View Full Version : Questions about spell upgrades, etc
Joren_Wolfheart
03-31-2006, 01:57 AM
Hello everyone,I recently decided to roll an illusionist, and I have to admit, I find it refreshingly fun. It seems to bring together some parts of a pet class, while adding more utility in buffs and the ability to stun/mez mobs.My big question is this. Is it worth it to make sure all of your stuns and mezzes are adept3? Right now I have my frist group stun at adept 1, and it seems to work decently well on blue and green mobs. However, if the mob cons white or gold, the group stun is almost worthless. It doesn't even last long enough for me to cast my single target stun, which seems to be able to mez anything in the gold-con range.I really enjoy the class, and just wanted to hear the opinions of others about what spells are a must for upgrading and which aren't as important. I keep my Personae pets at adept3, and intend to keep my temporary pets at at least adept3 as well. Thank you all for any advice you have!<div></div>
Impetus
03-31-2006, 02:23 AM
Having them at adept 1 is perfectly fine for levelling up. If you're casting on orange mobs, having masters or adept 3's will help some, though. Once you get to higher levels where you will be using the spells for longer, it makes more sense to upgrade them.Also at higher levels, your group stun will give you enough stun time to get off your long stun. So it's nice to have that quick casting time if you're in trouble with about 4.5 sec of stun, then you can get off the long stun that takes 2.0 sec to cast. I've saved lots of overnukers with a quick-casting group stun, then a long stun to give the tank time to regain aggro. It can also be useful against a group of mobs to give your healer time to catch up if the pull was rough. In addition, once you have your spell proc (Intensity/Dynamism line) it'll be one more thing you can cast on groups along with your two encounter AE's to get extra procs.So to sum up, if I were levelling an illusionist alt now, I would concentrate on getting upgrades to the pet and the damage spells. The quick nuke, the dot with mental debuff, and the prismatic strife line (3 melee procs per cast) whenever you get that. The other dot with the nuke at the end isn't quite as good IMO, since the thing you're fighting is often dead before the nuke goes off.And actually, with the low enchanter population, it may even be cheaper to buy masters of some of those rather than getting a rare and having the adept 3 made.Those are my thoughts, hope it helps.
<div></div><blockquote><hr>burgeswe wrote:Hello everyone,I recently decided to roll an illusionist, and I have to admit, I find it refreshingly fun. It seems to bring together some parts of a pet class, while adding more utility in buffs and the ability to stun/mez mobs.My big question is this. Is it worth it to make sure all of your stuns and mezzes are adept3? <font color="#ccff00">Right now I have my frist group stun at adept 1, and it seems to work decently well on blue and green mobs. However, if the mob cons white or gold, the group stun is almost worthless. It doesn't even last long enough for me to cast my single target stun</font>, which seems to be able to mez anything in the gold-con range.I really enjoy the class, and just wanted to hear the opinions of others about what spells are a must for upgrading and which aren't as important. I keep my Personae pets at adept3, and intend to keep my temporary pets at at least adept3 as well. Thank you all for any advice you have!<div></div><hr></blockquote><p>i am not sure if i understand why you consider the AE stun almost worthless on higher con mobs. to me it reads as if you were thinking that the duration on higher lvl mobs is shorter than on green and blue mobs and that you hope to increase it with upgrading. this is not the case. duration of our stuns is fix and always the same no matter what mob. the only difference is that higher lvl mobs tend to resist more and thats also the only thing an upgrade to a higher quality spell (adept3 or master) would counteract a bit.</p><p>as for what spells to upgrade, it depends on playstyle and personal preference. depending on if you solo or play in group more the choice would be slightly different. groups will usually go after higher con mobs and resist on your CC spells like stuns and mez are more likely to occur and can be pretty annoying. so for me mez was usually one of the first spells to upgrade. most enchanter that i know have gone for power regen first though. but if you solo a lot, damage spells may have higher importance.</p><p>so after upgrading the personae (which i highly can recommend) just go for those spells that you use the most and value for your own playstyle the most important.</p>
Barobra
03-31-2006, 04:50 AM
Personally I use the ae stun like crazy. Its recast is really fast and its a great way to give a tank just enough time to taunt that mob off a soon to be dead mage class.Also, because of it you can keep a mob stunned for an extended period of time. Your fighting a triple up mob with your group....cast group stun....start casting your long duration stun....your group stun will probably be ready to cast by the time the single stun has finished its duration...cast group stun again...this way your stunning it for an extended period of time.In some groups where DPS is really high you don't even need a healer if your constantly stunning....Of course the coercer is even better at this........To your original question....should you upgrade to adept 3 or master? Depends on how much money you have to spend. I personally think our greatest asset is spells. My gear really doesn't have as big an impact on a situation as much as my spells do. Sure adding up FT gear to the point where I have 50 more power a tick is nice...but when your fighting that orange con mob and you need to stun him...what matters more? Its all about personal perference. I am all about masters myself. Is it really needed? Probably not....but it helps.<div></div>
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