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View Full Version : Coercer/enchanter AA in GU 61


Encantador
08-03-2011, 01:33 PM
<p>From various posts I am lead to believe that the AA trees are being revamped in GU 61 to fix broken/useless AA and to improve bad or underused AA. When are the coercer AA going to be fixed ?</p><p>I read in various posts about everyone having 4 end line AAs in their sub-class tree, coercers do not. Thought Snap has been disabled by developers for a long time now.</p><p>In the shadow AA Distracted Mind and Soothing mind are useless because Amnesia is disabled.</p><p>Assuming that the caster has 100% spell cast speed (very easy for an enchanter) and 100% spell reuse (also easy) the following AA become useless..</p><p>Coercer tree: Enhance: Stupify, Enhance: Mana Flow, Enhance: Forced Hesitation, Enchance: Mana Cloak, Enhance: Channel, and the end line Hastened Mana.</p><p>Shadows tree: Enhance: masters strike.</p><p>Heroic tree: Enhance: Channeled Focus.</p><p>There are also several coercer AA that reduce casting and/or reuse times for spells by a fixed amount and give a small amount of CB for that spell. The reuse change remains useless and the cast speed change is incredibly weak (assuming it counts towards spell double attack chance). All of these AA would benefit far more by simply giving an extra 2% damage per rank (none of them are high DPS spells not even for a coercer).</p><p>Coercive Shout remains highly situational to the point where I don't believe any coercer would have it in their normal AA set up. Make it so the tank can trigger it when they wish and it might become useful (in fact from reading a monk thread I think they would love it).</p><p>Intellectual remedy is even worse than Coercive shout. Reduce it to a 4% buff to heals and make it a permanent buff or leave it at 15% and find a way to make the PRIESTS trigger it when they need a boost. The former I would probably take; the latter I probably wouldn't but at least it becomes something that might be used.</p><p>Academ in the Heroic tree (increase duration of IR) is completely useless. If the priests have not sorted out the emergency in 20 seconds and got things back under control giving them a few extra seconds of increased heals is not going to matter.</p><p>Shield of runes has become so laughable that I hardly know what to say. Oh wow I can spend 5 AA in the last line and reduce the damage done to me by 308 points per hit /faint.</p><p>I do note that you have changed the Strength and Wisdom lines of the Enchanter of the enchanter tree and for the levels where you would be putting AA in here [i.e. under 30] they seem okay. For a raider at level 90 that whole line is very bad.</p><p>One last point on the AA (for now), the enchanter AA Savant's Insight and in particular Uninterruptable Actions have always been very weak and with the ability to move while casting are now too weak when compared to other AA at the same position in other branches/trees.</p>

Nanyea
08-08-2011, 08:20 PM
<p>Several good points in here...</p><p>Especially with the speed/casting AAs and the AAs which become useless or are disabled</p>

Odys
08-08-2011, 10:33 PM
<p>I quite agree on the reuse issues.</p><p>For coercitive shout, simply make it a 100meter range spell, i love the mecanic because it implies interaction between the tank/raid and the coercer. In a sense it's your jo to decide when to use it --  tank may ask it in vocal, if you target the main mob an see him mvoing on the raid you may decide to use it and so on --</p><p>I love too the idea that the remedy shoudl be triggered by the coercer. I would either make it longer but only 10% or shorter (10second) but with the added bonus to reset all normal cure & heal timer (emergency, raid cure excluded).</p>

ShadowMunkie
08-10-2011, 04:22 PM
<p>Coercer's aren't really in that much trouble, with that said neither are Illusionist. I played a Coercer for my main since the very beginning, I recently betrayed to an Illusionist and I am finding both classes are about the same to play with each update.</p><p>Now onto the major issues.</p><p>Distracted Mind and Soothing Mind both need to be changed or removed. Currently Amnesia and Phase are out of the question as not encounter requires them to be used. They can't even be used to successfully wipe an encounter to make it reset, mobs are either Immune to it or have so many AE's that raid members are dragged into the fray after its used.</p><p>I disagree with the original poster on a few items, all of the  Enhance: Coercer AA's are very useful at lower levels, however whenever you start to level they gradually become useless. I feel that while these become useless at higher levels or become solo/group oriented AA's the same can be said for a number of other AA's that other classes have.</p><p>As far as the Shadows and Heroic Tree Enhances, I agree that Enhance: Master Strike is pretty useless at higher levels, however as you are leveling it is very useful. Enhance: Channeled Focus on a scale 1 to 10 of how useful this AA is overall baring that at rank 10 for 30-40 seconds; depending on if you have a troub, you are able to casting while moving; I'd say that its about a -10. I don't think a single person chooses this AA in any setup. The only reason I even have Channeled Focus is for the extra trigger chance; so I feel this one needs to be altered.</p><p>Altered Enhance: Channel FocusEffect: Adds 3.3% reuse to Channeled Focus per point spent.Adds 3.3% DPS Mod to Channeled Focus per point spent.</p><p>I say 3.3% because its 33% for attack/casting speed on Channeled Focus.</p><p>Getting back into the discussion of the AA's. Academ I agree is completely useless from a Coercer standpoint, however from an Illusionist stand point its VERY useful. However, being of spirit of both classes, I feel that it should be changed.</p><p>Altered AcademEffect:Adds an addition trigger to Peace of Mind.</p><p>On any combat or spell hit will cast Peace of Mind on target of attack.Reduces Threat by 250-500 if profession of than fighterIncreases Threat by 250-500 if profession fighter(2500-5000) threat at rank 10.</p><p>This will make it usefull for both enchanters, it will also make Peace of Mind a unique spell to the enchanter class.</p><p>Final note I agree that Savant's Insight needs to be looked into; my suggestion.</p><p>Altered Savant's InsightEffect:When damaged this spell has a 25% chance to cast Svant's Barrier on group. Lasts for 3 seconds.Makes group members immune to Interrupt, Stun, Stifle, Root, and Daze.</p><p>With the enhancement from the Sentinel's Fate line it will be 50% chance and 6 seconds, which I don't think is over powered at all. After all we are about enchanting our group members, we are also suppose to be the master of control effects so this would give a little uniqueness back into the enchanter class.</p>

Amanathia
08-10-2011, 06:59 PM
<p><cite>Nanyea wrote:</cite></p><blockquote><p>Several good points in here...</p><p>Especially with the speed/casting AAs and the AAs which become useless or are disabled</p></blockquote><p>What i'd be trying to get an answer about is:  how is the melee stuff going to function, with spell auto attack?  Will it be adjusted?</p>

Encantador
08-10-2011, 08:36 PM
<p><cite>Amanathia wrote:</cite></p><blockquote><p><cite>Nanyea wrote:</cite></p><blockquote><p>Several good points in here...</p><p>Especially with the speed/casting AAs and the AAs which become useless or are disabled</p></blockquote><p>What i'd be trying to get an answer about is:  how is the melee stuff going to function, with spell auto attack?  Will it be adjusted?</p></blockquote><p>As things are curently implemented .... as soon as you cast a hostile* spell you switch to spell auto-attack IF you have a wand equipped. So either you do and the whole STR line becomes useless or you don't in which case you continue to do melee autoattack as now and spell auto-attack is useless to you.</p><p>* Does anyone know whether a debuff starts spell auto-attack? If it does I may have to stop debuffing on incoming.</p><p>BTW ShadowMunkie by the time you have enough AA to get Enhance: Masters Strike I very much doubt you would have far to level. Shadow AA are not available until 80 and there are far higher priority Heroic and Shadow AA to get than reducing the reuse on a spell you won't cast more than once in a group or solo fight.</p>

ShadowMunkie
08-10-2011, 08:50 PM
<p><cite>Encantador wrote:</cite></p><blockquote><p><cite>Amanathia wrote:</cite></p><blockquote><p><cite>Nanyea wrote:</cite></p><blockquote><p>Several good points in here...</p><p>Especially with the speed/casting AAs and the AAs which become useless or are disabled</p></blockquote><p>What i'd be trying to get an answer about is:  how is the melee stuff going to function, with spell auto attack?  Will it be adjusted?</p></blockquote><p>As things are curently implemented .... as soon as you cast a hostile* spell you switch to spell auto-attack IF you have a wand equipped. So either you do and the whole STR line becomes useless or you don't in which case you continue to do melee autoattack as now and spell auto-attack is useless to you.</p><p>* Does anyone know whether a debuff starts spell auto-attack? If it does I may have to stop debuffing on incoming.</p><p>BTW ShadowMunkie by the time you have enough AA to get Enhance: Masters Strike I very much doubt you would have far to level. Shadow AA are not available until 80 and there are far higher priority Heroic and Shadow AA to get than reducing the reuse on a spell you won't cast more than once in a group or solo fight.</p></blockquote><p>Shadows Tree is available at level 50, I don't understand where you got the level 80 from, that is the Heroic Tree.</p>

Ithyx
08-15-2011, 04:44 PM
<p>Bumping this since there was a few new.... useless...changes to coercer AAs</p><p><span ><ul><li>Hastened Mana's final rank adds an additional trigger to Mana Cloak.</li><li>Enhance: Channel now also causes Channel to instantly restore a small amount of power to the group as the Channel occurs.</li></ul></span></p><p>Really? -_- Wow cause I have such a hard time power feeding my group as is... ::rolleyes::</p><p>What I'd really love to see is a change in some of our useless stuff.  Thought Snap anyone?  If it's not gonna be made useable then put something there that IS usefull.</p><p>Possess Essence - When is this going to be a viable pet for us?  I spend more time in raids casting the darn thing to get a pet only to have it die to aoes in 3 seconds.  It's gotten to the point I don't even use it at all anymore.  Beefing this up for us would be nice, or just changing it all together into a more useful damage spell or something would be nice.  Even having it share our Crit mit would be nice, at least it would last longer.  It's not even viable really as a tank when soloing anymore, thing dies in 3 or 4 smacks.</p><p>Puppetmaster - ....truely useless spell.  Illy's have had thier dumbfire pet effectively changed into a damage proc.  Couldn't we get the same with this spell?  The only thing this was even good for was proccing our hostage spell.. nowadays it's not even worth it to do that.  It hasn't been on my hotbar for some time... except maybe to cast it once to entertain a few guildmates with a heard of Eireen puppets.  Yay a spell that's purely entertainment value?  *sigh*</p><p>Need some love here Devs.  :</p>

Encantador
08-15-2011, 07:37 PM
<p>If PE remains more or less as it is can we at least get a fix for the icon lighting up before we get in range of PE. Nothing more annoying than playing one step until you get in range in front of the whole raid. Or better yet increase the range to 50m so we can PE more mobs. Oh and how about giving us a way to cast it on mobs like Sullon.</p><p>The latest changes to the AA really annoy me. Trivial changes to an area where we are already the best. There are so few useful AA for a level 90 raider that everyone of us will take the same spec. I put a large chunk of mine into the ManaFlow AA to increase INT ! For someone with 3253 INT to start with that is just sad.</p><p>PS apologies ShadowMunkie I need to engage brain a bit more before replying. 80 is SF + Heroic. I still believe Enhance: Master Strike is not much use since surely people take Runic Protection and Strike of the Mage and many others before master strike.</p>

Cratoh
08-16-2011, 05:05 AM
<p>Just +1 to most of this, rushing to work but yes, please look again - maybe speak to some coercers before ^61.</p>

Loldawg
08-16-2011, 08:41 AM
<p>-- Make it so you can cast PE on other raid members</p><p>-- Increase the range to 35M+</p><p>-- Make them AE immune or improve their HP by 50%</p><p>In HM raid settings, with AEs being as brutal as they are, it's almost not worth casting them on many fights. Drunder zones are laughable trying to keep a PE alive.</p>

Sacra Magice
08-16-2011, 10:38 AM
<p>I stopped playing Coercer cause they feel so abandoned... it s_u_c_k_s.</p><p>Please, devs, read here and make some changes. We have spells that you DISABLED. If you don't want us to have them, then change them to something usefull (Amnesia -and the AAs that boost it-, Though Snap...).Also, as people said, boosting our pet would be a good idea. Make it AOE inmune with a final AA (like <span style="color: #ff0000;">change though snap to AOE inmunity for our pet</span> or something like that).</p>

Tampa_Gamer
08-16-2011, 11:20 AM
<p>Alot of these are good ideas, but the 2 main ones that I favor are increasing the range on possessed essence and adding an AA to make them aoe immune.  Getting rid of the useless ''increases'' in abilities is also something I would like to see...you can get rid of half of the eof aa's and make it give 5 crit bonus TOTAL...and it would be more effective, that is how bad some of those trees are.</p>

Ithyx
08-18-2011, 05:14 AM
<p>For sure.  Love the idea of making PE castable on other players, at least that could be done between pulls instead of wasting a pull trying to get a pet up.  Range and Aoe Immunity would be nice as well, tired of running in only to have it move just out of my line of sight as the last possible casting second, screwing up my whole cast to begin with.  And AOE immunity could be given to both enchanters in a line somewhere, so both pets could benefit.  Why give us a pet that is useless if you're not gonna give us AAs for it so it's more useful in raids?</p><p>Turning puppetmaster into a proc spell like Theorems was done for Illy would be nice.  At least I could put it back on my hotbar again. :</p><p>Bumping so a dev might at least take a peak and do *something* useful with our AAs ><  And preferably NOT more mana regen AAs that we really don't need to begin with. lol</p><p>Coercers, sound off!</p>

Loldawg
08-18-2011, 09:06 AM
<p>one simple thought on the ae immune would be to turn respite into a player + pet 10s ae immune. </p>

Davngr1
08-18-2011, 03:00 PM
<p>PE damage is so meaningless that it should be made AE immune, period.</p><p> the way that pet aoe immunity works now is that the more important the pet is to you dps the less immunities it recives ie. conj pet does most the damage and thus is the most important so it gets the worse immunity coverage followed by necro pet that does maybe 35% of damage and thus gets aoe immunity at a cost of severe power/hp penalty then you have shamam pet that recives total immunity do to it's low damage/importance. </p><p> following this logic PE should recive total immunity with out penalty since it only does at best 5%-10% if that of damage including any triggerd procs.</p><p>edit.</p><p> would like to add that being able to cast a PE pet from other pets or players is something that should have been implemented years ago..  having to play russian rulet with a mobs agro range is reeetarded..</p>

Maroger
08-18-2011, 03:13 PM
<p>Possess Essence is useful for soloing when you first get it. If you raid and do HM like Drunder I never bring up the pet.</p><p>I am most angry at how development has disabled all of out CC abilities - they were the crowning jewel of enchanters in EQLieve and they should be made the crowning jewel again of our abilities. I wish they would give us DIRE CHARM and make ALL MOBS CHARMABLE</p><p>Also I think they should merge the coercer and the illy - it was stupid to split of the functions of the eqlive enchanter into 2 classes.</p>

Encantador
08-18-2011, 05:45 PM
<p>Absolutely <span style="font-size: medium;">NO </span>to Dire Charm.</p><p>Bring back a bit of skill and interest -- strong pets that can break and <censored> you.</p>

Gungo
08-18-2011, 05:50 PM
<p><cite>Encantador wrote:</cite></p><blockquote><p>Absolutely <span style="font-size: medium;">NO </span>to Dire Charm.</p><p>Bring back a bit of skill and interest -- strong pets that can break and you.</p></blockquote><p>DIRE CHARM was stupid. It was a green pet at the entrance to every zone so that eqlive enchanter had somethiing to charm.</p>