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View Full Version : illusionist changes - some thoughts


zit
11-05-2005, 04:20 AM
<DIV> <DIV>Illusionist changes:<BR><FONT color=#ccff00>- Speechless now drains slightly more power and does its power damage instantly.<BR>- Uncertainty will drain power instantly as stated in examine text, and for a greater amount than the DoT used to.</FONT></DIV> <DIV><FONT color=#ccff00></FONT> </DIV> <DIV>The upfront power drain is a positive change. gives us more flexibility in combination with mez if needed, although i didnt really have any problem before.</DIV> <DIV><BR>For the increased amount that it can drain.... well, the question is rather in what situation is power drain thought to be used and useful in general?<BR>For soloing? Not worth the power and delay.<BR>For grouping? Similar situation. Mobs die so fast, no point in power drain.</DIV> <DIV>Killing named? Have yet to meet a group after CU that would consider focus on power drain more efficient than focus on dps and just killing.</DIV> <DIV>Leaves raids? Are there any epics atm that actually can be drained?</DIV> <DIV> </DIV> <DIV><BR><FONT color=#ccff00>- Alacrity had its haste amount increased.<BR></FONT>For lower lvl char this is of some benefit. For higher lvl I am way too often in groups where ppl are close to hit the haste cap (i was said its at 100% haste, dunno if correct). Several other classes get a combined haste+damage increase buff. Would make more sense to add a damage increase component to Alacrity instead of increasing the haste% IMO.<BR> </DIV> <DIV><BR><FONT color=#ccff00>- Convincing Regalia once again functions as an emergency mez. Its duration was decreased, reuse time increased, and casting time was reduced.<BR></FONT><BR>Once again? think i missed here something...</DIV> <DIV>Unless this refers to the main use of this spell pre CU, as a back up mez in case our main mez got resisted.</DIV> <DIV> </DIV> <DIV>With shortened recast time on resisted spells in general, the function as an emergency spell is indeed gone.</DIV> <DIV>But to bring back the emergency aspect by decreasing duration and increasing reuse time seems ...um...a bit odd.</DIV> <DIV><STRONG>If the actual purpose of this change is to turn it into an emergency mez then also make it unresistable or at least significantly lower resist than our main mez.</STRONG></DIV> <DIV>If the actual purpose is to nerf our mez ability, then just call it by its right name pls.</DIV> <DIV> </DIV> <DIV><BR><FONT color=#ccff00>- Lock Mind now makes resistance checks less often, but has a small chance to break when taking damage.</FONT></DIV><FONT color=#ccff00></FONT> <DIV><BR>WHY?<BR>Why give the spell a double break check? Why not just increase the resistance checks if its too relyable?</DIV> <DIV><BR>In grouping one main use of this spell is crowd control in situations where the mob cannot be mezed (when the mob is dotted for example). If this spell is getting also a check to break on damage, it becomes worthless in groups.</DIV> <DIV><BR>For soloing (and i am talking solo mobs here) I need this spell to keep the mob away from me. My personae cannot hold agro for sh*t but it will die if I don’t help kill the mob fast enough. which unavoidably will draw me agro. That leaves me in a very bad situation if my root has a chance to break on damage.</DIV> <DIV> </DIV> <DIV>A wizard can nuke for 5k+. One nuke, one single check on break.<BR>Have an idea how often I have to cast my main nuke to reach that number, how much more often there will be the risk to break root?</DIV> <DIV>I dont have heals, i dont have armor, i dont have big nukes or high burst dps.<BR><STRONG>If our root is going to have a chance to break on damage, in order to remain able to efficiently solo we will need 1. taunts for our personae 2. the ability to heal it and 3. higher DD nukes</STRONG>.</DIV> <DIV>with other words we need get made more similar to the other mage classes in one way or the other (which we wouldnt really like though, there is a reason why we play enchanter instead of sorcerer or summoner). </DIV> <DIV> </DIV> <DIV>If the purpose of this change should be to make us unable to solo heroics, pls consider 1. that it has also a huge impact on every other aspect of our play and 2. that the trade off for our crowd control abilities is the lower dps and a horrible power-damage ratio compared to other mages so that we are not able to kill fast.</DIV> <DIV><STRONG>If our CC abilities get reduced, the dps trade off needs to be reduced as well to balance it out again and also our power-damage ratio needs improved.</STRONG></DIV> <DIV> </DIV> <DIV><BR><FONT color=#ccff00>- Phantasmal Splendor will no longer prevent its targets from being hit by other AoE effects. </FONT></DIV> <DIV><FONT color=#ccff00><BR></FONT>Does that mean it will once again work like it is on live atm? Good for soloing, some disadvantage for grouping. Some will like it, some wont.</DIV> <DIV> </DIV> <DIV><BR><FONT color=#ccff00>- Phantasmal Splendor had its duration reduced and power cost adjusted.</FONT></DIV><FONT color=#ccff00></FONT> <DIV><BR>The shorter duration is not justified IMO. The change prolly will hit hardest the illusionist below lvl 50 who rely much more on AE mez for soloing than high lvl enchanter who have with Color Shower a second AE damage spell available. With the linked encounter system that equals a group of mobs to one single harder mob, i dont see the point why it should be necessary for game balance or what ever to reduce duration on AE mez.</DIV> <DIV> </DIV> <DIV>In any case if its going to be shorter duration, not only power cost needs to be adjusted but also cast time/recast time and resist rate lowered.</DIV> <DIV> </DIV> <DIV><BR><FONT color=#ccff00>- Color Shower now delivers its damage faster.</FONT></DIV> <DIV><BR>My guess is this means the spell as a whole will expire faster, which would also include the stifle component on it. Bad move.</DIV> <DIV>Considering that illusionist have been pretty content with this spell  in its current form (our lvl 50 key spell) the real purpose of this change seems not to be to "deliver its damage faster" but rather to nerf our stifle abilities.<BR></DIV> <P><BR><U>Conclusion:</U><BR>After having got our mind control spells completely disabled on epics with last patch, we now going to face a serious cut back on our mind control abilities for soloing and grouping.<BR>*AE mez shortened<BR>*Single mez shortened and longer recast.<BR>*AE stifle shortened<BR>*Root not relyable once again.<BR>In return we get slightly increased power drain with very limited use at best.</P> <P><BR>What a trade.</P></DIV><p>Message Edited by zitha on <span class=date_text>11-04-2005</span> <span class=time_text>03:21 PM</span>

Xalibur
11-05-2005, 07:41 AM
<DIV>devs just have no clue and this just proofs it best</DIV> <DIV> </DIV> <DIV>on the other hand illusionist are a rare spawn anyway...</DIV> <DIV> </DIV> <DIV>i guess i play my alt again.. or cancel..</DIV> <DIV> </DIV> <DIV>btw: we DONT have an AE mez.. its a LOUSY encounter mez with max target 4</DIV> <DIV> </DIV> <DIV>i hope we get ice comet as a spell now to kill mobs so we dont break root every 1 seconds that we have to cast our ridicioulus nukes when soloing. </DIV> <DIV> </DIV> <DIV>in 9 years of MMORP i havent seen so clueless Devs... well no wonder with their relative sucky payment</DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV>

Pogball
11-05-2005, 07:25 PM
I totally agree with Zitha. Why start with the nerf bat again. None of the update changes are needed.Power drain spells are next to useless these days except for the stifle component. No point in us having them imho. And even more useless if you raid alot. Scrap them and give us something else.We are made of paper - even more so since parry was taken away - the root is the only thing that allows me to solo with out dying - so if its going to break more often soloing may once again become more trouble than it is worth - a backward step for our class yet again and all those quests i have will become undoable again as in pre-cu days.Mezz is pretty much no longer need most situations and we're not really dps. I'm sorry we need class defining stuff - we are ILLUSIONISTS And yet we have no illusions of any use!!! Go look it up in the dictionay SoE please!Most situations we're just a power battery these days tbh.....<p>Message Edited by Pogball on <span class=date_text>11-05-2005</span> <span class=time_text>06:28 AM</span><p>Message Edited by Pogball on <span class=date_text>11-05-2005</span> <span class=time_text>06:30 AM</span>

Tendonit
11-07-2005, 12:37 AM
Thanks a lot for putting such good analysis of the upcoming nerf, Zitha.Unfortunately the history teaches us that devs are quite content with illusonist being one of the most inept and unfun classes to play, and it is heading back that way again. After patiently waiting for several months and playing a broken class, we had our several weeks of fun. Now back to reality.And who said we don't get illusions? We got one illusion of an improvement - better power drains. LMFAO.

K3mik4l
11-07-2005, 12:00 PM
Binding Light app4 broke like hell when I used it with my lvl 26 illusionist on a blue 1 downarrow mob. Felt almost exactly like prerevamp roots <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /> (Which broke often after second dot, rarely lasted much longer. In master 1 for that is, hehe)The tanking of mobs is coming back it seems, hehe, even more so as the stun casting time is 3 seconds lol. Only this time theres no speechless to drain even the mobs up to lvl 48 from power before they get to hit you.edit: typo, hehe.<p>Message Edited by K3mik4l on <span class=date_text>11-07-2005</span> <span class=time_text>09:05 AM</span>

Legionus1
11-08-2005, 06:29 AM
Are they nerfing our root line....Or are they simply stating that locked minds is overpowered I will like to know this becuase I am a lvl 51 illusionst and I do not want my only spell that I use for soloing being a problem. Please Devs be carefull on nerfing our root, we have no pets and we cannot do the equal ammount of DPs in one root that a wizard and warlock can. I am happy after revamp and my character can solo heroics im not going to lie but when I do take on a heroic green it takes all my power because of our power-damage cost. Most mages can now take on heroics too. <div></div>

Darmash
11-08-2005, 01:25 PM
What about having root break on heroics only ?<div></div>