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Alignment: Good
Parent Class: Enchanter
Spell Base: Mental

Training Spells: (M2)
  • Level 24
    • Spell
    • Spell
    • Spell
    • Spell
  • Level 34
    • Spell
    • Spell
    • Spell
    • Spell
  • Level 44
    • Spell
    • Spell
    • Spell
    • Spell
  • Level 54
    • Spell
    • Spell
    • Spell
    • Spell
Guides
Illussionist        Submit Feedback for this page
Employ subtlety and distraction to impose their will upon the enemy. Using their mental acuity to confuse, misdirect, and subdue their opponents, Illusionist can bring order to an otherwise chaotic enviroment while bestowing beneficial enchantments upon their allies.
Sought after for their nearly unmatched control powers and emense utility, the illusionist is also capable of reaching the top ranks of the parse. A cunning class whose strength comes from their "unconventional" forms of dps. Their greatest ability to damage an enemy is the combination of their intense spell haste and massive proc equipment and spells. Illusionists make good soloers but are indespensible for groups and raids. They share the best crowd control title with their evil counterparts (Coercers), however they cannot be matched for mezzing, or for their self buff dps.

AA Basics: Common Builds:

  • KOS
    • 4/8/8/3/1 AGI
    • 6/4/4/8/1 INT
  • EOF:
    • All Time Line filled except Abolish Hope
    • All Enchanting line filled except for Cure Arcane
 

Specialty: Control Ability, Medium to High dps, High utility.

  • Synergism- Single Target Buff,(cross-raid). 33% to proc damage&deaggro on a hostile spell. (1 Concentration)
    • Synergism goes on chanters spec'd down the Agi line first
    • After that, it goes on whoever has the most permanent spell haste. The mage with the most permanent spell haste in the raid will be the mage with Time Compression.
  • Rapidity- Single Target Buff, grants 68 Haste. (group only, 1 concentration)

Group buffs:

  • Seal of Ascension- 85 INT/WIS Buff (1 Concentration Slot)
  • Aspect of Lucidity- 522 Power/806 mental resist/ 1008 magic/divine resist buff
  • Epiphany- 41 (Base) Power Regeneration/Tick
  • Momentary Sentiment 168 INT/64 to all casting skills for 30 seconds (base); 1.5 minute recast (temporary)
  • Savante- 56% less power consumed on all abilities cast for 30 seconds (base); 2.5minute recast (temporary)


Debuffs:

  • Tribulation- -46 to all melee skills.
  • Abolish Hope- -1024 to magic/mental/divine, DoT damage.

EoF AAs:

  • AA Abilities that are must-haves:
    • Mana Flow- 10% power to anyone in raid, 10% to self, cost is 10% health/10% power
    • Time Compression- 25% Casting Speed Haste, 50% Recovery Haste, 10% Reuse Haste. (Single Target, Group)
      • (Best for Warlock or Wizard)
    • Illusory Arm- 25% Double Attack (Ranged and Melee) (Single Target, group)

Agro concerns: Moderate

  • Illusionist need to be placed to boost their dps before placing them by their aggro concerns
  • Placing the Illusionist with a troubador will simplify both of theese needs.
  • When there are no Socerers without sufficient aggro mod the Illusionist should be "Harm Linked" by the Coercer.
    • Troubador - 40%
    • Coercer - Harm Link 27%

SpecialtyGear:

  • KoS Class gear:
    • Fabled,Relic: Opulent Splendor
  • EoF Class Sets
    • Fabled:
    • Legendary:
  • Gear priorities:
    • Proc items more for an Enchanter than for any other caster simply due to the number of spells that we cast, and spell haste.
    • In additon, volatile magic increases them to 30% more damage.
    • The best way to up your DPS is to have as much proc gear as possibly.
  • Proc Gear that is obtainable through quests:
    • Grizzfazzle's Walking Stick- Grizzfazzle's Errands Quest
    • Mystical Orb of the Invoker- Mystical Orbs Collection
    • Fitzpitzle's Misty Protector- Behind Death's Door Quest
    • Bone-Clasped Girdle- Draco Mortuus von Liberatio Quest (Heritage)




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