View Full Version : Coecer Charms Breaking...
AbsentmindedMage
02-15-2006, 02:38 PM
I am not sure if this is a new issue or what. I recently created a coecer character on the Island and have been working it up (normally play a conjurer). I am noticing that the charm spells are breaking very frequently. I am currently at lvl 18 and have charm adept 1 version. I charm a creature and it tells me i have 8 minutes to control it. However, I am finding that the actual charm effect is very unreliable. It usually lasts 1 to 2 minutes and then it breaks (usually in the most inappropriate times).Why does this spell have to break at all and why is it breaking so quickly after being cast? As it stands, no body I group with wants me to use it because it is a major liability. I cannot be certain if it is going to break during a major combat or not. Even trying to refresh it before combat doesnt seem to help.I have tried it on grey things also and it breaks just as frequently.<div></div>
Lleinen
02-15-2006, 03:21 PM
<div></div><p>Coercers coerce(charm) stuff effectively? You shut your face, this is SoE! We dont put up with %!#& like that! Why? Because we are SoE!</p><p> </p><p>oh by the way, charm is 3 conc slots, when necro charm is only 1 conc slot....that makes total sense....</p><p> </p><p>can we please fire whoever is in control of messing with the coercer class? *looks around for lockeye*</p>
Trogdab
02-15-2006, 03:42 PM
<div></div><p>/agree</p><p>The charm spells are almost a total waste of time. Even at adept 3 which i have for dominate. the spell breaks on a regular basis. in a group situation forget about it.. , your conc spots are better used on MT etc. Even when soloing and putting up with te spasmodic breaks the pets are as weak as an old man's bladder and go down faster than a 2 dollar hoe.</p><p>I have a lvl 50 coercer with about 10 days played time. Thank god he's not my main.</p><p>out..</p>
Aviral
02-15-2006, 04:39 PM
<div></div><div>The problem is the charm is not being resisted at the precharm mobs resistant lvls, so that when he is charmed he gets all group buffs including the resistance buffs that make him break more often.</div><div> </div><div>Example: I a necro charm a undead mob with 500 disease resistance, he is charmed and gets my group buff of 500 more disease resistance for a total of 1000 disease resistance, effectively doubling his chance to resist the upkeep check every 20-30 seconds.</div><div> </div><div>Current work around is to drop resist buffs when charming, till they decide to fix it or leave as is.</div>
KBern
02-15-2006, 07:23 PM
<div></div><blockquote><hr>Aviralis wrote:<div></div><div>The problem is the charm is not being resisted at the precharm mobs resistant lvls, so that when he is charmed he gets all group buffs including the resistance buffs that make him break more often.</div><div> </div><div>Example: I a necro charm a undead mob with 500 disease resistance, he is charmed and gets my group buff of 500 more disease resistance for a total of 1000 disease resistance, effectively doubling his chance to resist the upkeep check every 20-30 seconds.</div><div> </div><div>Current work around is to drop resist buffs when charming, till they decide to fix it or leave as is.</div><hr></blockquote><p>[expletive haxx0red by Raijinn] well that makes a lot of sense in a pathetically not well thought out by SOE kinda way.</p><p>I too just started a baby coercer and wondered the same...upgrading seems to do nothing to make the duration last longer as the description said.</p>
AbsentmindedMage
02-16-2006, 12:42 AM
<span><blockquote><hr>Aviralis wrote:<div></div><div>The problem is the charm is not being resisted at the precharm mobs resistant lvls, so that when he is charmed he gets all group buffs including the resistance buffs that make him break more often.</div><div> </div><div>Example: I a necro charm a undead mob with 500 disease resistance, he is charmed and gets my group buff of 500 more disease resistance for a total of 1000 disease resistance, effectively doubling his chance to resist the upkeep check every 20-30 seconds.</div><div> </div><div>Current work around is to drop resist buffs when charming, till they decide to fix it or leave as is.</div><hr></blockquote>Oh wow, I hadnt thought about that. But I suppose it could be breaking because of mental resist buffs that they get when I charm them into the group. This really needs to be fixed if that is the case.</span><div></div>
suffe
02-21-2006, 04:47 PM
<div></div>yep it needs fixed. please do SOE
Signal9
02-21-2006, 05:27 PM
<div>Yep, it still needs to be fixed.</div><div> </div><div>On the other hand, I really didn't see my charm durations over 50% of their stated duration until I made an adept 3 of my charm. Ad3/Master 1 are the only 2 levels where I can reasonably expect the charm to last a good while.</div>
Plague Mast
02-21-2006, 06:14 PM
<div>Adept 3 charm should have at most 5% chance of breaking every minute. Master should be 1%. As it stands masters are basically impossible to find, so they shouldn't be the status quo. Adept 3 in any spell should be very reliable.</div><div> </div><div>The next change needed is to make it actually usable in a group setting. We should be able to use it and still buff the MT. If they made it 2 conc at least we would only have to give up one DPS buff to use it. As it stands we would have to give up way too much to even toy with the idea.</div>
Blessed B
02-22-2006, 12:28 AM
I would be happy if they just reduced Charms to 1 Conc and made Group Buffs , individual buffs. It would be a pain having to buff both healer and MT for resist, but I could then maybe do a hate gain and dps increase on charmed pet.<div></div>
This has been an issue for a long time now and has been discussed on the coercer board ALOT. What everone has said is true, the charm line for coercers are useless.They take 3 con slots, that I can understand...you are pulling a mob from the field and making it your own...so it takes some power to keep it. That power you're using though, keeps them, as you said, for about a minute...maybe longer if you're lucky. THEN they get watered down. ^^^ mobs that your coercer...become pathetic, my grandmother could beat them, wussies. When they break, though, watch out! They are hell bent on your destruction and are back to being ^^^ herorics, with you in their sites; and somehow that mob they were just beating on, forgets his hate all together for his new found friend and commenses to pounding into you.Yes, this has been a problem for a long time..and from what I understand, the ones in charge of the coercer's (Lockeye from what I understand) are hell bent on not changing them. So, as it goes as a pet class, Coercers are 100% useless. They do make very nice crowd control, however, and that DPS increase is sweet when put onto a ranger or beserker. So, my suggestion...don't charm pets...you're just asking for trouble.
Maroger
03-04-2006, 11:19 PM
<div></div><p>Since SOE refused to reduce the high chance to Charm breaking, they should at least return the "shiny bob" sword and shielf pet we had in EQ 1. I think that would help a lot.</p><p>They say every character can solo will if our main means of soloing is charming a pet, then they are less than truthful. I saw return the EQ1 pet to Coercers!!!</p>
Magiocracy
03-06-2006, 03:49 PM
Well I started a baby coercer over the weekend and all I can say is what an exercise in frustration.At 17 now with Adept3 charm the pet, no matter what I choose is essentially useless, firstly due to the random breaks followed by ridiculous resists (e.g. green ^^ pet breaks - no problem, mez it - oops, my m2 Fascinate is resisted by a GREEN - thump - thump - interrupt - interrupt - dead). Secondly the pet is pathetically weak - if I set any pet on an equivalent non-charmed mob it gets absolutely eaten, especially if they have any up arrows. I've heard people say that you need the master charm for the pet to be viable - if that's true it is completely ridiculous that you NEED the master version of a classes signature spell in order for it to be in any way effective.Now I know in general playing a caster in this game is frustrating enough but good god SOE you've really pushed the frustration envelope with the coercer class. <div></div>
Maroger
03-08-2006, 08:26 AM
<div></div><div></div><blockquote><hr>Magiocracy wrote:Well I started a baby coercer over the weekend and all I can say is what an exercise in frustration.At 17 now with Adept3 charm the pet, no matter what I choose is essentially useless, firstly due to the random breaks followed by ridiculous resists (e.g. green ^^ pet breaks - no problem, mez it - oops, my m2 Fascinate is resisted by a GREEN - thump - thump - interrupt - interrupt - dead). Secondly the pet is pathetically weak - if I set any pet on an equivalent non-charmed mob it gets absolutely eaten, especially if they have any up arrows. I've heard people say that you need the master charm for the pet to be viable - if that's true it is completely ridiculous that you NEED the master version of a classes signature spell in order for it to be in any way effective.Now I know in general playing a caster in this game is frustrating enough but good god SOE you've really pushed the frustration envelope with the coercer class. <div></div><hr></blockquote><p>At Level 21 I had my charm spell (adept III) break on every other fight. Actually the pet that lasted the longest was a Vulrich. I refuse to charm a heroic mob, as charm breaks so much that I will be dead in a minute from a heroic mob.</p><p>Actually I use the root and nuke technique and find it works better than a worthless charmed pet. I just got level 22 and got my a decent AOE - simple minds -- and that helps a lot.</p><p>But honestly I don't think the developers even play coercers -- if they did they would realize all the mistakes they have made in the design. I want the Shield and Sword pet brought back -- it is the only decent solution for the class!!</p><p>I think coercers are much harder to start now -- when I first started mine under the old subclass theory we got much better spells and got a decent AOE. The starting spell now are awful, but they were pretty decent under the old subclass approach. </p><p>Message Edited by Maroger on <span class="date_text">03-07-2006</span><span class="time_text">10:28 PM</span></p>
Shirlyn
03-08-2006, 09:53 PM
I play a Coercer, and I do enjoy them, but I do probably use the root + nuke method, and half the time use a charmed pet as a catalyst for my reactives.I have noticed that using a scout pet (one of the ones with a posioned weapon buff up) with the +dps buff really rocks.btw....nothing more amusing than watch a mob heal itself to death. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /><div></div>
vBulletin® v3.7.5, Copyright ©2000-2025, Jelsoft Enterprises Ltd.