Illusionist Guide - Methods & Techniques

Chapter 6 – Methods and Techniques

Chapter 6 – Methods and Techniques

6.1 – Solo

When Soloing, my casts tend to look like this:

  1. Send Clone in to attack.
  2. Send in Construct
  3. Buff Clone
  4. HO
  5. DD (Timer is now running on the HO)
  6. Daunting Gaze, or Stupefy (Depending on which symbol the HO needs)
  7. Root (Might get agro)

Using that pattern the mob stays away, takes plenty of damage, and while you're cooking the root spell again the mob is stunned. After I run out of Stuns to cast, I do a root and DoT’s then a root again. The Longer he stays where he is (away from you) the longer you live. Using this method I was able to solo Talon Grunts in Zek (level 30-31) when I was level 26, these were Orange/Red cons to me, and without a ton of fizzles and a little luck you can do well also. And using this pattern, at level 48 I was able to solo groups of 4 mobs (solo, not heroic) level 50’s by using mezzes so that the only mob awake is the one my clone is attacking.

6.2 – Grouping

Grouping – Our bread and butter.
Techniques all depend on the group your in: do you have a lot of overactive fighters that break all creatures you’ve mezzed, do the other mages insist on AOE DoTing every mob right from the beginning? Healers…Healers don’t cause us much problems they are normally too busy healing people to affect us.

Okay, so you have a good group who lets you mez the other creatures. Send in your pet to assist the MT, he will do the damage for you while you use your mez spell on each additional creature the tank is not attacking. After these creatures are mezzed, feel free to go and apply your dots on the creature that everyone else is attacking. Your mezzes don’t last forever, you might need to mez them again for good measure.

Stifles, Stuns, and Power Drains come in handy for boss mobs and some heroics, the most common battle I am in the enemies don’t last long enough for stuns and stifles or power drains to come into play. But really can turn the tables for that almost impossible boss mobs.

6.3 – User Interface

So Okooo, what do your hotbars look like? I have 4 rows of buttons constantly in use at level 50

Top Row
1: Scorching Beam (DD)
2: Aneurysm (DD+Stun_
3: Empty
4: Empty
5: Empty
6: Devitalizing Stare (Power Transfer)
7: Stunning Array (AOE Stun)
8: Drain Will (Power Drain + Stun)
9: Empty
0: Mind Drain (Power Drain)
-: Dynamism (Added Mental Damage To Attack)
=: Celerity (Haste)

Alt + 1: Capture Mind (Long Duration Mez)
Alt + 2: Convincing Regalia (Shorter Duration Mez)
Alt + 3: Phantasmal Grandeur (AOE Mez)
Alt + 4: Mez Macro (%T Is Mezzed, You Break It You Bought It)
Alt + 5: Empty
Alt + 6: Prismatic Strife (Added Damage Per Hit Buff)
Alt + 7: Dismay (Debuff)
Alt + 8: Psychotic Spectrum (AOE Damage and Interrupt)
Alt + 9: Color Shower (AOE DoT)
Alt + 0: Wither Hope (DoT)
Alt + -: Lobotomize (DoT)
Alt + =: Arcane Augur (HO Button)

Ctrl + 1: Sprint (Fast Run at cost of power)
Ctrl + 2: Terrifying Vision (Root)
Ctrl + 3: Construct Of Logic (Temporary Pet)
Ctrl + 4: Empty
Ctrl + 5: Empty
Ctrl + 6: Empty
Ctrl + 7: Sunbolt (Vampire DD)
Ctrl + 8: Master Strike (Which Ever You Have)
Ctrl + 9: Master Strike (Which Ever You Have)
Ctrl + 0: Master Strike (Which Ever You Have)
Ctrl + =: Master Strike (Which Ever You Have)

Magi's Shielding (Self Only Buff)
Aspect Of Mind (Group Buff)
Seal Of Comprehension (Group Buff)
Insight (Breeze Upgrade)
Cure Arcane
Illusory Mask (Group Invis)
Veil Of The Unseen (Self Invis)
Personae Duplicate (Clone Pet)
Fleeting Sentiment (Short Duration Group INT Buff)
Siphon Self (Converts Health To Power Spell)
Barrier Of Intellect (Decrease Threat)
Blink (Decrease Threat)

I find this setup allows me to do all my tasks without too many buttons. I Know I am using some of the lower level spells to which I have spell Upgrades to, however they have been upgraded to Master 1's and 2's So the previous version is sometimes better than the new adept 1 spell.

 

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Chapter 1 - Credits & The Basics
Chapter 2 - Quests
Chapter 3 - Training Spells & Spell Upgrades
Chapter 4 - Suggested Equipment
Chapter 5 - Spell List & Definitions
Chapter 6 - Methods & Techniques
Chapter 7 - Where to Hunt

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