Picking Your Class–Mages
June 27th, 2007 by rosehebe
The biggest downside with mages: almost anything seen in a robe gets jumped first :smileyindifferent:
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- Group power regen buff (stacks with bard song)Get a temporary group buff that increases power when hit
Can memwipe (clear the hate list) of a mob
Noteworth Abilities:
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- Charm - Charms a mob as a pet, costs 3 concentration slots; some pets are quite powerful (a few hundred dps even).
Fear - PBAoE fear w/thread reduc, 100% chance to break on damage
Interrupt - Their quick-recast DD spell interrupts (so an interrupt every few seconds if chain-cast). Can add up when fighting a mage. Illusionists can only interrupt with one of their AEs (group interrupt on cast and on break).
Have more stuns, dazes (stops use of counterattack)
Their root dazes
Noteworthy Abilities:Damage Type(s): Mental, ??
Permanent Buffs: DPS, Hate Gain, S.T. proc when hit by a spell w/non-fighter hate reduc, Grp INT/AGI
Temporary Buffs: Many S.T. Procs (on-hit, on cast of spell, etc)
Debuffs: resist vs Magic/Mental/Divine, Resists, INT w/power tap-
- Summon Personae Split - summons a pet, uses 3 conc slots, that casts many control spells on mobs (stuns, stifles, power drains, etc); the pet doesn’t do too much DPSing.
Group Invis
Can memwipe a mob’s hate to its current target only
Group shapechanges - (PvP) it’s hard to guess someone’s class when they look like a gnoll, and it can be harder to pick out an individual player quickly :smileyhappy:
Time Compress - AA ability, ???lowers cast/recast times??? (forgot!)
Have more mezzes, stifles (stops use of spells)
Their root stifles
Noteworthy Abilities:Damage Type(s): Mental, ??
Permanent Buffs: Haste, Spell Proc w/hate reduc, Reflect (drains power), Grp INT/WIS, Grp max power & mental/divine resists,
Temporary Buffs: S.T. dmg proc, Grp -56% power costs, Grp INT & casting skills
Debuffs: resist vs Magic/Mental/Divine, Combat skills (ranged/piercing/etc) -
Stuns, stifles, and mezzes have a short immunity applied afterward against other players - hence, you can’t keep players constantly out of combat as you take out their allies
Note: A number of Enchanter abilities have multiple effects; each thing listed below isn’t necessarily a seperate spell.
Both:Coercers:Illusionists:-
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- Rooting and nuking, though a decent strategy, doesn’t tend to work nearly as well in PvP as it does in PvE.
(PvP) Can do great damage after level 23 but drops off by around level 30-ish.
Cast times are not fast usually 2.5 to 5 seconds with a 5 to 15 second recharge time depending on the nuke. Though they have the strongest nukes, you usually can’t jump right into them; often you’ll be using a lot of your spells with other effects.Noteworthy Abilities:
Damage Type(s): Fire, Ice
Buffs:
Debuffs:- Noteworthy Abilities:
Damage Type(s):
Buffs:
Debuffs: -
In T7, resists start to get extremely high… hence, the big nukes and whatnot tend to become a lot weaker, and DPS drops a significant bit.
WizardsWarlocks-
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- Mage pet also lifetaps; lv58 temporary buff causes pet to proc a lifetap on every attack for 10sec
- Dark Hearts - summoned item, regenerates power over time on use
Lich - drains health slowly, increases power regeneration by 1%-1.6% every 6sec, adds a lifetap to every spellCan sacrifice pet’s health for power
Lifetaps - damage and heal at the same timeTransfer Life - self explanatory; can heal more than the health cost
Multiple control spells - Root, FEAR, Stun, Snare
Revive spell - long range [25m], long recast, poor health/power amount
Great Power RegenFeign Death - 100% chance, but 5min recast
Lifeburn - (AA ability) deals MASSIVE amounts of damage, but also drains health fast
Ooze Crawler - (AA ability) takes up slot of primary pet, debuffs massive amounts in a PBAoE, dies fairly quickly but only 5sec cast time -
Almost ALL Necro dps spells are DOTs
Noteworthy Abilities:Damage Type(s): Disease (also Piercing from our Bloodlines spell)
Buffs: Group max power & group disease/poison resists, group STA/INT
Debuffs: WIS/STA (single-target transfer to self), STR/INT-
- Call of the Hero - summons a group member in-zone directly to you, 10min recast, consumes a 1g item
Splintered Essences - regenarates power instantly
Stone Skin - cancels out the next 3 attacks you receive, long recast
Plane Shift - summons a whirlwind pet that does a ton of damage to an enemy
Noteworthy abilities:Damage Type(s): Fire, Ice
Roots cause a snare upon breaking -
DPS pets deal significantly more damage, but the tank pet lives a good deal longer. The tank pet isn’t that effective at keeping a player locked on them, so don’t rely on the pet for that.They have an AA that causes their pet to, essentially, explode right in your face. Can give some decent spike damage, but not nearly as powerful as abilities such as Harm Touch or Assassinate.
NecromancersConjurors -
Enchanters(Coercer[E], Illusionist[G])Sorcerers(Wizard, Warlock) are the guys who come up, hit you hard, and hope that you can’t kill them before they kill you. If they root you and continuously nuke, they’re quite a nuisance. However, you can break roots by taking offensive action or being hit, so whip out your bows, spells, etc ASAP if you do become rooted. In addition, Warlocks (I don’t know about Wizards) have really long cast times, so if you can interrupt, make sure to use that effectively. They seem to be best either in groups or when they get a jump on someone.Summoners(Necromancer[E], Conjuror[G]) have the advantage of a pet there to take the hits, though pet taunts only have a 20% chance to work in PvP, with 10 & 20 second recasts. Unfortunately, one can’t keep PCs on their pets like they can keep mobs on their pets, making the advantage of having an extra buddy to take the hits somewhat null for PvP.
Change Log
- 16 Feb 07 - Reposted in Tips and Tricks on the new forums, fixed the formatting somewhat but it still needs some work. Still need info

- 24 Jan 07 - Added the Summoner template to every class - a lot of info is missing, will need help compiling it all. Did some basic cleanup, added some info that I knew offhand.
- 24 Jan 07 - ZOMG!!! Enchanter inf0z!!! A very detailed breakdown of the two enchanter classes… that one thing that NOBODY seems to know no matter how many people you ask. :smileywink:
- 19 Jan 07 - Added tons of Necro info.
- 18 Aug 06 - Updated Berserker info. Also, I’m not gonna be playing PvP anymore due to the brokers being added… so now it’s up to you guys to make sure this stuff is all kept track of.
- 14 Jun 06 - Added some summoner info. Gonna hit up my friend for some more on Necros hopefully…
- 15 May 06 - Added a bullet for Conjuror, put some Wizard info in… still need more :smileyhappy: I avoided putting the provided control spell info in for Conjs with the upcoming control spell changes - gonna wait until those blow over first.
- 26 Apr 06 - Fixed up the bard section with all the new info (sorry that took so long). Could use some summoner info.
- 03 Apr 06 - Added a *ton* of updates, sorry guys, took a small break from EQ2 and completely forgot about the thread :smileyhappy:
- 20 Mar 06 - Added a bunch of info from threads below. Also changed the formatting a good deal.
Thanks to everyone who added info… too many to list. See the thread below.
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