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Fizwi
11-04-2005, 08:58 AM
<b>General spell changes:</b> - All area-of-effect spells that affect only a single encounter no longer have a target limit.- The following spells no longer stack their intelligence bonuses: Dazzling Seal (Wizard), Mark of the Miasmic (Necromancer), Signet of Intuition (Coercer), and Rune of Understanding (Illusionist).<b> Enchanter changes:</b> - Veil of the Unseen now prevents indirect area of effects.<b>Illusionist changes:</b> - Speechless now drains slightly more power and does its power damage instantly. - Uncertainty will drain power instantly as stated in examine text, and for a greater amount than the DoT used to. - Intensity's proc effect will now be resisted less often. - Alacrity had its haste amount increased. - Convincing Regalia once again functions as an emergency mez. Its duration was decreased, reuse time increased, and casting time was reduced. - Lock Mind now makes resistance checks less often, but has a small chance to break when taking damage. - Phantasmal Splendor will no longer prevent its targets from being hit by other AoE effects. - Savante upgrades no longer incorrectly apply twice. - Color Shower now delivers its damage faster. - Phantasmal Splendor had its duration reduced and power cost adjusted.I assume these changes refer to the entire respective lines.  As someone who covets crowd control, I'm a little underwhelmed with the changes thus far.  I guess I'll reserve judgement until I see actual numbers.<div></div>

JackAll
11-04-2005, 02:51 PM
<P>Can anyone tell me if its only the coercer AE mezz thats being nerfed. TA duration has gone from 30 to 15 sec.</P> <P>And it still only hits 4 targets.</P> <P>Regards,</P> <P>JackAll</P>

Darmash
11-04-2005, 04:52 PM
- Speechless now drains slightly more power and does its power damage instantly.Useless improvement. We cannot drain a mob dry, so the power drain part could be removed it would make NO difference. - Uncertainty will drain power instantly as stated in examine text, and for a greater amount than the DoT used to.Same thing. - Intensity's proc effect will now be resisted less often.Ah. Well ... - Alacrity had its haste amount increased.Nice. - Convincing Regalia once again functions as an emergency mez. Its duration was decreased, reuse time increased, and casting time was reduced.Nerf. - Lock Mind now makes resistance checks less often, but has a small chance to break when taking damage.Nerf - Phantasmal Splendor will no longer prevent its targets from being hit by other AoE effects.This reverts the test server as the current prod servers status - Savante upgrades no longer incorrectly apply twice.ok, fix. - Color Shower now delivers its damage faster.If the stifle effect is shortened, that's a nerf - Phantasmal Splendor had its duration reduced and power cost adjusted.NerfSo, this fixes nothing for us, nerfs several things, and does not improve much. Happy ? No.<div></div>

evil_drag
11-04-2005, 05:50 PM
<STRONG><FONT size=5>Nerf :smileymad: why they no just let it like that and give us chance to mez epics and stiffle :smileysad:</FONT></STRONG>

Xalibur
11-04-2005, 06:19 PM
<DIV>yep nice nerf, we should troll the boards abit <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></DIV> <DIV> </DIV> <DIV>maybe they should cut down wizard dps by 50% like our AE Mez..</DIV> <DIV> </DIV> <DIV>err wait, we dont even have an AE mez...</DIV> <DIV> </DIV> <DIV>its a frigging single target mez for jokable max 4 targets and their oh so cool multiple mobs encounters that are usually just another way of a single mob anyway. The only good thing of this is that your screen is filled with s1hit and it lags like hell in dungeons. </DIV> <DIV> </DIV> <DIV>Root is now even less reliable as charm before. Rather stun..</DIV> <DIV><SPAN class=time_text></SPAN> </DIV><p>Message Edited by Xalibur on <span class=date_text>11-04-2005</span> <span class=time_text>05:22 AM</span>

Jaxidi
11-04-2005, 08:13 PM
<P>- Speechless now drains slightly more power and does its power damage instantly.<BR>What happens to stifle?  Sounds like it will still be useless and our stifle may be nerfed to a single interrupt on this!<BR><BR>- Uncertainty will drain power instantly as stated in examine text, and for a greater amount than the DoT used to.<BR>Still sounds like draining will be impossible.<BR><BR>- Intensity's proc effect will now be resisted less often.<BR>Thumbs up!  I'm guessing this spell was being applied as a lower-level spell or something like that which caused it to be resisted more often.  So I suspect this is actually just a bug fix and not a boost for us.<BR><BR>- Alacrity had its haste amount increased.<BR>Thumbs up (though I still will rarely use this).<BR><BR>- Convincing Regalia once again functions as an emergency mez. Its duration was decreased, reuse time increased, and casting time was reduced.<BR><STRONG>NERF!</STRONG><BR><BR>- Lock Mind now makes resistance checks less often, but has a small chance to break when taking damage.<BR><STRONG>NERF!</STRONG><BR><BR>- Phantasmal Splendor will no longer prevent its targets from being hit by other AoE effects.<BR>SOE too lazy to fix the ae blocking itself!<BR><BR>- Savante upgrades no longer incorrectly apply twice.<BR>I don't understand but doesn't sound like it reall affects us much.<BR><BR>- Color Shower now delivers its damage faster.<BR>Stifle duration nerf?<BR><BR>- Phantasmal Splendor had its duration reduced and power cost adjusted.<BR><STRONG>NERF!</STRONG></P> <P>Overall, not a good update for us in my opinion...</P>

Azamien-Dermorate
11-04-2005, 08:15 PM
<BR> <BLOCKQUOTE> <HR> JackAll wrote:<BR> <P>Can anyone tell me if its only the coercer AE mezz thats being nerfed. TA duration has gone from 30 to 15 sec.</P> <P>And it still only hits 4 targets.</P> <P>Regards,</P> <P>JackAll</P> <BR> <HR> </BLOCKQUOTE><STRONG>Coercer changes:<BR></STRONG>- The Coerce lines now last longer and have fewer chances to break.<BR>- Spell Lash now targets an encounter.<BR>- Recklessness had its DPS amount increased.<BR>- Unnerving Stare now drains more power.<BR>- Withering Silence now drains more power.<BR>- Ego Strike now has a small chance of breaking when damage is received after the root is applied.<BR>- Forced Hesitation now makes resistance checks less often, but has a small chance to break when taking damage.<BR>- Terrible Awe will no longer prevent its targets from being hit by other AoE effects. Its duration has been reduced.<BR>- Sybyllant now has a faster cast time, no longer requires power cost over time, and will trigger up to 3 times at 100% rate.<BR>- Spell Lash now has a faster cast time, costs less power, and can trigger up to 3 times at 100% rate.<BR>- Despotic Mind upgrades now do damage at the intended rate.<BR> <DIV> </DIV> <DIV> </DIV> <DIV>Looks like Coercers faired slightly better (but  not by much )then us </DIV>

Chrysostom
11-04-2005, 09:00 PM
<div></div>Ouch! This patch looks awfully painful.  Why was this nessescary? My active abilities are nearly worthless on raids. My pet cannot solo a green no arrow. (adept 1) My power drains are useless. ( And making the effect upfront is not going to help) My damage is abismal. ( Ok. In very certain cicumstances I can get more procs from the prismatic line. If I have an AoE melee class and the timing is just right.  Other than that my damage stinks.) I can root, stiffle and mez non-epics very well. After this patch what will I have left? Are the changes to color shower (if this is not just another stealth nerf due to duration) and Intensity enough to give me respectable damage output?  Nevermind that if I wanted to be a damage caster I would have chosen a different class. /sigh I hope this is not as bad as it looks on paper <div></div><p>Message Edited by Chrysostom on <span class=date_text>11-04-2005</span> <span class=time_text>08:05 AM</span>

Tendonit
11-04-2005, 11:22 PM
Don't even want to say anything. Too depressing. If this will turn out to be as bad as it looks.... If my guild needs an illusionist it's too bad, because there isn't gonna be one around.

Fizwi
11-04-2005, 11:23 PM
If the power drains were altered like the coercer ones, it looks like they only drain 10-20% more.  Still far short of what we need for them to be useful.AE Mez change blows.  A higher power cost would be enough to deter abuse, instead of forcing us to "babysit" the mez more, lowering our already stellar DPS.Withholding judgement on the Regalia line until I hear numbers.  If the duration goes from 40 seconds to 30 seconds, and the recast from 5 seconds to 10 seconds, or something like that, it won't be that big a nerf.  I'm going to be <b>real </b>mad if the recast is longer than the duration...<div></div>

Roxxanne
11-04-2005, 11:31 PM
Can anyone on test confirm whether these changes affect the entire spell lines?  Taking the patch notes literally, most of this would not affect the Tier 6 spells because they are not mentioned.

Pins
11-05-2005, 12:02 AM
<blockquote><hr>Roxxanne wrote:Can anyone on test confirm whether these changes affect the entire spell lines?  Taking the patch notes literally, most of this would not affect the Tier 6 spells because they are not mentioned. <hr></blockquote>It affects the entire line. This is the way all the other spells for other people are working on test.

Mobindi
11-05-2005, 12:13 AM
<P>Hi guys, never got to registering on the forums, only used to browse.</P> <P>But this last update really was the last drop, so thought I'd register and join in the discussion and give any ideas I personally have. But these changes did end those 1 and half months i thought my class was fun in my opinion.</P>

Tendonit
11-05-2005, 12:19 AM
I see only one positive in all those changes - power drain portions of speechlees and our big stun are no longer dots. Dots break roots much easier and make re-mezz much harder. Don't give a rat's [expletive haxx0red by Raijinn] about the power drain portion, but it is good it won't get in the way as much.It remains to be seen if our root will be useful at all, or if it will go the way of our pre-LU13 root. If compared to wizard's root, wizards can root, nuke, root, nuke. Our problem is we dont have a nuke. Also wizard's breaks on damage while ours will break BOTH on damage and on resists. And if we try to debuff resist, we have to use dot which is all but sure to break root.It is funny how they tried to sugar coat nerfs. The power hasn't been increased, it's been "adjusted". Spell duration hasn't been reduced, but the spell "now delivers its damage faster".

Tarkadal
11-05-2005, 03:10 AM
I really hope this is in preparation for removing the "not on epics" tag from our spell lines. Otherwise, why did I switch to illusionist again?

Barobra
11-05-2005, 03:23 AM
Am I the only one that sees the color shower change as a DPS increase? Yes, lessens the stifle but we have 2 stuns and another stifle? Maybe im optamistic. But, honestly I think that other classes have worse issues then we do... Why all this complaining <span>:robotsurprised:</span>. I think we still came out very well from the revamp. I have offers to get in guilds of all kinds...including ones taking down contested (t6 contested). Why do they want an illusionist if we suck so much balls? <div></div>

zit
11-05-2005, 04:43 AM
<DIV>in some situations a shorter duration on Color Shower can result in dps increase. usually in those cases where the mobs otherwise would die before the dot runs out. or with other words in those cases where the mobs die very fast even without our dps already. if we get one more tick of Color Shower off or not in these situations wont really make much difference in the overall result.</DIV> <DIV> </DIV> <DIV>for situations where we really make a difference as enchanter and not as wannabe warlock, namely situations where our stifle and stuns are crucial, the shorter duration on Color Shower will hit us twice. Once in cutting our mind control abilities and for second in reducing our dps, as we wont have as much time anymore for squizzing in some nukes.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>if anyone interested, my comments on the test notes can be read up here:</DIV> <DIV><A href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=testfeed&message.id=32810&jump=true#M32810" target=_blank>http://eqiiforums.station.sony.com/eq2/board/message?board.id=testfeed&message.id=32810&jump=true#M32810</A></DIV>

Chrysostom
11-05-2005, 04:44 AM
<div></div><div></div>Barobrain, It would only be a true DPS increase if Color Shower just ticks faster but lasts the same duration or if the recast timer was reduced.  If the recast timer is reduced so that color shower can be "up" for the same total time in an encounter, (thus not entirely nerfing its stiffle ability) then the change will not be bad at all. I would acutally consider that an enhancement.  However, there is no mention of a reduced recast time... One can only hope. ------------------------------------------------------------------------------------------------------------------- I basically came back to eq2 because of LU 13. I did not cancel or threaten to, I held in there in hopes of LU 13. However I hardly ever played. I climbed from 42 to (very nearly) 55 while very much enjoying my class since then. We are far from perfect, but powerful in our own right. Can I kill a ^^^, yes, but it take ALOT of time and other classes can do the same thing in much less time.  I spend nearly all my time in small groups or duos. That is where illusionists shine. We are rarely needed in a full groups and are nigh usless now on raids except for regen (/yawn).  Why is being the "peg leg for gimped groups" considered to be so over powered? Both my brothers play EQ2 and I have many friends here. I truely do not want to change games, but honestly I am becoming a little discouraged.  What makes things worse is how great and frequent the changes are.  I wish things would just settle so I can decide if I should stay, leave or reclass. <div></div><p>Message Edited by Chrysostom on <span class="date_text">11-04-2005</span> <span class="time_text">03:44 PM</span></p><p>Message Edited by Chrysostom on <span class=date_text>11-04-2005</span> <span class=time_text>03:54 PM</span>

Barobra
11-05-2005, 04:50 AM
I disagree. After revamp alot of the mobs are dropping very quickly. Making it pointless to have color shower on for 20 seconds. In a group that know what there doing, even high triple ups have a hard time staying alive for an extended period of time. <div></div>

Seltha-Larren
11-05-2005, 04:56 AM
<P>I thought it was bad enough that our mezz went from 50 odd seconds down to 30 odd seconds, but then our AoE mezz was made not to suck as compensation... and now they cut it's duration in half, there's no point in casting it anymore.</P> <P>Grumble.</P>

Chrysostom
11-05-2005, 05:03 AM
Barobrain, If our DPS is NOT needed it does more damage but If our stiffle is needed it lasts less time. I just am not happy with that. I signed up as an enchanter type to control creatures and aid my companions by channeling the flow of a battle.  I am quite content with low DPS if that is the price I pay for creature control. I believe this is the case with most of our enchanter brethren from either Freeport or Qeynos. I am happy you like this change, but I fear you will not find that sentiment shared by many other enchaters. <div></div>

Barobra
11-05-2005, 05:24 AM
I never said I was happy with the changes I just think that its not as bad as people say. We are still a very powerful class an 11 second stun with that recast is very nice. My mezzing ability is top notch still. Maybe after this update I will think differently. But im not going to asume anything until I have actually seen the changes. <div></div>

Nupr
11-05-2005, 07:34 AM
<BR> <BLOCKQUOTE> <HR> Fizwick wrote:<BR><B>General spell changes:</B><BR>- All area-of-effect spells that affect only a single encounter no longer have a target limit.<BR>- The following spells no longer stack their intelligence bonuses: Dazzling Seal (Wizard), Mark of the Miasmic (Necromancer), Signet of Intuition (Coercer), and Rune of Understanding (Illusionist).<BR><BR><B>Enchanter changes:</B><BR>- Veil of the Unseen now prevents indirect area of effects.<BR><B><BR>Illusionist changes:</B><BR>- Speechless now drains slightly more power and does its power damage instantly.<BR>- Uncertainty will drain power instantly as stated in examine text, and for a greater amount than the DoT used to.<BR>- Intensity's proc effect will now be resisted less often.<BR>- Alacrity had its haste amount increased.<BR>- Convincing Regalia once again functions as an emergency mez. Its duration was decreased, reuse time increased, and casting time was reduced.<BR>- Lock Mind now makes resistance checks less often, but has a small chance to break when taking damage.<BR>- Phantasmal Splendor will no longer prevent its targets from being hit by other AoE effects.<BR>- Savante upgrades no longer incorrectly apply twice.<BR>- Color Shower now delivers its damage faster.<BR>- Phantasmal Splendor had its duration reduced and power cost adjusted.<BR> <BR> <HR> </BLOCKQUOTE> <P>I'll freely admit that I'm not on test so haven't played with the changes personally but this is my perspective.</P> <P>Speechless - Nice of them to get rid of the DoT effect, I hope it still has it's stifle duration.  But honestly, in todays game, mana drains are pretty pointless and I doubt they upped it enough to have a point.  This spell is only used for it's stifle.</P> <P>Uncertainty - Same as speechless except it's a stun.</P> <P>Intensity - Nice change.  It still pales in comparison to what it was in DoF beta.  They nerfed it from being different from Aria of Exaltation (Troubadour) to being highly inferior and I doubt this will make up for it.  For those who don't know, troubs have a <STRONG>group</STRONG> wide version of Intensity that does <STRONG>more damage</STRONG> and still only costs them <STRONG>one concentration</STRONG> for the same chance to proc.</P> <P>EDIT:  Looks like Aria of Exaltation is getting nerfed.  </P> <P>Alacrity - Sounds like a good boost.  Hopefully they included in a reason to use Legerity over Celerity as well.</P> <P>Convincing Regalia - Was put back to where it was supposed to be.  More of a bug fix than anything else.</P> <P>Phantasmal Splendor - Not sure why they're nerfing it.  None of the prevent AOE spells block melee AOE anyhow so it's not going to effect the main mez breakers.</P> <P>Color Shower - Straight up nerf wrapped in a pretty package to look nice.  It's the AE stifle I'm concerned about.  Unless they lowered the recast time to compensate for the spell effect going away quicker which I doubt.</P> <P>Lock Mind - Probably is going to make the biggest impact on those who like to solo.  Something definitely needed to be done about this but hopefully they'll bear in mind that we're a class designed to deliver damage in minor increments.  I don't think Ice Comet should have the same chance to break root as one of our paltry DoT ticks.</P> <P>Our biggest nuke requires someone to hit the target in melee and our pet seems to be fairly inept at doing this which already crimps our solo style a bit.  He seems to rarely get all 3 procs out within the meager 15 second duration.  That and he is in no way a tank.  Which means we need our target rooted for the most part of the battle.  Our straightup nuke is just embarassing unless you enjoy a button mashing bonanza.</P><p>Message Edited by Nupren on <span class=date_text>11-04-2005</span> <span class=time_text>10:31 PM</span>

KniteShayd
11-06-2005, 07:22 AM
<P>YAY! My turn!</P> <P>OK, power drain increase, awsome.  More would be better.  Like i sed before, many times, our direct dps sucks, therefore we should nuke Power like Sorceres nuke HP.  let me aggro, for THAT, i wouldn't care.  three sporechanter grimmins in the tombs of night can hit me with thier power drain and oop me.  I'd like to see three illusionist do that to ONE normal mob, let alone a heroic.</P> <P>We have had so much snafu over our roots.  first they work, then thier nerfed, then they fix, then they nerf again.  The ONLY thing that roots should have done to them is that the higher the grade, the less they break or resist AND The Higher the spell dmg, the MORE LIKELY the root should break.  therefore if i had an app1 nuke on a master root, it wont break like if i had master nuke on and app1 root.</P> <P>on regalia, This should only have been reduced slightly in duration, but definitely not timer or recast.  it's bad enough when your fighting and you get aggro by  more than a single mob.  then to have to wait to mezz more adds, just adds to our death total and frustration.</P> <P>On Aoe mez, meh, not much change here for those who have been here from the start.  most time it is the tank who breaks mezz.  but now i'm, YET AGAIN, going to despise conjy's and warlox in dungeons.</P> <P>Alacrity, good, but i never, EVER, use this spell for CONC PURPOSES.  UNLESS I am in a FULL MELEE group, save priest(s).  even then at 42, intensity + pet + mitigation/power buff... nuff said.</P> <P>Intensity, eh, is good.</P> <P>Phant Spledr, NERF.  i do only use this on groups, now i have to waste more power to keep it on, and keep it up, with all these newbie casters and careless players.  </P> <P>If there was ANY increase to be made, it shoulda been on mana cloak's duration from 3 minutes to sumthing like 6 or 10 even.  its not like breeze where its constant.  I ONLY get to use in emergency situations, and sadly, those are when i'm soloing and have to maintain adds.  Plus, It requires ME to get hit.  If it can only be a 3 minute duration and a 15 min recast, then it should increase not only the person who gets hit, but the person who originally cast it on them as well.  Now THAT would make a big change worthwhile.</P> <P>Or better yet, Why not give US a MENTAL mitigation debuff?!?  other classes get hot/cold, disease/poison debuffs.  scouts, cept bard, can use mitigation reducing poisons.  we get only an arcane/magic debuff with a dot, thats a mess.  mental dmg is our main thing, not simply magic.  whether its dueling or fighting in group, if i get a mob/player with a uber hi mental resist, whats the point?  frustraion?, entertainment for a dev that has it out for us?, what?</P> <P> </P> <P> </P> <P> </P> <P>:smileyvery-happy: Bring back Levitate! :smileyvery-happy:</P> <P>Message Edited by KniteShayd on <SPAN class=date_text>11-05-2005</SPAN> <SPAN class=time_text>07:24 PM</SPAN></P><p>Message Edited by KniteShayd on <span class=date_text>11-05-2005</span> <span class=time_text>07:33 PM</span>

Impetus
11-06-2005, 08:25 AM
One correction to you, KniteShayd. The Gloom line does debuff magic, mental, and divine resistances. Still annoying that it's a dot, yes. Mana Cloak, for me, is most useful when you're in a group. There are occasionally long battles or times when the tank's power gets drained; it's great in those situations. Still very situational, though, that is true. <div></div>

Chrysostom
11-06-2005, 02:03 PM
After Some time to think about the changes they may not be too bad. I have taken a "wait and see" additude to the whole thing. It will all be in the numbers. How much is a "slight chance" to break on damage? Will our encounter mez loose the 4 target limit like all encounter AoEs are supposed to? Will color showers duration actually be reduced? Will power nukes be changed enough to make a difference in a battle? I don't know. I will just have to wait and see.I think my one real complaint is that our roots will break both on damage AND overtime. If they were too reliable why not just increase the chance to break over time? Depending on the numbers, we may well have the least reliable mez again. Other classed get a chance to break over time OR a chance to break on damage. We get both. IMHO our root is our best group spell as well as solo spell.Again, I will just have to wait and see.

zit
11-06-2005, 03:17 PM
So the reason why illusionist get nerfed is cause they watched <EM>coercer</EM> do an exceptonal fight??? <DIV> </DIV> <DIV><A href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=27&message.id=6957" target=_blank>http://eqiiforums.station.sony.com/eq2/board/message?board.id=27&message.id=6957</A></DIV> <DIV> </DIV> <DIV> <HR> Lockeye wrote:<BR> <DIV>Changes to control, both positive and negative, shouldn't be looked at alone. I've been reviewing how coercers play in solo and grouping. I've watched coercers who know how to solo higher con heroics using 2 unbreakable roots while keeping 2 separate encounters locked down at the same time (no other class could pull off such a heroic feat). The less successful coercers were the ones trying to charm a pet and have it break on them as they were soloing. Charming a pet was supposed to be the gateway that allows coercers to solo successfully, which wasn't happening because it would break much too early. LU16b chances put strength back into the weaker aspects of coercer soloing, making charms last longer and break less often, addding risk involved in attempting to solo heroics without a charmed pet, and make their DPS through indirect damage more reliable.</DIV> <DIV> </DIV> <DIV>===========================<BR>Jared Sweatt<BR>EverQuest II Spells and Combat Designer <BR></DIV> <DIV> <HR> </DIV></DIV>

Xalibur
11-06-2005, 04:21 PM
<DIV>he is just an idiot or clueless (there is no other way to interpretation of this). If he wants it signed ill fax it to the soe office..</DIV> <DIV> </DIV> <DIV> </DIV>

Nibbl
11-07-2005, 11:01 AM
<BR> <BLOCKQUOTE> <P><B>Illusionist changes:</B><BR>- Speechless now drains slightly more power and does its power damage instantly.<BR>- Uncertainty will drain power instantly as stated in examine text, and for a greater amount than the DoT used to.<BR></P> <P> </P> <P>I have a level 40 illusionist and I have yet to drain a group based mob (heroic or heroic with up arrows) to zero using these two spells.  The group I play with has the mob(s) dead before I can even get the power down to half.  Unless I can drain a mob dry with some time left in the battle the power drain effect on these is useless.  Hope the changes on test have enough of an increase to address this.  I upgraded both of these to adept III expecting an increase in performance, waste of a rare so far <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" />  or am I missing something?</P></BLOCKQUOTE><BR>

Xalibur
11-07-2005, 12:00 PM
<DIV>power drain is a fluff ability that has a value of ZERO, except for duels..(omg now that gets nerfed too..). We should request a transfer to pvp wow <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV>

Fizwi
11-07-2005, 12:06 PM
<div></div><blockquote><hr>Xalibur wrote:<div>power drain is a fluff ability that has a value of ZERO, except for duels..(omg now that gets nerfed too..). We should request a transfer to pvp wow <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></div> <div> </div> <div> </div> <div> </div> <div> </div> <div> </div><hr></blockquote>That's how it is now; why don't you wait and see how much the changes affect it?

Padi
11-07-2005, 01:32 PM
<DIV>The power drains are definately an improvement.  Mostly because it you can cast mez after with out the drain breaking it.  It's instant, and that means it gets in the way far less.  Not that drains have a use other than duels, at least now they aren't as harmful.</DIV>

Xalibur
11-07-2005, 02:24 PM
<DIV>" That's how it is now; why don't you wait and see how much the changes affect it? "</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>make a test toon and check it out yourself</DIV> <DIV> </DIV> <DIV>it still is fluff (to defluff it they need to increase the power of the drain line by factor 5 to 10..)</DIV> <DIV> </DIV> <DIV> </DIV>

Darmash
11-07-2005, 02:26 PM
We need to see how far the drains go ...But on overall result, putting even "a small chance" to break on root damages our ability to solo much more than to any other class. A wiz need damages a NPC 3 times and then it's dead. We hit for so little damage that it takes a lot of hits to kill, just go for a single ^ SOLO npc. If not for root, pet could die during the fight, and sometimes it's needed to call pet back, root and DoT/nuke or stun/construct. If the root does no longer work, then we are back to the 10 mins per kill as before LU13.All this because root could be used against heroics. Wouldn't it be easy for coders to put the chance to break only on heroics ?So, this way :<ol><li>Solo - as currently</li><li>Heroic - "small" chance to break</li><li>Epic - Hey, why not give us the ability to have it work on epics, but with 100% chance to break on damage ?</li></ol><div></div>

Xalibur
11-07-2005, 02:32 PM
<P>binding light is as usefull as it was pre LU 13...</P> <P> </P> <P>with dots on it breaks almost every second at apprentice 4 (same for ego shock root)</P>

K3mik4l
11-07-2005, 03:08 PM
<blockquote><hr>Xalibur wrote:<P>binding light is as usefull as it was pre LU 13...</P> <P> </P> <P>with dots on it breaks almost every second at apprentice 4 (same for ego shock root)</P> <hr></blockquote>Yup. Although I have noticed 5 second (rare) periods when it stays there, hehe.

Legionus1
11-09-2005, 02:12 PM
<div></div><span><blockquote><hr>Barobrain wrote:Am I the only one that sees the color shower change as a DPS increase? Yes, lessens the stifle but we have 2 stuns and another stifle? Maybe im optamistic. But, honestly I think that other classes have worse issues then we do... Why all this complaining <span>:robotsurprised:</span>. I think we still came out very well from the revamp. I have offers to get in guilds of all kinds...including ones taking down contested (t6 contested). Why do they want an illusionist if we suck so much balls? <div></div><hr></blockquote>Nooooo, are you mad after they give coercers all these nice little toys you think I am going to sit here and say why not complain, reason why you getting so MUCH guild invites is for RAIDS you are a BUFF bot, learn why you so important and rare compared to other classes. Your job is to serve Power in a silver plater...Yes we still buff power better then ANY other class in game....We do not deserve our root being NERFED because almost all the other classes are getting improvements to there spells/skills and combat arts. WE are one of the only ones that are getting NERFED this bad....We do not have to be updated <besides our AOE that might to be looked at and our Funspells> ROOT and MEZ is our Defense...THATS like taking conjurers PETS and nerfing that by 50%...Like NERFING WIzzys Mega Cast DPS and there Mega Stuns.... I also want to know...lock mind is that the line of that spell or was that just a over powered spell... <span>:robotmad: Ardin Abysmal ~52 Illusionst~ Runnyeye</span></span><div></div><p>Message Edited by Legionus149 on <span class=date_text>11-09-2005</span> <span class=time_text>01:15 AM</span>