View Full Version : I need some Illy PvP tips
ShadowMeerk
06-26-2010, 08:17 PM
<p>Hello, the topic header says it all, I just need some general tips on Illy PvP.</p>
Tenoris
06-27-2010, 01:57 AM
<p>ok, illy pvp... my god... lets get one thing straight right from the start, illies are the most delicate classes on the feild right now imo. you will be routinly insta killed by rangers, wizards, bards, warriors and gently falling leaves. Your main survivability revolves around 3 main things:</p><p>1) Stuns/mezes/roots, otherwise known as: crowd control alot of classes have very high resistance or outright immunity to these. The main one that sticks in my mind are crusaders with their 'forget that ****' button. Don't expect any of these to last long and once you throw a stun or whatever, run the hell away.</p><p>2) Illustory allies: I know, it seams odd considering you probably have never used it after the time you got it, but it's one of the better survivability things you have. You press the button and your target is forced to detarget and is surrounded by a swarm of dumbfire pets that do meh damage. It's most effective against other mages since you can normaly kill them faster then a glacier.</p><p>3) Phase: again, another odd choice, but stick with me. If you're doing illies right you're up some where out of sight trying not to draw attention to yourself and phase makes them go elsewhere and hopefully become someone elses problem. in pvp phase teleports your target around 40 meters away. I call it my 'go away' button.</p><p>As for damage output, while in pve illies are low damage, in pvp you should be doing quite a bit for one reason: green back spells. while hiding in the rafters you can cast party spanning stuns and damage spells fast enough to annoy anyone. Throw in a number of encounter damage procs and you should be topping the charts. However, in 1v1 pvp, you're chances are much less. You should be keeping your spell reflect up AT ALL TIMES, so against other mages, peticuraly wizards who don't know not to cast ice comet at illies, you shouldn't have an issue. But against scouts, warriors and preists, the best you can hope to do is run circles around them stunning and rooting untill either your or their friends show up. Don't excpect to solo kill anything, but still, pour damage onto the healers to presure them. Throw mana taps, stuns and whatnot everywhere just to [Removed for Content] people off and maybe you can turn a battle in your favor.</p><p>But even if you do all this, expect to spend most of your time waiting on the respawn timer.</p>
Sapphy
06-27-2010, 02:57 AM
<p>ooo oo I might be able to help with some of this <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /> I usto pvp a lot on vox preexpac when there was pvp actually on the server lol. Class recognition comes into play a lot during pvp for illusionist because you need to figure out which control options will be most effective in disbaling your opponent during battle (also shadowstep goes out of root for assasins so keep in mind stun is actually your best option here til they use that up). As a general rule you usually want to start off the fight with one of your mezzes because they are very penetrable, and last longer than most other control spells and then use the time to put in a few buffs and setup up one of your main control spells (root, stun, stifle...) before damaging.</p><p>A few things that you might consider helpful for pvp:</p><p>-Regalia (<3), entrance, and barrier of intellect are all castable while you are moving. This is really helpful since they are your opening moves a lot and if you are in the air or moving towards someone you can cast them as soon as you get in range. Your temporary buffs, flash of brilliance, peace of mind, and destructive rampage are all castable while moving too, so if you see a potential encounter you can buff yourself while running towards them or moving away to stall it. I don't usually like to stay in melee range against a lot of classes, but your combat arts (nullifying staff, spellblade's counter, and counterblade) as well as bewilderment are all castable while moving too which helps if you need to change positions and don't want to break a damage rhythm. </p><p>-If you believe there is an enemy by you (and no one else in range) you can mash barrier of intellect while you move around and it will not fire off unless they get into range (plus it makes pretty casting circles lol <img src="/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" />). Its a neat opening move because it comes out instantly, has a clear target, and even though it only lasts 6 seconds which sucks comparatively to other mezz type spells, what most illys also don't realize is that it also <em>doesn't give mezz immunities </em>which essentially makes it chainable to other mezzes, although the range sux.</p><p>-Blink and phase are absolutely great at getting you out of tight spots and especially combined with your roots after you do it to keep out of close range combat. Blink has the added benefit of clearing their target in pvp (and occasionaly porting you into a nearby tree or ledge lol where you can blast them while they can't melee range you <img src="/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" />). Phase is really fun to phase off healers from their main groups too and root them away from combat... well if they aren't immune. </p><p>-Illusory allies, blink and barrier of intellect all have clear targets which is great in group combat imo to keep off dmg if its getting severe.</p><p>-Spellblade's counter and chromatic shower both interrupt and I like to use to mess up healers a lot tbh. Getting healers solo is tough because you need to pretty much burst dps them before they can get their healing output really going, so the interrupts actually can help a lot in buying you just a bit of time in that. Plus getting lucky and interrupting like sorcerors trying to manashield or something is always hot too. Actually concerning manashield I've also heard that if you mezz them during the time they are manashielded the dmg will not break it since it is technically going to mp. Nice to know!</p><p>-Timing out time warp in a fight can be really really important against certain classes where you need burst damage to win. Getting usto to doing it during the mezz period and having it proc right after you disable the opponent and you start damaging them is pretty helpful.</p><p>-Group invisi and solo invisi (except your pet will be visible) comes into play a lot more in pvp combat! Unless people have specific buffs up to see you you will have a huge advantage in approaching bc they won't be able to pick you up til you get in range, and also detarget when you leave it. Speaking of which.... always carry around cat totems. Huge for spotting sneak attacks.</p><p>-I heard dispel magic is up with test now with mana draining abilities btw <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /> its decent sometimes to take down key buffs other have up as well, although it is largely ineffective against most stuff, I find it helpful against stoneskins... and I believe may also dispel summoner pets, well, at least illy ones.</p><p>-oh and against other illys bewilderment, combat arts, and your mezzes will all penetrate spellshield without reflecting. Keeping freedom of mind potions or other stifle immunities (mainly) is also probably a big deal, if you hadn't been already.</p>
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