View Full Version : Which one to be ..
da5idblacksun
08-20-2007, 08:42 PM
I started life out as an Illusionist and the betrayed to Coercer. I did this mainly because the idea of charm seemed so intriguing. With the changes lately, it seems the risk vs reward of charm is broken: the risk is still there, but not the reward. (correct me if I'm wrong please). I'm thinking of betraying back. Advantages of Illusionist: pet that doesn't break, group invis, damage spell that makes sense logically (the coercer reactives are not compatible with crowd control) Advantages of Coercer: charm (although this is questionable), hate buffs/control Given that, it seems I should betray. I'm open to all your thoughts though. Talk me into staying <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />
Rarlin
08-21-2007, 09:08 AM
<p>And another one bites the dust... <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /></p><p>If the only reason you're a Coercer is for Charm really, then I would definately betray. I love my Coercer because of the utility that I get from being one. You've pretty much summarized both classes so whatever floats your boat, go with it. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p> In other words, play what you love.</p>
da5idblacksun
09-10-2007, 05:03 AM
I chose Illusionist and I'm so glad I went through the pain in the [Removed for Content] betrayal. I'm much happier. I love that the pet doesn't kill me when I go afk and the fact that I can make both of us invisible! The Coercer needs group invis much more than the illusionist because he can't just kill his pet and recast it whenever. I love the prismatic line much better than the coercer reactive line. Reactives don't play well with crowd control. Coercers are the last class you'd want to give that type of spell. I'll never understand this. I love being able to do more DPS.Haste is different but equally as useful as the hate buff. I'm fine with either so no loss there. Haste seems to make people really happy.Illusionists are more about mez and coercers about stun. I'm finding those couple of extra mezes are much more helpful than the stuns. AE mez is the shiz.Illusionist feels like a class that has been loved. Coercers felt neglected.Anyway thought I'd share my thoughts after making the switch.
Fasci
09-11-2007, 03:53 PM
I chose to betray to a Coercer for RP reasons over game mechanics. For me it's not a question. I'm a coercer; it's who I am.That said, you should play what you're comfortable with. Mechanics-wise, it seems they have an easier time of things with SoE.
Lord Montague
09-11-2007, 04:18 PM
<cite>Fasci@Butcherblock wrote:</cite><blockquote>I chose to betray to a Coercer for RP reasons over game mechanics. For me it's not a question. I'm a coercer; it's who I am.That said, you should play what you're comfortable with. Mechanics-wise, it seems they have an easier time of things with SoE.</blockquote><p>For now. *chuckles*</p><p>And even that being said, I don't think we're as bad off as the naysayers are saying. Then again, this has been true with every class I've played without exception.</p>
Flipmode
09-11-2007, 05:01 PM
<cite>Seirrah@Antonia Bayle wrote:</cite><blockquote><cite>Fasci@Butcherblock wrote:</cite><blockquote>I chose to betray to a Coercer for RP reasons over game mechanics. For me it's not a question. I'm a coercer; it's who I am.That said, you should play what you're comfortable with. Mechanics-wise, it seems they have an easier time of things with SoE.</blockquote><p>For now. *chuckles*</p><p>And even that being said, I don't think we're as bad off as the naysayers are saying. Then again, this has been true with every class I've played without exception.</p></blockquote>Should try raiding as a coercer. Better yet, if ya do raid try missing one and see if your guild notices you are gone.
Lord Montague
09-11-2007, 05:28 PM
<cite>Flipmode wrote:</cite><blockquote><cite>Seirrah@Antonia Bayle wrote:</cite><blockquote><cite>Fasci@Butcherblock wrote:</cite><blockquote>I chose to betray to a Coercer for RP reasons over game mechanics. For me it's not a question. I'm a coercer; it's who I am.That said, you should play what you're comfortable with. Mechanics-wise, it seems they have an easier time of things with SoE.</blockquote><p>For now. *chuckles*</p><p>And even that being said, I don't think we're as bad off as the naysayers are saying. Then again, this has been true with every class I've played without exception.</p></blockquote>Should try raiding as a coercer. Better yet, if ya do raid try missing one and see if your guild notices you are gone.</blockquote><p>For your information, I do raid as a coercer and I do just fine and the raid appreciates what I bring to the table. Sorry if your experiences haven't been the same, that's certainly not my fault. I don't see how that is any reason to go about with a chip on your shoulder, invalidating other people's opinions just because you don't see eye-to-eye.</p><p>And no, I don't go around with rose-colored glasses - coercer does have its issues, just like most other classes in the game. I do not however feel they are quite as bad as people make them out to be - but seriously. What does being negative and trolling around get you? What does it accomplish? It certainly doesn't get the devs attention, I can guarantee that.</p>
Aurumn
09-11-2007, 05:34 PM
<p>/sigh You sure are negative today Flipmode. Cheer up!</p><p>Fun can be had as a Coercer or an Illusionist. EQ2 is a game. If you're not having fun with a class, move on to another class that better suits you (or campaign to have things improved if that's your fancy). The OP swapped his Coercer for a Illusionist and he's happy. I say good on him! It's always great when you find a combination that clicks for ya. </p><p>Some folks are enjoying their Coercers despite the famous/infamous Coercer raid nerfage. From what I've read on these boards the nerf bat makes the rounds pretty regularly. Maybe it'll knock something back into place next time. You never know. <img src="http://forums.station.sony.com/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" width="15" height="15" /></p>
da5idblacksun
09-17-2007, 03:21 PM
Yeah its all about having fun and I'm having more fun as an Illusionist.And here's on more reason why: No thoughtstones! <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />
Vydian
09-17-2007, 05:01 PM
There's definitely some better aspects of the game that illusionists have over coercers right now. Lots of times I wish my main was an illusionist. But, being an MMO and the constant changes, coercers could very well become more desirable later on. My solution? roll both <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />
da5idblacksun
09-17-2007, 05:59 PM
Can anyone explain the logic behind thoughtstones? It's just a silly little extra thing you have to maintain. It's not like you ever are short of them - its more the destroying them and always having them in your bag. I just don't get what it adds? Seems like a pointless thing.
Lord Montague
09-18-2007, 10:02 AM
<cite>da5idblacksun wrote:</cite><blockquote>Can anyone explain the logic behind thoughtstones? It's just a silly little extra thing you have to maintain. It's not like you ever are short of them - its more the destroying them and always having them in your bag. I just don't get what it adds? Seems like a pointless thing.</blockquote><p>You really want to just go on and on about thoughtstones, don't you? Fine, I'll indulge you a bit. My impression is that the goal, like many spells that would require the player to harvest a component to be able to use that spell, was to introduce a certain a little bit more of an element of strategy to the game. Regardless of intent, that's certainly not how it comes across in practice as many of us experienced coercers know quite well that we generate a significantly higher number of thoughtstones than we consume with the spells that actually use them. It just means I have to open my bags ever once in a while and throw out thoughtstones - meh, a little extra hassle, seems a bit pointless now, but not something worth starting a crusade over.</p><p>As for my thoughts on illusionist - I don't want to play one. I tried one once - meh. I have more fun on my coercer personally but that's me.</p><p>I really want to know something though, you seem to have made up your mind, why are you still lingering here then?</p>
da5idblacksun
09-19-2007, 02:10 PM
<cite>Seirrah@Antonia Bayle wrote:</cite><blockquote><cite>da5idblacksun wrote:</cite><blockquote>Can anyone explain the logic behind thoughtstones? It's just a silly little extra thing you have to maintain. It's not like you ever are short of them - its more the destroying them and always having them in your bag. I just don't get what it adds? Seems like a pointless thing.</blockquote><p>You really want to just go on and on about thoughtstones, don't you? Fine, I'll indulge you a bit. My impression is that the goal, like many spells that would require the player to harvest a component to be able to use that spell, was to introduce a certain a little bit more of an element of strategy to the game. Regardless of intent, that's certainly not how it comes across in practice as many of us experienced coercers know quite well that we generate a significantly higher number of thoughtstones than we consume with the spells that actually use them. It just means I have to open my bags ever once in a while and throw out thoughtstones - meh, a little extra hassle, seems a bit pointless now, but not something worth starting a crusade over.</p><p>As for my thoughts on illusionist - I don't want to play one. I tried one once - meh. I have more fun on my coercer personally but that's me.</p><p>I really want to know something though, you seem to have made up your mind, why are you still lingering here then?</p></blockquote>Relax, I'm not trolling. It was just an "a-ha" moment when I realized I didn't have thoughtstones anymore. I know its a minor annoyance but to me it represents the developer neglect because as you've noted it's really quite pointless.I'm still around because I'm hoping to help bring light to what needs to be fixed on Coercers.
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