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cprochal
03-28-2010, 06:22 PM
<p>Hi all,</p><p>I played EQ for many years and then been playing EQII on and off for a couple years.  I'm playing my coercer again and really trying to find information that is current given Sentinel's Fate changing some base mechanics mostly in stat needs.</p><p>I have a few questions and just wondering if you all can help that has enchanter experience.  If you know of a thread (That is current) that has this info you can refer me to it. I'm just not finding it given info is pre-SF.</p><p>1) I'm really struggling choosing what AA's to pick. I don't have a lot of aa's but trying to look for a good build.  Some reason EQ2player builds just dont' match up to the in game aa's so it's hard to get a good mapping. </p><p>Does anyone have any good <a href="http://www.beetny.com">www.beetny.com</a> builds that they can show me for Coercer? I'd really really appreciate this.</p><p>2) in EQ one thing I loved is that the enchanter was so valuable in terms of crowd control.  It could make or break a group.  So given this I didn't so my care about my dps as an enchanter.  But in EQ II it seems I see a lot of complaints about dps as an enchanter.  Does this mean we are no longer viable for crowd control in instance groups?  Has it gotten to the point where in SF (sentinel's fate) that crowd control is just a lost art because they removed the need for it, pretty much turning the game slowly into World of warcraft (AOE fest)?  If so I really hate that.</p><p>3) Do Coercers get some sort of breeze effect for the group or is that just Illusionists?</p><p>Thank you all</p>

cprochal
03-28-2010, 07:04 PM
<p>Hi all,</p><p>Just an update for anyone else interested - I did through more digging found this thread. Wealth of updated info on this guide (thank you for updating this) --</p><p><a href="http://www.eq2flames.com/coercers/21910-frequently-asked-coercer-questions-facq.html">http://www.eq2flames.com/coercers/2...tions-facq.html</a></p><p>So question #1 is answered for the most part.</p>

Aule
03-29-2010, 02:30 PM
Yes both enchanters have breeze group effects. Regarding crowd control, with the direction the game has gone the past few years mesmerize effects are basically worthless in all but a handful of scenarios. Stun is very worthwhile for instancing, as are daze and stifle to a lesser extent. For raiding though, roughly half our spells are either completely useless, or have at least one component that is blocked by raid mechanics. That's why you see all the discussion about dps. Zero benefit in raids: Pure Awe Mesmerize Charm Amnesia Root Perplexity Mindbend Limited to dps portion only Medusa Gaze Silence Shock Wave Additionally, the two group buffs that require concentration (int/agi buff and pow/arcane resist) are also virtually never cast, due to the ideal buff setup being velocity + 4x peaceful link due to the new AA's So there you go, 12 spells that are either worthless or of lesser worth due to raid mechanics. Note that this includes 100% of the spells that have any control effects. That's why all the board discussions are about dps.

Zaile
03-31-2010, 09:18 PM
<p>And the designers are ok with this? I really like the Enchanter class, but it really worries me to spend the time leveling one up if the main function that distinguishes the Enchanter is nullified in end game content. I like CC and charm. It is what makes the Enchanter fun for me.</p><p>I rolled a Necro as an alt and I am astounded at how much faster I melt mobs (higher level ones at that) compared to my Enchanter. I'm not about parse, but I don't want to be handicapped for enjoying a different play style either.</p><p>What to do...</p>

Ebarel
04-01-2010, 06:28 AM
<p><cite>Zaile wrote:</cite></p><blockquote><p>And the designers are ok with this? I really like the Enchanter class, but it really worries me to spend the time leveling one up if the main function that distinguishes the Enchanter is nullified in end game content. I like CC and charm. It is what makes the Enchanter fun for me.</p><p>What to do...</p></blockquote><p>if that is what you want to do, try a different game. you are at least 5 years too late. There is 0 use for these abilities in end game content. Not even in groups or instances.</p><p>yes, the designers are very much ok with it as it removes the need to implement a viable but not overpowered CC mechanic in anything above soloing. All named and raid mobs are immune to any CC abilities anyway in SF. Being able to CC like after release would "require" chanters for these encounters. The designers approach is that there must not be a need for specific classes in a group/raid (except tanks, healers, dps of course)</p><p>try to find another class you have fun with</p>

Malthuras
04-01-2010, 06:56 AM
<p>I have no idea what you guys are talking about, but frequently in raiding for the new content I find myself using abilities I never had before</p><p>Mesmerize/Pure Awe/AE Stun are required for several instances. Truth be told DPS is somewhat limited, but as you get down your AGI and INT lines on AA's, that gets alot better.</p><p>Remember tho, as an enchanter, your mostly a mana battery. Your role is to buff others, keep the power flowing, and dps when you can. Altho its not nearly as horrible as some of these doomsayers are bringing, our dps does leave some things to be desired. Finding groups tho is never difficult.</p>