View Full Version : The Illusionist: A Compiled List of Bugs, Issues, and Suggestions
Fizwi
01-18-2006, 10:04 PM
<div></div><div></div><div></div><div></div><div></div><div></div><div align="center"><font size="6"><u><b>The Illusionist: A compiled list of bugs, issues, and suggestions</b></u></font></div><font size="2">This thread is an attempt to provide a central list for Illusionist issues, allowing developers (and curious players) to find and read about them quickly and easily.The following is based on content originally outlined by SunTsu, and subsequently revised and reformatted, in the model of Kendricke's "Holy Book of Templar", by Fizwick. The ideas below are the product of not one person, but attempt to reflect the majority opinion of the wonderful Illusionist community. Please feel free to debate the list or suggest additions in this thread and others.</font><p><b><u><font color="#ffffff" face="Arial" size="5"></font></u></b></p><p><b><u><font color="#ffffff" face="Arial" size="5">I. ILLUSIONIST BUGS:</font></u></b></p><font size="2">Bugs preventing the Illusionist class from performing its function as apparently intended. These include not only mechanical "does not work" bugs, but also abilities with no apparent use, and situations in which the illusionist has no apparent use.</font><blockquote><b>A. Power Drains </b></blockquote><blockquote><blockquote><u>Problem</u>: Illusionist power-drain abilities (and power drains in general) serve no apparent purpose in the game as it exists today. Solo, it is faster, safer, and more efficient to decrease an enemy's health to 0 than to do the same to his power first. Heroic enemies, and especially epic ones, have power pools far too large to be drained realistically, as having power is binary -- a mob with 20% power can dish out as much damage as one at 100%.</blockquote></blockquote><blockquote><blockquote><u>Solution</u>: Increase the amount drained across the board, but especially versus heroics and epics. This, properly balanced, will provide an alternative strategy for taking on difficult encounters.</blockquote></blockquote><blockquote><b>B. <strike>Control Spells on Raids</strike> -- </b><i>Addressed in LU24</i><blockquote><u>Update</u>: As of LU24, enchanter CC spells now affect epics, albeit at a much shorter duration, and causing long immunities. Many enchanters feel this fix is less than ideal, however, I do not forsee any sweeping changes on this subject any time soon.<strike><u>Problem</u>: Many control (mez, root, stun, stifle) spells were originally listed as having alternate or diminished effects on epic targets. As it stands, these spells -- comprising the majority of the enchanter spellbook-- have no effect, and are completely useless on epic targets. This is a <i>vital </i>issue for the Illusionist class.</strike></blockquote></blockquote><blockquote><blockquote><strike><u>Solution</u>: Many solutions have been suggested on the enchanter forums. Possibilities include:</strike></blockquote></blockquote><blockquote><blockquote><ul><li><strike>Allowing control spells to effect epics at a much decreased duration, requiring many enchanters with supreme coordination to achieve meaningful results</strike></li><li><strike>Attaching different "epic-only" debuffs to control spells, providing them with less powerful but still useful purposes.</strike></li><li><strike>Implementing a "stacking" system (a la City of Heroes), wherein a control effect would do nothing to a boss unless multiple copies of that effect are applied simultaneously.</strike></li><li><strike>Allowing only Color Shower's stifle to effect epics.</strike></li><li><strike>Designing more epic-level encounters with "lieutenant" or "trash" mobs that are susceptible to crowd control. Alter existing encounters to fit this paradigm.</strike></li></ul></blockquote><b>C. Mana Cloak and Devitalizing Stare Volume</b><blockquote><u>Problem</u>: The volume of the sound effects when casting Mana Cloak and Devitalizing Stare is abnormally loud. This freaks out pets, blows out headphones, and makes group members complain.<u>Solution</u>: Make the Mana Cloak and Devitalizing Stare sound effects quieter.</blockquote><b>D. Illusionary Allies</b><blockquote><u>Problem</u>: The memory wipe function of this spell is widely regarded as buggy and inconsistent. Furthermore, the spell is presumably intended to have a useful function on raids, but raid mobs are capable of demolishing the Allies before the 15 sec duration is up.<u>Solution</u>: Verify that the spell's memory wipe is "working as intended". Other possible fixes include adding a memory wipe at the beginning of the spell (in addition to/replacing the one at the end), and dramatically increasing the allies hps (or possibly making them immune to AOEs).</blockquote><b>E. Phase </b>-- <i>Updated in LU24</i><blockquote><u>Update:</u> Phase now has a mem-wiping effect, rendering it situationally useful. However, the teleportation aspect of the spell remains fairly buggy.</blockquote><blockquote><u>Problem</u>: Phase is not working as described. The spell description states that the target mob is teleported in a random direction between 45-55 meters; however, the distance is actually 0-55 meters. Furthermore, the target mob will often be ported directly on top of the caster (possibly when the mob is trying to be ported into zone geometry).<u>Solution</u>: Ensure that Phase ports mobs<i> at least </i>45 meters, as per the description.</blockquote><blockquote></blockquote></blockquote><blockquote><strike><b>D. Group Buffs</b></strike> -- <i>fixed in a December patch</i><strike></strike></blockquote><blockquote><blockquote><strike><u>Problem</u>: Recently a patch altered the way in which mage group buffs stacked. The patch description states that only the INT portion of the buffs wouldn't stack. However, as it stands, any and all aspects of the buffs don't stack. An Illusionist INT/WIS buff doesn't stack at all with a Conjuror mitigation buff, for example.</strike></blockquote></blockquote><blockquote><blockquote><strike><u>Solution</u>: Allow the buffs to stack as intended, with each single highest stat buff applying.</strike></blockquote></blockquote><blockquote><blockquote></blockquote></blockquote><u><b><font size="5">II. ILLUSIONIST ISSUES</font></b></u><font size="2">Not bugs per se, but balance problems, spells that could use adjustment, and other non-game-breaking but still important issues.</font><blockquote><b>A. <strike>Power Regen</strike> </b>-- <i>addressed in LU24</i><blockquote><u>Update</u>: Devitalizing Stare now taps more power than before. Most enchanters are satisfied with our regen ability, given current the current regen cap situation.</blockquote></blockquote><blockquote><blockquote><strike><u>Problem</u>: Illusionists have the lowest power regeneration potential of any power regenerating class (enchanters/bards). This difference can be mitigated only by using our power-tap spell, Devitalizing Stare, however, in its current state, Devitalizing Stare has too long of a cast time to justify its power returned.</strike></blockquote></blockquote><blockquote><blockquote><strike><u>Solution</u>: Decrease the cast time on Devitalizing Stare, making it more appealing to cast in combat.</strike></blockquote></blockquote><blockquote><b>B. Single-target Buffs on Raids </b>-- <i>partially fixed in LU21</i><blockquote><u>Update</u>: Prismatic Havoc is now raid-castable. Haste and Spellshield still are not.</blockquote></blockquote><blockquote><blockquote><u>Problem</u>: single target buffs, such as Prismatic Havoc (melee proc), Spellshield (reflect), and Legerity (haste), are not castable on raid members. Illusionists rely on such buffs heavily (especially Prismatic Havoc) to achieve respectable DPS.</blockquote></blockquote><blockquote><blockquote><u>Solution</u>: Make these buffs castable across the raid. This is already the case with another of our buffs, Dynamsim (spell proc), and it works very well.</blockquote></blockquote><blockquote><b>C. Spellshield Effectiveness</b></blockquote><blockquote><blockquote><u>Problem</u>: Spellshield is only marginally useful. As an offensive tool, it reflects spells at PC level, which is miniscule (given that the NPCs use scaled versions of low-level spells). As a defensive tool, it provides protection in a very small number of circumstances, and completely excludes Charm, potentially the most dangerous PC spell that NPCs cast. Also cannot be cast across raids. <font size="2">*Note that as of late 2/06, with KoS release, mobs are using spells with greater frequency, making Spellshield a bit more useful.</font></blockquote></blockquote><blockquote><blockquote><u>Solution</u>: Return Spellshield to its prior functionality, allowing it to reflect a variety of NPC abilites. Review the small number of instances where Spellshield was overpowered and flag the overpowered abilites as unreflectable. Make it raid castable.</blockquote><b>D. Mez Animation</b><blockquote><u>Problem</u>: The major mesmerize spell effect is short-lived, making it difficult for group members to tell which critters are mezzed and which aren't. The current persistent effect is subtle and does not show up at all on computers running for performance. A visual effect is preferable to having to spam a macro in /g.<u>Solution</u>: Provide mez with a persistent, noticable graphic. Even if it's just the rainbow ribbon looping over and over.</blockquote></blockquote><font size="5"><u><b>III. ILLUSIONIST SUGGESTIONS</b></u></font><font size="2">Ideas suggested by members of the Illusionist community to expand upon or add to non-critical areas of the game.</font><blockquote><b>A. More Illusions!</b></blockquote><blockquote><blockquote><u>Suggestion</u>: It's our name, for cryin' out loud! Give Illusionists access to more illusions, and more interesting ones at that! Who really signed up for this class to be able to turn into a <i>human</i>? One neat possibility would be to add <b>useful </b>illusions that provided their targets with buffs/abilities (a la Boon of the Garou from EQ1). Also welcome would be illusions from DoF (possibly a cyclops to make us tall for better CC, heh).</blockquote></blockquote><font size="1">Version history:</font><font size="1">[1.17.06: initial draft based on SunTsu's "These changes would shut me up" post][1.18.06: posted as a separate thread, some suggestions by KaltenAlThor added, stickied!, removed Group Buffs bug, duh me][1.24.06: added Devitalizing Stare volume to the bugs section]</font><b><font size="5"></font></b><div></div><font size="1">[3.21.06: added Illusionary Allies and Phase to bugs, modified Spellshield entry][7.12.06: updated for changes LU21-24]</font><p>Message Edited by Fizwick on <span class=date_text>07-12-2006</span> <span class=time_text>03:28 PM</span>
Echgar
01-18-2006, 10:58 PM
Stickied thread. Nicely done! <span>:smileyhappy:</span><div></div>
The Group buff problem was fixed already.
Fizwi
01-19-2006, 12:23 AM
Seriously? So if I group with coercer joe running his app1 INT/AGI buff, we'll get my +INT, my +WIS, and his +AGI?If so, that's excellent news. I had just gotten into the habit of letting my group's regular conj use her Brand, and filling my conc with an extra dynamism.<div></div>
Yes, it's been this way for at least a month now. I've grouped with a Warlock, Wizard, and Conjuror before. All of our group buffs went up, the highest INT of the 2(me and the wizard) went up, the highest WIS, the +mitigation from the conjuror, and +casting skills from the warlock went up.
Fizwi
01-19-2006, 12:38 AM
Thanks for the prompt response...I feel like a bit of a dummy for not noticing that they had fixed it!<div></div>
Azamien-Dermorate
01-19-2006, 02:19 AM
<div></div><p>Great post Fizwick! </p><p> I am gonna cross link it here: <a target="_blank" href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=combat&message.id=90922#M90922">http://eqiiforums.station.sony.com/eq2/board/message?board.id=combat&message.id=90922#M90922</a> if thats alright with you because the OP of that thread doesnt see any issues with enchanters (he listed 5 classes that need attention but refues to believe anything might be lacking for us)</p>
Ghartan
01-19-2006, 08:58 AM
<div></div>Nice summary with reasonable suggestions for fixes <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />
Kazora
01-19-2006, 02:11 PM
<div></div><div>ive suggested this a buncha times, i'd like to see a mobs% chance to use a power-using ability to go down basedon its current power pool (kind of makes sense from mobs point of view, less power it might want to ration). Therefore theres atleast some effect from partial drains on epics etc</div>
KaltenAlTh
01-19-2006, 08:48 PM
<div></div><blockquote><hr>rozakk wrote:<div></div><div>ive suggested this a buncha times, i'd like to see a mobs% chance to use a power-using ability to go down basedon its current power pool (kind of makes sense from mobs point of view, less power it might want to ration). Therefore theres atleast some effect from partial drains on epics etc</div><hr></blockquote>Do you mean Herioc encounters or Epic encounters?
<blockquote><hr>rozakk wrote:<div></div><div>ive suggested this a buncha times, i'd like to see a mobs% chance to use a power-using ability to go down basedon its current power pool (kind of makes sense from mobs point of view, less power it might want to ration). Therefore theres atleast some effect from partial drains on epics etc</div><hr></blockquote>Well, to get an epic mob to low(I would consider 25% low), is impossible now so why would this change matter until they made power drains useful to getting an epic to those levels. Honestly if epic mobs actually had a strict power pool, and used power for their abilities(hey this helps coercers too!), and they had some, not a huge amount of regen like they have currently.
Kazora
01-20-2006, 01:24 AM
<div></div><div>I said it should scale with what hte mobs power pool is. While fighting godking and other epics we've gotten the power to near 50% before. It goes back up of course but it does get down. Also keep in mind the way power is displayed graphically, before you can even see the bar coming down over an epics head a lot of power was already drained (I think you usually drain like 30% of an epics power before the bar even becomes visible). So if an epic is using its power-consuming abilities 30-50% less often or more, i'd consider that atleast somewhat useful. It may not be the greatest but atleast its better than the current situation, where power draining does absolutely nothing. I dont see why it would be required to get an epics power down low (25%) to have an effect based on what i said.</div><p>Message Edited by rozakk on <span class="date_text">01-19-2006</span><span class="time_text">12:25 PM</span></p>
<div>Odd, you can always see a mob's power bar if you choose to, plus you can get UIs that show %. And well, I never see it drop below 90% on the godking, so I just figure meh, why bother draining, considering the mob is just going to regen and just DPS it down instead.</div>
Aedos
01-20-2006, 03:35 AM
Great post <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /><div></div>
Belizarius
01-20-2006, 08:06 AM
<div></div><div>Excellent summary, which I fully support.</div><div>Devs please take note.</div><div> </div>
Kazora
01-20-2006, 01:02 PM
<div>last time i bring this up but yes you can see godking's power can definitely go below 90% and you dont need a special UI as its visually obvious if you check our godking pic at <a target="_blank" href="http://www.eternal-chaos.org">www.eternal-chaos.org</a>. While it's almost dead its power was around this level for a good chuink of the fight. Anyways, i still would like to see something done in the realm of variable abilities on epics based on how much of their power is currently drained, since it doesnt seem like sony is going to make fully draining epics ever possible and manadrains atm are otherwise useless.</div>
Mihos
01-20-2006, 06:01 PM
<div></div><p>Power drains suck against most mobs, but pwns pvp..... so for this expansion, I am torn.....</p><p>Mihos</p>
Fizwi
01-20-2006, 09:59 PM
<div><span><blockquote><hr>Mihos wrote:<div></div><p>Power drains suck against most mobs, but pwns pvp..... so for this expansion, I am torn.....</p><p>Mihos</p><hr></blockquote>Yeah, this is true, however -- the PvP power of our drains has nothing to do with the PvE power. It's been stated on the boards that all the spells and CAs can have seperate PvE and PvP effects. So it's easy for them to leave the PvP effect as it currently is, while, say, doubling or tripling the effectiveness of the PvE aspect.</span></div>
Mongowth
01-24-2006, 06:23 PM
<div>Top stuff there! Would like to see an upgrade for mana cloak and/or a mana nuke (single and group wide) as an emergency heal similarity....</div><div> </div><div>Other than that agreed with what's been said!!</div><div> </div><div>So now they're there constructively set out then surely the Dev's can start to Dev the ideas o/</div>
Tinnaley
01-24-2006, 07:54 PM
<div></div><p>/cheer!!!</p><p>Very well done Fiz! You have managed to highlight very key issues with our class while maintaining a great demeanor that will (hopefully) appeal to the Devs. I agree with most all your suggestions. I only say most because I don't play with sound if I can manage it, so I never hear the mana cloak thing. But I will take your word on it and back you up on it !!! <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>The only 2 issues that were indirectly mentioned that I have problems with are our DPS and our buffs (or lack there-of). I am aware that we have "decent" dps, and that we can easily parse in the top 5. My problem is, that I have to go ALL out to do that. If other mages went ALL out like me, then they would do 4x the damage I do, instead of just double. This is a small issue, I am aware. I can always parse in the top on trash mobs, big group mobs, and any heroic fights. As for Epic battles, I do good to get into the top 10. Meanwhile, other mages are always up there, regardless of the length of fight. My point: If we are going to be classified DPS, then tweak us just a tiny bit <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> Wizzy's have amazing DPS and sick roots.... throw us a tiny bone!</p><p>Our buffs are a different issue. I hate that every single thing we do can be done better by other classes. Can we PLEASE have back a class defining skill that we OWN on? That no bard, or mage, or anyone else for that matter can out do us on! Our mana regin tanks, our INT buff is MUCH less in comparison to others, and our stance (Magi's shielding, and other maintained resist buffs) are SO much lower than other classes. Please, give me a reason for existing!</p><p>I am not even going to get started on illusionists performance in raids...... /cry</p><p>Well, I hope that the Dev's do look at this thread and pay some much needed attention to Illusionist's! I wish you all safe travels, and luck in what you do. As for me, I am yet another in the long, long list of people who have began to find the frustrations just too much for the time put in. I am considering retiring my 60/60 Illusionist & Jeweler. I have loved playing her for a long time, but she is just so broken and mostly useless now, that I can't seem to motivate myself to log in every night to raid the same content over and over again for 5 hours. I have only raided once in the last 3.5 weeks, and honestly can't see doing it too much longer. I am just holding out for LU19 I suppose..... praying that something is given to us to make it worth while again.</p><p> </p><p>My best to you all,</p><p><strong><font size="3" color="#ff00ff" face="Comic Sans MS">Lady Tinnaley</font></strong></p><p><strong><font size="3" color="#ff00ff" face="Comic Sans MS"><Fortitude> Kithicor server</font></strong></p><p><strong><font size="3" color="#ff00ff" face="Comic Sans MS">60 Illusionist 60 Jeweler</font></strong></p><p><strong><font size="3" color="#ff00ff" face="Comic Sans MS"><a href="http://www.fortitude-guild.com" target="_blank">www.fortitude-guild.com</a></font></strong></p>
Very nice work indeed, too bad that it will fall on deaf ears as usual.Pessimistic? me? I'm playing (and waiting) for better times since a year now and what appened? Are we more illusionist now than before? Not to my knowledge.Again, i really think there are good things in your post, they just don't care. Some guy in there staff told them that we should be ok now and they stopped believing us.You disagree. Please feel free to prove me wrong.Show me a recent post from any SoE personnel concerning our issues. Show me a useful illusion we have. Show me a fun illusionist spell. Show me our purpose in raid. Show me .... anything that could suggest that there's any hope left.Good luck.
<div></div><blockquote><hr>mioss wrote:Very nice work indeed, too bad that it will fall on deaf ears as usual.Pessimistic? me? I'm playing (and waiting) for better times since a year now and what appened? Are we more illusionist now than before? Not to my knowledge.Again, i really think there are good things in your post, they just don't care. Some guy in there staff told them that we should be ok now and they stopped believing us.You disagree. Please feel free to prove me wrong.Show me a recent post from any SoE personnel concerning our issues<font color="#ff3300">(There has never been a DEV post in the Illusionist boards. Not one since the game launched. I do not ever recall a direct post from any DEV on any of the Illusionist issues in any other forum. The last two posts that DEV responded to issues that affected us was one in the scout area and one in spells re a Coercer ability)</font>. Show me a useful illusion we have. Show me a fun illusionist spell<font color="#ff0000">(Illusory Allies is a fun spell...just very very few practical uses for it)</font>. Show me our purpose in raid. Show me<font color="#ff3300">(Lowest Power Regen and moderate DPS, that is our job)</font> .... anything that could suggest that there's any hope left.Good luck.<hr></blockquote>
Impetus
01-25-2006, 02:34 AM
Blackguard has made a post in our forums, but it was a moderator post, back when he was a forum mod. We've also had a couple other moderator posts, one of which is in this thread, the other was Raistlin(?) stickying the spells list.I've always found the sound effect for Devitalizing Stare to be more annoying than the Mana Cloak sound, although maybe that's just because it gets cast more often. (In fact, I can't even think of the mana cloak sound right now, whereas that D.Stare sound is still ringing in my ears from 3 nights ago when I last cast it.) <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />
Stealth Status
01-25-2006, 09:48 PM
<div></div><blockquote><blockquote><hr>Fizwick wrote:<div></div><div></div><div></div><div align="center"> </div><blockquote><blockquote><ul><li>Allowing only Color Shower (a short-duration DoT and stifle) to effect epics.</li></ul><p> </p><blockquote><p></p><hr><p>What does that mean, It works fine on epics for damage..</p><p>I think you mean to say that the rest of our spells like stunning array, drain will and the like should be able to work on epics. </p><p>Or they should be able to take away the CONC on the pet so i can run him along with dyna.</p></blockquote></blockquote></blockquote></blockquote></blockquote>
<div></div><blockquote><hr>Stealth Status wrote:<div></div><blockquote><blockquote><hr>Fizwick wrote:<div></div><div></div><div></div><div align="center"> </div><blockquote><blockquote><ul><li>Allowing only Color Shower (a short-duration DoT and stifle) to effect epics.</li></ul><p> </p><blockquote><p></p><hr><p>What does that mean, It works fine on epics for damage..</p><p>I think you mean to say that the rest of our spells like stunning array, drain will and the like should be able to work on epics. </p><p>Or they should be able to take away the CONC on the pet so i can run him along with dyna.</p></blockquote></blockquote></blockquote></blockquote></blockquote><hr></blockquote><p>He is talking about the stifle portion of the spell. The damage has always worked but the stifle has not worked since the stifle nerf a while back.</p><p>One thing I would like to see is the ability to cast the aoe stun on the epic target...it still won't effect him, but his group will still get the stun. If I target his group it goes off fine...target him and it says target too powerful.</p>
Stealth Status
01-25-2006, 11:15 PM
<div></div>yeah thats annoying i agree. i use the f keys to switch between main target, Main assist, and whatever scout i feel like using havor off.
Xanderax2
02-04-2006, 09:12 PM
<div></div><div>Illusionist issues I would like to see fxed.</div><div> </div><div>Manacloak upgraded</div><div>Savante upgraded with a longer duration (stop us from getting carpel tunnel)</div><div>Transient Sentiment longer duration (" "<img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />.</div><div>Mana regeneration upgraded.</div><div>Mezzes ro give a "so and so has broken mez and needs a spankin" and for the mezzes to have meaning.</div><div>Stuns and stifles to have a use instead of target to powerful.</div><div>Spellshield and illusionary alllies to do something more than take a spell slot.</div><div>Dismay our mob debuff upgraded.</div><div>Illusionist should have more illusions than we have now. What we have now is sad.</div><div> </div><div> </div><div> Dazler</div>
Manyak
02-05-2006, 05:10 AM
<div>I have found two new bugs with Illusiory Allies:</div><div> </div><div>1 - Assume you are fighting a group of mobs (linked encounter) - mobs A, B, and C. Target mob A, and then cast it. All 3 mobs start fighting those illusions. But then, if mob A gets killed before the timer on IA is up, the illusions run back to you, and mobs B and C aggro you as well.</div><div> </div><div>2 - When mentored, IA will successfully bring out the illusions, but they wont take aggro.</div><div> </div><div> </div><div> </div><div>and of course, im assuming that evry1 knows what happens if the illusions die before the timer is up</div>
Bedarra
02-05-2006, 03:19 PM
mm Good post! If we could get half of these sugestions implemented Id be very pleased.crosses fingers! <div></div>
Aedos
02-12-2006, 01:53 PM
Here are couple new ones:Make Mana Cloak scale with lvls like Word of Force.Make Prismatic Shock line raid castable.Make Spellshield useful again or atleast remove the reoccuring power cost part to compensate loss of usefulness.<div></div>
Xanderax2
02-28-2006, 07:12 PM
<div></div><p>I wouls also like to add that it would be nice to be able to slow mobs like we did in eq1.</p><p> </p><p> Dazler</p>
Azamien-Dermorate
02-28-2006, 10:57 PM
<div></div><p><b></b></p><hr><blockquote><p><b>A. Power Regen</b></p></blockquote><blockquote><blockquote><u>Problem</u>: Illusionists have the lowest power regeneration potential of any power regenerating class (enchanters/bards). This difference can be mitigated only by using our power-tap spell, Devitalizing Stare, however, in its current state, Devitalizing Stare has too long of a cast time to justify its power returned.</blockquote></blockquote><blockquote><blockquote><p><u>Solution</u>: decrease the cast time on Devitalizing Stare, making it more appealing to cast in combat</p></blockquote></blockquote><p></p><hr><p>My other problem with Devitalizing Stare is that it has a very small raidus of effect. where Insight has a radius of 30, Devitalizing only has a radius of 7.5. This means that everyone in your group has to be bunched up or you will end up missing people. </p><p>In raids especially, (but also in group sitituations) where those people that can stand at max range (healers/casters/rangers) are usually bunched up 20 to 25m away from the mob while the rest of the people in the group are engaged in melee ... often on the far side of the mob. Even with perfect placement inbetween these naturally forming groups we have a total range of 15 (7.5 to each direction). Its inevitiable that your going to miss a few people in the group with D.S.</p><p>In therory D.S makes up the differance we lack from other regen classes but in actually practice, it many circumstances it only hits a few of the people in the group which means everyone that gets missed is left with our sub-par regen.</p><p>So my suggestion is to not only fix the casting timer but also to increase the range on the spell. </p>
Mongowth
03-01-2006, 04:16 AM
<div></div><p>Suggestion:</p><p>I have been thinking on a solution to a couple of problems that will actually make the illusionist more fun as well as bringing some illusions into the game and actually claiming back part of our class right!</p><p>Using a similar principle to invis mixed with creature catalogue (basically photo imaging the class type). The idea would work that you would need to capture the image of a class type in order to be able to cast an illusion using that class. This would then be continuously stored in your memory/abilities and maybe have a limitation of five (sticking with current amount - or thereabouts) stored, anymore would get rid of the last one or even maybe a selectable option to get rid of the illusion you don't want anymore. The way it's related to invis is that you would cast this as a singular or group illusion which puts you on a no-agro term with the class type as long as, ofcourse that it's the same class that you are moving amongst that is cast upon you or your group. I guess sticking with the 10 minute restriction would need to be applied. This would then be a constant option to cast that class type anytime anywhere you please until you delete it and/or you get a new one to override an old one.</p><p>Singular though I'm not sure how it would work.. Could make it so if you were in combat the illusion would drop but then think that might be a downside... or would it?! Any feedback appreciated as me personally I would like to see this in the game.. Not a high priority but something that does need to be addressed imo.</p>
evil_drag
03-17-2006, 03:57 PM
<div></div><div>OK what i ask is something like.</div><div> </div><div>A New Real Area Effect Stun</div><ul><li>Duration 12 seconds</li><li>Recast time 3 minutes</li><li>Range 10 meters around caster, prolly a cap 12 targets</li><li>Able to stun Epics</li><li>The caster will be stuned for the duration of the spell</li></ul><p> It's pretty fair to stun epics for 12 seconds., with a recast time of 3 minutes., and also the caster get stuned, and when i say Area effect means that no just the mobs in encounter but all mobs in the area., and yeah unbreakable stun no mez.</p>
evil_drag
03-17-2006, 04:03 PM
<div></div> And about <font color="#ff0000">power regen</font> i ask for an spell to power regen a raid member cost of healt of illusionist prolly., but a regen up to 600, is sad to see sometimes the MT empty of power and can't do nothing even if he's on your group. and we suppose to power regen :smileyindifferent: but most of the times MT is not in my group so should be casted on any raid member. it could be a buff that take a con slot but up to 40+ pwer regen and must stack with epiphany.
Barobra
03-17-2006, 10:38 PM
<div></div><blockquote><hr>evil_dragon wrote:<div></div><div>OK what i ask is something like.</div><div> </div><div>A New Real Area Effect Stun</div><ul><li>Duration 12 seconds</li><li>Recast time 3 minutes</li><li>Range 10 meters around caster, prolly a cap 12 targets</li><li>Able to stun Epics</li><li>The caster will be stuned for the duration of the spell</li></ul><p> It's pretty fair to stun epics for 12 seconds., with a recast time of 3 minutes., and also the caster get stuned, and when i say Area effect means that no just the mobs in encounter but all mobs in the area., and yeah unbreakable stun no mez.</p><hr></blockquote>I like this idea. Its just really powerful with 12 seconds even if it is 3 min recast. I think Illusionists are actually pretty balanced (to an extent). Its just that we want to SEE the efffect we have in a raid when we actually do bring many additions to a raid just nothing really visable and noticeable. We are just so powerful as it is in groups already if they add much more we may start getting a little too much. We do well as a DPS roll and bring power to groups along with buffs. You just cant have everything though.
Mandelbro
03-18-2006, 02:56 AM
A suggestion<a target="_blank" href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=spells&message.id=9281">http://eqiiforums.station.sony.com/eq2/board/message?board.id=spells&message.id=9281</a><div></div>
Fizwi
03-21-2006, 04:08 PM
Updated a few things. Future projects include:<ul><li>A discussion towards improving/replacing Phase.</li><li>A more in-depth exploration of the whole "control spells vs. epics" issue.</li><li>A comprehensive AA guide, with similar bugs/issues/suggestions for them.</li></ul>Recently though, I've finally starting raiding regularly, and have been helping that get off the ground, so I've been a bit busy. Sorry about the lack of updates!~ Zif (68 and lovin my lavender-and-periwinkle boobhat...)<div></div>
Xanoth
03-21-2006, 09:53 PM
<div></div><div></div><blockquote><p></p><hr><p>Fizwick wrote:</p><p><b>B. Control Spells on Raids</b></p><blockquote><blockquote><u>Problem</u>: Many control (mez, root, stun, stifle) spells were originally listed as having alternate or diminished effects on epic targets. As it stands, these spells -- comprising the majority of the enchanter spellbook-- have no effect, and are completely useless on epic targets. This is a <i>vital </i>issue for the Illusionist class.</blockquote></blockquote><blockquote><blockquote><u>Solution</u>: Many solutions have been suggested on the enchanter forums. Possibilities include:</blockquote></blockquote><blockquote><blockquote><ul><li>Allowing control spells to effect epics at a much decreased duration, requiring many enchanters with supreme coordination to achieve meaningful results</li><li>Attaching different "epic-only" debuffs to control spells, providing them with less powerful but still useful purposes.</li><li>Implementing a "stacking" system (a la City of Heroes), wherein a control effect would do nothing to a boss unless multiple copies of that effect are applied simultaneously.</li><li>Allowing only Color Shower's stifle to effect epics.</li><li>Designing more epic-level encounters with "lieutenant" or "trash" mobs that are susceptible to crowd control. Alter existing encounters to fit this paradigm.</li></ul></blockquote></blockquote><hr></blockquote><div>I duno if im the only one that thinks this way but...</div><div> </div><div>I think the major problems with our class is that we're over powered in certain situations and in terms of survival.</div><div> </div><div>this was all exadurated probably about a year ago when our spell durations became "fixed" in that if a mez has a 45 second duration, then its guarenteed to last for 45 seconds. previously there was a chance that the high level the creature the less liekly something would lost, named often breaking free very early. i kinda liked this, it added some realism, and while it was frustrating that it was inconsistant.. im sure most of you have dueled another illusionist, or someone else that can mez or stun, or suffered at the hands of a named mob.</div><div> </div><div>I like the way vanguard will be light on crowed control, because i really do feel its a broken and over powered concept for one person to be able to remove several mobs from the combat, thus greatly increasing group survival should poop hit the fan.</div><div> </div><div>anyway... back onto raid functionality. </div><div> </div><div>if it was the case that our durations scale, then letting us cast on raids wouldn't be that damaging, as they just break early... very early. but it would still mean a 4 second stun would mebies last a second or so, a 10 second stun lasting for mebies 2... hardly power efficient, but if the raid starts to go bad, it might allow several people with stuns to help bring back control at a heavy power cost.</div><div> </div><div>___________________________</div><div> </div><div>I have seriously been considering letting my illusionist gather dust, as with all the game changes, class changes and everything else, illusionists just dont play how they used to, and i really can't progress through the game at even a reasonable pace. i feel 100% dependant on getting help to do jsut about everything.</div><div> </div><div>but i do really like the character and he's achieved so much, yet with an SK i've out leveled him and progressed through the KoS content from level 1-68 in just two months or so.</div><div> </div><div>so rather than moan about being a buff bot, i figured im going to have to start looking about what can be done to improve the class to make it more interesting enjoyable and practical to play again.</div>
Aedos
03-26-2006, 01:56 PM
<div>Why did you update Spellshield entry without mentioning it had lost 25% of its effectivness ?</div>
Fizwi
03-26-2006, 11:19 PM
...because it hasn't. It still reflects spells the same % it always has. The displayed % is changing as you level, because as the level of the opponent you fight increases, the effectiveness declines -- which is the way most spells work. When I first got Shimmering Beam, it does a lot of damage against level 57 creatures. But it's less effective against level 70s. Oh no! Must be a bug! Nope...same deal with spellshield. Once it gets upgraded (next level cap increase) you'll see it become more effective against high level things.In the meantime -- 70% or so chance to reflect is still pretty solid, and I find myself having it up more often than not. I can't figure out what to do with all my mana now that I have the Gown of Glory!<div></div>
Aedos
03-27-2006, 05:31 PM
<div></div><blockquote><hr>Fizwick wrote:...because it hasn't. It still reflects spells the same % it always has. The displayed % is changing as you level, because as the level of the opponent you fight increases, the effectiveness declines -- which is the way most spells work. When I first got Shimmering Beam, it does a lot of damage against level 57 creatures. But it's less effective against level 70s. Oh no! Must be a bug! Nope...same deal with spellshield. Once it gets upgraded (next level cap increase) you'll see it become more effective against high level things.In the meantime -- 70% or so chance to reflect is still pretty solid, and I find myself having it up more often than not. I can't figure out what to do with all my mana now that I have the Gown of Glory!<div></div><hr></blockquote><p>I never said it has lost effectiveness against lvl 60 spells so yes your right if you look at it that way. But that would also mean it would need to be upgraded with the same 14 level cycle that Shimmering Beam gets upgraded and we have seen this isnt happening ourselves. And even if it was, which is very unlikely as no class has had their DoF spell upgraded, there isnt single class with % based spell that keeps getting less effective before its upgrade is available. So its pretty much a moot point.</p><p>That said the mobs I fight at lvl 70 are of that range and against them it effectiveness has been reduced by 25% and no 2/3 isnt a bad rate but it still doesn´t mean that it hasnt lost effectiveness against the mobs its used against post KoS. It doesnt make any difference that it still reflects lvl 60 spells at 91% rate when used against lvl 70 mobs. What about lvl 80 it will then reflect 41% and 16% at lvl 90 since this isnt spell that grows anymore guess they will give it as our new spell in some future expansion its not like we already payed for it...?</p><p>The main point is this is a % based spell with no upgrade available and its definetly losing its effectiveness in post KoS EQ2.</p>
eland
03-29-2006, 11:19 PM
<div></div><p>Regarding our control spells on Epics, I'd like to see some mechanical adjustments along these lines:</p><ul><li>If Epic is stunned:</li><ul><li>When target attacks:</li><ul><li>20% chance to fumble</li></ul><li>When target casts a spell:</li><ul><li>20% chance to be interrupted</li></ul></ul><li>If Epic is stifled</li><ul><li>When target casts a spell</li><ul><li>25% chance to be interupted</li></ul></ul><li>If Epic is mezzed</li><ul><li>Slows target movement by 25% (not necessary if kiting is a concern.)</li><li>When target attacks:</li><ul><li>35% chance to fumble</li></ul><li>When target casts a spell:</li><ul><li>35% chance to be interrupted</li></ul><li>Breaks on damage</li></ul></ul><p>Allow only one check per mob action. For example, if an Epic is both stunned and stifled, it would give a 25% chance to block a spell, and a 20% chance to block a normal attack. What this does:</p><ul><li>It allows us to use our control abilities to mitigate damage by a noticeable amount, while preventing the possibility of triviallizing encounters with them. Even with enough control-power to perma-stun/stifle an Epic, the target is still able to deliver 75-80% of it's damage, with spike-damage being the same.</li><li>All classes with control spells are affected by this, to degrees in accordance to how reliant each class is on these spells. Enchanters are the most reliant on control spells, but many other classes have significant control-type abilities also.</li></ul><p>Note that the percentages I used here are pretty arbitrary. They'd need to be tested to achieve the right balance, and could scale depending on the Epic multiplier.</p><p>Regarding Power Regen, the simplest solution would simply be to adjust the levels we get our main passive Power Regen spells so that all bards and enchanters get upgrades at the same time. If we're intended to be behind other classes in this area unless we're using suplimental Power Regen spells, then let that be reflected in the amount of power for the spell, as opposed to whether or not we get our upgrade before an arbitrary cut-off based on what the current level-cap is.</p><p> </p><p> </p>
Barobra
03-29-2006, 11:49 PM
<div>Something I think would help us alot would be a filter we could set on our chat options to see mez break message. That way I could have a sepearte chat tab that shows me the "This person broke mez" message.</div>
Mayve
04-11-2006, 04:16 PM
<P><FONT size=2>Overall I am pretty happy with my Illusionist. I've played from day 1 and am level 70.</FONT></P> <P><FONT size=1><RANT><BR></FONT><FONT size=2>My only complaint is what is an Illusionist?<BR>Our name means nothing. Our Illusions are CRAP and certainly do not define our class.<BR>At least half of the classes in the game get illusions, including Coercers, so it doesn't even define the difference between good Enchanters and evil ones.<BR>Also, all of our illusions can be obtained by any class thanks to the petrified eyes.</FONT></P> <P><FONT size=2>In EQ1 Enchanter illusions actually had purpose. <BR>Race illusions would allow players to sneak into areas of opposing faction.<BR>We had elemental illusions that increased resists, a Werewolf illusion that gave haste, and many other illusions that gave stat & movement speed modifiers.<BR>Even our "fluff" illusions were cool, at level 1 you could turn into a random nearby object and at higher levels you could turn into your target.</FONT></P> <P><FONT size=2>I would like to see our illusions have a purpose like they used to. If that's too much to ask, then change our freaking class name.</FONT><BR><FONT size=1></RANT></FONT></P> <P><FONT size=2>So yeah, done with my ranting now. It may be unimportant to some, but it really is one major problem I have with my <STRIKE>Illusionist</STRIKE> "Good-Side Enchanter". </FONT></P><p>Message Edited by Gabriel_Archer on <span class=date_text>04-11-2006</span> <span class=time_text>05:31 AM</span>
Hezeki
04-19-2006, 06:11 PM
I totaly agree with Gabriel_Archer. Playing an Enchanter in EQ1 was so much fun. I thougt i would find that in the Illusionist, but maybe i was wrong. Where are my illusions? I want them back, and may they be only fun spells in the lower levels. I am also missing a spell like Enthrall. I cant realy solo linked mobs, i am missing a spell that stuns a target and makes a mind wipe so the others attack me but the stunned stays behind and doesnt attack me when the stun breaks. Or am i just to low level (22) for that. Or am i just to stupid <span>:smileysad:</span> <div></div>
Snek6
05-03-2006, 07:06 PM
<P>Great post. I would like to add some things that _I_ miss, though:</P> <P>We have absolutely no real AoE spells. Recently our emergency spell was modified to become 6s AoE mez, but that's it. Even at lvl 70 I have no way of killing 5 ungrouped lvl 1 mobs with less than 5 spells. Same applies to AoE mez (but _I_ would like to see the damage one first)</P> <P>Why is our (everyone's) power regen spell in-combat-only? I understand we would affect the catering industry if we had group ooc power regen, but how about this part of the effect was caster-only?</P> <P>We are MAGES. My idea of a mage is definitely NOT of someone who has to walk more than most of the other classes. Give us some teleportation spell. Not necessarily in-combat one (I still think that scout evac should be slower than wizard one, at least that's how I would picture the way they do it, but that's another story). But we deserve less walking :smileywink:</P>
<blockquote><hr>Snek666 wrote: <P>Great post. I would like to add some things that _I_ miss, though:</P> <P>We have absolutely no real AoE spells. Recently our emergency spell was modified to become 6s AoE mez, but that's it. Even at lvl 70 I have no way of killing 5 ungrouped lvl 1 mobs with less than 5 spells. Same applies to AoE mez (but _I_ would like to see the damage one first)</P> <P>Why is our (everyone's) power regen spell in-combat-only? I understand we would affect the catering industry if we had group ooc power regen, but how about this part of the effect was caster-only?</P> <P>We are MAGES. My idea of a mage is definitely NOT of someone who has to walk more than most of the other classes. Give us some teleportation spell. Not necessarily in-combat one (I still think that scout evac should be slower than wizard one, at least that's how I would picture the way they do it, but that's another story). But we deserve less walking :smileywink:</P><hr></blockquote> PBAoEs are nice, but meh, we really don't need them. If we're fighting 5 ungrouped level 1 mobs, cast prismatic chaos on yourself, single-shot them all with a melee strike, while nuking another one with shimmering beam. As for our power regen, it's both in-combat and out-of-combat. This was defined a while ago.
Kamarile
05-04-2006, 01:49 AM
<BR> <BLOCKQUOTE> <HR> Snek666 wrote: <P>Why is our (everyone's) power regen spell in-combat-only? I understand we would affect the catering industry if we had group ooc power regen, but how about this part of the effect was caster-only?</P><BR> <HR> </BLOCKQUOTE><BR>Just as a note, our mana regen spells state in-combat, but apply out of combat too...
RgrEd
05-08-2006, 12:44 PM
Fizwik,I'd like to post a comment about the spell line involving Seal of Ascention.Can you please have the coders to make this spell grey out when its casted on the group? Sometimes in battle I go to hit Savante (next to it) and I end up hitting Seal of Ascention and well I drop the buff because its not darkened like the rest. This is the only thing I havent seen posted anywhere. I have done /feedback in the game a few times about this.Thanks,Kamikaze70 IllusionistOasis - Iniquity Guild
<blockquote><hr>RgrEdge wrote:Fizwik,I'd like to post a comment about the spell line involving Seal of Ascention.Can you please have the coders to make this spell grey out when its casted on the group? Sometimes in battle I go to hit Savante (next to it) and I end up hitting Seal of Ascention and well I drop the buff because its not darkened like the rest. This is the only thing I havent seen posted anywhere. I have done /feedback in the game a few times about this.Thanks,Kamikaze70 IllusionistOasis - Iniquity Guild<hr></blockquote> When you cast Seal buff line again when it's already up, it will not drop the Seal already up, it will just recast it, and not cause the buff to drop.
Fizwi
07-13-2006, 02:33 AM
Soooo...after a long hiatus, I'm back to EQ2, and back to updating the list. Please feel free to continue discussion or suggestions! There's still a lot of work to be done!<div></div>
<DIV>Wondered where you've been <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></DIV> <DIV> </DIV> <DIV>Also update Illusory Allies, because now with their HP so crappy, it's nearly useless.</DIV> <DIV> </DIV> <DIV>Also Phase is now 31-38 meters, so make sure it does at least 31 would be great!</DIV> <DIV> </DIV> <DIV>Also figured out a better "fix" for spellshield, absorb instead of reflect non-profession spells.</DIV>
Fizwi
07-13-2006, 03:03 AM
Yeah, I noticed they're even more fragile than usual...I'll do more updates here once I finish my new AA write-up. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /><div></div>
Barobra
07-13-2006, 05:59 PM
Phase is actually pretty darn useful in a raid if you are quick with it. But can also be very dangerous if you accidently hit it after the tank regains agro...oops. Kinda funny to do it if I just want to see that epic mob kill someone real quick....
Manyak
07-14-2006, 02:38 AM
<BR> <BLOCKQUOTE> <HR> Barobrain wrote:<BR> Phase is actually pretty darn useful in a raid if you are quick with it. But can also be very dangerous if you accidently hit it after the tank regains agro...oops. Kinda funny to do it if I just want to see that epic mob kill someone real quick....<BR> <HR> </BLOCKQUOTE><BR>ya, me and the tank keep ourselves coordinated, so i know when hes gonna use rescue/reinforcement and when they are both down
Barobra
07-14-2006, 06:10 PM
<BR> <BLOCKQUOTE> <HR> DaMutation wrote:<BR><BR> <BLOCKQUOTE> <HR> Barobrain wrote:<BR> Phase is actually pretty darn useful in a raid if you are quick with it. But can also be very dangerous if you accidently hit it after the tank regains agro...oops. Kinda funny to do it if I just want to see that epic mob kill someone real quick....<BR> <HR> </BLOCKQUOTE><BR>ya, me and the tank keep ourselves coordinated, so i know when hes gonna use rescue/reinforcement and when they are both down<BR> <HR> </BLOCKQUOTE> <DIV> </DIV> <DIV>You know, I really need to make sure my guild is aware of this skill now that you mention that. Good idea. Tank wouldn't even need to move out of position or anything.. I just have been using it under the radar so to speak. They think the tank just magically got the agro back when a mob enters our camp. :smileyhappy:</DIV>
crimsonm
07-21-2006, 09:00 AM
Wow, Thank you for posting this! It has helped me learn a lot of why I am having so much trouble, especially with Illusionary Allies. I didn't know a lot of the stuff you posted. I was wondering why some people have been telling me they can't tell when I mezz, I was thinking about making a macro for group so they would know even though I hate group macros. Jonetsu ~ Lvl 61 Illusionist ~ Spellbound ~ Mistmoore <div></div>
I've been thinking about it and... I think Illusory Allies should be put into the "completely broken" category. Really, how many times have people used it since the HP nerf? It wont even last the duration on a challenging heroic, which is about the only time a memwipe might be useful. It might last against a low level heroic, or solo mobs... but is there ever a situation where one would actually want to do that?It was, at the very best, situational before the nerf. Now, every situation where I would have used it before it is completely ineffective.I love the idea of having a memwipe at our disposal, but at this point, we effectively do not have a memwipe at all and it would be better to turn this into a typical dumbfire swarm pet spell. Until IA is fixed to actually have a realistic chance of the memwipe going off (against targets that one would have a reason to memwipe), or it is changed into something else completely, this spell should be considered broken. It is truly sad that I have a spell in my spellbook that I use less frequently than Spellshield....Bit of a whine, sorry. This spell is really cool and I mourn its loss.I guess I'll throw in a suggestion: trigger the memwipe whenever one of the allies dies and on termination. Or put their old HP back. Or just make it a regular dumbfire spell, maybe with a chance to interrupt when they hit. I really don't care at this point, just give me a reason to use it every once in a while <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /><div></div>
madha
08-21-2006, 07:04 PM
<P>I also think the allies should mem wipe when they die, real good utility to split vymm and prime. Coercers get thier nifty mem wipe i think our allies doing it when they die instaed of 15 s would work nicely.</P> <P> </P> <P>Allso i want more group illusions as well illusions that you cant get any way else other then being with a illusionist, as of now conj are the only ones i can think of that can shape shift the group into stuff you cant do on your own, there is a healer that turns people into a ugly somthing. I do like changing the wizards familiars in to giant humans, and conj pets into mini humans. I want to change people into every player race and some of the better mobs in the game, along with newly created stuff just for us. WE better get a fae group illusion case im not rolling another alt.</P>
<P>Mana Cloak,</P> <P> For end game, I find a very rare need for this spell as it exists. Maybe it is just me and where I get placed on raids, primarily in one of the DPS groups where no one is being struck by the mob(s). Yet, was told this is a "must have" spell for a raiding illusionist. I would find this spell to be of greater utility if it could be casted across raid on to the MT or even the MA rather than as a group AE. Even in non-raid groups where the MT is doing his job and holding agro, as a group AE, this spell doesn't make as much an impact on the group as a whole as it does on the MT. </P> <P> Okie, I accept that one solution would be to place the illusionist in the MT or MA group for the raid. Still, the spell wouldn't make as much of an impact on the rest of the group when the only one being struck is the MT/MA. </P> <P> I see this spell being more beneficial as a single target buff that can be casted across raid or if was to remain a group AE, then proc'ing on any type of damage rather than just melee damage. That way, those of us standing outside melee damage ranges would have a chance of some benefit from the spell when the mobs use their spell AoE's.</P> <P>Illusions,</P> <P> My eq1 illusionist was an alt and fairly low level. Yet, I too remember some of the illusions it possessed that could be used to serve some purpose rather than just being for show like our eq2 illusions seem to be. I would like to throw in my vote for some changes to the eq2 illusions that would actually serve a purpose. Top ideas include an illusion to cast on a group or individual to increase a) out of combat regen as long as they remain stationary (a rock), b) illusion increasing in-combat-regen for 30-60sec as long as no hostile spell is casted, just beneficial spells, by the indiviual (not sure of a good illusion for this, a book?), c) agro reduction on an individual, like a healer or a wizard, if I make them look like a cat with big doe-like eyes, d) group invis is great for when we are on the move, but how about a group illusion to look like the nearest mob or object when we are sitting in a spot with no intention of moving more than 20m for a longer duration than a group invis would last. </P> <P> I enjoy all the useful abilities we possess and being able to make the difference we make. Yet, it would be nice to be an illusionist casting some illusions that served some purpose.</P> <P> Xantilly 70 Illusionist </P>
Tuleri
09-05-2006, 10:50 PM
<BR> <BLOCKQUOTE> <HR> madhatr wrote:<BR> <P>I also think the allies should mem wipe when they die, real good utility to split vymm and prime. Coercers get thier nifty mem wipe i think our allies doing it when they die instaed of 15 s would work nicely.</P> <P> </P><BR> <HR> </BLOCKQUOTE>You have Phase which kinda does that. However, the diff is Coercer mem wipe is complete, Illusionist is partial. That applies for Phase or Allies.<BR>
Cohann
10-12-2006, 04:35 PM
<DIV>I think that our AE-Dot/Stifle ist bugged because Epics have a increased immunity even to the dmg effect. The spell should last 10secs. On Epics the Stifle effect should last only 3,3 secs but the DOT ends after 3,3 secs too. As a result I do much less dmg than before. This should be fixed at once...</DIV> <DIV> </DIV> <DIV><A href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=26&message.id=15990" target=_blank>http://eqiiforums.station.sony.com/eq2/board/message?board.id=26&message.id=15990</A></DIV> <DIV> </DIV> <DIV> </DIV>
WAPCE
10-16-2006, 09:33 PM
<blockquote><hr>Cohann wrote:<DIV>I think that our AE-Dot/Stifle ist bugged because Epics have a increased immunity even to the dmg effect. The spell should last 10secs. On Epics the Stifle effect should last only 3,3 secs but the DOT ends after 3,3 secs too. As a result I do much less dmg than before. This should be fixed at once...</DIV> <DIV> </DIV> <DIV><A href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=26&message.id=15990" target=_blank>http://eqiiforums.station.sony.com/eq2/board/message?board.id=26&message.id=15990</A></DIV> <DIV> </DIV> <DIV> </DIV><hr></blockquote> No, no, no. Check your logs. The damage is all there, just at an accelerated rate.
Xanoth
10-16-2006, 09:45 PM
as with any dot, if the duration is shortened, so is the tick duration. all the damage is done, just faster.similar concept to the druid AA which reduces their HoT duration
Fantasy
11-30-2006, 10:04 AM
Something I don't think anyone has mentioned in the thread is it would be nice to be able to anchor our pets, and make them cast at range at a mob, instead of having to do the "fishing" thing, making it run back and forth like an idiot so that it will not engage in melee.
WAPCE
12-01-2006, 07:18 AM
<blockquote><hr>Fantasy77 wrote:Something I don't think anyone has mentioned in the thread is it would be nice to be able to anchor our pets, and make them cast at range at a mob, instead of having to do the "fishing" thing, making it run back and forth like an idiot so that it will not engage in melee.<hr></blockquote> That's less of an Illusionist thing and more of a general pet mechanic. Judging by the silence on the part of the devs on the countless times it's been requested, I'm going to guess they don't want an easy button for ranged pet combat.
Stumpwater28
12-09-2006, 03:26 AM
<DIV>Just a few comments about the power drains on tougher mobs. The solution suggested that the amount of power drained is increased. While that is fine and dandy it is not very pratical to tune against. I suggest that the power drain spells are either a: Broken down to drain different amounts of mana based upon the con of the mob. Meaning solo mobs would be:100, Heroic Mobs would be 500 and Epic Mobs would be 1500 or something like that. I know this is possible for them to create because there is a warlock spell that is similar to this. option B: would be making the power drain based upon percentage or a range of percentages rather than a range of fixed numbers. </DIV> <DIV> </DIV> <DIV>Another suggestion would be a user option to display text in the tool tip that would indicate how it would break a mez, daze etc. Most of my headaches are from zerkers or monks going nuts on AOE's, not group dots though that does happen. </DIV> <DIV> </DIV> <DIV>While we are on the top of suggestions a great suggestion would be to have our main mezzes have the ability to take 2attacks before breaking. That way the warning message would not be so final. </DIV> <DIV> </DIV> <DIV>-stump</DIV>
Manyak
12-09-2006, 06:52 PM
<BR> <BLOCKQUOTE> <HR> Stumpwater28 wrote:<BR> <DIV>I suggest that the power drain spells are either a: Broken down to drain different amounts of mana based upon the con of the mob. Meaning solo mobs would be:100, Heroic Mobs would be 500 and Epic Mobs would be 1500 or something like that. </DIV> <DIV>-stump</DIV><BR> <HR> </BLOCKQUOTE> <P><BR>Even if u drain an epic of all its mana it will still cast. No T7 epic i know of actually spends mana to use its skills. Mana draining epics was THE strat back in T5, and because we could completely 'trivialize' an encounter, they decided not to allow us to do it anymore. So even if we got a boost to heroic mob drianing, epic mob draining still doesnt mean anything. So to make this change effective, u need to ask them to make it so that epics use mana as well.</P> <P> </P> <P> </P> <BLOCKQUOTE> <HR> Stumpwater28 wrote:<BR> <DIV>While we are on the top of suggestions a great suggestion would be to have our main mezzes have the ability to take 2attacks before breaking. That way the warning message would not be so final. </DIV> <DIV>-stump</DIV><BR> <HR> </BLOCKQUOTE> <P><BR>Because if an assassin with a 0.5sec weapon delay on both his DWs autoattacks a mezzed mob, he has plenty of time to react to a warning message. Um, right.</P>
Stumpwater28
12-10-2006, 01:56 AM
Stumpwater28 wrote:I suggest that the power drain spells are either a: Broken down to drain different amounts of mana based upon the con of the mob. Meaning solo mobs would be:100, Heroic Mobs would be 500 and Epic Mobs would be 1500 or something like that.-stump---------------------------------------Even if u drain an epic of all its mana it will still cast. No T7 epic i know of actually spends mana to use its skills. Mana draining epics was THE strat back in T5, and because we could completely 'trivialize' an encounter, they decided not to allow us to do it anymore. So even if we got a boost to heroic mob drianing, epic mob draining still doesnt mean anything. So to make this change effective, u need to ask them to make it so that epics use mana as well.--------------------------------------------------- Stump: This is what makes talking to fellow illusionist so much fun. We just argue amoungst ourselves. Though I do take your feedback as incredibly constructive and I am sure with the enormous amount of decisive alternate solutions you provide here will assist the devs in understanding exactly how to increase the effectiveness of power drains with epic mobs. Thank you.Anyway the balancing issue here is difficult but no more difficult than hp tuning and mit tuning for tank for epic mobs. Take reuse timers x Total amount of mana drain from TeirX spell x 2 Chanters (adverage per raid) >= designed intended duration of fight (average say Xk DPS) = Total power pool of mob. Balance that with power cost per mob spell and you should have something feasible.I still think that a percentage base is a better way to go.---------------------------- Stumpwater28 wrote: While we are on the top of suggestions a great suggestion would be to have our main mezzes have the ability to take 2attacks before breaking. That way the warning message would not be so final. -stump-----------------------Because if an assassin with a 0.5sec weapon delay on both his DWs autoattacks a mezzed mob, he has plenty of time to react to a warning message. Um, right.--------------------------Stump: This would be an case where the suggestion would not work, however the suggestion was to help the unintentional AOE's that can go off or dots that have multiple second intervals to indicate that canceling the dot might be a good idea. Perhaps you never encountered those sorts of breaks to your mezzes. No? I for one am in full support of the idea that if there is a few cases where an idea would not work that it should be ridiculed. So thanks for the feedback.-stump<div></div>
Manyak
12-10-2006, 02:18 AM
<DIV> <BLOCKQUOTE> <HR> Stumpwater28 wrote:<BR><BR>Anyway the balancing issue here is difficult but no more difficult than hp tuning and mit tuning for tank for epic mobs. Take reuse timers x Total amount of mana drain from TeirX spell x 2 Chanters (adverage per raid) >= designed intended duration of fight (average say Xk DPS) = Total power pool of mob. Balance that with power cost per mob spell and you should have something feasible.<BR><BR>I still think that a percentage base is a better way to go.<BR> <HR> </BLOCKQUOTE>This still doesnt fix the underlying problem. Even if we could drain an epic in one hit, it still wouldnt do anything to stop it from casting. So why mana drain in the first place?</DIV>
Stumpwater28
12-12-2006, 12:01 AM
<BLOCKQUOTE> <HR> Stumpwater28 wrote:<BR><BR>Anyway the balancing issue here is difficult but no more difficult than hp tuning and mit tuning for tank for epic mobs. Take reuse timers x Total amount of mana drain from TeirX spell x 2 Chanters (adverage per raid) >= designed intended duration of fight (average say Xk DPS) = Total power pool of mob. Balance that with power cost per mob spell and you should have something feasible.<BR><BR>I still think that a percentage base is a better way to go.<BR> <HR> </BLOCKQUOTE>Other Dude: This still doesnt fix the underlying problem. Even if we could drain an epic in one hit, it still wouldnt do anything to stop it from casting. So why mana drain in the first place? <DIV> </DIV> <DIV> </DIV> <DIV>--------------------------------------------------------</DIV> <DIV> </DIV> <DIV>Stump: So are you saying that if they just fixed the problem you decribed above that there would be no more power drain problems for epics? Perhaps a better thing to say would be: Other Dude: 'Great suggestion, we should also add that in order for any of the power drains suggestions to work they dev team would need to address the issue that epic mobs can cast at no power just like they have full power. '. Or of course you could have read that the issue if addressed had that fix you decribed as implied. Either way it is terribly important to address that as well. </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV>-stump</DIV>
Eugam
12-12-2006, 05:14 PM
<blockquote><hr>DaMutation wrote:<div> This still doesnt fix the underlying problem. Even if we could drain an epic in one hit, it still wouldnt do anything to stop it from casting. So why mana drain in the first place?</div><hr></blockquote>Huh ? Did i miss something ? A mob with 0 power cant cast anything but auto-attack. Powerdrain was king back in T5. Then DoF came und suddenly there was no Illusionist around anymore <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> I dont think this strat will come back anytime soon. Its just to easy to kill any mob when hes drained. No AE... nothing... Drain is nice when soloing, but in raids where mobs have huge powerpools i d rather like to have the ability to oppress the mobs ability to consume power. Like i oppress him by 8% and so his spells are 8% weaker.. or something like that. Just needs balanced durations and recast timer. <div></div>
Flipmode
12-12-2006, 05:45 PM
<BR> <BLOCKQUOTE> <HR> Eugam wrote:<BR><BR> <BLOCKQUOTE> <HR> DaMutation wrote:<BR> <DIV>This still doesnt fix the underlying problem. Even if we could drain an epic in one hit, it still wouldnt do anything to stop it from casting. So why mana drain in the first place?</DIV><BR> <HR> </BLOCKQUOTE>Huh ? Did i miss something ? A mob with 0 power cant cast anything but auto-attack.<BR><BR>Powerdrain was king back in T5. Then DoF came und suddenly there was no Illusionist around anymore <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> I dont think this strat will come back anytime soon. Its just to easy to kill any mob when hes drained. No AE... nothing...<BR><BR>Drain is nice when soloing, but in raids where mobs have huge powerpools i d rather like to have the ability to oppress the mobs ability to consume power. Like i oppress him by 8% and so his spells are 8% weaker.. or something like that. Just needs balanced durations and recast timer.<BR><BR><BR> <BR> <HR> </BLOCKQUOTE><BR>You apparently missed the part where he said T7 epics do not use power to cast their abilities. Way back in T5 when we could drain mobs of their power thus making them pansies, the devs gave mobs regen but they also did one other sneaky thing...they made mobs big damage spells innate abilities that cost 0 power to cast. Thus power draining an epic is pointless. Some epic mobs will cast these innate abilities whether stunned, stifled, or dazed. Thats why that whole CC revamp on epics was a big joke on us.<p>Message Edited by Flipmode on <span class=date_text>12-12-2006</span> <span class=time_text>05:46 AM</span>
Xanoth
12-12-2006, 07:04 PM
power drain seriously needs just removing from PVE =/
Zenith
12-14-2006, 01:39 AM
Please make the Illusory arm icon DIFFERENT from the rapidity icon. Them sharing the same icon is just confusing sometimes.
<P> </P> <P>AA abilities</P> <P>/agree make illusionary arm icon different</P> <P>Split peronality aa abilty, make it a permanent personae pet spell like the one we have only it is targetable. uses 3 concentration of course. So we can copy a scout, tank or healer. </P> <P> </P> <P>Spells</P> <P>Leave Phase spell how it is, I dont want it to port the mob 45m everytime</P>
Mayve
02-13-2007, 12:52 PM
<cite>Rykal wrote:</cite><blockquote> <p>Split peronality aa abilty, make it a permanent personae pet spell like the one we have only it is targetable. uses 3 concentration of course. So we can copy a scout, tank or healer. </p><p></blockquote> </p><p>I really don't see that as a good idea. Split personality is good as is and to make it be permanent at the cost of being able to haste a fighter/scout in your group and putting Synergism on yourself or a mage in the group/raid is hardly effective. Also why would you put this on the healer? This spell transfers all the pets hate to whoever you make it a copy of, healers really aren't in need of extra hate gain. Furthermore, I don't see the pet really being able to heal and certainly wouldn't be beneficial given it's duration.</p>
Mayve
02-13-2007, 01:36 PM
<p>Ok, this post is actually an edit to my previous post since SoE seems to have decided not to impliment the feature on their new boards.</p><p>I think I misread part of that, if you're meaning make Split Personality permanent for the sole purpose of putting it on a healer or whatever and making a copy you'd basically be undoing the point of the spell. It's a limited, albeit unique, form of hate transfer. It's supposed to disappear so that the hate it gained goes to the person it was a copy of. If it never disappears the hate doesn't go anywhere and negates the purpose of the spell.</p><p>Additionally, if you want to be able to switch between a pet that can tank, a pet that can heal, and a pet that can dps and takes 3 concentration slots - roll a Conj.</p>
<cite>Volaz wrote:</cite><blockquote> <p>Mana Cloak,</p> <p> For end game, I find a very rare need for this spell as it exists. Maybe it is just me and where I get placed on raids, primarily in one of the DPS groups where no one is being struck by the mob(s). Yet, was told this is a "must have" spell for a raiding illusionist. I would find this spell to be of greater utility if it could be casted across raid on to the MT or even the MA rather than as a group AE. Even in non-raid groups where the MT is doing his job and holding agro, as a group AE, this spell doesn't make as much an impact on the group as a whole as it does on the MT. </p> <p> Okie, I accept that one solution would be to place the illusionist in the MT or MA group for the raid. Still, the spell wouldn't make as much of an impact on the rest of the group when the only one being struck is the MT/MA. </p> <p> I see this spell being more beneficial as a single target buff that can be casted across raid or if was to remain a group AE, then proc'ing on any type of damage rather than just melee damage. That way, those of us standing outside melee damage ranges would have a chance of some benefit from the spell when the mobs use their spell AoE's.</p> <p>Illusions,</p> <p> My eq1 illusionist was an alt and fairly low level. Yet, I too remember some of the illusions it possessed that could be used to serve some purpose rather than just being for show like our eq2 illusions seem to be. I would like to throw in my vote for some changes to the eq2 illusions that would actually serve a purpose. Top ideas include an illusion to cast on a group or individual to increase a) out of combat regen as long as they remain stationary (a rock), b) illusion increasing in-combat-regen for 30-60sec as long as no hostile spell is casted, just beneficial spells, by the indiviual (not sure of a good illusion for this, a book?), c) agro reduction on an individual, like a healer or a wizard, if I make them look like a cat with big doe-like eyes, d) group invis is great for when we are on the move, but how about a group illusion to look like the nearest mob or object when we are sitting in a spot with no intention of moving more than 20m for a longer duration than a group invis would last. </p> <p> I enjoy all the useful abilities we possess and being able to make the difference we make. Yet, it would be nice to be an illusionist casting some illusions that served some purpose.</p> <p> Xantilly 70 Illusionist </p><p></blockquote></p><p>From a PVP point of view... Mana Cloak is one of the best spell we have. In a long drawn out fight, once everyone is low on mana, pop that and within 30 -45 secs the entire group is at full power again since in pvp usually most everyone is getting smacked on. Full mana replenshing reactive will win you many battles! </p><p>From a Raid MT group Illusionist point of view... It can re fill the tank in no time, IF your mystic or defiler drops wards. I would like to see it proc on ward hits as well as non warded hits. And for mobs that drain all the main tanks power, it makes it so he always has enough power to taunt. Just a little scary for mystics sometimes when you tell them not to ward till the tank has some power <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> </p>
TalethBane
04-06-2007, 11:56 AM
Yage@Guk wrote: <blockquote>Volaz wrote: <p>From a PVP point of view... Mana Cloak is one of the best spell we have. In a long drawn out fight, once everyone is low on mana, pop that and within 30 -45 secs the entire group is at full power again since in pvp usually most everyone is getting smacked on. Full mana replenshing reactive will win you many battles! </p><p>From a Raid MT group Illusionist point of view... It can re fill the tank in no time, IF your mystic or defiler drops wards. I would like to see it proc on ward hits as well as non warded hits. And for mobs that drain all the main tanks power, it makes it so he always has enough power to taunt. Just a little scary for mystics sometimes when you tell them not to ward till the tank has some power <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> </p></blockquote>I have to agree from the Raid perspective. I raid pretty much all the time now and in certain raid fights this spell is just about a must have. In LoA there are many pulls that have 3 or more mobs in them. Drop this at the start and the MT never drops below 90% power. Single targets this is not that great but a little extra power regen is better than 0. I do wish the recast was shorter but it is an amazing spell, that coupled with mana flow, devitalizing gazes and your normal power regen should keep the MT group well powered through even the most difficult fights with shards and/or hearts for backup if needed.
Controlor
04-25-2007, 03:10 PM
One thing i find an issue is our Group Mez. It used to be the case where you can refresh it and it would land on all the mobs again. With it taking the mobs outa the effects of aoe sept direct it makes it so that once i cast the spell if i try to use it again it only lands on 1 mob. This can be a hastle when trying to mez more than 5 mobs. 5 mobs is easy to do, 6 is complicated but i have done befor. But really i would love our aoe mez to refresh on all mobs that have it on stead of waiting till it wears down do fast aoe stun and remez. I dont know how it would be fixed but thats a personal issue and dont know if you other chanters feel the same way/
FlameingInfer
05-30-2007, 11:45 PM
I like my Illusionist.... Most challengeing class there is in MPO! Lots to think of and do, Mezz, Pet, DPS/Casting ect. Its a very busy toon. Only think I don't like are the power drains, but in PVP I think they work ok. not great but just ok. Pet helps, but it really needs a taunt or something to pull PVP agro off ya <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> GL to you all!
Baynne
09-07-2007, 11:37 PM
I think this might be affecting all pet classes, but as I am currently lvling an illusionist and it is affecting my health status at times, i'm gonna post it here. I am sick and tired of seeing "You are not allowed to send your pet to attack your target or implied target." even when me, the mob, and my pet are all within hand-holding distance. this bug affects my DPS and it affects survivability at times. Devs really need to take a look at pets and rework thier AI so they can move to a spot that will allow them to attack. After all, this pet is a clone of my character, and i know for a fact my character is not gonna sit there and look at you stupid if she is told to attack something <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />
yelvan
11-02-2007, 03:44 PM
don t remenber but i have listen line spell mana drain is in going on worked for delete drain mana line spell and make an other line spell for illu and coercer is right or wrong?.
Yngwiem
12-15-2007, 01:13 PM
<p>As a new Illusionist, I noticed that our pets take up 3 action points. This leaves us with the ability to only cast 2 buffs. The other pet classes (Necro & Conj) only require 1 action point for their pets.</p><p>I have a higher level Necro, and never use all of my points. On my Ill. I am in my mid 20's, and have them used up. </p><p>Solution: Make the pet only use 1 action point. </p><p>*** Action point is that bar under your name. Not sure what the correct term is off the top of my head.</p>
<p>Never mind, for some stupid reason I thought the current Bugs list would be stickied by now.</p>
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