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Unread 07-13-2006, 03:02 AM   #1
Fizwi

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-- WORK IN PROGRESS THROUGHOUT THE NEAR FUTURE --Achievements have been live for almost half a year now, and the same questions about them continue to crop up here on the forums.  I've created this guide in an attempt to answer those questions, and some more uncommon ones, regarding enchanter achievements (henceforth called AAs, because I'm both old-school and lazy).An Overview of the Achievement System
  • Players gain access to achievements starting at level 20.
  • Players gain AAXP from exploration, completing quests (blue con or higher), slaying rare or named enemies, or looting precious/status treasures.  AAXP is accrued separately from adventuring and crafting xp, and has no vitality.
  • Once a player hits their level cap, all adventure xp is converted to AAXP.
  • Players can achieve a maximum of 50 AA points.
  • All players must spend one point on an "entry-level" AA, before proceeding into different lines.
  • Apart from the entry AA, players must spend 4 points in an AA in order to unlock the AA beneath it.
  • The entry-level AA has one level, costing one point.  Ultimate AAs, found at the end of each line, have one level, costing 8 points.  All other AAs have 8 levels, each costing one point.
  • Achievements, once chosen, can be reset by visiting an NPC inside the mage guilds in Freeport and Qeynos.  There is an exponentally increasing cost for respecing your AAs.
  • The AA window can be called up by pressing "L".
Enchanter AA LinesEach of the 5 lines are based upon one of the 5 primary statisics (STR, AGI, STA, WIS, INT).  Each line also has a vague focus to its AAs.  Before jumping into the lines themselves, I'll take a look at Mana Flow, the required entry AA for enchanters.Mana FlowTarget: Raid or Group friend Cost: 10% of casters hp and powerCasting time: 2 secDuration: 30 secRecast: 1 minEffect: After 30 seconds, restores 10% power to the caster and the target.  Only one Mana Flow can be active at a time on a target.Comments: A nice little tool.  Allows enchanters to help out with power problems in groups or on raids.  The hp cost is negligable most of the time, as enchanters generally shouldn't be taking damage.  Power restored will vary with power pool size; for a high-end 6k mana pool, this buff, if it's used whenever it's up, is the equivalent of FT60!  ...and that doesn't even count against the regen cap!  It's a great ability, even with a target who has half that power pool.  You have to take it, so just be happy it's useful (as opposed to, say, pickpocket).STR Line -- The Path of the SpellbladeThe STR line focuses on melee.  This is universally the least popular choice, and for good reason.  The AAs offer a small DPS increase, but not enough to offset the DPS loss from casting.    They offer some unique abilities, but generally not enough to be worth the investment.  Finally, being in melee range is inherently more dangerous for the enchanter.  Most mages make their living by staying as far away from mobs as possible.1. Spellblade's StrengthPermanant buffEffect: Adds 8 STR per rank (40 STR at rank SMILEY

Comments: STR is of limited use to an enchanter.  It'll do two things for you: allow you to carry more, and allow you to do more melee damage.

2. Spellblade's Counter

Combat ArtCost: 47 powerCasting Time: .5 secReuse timer: 20 secEffect: Deals 118-197 melee damage to target, interrupting them.  Damage values are for rank 1, 27 STR.  Damage increases with rank.

Comments: Only usable if a dagger is equipped.  Mediocre DPS.  The interrupt is nice for PvP.

3. Spellblade's ReflexesPassive BuffEffect: Adds a .8% chance per rank to riposte frontal attacks and parry attacks from other sides.  Adds 4.2 piercing skill per rank.Comments: A decent defensive increase, in theory.  The truth is, most of the time, if you have aggro, your defense is a moot point.  The piercing skill is helpful for maximizing your melee DPS, as it makes you hit mobs more...if you're into that sort of thing.4. QuickeningPassive BuffEffect: Adds a 5% chance to autoattack per level and 5% extra melee DPS per levelComments: The centerpiece of the STR line.  Your melee damage will skyrocket (comparatively).  If you're building for melee, you'll want to max this out.5. CounterbladeCombat ArtCost: 95 powerCasting Time: .5 secDuration: 10 secReuse: 20 secEffect:  Deals 235-392 melee damage to the target (at 27 STR).  Will counter the next spell cast by the target within a 10 second timeframe.Comments:  Reports are decidedly mixed.  Places a buff upon the caster that counters the next spell directly targeting you.  It is unclear whether or not only "profession spells" (i.e. those also available to PCs) are countered.  If it works, it seems like a nice PvP ability.AGI Line -- The Path of the ChronomancerThe AGI is a solid choice for enchanters.  Every AA in this line is about speed.  3 of the 4 affect casting speed, and the other does recovery speed.  This much haste allows you to achieve great burst DPS, and opens up time in your attack cycle to mix in other spells -- mana drains, stuns, etc.  There are 2 drawbacks to this line: first, you'll actually tax your mana pool heavily casting so fast.  Second, the best two abilities require your offhand to be empty, costing you some stats or procs.

Message Edited by Fizwick on 07-17-2006 12:28 PM

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Unread 07-13-2006, 04:24 PM   #2
knotsl

 
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Very good start.  Can't wait to see the rest.  I am currently trying to figure out how to use my AA's and what lines to go down so I look forward to seeing the rest of this.  Great work!
 
 
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Unread 07-14-2006, 12:55 AM   #3
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I'll add Chonomancing comments, as I have that line max'd...Chronomancing is the AGI line. I'm not sure why people think agility is pointless for a caster; anything you can do to increase defense and avoid getting hit is money. Fact is, enchanters do get attacked, and we're so weak, seeing one of us get oneshotted isn't unusual at all. When those adds come, and you throw that AE mez, and some [expletive haxx0red by Raijinn] conjuror or something just wakes 'em all up, having a second or two to say STOP WAKING OUT OF ENCOUNTER ADDS and remezzing can save the day...it happens to me all the time. With the max agi and def of the AGI line, and general AGI from gear, I'm actually very hard to hit. Aside from that, Chronomancing is about casting and recovery speed (one of the items in the line actually decreases recovery timers a little, which is GREAT). About half way down the line, you get an activateable fairly short term (but not annoyingly so, it's like 30 secs or something), self buff, that drastically increases your overall casting speed.; you do have to target a mob to use it though After that, at the end of the line, for 8 pts, you get chronomotion, which confuses a lot of people. Chronomotion accelerates your casting HUGELY by applying a stackable short term buff to you every time you cast a spell, and it stacks with the other self buff I mentioned. So, first you cast Chronomancy on yourself, which increases your overall casting speed, and also starts the  the "Motion"; you see two buffs get applied to you immediately. After that, you keep casting, you see more of the stacked Motion buffs, and your casting speed gets INSANELY fast. This of course drastically ups your DPS;  if I'm not careful I can often take agro from the tank. Each of the little Motion buffs only last a few seconds though, so when you stop casting, the effect wears off quickly. Why is this valuable? Well, on inc, I apply Chronomancy, which ups my overall rate, and starts the motion. Then I throw a stun, and all the debuffs (four total). This means the tank is whacking away at a stunned mob that will be fully debuffed before it wakes back up. After that, I throw in a Tumor (mob's autoattack is disabled) and  start throwing some dps, which you bang through in like 2 seconds, drop a mana flow on anybody that needs it, throw out a momentary sentiment and/or other short term mana redux or stat buff, and wrap back around to stuns and debuffing. In the event adds come, if I'm half way through a "Motion" cycle, all my mez's are now nearly instantaneous, so I can shut down an encounter or two of mobs really fast. Couple all this with the slightly reduced recovery timers, and I pretty much always have a mez available. Originally I thought I'd respec the AGI line, but now I'm glad I kept it. I've started the STA line now, which gives hate redux to non fighters, lets you break apart social agro encounters,  increases crit heal chances for healers, and so forth. The  STA line actually seems like something you "should" take if you are an enchanter. Many are attracted to the Charm line, but you know, overall, charm was just never really my favorite way to win a fight, it's often more trouble than it's worth. If you're the crowd controller, and your charmed mob wakes up and attacks you, you're not going to do much crowd control anymore, especially if it was a really strong mob and you're dead ;p
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Unread 07-14-2006, 01:05 AM   #4
Manyak

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i tried conterblade and tested it on a couple things.......what it does is place a 10 sec buff on u (not the enemy) that absorbs the next spell directly targeted at you. whether its only profession spells or not i have no clue, but it doesnt work on any epic AoEs anyway (if not because of the profession thing, then because of the direct target).
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Unread 07-16-2006, 09:51 PM   #5
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DaMutation wrote:
i tried conterblade and tested it on a couple things.......what it does is place a 10 sec buff on u (not the enemy) that absorbs the next spell directly targeted at you. whether its only profession spells or not i have no clue, but it doesnt work on any epic AoEs anyway (if not because of the profession thing, then because of the direct target).

Counterblade is not very impressive.  I don't think it's restricted to profession spells though, because it went off and "countered" one hit of an SK damage shield effect.  The Str line really isn't a DPS line in any sense--I'd think the Quickening effects were thrown in because your DPS will go to [expletive haxx0red by Raijinn] with a mob that close anyway.  (As a side note, Quickening is fun with a Staff of the Prismatic Keepers, but that's about it)
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Unread 07-19-2006, 07:13 PM   #6
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Somna wrote:

DaMutation wrote:
i tried conterblade and tested it on a couple things.......what it does is place a 10 sec buff on u (not the enemy) that absorbs the next spell directly targeted at you. whether its only profession spells or not i have no clue, but it doesnt work on any epic AoEs anyway (if not because of the profession thing, then because of the direct target).

Counterblade is not very impressive.  I don't think it's restricted to profession spells though, because it went off and "countered" one hit of an SK damage shield effect.  The Str line really isn't a DPS line in any sense--I'd think the Quickening effects were thrown in because your DPS will go to [expletive haxx0red by Raijinn] with a mob that close anyway.  (As a side note, Quickening is fun with a Staff of the Prismatic Keepers, but that's about it)

My DPS doesn't change when I'm meleeing a mob, in fact if anything it'll go up because I'm meleeing as well as spell casting now. AoEs? Pfft, they mostly don't hit all that hard. The only weapon I'd honestly get and go STR line with is Tarniax's Spine, because it's a 2H Staff that is piercing skill based. I've been thinking about it, I mean a 2Her, 40% DPS, 40% Double-Attack, and 80% Haste(65% from self, and 15% from FBSS) would be pretty [expletive haxx0red by Raijinn] good in between spells.
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Unread 07-19-2006, 10:03 PM   #7
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Pinski wrote:


Somna wrote:


DaMutation wrote:
i tried conterblade and tested it on a couple things.......what it does is place a 10 sec buff on u (not the enemy) that absorbs the next spell directly targeted at you. whether its only profession spells or not i have no clue, but it doesnt work on any epic AoEs anyway (if not because of the profession thing, then because of the direct target).


Counterblade is not very impressive.  I don't think it's restricted to profession spells though, because it went off and "countered" one hit of an SK damage shield effect.  The Str line really isn't a DPS line in any sense--I'd think the Quickening effects were thrown in because your DPS will go to [expletive haxx0red by Raijinn] with a mob that close anyway.  (As a side note, Quickening is fun with a Staff of the Prismatic Keepers, but that's about it)



My DPS doesn't change when I'm meleeing a mob, in fact if anything it'll go up because I'm meleeing as well as spell casting now. AoEs? Pfft, they mostly don't hit all that hard. The only weapon I'd honestly get and go STR line with is Tarniax's Spine, because it's a 2H Staff that is piercing skill based. I've been thinking about it, I mean a 2Her, 40% DPS, 40% Double-Attack, and 80% Haste(65% from self, and 15% from FBSS) would be pretty [expletive haxx0red by Raijinn] good in between spells.


I dunno, I mean there is probably another spell you could be casting that would be beneficial to another person or your group. AKA mana flow or savante etc. I have trouble keeping up with all of my spells trying to cast them as soon as they are up personally. Not that I can't but it definatley requires all of my attention if I want to do some real DPS via spells.
 
I can see where you are coming from but alot of times in raids those AOES can be deadly and I know my guild would hate me being close up even with all my stamina/hp gear on.

Message Edited by Barobrain on 07-19-2006 11:03 AM

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Unread 07-19-2006, 10:27 PM   #8
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Barobrain wrote:

Pinski wrote:


Somna wrote:


DaMutation wrote:
i tried conterblade and tested it on a couple things.......what it does is place a 10 sec buff on u (not the enemy) that absorbs the next spell directly targeted at you. whether its only profession spells or not i have no clue, but it doesnt work on any epic AoEs anyway (if not because of the profession thing, then because of the direct target).


Counterblade is not very impressive.  I don't think it's restricted to profession spells though, because it went off and "countered" one hit of an SK damage shield effect.  The Str line really isn't a DPS line in any sense--I'd think the Quickening effects were thrown in because your DPS will go to [expletive haxx0red by Raijinn] with a mob that close anyway.  (As a side note, Quickening is fun with a Staff of the Prismatic Keepers, but that's about it)



My DPS doesn't change when I'm meleeing a mob, in fact if anything it'll go up because I'm meleeing as well as spell casting now. AoEs? Pfft, they mostly don't hit all that hard. The only weapon I'd honestly get and go STR line with is Tarniax's Spine, because it's a 2H Staff that is piercing skill based. I've been thinking about it, I mean a 2Her, 40% DPS, 40% Double-Attack, and 80% Haste(65% from self, and 15% from FBSS) would be pretty [expletive haxx0red by Raijinn] good in between spells.


I dunno, I mean there is probably another spell you could be casting that would be beneficial to another person or your group. AKA mana flow or savante etc. I have trouble keeping up with all of my spells trying to cast them as soon as they are up personally. Not that I can't but it definatley requires all of my attention if I want to do some real DPS via spells.
 
I can see where you are coming from but alot of times in raids those AOES can be deadly and I know my guild would hate me being close up even with all my stamina/hp gear on.

Message Edited by Barobrain on 07-19-2006 11:03 AM


Oh I toss those spells in too, except most of the time nobody in the raid is low on power, unless it's like Princes, Chel'Drak, the Divirine Matron ring event, maybe Vluicdae, Fitzpitzle if it aes the healers, and then uhm, that's about it on poewr problems. Those fights I kinda don't try and DPS and just take it easy. But I really can't think of any hard-long fight that requires ultimate power regen for a top guild. Also most AEs are kinda weak honestly, well unless I have an inquistor in my group then it's life or death, lol. Dunno why, but I don't like Inquistor healing me or my group because I usually end up nearly dead after an AE goes off from the Gazers in DT, but I survive in the end. But considering groups are kept alive by group heals, and if you have melee in your group(which generally I do), they'll need healing anyway, so toss on the group heals and heal everybody up to full.
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Unread 07-20-2006, 12:53 AM   #9
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On most mobs i try to melee as well, and any other mage should as well. All it is is a few extra hits that you wouldnt have gotten otherwise. Of course, u should only do that when u can live through that mobs AE and dont have to joust. Although im not so sure as to whether or not the STR line would actually increase DPS over AGI or INT.
 
And yeh, inquisitors are the worst group healers there are, why I like to have a fury in my group. Plus, the extra 600 or so power from Ferine Vim makes using volatile magic alot easier, and the huge INT boost means i can aim for high STA gear to live through AEs without worrying about INT so much.
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Unread 07-20-2006, 01:53 AM   #10
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I don't think its worth it. I guess if you know for a fact that its not going to AE. But some of those melee AE's are really nasty. The extra 500 dmg you did that fight may not be worth the AE hit. Maybe I will change my mind when all my resists are 80%.
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Unread 07-20-2006, 02:37 AM   #11
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Barobrain wrote:
I don't think its worth it. I guess if you know for a fact that its not going to AE. But some of those melee AE's are really nasty. The extra 500 dmg you did that fight may not be worth the AE hit. Maybe I will change my mind when all my resists are 80%.



My resists are [expletive haxx0red by Raijinn] but I can still live through most AEs that melee can live through.
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Unread 07-20-2006, 05:36 AM   #12
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The only mobs i make a point to stay away from are those with proximity-based AEs (does more damage when close up, such as cheldrak), physical damage AEs (like one of those nameds in lyceum, whatever its called), and add-spawning AEs (like talendor). Oh ya, and anything with an AE stun, just cuz that would decrease DPS.
 
And my resists are crap too, from like 3k-5k. On mobs where a resist is REALLY needed i can cap any one of them by switching out like 1 or 2 pieces of gear, but almost all the time, it isnt.
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Unread 07-20-2006, 07:08 AM   #13
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/shrug I didn't really see much of an increase in DPS from meleeing at all, at least on MO, but your mileage may vary.  It only made somewhat of a difference if I got stifled and couldn't cast.  I do have to admit, it was fun meleeing and seeing pairs of 200-500 each swing though, before counting the proc.

Message Edited by Somna on 07-19-2006 08:10 PM

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Unread 09-06-2006, 01:42 AM   #14
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I was doing some achievement research today and stumbled upon this post which looks great so far, except the whole Illusionist part since Coercers also share those achievements.  SMILEYSince I did not find specific information about things that I was interested in, I posted some things about the agility line a thread in the Coercer forum.  Here is the link, in case you'd like to use any of it for this guide.http://eqiiforums.station.sony.com/eq2/board/message?board.id=27&message.id=14718&query.id=0#M14718

Message Edited by Mausie on 09-05-2006 04:46 PM

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Unread 09-20-2006, 02:27 AM   #15
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As a tip to the stacked effect occur as quickly as possible I ushally start by casting momentary sentiment which will effect the six people in your group and maxing out the stacked effect immeditely.
 
If you get the rythem of your spells down you can keep lvl5 going constantly.... just watch your power, because to do this you need to recast you dots.
 
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Unread 09-21-2006, 02:11 AM   #16
Fizwi

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While this is bumped, I'll toss in my apologies...RL issues have kept me away from a computer for long stretches; obviously this hampers my ability to finish this!
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