View Full Version : A question about Coercers and group DPS
Slyym
02-22-2010, 04:15 PM
<p>I am a bit confused about this and believe I undestand it now but wanted to ask the general Coercer population incase I've misunderstood it.</p><p>When I first created my Coercer I thought that I would generally increase the DPS of the group as a whole (via buffs / aa's), but, as I'm playing mine, I see that I can increase a persons DPS (via Velocity) and Hate (Enraging Demeanor) but don't necessarily have a group DPS increase buff / AA...or do I (we).</p><p>I also learned that the Coercer AA's (INT line anyway) increse my personal crit's and DPS but don't affect the group. I am only level 29 so still working on understanding the class and functionality of all their spells. If anyone can provide any input it would be appreciated.</p><p>My main is a Necro, gave me a good grip on working with a pet. I find the Necro to be a very self sufficient class but I was yearning to be more of a benefit to a group, so I created the coercer. I love keeping control of a chaotic situation...so far I am really diggin the class.</p><p>Anyway, any help would be appreciated.</p><p>Cheers,</p><p>Brayn Bendur</p>
Luminare
02-23-2010, 11:15 AM
<p>After level 81 you can turn your dps buff into a group wide version (5 AA, Coercer Tree). </p><p>Other than that, to a group, you pretty much serve as a mana battery. Most groups will pick up a coercer for 2 reasons:</p><p>1) Power regen</p><p>2) Hate control mechanisms </p><p>with that said, a good coercer can also provide consistent, steady dps and crowd control in the rare cases it is necessary.</p><p>In addition, there are also an array of "red" adornments available in the new expansion that are placed on raid gear.</p><p>These adornments bring added utility to your group. They are as follows (pasted from another post):</p><p style="font-family: verdana, arial, helvetica, sans-serif;"><span style="font-size: small;"><span style="text-decoration: underline;"><span style="color: #000000;"><span style="color: #ffffff;">Coercer only Slot: Red Adornments</span></span></span></span></p><p style="font-family: verdana, arial, helvetica, sans-serif;"><span style="color: #000000;"><span style="color: #ffffff;">Focus: Velocity IV (Adds 5% Crit Bonus to Velocity IV)</span></span></p><p style="font-family: verdana, arial, helvetica, sans-serif;"><span style="color: #000000;"><span style="color: #ffffff;">Focus: Intellectual Remedy (Modifies Intellectual Remedy to a raid effect along with adding 15 Heal Crit Bonus)</span></span></p><p style="font-family: verdana, arial, helvetica, sans-serif;"><span style="color: #000000;"><span style="color: #ffffff;">Focus: Asylum VII (Improves the Arcane mitigation reduction by 75%)</span></span></p><p style="font-family: verdana, arial, helvetica, sans-serif;"><span style="color: #000000;"><span style="color: #ffffff;">Focus: Shock Wave IV (Reduces the recast time of Shock Wave IV by 10 seconds)</span></span></p><p style="font-family: verdana, arial, helvetica, sans-serif;"><span style="color: #000000;"><span style="color: #ffffff;">Focus: Breeze VI (Breeze VI improves the casting speed of the group by 15%)</span></span></p><p style="font-family: verdana, arial, helvetica, sans-serif;"><span style="color: #000000;"><span style="color: #ffffff;">Focus: Peace of Mind (Improves the duration of Peace of Mind by 5 seconds)</span></span></p><p style="font-family: verdana, arial, helvetica, sans-serif;"><span style="color: #000000;"><span style="color: #ffffff;">Focus: Enraging Demeanor III (Improves the hate transfer of Enraging Demeanor III by 5 %) Same name as below *bug</span></span></p><p style="font-family: verdana, arial, helvetica, sans-serif;"><span style="color: #000000;"><span style="color: #ffffff;">Focus: Enraging Demeanor III (Adds 10% base taunts, heals and damage to Enraging Demeanor III) Same name as above</span></span></p><p style="font-family: verdana, arial, helvetica, sans-serif;"><span style="color: #000000;"><span style="color: #ffffff;">Focus: Hostage VI (Adds 3 triggers and 5% base damage to Hostage VI) </span></span></p><p style="font-family: verdana, arial, helvetica, sans-serif;"><span style="color: #000000;"><span style="color: #ffffff;">Focus: Magi's Shirlding ( Adds 10% max health to Magi's Shielding)</span></span></p>
Slyym
02-23-2010, 11:19 AM
<p>Excellent, thanks for the great breakdown Phury.</p><p>Much appreciated.</p>
Gamer1965
02-23-2010, 11:22 AM
Our main role has been to buff the fighter (meaning MT) and provide him with hate gain/hate transfer, and DPS, but not necessarily the whole group (maybe up to 3 people, depending on concentration slots available). This does change when you become lvl 81+ and invest 5 AA's in the groupwide version of Velocity. Other than that, we also provide chances at critical healing with a group buff in the STA line called Emphatic Aura. Depending on playstyle, you may or may not go down this line. We also provide an increase to a priests' specialty heal (ward, reactive, HoT) with the Coercive Healing AA. Having said that, we are mainly a 'single target' buffer for DPS and Healing, with our Group buffs centered around mana-regen. disclaimer: I write this from the perspective of an instance/grouper and not as a raider, so ymmv...
Slight correction, STA line is no longer critical healing, with 10 pts it caps at increasing heal spells for the group by 8.0%. In addition, from a group instance perspective vs raiding, our stuns add a huge amount to encounter control / group survivability.
Taryn Bowspinnn
02-23-2010, 09:02 PM
<p>Also, to the original question about 'groupwide' DPS, below 81, you can throw Velocity on up to 3 different players [conc slot dependent] in your group -- which works fine on the tank +2 scouts, so you are increasing 'group' DPS that way. After 81 and the 5AA, this becomes the aformementioned groupwide Velocity which costs only one concentration slot and frees up more slots for Peaceful Link -- which may be much more important in the raid/high level grouping especially with some of the supposed upgrades available through new AA.</p><p>In other words, you start out with basic direct buffs at lower levels and slowly graduate to more reactive-type utility at higher levels/more AA. At least that is how I see it.</p><p>Starcer</p><p>90 Coercer - Nektulos </p>
TheBu
02-26-2010, 11:57 AM
<p><cite>Slyym wrote:</cite></p><blockquote><p>I am a bit confused about this and believe I undestand it now but wanted to ask the general Coercer population incase I've misunderstood it.</p><p>When I first created my Coercer I thought that I would generally increase the DPS of the group as a whole (via buffs / aa's), but, as I'm playing mine, I see that I can increase a persons DPS (via Velocity) and Hate (Enraging Demeanor) but don't necessarily have a group DPS increase buff / AA...or do I (we).</p><p>I also learned that the Coercer AA's (INT line anyway) increse my personal crit's and DPS but don't affect the group. I am only level 29 so still working on understanding the class and functionality of all their spells. If anyone can provide any input it would be appreciated.</p><p>My main is a Necro, gave me a good grip on working with a pet. I find the Necro to be a very self sufficient class but I was yearning to be more of a benefit to a group, so I created the coercer. I love keeping control of a chaotic situation...so far I am really diggin the class.</p><p>Anyway, any help would be appreciated.</p><p>Cheers,</p><p>Brayn Bendur</p></blockquote><p>I think it is very clear we are Mages that have utilty. As with all classes ther the abilty to putting aa into improving ur own dps.What is your question? is it u dont think we cannot " generally increase the DPS of the group as a whole "?</p><p>u all ready said u know u can increase dps using the Dps mod and well if u get the aa u can put points into it increasing dpsperformance of the whole group. Also utilty means more than just increasing dps directly, it can mean keeping dps alive and allow them to do more dps or allow them power to continue fighting.</p>
Froed20
03-09-2010, 12:36 AM
<p>As people have mentioned, velocity becomes groupwide when you invest in the AA ability after level 81. Most of our buffs focus on hate management, mana regen, and healing buffs. The healer buffs are gotten purely through AA's, but they are pretty nice and most healers will absolutely love you for them. Tanks are pretty happy as well, because you can keep hate on them a little better. Mana regen is adequate, though I believe illusionists have a better time at that than we do.</p><p>Dps is one of the smaller things we buff, but we make up for it by making it so that the dps can open up sooner and harder, and making sure that they can keep burning hard without grabbing aggro, losing the tank, or running out of mana.</p>
Jesdyr
03-11-2010, 08:03 PM
<p><cite>TheBuzZ wrote:</cite></p><blockquote><p>Also utilty means more than just increasing dps directly, it can mean keeping dps alive and allow them to do more dps or allow them power to continue fighting.</p></blockquote><p>This is a major point. We buff healers and tanks very well. This lets the other DPS do thier job. I am not saying we do not bring our own DPS. We just have to work harder for it and we still will come up a little short.</p><p>A good coercer is always welcome to groups <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p>
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