View Full Version : Highest level MOB you can mezz with Mesmerize

12-13-2004, 10:30 PM
Well I had been worried about this and hadn't really been creeping up on that time when I would actually be impacted it but I am afraid the day is coming soon.Fascinate stopped working around level 20/21, effectively becoming ineffective on level 22/23 mobs. This is for adept1 version. I imagine if I had master I could have been using Fascinate up on 27ish mobs. Mesmerize we picked up at 22, so if Fascinate is any indication we will start being unable to mezz stuff we are fighting around level 32/33. The problem is that we don't get another mezz till 38.I hope I am mistaken, but being an enchanter I would like to make sure we can still mezz stuff. Here is my question, has the level cap on the mobs that mesmerize can affect been raised to at least let us use it till 38?Any coercers who are up around that level care to share their experiences? I had already planned to upgrade it to adept 3 but just want to know if I should do sooner than later.Thanks for your time.

12-14-2004, 12:41 AM
<DIV>I just hit 22 and used my Mez adept 1 book.  I have a pristine ink waiting in the vault for when the spellcrafting patch goes in (supposedly this week) to see if Adept IVs are possible.</DIV> <DIV> </DIV> <DIV>I am plannning on upgrading it too, hoping it raises my "current" level cap and resist rate.</DIV> <DIV> </DIV> <DIV>I would like to hear too if anyone knows how adpet III/IV would work.</DIV>

12-14-2004, 01:53 AM
<DIV>Quality lvl of spell not affect lvl cap of spell....</DIV> <DIV>Fascinate effectively work up to lvl 25 of mobs be it App1 or Master3. Quality determine only duration and resist rate...</DIV> <DIV>Anyway back to your question...</DIV> <DIV>With Mesmerize adept 1 you can mez monsters +9 lvl to your lvl with chance spell to stick, relaible you can land it on monsters +6 lvls above you. Phisical limit I think around lvl 42 of mobs</DIV>

12-14-2004, 02:37 AM
Perfectly answers my question. Thanks Tant.Onto your explanation of the spell levels though. The way that they talked about the levels working this doesn't seem to exactly jive with your interpretation of it. Let me see if I can find it.Apprentice I = level-1 (granted automatically, except for the "fun" spells with purely cosmetic effects)Apprentice II = baseline (storebought)Apprentice III = level+1 (crafted from common harvests)Apprentice IV = level+2 (not yet in game. Quested?)Adept I = level+3 (uncommon drop)Adept II = level+4 (not yet in game. Harder quest?)Adept III = level+5 (crafted from rare harvests, recipes are in uncommon dropped books)Adept IV = level+6 (not yet in game. Long, difficult quest?)Master I = level+7 (rare drop or character advancement choice)Master II = level+8 (not yet in game. Very hard and insanely long quest?)Master III = level+9 (crafted from very rare drops, recipes are in rare dropped books)Master IV = level+10 (ultra-rare drop or awarded by GM. Artifact rarity of around one per server. Not hard-limited to just one in existence, but don't expect to ever own one of these)K this is what I remember seeing in beta etc. Now so what you are saying is that fascinate is hard capped around 22, higher levels only make the spell last longer, get resisted less etc? That being so, then Mesmerize caps at around 42 which by then we will have our level 38 mezz? If this is correct I greatly appreciate the information.

12-14-2004, 03:18 AM
<DIV>I'm perfectly happy if all Adept IV affects is resist rate and duration.</DIV>

12-14-2004, 03:23 AM
<DIV>Taelnayael I am playing lvl 30 coercer and from personal expirence I can say information about +- lvl of spell depending on quality mildly say misleading .... here hows things work in real</DIV> <DIV>Nukes - every rank +25% to base damage (base damage is Apprentice 1) in other words</DIV> <DIV>App 2 - 125%, App 3 - 150%, Adp 1- 175%, Adp 3 - 225%, Mst 1 - 250%</DIV> <DIV>Mezes aside of improvement stability (adept rare to never brake on its own) and imporvement of lure ability (aka App 1 will resist a lot more then Adp 1 on same lvl of mob) increase duration each rank by 3 second as I can say</DIV> <DIV>App 1 - 30s, App 2 - 33s, App 3 - 36s, Adp 1 - 42s, Mst 1 - 54s</DIV> <DIV>Mana to life conversion each rank increase casting speed</DIV> <DIV>Not sure what stuns gain from new ranks aside of imporving landing</DIV> <DIV>Dot gain much like Nukes +25% damage per rank</DIV> <DIV>So far in game</DIV> <DIV>App 1 - auto gain except fun spells </DIV> <DIV>App 2 - NPC mechant bought</DIV> <DIV>App 3 - player made from common reagents</DIV> <DIV>Adp 1 - monsters drop</DIV> <DIV>Adp 3  - player made from rare reagents</DIV> <DIV>Mst 1 - very rare monster drop</DIV> <DIV>Rest of qualities not in game</DIV> <DIV>We have 3 single target mez lvl 10 (Fascinate capped by lvl 25 of monster), lvl 22 Mesmerize capped by lvl 42 monsters (some reports that not 42 but lvl 43), lvl 38 mez should work on everything</DIV>

12-14-2004, 04:07 AM
Thanks again Tana, I was really hoping that they had indeed increased the level range over fascinate which is what they seem to have done.

12-14-2004, 07:17 AM
<DIV>I'm a 29 Coercer.</DIV> <DIV> </DIV> <DIV>Fighting in Runnyeye, pretty far down (Level 41 mobs), and I could land mez's, although they resisted a good number of times. </DIV>

12-18-2004, 08:33 AM
<DIV>I am currently 29th lvl and have landed sucessful mez on 39th lvl mobs, with the sucess rate at 1per 3-4 casts.   One thing that I have noticed is on named mobs 37+ it seems to reduce the sucess rate alot more.</DIV>