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View Full Version : My coercer wish/fix list


Oriax
03-03-2008, 04:57 AM
<p>I currently have a level 80 Coercer on Runnyeye server, which I leveled up to 80 playing solo 95% of the time. So if I am more directed to solo play any raiding Coercers out there can feel free to add any comments. It was up to one point my overall favorite class to play until this dreaded charmed pet damage change came about. I now have turned my attention to my Necromanacer. However I could regain some interest in playing my Coercer again if a few things were looked into to make the class what it is suppossed to be; <i>a mage</i>. I will add onto this post as I get time to add more info.</p><p>Given we have just had our Charm pet damage reduced by a fair amount there are some other things that could be improved to the point where I would be happy playing the class with the pet damage nerf. First off I'd like to start with some spell issues:</p><p><b>Befriend </b>(Our charm pet spell line)<b>: </b>As of now it used 3 concentration slots. Coercers are all about mental damage and mind control so in thoery you would think that it wouldn't take so much mental power to control another being. </p><ul><li>Reducing the concentration slots to 1 and removing the per tick resist chance. Another suggestion would be to leave it at 3 concentration with the per tick resist but make it an <i>Until Canceled </i>spell.</li></ul><p><b>Sibyllant </b>(Melee reactive line)<b>: </b>This spell is a bit contradictive. The coercer or it's pet must take melee damage for the spell to proc, one problem both the coercer and his pet are squishy. </p><ul><li>For this spell I wouldn't mind keeping the melee reactive concept (is useful for groups and raiding) but changing the way the spell procs. </li><li>Make it so that you have 3 proc triggers for melee damage taken and 3 proc triggers for melee damage given. </li><li>So the spell expires after a total of 6 procs.</li></ul><p><b>Spell Lash </b>(Spell reactive line)<b>:</b> This one is contradictive just like the <b>Sibyllant </b>spell line. Coercer's are know as crowd control meaning we can stun or stifle the enemy into not casting hostile spells thus meaning this spell will not work. My suggestion here is the same as with the <b>Sibyllant</b> line. </p><ul><li>Note that this spell is an Encounter spell rather than single target . </li><li>So it should have 3 procs triggers for hostile spells cast and 3 proc triggers for spells cast by Coercer or withing the group. </li><li>So the spell expires after a total of 6 procs.</li></ul><p><b>Possession: </b>I have seen quiet alot of unhappy Coercer's mention this spell. I personally probably used it more often than most. Here I have 2  possible suggestions for improvement.</p><ol><li>My first suggestion would be: To increase the casting range of the spell. As it is now we have to come into aggro range of alot of mobs before we are in spell range. Also make the spell useable on mobs already ingaged in combat (ex: an add aggro's you or your pet in mid fight, you are able to possess the mob for a short duration to help you fight instead.)</li><li>My second suggestion would be: To make the spell a temporary pet spell. Meaning that when you cast Possession on your charmed pet it inherits all of your stats, spells and abilities. For the duration of the spell your pet will also cast any spell that you cast.</li></ol><p><b>Amnesia: </b>This I thought was a pretty good idea for an ancient teachings spell. That was until I got high enough to attain and use it. Well unfortunately the spell is just taking up a hotbar space. It has absolutely no use for a solo player and the few times I have joined a pickup raid the one place everyone wanted a Coercer to use this spell was to split Vyemm.</p><ul><li>The spell should keep the stun component and wipe the targets hate list completely as it does now.</li><li>Take away the attack Coercer part if no one else attacks it first. So that a solo player can get some kind of use of this spell. Instead add "Very brief stun that clears the hate list of the target. Target will attack nearest Group or Raid fighter." So when playing solo and no fighter is present then the encounter resets.</li></ul><p><b>Puppetmaster: </b>Not sure what happened here but I think the developers ran into a brick wall when it came to designing the level 80 Coercers spell. Just the same as I have. Been brainstorming this one for quiet a while and this is what I came up with:</p><ul><li>When this spell is cast it splits your charmed pet into 3 smaller pets.</li><li>Might have to make a little bit longer recast timer or slightly shorter duration.</li><li>For the group or raid aspect you could lengthen the recast timer but keep the same duration, it is then a "Group or Raid Friend" target spell. Making 3 smaller copies of your target which you can command, ex: order to attack, back off, melee or ranged. (Temporary pet pop-up window would be needed.)</li></ul><p><b>Psychic Wail </b>(Point blank AoE line)<b>: </b>Like the other mages we have our own blue PBAoE spell. With the short range and the fact that a Coercer can control the mobs so that they can't get that close kinda makes this spell redundent. However there have been times I have put it to use.</p><ul><li>About the only thing I like to change here is maybe reduce the casting time a bit. About the only time I have used this spell is if a mob gets by my root and stuns. I would then resort to the PBAoE in hopes that I could get the brief stun to be able to root and back away before being killed.</li></ul><p>This is all i have time to add for now more to come...</p>

Sigunn
03-03-2008, 08:42 AM
<p>Good suggestions Jeremy. </p><p>I rarely raid, so I have no input regarding that aspect of coercers. I solo/small group most of the time. Here is my wish list.</p><p>1) Make our reactive spells proc when the mob attempts to do damage. It is silly that I have to NOT use my abilities to protect the tank from getting hurt, in order to help kill it.</p><p>2) Make Possession work in-combat. Then it might actually get used.</p><p>3) Make the INT endline AA ability work in some other way than forcing us to sprint. We are designed to keep mana up. It is silly to make us sprint to use this ability.  </p>