View Full Version : Am I missing something?
jalist
12-02-2006, 03:58 PM
I've been levelling up an illus, he's level 31 at the moment. I have a coercer friend who seems to have no problem taking named and yellow conned triple ups, but I find myself unable to take anything heroic unless it's considerably lower level than me. I have a good range of masters and ad3's, good armour and a good int level, so I wonder if I'm missing something? My aoe mezz and root seems to be resisted by three quarters of mobs (even though they're both ad3), and obviously with cloth armour I dont last long if I have anything on me.I'm obviously not looking at taking heroics at levels above me, but some advice / tips on what is going wrong, or what I'm doing wrong would be really useful - thanks in advance <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /><div></div>
Ardnahoy
12-03-2006, 11:03 PM
<P>You can kill ^^^ yellows, even named. Spell quality is important, but tactics are the key.</P> <P>I will present to you, my young illusionist, with the most devastating solo tactic in the game. A tactic that works on every solo mob in the game, caster or melee, indoors and out.</P> <P>The tactic relies on patience and timing. The more hitpoints the mob has, the longer it will take to kill it. Expect fights to last up to 10 minutes for certain mobs. Here is how you do it: There are three stages in this tactic. You can skip the second stage if you want.</P> <P> </P> <P>Stage 1 - The Pull</P> <BLOCKQUOTE dir=ltr> <P>Find a safe spot to fight in, free or roamers.</P> <P>Find a safe way to pull the mob to avoid adds and pull it to the safe fighting spot. Body pull if necessary. Pet fishing if adds are not a problem.</P></BLOCKQUOTE> <P> </P> <P>Stage 2 - (optional) Sacrifice Your Pet</P> <BLOCKQUOTE dir=ltr> <P>Send in your pet.</P> <P>Send in your construct.</P> <P>Cast melee debuff</P> <P>Start HO : advance with Prismatic</P> <P>Finish HO : cast your DoT's and nukes (4 spells)</P> <P>Cast your single-target stun.</P> <P>Wait for stun to wear off and then cast you AoE stun</P> <P>Wait for stun to wear off and then cast Silence</P> <P>Wait for silence to wear off, your pet is probably about to die by now.</P> <P>Cast a root, and tell your pet to stop fighting</P> <P>Let the mob trash your construct, make sure the mob stays rooted</P></BLOCKQUOTE> <P>By now, you should have taken about 20% of the mobs health. Your pet is probably dead or almost dead by this time, your DoTs have worn off, and the construct is toast. The mob is safely rooted, has expended some of its power, and is 1/5 dead. You should be at 100% health and about 90% power at this point. This part is completely optional, but I like to be as efficient as possible, and sacrificing your pet is a relatively safe way to do it.</P> <P> </P> <P>Stage 3 - Why People Envy Illusionists Who Can Safely Solo Yellow Named ^^^ Heroics Under Any Condition -AKA- Stun is Your Best Friend</P> <OL> <LI> <DIV><STRONG>Mez</STRONG> the mob - mez lasts 40 seconds</DIV></LI> <LI> <DIV>Run up to the mob and stand <EM>behind</EM> it (very important), within melee range</DIV></LI> <LI> <DIV>While the mob is still mezzed, <STRONG>start an HO</STRONG>... wait a few seconds... <U>you are waiting for Stun to refresh</U> - refresh for stun is 30 seconds from last cast</DIV></LI> <OL> <LI> <DIV>When Stun is ready, cast <STRONG>Prismatic</STRONG> (this will advance HO)</DIV></LI> <LI> <DIV>Immediately cast <STRONG>Stun</STRONG> (this <EM>may </EM>finish the HO, but if it doesn't don't worry about it and just let the HO expire) - if stun was resisted, re-mez the mob to start all over from the beginning - this tactic requires 99%+ stun success, if you regularly get stun resists, you will not be able to use this technique</DIV></LI> <LI> <DIV>While the critter is stunned, turn on your <STRONG>melee combat</STRONG> - you have about<EM> <U>6 seconds</U></EM> when you can hit him safely, and since you previously cast prismatic, you are hoping to get in three melee hits within those six seconds - use a fast weapon if possible - if you get three prismatic strikes within 6 seconds then all is good, but don't wait for the three prismatic strikes, time is of the essence here</DIV></LI> <LI> <DIV>Stun lasts 8 seconds, so when stun is about to wear off (about <EM>6 seconds</EM> as mentioned above), turn melee combat <STRONG>off</STRONG> - this gives allows you <EM>2 seconds</EM> of stun time for the next step</DIV></LI></OL> <LI> <DIV>Immediately <STRONG>re-mez</STRONG> the mob before Stun wears off</DIV></LI> <LI> <DIV>Repeat from <STRONG>step 3</STRONG></DIV></LI> <LI> <DIV>Every two or three cycles, target yourself and cast <STRONG>Mana Flow</STRONG> to keep your power pool up</DIV></LI></OL> <P> </P> <P>And there you have it. The mystery of how Illusionists solo the hard stuff has been revealed to those who haven't figured it out yet. There are, of course, other methods we can use to solo hard mobs, but the above method is the safest and most reliable, and works under every condition. The only downside is that the tactic is slow, and may take up to 10 minutes to solo something. Once you get the timing down, you will be unstoppable. Remember to lock your encounter just in case jealous passers by decide to "help" you by breaking your mez.</P><p>Message Edited by Ardnahoy on <span class=date_text>12-03-2006</span> <span class=time_text>02:22 PM</span>
jalist
12-04-2006, 06:34 PM
Extremely useful advice, thankyou so much for taking the time to write it <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /><div></div>
da5idblacksun
12-05-2006, 05:24 AM
How do you lock your encounter?<div></div>
Manyak
12-05-2006, 05:52 PM
<DIV>set your default group option to autolock (in the options window).</DIV> <DIV> </DIV> <DIV>or type /lock for a single encounter</DIV>
da5idblacksun
12-05-2006, 08:23 PM
Thanks.<div></div>
Ardnahoy
12-12-2006, 10:17 AM
<BR> <BLOCKQUOTE> <HR> DaMutation wrote:<BR> <DIV>set your default group option to autolock (in the options window).</DIV> <DIV> </DIV> <DIV>or type /lock for a single encounter</DIV><BR> <HR> </BLOCKQUOTE> <P><BR>Does the group option also lock solo encounters? If it does, I'm gonna set it as soon as possible.</P> <P>I usually do the /lock thing if I see some passerby stop to marvel at my soloing prowess. You just know that stupid paladin is going to break mez trying to "help" you.</P> <P>Unfortunately, as has happened to me more than once, when you are enganged in one encounter, and an add wanders by, you can only lock one encounter at a time (unless this has been changed recently). This sucked in the past when a mezzed add was awakened by a do-gooder, and I was not able to lock the add encounter.</P> <P>If anyone knows if this has changed, and if you can lock more than one encounter at a time, let us know.</P>
Cohann
12-12-2006, 02:51 PM
You could improve stage3/step3 a little. While being in autoattack mode and trying to trigger prismatic you can open an another HO (if the HO before has been finished with single target stun.) You can use this 8 seconds to cast your 2 nukes while being in autoattack and eventually complete another HO with it.<div></div>
Manyak
12-13-2006, 08:17 PM
<BR> <BLOCKQUOTE> <HR> Ardnahoy wrote:<BR> <BR> <P><BR>Does the group option also lock solo encounters?</P> <HR> </BLOCKQUOTE><BR>Yes, it locks all encounters.
<div></div><div></div>How do you get your root to last? I don't think I've ever seen a root last more than a few seconds. I've been level 30 and trying to take down that solo heroic wolf tamer guy in Butcher and just can't do it. If I send in pet, it dies quick, I can slow it down with stuns. If the pet is about to die, I put a root on him, but this usually breaks in about 2-3 seconds, and by the time a stun or another root goes off he's already hit me once, so i'm down to half health. If I get a resist, any resist, im dead.Edit: And yeah, lots of resists for stun and root. Who doesn't get this? I'll certainly try step three a few times and see if I can get the hang of it, but im going to guess i'll see resist after resist.<div></div><p>Message Edited by Auze on <span class="date_text">12-13-2006</span> <span class="time_text">04:44 PM</span></p><p>Message Edited by Auze on <span class=date_text>12-13-2006</span> <span class=time_text>04:47 PM</span>
Ardnahoy
12-16-2006, 09:57 PM
<BR> <BLOCKQUOTE> <HR> Auze wrote:<BR> How do you get your root to last? I don't think I've ever seen a root last more than a few seconds. I've been level 30 and trying to take down that solo heroic wolf tamer guy in Butcher and just can't do it. If I send in pet, it dies quick, I can slow it down with stuns. If the pet is about to die, I put a root on him, but this usually breaks in about 2-3 seconds, and by the time a stun or another root goes off he's already hit me once, so i'm down to half health. If I get a resist, any resist, im dead.<BR><BR>Edit: And yeah, lots of resists for stun and root. Who doesn't get this? I'll certainly try step three a few times and see if I can get the hang of it, but im going to guess i'll see resist after resist.<BR> <HR> </BLOCKQUOTE> <P>Root wll last as long as you are not damaging the mob. DoTs are the bane of root spells, so make sure to time the encounter such that your DoTs do not get in the way of mezzes or roots. I usually cast my DoTs at the beginning of the fight, or whenever I am confident that my pet will be alive for the duration of the DoT. Otherwise, I do not use them at all.</P> <P>Also, do spend the money to upgrade your important spells, of which root is definately one of them. Also, a Master 1 pet lasts a LOT longer than an App1 pet.</P> <P>Lastly, you need to do whatever you can to increase your <STRONG>Subjugation</STRONG> skill. Before the last combat upgrade that made all spells more resistable, I had put in a bunch of AA points into the WIS line to increase subjugation. I also wear some +subjugation items. Thankfully, because of this, I get very few resists with my spells. At this point in the game, +Subjugation is more important than +Intelligence.</P> <P>If you get a lot of resists for your stun, then you can't use the main tactic. If you get a lot of resists in general, then life will suck as an illusionist as we are then reduced to being second class pet mages.</P>
Queue
12-24-2006, 01:59 PM
<P>All I can say is that what is stated is a good foundation, it is not the most efficient way of delivering damage. There are many more complex ways off applying and using Illusionist skills fully. For instance, this is my combination:</P> <P>Short mez, start HO</P> <P>Prismatic Chaos</P> <P>Long Stun, sending in pet and turning on auto attack at the same time</P> <P>Two-handed staff AA attack</P> <P>Shimmering Beam</P> <P>Solar Shower</P> <P>Start HO</P> <P>Tumor</P> <P>Shimmering Beam</P> <P>Master Strike or Thermal Shocker (if applicable)</P> <P>Tribulation, pull off pet and stop auto attacking</P> <P>Shimmering Beam</P> <P>Short Mez, start HO</P> <P> </P> <P>-Queue</P> <P> </P>
Stumpwater28
01-10-2007, 02:00 AM
<P>This is what I do. </P> <P>I dont cast the pet. I buff myself with the following, seal, epiphany, magi sheild, aspect, rapidity, synergism and Illusrory arm. This is four of five cons. </P> <P>It requires Full Agi line and five points into shimmering beam. </P> <P>Before I start the combat I pop a GM INT potion ... 10 secs then Second sight. </P> <P>Then I engage with the following. </P> <P>Mez target with Lustrous Regalia</P> <P>Momentary Sentiment</P> <P>Forsake Will</P> <P>Solar Shower</P> <P>Shimmering Beam</P> <P>Tumor</P> <P>Shimmering Beam</P> <P>Chronosiphoning</P> <P>Dazzling Array</P> <P>Tribulation</P> <P>Shimmering Beam</P> <P>Shocker/Master Strike</P> <P>Shimmering Beam.</P> <P>Empty Mind </P> <P>Lock Down</P> <P>Shimmering Beam over and over until Lockdown is broken/ if it breaks cast Lustrious Regalia</P> <P>Do that until Stun, tumor and solar shower is up. </P> <P>Start over until mob dies. </P> <P>I am pretty sucessful with this on Yellow to Orange ^^^ mobs. I know it may sound silly to have the cons on myself with rapidity and aspect, but I find the pet so unpredicable and paperbagish on ^^^ mobs that I would rather have this on myself to just help finish off the mob if needed. I also do not do the prismatic choas and then melee on the mob because I think it is too risky to be within that sort of distance when you can hit the same dps from far away. </P> <P>And lord dont ask me why someone would think this stuff is a secret. It is just how you play an illusionist. </P> <P>-stump</P> <P>PS Another way to deal with mobs that are riskier is just to mez proc them constantly while the stun is resetting and dont cast solor shower or lock down. That tactic works well on those stuborn mobs. </P> <P>PSS: If you like using your pet mirror to take down the mob you can alway mez after the pet dies, recast the pet, stun the mob send in pet and then cast phase on the mob. repeat. </P> <P>PSSS: Fishing or whatever people call it with sending and call off your pet over and over is really boring. I guess it works, but there are just alot more interesting ways in my opinion. </P> <P> </P>
Ardnahoy
01-13-2007, 06:55 PM
<BR> <BLOCKQUOTE> <HR> Stumpwater28 wrote:<BR> <P>I am pretty sucessful with this on Yellow to Orange ^^^ mobs. I know it may sound silly to have the cons on myself with rapidity and aspect, but I find the pet so unpredicable and paperbagish on ^^^ mobs that I would rather have this on myself to just help finish off the mob if needed. I also do not do the prismatic choas and then melee on the mob because I think it is too risky to be within that sort of distance when you can hit the same dps from far away. </P> <HR> </BLOCKQUOTE> <P><BR>I send in the pet only so the mob is occupied while I blast it. I fully expect the pet to die. It is more like a 20 second root than anything else. Usually, when the pet bites the dust, I cast haste and proc on myself for the rest of the fight. I costs no in-combat power to suicide a previously casted pet. If the mob loses 20% of its health before the pet dies, then it did its job.</P> <P>The prismatic/melee thing might unnerve you because the mob is in your face, but is a tried and true way to safely kill stuff.</P> <P>Also, you mentioned killing ^^^ orange mobs, and I really have to call BS on that. I'll admit that I'm not exactly wearing full fabled or have every spell at master level, but there is no way that I can safely handle orange mobs of any arrow level. Even with the sentiment buff and with +subjugation AA and gear, half of my CC spells and almost all of my disruption spells get resisted. Even on orange down arrow solo mobs. Certainly moreso after the last resist changes.</P> <P>Maybe you are right and it can be done, but the only way I see this happening is if maybe the player is fully fabled/mastered. I just don't see it happening any other way with the current resist rates as they are.</P>
ugramu
02-01-2007, 03:58 AM
When you ppl are talking about taking down these "uber" named heroic ^^^ mobs you are speaking as a level 70?Most of the stuff you guys are doing isnt that easy to pull off at lower levels, if at all.<div></div>
Manyak
02-01-2007, 04:10 PM
<DIV>its not as easy until ur pet gets a root - which i think happens with the lvl 34 (?) pet. i might be wrong though, when i was that level we didnt even have pets....</DIV>
Ardnahoy
02-03-2007, 02:47 AM
<BR> <BLOCKQUOTE> <HR> ugramu wrote:<BR>When you ppl are talking about taking down these "uber" named heroic ^^^ mobs you are speaking as a level 70?<BR><BR>Most of the stuff you guys are doing isnt that easy to pull off at lower levels, if at all.<BR> <BR> <HR> </BLOCKQUOTE> <P><BR>I realize that the game has changed a lot since I was a newbie, but I was always able to kill really hard mobs. I farmed the hell out of Stormhold from level 25-30, often killing yellow ^^^ heroic named in the process. After LU13, when we lost our Charm spell, I farmed the hell out of Varsoon, including Varsoon's lair when they were yellow. I did the ultra hard Arena trials before they gimped the champion (he was orange ^^). Runnyeye was [Removed for Content] from level 44 to 50.</P> <P>My illusionist was my first toon, created the very first week of EQ2. I played him on-and-off, usually pausing every 10-15 levels to go play a different class. I've been able to solo toughies after every major combat and spell revamp since the beginning.</P> <P>I wore whatever armor I made as a tailor, and used whatever spells I came across while hunting. My gear and spells were never uber, but it didn't matter.</P> <P>As long as your spells are strong, and your technique is good, you should have no problems soloing the hard stuff at any level.</P>
Manyak
02-04-2007, 07:25 PM
<BR> <BLOCKQUOTE> <HR> Ardnahoy wrote:<BR> <BR> <BLOCKQUOTE> After LU13, when we lost our Charm spell........<BR> <HR> </BLOCKQUOTE></BLOCKQUOTE><BR>newsflash - we only had a charm spell for about a week or two before they changed it to not affect targets over lvl 24. and for the record, LU13 GAVE us that charm spell, as well as the ability to scribe the coercer lvl 47 charm (domination). but like i said, one or 2 weeks later that was fixed.
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