purge3
11-14-2005, 10:23 AM
<div></div><div></div><div></div>This is from the point of view of a level 33 coercer with all adept I spells including beguile and treasured equipment. First, let me talk about soloing. Without our charm soloing takes a long time and is very dangerous because our nukes do so little damage. We can stack our DOTs on them as well but then that just makes root break more. Right now, it seems to me that not using charm to solo is extremely inefficient. I think the bottom line is that it is not good that our skill we must use to solo, charm, is unpredictable and dangerous. Its also very annoying to have to dismiss and kill your pet any time you want to stop and talk or go afk for even 1 minute for fear of it breaking. But i have to say that as it is now, charm does work pretty well and i was soloing very successfully with one of those giant eyes in EL. When we're in a group we do much better. However, In many cases if you have multiple casters in a group mesing can be inefficient as it prevents people from using their AOE. I do like our stuns and i think they are pretty well balanced atm. Our reactive dmg proc and our two DOTs are where we pump out our dps from and i think that this is acceptable. Our group buffs are good. Dueling we're in a tough spot. For instance, in dueling a wiz they have a .5 casting time stifle. This ensures that wizards almost always get the first spells off against us if we're equal level. For us, our fastest casting time spell is a 1.0 second interrupt dd. Against wiz/warlock our only hope is to prevent them from casting spells and drain away all of their power and then slowly kill them with our small damage "nukes". Against tanks at my level we're nearly helpless except to cast our reactive proc on ourselves to hurt them because our dd barely dents a tanks hp with their mitigations. If they realize that the reactive is on them, they can simply weaken you significantly with ranged attacks then run in and finish you fairly easily. Against scouts, they can destroy us fairly easily as they render our root near worthless with their ranged attacks and can stealth behind us(although i guess a crafty coercer might think to cast see invis on himself). Dueling is another big issue that shows that charm needs to be perm. If we had our pet in a duel it would be much more balanced. Currently we have to say, "ok wait a sec and lemme go get a pet to duel you with and pray it doesn't break during the duel and ensure my death" Here are some suggestions to improve coercers- 1. Work out charm so that it is perm and balanced. 2. Give us upgrades to blink and more abilities to reduce hate that we can use to keep mobs we're fighting on our charmed pets. 3. Show what the true con color and arrows of a charmed mob are. This is absolutely necessary if charm is made perm so those that are dueling you can see the true con of your pet they are fighting. Even now i think many players would refuse to duel you if you had a charmed ^^^ mob with you because they don't know that the arrows don't matter. 4. Make despotic mind a permanent buff you put on the MT that shoots at mobs whenever they hit him with a spell instead of something you cast on the mob and probably nerf its dmg to make this balanced for multiple monsters all casting. However, i think the core problem with despotic mind is aren't we supposed to be preventing casting with our over-time stifle, stuns, interrupt fast-cast dd, and mana drains? Coercers seem to have some conflicting abilities... They have mes and group mes yet they have AOE, they have many spells to prevent spellcasting but some that are only useful when spell casting is allowed. The only case as far as i can see where despotic mind is ever used and even remotely effective is against epics. But even then i think we'd be better off saving the mana for another spell. 5. Self only, reactive one time, very small radius ward that casts mes or stuns(maybe aoe) when a mob damages you with auto-attack dmg. 6. Remove ultravision from our group see invis. Currently, i can gurantee that at least 9/10 people will cancel this spell if it is cast because who wants to play with a purple screen? If its intended to try to prevent you from having it on all the time then just please put a duration on it. I think this is a overall issue with so called "vision helping" spells that are supposed to help you see better but only make it worse if you have your gamma/brightness even remotely turned up. This spell can be very funny to cast in a group as many people will freak out and think their graphics card blew up or that the game broke! The same can be said for sonic vision. 7. Give us group invis. 8. If you want to differentiate the coercer and illusionist, i'd say that the coercer's focus should be on coercing i.e. their charm/buffing that pet. The illusionist could pretty much remain as it is. I would say to balance it something like remove the sibyllant line from coercer and instead maybe put a good pet only buff and improve their dd a little to compensate but leave the illusionist's similar line to keep their dps up still. But since the Sibyllant line is our main dps at my level you would have to compensate well <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> Stuns/mes etc. could be left how they are. Except give us group invis as well(please) Level 33 coercer, Tyball <u> </u><div></div><p>Message Edited by purge383 on <span class="date_text">11-13-2005</span> <span class="time_text">09:28 PM</span></p><p>Message Edited by purge383 on <span class="date_text">11-13-2005</span> <span class="time_text">09:29 PM</span></p><p>Message Edited by purge383 on <span class=date_text>11-14-2005</span> <span class=time_text>03:59 AM</span>