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View Full Version : How To Charm With 100% Safety


-Rammstei
10-09-2005, 12:19 PM
<DIV>Hello there,</DIV> <DIV>      First of all, my hats off to all you that have stuck with the coercer class in hopes that it may be improved . The same goes for you assassins out there. Now I admit charm is really [Removed for Content] and they , at the very least, should have coercer charm on a fixed duration timer .  Here is a little trick I discovered a few days ago how to charm with 100 % safety . Not sure if it was intended or if its a bug . Even if it is a bug they should keep it in game because it is not an overpowering one but one that ever so slightly helps a gimped class . Anyhow, here's what you do . They  recently changed most water dwelling creatures, fish, etc. so that they are not agro if you are not in the water with them. So what you do is charm an octopus or fish or something and bring it along with you . When charm breaks the creature wil just stand there a few minutes and not attack and then after awhile return back to sea. This gives you time to recharm . I know this isn't a huge help but it still has its uses and hopefully won't be taken out of game .  Even though my opinion is probably the unpopular one, I wish they wouln't have had this class branching system . Why ? Here's an example. Bards in Eq1 could charm, fear / fearkite , swarmkite , mez , buff stats , mana regen , Hp regen , runspeed/invis/levitate buff and many other things . So for eq2 they give the fear to dirges and the mez to troubs and then nerf both those abilities. Same with chanters . In Eq1 chanters had both charm and a pet, plus could buff the hell out of either pet or charmed pet, could cast rune spells on others ( runes are like eq2 wards ) as well as slow and mez, Aoe mez, haste, mindcrack, and many other abilities.  In eq2  like they did for the bard classes they give the pets to the Illuisionists and the charm spells to the coercers  and then make both those spells weaker than the eq1 version . Then they took away both enchanter slows and runes and also nerfed their mind candy spells as well as making crowd control in eq2 not nearly as needed as in eq1 . Then they make it so eq2 enchanter power drain spells are almost useless . You don't bother draining xp mobs as they die too fast, and epic mobs are immune to the stifles and power drains . Seems like all the classes were alot more potent before they were split in 2 for eq2. The only class that ended up better in eq2 are the warriors which were THE [Removed for Content] class of eq1 .  Anyhow I will end here, this is already became a major run-on paragraph. Just hoping they fix the coercer class a bit, and maybe in the future give you guys an eq1 " dire charm " higher up that lets you perma charm things.  </DIV> <DIV> </DIV> <DIV> </DIV> <DIV>-Mouse</DIV> <DIV> </DIV>

Bloodtoo
10-09-2005, 03:11 PM
<span><blockquote><hr>-Rammstein- wrote:<div>Hello there,</div> <div>      First of all, my hats off to all you that have stuck with the coercer class in hopes that it may be improved . The same goes for you assassins out there. Now I admit charm is really [Removed for Content] and they , at the very least, should have coercer charm on a fixed duration timer .  Here is a little trick I discovered a few days ago how to charm with 100 % safety . Not sure if it was intended or if its a bug . Even if it is a bug they should keep it in game because it is not an overpowering one but one that ever so slightly helps a gimped class . Anyhow, here's what you do . They  recently changed most water dwelling creatures, fish, etc. so that they are not agro if you are not in the water with them. So what you do is charm an octopus or fish or something and bring it along with you . When charm breaks the creature wil just stand there a few minutes and not attack and then after awhile return back to sea. This gives you time to recharm . I know this isn't a huge help but it still has its uses and hopefully won't be taken out of game .  Even though my opinion is probably the unpopular one, I wish they wouln't have had this class branching system . Why ? Here's an example. Bards in Eq1 could charm, fear / fearkite , swarmkite , mez , buff stats , mana regen , Hp regen , runspeed/invis/levitate buff and many other things . So for eq2 they give the fear to dirges and the mez to troubs and then nerf both those abilities. Same with chanters . In Eq1 chanters had both charm and a pet, plus could buff the hell out of either pet or charmed pet, could cast rune spells on others ( runes are like eq2 wards ) as well as slow and mez, Aoe mez, haste, mindcrack, and many other abilities.  In eq2  like they did for the bard classes they give the pets to the Illuisionists and the charm spells to the coercers  and then make both those spells weaker than the eq1 version . Then they took away both enchanter slows and runes and also nerfed their mind candy spells as well as making crowd control in eq2 not nearly as needed as in eq1 . Then they make it so eq2 enchanter power drain spells are almost useless . You don't bother draining xp mobs as they die too fast, and epic mobs are immune to the stifles and power drains . Seems like all the classes were alot more potent before they were split in 2 for eq2. The only class that ended up better in eq2 are the warriors which were THE [Removed for Content] class of eq1 .  Anyhow I will end here, this is already became a major run-on paragraph. Just hoping they fix the coercer class a bit, and maybe in the future give you guys an eq1 " dire charm " higher up that lets you perma charm things.  </div> <div> </div> <div> </div> <div>-Mouse</div> <div> </div><hr></blockquote>I think you use the 100% a bit loosely.  When your charmed pet is in battle with you then suddenly it's not your pet anymore you are at increased risk, even if it does not agro you.  Same as if an summoner's pet suddenly went poof during a fight.  And yes I think it's a bug, or at least a "feature" that they had not considered.</span>

-Rammstei
10-09-2005, 04:21 PM
No battle is 100 % safe, and if your pet does go bye bye of course you are at increased risk of getting whacked if you are soloing something and the mob you are fighting will then come at you if its not rooted . Am just saying that by charming a water dwelling mob and bringing to land to fight that when charm wears off your former pet will not attack you like it normally would. I know of many groups that do not want the coercer to charm pets due to the risk. At least with this I don't think groups would mind them having their pets  .  It can be a bit of a pain to find a good water dwelling pet in some zones, and of course in many zones such pets do not exist . But this can at least be a situational help . No big fix obviously, and I hope they show the coercer class some loving soon by at the very very least giving them fixed duration charms that have zero chance to break . Eq1 chanters had fixed duration charms and they weren't at all overpowering . Chanters still had trouble soloing compareds to the soloing gods of bards ( swarm kiting ) necros ( agro and fearkiting ) and wizzys / druids ( quad kiting ) . Would be nice to see a dire charm in eq2 ( being able to permanently charm mobs )  at higher levels or via quest or aa points ( aa points are from eq1, not currently implimented in eq2 ) .

Tanatus
10-09-2005, 08:23 PM
Good thinking!

Murdaben
10-10-2005, 12:25 AM
This one is going away soon.  Water mobs are not supposed to be out of water, and eventually they will stall at waters edge. Sony will re-use the same "follow" logic for pets that it has in the "pursuit" logic for mobs: you get the pet to the water's edge and it will stop, and break the charm. Enjoy it while it lasts. <span>:smileymad:</span> <div></div>

Belaythien
10-11-2005, 02:06 AM
Even though it's funny to have a flying octopus follow you I don't think it's more than the whole charm spell line: a better fun spell. It's not worth the effort if you'd ask me. Pets that we can charm halfways reliably are incredibly weak. They either die every other fight so you'd have to find a new water mob or you have to spend a lot of time and mana recharming your old pet. Maybe you could keep your pet out of battle every second mob so it can regenerate but that's additional overhead when killing mobs <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> Either way I think it's more of an annoyance and not worth it. You would be better off killing a few mobs instead of constantly getting a new pet from a water area or recharm the old one. <div></div>