View Full Version : Slightly different angle on which is better... Conj or Illy
DarumaRanger
05-28-2007, 01:19 PM
<p>Hail and well met folks,</p><p>I've gone over the various posts from folks on which class is "better;" Conj vs Illy... but no one has asked, (that I could find), the following question:</p><p>Which is cheaper to run?</p><p>Gear is more or less the same for both... but which class has an easier time finding their respective spell upgrades and spends less money obtaining them?</p><p>I was considering Necro too but from what I've read, as well as seen on the Brokers, OYE... there's a class that'll break the bank and cause heart failure trying to upgrade the necessary spells; most notably pets.</p><p>Coercer by the way is out because I don't like the unreliability of Charm vs having a static pet... all other potential advantages not withstanding... I'm not into relying on Charm.</p><p>So... if you were advicing someone who doesn't have a lot of money in game, who's planning to mostly solo this character, who seems to like what both classes bring to the table playstyle-wise, and figures he'll decide by his wallet... which class would your recommend; Conj or Illy?</p><p>If it matters, and it might, I play on the Permafrost server.</p><p>Thanks folks.</p><p>Take care. </p>
Controlor
05-28-2007, 02:19 PM
Prob illy is slightly cheaper because you can get away with an adept 3 pet so you dont have to blow your whole stash on it. I am mostly mastered out and wasnt to hard to get them. I hear conj all the time complaining about how expensive their pet and dumbfire spells cost. But i geuss best thing to do is this. Go to broker look for conj spells 57+ master 1 add up total price and add up total spells. Then look for illy 57+ master one add total price and total spells. They will prob be different prices but thats why you see how many spells you can buy. So say the illy is total 10 plat more but you get 3 more spells. If the conj had the same number of spells they prob would have a greater total plat. Just my guessing tho, may not be wholy reliable.
Athri
05-29-2007, 03:28 PM
There are tons more Conjurers than Illusionists, so naturally Illusionists will have less to spend on their spells. Pet spells (for every class, I've noticed) are incredibly overpriced in general, and Conjurers certainly have to buy more of them then Illusionists do. Truthfully, Illusionist spells are so...I dunno, blasé, that people tend to put them up for less than spells that look really cool and powerful. Plane Shift, for example, is always extremely overpriced simply because it looks so godly (and it kinda is). Illusionists have too many spells that are powerful in more subtle ways-stifles, stuns, mezzes and the like- that they always seem to get under priced in comparison.
Ardnahoy
06-02-2007, 01:26 PM
<p>Hands down, the cheaper is the illusionist.</p><p>There are way too many conjurors in this game and they are all competing with each other for spell upgrades. T7 Master pet scrolls on my server sell for over 100 plat when they become available. Illusionist spells are much cheaper, more abundant, and there are less of us fighting over them.</p><p>Illusionists are more powerful soloers and farmers. You will be able to outfit yourself in legendary items that you farmed yourself. You can solo most blue heroic quests. Gear helps but you can do a lot with trash gear/spells as long as your AA's are set up properly.</p><p>Illusionists never have to buy mana regen potions, totems, or drinks.</p><p>The one advantage that conjurors have is that they can put out a ton of DPS and tend to kill most non-heroic mobs faster than we can. They tend to level faster and are definately easier to play.</p><p>Both classes are fun to play. Both classes are great soloers, group mates, and welcome in raids.</p>
Sailormoon
06-03-2007, 12:29 PM
<p>I just checked the illusionists' spell. I found they are all mental based. If a mob has high resist or immune to mental damage, how can an illusionists handle such mob?</p>
Ardnahoy
06-03-2007, 03:01 PM
<cite>Sailormoontw wrote:</cite><blockquote><p>I just checked the illusionists' spell. I found they are all mental based. If a mob has high resist or immune to mental damage, how can an illusionists handle such mob?</p></blockquote><p> No mobs are fully immune to mental, and very few mobs will give you problems with resists. Some mobs are immune to stuns, and/or mezzes, and/or stuns, but they are usually few and far between.</p><p>The way to counteract resists is to buff up your subjugation and disruption. If you follow the WIS AA line, you will never ever worry about resists.</p>
Controlor
06-03-2007, 04:57 PM
<cite>Sailormoontw wrote:</cite><blockquote><p>I just checked the illusionists' spell. I found they are all mental based. If a mob has high resist or immune to mental damage, how can an illusionists handle such mob?</p></blockquote>Not all our spells are mental based. Some in fact are magic based (believe the non damaging ones like root). We also have a dot that is unresistable (meaning i dont care if your immune to it you will still get the dot on you). But for most part it is just creatures immune to stun/stifle/daze none speicifcally immune to mental dmg. The only thing that would come close would be on PVP server a fighter wearing that earing that gives you like 9k mental resist if your hit by a spell that is mental based. But that is a minor point.
<cite>Controlor wrote:</cite><blockquote><cite>Sailormoontw wrote:</cite><blockquote><p>I just checked the illusionists' spell. I found they are all mental based. If a mob has high resist or immune to mental damage, how can an illusionists handle such mob?</p></blockquote>Not all our spells are mental based. Some in fact are magic based (believe the non damaging ones like root). We also have a dot that is unresistable (meaning i dont care if your immune to it you will still get the dot on you). But for most part it is just creatures immune to stun/stifle/daze none speicifcally immune to mental dmg. The only thing that would come close would be on PVP server a fighter wearing that earing that gives you like 9k mental resist if your hit by a spell that is mental based. But that is a minor point. </blockquote>This is incorrect. All of our spells are Mental based. If a mob is Mental Immune, we go AFK. Though, they have removed the majority of Mental Immune mobs in game, so it's not a big deal.
Aris_Eth
06-06-2007, 02:38 PM
"<i>This is incorrect. All of our spells are Mental based. If a mob is Mental Immune, we go AFK. Though, they have removed the majority of Mental Immune mobs in game, so it's not a big deal.</i>" Word of Force (Splitpaw saga) is a scalable ~ Adept 1 spell that is Magic based. Sunbolt (Bloodline Chronicles) is a scalable spell that is Heat based. The Sadness line of spells reduces a mob's resistance to Magic and Mental. Buy a wand or other clickable or charged items that do other damage. Rather than go AFK, swap to your magic/heat/cold/poison/disease/whatever wand and click it. Costs you zero power and you can always cancel the casting to do something more important as needed. Or feed mana to a group member, or swap which buffs you have up. There's always something to do! And if anyone wants to say that the difference is negligible, then calculate the DPS of an AFK illusionist versus one who is at least trying. Which one would you want in your group/raid?
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