View Full Version : Mesmerize
Saben0
11-28-2004, 05:37 AM
<DIV>The higher level mesmerize spell. Thats the actaul name. Is VERY buggy for me. Am i the only one?</DIV> <DIV> </DIV> <DIV>I cast the spell on a mob alot of times and i get the message the mob is mezzed. i got the spell icon and timer in my spell's cast list BUT, the mob continues to smack and hit people. I try and cast it again and again but nothing happens. i even try and mez the mob with fascinate but fascinate wont stick till the mesmerize timer is gone.</DIV> <DIV> </DIV> <DIV>Whats happening with you guys?</DIV> <DIV> </DIV> <DIV>Am i doing something wrong? do i need to wait till i am higher level? Is it bugged?</DIV> <DIV> </DIV> <DIV>Feedback pls~</DIV> <DIV> </DIV> <DIV> </DIV>
Abado
11-28-2004, 07:51 AM
I get this same thing happen to me sometimes with Fascinate, so I'm guessing this bug affects the whole spell line. Afraid I don't know why it happens though <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" />
HypedOnAdderall
11-28-2004, 08:45 AM
They both work fine for me..
Scally W
11-28-2004, 05:06 PM
<DIV>I have the exact same problem. It does appear to be bugged.</DIV>
Valdanr
11-28-2004, 07:32 PM
<DIV>If the mob is stunned, or has any debuffs other than any type of non-damaging root. you'll get the icon and the message saying it's mezzed, but the spell will fail. same thing as using a second stun before the first one wears off or a second root before the first one wears off. Using the same spell to "refresh" it doesn't cause a problem, only using a different spell.</DIV>
Fheyd
11-29-2004, 03:54 AM
I have the same problem. Happened a lot today and we had nobody in the group who debuffed or stunned the mobs.Also some AOEs broke the mezz very often, like AOEtaunt. Didn't they say that AOEs will spare the mezzed mobs? I am confused. I had a really hard time doing my job properly. Never had any problems with Fascinate.
Xan Xen
11-29-2004, 07:03 PM
<BR> <BLOCKQUOTE> <HR> Valdanrey wrote:<BR> <DIV>If the mob is stunned, or has any debuffs other than any type of non-damaging root. you'll get the icon and the message saying it's mezzed, but the spell will fail. same thing as using a second stun before the first one wears off or a second root before the first one wears off. Using the same spell to "refresh" it doesn't cause a problem, only using a different spell.</DIV><BR> <HR> </BLOCKQUOTE><BR> <P>When I first got Mezmerize, I had these same problems, but as Valdraney said, using a different spell to refresh the mez actually breaks the mez. My problem was due to the fact that I was alternating Mezmerize and Fascinate (when I'm not fighting mobs too tough for fascinate). Alternating the two is extremely potent as you can keep up to 6 mobs mezzed and get them all mezzed very quickly, however... you have to pay attention to which ones you Mezmerized and which ones you Fascinated and use the same spell to refresh. Once I started being careful about that, everything worked quite well.</P> <P>It is a bug that the mez timer stays in your effect bar even thought the mob is no longer mezzed.</P> <P>Xonxen</P> <P>Coercer 24</P> <P>Freeport, Befallen</P>
Taelnaya
11-29-2004, 08:28 PM
The root of the issue though is the fact that mesmerize cant overwrite stuns. Stuns + mesmerize should be pretty interchangeable. Granted I am coming from EQ land where they made it nice and easy. This reminds me of the days when single point mezz wouldn't overwrite AE mezz.What I have been doing is using mezz, then two stuns, and waiting for those to wear off before I mezz again. I don't want to become too reliant on Fascinate because eventually even with adept 3 it will quit working on higher level mobs.
Tanatus
11-29-2004, 08:33 PM
<DIV>Xan usually its not possible at lvl 23 I am fighting mobs that cannt be affected by fascinate and since I have both at adept 1 I usually altenate mez-daunting gaze-mez-supefy (mez same target). At Adept 1 duration of mez line increase up to 42 second which is sufficient to lock ~4 mob. Plus usual situation group either pulling big group of - or normal mobs and as such heavy tanks can withstand thier beating or 2-3 + mob (locking adds easy) or 1-2 ++ mob</DIV>
<DIV>I have found what <SPAN>Valdanrey</SPAN> said to be true. It looks as if it suceeded but if someone has stunned it and the stun has not worn off the mez did not work.<BR></DIV>
Bravnik
11-30-2004, 04:14 AM
<DIV>Yes you can't mix the Mezzes. If you cast Facinate on a mob then cast Mesmerize they will both show on the mob but the mob will not be mezed. Using both is very powerful but you have to pay attention to what you mez with what. </DIV> <DIV><BR>The way I do it (If I can even user Facinate) is that I watch the number of mezes I have. If I cast mez and it creates a NEW mez icon, I will cancel that Icon real quick and cast the other mez. This gets a little more dificult with more mobs.</DIV> <DIV> </DIV> <DIV>With more mobs I use the Tab to cycle through all the mobs. With each tab I move from one mez to the next. If I tab and they are now fighting a mob I had mezed on that turn, I tab to the next mob and ALSO move my cursor to the next mez.</DIV> <DIV> </DIV> <DIV>Sounds complicated but it really is not. Mobs will ALWAYS tab the same as far as I can tell. So once you get used too it, it's not that hard to keep track.</DIV> <DIV> </DIV> <DIV>Besides, Facinate stops working on mobs lvl 26 and above, so soon you will not have to worry about Facinate and you will be back to just one mez. Which honestly blows <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></DIV>
Xan Xen
12-01-2004, 02:57 AM
<BR> <BLOCKQUOTE> <HR> Tanatus wrote:<BR> <DIV>Xan usually its not possible at lvl 23 I am fighting mobs that cannt be affected by fascinate and since I have both at adept 1 I usually altenate mez-daunting gaze-mez-supefy (mez same target). At Adept 1 duration of mez line increase up to 42 second which is sufficient to lock ~4 mob. Plus usual situation group either pulling big group of - or normal mobs and as such heavy tanks can withstand thier beating or 2-3 + mob (locking adds easy) or 1-2 ++ mob</DIV><BR> <HR> </BLOCKQUOTE><BR> <P>Yeah, like I said: When I can use Fascinate, I alternate it with Mezmerize. I'm finding that about 1/4 of the mobs in Nektulos are too high level for my Adept III Fascinate. Works great on owlbears, doesn't work on most rumbleroots.</P> <P>Going back to having only one mez will be painful.</P> <P>Xonxen</P>
Tanatus
12-01-2004, 03:35 AM
<DIV>Nah not really from what I have seen and learn....</DIV> <DIV>Pulling group of 5 mob w/o + or ++ mob usually dont requied any crowed control except you need stifle em to prevent barrage so to speak "normal" tank should be able easy take hits from 5 normal yellow cons if tank cannt or healer cannt heal that - you better find another group. It other story then you have several group of + or ++ cons those yes requied mezing ... vigorous mezing I'd say... </DIV>
Scally W
12-02-2004, 08:29 PM
<DIV>I've had the exact same issues. </DIV> <DIV>The mezzes don't overwrite each other. Sometimes it'll bug the mob to the point of no mez sticking at all.</DIV> <DIV> </DIV> <DIV>They don't work on a stunned mob. Thought the point of a stun was to buy you time to perform another action/spell I would think mez would be high on that list. Needs fixed.</DIV> <DIV> </DIV> <DIV>They don't display their timer correctly, as in the mez expires well before the timer hits bottom like other icons. It seems to happen at about 2/3 way down.</DIV> <DIV> </DIV> <DIV>Many of these problems are found with our rooting spells too. The Ego Shock line will clear arcane bindings/binding light and vice versa. It doesn't overwrite/refresh properly. This problem seems endemic to the game engine and mezzes are just another symptom. </DIV> <DIV> </DIV> <DIV>The mez/stun/root code in general at this point seems buggy to the point of needing a fairly rigorous overhaul. With the rapid fire daily patches maybe there is hope in sight. Sure would be nice if they at least acknowledged the problems and let us know it was being looked at.</DIV>
<DIV>If the mob is stunned, and you (or anyone else for that matter) cast another stun, when one of them wears off, regardless of which, the mob is unstunned regardless of how much more time is left on the other stun that is supposed to be in effect. If you mez a mob mezed with another spell, or a stunned mob, the new mez will wear off when the stun/other mez wears off but the icon will remain counting down the duration. If someone stuns a mob and you mez it, when the stun wears off your mez will be broken regardless of the fact the icon remains. Same is true of the reverse, if a mezed mob is stunned with a non damaging attack while mezed the second the mez wears off (broken by damage included), the stun will wear off as well.</DIV> <DIV> </DIV> <DIV>It is the same story with spells with a "root" effect. Using ego shock on a rooted mob will cancel the "long" root when the one from ego shock wears off regardless of the fact the icon remains.</DIV> <DIV> </DIV> <DIV>Rooting a stunned mob does not appear to trigger this effect, nor does mezing a rooted mob, but it has been some time since I have tested this and I may be wrong. The stun and mez corelation seems to come from the fact the game treats them as the same effect.</DIV> <DIV> </DIV> <DIV>The biggest problem with this is that while the longer spell that was disrupted has the icon up the mob is immune to that effect.</DIV> <DIV> </DIV> <DIV><B>The solution is to cancel said effect by right clicking it in the maintained spells window and re-applying.</B></DIV> <DIV> </DIV> <DIV>The best solution is to avoid it like the plague, and time your mez so that the stun wears off mid cast. Yes, this will allow the mob to take a swing, and yes once in a while a "special" person will attack the mob back because it hit them, but it's better than the alternative of a mez and stun immune mob. </DIV> <DIV> </DIV> <DIV>Unfortunately, if it is another group member's effect causing the immunity, it is them who need to cancel it and 99% of the time trying to explain and get them to do it will be a waste of time. In a guild raid, this is an issue you may want to bring up before you start. Having a primary mezer with a backup enchanter stunning will not be effective due to this bug.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>As for your spells wearing off before their full duration, that is as intended. Apprentice 1 mez will wear off with about 13 seconds remaining on the timer, and therefore last 30 seconds. Adept 1 mez will wear off with roughly 3 seconds left on the timer and last for a 40 second duration. If you look closely the spell's maximum duration appears to be 43 seconds, which should be the actual duration at Adept 3, but I am yet to confirm that. Roots function in a similar fashion. I recommend getting minimum Apprentice 3 of any spell you use on a regular basis as soon as possible.</DIV>
Vashek
12-08-2004, 09:22 AM
<DIV>Here's what I've noticed. Its near impossible to keep more than 3 mobs mezzed. Lets say your using Fascinate and Mesmerize, and you alternate the spells between 3 mobs (ie: you cast fascinate, mesmerize, fascinate), so the first mob originally was mezzed with fascinate, the next mez to pop will be mesmerize. Obviously your going to cast mesmerize on the first mob before it wears off....I find that the 2 spells bug each other. It doesnt seem you can mez with Mesmerize and then overwrite it with Fascinate or vise versa. That goes for Coercer's mez and Illusionists'. I was grouped with an illusionist and we bugged each other's mezs trying to overwrite.</DIV> <DIV> </DIV> <DIV>Basically what happens is, you will get 2 mez icons in the status bar for a single mob. When it wears off you'll still see one, so you think its mezzed but in actuality its wailing on your healer. This really needs to be fixed quick. The coercer class is definitely less enjoyable when you can't do your classes basic function of crowd control. I find Im yelling "MEZ IS BUGGED" in groups more than "Mob is mezzed!". </DIV> <DIV> </DIV> <DIV>Another thing I notice is if you cast Sybllant, and then start to cast mez...sometimes the DD from Sybllant will go off and your character animates that hes nuking with his hand. Mez will bug if this happens.</DIV> <DIV> </DIV> <DIV>SOE please fix this problem. The Coercer is a really weak class, and very unenjoyable to play at this point.</DIV>
<DIV>The same I stated above holds true for trying to stack fascinate and mezmerise, Daunting Gaze and stupefy.</DIV> <DIV> </DIV> <DIV><B>ANY mez OR stun effect applied to a mob that is not refreshing the exact (and only) spell (of that type) already in effect on the mob from any member of the <U>raid</U> will bug the mob.</B> Timing is everything.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV><I>Its near impossible to keep more than 3 mobs mezzed</I></DIV> <DIV> </DIV> <DIV>I dont know what game you're playing because with adept 1 fascinate alone I have no problem holding 3 mobs. Mezmerize in between only means I can hold another 2 (likely 3 once I get adept 1) mobs. The problem comes in when it's time to remez in a tight space with 5 stacked mobs, trying to remember who is mezed with which spell. It's only a matter of time until I find a way to remember but I'm not stressing about it because fascinate will soon be worthless anyways. </DIV> <DIV> </DIV> <DIV>If you absolutely have to cc more than 3 mobs, you can root one as the tank pulls so that it's stuck outside melee range of any group member, then mez/stun your 3 usuals. Just recast your root as necessary and when the group moves on to a mezed one you can mez the rooted mob from that point on. Also if you have a mage in the group dont hesitate to give him a target on a big pull to keep rooted just out of range.</DIV><p>Message Edited by Jbex on <span class=date_text>12-09-2004</span> <span class=time_text>01:26 PM</span>
Tanatus
12-10-2004, 04:29 AM
<DIV>Jbex foget about keeping more then 3 mob at time mezed unless of course you planing as a coercer waste your time on killing group of white/yellow trash... By time you get mesmerize you will fight mobs that not affected by fascinate (heck I cursed lvl 21 with passion because I was not able mez at all fascinate was already to low)</DIV> <DIV>But indeed its possible to keep more then 3 mob incapable of fight doing next sequence mez-stun-mez-short durtion stun and mez same mob if everything goes good by time your stun ware off MT group will finish first mob and smart tank will attack only mob that already awaken (aka one that just went from stun)</DIV>
<DIV>Ok so I just browsed this section and here is what I've seen so far:</DIV> <DIV>1) sometimes a mezz spell <EM>will</EM> work, but it continues to show an attack graphic for the mob, it IS mezzed though</DIV> <DIV>2) somtimes a mezz spell will <EM>not</EM> work, but the mezz icon, in maintained window, will stay</DIV> <DIV>3) sometimes a creature will break mezz and the maintained icon will stay</DIV> <DIV>4) the use of both mezmerize and fascinate works, depending on what you are hunting for a while after 22 - I am lvl 26 now and just begginging to feel its inabilities (it's at adept1)</DIV> <DIV>5) if you do the above, two things are possible: you can mezz mezz daunting gaze stupify mezz mezz = 5 things are mezzed, take on large groups of yellow/white ++(your groups will love you if they understand what your doing for them - yea right) BUT if you do this, the two mezzes stack, and when the original runs out and your left with your <EM>other</EM> mezz spell it will maintain and have no effect - missuse them on a mob and it's over - wait for recast while things attack.</DIV> <DIV>6) once you do hit the higher mobs and fascinate doesn't work what do you have? Daunting Gaze and Mesmerize. Thats it folks, unless a spell we get soon does some nice dmg you're gonna be workin even harder, especially since your going to start encountering groups of 5+ mobs easily.</DIV> <DIV> </DIV> <DIV>So what am I saying? I dunno mainly just kinda [Removed for Content] atm cause we are more likely to get agro than any other caster it would seem and we die in a second. Next a lot of groups handle these things <EM>without</EM> a chanter... so why have one? just get another dps or something and since they are used to this, all it does is make fights a little easier, most people don't care if they have a chanter or not it seems. And not being able to solo greens, with adept dots, breeze and consume ego and stuns - **mods 4 teh win!!1!** is wrong here?</DIV> <DIV>Coercer feels like a missfit in the EQ2 leveling and grouping scene, regardless of the abilities we can bring to some groups (if and only if we play exceptionally)</DIV>
<DIV>One thing I noticed immediately when I upgraded the Fascinate to Adept 1 was that I had a lot lower resist rate on higher con mobs. Right now at 20, the only things in FG that resist me are double up reds. I pretty much tell the group I'm with that they need to tank those first, as most of my spells resist.</DIV> <DIV> </DIV> <DIV>But... on oranges or single reds, I seem to do just fine, wasn't the case until I upgraded to Adept1.</DIV> <DIV> </DIV> <DIV>My plan is to save coin for the Adept III/IV (depending when the tradeskill change goes in), and getting a major upgrade to level 22 Mez.</DIV> <DIV> </DIV> <DIV>Since we'll have that for a long time (till like 3<img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" />, I feel it will be worth it, as then I should have less resists on higher con mobs. I also plan on upgrading Fascinate eventually for the emergency "secondary" mez to Adept 3/4.</DIV> <DIV> </DIV> <DIV>I have been quite happy with the Coercer. No, not quite as powerful as the chanter I played in eq1, but I love the fact that I feel like I have a role now, and that groups love to have me around for CC and regen.</DIV> <DIV> </DIV> <DIV>Granted, maybe my thoughts will change as I level a bit... but really, I rarely have to wait long while setting the LFG flag to get a request from FG or the sewers.</DIV>
SilentFu
12-13-2004, 08:07 PM
<DIV>I /bug'd my experiences yesterday in Nek. We were pulling fairies and they come in pairs. I'd mez the other guy, while the group whacked the lead fairy. After first fairy was dead, gruop would break mez on second one. Then he'd just fly away. You could root him, stun him, gaze him, everything. But he's still just fly away. I'm not sure if Mez is the one doing that. </DIV> <DIV> </DIV> <DIV>I've also seen the bug where if you Fascinate a mob and refresh it with Mesmerize, no Mez class spell will work anymore. /bug'd that as well. </DIV>
Taelnaya
12-13-2004, 08:22 PM
Some people can proc a fear. Stuff in Nek does this and I think it is tied either to shaman wraith form or possibly some sort of AI that makes them run off if their buddies are dead etc. Its very easy to kill these guys, just start chain rooting and bomb away at em.
SilentFu
12-13-2004, 09:09 PM
<DIV>Our shammy wasn't in "evil beaver" form. We'd have the main tank break mez and the little dork would just fly off. Kinda funny watching a full group literally throw the kitchen sink at a fleeing mob to kill it. Both tanks throwing axes, me nuking, defiler nuking. </DIV>
<DIV>Some what off topic, but yes the faries will flee after being mezzed and their partner killed, however I haven't and it doesn't sound like you have done enough testing to know if this is a bug associated with mezz or not. Beavers on torrent isle in nektulos will also run after several companions have been killed, mezz regardless.</DIV>
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