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I was an EQ1 Enchanter... so many questions...Follow

#1 May 01 2005 at 10:48 AM Rating: Decent
18 posts
Hiyas!

I played EQ1 to level 52ish as an Enchanter.

I just started playing EQ2 and I was wondering if someone who also played the class in EQ1 could explain to me what has changed from that perspective and why I might choose Illusionist or Coercer.

I very much enjoyed the illusions in EQ1, but...

1) Do they still grant you faction adjustments in EQ2? Can you go into the opposing sides towns? I loved sneaking into Neriak :)
2) Do they wear off as suddenly? Do they cross zones with you?
3) Do they grant the abilities of the race you're impersonating?
4) I see you can put some of these on party members. Do they get all the same adjustments/abilities you would get?

Clarity (caster crack). I see that Breeze exists for all 'chanters, and Clarity only for Coercers.

5) Is this spell still such a love-fest? I had people asking me for it all the time, and everyone loved me for it. I'd trade it for SoW constantly.
6) Speaking of SoW, can you sum up movement increasing spells (who has them, what are they) and items? I've been playing WoW for months, and I love my druid. It's another class I'd consider here if this one disappoints me (I hope it won't :p)

I also enjoyed the crowd control aspect of being an enchanter (why else would I want to do it again?).

7) Are we loved for this ability as well?
8) Anything new/different I should know about this?

General

9) Travel in EQ1... walking, boats, teleport. Do these all exist? If not, what's changed?
10) Trains... do they still exist? Do people run for the hills when one is headed to a zone? Can you zone to escape them? Do the trains stop at the zone and attack everyone else?
11) Do mobs still follow you to the ends of the earth once aggro'd, the only way to escape being their/your death or zoning?
12) Medding... does sitting help you get health/energy back quicker?
13) Jumping... does it help you flee mobs quicker?
14) Infravision/Ultravision... do they make a big difference? Do humans suffer for not having these? Does 'sense aura' or the thing the rats have look like something out of Alien/Predator, or can you see the people like with normal vision?

I'm sure I will think of 5 more after posting this, but that should get you started!

Thanks :)
#2 May 02 2005 at 1:29 AM Rating: Good
**
553 posts
1) Do they still grant you faction adjustments in EQ2? Can you go into the opposing sides towns? I loved sneaking into Neriak :)

No. Sneak in anyway. The city guards just toss you out for now. Would be more fun if they toss you into a PvP enabled arena with enemy PCs just waiting.....

2) Do they wear off as suddenly? Do they cross zones with you?

They last a fixed amount of time but they don't cross zones.

3) Do they grant the abilities of the race you're impersonating?

No. You puny hoomans are still blind as a bat.

4) I see you can put some of these on party members. Do they get all the same adjustments/abilities you would get?

Clarity (caster crack). I see that Breeze exists for all 'chanters, and Clarity only for Coercers.

This remains unchanged. Besure to get Adept 3 or better for this line. You use it so often.. well worth the expense of getting even the Master version.

*I know I did this during beta but so few do it now I'll mention it. We are the best crafters too. We get abilities to enhance maximum power AND power regen. Helps a LOT during crafting. I've lost count of how many times I pulled a pristine item from what seemed like a mere shaped item.

5) Is this spell still such a love-fest? I had people asking me for it all the time, and everyone loved me for it. I'd trade it for SoW constantly.

This time around, not only do casters use power but melee types too. So be thankful SOE changed the spell so it would last over 10 mins and not the original 2.5 minutes, because EVERYONE wants it.

6) Speaking of SoW, can you sum up movement increasing spells (who has them, what are they) and items? I've been playing WoW for months, and I love my druid. It's another class I'd consider here if this one disappoints me (I hope it won't :p)

Priests and Scouts get SoW. You can also use holdables that can be activated. Also various mounts. And... journeyman boots! Now as for an illu.... here's the bad news. You can't swap Breeze for SoW. Not only must you be in the same group to cast the spells, but you must REMAIN in the same group. Oh well, the SoW effect is only effective while out of combat too.

*another thing, with SoW and the mob AI being what it is. You can outrun anything. Unless you are carrying close to your limit and get hit with 'Weakness -str' or rooted/etc.

I also enjoyed the crowd control aspect of being an enchanter (why else would I want to do it again?).

7) Are we loved for this ability as well?

Yes, no one does it better. I'd place the Coercer a bit higher at this then an illusionist. That is to say a Coercer's Adept 1 is equal to an Illusinists Adept 1.3 or something like it. I still prefer to play an Illusionist though. Seems more well-rounded and really, both classes are similiar if not identical. Coercers get a limited charm. Illus get longer lasting mezzes? Someone correct me.

8) Anything new/different I should know about this?

Regen rates are different in combat as opposed to out of combat. You should master the implied targeting system [the target of my target is my target. w] Never group with newbies. No really.


General

9) Travel in EQ1... walking, boats, teleport. Do these all exist? If not, what's changed?

No Teleport spells. Else the same. [no boats yet too, you jsut ring a bell and you are there... if you can ring the bell in the first place. Most higher end places require a quest and a test]

10) Trains... do they still exist? Do people run for the hills when one is headed to a zone? Can you zone to escape them? Do the trains stop at the zone and attack everyone else?

Mobs in a train will chase after whoever ired them. Once their target's gone [one way or another], they run back to their normal spots and are BOTH non-aggro and INVULNERABLE during this time.

Only way a train bites you if when you enter an empty room, only to have the original occupants come running in... ha haa.

11) Do mobs still follow you to the ends of the earth once aggro'd, the only way to escape being their/your death or zoning?

Certain mobs yes. Naturally the worse kinds. I think this is mainly the function of the maps being smaller so they never run out of map space before you hit the zone line... oh did I mention you have to click on the zone line... then choose the instance of the next zone you wish to enter... hope that giant's nice and fair and holds off whacking you while you frantically click and click and...

12) Medding... does sitting help you get health/energy back quicker?

No. But eating/drinking the right foods do. I know they stole this from FFXI.

13) Jumping... does it help you flee mobs quicker?

No but it might make other people laugh and then they might slip up and slow down.... darn.. doesn't work does it?

14) Infravision/Ultravision... do they make a big difference? Do humans suffer for not having these? Does 'sense aura' or the thing the rats have look like something out of Alien/Predator, or can you see the people like with normal vision?

Yes and no. It's an activable trait. Rather like RL night or infra-red vision in terms of looks. Useful but later on, you get spells that give the entire group this ability.

Ok so it's almost as useless as the 'illusions'.



Summary:

You still sell crack and deal out sleep but you now add power drain/silence to the mix as well.

Thing about EQ2 vs EQ1 is the classes are really more balanced and while still unique, you no longer absolutely must have a particular class in a group. We're no longer a must have, more of a better-have.

As for Coercer vs Illusionist. Really, it depends on which city you want to live in [beauty of Sonyeq vs the squalor of Freeport] and the NPC responses [politeness of Sonyeq vs the snide and condescending remarks of Freeport].

I'm mostly a dark elf illusionist with a high elf defiler :)

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