View Full Version : Lowbie Soloing.
PureRhyme
07-11-2007, 01:15 PM
Okay, I MUST be doing something wrong haha. Well for killing a single enemy, I root, put my 3 dots on, then start spamming Mind Slice and reapplying my short dot whenever needed. And reapplying root whenever it brakes...seems simple. But root always seemed to break before its reuse timer is up, causing me to get hit 2-3 times and by the time the mob drops I'm usually <50%. If I find a pet to charm its getting beat while its rooted leaving my charmed <40% by the time its over, or if I let the pet get some arggo at the start, usually about 15%, its often dead before the mob drops. So I'm waiting forever for regen every fight, or having to find two mobs for everyone I get experience and credit. This is level 22 in Nektulos forest on 21-23 mobs. And I have apprentice 4 Coerce. Am I just doing something horribly wrong, or are the coercer just lacking at this time?
dellaripa
07-11-2007, 01:34 PM
<p>Yes you're lacking at this time. At 23 you get sybillant, which is your big source of damage. This is a master 2 choice at 24.</p><p> Also app 4 coerce is very unreliable. If you charm alot you will want your charms to be at least Adept 3 and you will definitaly want 5 points into charm AA.</p>
PureRhyme
07-11-2007, 01:36 PM
I can't get anything higher though, nothing is ever on the broker.
Dendro
07-11-2007, 01:51 PM
General advice for any mage (or druid): don't put a DoT on something you want to stay rooted. There are exceptions to this, but if you put 3 dots on something you're just asking for root to break. There are two main strategies: With fighter/scout/priest pet: Send pet in, debuff and dot, use any stuns and dazes you have. Remember that daze is a side effect of your group nuke and your root, so use these too. Use stifles if it's a caster mob. With priest/mage pet: use "/pet ranged" to keep pet from going in to melee. Mez the mob, debuff it with anything that causes no damage (e.g Damaged Psyche at your level, hex dolls if it's tough), then root, then tell pet to attack. Keep nuking and rooting until mob is dead. Use stifles if it's a caster mob. If root breaks, stun the mob (or turn off pet and mez the mob) until you can re-root. Back away, tell pet to back off too till he's away from the mob, then continue attack as before.
PureRhyme
07-11-2007, 02:48 PM
Curious, how is sybillant a major source of damage if you're not getting hit? Cause the mob is either going to get chain rooted or chain stunned then chain rooted...?
dimsoul2
07-11-2007, 04:21 PM
<cite>PureRhyme wrote:</cite><blockquote>Curious, how is sybillant a major source of damage if you're not getting hit? Cause the mob is either going to get chain rooted or chain stunned then chain rooted...?</blockquote> Sybillant will go off if your pet gets hit....
Korpo
07-11-2007, 04:32 PM
<cite>PureRhyme wrote:</cite><blockquote>I can't get anything higher though, nothing is ever on the broker. </blockquote>Find the appropriate rare and find the appropriate tradeskiller, then pay him or her an appropriate amount of money to have him or her make you an adept 3.
PureRhyme
07-11-2007, 04:44 PM
<cite>Korpo wrote:</cite><blockquote><cite>PureRhyme wrote:</cite><blockquote>I can't get anything higher though, nothing is ever on the broker. </blockquote>Find the appropriate rare and find the appropriate tradeskiller, then pay him or her an appropriate amount of money to have him or her make you an adept 3. </blockquote>I would do that, if I had the slighest idea what the appropriate rare was >_<...or I knew somone who could make it haha. And to the other post...if my pet gets hit its going to die after like the second mob, its just not a viable tank with no way to heal it...unless I get a new pet every fight, which means I have to find twice as many mobs.
Kardg
07-11-2007, 05:07 PM
<cite>PureRhyme wrote:</cite><blockquote><cite>Korpo wrote:</cite><blockquote><cite>PureRhyme wrote:</cite><blockquote>I can't get anything higher though, nothing is ever on the broker. </blockquote>Find the appropriate rare and find the appropriate tradeskiller, then pay him or her an appropriate amount of money to have him or her make you an adept 3. </blockquote><b>I would do that, if I had the slighest idea what the appropriate rare was >_<...or I knew somone who could make it haha.</b> And to the other post...if my pet gets hit its going to die after like the second mob, its just not a viable tank with no way to heal it...unless I get a new pet every fight, which means I have to find twice as many mobs. </blockquote><p><a href="http://www.eq2idb.com/recipe_details.php?recipe=MjQwMTgyNTM0OA" target="_blank" rel="nofollow">http://www.eq2idb.com/recipe_detail...=MjQwMTgyNTM0OA</a>==</p><p>Palladium </p><p> Next you'll ask where you harvest Palladium...</p><p><a href="http://eq2.eqtraders.com/articles/article_page.php?article=g5&menustr=040000000000" target="_blank" rel="nofollow">http://eq2.eqtraders.com/articles/a...tr=040000000000</a></p><p>Tier 3 - Thundering Steppes, Nektulos Forest, Zarvonn's Tower (Eternal Gorge), Butcherblock Mountains </p><p>Spam the crafter/trader channels for a Sage who can make them.</p><p>All pets are not created equal. First and foremost all pet levels below master are extremely weak, even master pets are weak. Find nuking pets, and keep them set to range and let them burn down the mobs with nukes while you mez.</p><p>If you absolutely can't find a straight nuker, find a priest mob that will heal itself when it gets in the orange. Once it gets low, mez the target and keep your pet set on ranged and set to attack and it'll throw a few heals off. Sybillant is great for priest pets because you can let them take a hit, proc your sybillant back the pet off, mez, have it heal and go in again. </p><p>You can determine what type of pet a creature is by a few methods. Roll and Eurdite (Racial ability), look at the buffs the pet has, determine visually what type of pet it is, giagantic sword? probably not a mage.</p>
Life777form
07-11-2007, 10:30 PM
At low lvls it can be simpler and faster to just grab a trash mob let your enemy kill himself on it then release it and kill it and repeat over and over.
Oriax
07-12-2007, 02:29 AM
An adept3 charm will help a bit but if at all possible the m1 is a must have. The damage difference from adept 3 to master is pretty much doubled, dunno why but the gap between those 2 spells are big. Don't know what race you are, but if you happen to be an erudite you get an ability called Aura Sense, this is a big advantage to have as a coercer. With Aura Sense you can see and aura around mobs that are mage (casters)= blue aura and healers= green aura. If you cant get your hands on an Adept 3 root spell and a Master charm spell then life is gonna be rough. One key factor is to not try and get into a hurry and burn down mobs fast as a coercer. Trying to burn like a wizard as a coercer will just get you killed. Be prepared to die and die alot until you really figure out the best tactics for your lvl, as I did. If you stick with it coercers really start to shine around lvl50 or later. By then you have most all of your crowd control spells. I remember once I got high enough to start in Sinking Sands there was almost nothing that I couldn't solo. With right tactics I could solo the instances there all except for the Roost one, mobs there have high mental resist.
Mistletoes
07-12-2007, 11:20 AM
<cite>Life777form wrote:</cite><blockquote>At low lvls it can be simpler and faster to just grab a trash mob let your enemy kill himself on it then release it and kill it and repeat over and over.</blockquote> I found this quite effective in the lower levels on solo mobs. I would charm one, send it against its friend, and once it got low on hp, switch charms. I didn't nuke much, but I did root and do all the mana regen things I could. It seemed like fast exp to me, and it was really fun in a duo. Constant fighting. If I got too many adds, I'd lock them down until it was their turn. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />
thebunny
07-12-2007, 12:07 PM
<p>eq2i.com has a great page on what pets are good for each zone (well, most zones anyway). I'd definitely recommend it - the right pet makes a huge difference in my opinion.</p><p>As for the root issue, that seems to be the case with pretty much any class at low levels. Once you get into your 30s and 40s, it seems to get a lot better. At level 55 I can keep most mobs rooted the full duration the vast majority of the time, even if I have two DoTs ticking on it. But yeah, like someone else said, don't put DoTs on the mob and your root should hold better. Plus it gives you the ability to mez when root breaks. When a mob breaks root, I usually mez it before re-rooting it - the mez cast time is quite a bit shorter and you don't have to worry about getting out of range until you're ready to hit it again.</p><p>Also, at the very least get an Adept III charm, and keep your eye out for an affordable Master I as it does indeed make a big difference.</p>
Anaun
07-12-2007, 12:36 PM
<p>I've been levelling a Coercer alt (mostly solo, bit of group) and have it close to level 37 at the moment. I didn't find the low 20's to be particularly difficult to solo.</p><p>I swap around several different tactics; one that especially like to use (because it is so evil) is to charm one enemy, let the pet and an uncharmed enemy burn each other down, then release and finish off both of them.</p><p>Sometimes when I break charm, or it wears off, the (former) pet stays at low health and power. Most of the time though, it instantly goes back to 100% health and power. </p><p>Is there any rhyme or reason to why a released (or broken) pet will or will not immediately jump to full health/power? Is it just a bug when it doesn't? Is it somehow related to whether you are currently in or out of combat?</p><p>TIA</p>
Lord Montague
07-12-2007, 02:01 PM
Anaun@Mistmoore wrote: <blockquote><p>Is there any rhyme or reason to why a released (or broken) pet will or will not immediately jump to full health/power? Is it just a bug when it doesn't? Is it somehow related to whether you are currently in or out of combat?</p></blockquote>My guess is that it's a random component whether or not you stay on the pet's hate list when you release it. Sometimes it just totally forgets you, which then it's like the encounter resets and so does its health. And sometimes it doesn't.
Mistletoes
07-12-2007, 02:11 PM
Haven't done this in a while, so things may have changed, but here's the way I remember it working: A solo, no arrow, or down arrow mob, will not regain any hp. Add arrows to the mob, and the mob regains as many hp as it lost when it got charmed (as part of the pet-neutering process). A 3up mob will go from 10% to near 100% in the blink of an eye. I do remember seeing some odd results though where you can charm, attack, break, and repeat, and it seemed to wear the mob out. Again, it's been a while, and that may no longer be the case.
dellaripa
07-12-2007, 09:32 PM
<p>Ok wow, 39 levels without knowing:</p><p>1) /pet ranged.</p><p>2) No dots=root lasts a long time.</p><p>What a difference. Grab a bracken sprite in zek, and high blue +3's have suddenly become a piece of cake. No root breaks. pet nuking for 800+. Life as a solo coercer just got that much better.</p><p>Glad I read this. Thanks for the tips.</p>
DwarvesR
07-13-2007, 05:59 AM
<p>The <a href="http://eq2i.com/articles/Coercer_Pets" target="_blank" rel="nofollow">EQ2I Coercer Pets</a> page gives a nice listing of which pets work well as tanks and nukers and such.</p><p>If for some reason you can't go to eq2i.com, then:</p><p>On a Windows XP system, edit the following file: C:WINDOWSsystem32driversetchosts and add the following lines at the bottom: 83.143.81.174 eq2i.com 83.143.81.174 <a href="http://www.eq2i.com/" target="_blank" rel="nofollow">http://www.eq2i.com/</a></p><p>You can open that file in Notepad.</p>
Fasci
07-16-2007, 12:11 PM
Another newbish soloing question... While soloing, I often cast my group mezz while my pet & I take down the mob one at a time. I've just realized (call me slow) that some of my spells are red and some are green. It seems that the red ones are safe, but the green ones break mezz on the group. I think I've got the hang of it now, but I'd love more insight, or a lead of where to find more info/strategy.
Oriax
07-17-2007, 04:05 AM
<p><span style="color: #33cc66">"I think I've got the hang of it now, but I'd love more insight, or a lead of where to find more info/strategy."</span></p><p>I have posted my strategy for soloing named mobs on my guild forum, but it is written up for a level 70 coercer. So dunno how much of a use it would be to lower level ones.</p><p><a href="http://inflames.forumotion.com/EQ2-Guides-and-Strategies-f2/-p1.htm#1" target="_blank" rel="nofollow">http://inflames.forumotion.com/EQ2-...es-f2/-p1.htm#1</a></p>
Fasci
07-17-2007, 03:10 PM
Thx, Oriax! I'll have to try that root, pet cast, mezz, pet cast, mezz... cycle.
Anaun
07-17-2007, 03:51 PM
Fasci@Butcherblock wrote: <blockquote>Another newbish soloing question... While soloing, I often cast my group mezz while my pet & I take down the mob one at a time. I've just realized (call me slow) that some of my spells are red and some are green. It seems that the red ones are safe, but the green ones break mezz on the group. I think I've got the hang of it now, but I'd love more insight, or a lead of where to find more info/strategy. </blockquote><p> In case you haven't found the answer yet, here's a brief explanation of the general color codes for spells and combat arts. Knowing them well is pretty essential for any class.</p><p>Red background = damage (or effect) only goes to a single target. </p><p>Green background = damage (or effect) goes to multiple targets but only in the target encounter.</p><p>Blue background = damage (or effect) goes to multiple targets within range, including those NOT in the current encounter. Can be very dangerous if not used carefully.</p><p>There are others, specifically for buffs and debuffs (and I don't exactly recall the background colors atm), but these are the colors that pertain to your question.</p><p>Now, when you do a mezz, it will be broken if the mezzed creature takes any damage. </p><p>If you use an encounter mezz, multiple members of the encounter will be mezzed, but any one that takes damage will lose mezz. So if you use a red spell, you're only causing damage to one mob and the others should remain mezzed. However, if you use a green spell, you're damaging multiple mobs, and every one hit will break mezz. To make matters worse, any damage over time spell cast on a mob will break mezz when it triggers. So, if you've dotted a whole group of mobs, you'll have no luck keeping them mezzed until the dots wear off.</p><p>EDIT: </p><p>Well, I just looked and the encounter mezz (Terrible Awe line) is supposed to be immune to AOE. Just tested it on a few groups, and AOE didn't break the mezz, except on the one I had targetted. Guess I misunderstood all along. Though I'm still pretty sure that a damage over time spell that is already the mobs before you mezz them will break the mezz.</p>
xOnaton1
07-18-2007, 10:30 AM
Blue and green AoE spells do not break mez except for the MOB that is directly targeted. They used to break mez though. I recommend a couple UI mods to help with playing a coercer. You should have /pet melee and /pet ranged as macros or as buttons in your pet window. I like to be able to see the time remaining on all my maintained spells. That way it's easy to see when your pet needs to be recharmed, how much time your mezes have left, etc. Here's a post with a screenshot: <a href="http://forums.station.sony.com/eq2/posts/list.m?start=15&topic_id=365539" target="_blank" rel="nofollow">http://forums.station.sony.com/eq2/...39</a> Othesus - Dirge - Lucan DLere Vaspar - Fury - Lucan DLere
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