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#1 |
General
Join Date: Jan 2005
Posts: 105
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Hi all, I got my coercer to 22 and and I want to see if I made the right choice. I want to be the best mezzer I can possilby be as thats what I focus most on in groups. I plan to take my time and solo around in zones ive ignored in the past, I am not trying to take on anything to tough maybe a solo mob a few lvls higher then me and perhaps a heroic thats much lower but still conned. I want my pet to be consistant with dmg and able to take blows from mobs. I love to group and thats where I spend much of my time so I want the one that is most useful to a group. (I do not raid) With that in mind should I keep going with my coercer or betray to an illusionist?
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#2 |
Loremaster
Join Date: Nov 2004
Location: Durham, UK
Posts: 928
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hard to really say, i had a 29 coercer way back before LU9... never mind all these latest changes.but for a consistant pet, your not going to get consistancy from having to charm what you find.i think illusionists do actually get more mez utility than coercers, but that might have changed.sounds to me like you might prefer illusionist, but its quite a subtle difference between the two classes despite the differences. because the foundations are so similar.
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#3 |
Join Date: Jan 2005
Posts: 560
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![]() Your kind of asking for a coercer and a illusionist in one. You want good mezzing and a pet to do good dmg and take dmg. Illusionist has one extra mez over coercer, yet the coercer pets are by far better IMO. But this is of course with a charm and can be dangerous. Illusionist AND a coercer can solo very easily. Especially solo mobs, either will solo those very quickly. I would suggest taking a look out our spell lists in the stickies on this board and decide for yourself. There is a nice list of pictures there to help you decide.
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#4 |
General
Join Date: Nov 2004
Posts: 275
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#5 |
Loremaster
Join Date: May 2006
Posts: 28
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![]() I've played a coercer to 42 and I think you might be happier with Illusionist myself. Charm can be fun, but its also very risky, especially when you're in a setting where the only decent pets are heroics. One resist after a charm break often means instant death, and charm has a way of breaking at the worst times, which can mean a group wiping if it happens at a really bad time. It can be frustrating - enchanters like to be the one to save the group, not get it killed. As far as buffs and other spells go, I think both classes are useful to a group. Coercer buffs are better for mellee, Illusionist's have better caster buffs. Who's better will depend on the group. Another thing about Coercer is that getting a master charm is huuuuuuuuuuge, and they are very hard to find I've found. The differance between a master and an adept is much greater then it is with most spells. When I finally upgraded my level 20 charm from adept to master, some of the caster mobs I charmed went from hitting for a max of around 400 to hitting for 2k on occassion (some of the caster mobs in enchanted lands I've had do this). That's a nice nuke for a pet, but it took me until i got to level 40 just to find a master charm at any level that I could afford. So if you play a coercer, you're going to feel kind of gimped until you luck into a master charm. Message Edited by VerikDarkfaith on 08-03-2006 03:40 PM |
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#6 |
Loremaster
Join Date: Nov 2004
Posts: 39
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![]() Master charm is a must. The difference is amazing. At 40 in CT my pets nuke for 1000-2kish constantly. In a good group you can dps 2 melee and still have a nice nuker pet. All pets should be ^^ or ^^^. Anything less is not worth the spell slots. On the average ^^^ fight my pet will come in 2nd or 3rd. That is a hudge dps boost. It is a "must" have. Keep master charm in mind because it is VERY highly priced especially at higher levels but it is our best tool for grinding. Its like night and day.
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