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View Full Version : Once Again....Tips for Coercers


noobslayer
12-22-2006, 01:34 PM
<DIV><U><STRONG>Rule # 1: On Mezzing</STRONG></U></DIV> <DIV> </DIV> <DIV>Mezzing is a useful skill, but it is best to know when to use it.  First it is a misconception that it is a coercer's MAIN skill, we are not even the best at it, illusionists are....we are best at stunning.</DIV> <DIV> </DIV> <DIV>Mezz when soloing</DIV> <DIV>Mezz  when your group gets an unexpected add</DIV> <DIV>Mezz when your fighting MOBS stronger then your group</DIV> <DIV> </DIV> <DIV>Don't mezz every MOB you fight....mezz tends to block your tank's taunts and seriously lowers the groups DPS...really canceling the benefit of your mana regen.</DIV> <DIV>Use your main ability..stuns. Daze and stifle if you run out of stuns.</DIV> <DIV> </DIV> <DIV><STRONG><U>Rule # 2: On Charming</U></STRONG></DIV> <DIV> </DIV> <DIV>Charming is an awesome backup ability.  There are alot of mobs in the game that really do well charmed...most DON'T</DIV> <DIV>It can be useful to take a MOB out of the fight if needed.  If you know which MOBS do a LOT of DPS it can boost your group's DPS a ton.  It can definately speed up soloing.  Some raid encounters have nice little heroics in them that can dish out a ton of DPS as well.</DIV> <DIV> </DIV> <DIV>HOWEVER</DIV> <DIV> </DIV> <DIV>If nothing is around that can add significant DPS to your group it can definately be better to throw DPS buffs on a group's melee DPS.  On a raid it can be VERY dangerous especially if your not fast enough when the charm breaks, if someone else in the raid hits the MOB when the charm break (very likely), and a simple Cure Arcane can ruin your day as it will break the charm and is often needed to cancel DOTS on the group.</DIV> <DIV> </DIV> <DIV>Before even considering using charm in groups consistently make sure to have it mastered....having your subj boosted up helps alot too. </DIV> <DIV> </DIV> <DIV>Probably the most infamous charmed mob is the Bonemire's Corpse Flame with an average DPS of 1200.  There are others out there even better though.</DIV> <DIV> </DIV> <DIV><STRONG><U>Rule # 3: Possession</U></STRONG></DIV> <DIV> </DIV> <DIV>Probably the most overlooked skill a coercer has is Possession.</DIV> <DIV> </DIV> <DIV>1. Shows an enemies skills (if you can't see the usefullness of this then you probably should play a different class...even game)</DIV> <DIV> </DIV> <DIV>2. You can move the mob out of the way or pull it to where you want it without aggroing it</DIV> <DIV> </DIV> <DIV>3. You can Possess Sothis</DIV> <DIV> </DIV> <DIV>4. Really impress your group...or aggravate them</DIV> <DIV> </DIV> <DIV>5. Dance as a golem</DIV> <DIV> </DIV> <DIV>6. Ok its a fluff spell /sigh</DIV> <DIV> </DIV> <DIV><STRONG><U>Rule # 4: You can solo almost anything</U></STRONG></DIV> <DIV><STRONG><U></U></STRONG> </DIV> <DIV>Now without a high DPS pet it might take you forever....but about the only HEROIC encounters you can't solo are the ones where the mob is immune to Mez, root, stun, stifle AND daze, or those rare MOBS that can cast while mezzed (ie: the flame guys' AE nuke in Nizarra)</DIV> <DIV> </DIV> <DIV><STRONG><U>Rule # 5: Stuns</U></STRONG></DIV> <DIV><STRONG><U></U></STRONG> </DIV> <DIV>There is no class in the game that can stun like the coercer can.  With the right gear and right Achievements you can keep a mob stunned pretty much indefinately.  Even AFTER the stun nerfs.  Learn your timing. Also consider...stifled/dazed....well the MOB can walk around I guess...unless its rooted.</DIV> <DIV> </DIV> <DIV><STRONG><U>Rule # 6: Reactives</U></STRONG></DIV> <DIV><STRONG><U></U></STRONG> </DIV> <DIV>Like half if not more of your DPS comes from Reactive type spells.  The mobs hits, casts, or uses power and it takes damage...</DIV> <DIV>So in other words if you want to DPS the mob HAS to hit....consider this when deciding what to stun...OR what to stifle or daze.</DIV> <DIV> </DIV> <DIV><STRONG><U>Rule # 7: Generally</U></STRONG></DIV> <DIV><STRONG><U></U></STRONG> </DIV> <DIV>Every class in this game you really need to read and understand your spells to play it effectively.  I would have to say that this is twice as important as a coercer.  You will see VERY few coercers around at high levels due to this.  You not only need to know what every spell does, but when to use each one in each situation.  The class is not for alts, at least not very effective ones.</DIV> <DIV> </DIV> <DIV>Go DPS peeps, no reason not to really, the benefits you get from trying to go defensive are not worth the loss on DPS...truly if your raiding going defensive if probably a good tactic for a BOT.</DIV>

Cattastrophy
12-24-2006, 12:09 PM
"we are best at stunning."Oh, god yes..."Before even considering using charm in groups consistently make sure to have it mastered....having your subj boosted up helps alot too. "mmmmhhhhhmmm"Probably the most overlooked skill a coercer has is Possession."*nods a lot*"3. You can Possess Sothis"sssssssssssshhhhhhhhhhhh..... don't tell!"<strong><u>You can solo almost anything"</u></strong>Ain't it wonderful. ^_^" Learn your timing. "Lemme say it again... Learn your timing.  Learn your timing.  Learn your timing.  Learn your timing. OK... probably the ONLY thing I dissagree with here, amazing post btw!, is the following statement..."Go DPS peeps"I tried Speed + DPS (AGI / INT), and guess what... I would only do good DPS -IF- I was under 30% mana. The difference otherwise is about 50 ~ 250 points on the parse.... that's lame. Over all my DPS goes from the 500 ~ 800 up to about the 850 ~ 1300 range on average, I would sometimes see more, but not consistantly, unless it's groups of mobs, then I break 1,600 easily. Problem though, if I'm DPS, it takes almost twice as long to kill the named I do, and it's WAY more dangerous, almost pointless doing, typed dangerous. Oh, and we can out preform many Illusionists as a mezz class as well if we focus on the amount of Subj we have and how well we use Stuns in conjuction with mezzes.  Illus have a hand up on us for DPS, they have more of it, and better AA for it. I say, be a  /COERCER/ , forget about "topping the parse" and control the game!... but that's just how I like the class. ~_^Awsome post! Great points, very well done! <div></div>

schmee
12-24-2006, 10:29 PM
aye, good post, agreed on most points.only thing i can add relates to a comment i got yesterday in kaladim. a full group of 70s, lead by a crazy SK that was basically pulling everything he could at once and then he and a ranger would aoe the crap out of it. we had two healers, so while there were a couple of close calls it did work very well. after two hours and basically killing the entire zone a couple of times we broke.SK says, "good coercer man, glad you didn't try to mez everything like most coercers do, and get all [Removed for Content] about me breakin your mezzes."Ranger says, "yeah gj man, most coercer on this server hate me."I say, "bleh, stuns ftw!" don't take it personally when you mez something and the group decides to disregard it. the only time you have a right to make a *suggestion* to the group that you employ mezzing is when the group is taking on encounters too tough for them. best thing any enchanter can do on the issue of mez is be flexible. even at 70 you will have plenty of times where the group will be begging you to mez, but there will also be as many if not more times where the group doesn't need mez at all, even on adds. which is why coercers are so fun imho, because in those times, the best CC skill in the game is our awesome stuns.<div></div>