There is a thread on the illusionist boards, but a. noone ever reads it, b. theres a gazillion noobs and casuals out there, and c. because people here generally seem to know what they're talking about, i would like to start ask you what you think will be a good/the best way to go on AA's with raids in mind (fuck solo/grouping).
linky to the AA post with picture and (sometimes somewhat outdated) AA info - for the lazy people
Obviously the R and I lines are utter crap compared to the other two. The T5 and E7 end abilities are a must have it seems like. That would already be 40AA's spent on the E and T trees and leave 10 for other stuff.
I think the T2 and T3 (termination procs on AE DoTs) will give a nice DPS boost since those two spells always run out before they're recast. The other two ST DoTs suck, but I need 5 more to get the T5 ability. 3-2 because the T4 termination proc is slightly bigger than the T1 proc and to split chances on doing some damage at least.
E2 (mana regen) seems like a must, very usefull for the rest of the group mainly. E4 (prismatic) is our top DPS spell so any improvements to that only seem logical. E5 (synergism) ups the proc chance to 48% - I can't imagine not maxing this one. E7 for obvious reasons, a permanent divine recovery-like spell on a groupmember. This will mean a sick increase in DPS for that groupmember.
I1 is needed to get to E2, so only 3 points spent there (a whooping 6 power reduction on our phantasmal line, woot - I guess it adds up since I cast the spell a lot though). Either way it's LOADS better then the gimped (and I think bugged atm) enhancement to cure arcane. Who uses that anyway?
I'm inclined to pick the single target mezz increase to wrap it all up (R1). Longer mezz and less chance to get resisted. Resistrate is a lot higher on beta than it is on live, even on lower con mobs, so I guess this will help when I'm really required to mezz something.
As far as other abilities go, the entire control effect line (R) seems rather crappy unless you group/solo a lot or are one of those illusionists that have to CC all the time. Same goes for the (I) line. That one even looks sucky when I try looking at it from a soloers/groupers point of view though.
So after testing a bit on beta I'm inclined to go :
T1(3), T2(5), T3(5), T4(2), T5(5) > 20 total
E2(5), E4(5), E5(5), E7(5) > 20 total
R1(5) > 5 total
I1(3) > 3 total
2 left to be spent on either E3, E6, T1, T4 or maybe even I2
FT5 is not worth 8 AAs to get(since you either need 3 in cure arcane or 3 in phatasnal shock, both of which are shitty AAs).
I'm going to max out the Timing Line(all of them), and the Enchanting Line(Sans the FT5, and Cure Arcane).
The rest are just, mostly crap.
Calaglin, Former Illusionist/Guild Leader of Dissolution on Nektulos for EverQuest II
Calaglin, Former Illusionist/Guild Leader of Confirmed on Unrest for EverQuest II
Illusionary Arm is an awesome name for an AA, and its good too~
tomato, tamato, what it really needs is to add a 3rd arm as part of the graphic, mutant attack!
Damn straight, 3 armed mutants ftw.