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#31 |
Join Date: Nov 2004
Posts: 821
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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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Retired Roamin Nome, 70 Illusionist/60Jeweler Crack Bot, Nektulos Argyll, 60 Paladin / Heresy, 62 Defiler |
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#32 |
Join Date: Nov 2004
Posts: 821
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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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Retired Roamin Nome, 70 Illusionist/60Jeweler Crack Bot, Nektulos Argyll, 60 Paladin / Heresy, 62 Defiler |
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#33 |
Loremaster
Join Date: Nov 2004
Posts: 103
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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 Shammies
Bards
Rogues
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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#34 |
Loremaster
Join Date: Nov 2004
Posts: 185
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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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#35 |
Loremaster
Join Date: Dec 2004
Posts: 25
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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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#36 |
Loremaster
Join Date: Nov 2004
Location: Durham, UK
Posts: 928
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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 |
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#37 |
General
Join Date: Nov 2004
Posts: 3,040
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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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Calaglin, Former Illusionist/Guild Leader of Dissolution on Nektulos Calaglin, Former Illusionist/Guild Leader of Confirmed on Unrest |
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#38 |
General
Join Date: Nov 2004
Posts: 100
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So they are actually nerfing our AA´s still? Excellent.
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#39 |
Tester
Join Date: Dec 2004
Posts: 822
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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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#40 |
Loremaster
Join Date: Nov 2004
Posts: 108
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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 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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#41 |
General
Join Date: Nov 2004
Posts: 3,040
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![]() 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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Calaglin, Former Illusionist/Guild Leader of Dissolution on Nektulos Calaglin, Former Illusionist/Guild Leader of Confirmed on Unrest |
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#42 |
General
Join Date: Nov 2004
Posts: 100
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![]() Im glad to hear they are changing them for better ![]() ![]() |
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#43 |
Loremaster
Join Date: Nov 2004
Posts: 108
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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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#44 |
General
Join Date: Nov 2004
Posts: 100
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![]() Yep true that ![]() |
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#45 |
Join Date: Nov 2004
Posts: 821
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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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Retired Roamin Nome, 70 Illusionist/60Jeweler Crack Bot, Nektulos Argyll, 60 Paladin / Heresy, 62 Defiler |
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#46 |
Tester
Join Date: Dec 2004
Posts: 822
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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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#47 |
Loremaster
Join Date: Nov 2004
Posts: 108
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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
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#48 |
Loremaster
Join Date: Nov 2004
Location: Durham, UK
Posts: 928
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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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#49 |
Loremaster
Join Date: Nov 2004
Posts: 108
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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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#50 |
Join Date: Dec 2004
Posts: 17
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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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#51 |
Tester
Join Date: Dec 2004
Posts: 822
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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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#52 |
General
Join Date: Nov 2004
Posts: 3,040
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![]() 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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Calaglin, Former Illusionist/Guild Leader of Dissolution on Nektulos Calaglin, Former Illusionist/Guild Leader of Confirmed on Unrest |
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#53 |
Tester
Join Date: Dec 2004
Posts: 822
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[expletive haxx0red by Raijinn], doesnt increasing somethings speed mean making it faster? well whatevr, guess its a debuff then
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#54 |
General
Join Date: Nov 2004
Posts: 275
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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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#55 |
Loremaster
Join Date: Nov 2004
Posts: 185
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![]() Most excellent PvP skills....STR Line -- focuses on melee/debuffing1. 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 offhand1. 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 control1. 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. |
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#56 |
Tester
Join Date: Dec 2004
Posts: 822
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![]() yeh, now only if they allowed transfers to pvp servers
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#57 |
Join Date: Nov 2004
Posts: 821
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![]() Nice...they got worse. Not that they were that great to begin with.
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Retired Roamin Nome, 70 Illusionist/60Jeweler Crack Bot, Nektulos Argyll, 60 Paladin / Heresy, 62 Defiler |
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#58 |
Loremaster
Join Date: Nov 2004
Posts: 340
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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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------------------------------------------------------ Aylowan, 70 Illusionist, Blackburrow |
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#59 |
General
Join Date: Nov 2004
Posts: 9
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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? Catalin 49 Coercer
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#60 |
Join Date: Nov 2004
Posts: 821
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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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Retired Roamin Nome, 70 Illusionist/60Jeweler Crack Bot, Nektulos Argyll, 60 Paladin / Heresy, 62 Defiler |
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