View Full Version : What T8 spells would you like to see for coercers in RoK?
Mordion89
05-14-2007, 07:42 AM
<p>I was thinking, hmm so wizards get to sacrifice their mana to attack enemy-manaburn, necromancers get to sacrifice their life to attack enemy lifeburn, why not add an ability for coercers to sacrifice their mind to attack enemy</p><p>Mindburn, the coercer concentrate real hard to enter the mind of his opponent, forcing his opponent to lose the ability to think or act</p><p>cast time - instant, recast time- 3min, mana cost- 0</p><p>spell effect-</p><p>*stuns caster for 10seconds</p><p>*stuns target for 10seconds</p><p>*applies Mindburn Immunity to target on termination for 3minutes</p><p>you guys must be wondering, why do we need another stun? well, this stun is different, think of it as a Ultimate stun for coercers, it shares a completely different immunity from normal stuns, and this particular stun is more potent, remember the increasing amount of mobs that can cast CA/spells even when the mobs are mezed/stuned? they won't be able to do that if they are getting mindburn'd, and this spell will work on all mobs, including epics and mobs that are immune to stuns, and will always last for full duration even on epic, and it is instant cast</p><p>in order to balance this spell, there will be a mindburn immunity so that people can't chain cast this with lots of coercers, this emergency spell will be useful when main tank's hp is red or when the entire raid just got hit by a major ae, and need time to recover</p><p>So this is the spell that i wish to see for my coercer, feel free to add some more cool suggestions</p>
Lee Hor
05-14-2007, 08:04 AM
Hiya, I think it would be cool to see a new ability (usable every 15mins) that coerces a fighter only class into full recovery, full heal, full mana and removal of all debuffs etc. At the cost of all our mana and also resets the fighters hate position to 0?. prolly something more for healers though, but could be cool lol.
chily
05-14-2007, 11:11 AM
<cite>Mordion89 wrote:</cite><blockquote><p>I was thinking, hmm so wizards get to sacrifice their mana to attack enemy-manaburn, necromancers get to sacrifice their life to attack enemy lifeburn, why not add an ability for coercers to sacrifice their mind to attack enemy</p><p>Mindburn, the coercer concentrate real hard to enter the mind of his opponent, forcing his opponent to lose the ability to think or act</p></blockquote><p> Coercers are masters of power and stuns why should we burn power and stun our self?</p><p>i would love a spell like that:</p><p>Duration 30secs recast 45secs </p><p>inc the power consume of target by 30% reduces spell dmg of target by 20% Inc casting and reuse of target by 20% (or more) </p><p>then i wanna find out when i would use it lol </p><p>Maybe a new possession that effect's engaged epic target's too <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>
Wrapye
05-14-2007, 12:37 PM
Given the limited utility of our CC spells on epics, perhaps some spells that are designed to only affect epics. That would limit their use against the majority of mobs in the game, which would balance their impact. Granted, this would make them of little use to non-raiding coercers, but coercers really have a different function in raids that groups/solo because so few of our abilities have a substantial effect on epics. It would bring the coercer's set of skills developed outside of raiding into the raid. Perhaps something that causes a mob to attack the nearest mob that is aggro (faction-wise) to the coercer, but that is the extent of the control - no pet window, no calling it off, no selecting or changing targets. Once the spell is over, the mob has 'amnesia' - aggro table is wiped, with only the coercer on the list. A 'deaggro' spell somewhat like Daydream. It only effects a single target, and turns it essentially non-aggro for the duration. Unlike mezz, it doesn't prevent AoEs so that an encounter or blue AoE will re-aggro it. A blue PBAoE that drains a % of the power from the mobs and transfers some % of the power to the coercer's group. I'd like to see an AA line that extends the duration of CC spells on epics while reducing the time of immunity, perhaps with 1/2 duration/x2 immunity as the upper limit vs. the 1/3 duration/x3 immunity is it now. A caster-only invis that works on all mobs (epics, even those who are scouts). Kind of a 'somebody else's problem' field rather than being invis or stealthed.
Innermirror
05-14-2007, 02:01 PM
What I want to see is a reactive debuff that deduct the mobs' life not only by the mana they used, but also the mana that has been drained (like Silence-line or Medusa Gaze- line spells) or siphoned (Cerebral Spasm-line spells) by coercers. After all, we are mages of mana and mind. So it is good to see new Coercer spells have some more mechanisms base on mana or int counting.......
Mordion89
05-14-2007, 02:12 PM
Chillispike@Splitpaw wrote: <blockquote><cite>Mordion89 wrote:</cite><blockquote><p>I was thinking, hmm so wizards get to sacrifice their mana to attack enemy-manaburn, necromancers get to sacrifice their life to attack enemy lifeburn, why not add an ability for coercers to sacrifice their mind to attack enemy</p><p>Mindburn, the coercer concentrate real hard to enter the mind of his opponent, forcing his opponent to lose the ability to think or act</p></blockquote><p> Coercers are masters of power and stuns why should we burn power and stun our self?</p></blockquote><p> i forgot to mention that mindburn would not cost any mana to cast, it would be our emergency stun</p><p>anyway, keep those suggestions coming <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>
Mordion89
05-14-2007, 02:17 PM
<cite>Innermirror wrote:</cite><blockquote> What I want to see is a reactive debuff that deduct the mobs' life not only by the mana they used, but also the mana that has been drained (like Silence-line or Medusa Gaze- line spells) or siphoned (Cerebral Spasm-line spells) by coercers. After all, we are mages of mana and mind. So it is good to see new Coercer spells have some more mechanisms base on mana or int counting....... </blockquote><p> yeah this spell would be really nice, we coercers really need some love in dps department <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /> , now if only they would tweak our [cataclysmic mind] line of spells to work this way...</p>
Trepan
05-14-2007, 03:46 PM
I've already /feedbacked a suggestion for a spell I called "Mutiny". Its a brief, 5-10 second encounter AoE that causes the encounter to pile on your target and beat it up. Of course when it wears off you have big agro from everyone, but whatever your target was had a swarm of pets he once thought were his friends pull his hat off and stuff it someplace uncomfortable.
Obsidiann
05-14-2007, 05:10 PM
<cite>Trepan wrote:</cite><blockquote> I've already /feedbacked a suggestion for a spell I called "Mutiny". Its a brief, 5-10 second encounter AoE that causes the encounter to pile on your target and beat it up. Of course when it wears off you have big agro from everyone, but whatever your target was had a swarm of pets he once thought were his friends pull his hat off and stuff it someplace uncomfortable. </blockquote> I've always wondered why we didn't have a spell like this. We should be able to make one member of an encounter aggro to another. Not like possession which doesn't work in combat, not like Domination which is overkill for just one encounter, a very temporary charm that does not make the target a friend.
Ozgood
05-14-2007, 06:41 PM
<p>I think that we need a Dire charm (someone else named it on my post <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=362044" target="_blank" rel="nofollow">here</a>). A charm that costs AAs or is a quested for only spell. It costs no concentration, a allows you to make a mob (assuming it is charmable) into a perma-pet, until you are killed or they are. Once it is a perma pet, it can zone with you.</p><p>This charm would only work on non-quest mobs and only affected targets that are even ^^ and below. This charm would be easier to resist initially and would give the Coercer a ton of hate if unsuccessful. Meaning, if you try the hard ones, you have a good chance of getting killed or a perma pet.</p><p>While charmed, and now effectively your pet, melee pets will taunt, caster pets will cast and healer pets will heal, either the Coercer first or group members.</p><p>Scout pets will use combat arts and bard pets will buff the Coercer only.</p><p>The +/- of this is that it has a 1 hour delay after the perma pet or you has been killed to get another one. Plus they will resist outright more. Plus you can only do evens and below and no quest mobs.</p><p>The plus side is it gives the Coercer mutiple roles in the group and allows them to survive a bit more, if they find a pet to help them do so.</p>
Ozgood
05-14-2007, 06:51 PM
<p>Better yet, a spell called Confusing Rage. This spell when casted on a mob or player (muhahaha) although fairly resistable, would cause the target to go into a rage, give them +15/+25 DPS and start randomly attacking all targets (including the Coercer and his or her Group) in a radius for 15 seconds. The target during this rage will be immune to any CC spells, besides snare and slow and wll pick up according hate from mobs, NPCs or whatever.</p><p>Once casted and if the mob lives (no epics) then the mob will be immune to confusing rage for another minute. Highly situational, highly dangerous, but could make or break a long fight if casted at the right time.</p>
Mistletoes
05-15-2007, 11:37 AM
I like swarm or encounter based charm. I'd love to see a bunch of weak little knuckleheads following me around. Reduce their strength if you have to. Also, how about an encounter spell, something akin to the force, where you can wave your hand, and suddenly the entire encounter thinks they need to go to the potty, and runs off for 30 seconds or so, non-aggro. And finally, a possession that can be cast on already-aggro'd mobs.
<cite>Tiabella wrote:</cite><blockquote><p>I think that we need a Dire charm (someone else named it on my post <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=362044" target="_blank" rel="nofollow">here</a>). A charm that costs AAs or is a quested for only spell. It costs no concentration, a allows you to make a mob (assuming it is charmable) into a perma-pet, until you are killed or they are. Once it is a perma pet, it can zone with you.</p><p>This charm would only work on non-quest mobs and only affected targets that are even ^^ and below. This charm would be easier to resist initially and would give the Coercer a ton of hate if unsuccessful. Meaning, if you try the hard ones, you have a good chance of getting killed or a perma pet.</p><p>While charmed, and now effectively your pet, melee pets will taunt, caster pets will cast and healer pets will heal, either the Coercer first or group members.</p><p>Scout pets will use combat arts and bard pets will buff the Coercer only.</p><p>The +/- of this is that it has a 1 hour delay after the perma pet or you has been killed to get another one. Plus they will resist outright more. Plus you can only do evens and below and no quest mobs.</p><p>The plus side is it gives the Coercer mutiple roles in the group and allows them to survive a bit more, if they find a pet to help them do so.</p></blockquote>lol thx for save me 3 min writing the post was reading the title and thinking in dire charm ^^ /vote dire charm ^^
Controlor
05-15-2007, 08:35 PM
<cite>Tiabella wrote:</cite><blockquote><p>I think that we need a Dire charm (someone else named it on my post <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=362044" target="_blank" rel="nofollow">here</a>). A charm that costs AAs or is a quested for only spell. It costs no concentration, a allows you to make a mob (assuming it is charmable) into a perma-pet, until you are killed or they are. Once it is a perma pet, it can zone with you.</p><p>This charm would only work on non-quest mobs and only affected targets that are even ^^ and below. This charm would be easier to resist initially and would give the Coercer a ton of hate if unsuccessful. Meaning, if you try the hard ones, you have a good chance of getting killed or a perma pet.</p><p>While charmed, and now effectively your pet, melee pets will taunt, caster pets will cast and healer pets will heal, either the Coercer first or group members.</p><p>Scout pets will use combat arts and bard pets will buff the Coercer only.</p><p>The +/- of this is that it has a 1 hour delay after the perma pet or you has been killed to get another one. Plus they will resist outright more. Plus you can only do evens and below and no quest mobs.</p><p>The plus side is it gives the Coercer mutiple roles in the group and allows them to survive a bit more, if they find a pet to help them do so.</p></blockquote>Heh i was the one who posted that bout dire charm so thanks for the mention. But a few things. It couldnt zone with you. Charmed mobs should never be able to zone with you. If they did it would cause a lot of issues with if it breaks you have a noster that is not ment to be in that zone. Issues so its not good for that. And it wasnt really a sacrafice for the ^^ if its an even con. Like in EQ1 you could only dire charm mobs 15 lvls lower than you. In this case prob would be better if it was 10 lvls (cause 15 lvls in eq1 was basically low end green mobs). Sure you could charm a ^^^ green mob but again it would be more useful in open zones and not so much in instances where they dont want charm to be at that much it seems. Dont get me wrong you could still use it in instances like PP or such. But just not the higher lvl ones. If i remember correctly it did have a nasty resist change. Always had to stun the mob mez the mob tash the mob (to lower mr) then throw DC on and let mez wear off.
baguetteovenfresh
05-15-2007, 10:51 PM
<cite>Controlor wrote:</cite><blockquote><cite>Tiabella wrote:</cite><blockquote><p>I think that we need a Dire charm (someone else named it on my post <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=362044" target="_blank" rel="nofollow">here</a>). A charm that costs AAs or is a quested for only spell. It costs no concentration, a allows you to make a mob (assuming it is charmable) into a perma-pet, until you are killed or they are. Once it is a perma pet, it can zone with you.</p><p>This charm would only work on non-quest mobs and only affected targets that are even ^^ and below. This charm would be easier to resist initially and would give the Coercer a ton of hate if unsuccessful. Meaning, if you try the hard ones, you have a good chance of getting killed or a perma pet.</p><p>While charmed, and now effectively your pet, melee pets will taunt, caster pets will cast and healer pets will heal, either the Coercer first or group members.</p><p>Scout pets will use combat arts and bard pets will buff the Coercer only.</p><p>The +/- of this is that it has a 1 hour delay after the perma pet or you has been killed to get another one. Plus they will resist outright more. Plus you can only do evens and below and no quest mobs.</p><p>The plus side is it gives the Coercer mutiple roles in the group and allows them to survive a bit more, if they find a pet to help them do so.</p></blockquote>Heh i was the one who posted that bout dire charm so thanks for the mention. But a few things. It couldnt zone with you. Charmed mobs should never be able to zone with you. If they did it would cause a lot of issues with if it breaks you have a noster that is not ment to be in that zone. Issues so its not good for that. And it wasnt really a sacrafice for the ^^ if its an even con. Like in EQ1 you could only dire charm mobs 15 lvls lower than you. In this case prob would be better if it was 10 lvls (cause 15 lvls in eq1 was basically low end green mobs). Sure you could charm a ^^^ green mob but again it would be more useful in open zones and not so much in instances where they dont want charm to be at that much it seems. Dont get me wrong you could still use it in instances like PP or such. But just not the higher lvl ones. If i remember correctly it did have a nasty resist change. Always had to stun the mob mez the mob tash the mob (to lower mr) then throw DC on and let mez wear off. </blockquote> it could not zone with you because then they would have to include the npc graphics for every zone to every zone - thats a huge [Removed for Content] patch. but they could make it so you could dire charm a mob and it would become the green equivalent of that mob, so it becomes infinitely weaker but its yours for as long as you want it. i would like a mass confusion type spell like from city of heroes - half of everything in a huge area becomes charmed and starts attackin the other npcs at random - it is a big area effect damage attack since things have reduced health when it wears off (from damage dealt) but you dont get credit for anything killed in that manner. it has no aggro associated with it if they dont see you - but you get reduced experience from using it on encounters. good for trash that you just want out of the way asap. i agree that pets should be able to use their beneficial abilities on us - the one heal they have or one buff will hardly let us become mini gods. just a little somethin to help us not be squished like bugs. but i suspect the AI isnt built for it, and youd end up with a pet spam healing you for a very tiny amount or something useless and buggy. how about swarm pets based on the mob you are fighting? who wouldnt love to see 8 little avatar of valors kicking the crap out of a big avatar of valor? how about a mana burn based on the mob's mana amount? since we have a dot that does extra if they have mana when it expires, instead a direct damage nuke that does damage point for point for how much mana the mob has, and then takes away a portion of mana from the mob and redistributes it to the group. The draw back -it uses ALL of your mana (and doesnt redistribute to you). since epic mobs have mana-free abilities the drain on mana would only serve to prevent a raid of all coercers burning down an epic mob this way.
Mistletoes
05-16-2007, 01:20 PM
Did you ever play "quit hitting yourself" as a kid? That would be another fun one. A spell you can cast on an enemy that just causes him to randomly melee attack himself. It could be a single shot kind of deal, with a fairly hefty recast. Most benefecial on those mobs that hit hard for most of their attacks.
Blumfield
05-17-2007, 08:30 AM
Buff: you give self/group/ally a free concentration slot
Rarlin
05-17-2007, 10:25 AM
I liked the idea of our own version of Manna Burn but I personally would like to see it used to raise the power of a single ally (raid-wide) so that way we could pump a wizard (for example) full of power after they use a Mannaburn... just a thought.
Aranieq
05-17-2007, 12:04 PM
I think a coersion: Ignore pain, reactive buff 1 trigger on fighter that triggers double avoidance, mitigation and resistances, increase AGI/INT by 100 for 10s when target drops below 30% health --- similar to a "Nullmail" - warlock self buff-- but casted on the tank... the role play would be the coercers ability to override the tanks own ability to feel pain and despair at imminent death, replace it with "motivation"/coersion to push on - mind over matter projection. Convinces the tank he is invincible for 10s. <hr />
Panzerschrek
05-17-2007, 04:59 PM
A new spell that would fit into the role play aspect of the coercer and would also add to the classes utility (which seems to be SOE’s focus, rather than increasing our DPS via DD spells or a more reliable pet) The spell could be called Mana Link or Mana Conduit or even Mana Infusion, it would be sort of a combination of Mana Flow and Channel, but taken to the extreme. Description: Through intense study and practice the coercer is able to directly link his mind to an ally for an extended period of time. Feeding power directly to the recipient until his all has been exhausted or until cancelled. During this time the Coercer cannot cast spells or move. Upgraded versions of this spell will reduce the power loss incurred during the transfer. Casting time 5 seconds Reuse Time 30 minutes Duration: until cancelled or power pool reaches 0 Feeds Power to Group/Raid Ally at 100 per tick Stifles caster Roots caster I just arbitrarily came up with the number for the rate of power transfer; it could even be increased with upgrades of the spell along with reduction of power loss. This spell would be a godsend to a freshly rezzed healer and of great help to manaburn- happy wizards.
Verrie77
05-18-2007, 07:19 PM
<cite>Panzerschrek wrote:</cite><blockquote> A new spell that would fit into the role play aspect of the coercer and would also add to the classes utility (which seems to be SOE’s focus, rather than increasing our DPS via DD spells or a more reliable pet) The spell could be called Mana Link or Mana Conduit or even Mana Infusion, it would be sort of a combination of Mana Flow and Channel, but taken to the extreme. Description: Through intense study and practice the coercer is able to directly link his mind to an ally for an extended period of time. Feeding power directly to the recipient until his all has been exhausted or until cancelled. During this time the Coercer cannot cast spells or move. Upgraded versions of this spell will reduce the power loss incurred during the transfer. Casting time 5 seconds Reuse Time 30 minutes Duration: until cancelled or power pool reaches 0 Feeds Power to Group/Raid Ally at 100 per tick Stifles caster Roots caster I just arbitrarily came up with the number for the rate of power transfer; it could even be increased with upgrades of the spell along with reduction of power loss. This spell would be a godsend to a freshly rezzed healer and of great help to manaburn- happy wizards. </blockquote><p> <span style="color: #00cccc">I thought about this earlier in this thread, great that someone else did too ! It would be something ive always wanted....hope they think it over <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></span></p><p><span style="color: #00cccc">I want " <b>Mana Transfer</b> "</span></p>
JackAll
05-19-2007, 06:55 PM
<p>Cool idea.</p><p> Lets call it:</p><p>AFK while the other guy has fun?</p>
Bombodale
05-20-2007, 04:59 AM
I was thinking about some spell that was useful but not overly powerful and unbalancing for T8. I think I have a nice one. A spell that debuffs all the annoying DoTs that were accidentally cast by group members (or you), so you can mez that pesky add. This is great for grouping with people who are not used to mezzing, or when you hit the wrong DoT key accidentally. My 2c worth.
<cite>JackAll wrote:</cite><blockquote><p>Cool idea.</p><p> Lets call it:</p><p>AFK while the other guy has fun?</p></blockquote> win
Verrie77
05-21-2007, 04:01 AM
<p><span style="color: #00ccff">ManaTransfer could be somthing like the wizards and the Necro's manaburn / lifeburn. And that you could cast it every 5 min...and not on the same person in the raid during a sertain time. That spell would be for me, the ultimate one, and one i have been waiting for. But i guess they wouldnt, casue it would help us player out to much.</span></p><p><span style="color: #00ccff">But you never know <img src="/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" alt="SMILEY" /></span></p>
Mistletoes
05-21-2007, 12:33 PM
<cite>JackAll wrote:</cite><blockquote><p>Cool idea.</p><p> Lets call it:</p><p>AFK while the other guy has fun?</p></blockquote> Hahaha. That made me laugh.
Mistletoes
05-21-2007, 12:36 PM
<cite>Bombodale wrote:</cite><blockquote>I was thinking about some spell that was useful but not overly powerful and unbalancing for T8. I think I have a nice one. A spell that debuffs all the annoying DoTs that were accidentally cast by group members (or you), so you can mez that pesky add. This is great for grouping with people who are not used to mezzing, or when you hit the wrong DoT key accidentally. My 2c worth. </blockquote> Hey, I actually really like this idea, or maybe a slight derivation from it. How about a mez that removes all other effects when applied? You wouldn't normally want to use it, except for the cases that bombodale described above where your mez won't stick, but you really want it to.
JackAll
05-21-2007, 06:14 PM
<p>Or maybe like a stasis spell</p><p>A long duration stun where the mob is also immune to damage maybe?</p><p>At first I thought it was a good idea but after thinking about it its really just dumbing down grouping.</p><p>It really is easy enough as it is.</p><p>I dislike dire charm for the same reason.</p><p>Personaly I would like to see more agro controll options. When you think about it thats really the main coercer trademark.</p><p>How about a spell that transfers one person or groups agro to a mob. Transfer enough agro and the mob gets to tank a bit.</p><p>We also need move away from reactive damage. Or maybe alter it a bit. An option could be a reverse damage shield so the mob gets hit by a damage proc when ever it is hit.</p><p>/Zaleo, Splitpaw</p>
Blumfield
05-21-2007, 09:49 PM
perhaps for a final aa line type of thing--PointBlankAE 100% memwipe, usable once every 30 mins, epics not immune
Raidi Sovin'faile
05-22-2007, 04:58 AM
<p>I'd like to see some new ways of Charm being used...</p><p> Like a quick casting, short lived charm that is short duration.... but no concentration slot required. Kinda like the Troub charm. This would be in addition to our current charm. This could be done with reducing the recast time on the Wisdom line's charm to equal the duration.</p><p>How about a spell that does point blank AE charm on everything around a target mob, forcing them to attack that mob for a couple seconds. Make it a 3-5s "everything hits him" thing would be a neat little damage spell.</p><p>I like the "melee attack himself" type of charm too... very much fits the theme of the Coercer.</p>
Ulrick85
05-22-2007, 12:30 PM
<p>How about Confusion</p><p>A proc type spell that has a chance to cause the mob to attack themselves instead of their target, whether its a spell or melee attack doesn't matter. Obviously scripted events wouldn't be effected (IE FTH werewolves poison bottle still works as scripted) Give it a 5 min recast and 2 min duration and have proc chance increase with upgrade.</p><p>(Yes this is similar to what people were saying with the slap yourself thing)</p>
Evariste
05-30-2007, 01:31 PM
<p>I would like a mind burn spell..</p><p>Recast time 30mn</p><p>Power : 300 (or O or 90% of the mana of the caster, dunnow how to balance it)</p><p>Dmg the target for : 50% x (max power of target - current power of target )</p><p>Our drain power spell could make sense, and it would be a nice uber dmg spell to epic... of course, you can balance the dmg of the spell with the 50%, maybe 20% or 150%... dont now the mana pool average of epics mobs.... </p><p>or maybe : 50% x max power of target / (max power of target - current power of target ) </p><p>This way you can dps on heroic or epic.... or single..</p><p>The more you drain mana of the mob, the more you dps on it...</p><p>We really need a use of our drain mana spell.... And that could fit in...</p>
Tyralor
05-31-2007, 03:07 AM
Spells I would like to see in RoK: - Epic mezz, with long recast. (like 30 second mezz with 3 minute recast) - Epic charm with short duration (30 second charm that uses no conc and works on non-named epics) - Confusion: Spell that works on any kind of mobs and makes them attack random targets (including their own allies) for a short duration. - Depression: Mental damage over time that has a small chance of driving the mob into suicide each tick (this part wont work on epics). AA Abilities i would like to see with RoK: - Pet in a Bag: Costs 2 AA per level and has 5 Levels. You can charm pets and bag as many pets as you have levels (-> max. 5 pets). These Pets can be taken with you and released anywhere to be used as pet (one at a time). This would be the oportunity to have good pets or any pets on raids without having permacharm. - Pet Warrior: End line ability, when you have it your pet isnt scaled to solo but to ^ or ^^. - Focus of Domination: 3 Levels, each decreases the concentration cost of charm by 1.
ThE_GuN
06-05-2007, 02:57 AM
What I'd love to see is this: Thought Burn (or some other name) By focusing the anguish stored in a thoughtstone the coercer deals damage over time to a foe for while consuming thoughtstones. Single target DoT, does 100-200 per thoughtstone per second (max 10 stones per second) for 1 minute or untill the coercer runs out of components. Target is stifled, coercer is stunned, if the coercer takes melee damage during the spell it breaks. (to make it a little harder to solo with)
Jeepned2
06-05-2007, 09:52 AM
I see a lot of people want more DPS spells. Me? I would like anything that allows me to do what a Coercer is suppose to do, Crowd Control that works in raid zones. You know, maybe a mezz that lasts longer then a couple of secs, or maybe a charm spell that works, or maybe even stun that lasts for awhile. Being a raid only toon, how well they currently work in non-raid instances means little to nothing to me.
I would like to see a change of the Possession skill to make him usefull. Same cast time, same duration... but the pet should no longer get aggro of the same mob typ next to and the pet should not reset, i mean when i make a mob flying (damned its an isleeeee..... pflatsch) in Kos they shouldnt reset, they should get killed an repop normaly like you killed it. Then, when you got the mob under your control and attack another mob.. why in hell you got after the duration aggro from both. Makes absolutly no sense for me. The mob you attacked should attack the mob you controlle, this should break your control but they should stay hit the other one. After one Pet is down, the winner should reset, no aggro for us.
FlamingDuck
06-18-2007, 10:52 PM
<cite>Jeepned2 wrote:</cite><blockquote><p>I see a lot of people want more DPS spells. Me? I would like anything that allows me to do what a Coercer is suppose to do, Crowd Control that works in raid zones. You know, maybe a mezz that lasts longer then a couple of secs, or maybe a charm spell that works, or maybe even stun that lasts for awhile. Being a raid only toon, how well they currently work in non-raid instances means little to nothing to me. </p></blockquote><p> Kinda agree here...CC feels really pointless in general, I use it sparingly in certain situations and it helps...but for the most part a group can handle a non-mezzed encounter...and people tend to just break it deliberately anyway because they know its not necessary. Why they totally [Removed for Content] mezzing in raids is beyond me its like SOE dismiss enchanters as an unnecessary class. The new spells in RoK should make charm and mezzing stronger and more useful. I also want CC to be stronger and more important in general, its suppose to be our main role, I don't just want to be a power battery. Yes I can throw some spells and add to the dps...but CC is what we're supposed to be doing the most. I want charm to be a more important role as well as well as a more reliable tool, at the moment charming a mob in a group is just asking for trouble as we all know, the thing turns on me too many times during fights even with a master charm and 5 points into improved charm and increased subjigation in the Wisdom line. If I'm sacrificing AA to make charm as strong as possible it shouldn't be breaking so much, it still is. Sometimes I just want to throw my coercer in the bin because of crappy charm and pointless mezzing. No wonder there aren't many coercers around, often they are to be endured then to be fun..sorry for ranting its just I feel coercers need alot of help.</p>
Rahatmattata
06-19-2007, 09:47 AM
I'd like a buff that procs mana siphon on successful hostile spell. I'd prefer it cost concentration so I could put it on multiple players if I need, raid wide would be a bonus, but even if it costed no concentration & could only have it on 1 person and only in your group, I'd be happy with it. Sort of like GM Mental Breech for casters.
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