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  1. #1
    Duh, Winning!
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    Default DoV Illusionist FAQ

    Decided this would clear up some drama and despite the fact I don't necessarily feel that many deserve it, I'm doing it anyway. There is very little that I myself have added to this, it is all either information laid out by the illusionist community in posts here and there or links to posts made by the illusionist community. Let me know what needs to be added or fixed. The intent of this post is to bring the previous FAQ "Noobs look here!" provided by "Lithin" up to date.


    AA's

    Beginning:
    Starter Spec

    Starting out, your goal is to survive, fulfill your utility role, and put out as much dps as you possibly can. You'll have 15 points left over to spec as you like. You'll notice I did not spec melee in the Enchanter Tree as an noob raider this will most likely get you killed in the current expansion. I did not spec rapidity in the Shadows Tree because it is dependent upon the group you are placed in and at this time of not much use if you somehow find yourself in a mage group. I also did not spec pessimism in the Illusionist Tree because until your casting and reuse speed are raised by better gear, you will not be able to allow it to tick to termination if you desire to keep perpetuality at level five. My recommendation is focus on Agility Line first and foremost, followed by the Intelligence Line in the Enchanter Tree, after that the priority is really your choice in my opinion.

    Finale:
    End Game Spec

    This spec provided by "Showoff" I agree with it more or less, however by the time you can adapt to this spec, you will hopefully be able to figure out any small modifications you need to make on your own.

    For more on AA's visit:
    AA Discussion

    Adornments

    Red Adornments:
    Red Adornments

    White Adornments:
    Head: Int.
    Cloak: Crit Chance
    Chest: Ability Mod
    Shoulders: Ability Mod
    Forearms: Crit Chance
    Gloves: Health
    Belt: Reuse
    Legs: Crit Chance
    Boots: Reuse
    Weapon: Potency or Crit Bonus
    Symbols: Potency or Crit Bonus
    Neck: Int.
    Ears: Ability Mod
    Rings: Ability Mod
    Wrists: Cast Speed or Health
    Charms: Int, Cast Speed, Ability Mod, or Reuse

    For more options visit the Adornment Selector
    Dethdlr's Adornment Selector

    Buffing

    Please note that the buffing priority I list here assumes you are working with competent players. )This section is under dispute and still requires supporting evidence.)

    Synergism: Can be cast raid wide and is most efficient on enchanters. I've never seen a great deal of difference between Sorcerers and Summoners so I rank them next, followed by your hybrids ie. bards/crusaders. Beyond that, you can throw it on DPS casting healers ie. Fury, Defiler, Templar or on anyone else for nothing more than the Crit Bonus. There is a hate reduction that comes with this ability, but all it does it negate the damage created by the proc. You can drop the permanent buff Aspect of Genius to get an extra concentration slot for this buff. Rune of Thought does not stack with the wizard's equivalent permanent buff either so you can also gain an extra concentration slot there

    Time Compression: Priority is Wizard, Warlock, Conjuror, Necromancer, Enchanters, Hybrids and/or Healers. Warlocks and Summoners will tend to prefer UT, however when it comes down to you and them, a greater raid dps gain will be achieved by them taking TC and you taking UT. Their parse will be almost the same, yours will improve.

    Illusory Arms: This buff adds multi attack and will normally net you the largest gains off Rangers. After that comes Dirge, Assassins, Swashbucklers, Berserkers, Troubadors, Brigands and other Tanks pretty much in that order.

    Arms of Imagination: Pretty much the same priority minus Berserkers who already have 100 AOE Auto Attack.

    Damage and Cast Priority

    Work in progress, still working out kinks, hopefully he gets it straightened out.
    Damage and Cast Priority Guide

    Diety Choice

    Bertoxxulous (Currently in dispute)
    Solusek Ro

    Gear Thread

    DoV Gear

    Master 2 Choice

    Ultraviolet Beam or Synergism, UB is more reliable to raid wide DPS, Synergism has the chance to net the raid force more DPS assuming those you cast it on don't die.

    Stats

    Castings Speed: You can reduce your cast speed 100% or in other words half of the spell's original cast time.

    Reuse: You can reduce your reuse up to 100% or in other words half your original reuse time for each spell.

    Potency: Uncapped it increases the base damage of your Spells/Combat Arts.

    Ability Mod: This is damage added on to the initial hit of your Spells/Combart Arts.

    Crit Chance: Currently capped at 300%, and if you plan on clearing end game content, I would suggest your goal be cap.

    Crit Bonus: Uncapped and increases the damage of spells, combat arts and auto attacks. It is based off the minimum and maximum damage of a spell, combat art or auto attack.

    Intelligence: This is our primary stat as a mage. It affects both our spell damage and our power pool. There is no cap as of SF. There are no diminishing returns as of DoV.

    Stamina: This is our second primary stat as a mage. It affects both our health. There is no cap as of SF. There are no diminishing returns as of DoV.

    Critical Mitigation: For easy mode you're going to want at least 100%, though I would personally recommend 120% if possible. Hard Mode/Challenge Mode on the other hand is going to require between 200 and 240% at this time.

    Parse Thread

    Parse Thread

    UI

    Main UI:

    Profit
    ProfitUI Updater

    Add Ons:

    Target's Cast Bar
    dx2 NPC Casting Activity bar

    Maintained Window
    DragowulfUI SpellTimer Window


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    butcherblock.illusionists
    "Conviction is the best guild I'll ever get booted from."

  2. #2
    aka Ssmokeen Anaun's Avatar
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    Default

    you're still a dick. :P

    smoke

  3. #3
    Senior Member
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    Default Re: DoV Illusionist FAQ

    nice post,
    only complaint is ut is way better on a lock even if it means tc wasted
    If your bard isnt specced like a fucking retard then an illu will gain minimal damage from ut. Because in raids the illu's will be capped or close to capped on recovery which was the real dps booster for us back in tso.
    currently that is, with the dot double attack change on test ut and tc will become close for all dps mage classes
    Is the berto miracle and blessing base or ability mod? If its base its prolly better than ro for illusionists.

    edit - some epics have 175 crit avoidance, so the crit needed is 275 or slightly above
    [SIGPIC][/SIGPIC]

  4. #4
    Duh, Winning!
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    Default Re: DoV Illusionist FAQ

    Quote Originally Posted by Anaun View Post
    you're still a dick. :P

    smoke
    oh I don't think a single person would ever dispute that
    "Conviction is the best guild I'll ever get booted from."

  5. #5
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    Default Re: DoV Illusionist FAQ

    stamina and int dont have diminishing returns
    [SIGPIC][/SIGPIC]

  6. #6
    Duh, Winning!
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    Default Re: DoV Illusionist FAQ

    Quote Originally Posted by nemesizzz View Post
    nice post,
    only complaint is ut is way better on a lock even if it means tc wasted
    If your bard isnt specced like a fucking retard then an illu will gain minimal damage from ut. Because in raids the illu's will be capped or close to capped on recovery which was the real dps booster for us back in tso.
    currently that is, with the dot double attack change on test ut and tc will become close for all dps mage classes
    Is the berto miracle and blessing base or ability mod? If its base its prolly better than ro for illusionists.

    edit - some epics have 175 crit avoidance, so the crit needed is 275 or slightly above
    On UT, I've not yet seen evidence of the discrepancy in DPS you speak of, though that doesn't mean its not true. I would say I need to go test this out, because in my two weeks back, this may truly be something I missed, but if they are possibly making changes, I'll simply put a disputed mark on that line until GU60.

    Bertoxxulous, it had totally slipped my mind that they made illusionist a neutral class. In theory I would say you would be correct, my illy is still good aligned so I cannot test this myself, so I will need outside help on this one, if anyone would volunteer once servers are up and post your findings, that would be outstanding.

    On the crit chance, we're both wrong, apparently there is one mob currently that requires 300 crit chance, Soren the Vindicator. A correction will be made to reflect that.

    Thanks for you input Nemesizzz.
    "Conviction is the best guild I'll ever get booted from."

  7. #7
    Duh, Winning!
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    Default Re: DoV Illusionist FAQ

    Quote Originally Posted by nemesizzz View Post
    stamina and int dont have diminishing returns
    Seems DoV slipped the proverbial surprise finger in my butt, after more digging than I would of preferred I profess that evidence does indeed support his claim. updating.
    "Conviction is the best guild I'll ever get booted from."

  8. #8
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    Default Re: DoV Illusionist FAQ

    Nice post. I like the fact that there's both a beginner and pro AA spec.

    On the white adorns for cloak/forearms/legs I'd put crit chance/cast speed* with an asterisk then at the bottom something like:

    * if the mob's crit avoidance + 100 is < your crit chance in raid then go with swift casting

    Also a link to useful items like crit scroll and crit pot.

    Since pets now do a considerable chunk of our dps with shared stats a pet survivability section wouldn't go amiss. Sever Hate macro with /target_pet and /cancel_spellcast in front of it works nicely.

  9. #9
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    Default Re: DoV Illusionist FAQ

    Int didnt have diminishing returns last expansion either.

    Synergism isnt more effective on an enchanter. Thats back in tso aswell when sorcs didnt have much recovery or cast speed.
    Now a sorc has 100% cast speed and recovery and 20% base extra crit bonus.
    And when its an ae fight the effect is much more in favour of the sorc.

    Its prolly worth mentioning the cap on ability mod and how crit bonus affects the additonal ability mod damage component of the spell. And how potency affects the ability mod cap.. Or how it dosent depending on how your looking at it.
    [SIGPIC][/SIGPIC]

  10. #10
    Duh, Winning!
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    Default Re: DoV Illusionist FAQ

    Quote Originally Posted by nemesizzz View Post
    Int didnt have diminishing returns last expansion either.

    Synergism isnt more effective on an enchanter. Thats back in tso aswell when sorcs didnt have much recovery or cast speed.
    Now a sorc has 100% cast speed and recovery and 20% base extra crit bonus.
    And when its an ae fight the effect is much more in favour of the sorc.

    Its prolly worth mentioning the cap on ability mod and how crit bonus affects the additonal ability mod damage component of the spell. And how potency affects the ability mod cap.. Or how it dosent depending on how your looking at it.
    Ok, this one is goona take some debate. I played Zerker for a majority of last expansion so I'll give that some things I could be wrong with due to the illy only getting full t2 gear. However on the flip side because I was hitting caps with t3 gear, My zerker was taking agility items over strength because he hit a diminishing return point. The evidence I found of diminishing returns being removed all state they were DoV related. So if someone else wants to chime in so we can close this debate, please do so, the regardless, the fact is its gone now so the point of how we got there is moot, i more or less want a definitive answer for my own satisfaction.

    Sorc's indeed have greater reuse and cast speed than they did in TSO, not to mention they are a great deal more effective in AoE fights, however my argument against that is unless synergism has become a normalized proc, which would be news to me, enchanters are still proc'ing the ability more often as it remains % based. As far as the Sorc's AoE superiority, this is not usually a consideration during most named fights. Granted there are exceptions to the rule, but a post like this is meant to be a generic guide to get you the most where you need the most. I would agree that with trash, the Sorc could viably be the superior candidate though that is dependent on zone and how your raid is pulling. Please give me your thoughts on my counter argument.

    on the last part, lestath had a good post started on the break down of damage that I linked, and could probably use any advice you could offer him in that thread to help bring it fully to par. Sadly, i partially derailed it fucking with some of the commentators, so it would be nice to get his thread back on track with actual constructive criticism. Back to the point, my listing of stats was supposed to be a very basic underwhelming description with caps and desired goals for certain stats often in question and nothing more. Reason being is as a noob, thats all you really need or care to know, as you get better and more experienced, you'll start looking for more advanced break downs.
    "Conviction is the best guild I'll ever get booted from."

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