View Full Version : Illusionist too underpowered to do later quests.
Maroger
01-26-2006, 06:30 AM
<div>I have an illuisionist - level 6 now and she is simply too underpowered do compelte any more quests. I can't kill Direspike, I can't kill the battle character that spawns on the hill. I can barely kill a green toxic spider.</div><div> </div><div>I don't know if the APP2 versions of the spells will help but right now this PC is totally uselss.</div>
Get a group?Not everyone will be able to solo the same things.<div></div>
Maroger
01-26-2006, 09:10 AM
<div></div><blockquote><hr>Magus` wrote:Get a group?Not everyone will be able to solo the same things.<div></div><hr></blockquote>Developers have said this area and quests are supposed to be soloable by all classes, so I am testing to these specs. I am telling them that the specs won't work for all classes.
ReynardTheFox
01-26-2006, 01:26 PM
As a level 6 Illusionist, I solo'd the entire island apart from the cave quest which I don't believe many could solo. You need to learn how to make the most of the abilities you have at level 6 and not just press the nuke and auto-attack.<div></div>
Nerwen
01-26-2006, 01:30 PM
<span><blockquote><hr>Maroger wrote:<div></div><blockquote><hr>Magus` wrote:Get a group?Not everyone will be able to solo the same things.<div></div><hr></blockquote>Developers have said this area and quests are supposed to be soloable by all classes, so I am testing to these specs. I am telling them that the specs won't work for all classes.<hr></blockquote>As a lover of Illusionists, I am surprised to hear this. I will make an illusionist tomorrow on test and run her through 6, just to see what's what, and post again on this thread when I do. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />Jen <img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /></span><div></div>
Maroger
01-26-2006, 08:49 PM
<div></div><blockquote><hr>ReynardTheFox wrote:As a level 6 Illusionist, I solo'd the entire island apart from the cave quest which I don't believe many could solo. You need to learn how to make the most of the abilities you have at level 6 and not just press the nuke and auto-attack.<div></div><hr></blockquote>What abilities? I didn't notice many at Level 6.
Nerwen
01-30-2006, 05:06 PM
<div></div><span><blockquote><hr>Maroger wrote:<div>I have an illuisionist - level 6 now and she is simply too underpowered do compelte any more quests. I can't kill Direspike, I can't kill the battle character that spawns on the hill. I can barely kill a green toxic spider.</div><div> </div><div>I don't know if the APP2 versions of the spells will help but right now this PC is totally uselss.</div><hr></blockquote>This post worried me, so I rolled up an Illusionist on test, completely forgetting about some real life things I had to do, so she only got up to 4, not 6. I soloed the complete time. Here are my impressions:At level for, (I only just dinged 4) I have the following spells:</span><ul><li>One "lighting bolt zap" direct-damage spell.</li><li>One "static electricity spark" dot-damage spell.</li><li>One "Hypnotic Eye" stun spell</li><li>One "Rainbrow-brite" mez spell.</li></ul>I have completed the following quests:<ul><li>Talk to beginning NPC</li><li>Defeat a trainer NPC</li><li>Defeat three zombie-goblins</li><li>Find out what happened to the dead soldiers</li><li>Find the scout</li><ul><li>Retrieve bow from zombie goblin</li><li>Retrieve arrows from sticks near spider nest</li></ul><li>Talk to Freeport Betrayer</li><ul><li>Kill 4 spiders</li><li>Kill more spiders</li><li>Kill Direspike</li></ul></ul>As some important background info, I played a chanter to level 65 in EQ1, and have Illusionist and Coercer alts on Live, so I have the advantage of going into the class knowing what I am doing. Yes, I can kill spiders. The process goes something like this:<ul><li>Open with stun!</li><li>Lightning zap</li><li>Lightning zap</li><li>Spider bite OUCH!</li><li>Mez</li><li>Wait for stun to refresh</li><li>Stun!</li><li>Lightning zap</li><li>Lightning zap</li><li>Spider bite OUCH!</li><li>Mez.....</li></ul>Yes, it works. Yes, I even killed Direspike with it at level 4.... barely. And yes, I have some concerns. They are as follows:<ul><li>First of all, I am not sure how wise it is to provide a <i><u>dot</u></i> as one of the first direct-damage spells. Dot breaks mez, and a brand-new player, who has never played an illusionist before, cannot be expected to know this. The <i><u>only</u></i> way I have found spiders to be soloable is to disregard the dot and use my mez and stun very judiciously. Granted, we want to teach new Illusionists to use their mez and stun as efficiently as possible, but having a dot in the mix sabotages these efforts.</li><ul><li>Possible solution - swap the dot with root - add root at level 2 or whenever, add the dot at level 5.</li></ul><li>Where <i><u>is</u></i> charm? It is not in my bar yet! But, well... I am only level 4. Let me play through 8, and then we will see where we are.</li><li>Adds: at level 4, I cannot handle an add <i><u>and</u></i> win the encounter. I can do one or the other, but not both. On the one hand, this is marginally worrisome. On the other... it <i><u>is</u></i> level four. Again, let me play through 8 and see where we are.</li></ul>I hope that this helps. I absolutely love Enchanters and so far I am mostly pleased with the way they are handling the newbie Enchanters on test. I wouldn't necessarily say we are underpowered: I would say that our direct damage is very low, but Enchanters have always been low on direct damage, so I am not quite sure what to think. Overall, I am very pleased with the newbie chanter quests. You can not play a chanter the same way that you would play a direct damage class, it flat-out will not work, and I like that. A chanter is <i><u>not</u></i> a direct damage class, we are all about controlling the encounter, and the beginning quests really emphasize that style of play. Jen <img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /><div></div><p>Message Edited by Nerwen on <span class="date_text">01-30-2006</span><span class="time_text">04:09 AM</span></p>
DerDrac
01-30-2006, 07:55 PM
Keyword here is tactics. I think thats the whole issue for this new ability push. I rolled a few new characters on test and the initial impression is that they want you to learn how to play these specific characters from the start. Granted a lot should be considered soloable, even on the old island, you had to group up for grimgrash (heroic i believe but still). My main is a bruiser and i can solo heroics my level or one above sometimes, its about 50/50 chance of survival depending on some of my abilities hitting such as a stun, fear, or bruiser backstab equivalent (have to be behind or flanking for it to work) and my power pool, stance and everything else going on, its quite a fun battle. Getting adds would = death if not for fd heh. Anyway, point here is that each class should and does have their very own tactic when engaging and hopefully killing a mob in this game. I think it reigns true for most games that stealth classes will need to utilize some form of sneaking, tank classes (the easiest to play i believe) rush, crush, repeat, mage classes and other casters will have to keep their distance and use any spells necessary to keep the mob as far away as possible (noted a pet helps with this heh). My alt is a necro and there would be no way i could beat some mobs without my pet or using spells wisely. I like the changes so far, you feel like the actual classes for the early levels instead of in the case of my bruiser i was wielding a sword before (fighter) then at 10 suddenly i had to go buy / find some good wood based staves or batons (brawler). The change to bruiser from brawler wasnt very impacting afaik since i really didnt have much other choice (betray for monk maybe). This made the whole im a brawler thing kind of stupid imho, since once i hit 10 and chose brawler, i was destined to be a brusier in 10 levels unless i betrayed and other than a confusing system of class name changes, i really didnt feel the difference.Happy hunting everyone.And remember, if you want to do as implied by the OP and kill mobs by sitting nuking try wizard or warlock i think heh. Either way, face it, when you wear cloth or even leather you become somewhat of a "paper tank" meaning taking hits from the enemy is not your forte. Even casters who wear plate suffer from some penalties such as low hps. If everyone could do the same in combat we'd only need once class, and it would end up being botted, therfore no one would play, so be thankful we have a variety and that usually involves a slight learning curve at any level.<div></div>
Maroger
01-30-2006, 08:58 PM
<div></div><div></div><blockquote><hr>Nerwen wrote:<div></div><span><blockquote>This post worried me, so I rolled up an Illusionist on test, completely forgetting about some real life things I had to do, so she only got up to 4, not 6. I soloed the complete time. Here are my impressions:At level for, (I only just dinged 4) I have the following spells:</span></blockquote><ul><li>One "lighting bolt zap" direct-damage spell.</li><li>One "static electricity spark" dot-damage spell.</li><li>One "Hypnotic Eye" stun spell</li><li>One "Rainbrow-brite" mez spell.</li></ul>I have completed the following quests:<ul><li>Talk to beginning NPC</li><li>Defeat a trainer NPC</li><li>Defeat three zombie-goblins</li><li>Find out what happened to the dead soldiers</li><li>Find the scout</li><ul><li>Retrieve bow from zombie goblin</li><li>Retrieve arrows from sticks near spider nest</li></ul><li>Talk to Freeport Betrayer</li><ul><li>Kill 4 spiders</li><li>Kill more spiders</li><li>Kill Direspike</li></ul></ul>As some important background info, I played a chanter to level 65 in EQ1, and have Illusionist and Coercer alts on Live, so I have the advantage of going into the class knowing what I am doing. Yes, I can kill spiders. The process goes something like this:<ul><li>Open with stun!</li><li>Lightning zap</li><li>Lightning zap</li><li>Spider bite OUCH!</li><li>Mez</li><li>Wait for stun to refresh</li><li>Stun!</li><li>Lightning zap</li><li>Lightning zap</li><li>Spider bite OUCH!</li><li>Mez.....</li></ul>Yes, it works. Yes, I even killed Direspike with it at level 4.... barely. And yes, I have some concerns. They are as follows:<ul><li>First of all, I am not sure how wise it is to provide a <i><u>dot</u></i> as one of the first direct-damage spells. Dot breaks mez, and a brand-new player, who has never played an illusionist before, cannot be expected to know this. The <i><u>only</u></i> way I have found spiders to be soloable is to disregard the dot and use my mez and stun very judiciously. Granted, we want to teach new Illusionists to use their mez and stun as efficiently as possible, but having a dot in the mix sabotages these efforts.</li><ul><li>Possible solution - swap the dot with root - add root at level 2 or whenever, add the dot at level 5.</li></ul><li>Where <i><u>is</u></i> charm? It is not in my bar yet! But, well... I am only level 4. Let me play through 8, and then we will see where we are.</li><li>Adds: at level 4, I cannot handle an add <i><u>and</u></i> win the encounter. I can do one or the other, but not both. On the one hand, this is marginally worrisome. On the other... it <i><u>is</u></i> level four. Again, let me play through 8 and see where we are.</li></ul>I hope that this helps. I absolutely love Enchanters and so far I am mostly pleased with the way they are handling the newbie Enchanters on test. I wouldn't necessarily say we are underpowered: I would say that our direct damage is very low, but Enchanters have always been low on direct damage, so I am not quite sure what to think. Overall, I am very pleased with the newbie chanter quests. You can not play a chanter the same way that you would play a direct damage class, it flat-out will not work, and I like that. A chanter is <i><u>not</u></i> a direct damage class, we are all about controlling the encounter, and the beginning quests really emphasize that style of play. Jen <img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /><div></div><p>Message Edited by Nerwen on <span class="date_text">01-30-2006</span><span class="time_text">04:09 AM</span></p><hr></blockquote><p>We got a new spell, Phantasmal Blast, which enabled me to kill Direspike and even the Blademaster at Level 6.</p><p>Let me say this about CC in this game -- I have an Enchanter on EQ1 - soloed to level 52 when I quit playing EQ1. I personally don't like the way they have divided up the Enchanter's skills. I have a coercer in EQ2 who is my main and I really hate Charming mobs to get a pet. I never did much with Charm in EQ1 as I consider it very unreliable, Also I have noticed that the charmed mob does not hold aggro well. I rather miss my weak pet from EQ1.</p><p>However, the new more powerful nuke enabled me to get up to the encounter in the treehouse -- however, so many people were camping adrium that I gave up on that and the cave.</p><p>The problems with the SLEEP and CONFUSION spell is that they often wear off before you have killed the mob you are fighting. At Level 6 you can't kill them that fast. You have to RE-Sleep alot.</p><p>If I don't have to deal with multiple mobs Illusionist solo's ok -- even with 2 mobs I can deal with but more than that I will die.</p><p>I know have a sort of root spell - BINDING LIGHT - but that only seems to slow them.</p><p>A newbie to the game starting this class will quickly give the class up and look for a more viable class.</p><p> </p><p>Message Edited by Maroger on <span class="date_text">01-30-2006</span><span class="time_text">11:02 AM</span></p>
thesiren
01-30-2006, 09:49 PM
<div></div><p>Everybody is bringing up some great points, even about crowd control in general.</p><p>Maroger, I wonder if sleep and confusion are wearing off purposefully early-- not to hurt your soloing but to still leave the later game challenging and viable for teams. I am drawn to crowd control in general in MMORPGs, and it seems that developers don't tend to like the "turkey shoot" teaming method where multiple mobs are locked down until dead. It's a little too close to farming for their liking. :smileytongue: This usually hurts a crowd controller's ability to solo, though, yeah. And running into roots/holds that only slow instead of really doing their job is a bugger too, although it's something you kinda see more against bosses or mobs that are higher than your level. </p><p>I haven't jumped onto the test server so I'm not yet familiar with the quests everyone is talking about, but I will try to get on soon. My interest is piqued.</p><p>You are definitely right about newcomers giving up on crowd controllers, though. They're complex to play at any level, and if the early order of spells (such as the "early DoT breaking mezzes" issue) isn't strict enough to help the flow until a new player gets more comfortable and confident with his or her set, they'll usually bail. </p>
Maroger
01-31-2006, 02:07 AM
<div></div><blockquote><hr>thesiren wrote:<div></div><p>Everybody is bringing up some great points, even about crowd control in general.</p><p>Maroger, I wonder if sleep and confusion are wearing off purposefully early-- not to hurt your soloing but to still leave the later game challenging and viable for teams. I am drawn to crowd control in general in MMORPGs, and it seems that developers don't tend to like the "turkey shoot" teaming method where multiple mobs are locked down until dead. It's a little too close to farming for their liking. :smileytongue: This usually hurts a crowd controller's ability to solo, though, yeah. And running into roots/holds that only slow instead of really doing their job is a bugger too, although it's something you kinda see more against bosses or mobs that are higher than your level. </p><p>I haven't jumped onto the test server so I'm not yet familiar with the quests everyone is talking about, but I will try to get on soon. My interest is piqued.</p><p>You are definitely right about newcomers giving up on crowd controllers, though. They're complex to play at any level, and if the early order of spells (such as the "early DoT breaking mezzes" issue) isn't strict enough to help the flow until a new player gets more comfortable and confident with his or her set, they'll usually bail. </p><hr></blockquote><p>The developers are saying this newbie island should be soloable by all classes. I am saying that it is not true -- not all classes will be able to solo this island. I doubt if the Illusionist can do the cave encounter the way it is written.</p><p>Developers have added several more difficult encounters for groupers -- but the main quest and story line for the island they say is meant to be soloable. And I do feel that most classes can reach level 6 soloing -- but the last encounter in the cave will I think prove way too difficult for many classes as the wave of mobs come in 3's and 4's -- I think that there should be some healing potions available on the island. There is a decent pause between waves but some classes will need healing potions.</p>
bluefish
01-31-2006, 05:59 AM
<div></div><blockquote><hr>Maroger wrote:<div></div><blockquote><hr>thesiren wrote:<div></div><p>Everybody is bringing up some great points, even about crowd control in general.</p><p>Maroger, I wonder if sleep and confusion are wearing off purposefully early-- not to hurt your soloing but to still leave the later game challenging and viable for teams. I am drawn to crowd control in general in MMORPGs, and it seems that developers don't tend to like the "turkey shoot" teaming method where multiple mobs are locked down until dead. It's a little too close to farming for their liking. :smileytongue: This usually hurts a crowd controller's ability to solo, though, yeah. And running into roots/holds that only slow instead of really doing their job is a bugger too, although it's something you kinda see more against bosses or mobs that are higher than your level. </p><p>I haven't jumped onto the test server so I'm not yet familiar with the quests everyone is talking about, but I will try to get on soon. My interest is piqued.</p><p>You are definitely right about newcomers giving up on crowd controllers, though. They're complex to play at any level, and if the early order of spells (such as the "early DoT breaking mezzes" issue) isn't strict enough to help the flow until a new player gets more comfortable and confident with his or her set, they'll usually bail. </p><hr></blockquote><p>The developers are saying this newbie island should be soloable by all classes. I am saying that it is not true -- not all classes will be able to solo this island. I doubt if the Illusionist can do the cave encounter the way it is written.</p><p>Developers have added several more difficult encounters for groupers -- but the main quest and story line for the island they say is meant to be soloable. And I do feel that most classes can reach level 6 soloing -- but the last encounter in the cave will I think prove way too difficult for many classes as the wave of mobs come in 3's and 4's -- I think that there should be some healing potions available on the island. There is a decent pause between waves but some classes will need healing potions.</p><hr></blockquote><p>Dude give it up .. show us where anyone ever stated that EVERYTHING will be soloable ...</p><p> </p><p>you came on here ranting about how as a level 6 illusionist you couldn't even kill spiders then you learned it had nothing to do with the class but had everything to do with your tactics and not utilizing your character correctly ..</p><p>its funny how naive people can be in the sense that just because they themself cannot do something.... they believe no one can</p>
Maroger
01-31-2006, 09:24 AM
<div></div><div></div><blockquote><hr>bluefish wrote:<div></div><blockquote><hr>Maroger wrote:<div></div><blockquote><hr>thesiren wrote:<div></div><p>Everybody is bringing up some great points, even about crowd control in general.</p><p>Maroger, I wonder if sleep and confusion are wearing off purposefully early-- not to hurt your soloing but to still leave the later game challenging and viable for teams. I am drawn to crowd control in general in MMORPGs, and it seems that developers don't tend to like the "turkey shoot" teaming method where multiple mobs are locked down until dead. It's a little too close to farming for their liking. :smileytongue: This usually hurts a crowd controller's ability to solo, though, yeah. And running into roots/holds that only slow instead of really doing their job is a bugger too, although it's something you kinda see more against bosses or mobs that are higher than your level. </p><p>I haven't jumped onto the test server so I'm not yet familiar with the quests everyone is talking about, but I will try to get on soon. My interest is piqued.</p><p>You are definitely right about newcomers giving up on crowd controllers, though. They're complex to play at any level, and if the early order of spells (such as the "early DoT breaking mezzes" issue) isn't strict enough to help the flow until a new player gets more comfortable and confident with his or her set, they'll usually bail. </p><hr></blockquote><p>The developers are saying this newbie island should be soloable by all classes. I am saying that it is not true -- not all classes will be able to solo this island. I doubt if the Illusionist can do the cave encounter the way it is written.</p><p>Developers have added several more difficult encounters for groupers -- but the main quest and story line for the island they say is meant to be soloable. And I do feel that most classes can reach level 6 soloing -- but the last encounter in the cave will I think prove way too difficult for many classes as the wave of mobs come in 3's and 4's -- I think that there should be some healing potions available on the island. There is a decent pause between waves but some classes will need healing potions.</p><hr></blockquote><p>Dude give it up .. show us where anyone ever stated that EVERYTHING will be soloable ...</p><p> </p><p>you came on here ranting about how as a level 6 illusionist you couldn't even kill spiders then you learned it had nothing to do with the class but had everything to do with your tactics and not utilizing your character correctly ..</p><p>its funny how naive people can be in the sense that just because they themself cannot do something.... they believe no one can</p><hr></blockquote><p>Dude - I logged on the illusionist one day and got a new spell -- same things with other characters they got new and stronger spells on the island. Oh and by the way the spells handed out at the start were a lot more powerful on the IOR than on this island.</p><p>Note this quote from arathym on the balancing of the final encounter:</p><p>"I'm looking at a note on my white board right now that says "Epic Balancing". Sorry I haven't been able to get to it sooner. <font color="#ffff00">It is intended for soloers (but should be hard).</font> I realize I need to tone them down a bit, I'll look into it tomorrow."</p><p>Suggest you check out this URL <a href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=testfeed&message.id=43920" target="_blank">http://eqiiforums.station.sony.com/eq2/board/message?board.id=testfeed&message.id=43920</a></p><p>I belive in testing to the specs -- not playing the game!~!</p><p> </p><p>Message Edited by Maroger on <span class="date_text">01-30-2006</span><span class="time_text">11:33 PM</span></p>
Bhagpuss
01-31-2006, 08:34 PM
<div></div><hr size="2" width="100%">Maroger wrote:The developers are saying this newbie island should be soloable by all classes. I am saying that it is not true -- not all classes will be able to solo this island. I doubt if the Illusionist can do the cave encounter the way it is written.<hr size="2" width="100%">I haven't really played EQ2 for months, so I am very out of practice. I have never played an Illusionist before. Last night I logged onto Test and made a gnome illusionist. I did the series of quests up to and including the final Cave.I had absolutely no problem soloing any of it until the final encounter. I almost won that on the first attempt - it was down to the wire with just my illusionist and the Boss left, both of our pets dead, both of us at about 5% health. If I had carried on nuking instead of trying to re-summon my pet at the last minute Iwould have won the encounter on my first try.I went back in, used a different strategy and won the encounter with health and power to spare. It was a good fight, but very definitely soloable for an Illusionist.I love the new IoR, by the way, even if sparrow feathers do seem impossible to find <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /><p>Message Edited by Bhagpuss on <span class="date_text">01-31-2006</span><span class="time_text">03:36 PM</span></p>
Triple Black
01-31-2006, 08:55 PM
<div></div><p>Kinda getting in on this thread a bit late. However, did you upgrade all of your spells to APP2, you mentioned it in the first post but never said anything else about it.</p><p> </p><p>I used completely different tactics then the encounter detailed above. I would pull with zap, DoT, and melee <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> Use my heroic abilities to zap and then finish it off, and reapply DoT. The whole time I am attacking. Now, must remember to turn attack off if you go to mezz or stun something. Can't be waking up our own critters that we put to sleep.</p><p> </p><p>I was able to solo up to level 6 and into the cave, however, I waited and did a few more quests and tradeskilling to get to level 7 before doing the cave. It was tough, took me two times but I got it done solo.</p><p> </p>
jasonqdavis
01-31-2006, 09:09 PM
<div></div>Well now that illusionists get a pet at level 6 its even easier. With personae you get a nice little twin to help you out.
Maroger
01-31-2006, 09:39 PM
<div></div><div></div><blockquote><hr>jasonqdavis wrote:<div></div>Well now that illusionists get a pet at level 6 its even easier. With personae you get a nice little twin to help you out.<hr></blockquote><p>My illusionist is level 6 and I didn't get a pet spell -- I wonder if I need to delete her and start all over again.</p><p>Just logged the character on and saw the new pet spell - all my above messages dealt with the illusionist NOT having a pet spell.</p><p>I need to get to level 7 before I tackle the cave though.</p><p>Message Edited by Maroger on <span class="date_text">01-31-2006</span><span class="time_text">11:42 AM</span></p>
vbt546
01-31-2006, 11:21 PM
<div></div><p>IIRC you now get a personae at lvl2, it works quite well. I played a mystic and duoed with an illusionist last night. With my buffs, at lvl 6 the personae would barely take any damage while tanking groups of skells.</p><p>I also saw a lvl 8 illusionist getting afk exp camping on a spawn point for a group of skells :smileymad:</p><p> </p><p> </p>
Maroger
02-01-2006, 08:44 PM
<div></div><blockquote><hr>vbt546 wrote:<div></div><p>IIRC you now get a personae at lvl2, it works quite well. I played a mystic and duoed with an illusionist last night. With my buffs, at lvl 6 the personae would barely take any damage while tanking groups of skells.</p><p>I also saw a lvl 8 illusionist getting afk exp camping on a spawn point for a group of skells :smileymad:</p><p> </p><hr></blockquote>I soloed the cave last night with a level 6 illusionist. Have the pet makes all the difference in the world. Also I noticed that they balanced out the spawn of the mobs which also made it better.
<div></div><blockquote><hr>Maroger wrote:<div>I have an illuisionist - level 6 now and she is simply too underpowered do compelte any more quests. I can't kill Direspike, I can't kill the battle character that spawns on the hill. I can barely kill a green toxic spider.</div><div> </div><div>I don't know if the APP2 versions of the spells will help but right now this PC is totally uselss.</div><hr></blockquote><p> </p><p>Illusionists should go in a fifth category called "Joke." Because whenever I tell people my Illusionist is a "DPS Class" they burst out laughing.</p><p>Now are these quests just plain harder than older newbie quests or have Illusionists been butchered again?</p>
Maroger
02-01-2006, 10:08 PM
<div></div><blockquote><hr>Sutava wrote:<div></div><blockquote><hr>Maroger wrote:<div>I have an illuisionist - level 6 now and she is simply too underpowered do compelte any more quests. I can't kill Direspike, I can't kill the battle character that spawns on the hill. I can barely kill a green toxic spider.</div><div> </div><div>I don't know if the APP2 versions of the spells will help but right now this PC is totally uselss.</div><hr></blockquote><p> </p><p>Illusionists should go in a fifth category called "Joke." Because whenever I tell people my Illusionist is a "DPS Class" they burst out laughing.</p><p>Now are these quests just plain harder than older newbie quests or have Illusionists been butchered again?</p><hr></blockquote><p>When I first started the illusionist her max damage was 2-4 pointes then they gave out a new spell Phantasmal Blast which did about 15 points damage and finally added the pet.</p><p>The new outpost is quite a bit harder than the old IOR and mob are tougher, also the characters don't start out as powerful as did in the IOR. Running the main quest and story line you can get to about level 6-7 on the outposts and you stay there through level 10. The quests are much better than the old one and I think the balancing of mob vs pc is much better. The final battle is challenging but soloable. There is a whole new story line to go with these new outposts.</p>
I found the island quite easy with an illusionest i made.<div></div>
geldonyetich
02-02-2006, 04:38 AM
<div></div><span><blockquote><hr>One "Rainbrow-brite" mez spell.<hr></blockquote>???<img src="http://www.emerchandise.com/images/p/RBB/pdSYRBB0001.jpg">???Aside from that, yes I will agree that Illusionist is a difficult class. Perhaps a little adjustment at lower levels would be prudent.</span><div></div><p>Message Edited by geldonyetich on <span class="date_text">02-01-2006</span><span class="time_text">03:39 PM</span></p>
MadLordOfMilk
02-02-2006, 06:34 AM
<div><span><blockquote><hr>Sutava wrote:<div></div><blockquote><hr>Maroger wrote:<div>I have an illuisionist - level 6 now and she is simply too underpowered do compelte any more quests. I can't kill Direspike, I can't kill the battle character that spawns on the hill. I can barely kill a green toxic spider.</div><div> </div><div>I don't know if the APP2 versions of the spells will help but right now this PC is totally uselss.</div><hr></blockquote><p> </p><p>Illusionists should go in a fifth category called "Joke." Because <b>whenever I tell people my Illusionist is a "DPS Class" they burst out laughing.</b></p><p>Now are these quests just plain harder than older newbie quests or have Illusionists been butchered again?</p><hr></blockquote>With good reason... enchanters are mostly utility, not dps <img src="http://smiles.dnbarena.ru/teefspank.gif"></span></div>
Maroger
02-02-2006, 07:51 AM
<div></div><blockquote><hr>MadLordOfMilk wrote:<div><span><blockquote><hr>Sutava wrote:<div></div><blockquote><hr>Maroger wrote:<div>I have an illuisionist - level 6 now and she is simply too underpowered do compelte any more quests. I can't kill Direspike, I can't kill the battle character that spawns on the hill. I can barely kill a green toxic spider.</div><div> </div><div>I don't know if the APP2 versions of the spells will help but right now this PC is totally uselss.</div><hr></blockquote><p> </p><p>Illusionists should go in a fifth category called "Joke." Because <b>whenever I tell people my Illusionist is a "DPS Class" they burst out laughing.</b></p><p>Now are these quests just plain harder than older newbie quests or have Illusionists been butchered again?</p><hr></blockquote>With good reason... enchanters are mostly utility, not dps <img src="http://smiles.dnbarena.ru/teefspank.gif"></span></div><hr></blockquote><p>If Johnny has 3 apples and billy has 2 apples, why don't they just shut up and eat?</p><hr><p>It is better for little children to be seen and not heard -- especially when they have nothing to say.</p>
<div></div><p>So far I haven't been able to solo the cave with any of my chars, so if illusionists can do it, perhaps they are too poweful now? <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p><p>I honestly didn't expect the cave to be something that could be soloed. It surprises me to hear an illusionist can do it.</p><p> </p>
Triple Black
02-02-2006, 06:44 PM
<div>Soloed the cave last night with my level 7 fury. The cave can be soloed with the classes I have taken through the tutorial. Not sure why some people are having a tough time.</div>
Nerwen
02-02-2006, 08:06 PM
<span><blockquote><hr>geldonyetich wrote:<div></div><span><blockquote><hr>One "Rainbrow-brite" mez spell.<hr></blockquote>???<img src="http://www.emerchandise.com/images/p/RBB/pdSYRBB0001.jpg">???Aside from that, yes I will agree that Illusionist is a difficult class. Perhaps a little adjustment at lower levels would be prudent.</span><div></div><p>Message Edited by geldonyetich on <span class="date_text">02-01-2006</span><span class="time_text">03:39 PM</span></p><hr></blockquote>Ha ha ha, yes, that is the one. I always think of that when I see the whirling rainbow-sparkle which is our mez graphic. Now if only I could get the little striped moon-boots.... <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /></span><div></div>
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