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Illusionist or Coercer - time to chooseFollow

#1 Jan 16 2005 at 11:20 AM Rating: Decent
I have read the spell lines and they really seem close overall. An illusion here - a pet there. I solo 60 percent of the time and craft/quest. Not heard much about why to go illusionist, basically only seen coercers in the threads I have read. Maybe they sux, but it's time to choose. Are illusions just fun goof like EQ1? So what is the difference (ie. spell chores, dps, cc} between the two; solo, casual group and raid?
#2 Jan 17 2005 at 3:46 AM Rating: Decent
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Illusions don't do jack. Just fun so far. Well, becoming a gnome shrinks you. If you're a gnome becoming tall lets you see over grass. That's about it.

You may want to read other posts before becoming an illusionist or coercer at all. Apparently "power gamers" have bought into this idea that all forms of enchanter stink. Okay, you need an enchanter for a "few" fights, they say, like to mez the boss on some access quests, for instance - so you can take out the minions - then kill the boss. But apparently they don't want you mezzing much or at all. They want AoE on full blast and no diddle-daddling w/ mez. They say that taunt and area taunt works so well that in most cases you just don't need mez. Are they right? I don't think so. But a lot of players buy into this.

I've talked to a large number of players who have dropped their enchanter/coercer/illusionist because they literally couldn't get groups. Groups want a tant, a healer and 4 dps in many cases, or a tank, 2 healers, and 3 dps.

We may be angling for an FFXi-styled 'optimized group' - which may very well be a tank, a healer and four wizards.

If these people are right, EQ2 has designed a game where a whole class is superfluous. Before you go this way, just know that there is some heavy prejudice against your class out there. Read these boards and others. Post - go into your server of choice and ask other illusionist/coercers if they get groups easily. Just make sure for your own sake - I've heard too many people say that so far EQ2 is giving this group of classes the short shrift. And that is very upsetting to me.
#3 Jan 18 2005 at 2:45 PM Rating: Decent
The new spell added with the patch as a character option (its a fast cast nuke - somebody's brain blast) has really increased my dps from level 14-18. I'm not sure how I compare with a wizzard, but I can definitely pull aggro away from our tank. I suspect that's enough dps - more would just get me killed. I've also found that the Enchanter's stun spells are often more useful than the mez. They hold even if the mob is attacked, but have a short duration.

Solo my approach is generally Ego Shock(nuke/root), Daunting Gaze (stun/debuff), Gloom (dot), Cerebral Spasm (dot), Static Pulse (dot), nuke w/hos till Daunting Gaze is about over then Arcane Bindings. The mob generally rots to death at that point.

The stun is the key - it allows me to pile on the dots before I root, preventing the whole break root issue.

In group the stuns reduce the load on the cleric, mezzes can line up mobs for the kill or get people out of trouble.




#4 Jan 26 2005 at 7:19 PM Rating: Decent
My main charater is an illusionist. I played an enchanter in EQI and I enjoyed it very much. With out an enchanter in EQ1 was asking for trouble. They where always in demand. But here in EQII people are like, what? who? what do you do? They dont know the first thing about how illusionists work or what they can do. I almost always have to explain mez to every group I get in,all but EQI vets that is. I couldnt imagen why people would not want an illusionist in their group. Breeze and Alacrity alone are worth having them in the group.
I was with a group if friends just a few nights ago and we kicked butt. We consisted of a templar, guardian, myself the illusionist, and three swashbucklers. My adept III breeze keep the templar constantly full power and alacrity on the three swashbucklers had them kicking out the damage like you wouldnt belive. Our templar barely had to heal and when he did he rarely went below two bars of mana. Someone needs to educate these EQII newbies on how enchanter/illusionis can really help a group. Countless times I am in a group that gets an add and everyone is shouting "RUN". Its just not nessesary when you can mez the add and continue the fight with the origenal pull. Then gear up and finnish off the add. simple.


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