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View Full Version : Illusionist on PvP Server...


Morti
03-24-2006, 08:34 AM
The main thing I would like to see changed for the PvP aspect of the illusionist, is to make mez spells actual "mezzes" and not "stuns".  That means to have mezzes have their own immunity timers, seperate from stuns.  After a victim of our mez breaks free, nobody can stun that person for a good amount of time.  Also, immunity should be only for the amount of time they spent in a mez, not for the longest possible duration.  I'm fairly sure that if I cast a "30 second mez" (15 in pvp) on a person he immediatly gets a (15x2=30) 30 second immunity to all stuns.  Even if he breaks out of mez in 1 second.  So mezzes are actually beneficial to your enemies in PvP in some situations.Our main ability in PvP is our ability to "mez" our enemies.  Often they are broke earlier than even the half duration (without them taking any damage) that they are suppose to last and end up being a nice "immunity buff" for the enemy. Also, as others have pointed out numerous times, another illusion that would be handy in PvE or PvP situations would be nice.  I don't have illusionary allies yet, I'm hoping it doesn't clearly state something above the illusions heads like <Mortius' illusionairy ally> so it's pointless in PvP.. and also hoping its not extremely obvious to people which is fake and which isn't.  The group illusion: Gnoll seems like it will be nice (I'm still only 40) since nobody will be able to tell what class is what.  But nothing really outstanding as far as illusions, and since we're called illusionists, would be nice to have at least one other.Another thing is our mez on our "secondary" nuke.  In PvP it just ends up hurting us.  We either use the nuke and give the person a long stun immunity, or we don't use it and lose that much more dps.  I'm not sure how to fix this problem other than make the mez part of the spell only for PvE.  Perhaps a small change to do more damage in PvP instead?  or perhaps a blind effect?  I don't know, but the current spell hurts in PvP as much as it helps.The same thing with the stifle on our root.  This one people might disagree on.  I personally would love for it to be replaced with something else, like a snare when the root breaks.  I would rather use my long stifle spell and not have them be immune to it. However, one thing that would fix a lot of the immunity problems, and something I would LOVE to see implemented in the game, is for our spells to slightly change color (like when someone is out of range, how they change to red), perhaps blue, when your current target is immune to at least one aspect of your spell.  So if they are currently immune to stifle effects and you target them, then all spells with a stifle effect turn a little blue.  Now it would be a little confusing on spells where they could be immune to one aspect and not the other, but it would still be FAR greater than not knowing at all.  This would save us from casting spells on a person that it's not going to work on anyway.I know there is some work to implement these changes, but I honestly feel if these were made (especially the first and last suggestions), that the illusionist class would be 100x more fun to play in PvP. These were just my two cents, thank you for taking the time to read it.<div></div>

Dragonslayer810
03-24-2006, 08:58 AM
<div>"I'm fairly sure that if I cast a "30 second mez" (15 in pvp) on a person he immediatly gets a (15x2=30) 30 second immunity to all stuns.  Even if he breaks out of mez in 1 second."</div><div> </div><div>I believe if this happened we would only have a 2 sec stun immunity.</div>

Mac
03-24-2006, 09:02 AM
<div></div><div>I agree on the mez immunity being separate from stun immunity. I also agree with the rest, but I don't feel it's as important.</div>

Morti
03-24-2006, 09:22 AM
>>>>>>"I'm fairly sure that if I cast a "30 second mez" (15 in pvp) on a person he immediatly gets a (15x2=30) 30 second immunity to all stuns.  Even if he breaks out of mez in 1 second."<div> </div><div>>>>I believe if this happened we would only have a 2 sec stun immunity.Anyone know the definate answer to this?  It's been my experiance that they get the full immunity the instant they get hit with the spell.  I've noticed people who break out of mez quickly still have immunity to it for quite awhile it seems.  I however, could be mistaken.</div><div></div>

Belizarius
03-24-2006, 11:20 AM
<div></div><p>Bleh.</p><p>This is why I wouldn't touch a chanter in PvP with a 10' pole.  All this immunity stuff too frustrating to me.</p>

Mac
03-24-2006, 02:50 PM
<div></div><span><blockquote><hr>Belizarius wrote:<div></div><p>Bleh.</p><p>This is why I wouldn't touch a chanter in PvP with a 10' pole.  All this immunity stuff too frustrating to me.</p><hr></blockquote></span>I am not sure how well someone could argue that you don't need immunities. After playing DAoC/WoW/SB at their respective launch dates, I can tell ya that no-immunity CC systems are catastrophic for a PvP environment. BUT, as a CC class, I do feel the pain. <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /><div></div>

Randell44
03-24-2006, 04:06 PM
Seperate the stun from the mez and the immunity is fine.<div></div>

Kl
03-24-2006, 05:09 PM
<div></div>Also remove the useless stifle effect on our pet's root, and the mez component on his nuke. When I use my pet in PvP, it helps the enemy more than it helps me because my pet is giving out free immunities to stifle/mez/stun/root.

Randell44
03-24-2006, 08:14 PM
Aye you could make it a PVP only change.<div></div>

Rayvne2
03-27-2006, 12:26 PM
<div></div><blockquote><hr>Randell44 wrote:Aye you could make it a PVP only change.<div></div><hr></blockquote><p>I would like a option to turn off the CC options on my pet for PvP.  I wouldn't want it turned off without a option to turn it on though.</p><p>Atm, if I am in a group and we are attacking another group I can sig him on one of the casters while we go after the healer.  He is a bit of a pain for a caster since he will drain some power, stifle etc....</p><p>Where the pet sucks is in solo pvp.  I usually root, dot, stun, stifle, and then send in the pet.</p><p>If I could turn off the pet's casting I could cast prismatic on him and send him in early without having him burn all my CC options.</p>

FATT
03-28-2006, 08:51 PM
<div></div><blockquote><hr>Rayvne2 wrote:<div></div><blockquote><hr>Randell44 wrote:Aye you could make it a PVP only change.<div></div><hr></blockquote><p>I would like a option to turn off the CC options on my pet for PvP.  I wouldn't want it turned off without a option to turn it on though.</p><p>Atm, if I am in a group and we are attacking another group I can sig him on one of the casters while we go after the healer.  He is a bit of a pain for a caster since he will drain some power, stifle etc....</p><p>Where the pet sucks is in solo pvp.  I usually root, dot, stun, stifle, and then send in the pet.</p><p>If I could turn off the pet's casting I could cast prismatic on him and send him in early without having him burn all my CC options.</p><hr></blockquote><p>Wow, totally agree with you on this suggestion. Having the ability of toggling CC options for our pet in PvP would be awesome. Good idea. Hope dev's will consider that change.</p><p> </p>

mill94
03-31-2006, 11:43 AM
i play a wizzie on fp naggie, and I don't think you guys are hurting at all in pvp. Now, i'm not a NERF EVERYONE chap, or anythinglike that. I don't think you guys should get nerfed either, but your class has the sole distinction of beating me at a lower lvl. No other class has done it but you guys. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />So just a fyi, illusionists are pretty tough at pvp. Especially against other casters.<div></div>