good for 600+ when ek have more hp but not tested yet on feru mobs but can be better than "normal" charm on library.

Why Dodge on RP? I mean rp 300+. At this lvl rp needs to tank like tank, but with less healing and no shield. It helps a lot for beginning tanking.

My experience with 300rp

Forgot to take dodge on demon outcasts on prison, used 120 ultimates, bp might rings, and half bp stone skins. Mostly using 40 usp, ~5ss/~5mights.

300-400lvl

Easy hunting and big luring with dodge on grimeleech(plag seal). Trapped a lot of time with 5-7 monsters. Never die. 

/////Elite KnightElder DruidMaster SorcererRoyal Paladin
DodgeZapZapDodge
Zap/ParryFreeze/WoundFreeze/WoundParry/Zap/Freeze/Wound
Zap/ParryFreeze/WoundFreeze/WoundParry/Zap/Freeze/Wound
FreezeCurse/Enflame/PoisonCurse/Enflame/PoisonParry/Zap/Freeze/Wound
Wound/Curse/Enflame/PoisonParry/DodgeParry/DodgeCurse/Enflame/Poison

Parry/dodge for mages only for solo playing. And I really don't prefer to take it. 

But, if you don't feels so good on spawn then dodge on asuras/falcons/spike.

Parry? Can work on asuras/spike.

For RP(solo/duo) parry/dodge can work well on lower/west rosha on frazzlemaws or guzzlemaws.(or even dodge on silencers to minimalize mlvl reducing attacks). 

Charms is a personal choice. Your choice mostly depends of you lvl, where you hunt, how you hunt, and what u/team expect.

+2 votes
by
view edits | edited by
/////Elite KnightElder DruidMaster SorcererRoyal Paladin
woundzapfreeze?
zap/freezefreezezap?
freeze/zapwoundwound?
dodgecursecurse?
poisonlow blowlow blow

For EK:

Parry is already useless on low lvl,, I mean parry start good working on actually library..

Dodge start good working on feru seals mostly on "vexclaws" can make you less mana drain (no mana = no life leech)

Why wound first ? almost every monster is weak against psychical so this stack with your primary dmg = more dmg = more mana leech = more life leech.

Why second zap. Use it if you use axe/club don't need second zap if use sword (gnome sword).

Why poison. You can use it in late on juggernaut/elite undead gladiator/falcons/books

What next. 6 could be curse 7 parry/enflame.

Dodge and parry on magic character is useless.. you need to upgrade dmg to make more xp/h/profit more safety

RP Never play it ek is my life.

+2 votes
by (5,043 points)
view edits | edited by
VocationElite KnightRoyal PaladinMaster SorcererElder Druid
1DodgeWoundWoundWound
2WoundParryZapZap
3ParryZapFreezeFreeze
4ZapFreezeCurseCurse
5Low blowLow blowLow blowLow blow

 I am not sure about the other vocations. But as a RP, I can tell you I find 'dodge' pretty useless after you pass certain lvl. Attack runes are way better. 

1: Wound is cheap, and It hurt almost any monster in game, they are mostly neutral or weak against physical damage. 

2: Zap: there are many monster in the most common places to hunt, weak to zap

3: Freeze: Is the next in the ranking because of the amount of creatures weak to it.

4: Parry: For ek and rp, when you hunt full surrounded by the same creature that usually hit a lot, it helps sooo much to kill them faster (ex: Roshamuul, raids, grim reapers hunts, catacombs, prison, spectres)

5. Low blow: When all the members in a party got it, it makes a huge difference, but because of the amount of charms points it requires I would leave it for the last option.

Hope I had helped

by (4,914 points)
Hiho, I saw  a video where it shows that Low blow is not worth it , is so expensive on charms points and it dont maes the difference.

Source: https://www.youtube.com/watch?v=gapwLr7xQ6U
by (5,043 points)
edited by
Just watched the video, and yep, it seems not to worth it,  but you have to think that you are not only attacking a monster at a time as the rest of attacking runes.
Let me try to explain myself better, my english is not as good as I would like hehe.
Wound rune: it is cheap and useful in many monsters; but It only actives in 1 monster at a time, maybe several if you are really lucky.
Low blow: when it actives, it crits all the monster it is activated in. So yes, maybe the probs of it activating is not high, but as it hits all them, not only one, it's worth it(if you have the points ofc). As I said, it would not do a difference if you hunt alone, but yes if you are team hunting and all the members in your pt got it.
+1 vote
by (4,914 points)
view edits | edited by

My personal answer


Charms
/////Elite KnightElder DruidMaster SorcererRoyal Paladin
ParryWoundWoundZap
DodgeZapZapFreeze
WoundFreezeFreezeWound
?CurseCurseEnflame
?PoisonPoisonParry
+1 vote
by (6,852 points)
VocationElite KnightRoyal PaladinMaster SorcererElder Druid
1DodgeWoundWoundWound
2WoundDodgeFreezeFreeze
3FreezeFreezeZapZap
4ZapZapCurseCurse
5ParryParryParryParry


Thats my opinion.

 

+1 vote
by (28 points)

Hello first I would like to say that Tibia is not a game to be played with a manual. What I mean is that everything is very relative. How is your gameplay, if you do group hunts, what are your equipment, what investment in the hunt do you intend to make, what is the main characteristic of your vocation and your level? all this influences and the charms are not left out of this! What I am going to talk about here will not be something definitive for people to adopt as a rule. I will state my opinion as to why each charm is unlocked for each vocation trying to set examples. We will adopt that all vocations are at level 200 which, in my view, is ideal to start unlocking charms.

* for EK's we will adopt the following considerations, hunting alone or in groups (2 or 4), and the main characteristic of this vocation is to be a blocker

1) if you are a knight who hunts in a group of 2 vocations, most of the time, you will most certainly be a druid to assist in healing, so it is advisable that the first charm be a dodge that will make them both take advantage of the same rune; secondly, parry which will help to hunt stronger creatures since the more damage it causes, the more damage it will suffer (very good charm to activate on roshamuul creatures for example); thirdly, some attack rune preferably freezer but it depends on where you are willing to go with your druid to hunt if it is not so advantageous to unlock freezer another idea would be zap but as I said it goes according to your need; lastly a charm somewhat forgotten by the players but it plays a very good role in hunting 2x - cleanse - this rune helps to remove negative effects leaving the ek temporarily immune to the removed effect very good to be used where creatures lower their skills or cause a lot of paralysis effect.

1.1) if you are a knight who hunts in groups of 4 vocations, all the runes indicated above will also fit here with the exception of the fourth rune. Now being in a hunting group of 4 vocations, the creature boxes die very fast and the faster they die the more XP will provide so I would indicate another attack rune whose most enjoy where you are going to hunt with your group.

1.2) if you are an ek that hunts alone here it will depend a lot on your level and where you are going to do these hunts. But just in case, keep the same pattern that has followed for eks charms with the exception of the last rune. In the charm room you have the possibility to play and be daring. Keeping the standard being 1st dodger, 2nd parry and 3rd attack you will occasionally be able to do group hunts and the 4th charm you can add for your own use since you are more used to hunting just so to speak. Here you could unlock the charm Gut to provide creature loot to be "fatter" great to be activated on creatures from warzones 4,5,6 or even to unlock an adrenaline burst as it is a very fun rune (you become the GM for a few moments) and helps a lot to form the boxes of creatures faster.

* for RP's we will adopt the following considerations, hunting alone or in groups (2 or 4), and the main characteristic of this vocation is to be a shooter.

2) for you who are rp and hunting 2x will depend a lot on what is the other vocation that is hunting with you if by chance it is an ek that is the most improbable you will insert the role of a half-blocker in the hunts to take the most out of the hunts so I would recommend dodger first, followed by some attack rune which will be chosen according to your need, thirdly it will depend a lot on where you are hunting if by chance the creatures where you are have any you take a lot of damage i would analyze if it would be worth more to unlock another attack rune or parry since the attack rune only inflicts 5% of the creature's life + its weakness compared to parry analyze some hits and draw conclusions as to which will be better (roshamuul for example is only worth unlocking parry and inserting into the mouthpieces), the fourth rune depends on how the third is, if by chance it was chosen parry previously here I would choose an attack rune. It is worth remembering that your character has as main characteristic to insert great damages in creatures.

2.1) if you are a rp and hunting 4x will it depend on whether you will play which role in the hunt will lure the creatures close to the knight's box? will block with the knight? will just insert damage? let's see if you are going to play the role of lure and if it is really necessary not only to get to the creatures faster but also to get out alive from them adrenaline burst would be ideal as first rune followed by attack runes until the fourth rune always analyzing which attack rune it will be more advantageous for you in the situation where you are used to; if you are going to play the role of blocker with ek the first rune would be dodger and and I advise you to put on a creature that gives a strong wave of magic such as prison by hellhound, the second rune, third and fourth runes seek to inflict damage then unlocking attack runes. And if you don't hunt and you don't need to make lures or block creatures, choose to unlock them all as needed. I forgot to tell about the paladins that leaked everything at the same time in the hunt so my choice of charms would be the same situation as the paladin that lura if adrenaline burst is needed if not a dodger, 2nd would depend on the choice of the first but it would be between dodger or one attack rune can be parry (depends on where you hunt), 3rd attack rune and 4th rune would be low blow - it would leave the low blow last since it needs many points to unlock. it’s more interesting to have 2 more runes in the beginning which is easier to make the points instead of just having one rune, it has to be versatile xD

2.2) if you hunt alone things get more interesting here for the same reason as the knight you can play and dare when choosing runes but it all depends a lot on where you go. But in summary 1st charm would be dodge, 2nd parry or rune of attack (as I said earlier depends on where you are going), 3rd rune adrenalie burst to assist in the speed of the char thus avoiding unwanted attacks during the lure (for example if you are hunt in the catamombs of oramond you don’t want that in a space of that size, the creatures will be beating you up if you can avoid it a little bit more, you know?) or if it isn’t necessary (example hunting diremaws - runners it is not necessary to have speed as if running too much undoes the lure) it would unlock an attack rune or parry and the fourth charm would depend on the choice of the third but would also be depending on the same issues as the third rune ...

* for MS's we will adopt the following considerations: hunting alone or in groups (2 or 4) and the main characteristic of the vocation is to insert damage.

1) if you hunt in a group, whatever 2 or 4 players now, you will not need to play the role of a blocker (unless you are lvl 1500 who hunts bookstore xD), to lure the creatures you will not need charms to assist since the magician's utani gran hur magic is very good + help from some specific equipment for speed makes the adrenaline burst rune unnecessary. In short 1st charm would be a dodger to avoid any tragedy that might happen due to the lack of this charm, 2nd, 3rd and 4th rune would be an attack always depending on where you are going to hunt.

2) hunting alone? things get more interesting! 1st rune dodge for the same reason to avoid unexpected events (or not!), 2nd attack rune, 3rd low blow and 4th rune is the most interesting because you can choose from Numb to cause paralysis in the creatures (good choice to put in snakes bastions or in falcons since they already walk slowly will give you time to position yourself to get the best out of spells), if you are playing just to make money Gut could be a good card up your sleeve (but I only advise taking this rune if this it’s really your focus because in the course of character development it’s kind of left out over time), or some other attack rune depending on your situation choosing the most appropriate.

* finally the ED's for your considerations we will adopt hunting alone or in groups (2 or 4). And the main characteristic of the vocation is to be a healer.

1) if you hunt in a group of 2 the first rune would be dodge for the same reason the MS has it and that is independent of what the other vocation is, the second rune would be some attack as well as the third rune and would be chosen according to need, and the fourth case is necessary where you are hunting in a place where the creatures lower their ml making their healing not stable, I advise cleanse otherwise the fourth rune would be another attack or even a low blow depends on your willingness to make the charm points here.

2) hunting alone? here is the same scheme as MS.

___________________________________________________________________________________________________________

I hope I've helped. to make it clearer what I meant I will briefly summarize the runes and what situations I would use or not

adrenaline burst only if it is extremely necessary to burn or leave the lure alive;

dodger to avoid creatures with very strong waves and that you cannot avoid all attacks (ex: hellhound has several waves of life drain, fire and poison, you know? it is complicated to imbue defense in every set just for one creature is easier for a rune and let luck act xD);

parry for creatures that have little health and that do high damage to the character (ex: roshamuul's small mouth);

attack runes depends on where you are hunted if it is more advantageous if you use fire against a creature you will not unlock a poison rune, ok? But when choosing this rune you don't just think about your current situation, try to imagine where you can use this rune in other situations that are similar.

and yes ... just so as not to forget the fifth rune is your preference since I analyzed all possible combos with the first four runes unlocked in the schemes I made above the fifth you have the freedom to choose just anything.

b y e

+1 vote
by
regarding charms for EK - parry are useless for EK unless You choose it for distance mobs what make sense with new changes on exeta amp res (after "corrections" range exeta didn't work so good as before).
My proposal if You going to buy soul weapons on lvl 400:

1. Dodge
2. Wound
3. Freeze/Zap (depending if You skill sword/axe or club - needed for two-handed soul weapons)

4. Curse (for one-handed soul weapon)

5. Low Blow (great for solo hunting Asuras/Rosha/INQ DT Seal - mobs with low hp)
6. Freeze/Zap/Poison/Divine - in any order
7. Parry - since this charm are useless and can be used wisely just on ranged monsters)

If You don't going to buy soul weapons on lvl 400:

1. Dodge
2. Wound
3. Freeze/Zap/Poison/Divine/Curse in any orders since You will hunt mostly burried cathedral till lvl 300~400 where are different types of mobs and elements which they are weak for ;) after lvl 400 I am pretty sure You will have at least 3 element charms what is enough I think
4. Low Blow

5. Any other charm

You have to decide what monsters You will hunt and what elemental charms will be the best at every level stage/respawn).
+1 vote
by
Parry is useless with any vocation, do not pick it. EVER.

I get why people pick dodge and it is true that it helps a lot, but if i could refund my charm points with my EK, i would never pick dodge again, i'd rather get more damage (freeze, dodge, poison, wound, whatever)

And for RPs, you may not like it, but Low Blow is amazing as first rune, since monsters have no HP. It is expensive, i know, but having a 18% crit chance as a low level that needs burst damage is huge. Elemental runes work better at higher levels where monsters have tons of HP.

FOR MAGES, JUST DO A LOT OF BESTIARY AND PICK ALL OF THE ELEMENTAL DAMAGE RUNES, DOESNT MATTER THE ORDER.
by (1,488 points)
i can agree with this answer even if isn't full.

dodge and parry are early game charms, both become useless and worthless after the knight is able to tank them properly, the point is that an ek would need to "suffer" tanking firstly 2500/5000 mobs  before being able to use it, so is never an option about "hunting safe"

about Low Blow, is too expensive of a first option EVEN if is certainly amazing, i would recommend it as 2nd or third charm, avoiding defensive charm  which are worthless as rp if either way u can't box/tank a pull to unlock the bestiary.

as rp i recommend: wound (cheap, useful in almost every scenario where a paladin alone is worth) then freeze/low blow, then the other, then zap.

with mages i recommend: firstly freeze, then zap, then DIVINE WRATH (most mobs are really weak to holy damage and is easily one of the most versatile rune), then the other runes, i would even prefer wound over enflame or poison.
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