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View Full Version : Fear vs. Mez


Madmoon
05-12-2006, 11:02 PM
<DIV>Now that they are being put on the same timer ( :smileysad: ) how will <EM>you</EM> use these abilities?  I used to use Fear only rarely, liking the mez ability better because the monster didn't wander off.  Still, there were lots of times when I used them both, though I cannot ever recall using Fear alone.  What situations will be better for one or the other?  When would Fear ever be better than Mez?</DIV> <DIV> </DIV> <DIV>Redmouser, saddened Bruiser</DIV>

Owa
05-12-2006, 11:09 PM
<FONT size=3>Can't see any use for fear over mezz other than in PvP.</FONT>

Gungo
05-12-2006, 11:10 PM
<P>my guess is they are going to neuter our mezz. </P> <P>From what i am reading is that mezz is placed on a longer recast. so no more near complete mezz.  which means we wil need to eithe rmezz for 25 secs every min or fear for 12 with a shorter recast.</P> <P>fear also doesnt break on hostile cast mezz breaks w any hostile spells even taunt.</P> <P>fear has a 25%? chance to break w damage mezz has a 100% chance to break w any form of hostile action.</P> <P> </P> <P>The stun nerf i coudl agree with stuns are very powerful abilites. Raising the recast on our mezz i could even see we are not a crowd control class. placing fear and mezz on same timer was a bit overdoing it. Its not a game breaking loss to bruisers, but it makes absolutly no sense. Few if any bruisers trivilased group or solo content based on fear and mezz being on seperate timers.</P> <P>Imho it makes more sense to give monks our mezz instead of fear. then leave fear for brusiers and keep them on seperate timers. imho the fear was about = to invis in usefulness. This change removes the usefulness of fear. it also makes more sense the monks could mezz with thier Chi and bruisers could fear and intimidate (mezz) with thier brute strength. </P><p>Message Edited by Gungo on <span class=date_text>05-12-2006</span> <span class=time_text>12:22 PM</span>

Shipwreck_GPA
05-12-2006, 11:11 PM
<P>/agree</P> <P>Mezz = mob stays where you park it</P> <P>Fear = mob wanders all over, might bring adds</P> <P>Fear will probably come off my hot bar, if nothing changes before Live.</P>

Raidi Sovin'faile
05-13-2006, 10:56 AM
<P>Fear does not bring adds. The only thing that can bring social adds is if you cast a ranged attack on the feared creature while it's next to something social. On it's own, a feared creature can wander off right past it's friends and come running back and never aggro anything else.</P> <P>I've used it as recently as last night, in HoF, on droarg... the thing wandered off past some of his friends, and came running back to the fight. No adds, nothing.</P> <P>Just learn to leave a feared creature alone until it's back. Which is easier for a group to do than a mez'd creature still sitting there looking threatening...</P> <P> </P> <P>Personally, I'll probably use fear mostly because people don't understand mez. A lot of folks target things that the fighter isn't targetting for whatever (sometimes valid) reasons, and will break my mez far too often.</P> <P>Also, I usually use fear/mez because something is beating on someone who can't afford to take the beating. Which means I cannot afford to have the creature sticking around, facing the vulnerable person, ready to attack them the second the spell is up/broken. Fear gives you a chance to have the creature wander off, away from the dangerous situation.</P> <P>And since it wanders away, it gives you a few extra seconds of it running back and getting into the right position again, too.</P><p>Message Edited by Raidi Sovin'faile on <span class=date_text>05-13-2006</span> <span class=time_text>02:00 AM</span>

Gungo
05-13-2006, 11:36 AM
<P>Odd i just used fear tonight in HoF and it did cause social agro and i did get anoher 3 up mob. As far as i see fear does cause social agro but it needs to wander directly by a social mob.</P><p>Message Edited by Gungo on <span class=date_text>05-13-2006</span> <span class=time_text>12:36 AM</span>

Raidi Sovin'faile
05-14-2006, 04:14 PM
<P>Mine was a fresh add, that no one had touched but myself and that was only to fear.</P> <P>It's possible the feared mob could have been dotted, and when that ticked while it was near others it aggro'd them. Or worse, it might be that you had a druid that somehow had a buff up that "ticked" on YOU, who was technically it combat with that creature, which aggro'd the mobs around it.</P> <P>That's a particularly nasty aggro problem for druids (and i think shaman too)... I've seen tanks pull with ranged combat arts and the mob will still run directly to the druid, sometimes due to proximity, and the druid hasn't casted a single thing yet (and no regens still ticking). Their group buffs seem to be doing something (hp regen? ward regen? who knows).</P> <P>If this seems to happen a lot with your regular group, then I can see where fear would drastically lose it's value.</P><p>Message Edited by Raidi Sovin'faile on <span class=date_text>05-14-2006</span> <span class=time_text>07:15 AM</span>

Shipwreck_GPA
05-15-2006, 06:40 PM
<BR> <BLOCKQUOTE> <HR> Raidi Sovin'faile wrote:<BR> <P>Mine was a fresh add, that no one had touched but myself and that was only to fear.</P> <P>It's possible the feared mob could have been dotted, and when that ticked while it was near others it aggro'd them. Or worse, it might be that you had a druid that somehow had a buff up that "ticked" on YOU, who was technically it combat with that creature, which aggro'd the mobs around it.</P> <P>That's a particularly nasty aggro problem for druids (and i think shaman too)... I've seen tanks pull with ranged combat arts and the mob will still run directly to the druid, sometimes due to proximity, and the druid hasn't casted a single thing yet (and no regens still ticking). Their group buffs seem to be doing something (hp regen? ward regen? who knows).</P> <P>If this seems to happen a lot with your regular group, then I can see where fear would drastically lose it's value.</P> <P>Message Edited by Raidi Sovin'faile on <SPAN class=date_text>05-14-2006</SPAN> <SPAN class=time_text>07:15 AM</SPAN><BR> <HR> </BLOCKQUOTE> <P><BR>Even if it didn't ever cause social aggro, the only thing you buy with Fear is the couple extra seconds as it runs back to you when Fear drops. Balance that against parking the mob where you want it, and there is little use for Fear in my book, except perhaps under very limited special circumstances. I will choose mezz 99.9% of the time. </P> <P>I guess your mileage may vary.</P>

TrentKillcu
05-15-2006, 10:04 PM
<div><blockquote><hr>Gungo wrote:<div></div> <div></div> <div></div> <p>my guess is they are going to neuter our mezz. </p> <p>From what i am reading is that mezz is placed on a longer recast. so no more near complete mezz.  which means we wil need to eithe rmezz for 25 secs every min or fear for 12 with a shorter recast.</p> <p>fear also doesnt break on hostile cast mezz breaks w any hostile spells even taunt.</p> <p>fear has a 25%? chance to break w damage mezz has a 100% chance to break w any form of hostile action.</p> <p>The stun nerf i coudl agree with stuns are very powerful abilites. Raising the recast on our mezz i could even see we are not a crowd control class. placing fear and mezz on same timer was a bit overdoing it. Its not a game breaking loss to bruisers, but it makes absolutly no sense. Few if any bruisers trivilased group or solo content based on fear and mezz being on seperate timers.</p> <p>Imho it makes more sense to give monks our mezz instead of fear. then leave fear for brusiers and keep them on seperate timers. imho the fear was about = to invis in usefulness. This change removes the usefulness of fear. it also makes more sense the monks could mezz with thier Chi and bruisers could fear and intimidate (mezz) with thier brute strength. </p><p>Message Edited by Gungo on <span class="date_text">05-12-2006</span> <span class="time_text">12:22 PM</span></p><hr></blockquote>That 25% chance to break on damage makes it very useless to me not to mention the fact that in PvE the mobs usually just dissapear when you fear them.Players on the other hand will start to run away even snared you don't really get to use CAs but at the rate we swing we break that fear in 1-2 seconds so it's basically useful as an interupt in PvP maybe a stun... maybe...</div>

wayfaerer
05-16-2006, 08:40 AM
I use fear to send people off the pier so they can't bell away from me so easily, and I use mez to make someone stand still long enough for me to agi-doll them.<div></div>

Madmoon
05-16-2006, 07:16 PM
<DIV>That's the way I see it.  While it's an unnecessary nerf, I don't think it will be a dibilitating one.  By the time I have switched targets, feared the beastie, switched back to my original target, I have lost out on one even two CA opportunities.  Then, it comes back seconds later, anyway.  PLUS, there are all those interesting adds that can and do occur (whether through DoTs, or Ward/Regens, etc.)  I think I'll replace Fear with a /dance emote.</DIV> <DIV> </DIV> <DIV>Redmouser</DIV> <DIV>Bruiser, AB</DIV>