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Unread 02-10-2006, 03:18 AM   #31
SunT

 
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If these buffs, like defense and spell haste were group buffs i would be dancing in the street.
 
 
As it sits I really see no reason to keep playing this toon as it does not do what I rolled it to do.
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Unread 02-10-2006, 06:45 AM   #32
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Scrap STR and change it to Pet enhancements ending with casting our Personae with one Conc slot.  Encahncements should be increased defense and offense of personae.  Enchanced construct.  Swarm constructs. 

Break them down into categories like this.

1.   Pet enhancements, Swarm Constructs, Increase defensiv skills of personae, increase offensive skills of personae, big one at end would be 1 conc slot for personae.

2.   Buffs, spell haste etc.  Single/group mele haste, Group spell mit, Big on at end would be the Defense buff but make it single target.

3.   Debuffs, Spell Slow like half the other classes got, mele buff singel target that has 15% to Interupt affects epics,

4.  Aggro Mgmt/Crowd control end this one with a 10 sec epic mez on a 2 min reuse.  Reduce mez cast/recast by 50%.  Big one at the end is a 3 sec addition to all stun duration.

5.   DPS.  Crits, damage enahancements, Disruption etc.  Maybe do a 2k nuke in the end on a 1 min timer at twice the sorc power cost.

A solo'r will take the pet and buffs or DPS.  A grouper will take buffs debuffs or aggro mgt or dps.  A raider will take what affects epics as he drools over the rest.

That is what they should look like.

 

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Unread 02-10-2006, 09:54 AM   #33
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"Illusionists employ subtlery and distraction to impose their will upon the enemy. Using their mental acuity to confuse, misdirect, and subdue their opponents. Illusionists can bring order to an otherwise confusing environment while bestowing beneficial enchantments upon their allies"This is the official description of illusionists by Sony - and the character I'm supposed to play. It is also the role I play in most group situations, but it is NOT what I do in a raid.My mental acuity doesn't work on epic mobs. My ability to bring order to an otherwise confusing environment doesn't include true epics, and my beneficial enchantments are basically limited to crack and dynamism - the main benefit of the latter being to get my favorite warlock killed over and over again RazzSo, now that I've had a bit of time to digest these chanter AA's, I find this from a raid perspective:Line 1 focuses on stifling more or less (doesn't work on epic mobs of course)Line 2 focuses on quick casting - but for self only (so I can cast all those spells that don't work on epic mobs a bit faster)Line 3 focuses on agro management (so I can reduce the hate I generate by casting all those quick, non-working spells)Line 4 focuses on crowd control (so I can become better at mezzing all those unmezzable mobs)Line 5 focuses on damage (so I can do more DPS with my few remaining spell choices)Off all the choices, one is group wide (decreases hate gain of group members by 1% per rank), and one can be cast on group/raid friend (a reactive mezz). The rest are self only.So I can become better at doing what exactly????Where are my beneficial enchantments of allies? Spell haste? Power conservation? Where are my mental debuffs (seeing that stuns, stifles and mezzes will never work on epics)? My ability to at least reduce the spell casting damage of epic mobs? It's not like these abilities do not exist, they do, a few examples:

Shammies

  • Aura of Lethargy: Enemies near your pet have their casting times and refreshing times increased.
  • Ritual of Alacrity: decreases casting, recovery and reuse timers for an ally

Bards

  • Allegro: decreases spell casting time of group
  • Ballad of the spirit: increases heal crit chance of group
  • Minstrel's aria: group has an increased chance to do critical spell dmg

Rogues

  • Traumatic Swipe: An attack that greatly increases the casting times of your enemy

Why don't chanters get anything along these lines?

Gettting a bit tired of waiting for Soe to find out what they are gonna do with us illusionists. And seeing this AA tree - they sill have no clue.............

Message Edited by Lolthinae on 02-09-200610:39 PM

Message Edited by Lolthinae on 02-09-200610:40 PM

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Unread 02-11-2006, 01:17 AM   #34
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I was (and still am) looking forward to AAs.  That said, I checked out the bard AA list.  I'm not sure the magnitude of their abilities relative to ours, but they get a lot of group buffs.  In particular, they get group casting time reduction and group crit spell chance (and some equivalent melee/ranged group buff/crit stuff).  I'm a bit disappointed that our abilities are self only as I was primarily looking forward to group abilities.  Anyone know the magnitude of bard group vs. our self abilities (is their % cast time reduction per point lower because it's a group effect)? 

I don't want to fuel a bard/enchanter war here.  I'm curious if this is balanced well and was looking for some feedback in the beta people.  I'd be very interested in giving up some of our AAs or even an entire branch, if we could get one devoted to group buffs (spell haste, lower recast time, spell crits, etc). 

Thoughts? 

Cut and pasted some group bard AAs here:

Fortissimo : Increase groups chance to do critical melee damageBladedance : You and your group are protected against AOE spells that do not specifically target you.Allegro : Your groups casting time is reduced Ballad of the Spirit : Group heal criticalHarbringer's Slight : Your group has an increased chance to do critical damage with range weapons Don't Kill The Messanger : Each time the ally you enchant is hit, his hate is reduced by one position with the enemey who struck himIntelligence:Minstrel's Aria : Your group has an increased chance to do critical spell damage

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Unread 02-11-2006, 03:05 AM   #35
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This looks FUN!  I can see a lot of useful AAs here.All AAs dont have to be equally useful. I like that they are diverse and can allow for different kinds of playing.What I miss is group-utility spells. Much of what we do is helping the group we are in. I would love to see a  few more of these.Hard to choose what to go for. Wis, int and agi is top of the line for me I think. Have to carefully consider what to go for!Thanks for a great writeup!!
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Unread 02-11-2006, 07:33 AM   #36
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i've no idea what to go for, i dont like any one branch in particular, they all ahve one or two nice things in them, so i may have to dabble.

 

would love to see some screen shots of the actual spell examin windows to see in game numbers and mechanics.  really appreciative of the write up though, great service to hte illusionist pupulation SMILEY

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Unread 02-11-2006, 08:45 AM   #37
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New update on Mana Flow:
 
It is a power transfer, transfers 4 power every second, forever, costing the caster 4 power every second.  It requires you to use some power siphoning spell before hand, though no spell works, so it doesn't work right now.
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Unread 02-11-2006, 10:09 PM   #38
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So they are actually nerfing our AA´s still? Excellent.
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Unread 02-12-2006, 12:00 AM   #39
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if these were all group buffs (at least the stuff like spell haste and whatevr) and dont require concentration then i think it would be pretty much on the right track. not everything id hope for, but at least it would be a good start.
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Unread 02-12-2006, 11:36 AM   #40
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they are changing these pretty frequently, and most of them have pretty messed up descriptions, so I can't be too sure what is good or bad.  but, as of saturday the 12th, there are a few in there that look very nice.

mana flow (the first skill we will all get, before choosing from the 5 branches) will be wonderful if it performs as I imagine... 4 power feed per second (not tick) to anyone in raid.  it requires the use of another spell in some oddball way, and it doesn't work right now no matter what I do.  But, 4 mana per second is nice for raids, just gotta stick it on the main tank or a healer thats running low SMILEY

the agility line deals with your casting time, and the stamina branch (my favorite) deals with some indirect utility sort of stuff. these two lines appeal to me more than the others, and i think they will appeal to most raiding enchanters. the sta line in particular is quite nice for raids. all of its skills have the word empathy as the root of their name, and heres a list of them.

touch of empathy currently sounds like an agro reducer, but it affects someone else... like if someone steals agro you can save them.  the wording is a bit messy, and it makes me wonder if im casting it on the mob and it lowers agro on the mob's target.  if that is the case, what would happen if a tank regains agro and then you lower his agro on the mob?  on the plus side, its does 730 agro reduction, takes only .5 seconds to cast, and be cast every 30 seconds. thats sounds usefull IMO.  just use it early on someone, like a ranger or a warlock or whatever constantly steals agro in your raids.

empathic aura raises the critical heal chance of your group, another nice raid thingy

empathic soothing lowers your groups agro gain, except for fighters, which is another nice raid thingy.

the final skill in that line is sever empathy, with i think makes mobs non-social.  personally i don't think Im willing to pay 8 points for that skill.  in fact, it seems that most skills at the end of the branches is pretty lame for 8 points, and i hear this is the case for most classes. 

 

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Unread 02-12-2006, 12:03 PM   #41
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ScamprinSlippy wrote:

touch of empathy currently sounds like an agro reducer, but it affects someone else... like if someone steals agro you can save them.  the wording is a bit messy, and it makes me wonder if im casting it on the mob and it lowers agro on the mob's target.  if that is the case, what would happen if a tank regains agro and then you lower his agro on the mob?  on the plus side, its does 730 agro reduction, takes only .5 seconds to cast, and be cast every 30 seconds. thats sounds usefull IMO.  just use it early on someone, like a ranger or a warlock or whatever constantly steals agro in your raids.


Well, you cast it on somebody, and it procs the de-aggro on them.  It's goign to be really nice for extra utility.
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Unread 02-12-2006, 12:04 PM   #42
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ScamprinSlippy wrote:

they are changing these pretty frequently, and most of them have pretty messed up descriptions, so I can't be too sure what is good or bad.  but, as of saturday the 12th, there are a few in there that look very nice.

mana flow (the first skill we will all get, before choosing from the 5 branches) will be wonderful if it performs as I imagine... 4 power feed per second (not tick) to anyone in raid.  it requires the use of another spell in some oddball way, and it doesn't work right now no matter what I do.  But, 4 mana per second is nice for raids, just gotta stick it on the main tank or a healer thats running low SMILEY

the agility line deals with your casting time, and the stamina branch (my favorite) deals with some indirect utility sort of stuff. these two lines appeal to me more than the others, and i think they will appeal to most raiding enchanters. the sta line in particular is quite nice for raids. all of its skills have the word empathy as the root of their name, and heres a list of them.

touch of empathy currently sounds like an agro reducer, but it affects someone else... like if someone steals agro you can save them.  the wording is a bit messy, and it makes me wonder if im casting it on the mob and it lowers agro on the mob's target.  if that is the case, what would happen if a tank regains agro and then you lower his agro on the mob?  on the plus side, its does 730 agro reduction, takes only .5 seconds to cast, and be cast every 30 seconds. thats sounds usefull IMO.  just use it early on someone, like a ranger or a warlock or whatever constantly steals agro in your raids.

empathic aura raises the critical heal chance of your group, another nice raid thingy

empathic soothing lowers your groups agro gain, except for fighters, which is another nice raid thingy.

the final skill in that line is sever empathy, with i think makes mobs non-social.  personally i don't think Im willing to pay 8 points for that skill.  in fact, it seems that most skills at the end of the branches is pretty lame for 8 points, and i hear this is the case for most classes. 

 


Im glad to hear they are changing them for better SMILEY Those empathy line changes sound pretty good. I still believe that Mana flow thing was a big nerf. Honestly 10% spell haste to every spell vs. 240 power transferred per minute. As you said though it has uses in raids but atleast I very rarely see people having problems with power during tier6 raids. Plus spell haste would have been useful in soloing, grouping and raiding.Anyway keep up to good work beta testing illus SMILEY
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Unread 02-12-2006, 12:12 PM   #43
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im pretty sure that our entry skill is regen rather than cast time, becuase they realized nearly everyone would have gotten the regen skill anyway, becuase it would be "required" for raids, and those without it would be viewed as inferior. And the entry skill cannot be leveled up, so if they give us our one regen skill as the entry skill, then easily control it.
 
oh, and you mentioned that you think spell haste is worth more, then you should look into the AGI line, its got tons of casting time stuff.  the last one in particular sounds pretty interesting, its like compounding spell hasteness and stuff.  like you cast once and you go faster, cast another spell etc... just chain cast your spells and you accelerate.  I'll leave out the details on it, becuase it looks pretty complicated, and I personally can't test it.  I'm level 66, but I don't have much achievements... some people got their achievement points boosted up for testing, I only got my adventure level bumped up.

Message Edited by ScamprinSlippy on 02-11-200611:18 PM

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Unread 02-12-2006, 12:16 PM   #44
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ScamprinSlippy wrote:
im pretty sure that our entry skill is regen rather than cast time, becuase they realized nearly everyone would have gotten the regen skill anyway, becuase it would be "required" for raids, and those without it would be viewed as inferior.
 
and the entry skill cannot be leveled up, so if they give us our one regen skill as the entry skill, then easily control it.

Message Edited by ScamprinSlippy on 02-11-200611:14 PM


Yep true that SMILEY
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Unread 02-12-2006, 08:00 PM   #45
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Better.  I can actually see some things I would be interested in.

Still not seeing any real debuffs.  there are some pretty decent viable buffs tho.

Message Edited by SunTsu on 02-12-200607:00 AM

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Unread 02-13-2006, 11:20 AM   #46
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Mana flow as a single target mana transfer is nearly useless....warlocks have the same spell atm (only it does about 20/tick instead of just 4), and its nearly useless.
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Unread 02-13-2006, 11:42 AM   #47
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"Mana flow as a single target mana transfer is nearly useless....warlocks have the same spell atm (only it does about 20/tick instead of just 4), and its nearly useless."
 
20 per tick isn't useless.  how on earth could 20 per tick be useless?  breeze is around 30, and in the expansion its around 40. adding 20 to it is pretty nice. 
 
and more to the point, mana flow isn't 4 per tick, its 4 per second.
 
Illusionists have to use everything at their disposal to do regen, spam devitalizing stare (or the new devitalizing gazes), and we shouldn't be scoffing at a new spell to help out.  everyone continually complains that we don't do enough regen with our base breeze regen, and few people do the math to see how much devitalizing does (i've forgetten how much exactly), and it is a very important part of our regen, much like mind's eye is for coercers. Mana flow shouldn't be ignored either.  We aren't bards, our regen isn't flat and simple, we have to jump through hoops and do tricks to get it in several pieces, and personally i find that much more interesting than clicking the mana song and taking a nap SMILEY
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Unread 02-13-2006, 12:44 PM   #48
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ScamprinSlippy wrote:
(i've forgetten how much exactly)

mines only adept3 but i think it gives 20 every 4 seconds, master1 giving 24 i believe (with t7 round the corner, im not justifying paying 8pp for it right now... anyway...), think that then works out at 30 power per actual tick. making it only 1 point less than master1 insight.  i was sat talking to a warlock about numbers the other night before a raid, and he seemed pretty impressed with his own power regen abilities after i told him about differing tick durations and what numbers my stuff gives.

i really like the power feed, and its something i've wanted for a long time.

im still not too sure about any line other than stamina though, but even with max rank in the hate debuff, its no big help compared to the troubadours hate song.

it all still seams early days though, considering the changes that have happened in the short time since i first checked these out.

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Unread 02-13-2006, 01:50 PM   #49
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can someone with more achievement points tell me if "chronosiphoning" works on epic mobs?  specifically the main epic mobs, rather than the guard like epics that we mezz.  if it does work on the big daddies of raids, it might be a interesting buff/debuff.

the description doesn't say the usual "does not affect epic targets," but as we all know, the presence or absence of those words in a spell description really doesn't mean much.

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Unread 02-13-2006, 11:23 PM   #50
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Unfortunately, I haven’t been accepted into beta so I can only comment on what other players have kindly posted. With that in mind, these are my opinions on the achievements as they stand as of 12th Feb.

Entry AA:

Mana Flow -- Transfers 4 mana/sec to a target, but only after the enchanter uses a "power drain spell". Bugged and unusable at the moment.

>Would be a nice spell if it works. Hopefully, we will be able to function as normal whilst this is running.STR Line -- focuses on melee/debuffing

1. Spellblade's Strength -- increases STR by 8 per rank2. Spellblade's Counter -- a quick dagger attack that interrupts the target -- 95-159 at app4, 15 sec recast3. Spellblade's Retort -- 1% chance per level to riposte frontal attacks, parry from all other quadrants4. Quickening -- gives the chanter a chance to double attack, and raises melee crit chance -- 3% per rank5. Counterspell -- dispel 80 levels of beneficial divine, magic, mental, heat, cold, poison, disease, crushing, piercing, slashing effects from the target. Also gives the caster a small amount of power (59-89). 1 sec cast, 4 min recast.

>Interesting concept here, and although I would probably not go down this road myself, I like the idea of a ‘spellblade’ option for enchanters. Although it is dangerous to tank, I think some mages underestimate how much auto-attack damage they can do with capped melee skills when assisting. However, I think that in order have any effect in melee, I would replace (5) Counterspell  with a massive self-only melee buff with 100 to Strength and some sort of proc attached. Maybe even give chanters the option of using larger swords.  Of course you would have to be mad to melee in raids, but it might be fun solo or in groups providing someone else is taking the beats. 

AGI Line -- focuses on quick casting -- abilities 2-5 now all require an empty offhand

1. Chronomancer's Agility -- increases AGI by 6 per rank2. Chronosiphoning -- casting-time drain, effectively. At app4, raises target's casting speel by 15%, while lowering yours by the same amount. 30 sec duration, 30 sec recast, .5 sec cast.3. Chronomotion -- lowers global cooldown by .025 sec per rank (weaksauce!)4. Chronology -- .85% spell haste per rank5. Perpetuality -- Each spell you cast speeds your next cast by 15%. Stacks up to 5 times. Currently bugged...also, spell haste caps at 50%, so after 3 procs this wouldn't add anything.

>Love the whole ‘Chronomancer’ concept and would be very tempted to complete this line for the Perpetuality ability. The Chronosiphoning also looks very powerful since we are lacking in debuffs (fingers crossed that it works on epics!). Unfortunately, the 4 points each in Agility and Chronomotion (0.1sec at level 4 ROFL) are clearly wasted.STA Line -- focuses on aggro management

1. Empathic's Stamina -- increases STA by 5 per rank2. Touch of Empathy -- reduces threat of target ally towards their target by 776 at app4. 30 sec recast. Requires a 1hb equipped.3. Empathic Aura -- passive group buff -- increases group's crit heal chance by .725% per rank4. Empathic Soothing -- Decreases hate-gain of non-fighters in the group by .8% per rank5. Sever Empathy -- target encounter can't "call for help"...i.e. will become non-social. Does not effect epics.

>Great to see a group buffs here with Empathic Aura and Empathic Soothing. Both abilities would suit raiding chanters who very often take role as a ‘Power Pack’ for the healers. In addition, the 20 extra stamina would also come in handy. The usefulness of ‘Sever Empathy’ would depend largely on the design of the zone.WIS Line -- focuses on crowd control

1. Dreamweaver's Wisdom -- increases WIS by 7 per rank2. Daydream -- Soothes target...requires a symbol in secondary3. Dreamweaver's Armor -- +8.7 defense skill per rank (+70 at rank 8...pretty hefty)4. Dreamweaver's Trance-- +2.9 subjugation and focus skill per rank5. Hypnosis -- Charm, 1 minute duration, 5 sec cast, 1.5 minute recast -- can be used when you already have a personae out! Both pets respond to the commands issued.

>It is pleasing to see the return of Soothe and of course the additional wisdom (at a hefty 7 a point) would be handy for raising global resists against those nasty AOE attacks. Unfortunately, Dreamweaver’s Trance is probably useless for Illusionists since we can already raise those skills significantly more than is offered with our Fleeting line of buffs. Furthermore, if you need the extra defence offered by Dreamweaver’s Armor, then you are probably going to die soon anyway. Although it would only be useful in rare situations, I have to admit that I would be very tempted to take ‘Hypnosis’ for the fun factor involved in sending both a charmed mob and my Personae against some poor other mob. If it is relatively easy to get the first 25 points, this would certainly help in questing and grinding to 70 or picking up the remaining 25 points worth of AA.

INT Line -- focuses on damage

1. Savant's Intelligence -- increases INT by 4 per rank2. Nullifying Staff -- combat art -- inflicts 150-278 damage and decreases mental and magic mitigation by 528 for 36 seconds, 45 sec recast -- additional ranks improve damage and debuff -- 2h staff only3. Savant's insight -- 1% chance (per rank) every time you're damaged to become immune to interruption for 2.5 sec4. Savant's Channeling -- +2.9 disruption and +.4% chance to crit per rank5. Volitile Magic -- when under 25% power, your damage spells are 25% more damaging

>When I first saw this line I thought that it would definitely be the route for me. Then on closer inspection I realised that instead of 4% spell critical chance per rank, it was in fact 0.4%. This means that with a full 8 points invested, you would still only have 3.2% chance to crit (1 in 30 spells!) and with the meagre damage our spells do, this isn’t perhaps as good as it could be. Whilst the bonus INT is always nice to have, I feel there are too many caveats (eg have to be under 25% power for damage bonus-give me a break!)  to tempt me with these skills.

To summarise, if these went live now I would probably invest 24 points in both the Wisdom and Agility lines to get both final abilities. If they increased the number of AA, then I would put more into Chronosiphoning.

Aora, 60 Illusionist on Runnyeye.

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Unread 02-14-2006, 03:35 AM   #51
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Parsleybill wrote:

AGI Line -- focuses on quick casting -- abilities 2-5 now all require an empty offhand

1. Chronomancer's Agility -- increases AGI by 6 per rank2. Chronosiphoning -- casting-time drain, effectively. At app4, raises target's casting speel by 15%, while lowering yours by the same amount. 30 sec duration, 30 sec recast, .5 sec cast.3. Chronomotion -- lowers global cooldown by .025 sec per rank (weaksauce!)4. Chronology -- .85% spell haste per rank5. Perpetuality -- Each spell you cast speeds your next cast by 15%. Stacks up to 5 times. Currently bugged...also, spell haste caps at 50%, so after 3 procs this wouldn't add anything.

>Love the whole ‘Chronomancer’ concept and would be very tempted to complete this line for the Perpetuality ability. The Chronosiphoning also looks very powerful since we are lacking in debuffs (fingers crossed that it works on epics!). Unfortunately, the 4 points each in Agility and Chronomotion (0.1sec at level 4 ROFL) are clearly wasted.


From what im reading, its not cast on the mob, its cast on a group member. since it raises target's casting speed by 15% and lowers yours, id definately not be wanting to cast this on an epic, or any other mob for that matter

 

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Unread 02-14-2006, 03:40 AM   #52
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DaMutation wrote:

Parsleybill wrote:

AGI Line -- focuses on quick casting -- abilities 2-5 now all require an empty offhand

1. Chronomancer's Agility -- increases AGI by 6 per rank2. Chronosiphoning -- casting-time drain, effectively. At app4, raises target's casting speel by 15%, while lowering yours by the same amount. 30 sec duration, 30 sec recast, .5 sec cast.3. Chronomotion -- lowers global cooldown by .025 sec per rank (weaksauce!)4. Chronology -- .85% spell haste per rank5. Perpetuality -- Each spell you cast speeds your next cast by 15%. Stacks up to 5 times. Currently bugged...also, spell haste caps at 50%, so after 3 procs this wouldn't add anything.

>Love the whole ‘Chronomancer’ concept and would be very tempted to complete this line for the Perpetuality ability. The Chronosiphoning also looks very powerful since we are lacking in debuffs (fingers crossed that it works on epics!). Unfortunately, the 4 points each in Agility and Chronomotion (0.1sec at level 4 ROFL) are clearly wasted.


From what im reading, its not cast on the mob, its cast on a group member. since it raises target's casting speed by 15% and lowers yours, id definately not be wanting to cast this on an epic, or any other mob for that matter

 


Increasing Target Cast speed means lower cast time, dunno why but that's the way SoE decided to do it. So [expletive haxx0red by Raijinn] right I want to cast it on an epic mob.
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Unread 02-14-2006, 03:46 AM   #53
Manyak

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[expletive haxx0red by Raijinn], doesnt increasing somethings speed mean making it faster? well whatevr, guess its a debuff then SMILEY
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Unread 02-14-2006, 07:00 AM   #54
Fizwi

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Sorry, I got cast time and cast speed muddled.  It's confusing cause SoE has them backwards on the spell descriptions...
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Unread 02-15-2006, 03:02 AM   #55
Nephretiti

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STR Line -- focuses on melee/debuffing
1.  Spellblade's Strength -- increases STR by 8 per rank2.  Spellblade's Counter -- a quick dagger attack that interrupts the target -- 95-159 at app4, 15 sec recast3.  Spellblade's Retort -- 1% chance per level to riposte frontal attacks, parry from all other quadrants4.  Quickening -- gives the chanter a chance to double attack, and raises melee crit chance -- 3% per rank5. Counterspell -- dispel 80 levels of beneficial divine, magic, mental, heat, cold, poison, disease, crushing, piercing, slashing effects from the target.  Also gives the caster a small amount of power (59-89).  1 sec cast, 4 min recast.
AGI Line -- focuses on quick casting -- abilities 2-5 now all require an empty offhand
1.  Chronomancer's Agility -- increases AGI by 6 per rank2.  Chronosiphoning -- casting-time drain, effectively.  At app4, raises target's casting speel by 15%, while lowering yours by the same amount.  30 sec duration, 30 sec recast, .5 sec cast.3.  Chronomotion -- lowers global cooldown by .025 sec per rank (weaksauce!)4.  Chronology -- .85% spell haste per rank5.  Perpetuality -- Each spell you cast speeds your next cast by 15%.  Stacks up to 5 times.  Currently bugged...also, spell haste caps at 50%, so after 3 procs this wouldn't add anything.
WIS Line -- focuses on crowd control
1.  Dreamweaver's Wisdom -- increases WIS by 7 per rank2.  Daydream -- Soothes target...requires a symbol in secondary3.  Dreamweaver's Armor -- +8.7 defense skill per rank (+70 at rank 8...pretty hefty)4.  Dreamweaver's Trance-- +2.9 subjugation and focus skill per rank5.  Hypnosis -- Charm, 1 minute duration, 5 sec cast, 1.5 minute recast  -- can be used when you already have a personae out!  Both pets respond to the commands issued.


Most excellent PvP skills....
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Unread 02-15-2006, 04:12 AM   #56
Manyak

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yeh, now only if they allowed transfers to pvp servers SMILEY
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Unread 02-15-2006, 05:30 AM   #57
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Nice...they got worse.

Not that they were that great to begin with.

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Unread 02-15-2006, 06:36 AM   #58
Impetus

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Wow, these have gotten worse. Now even our capstone abilities aren't that interesting to me. And since my first post, I've seen the AA's of a lot of the other classes. Wow again.
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Unread 02-15-2006, 08:10 AM   #59
Harg

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Wow.  I'm just reading this thread, after I suppose all the interesting AAs have been pummeled with the nerf bat.  I'm so underwhelmed, I can hardly stay awake.  What real incremental value do any of these abilities have for a high level chanter? 
 
Maybe I'm missing it, but it sure doesn't seem like much.  Where's the beef?
 
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Unread 02-15-2006, 08:37 AM   #60
SunT

 
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Dreamweavers armor used to be total 70 defense.  now 800 total resists across the board.

Doesnt sound too bad unless you see the Shaman who gets 679 for each point.  lol.

 

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