View Full Version : Post-patch soloing

02-02-2005, 10:54 PM
<DIV>I play a level 34 Coercer and I spend most of my time soloing or duoing.  Before yesterday's patch I was able to solo yellow solo mobs one after another with little to no down time.  Orange mobs were doable but with some down time and a fair level of risk.  One resist was a problem, 2 resists or 1 plus a few interrupts and I was running for the nearest zoneline screaming like a little girl.  The point is that I was able to solo effectively and could usually survive a bad turn of events.</DIV> <DIV> </DIV> <DIV>Enter the 2/1 patch...</DIV> <DIV> </DIV> <DIV>I went out to EL and found a white-con solo lasher.  The fight went as normal except it resisted a couple of my DDs and I failed to complete that particular HO.  No big deal... root, step back, try again.  Killed that one.  Refresh power regen and engage the next... resisted stun. Ok, root... resist.  Um, try another stun... interrupted. My health now down to 60% since I can't seem to avoid hit melee at all.  Turn and run... stunned.  20% health and sprinting for the docks... I live but barely.</DIV> <DIV> </DIV> <DIV>Rest up and notice all the new blue-con enraged wasps or whatever they're called.  Buff up and engage one.  Fight goes flawlessly. No resists and my usual cast timing only lets me get hit a couple times. They hit hard but not enough to kill me with regular attacks in two hits.  So I try another. Stun, resist. Root, interrupted. My health = 40%.. ?!?  Ok, turn, sprint for the bell.  Zone into Nek with 5% health left. </DIV> <DIV> </DIV> <DIV>Zone over to Zek and engage a green-con solo orc.  Resists just as much as the white-con lasher but has less HP, hits me for a little less.  Didn't have to run but was at 40% health when it died.  Killed a few more just to try to figure out what is happening.  Killed a couple with no damage to myself, the next one almost kills me.  These are green-con solo mobs.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>Everything I'm wearing is orange-con with the exception of 2 pieces of yellow jewelry.  My skills are all capped at level 34 and every spell I use is at least Adept 1.  The resist rates have gone through the roof and resists spell death for the solo coercer. The new 10-second HO timer, combined with resists, means I'm executing far fewer HOs.  The additional damage mobs are now doing means more interruptions, another death knell for the solo coercer.  We wear toilet paper for armor and have no innate mitigation abilities other than agility.  Agility was apparently nerfed really hard because even the green-con solos were hitting me *hard* almost every single swing.</DIV> <DIV> </DIV> <DIV>Am I the only one seeing this?  I don't see a string of complaints about it. Is it not a problem for others?  </DIV> <DIV> </DIV> <DIV>As things stand, I'm one of 2 coercers in my guild. The other doesn't play as often so I'm the one they call on when they need crowd control.  If I get aggro now, I'm a dead gnome, and aggro as a coercer is virtually unavoidable even when using hate reducers when needed and using mez/stun sparingly.  I don't want to be reduced to a breeze/haste [Removed for Content] but it would seem that's what I am now.  Until this is fixed and/or compensated in some way, I'll be playing my Guardian.  Not only can he still solo green-con solos, he can solo yellow-con group mobs effectively.</DIV>

02-02-2005, 11:12 PM
<DIV>2 things</DIV> <DIV>a) yes resist rate been horrible after patch for every spell that have rank below Adept 3</DIV> <DIV>b) damage avoidance and mitingation for solo is horrible now, fully buffed in group eviroment its ok but no where near how it was before patch (I use to able tank yellow conned mob 1 arrow up in Perma with group buffs w/o taking much damage as a coercer)</DIV>

02-02-2005, 11:53 PM
I had many more resists last night. Overall on the stuff I was fighting with the HO increase damage I was maybe coming out slightly ahead of where I'd normally be, albeit with a bit more risk. For the stuff I am fighting (Turtles in enchanted lands) it seemed a bit ridiculous for a 25/26th level coercer to solo red con (level 31 and 32's) with virtually no risk (just a little patience), so I'm not complaing too hard. However, if you are having issues with resists on blues and greens then something is wrong with the increases they made to the 30+ mobs. I know there are a lot of complaints on the non class specific boards, although not so much about resistances. Soloing though makes those resistances much more pronounced and noticeable when it's a matter of life and death that you get something to stick.

02-03-2005, 12:47 AM
<DIV>Most notable resistances problem comes with our Mez line ......</DIV> <DIV>I have Adept 1 Entrall .... now I am starting think to upgrade it into Adept 3</DIV> <DIV>In a sence it strange pathern ...</DIV> <DIV>Pack bosses and named still ok resistance wise (aka nothing been changed, I still able mez Adro and Dyrok with minimum resistance may be 1 out 4-5 casts top), but regular mobs definitly out of control. As it stands now for me to do relaible mez I need land first Adept 1 Ravage Psyche (not that easy either) THEN Adept 1 Entrall stick like a glue. So in past lvl 45 game due to long recast timer on both spell all you need to do is include ravage psyche (tash of EQ2) in casting circle. Stun tend to resist a lot more as well. Only Master 1 lvl spells still lands easy</DIV>

02-03-2005, 08:06 PM
Yes, I'm seeing a LOT more resists and interrupts. When you combine this with the fact that they have stealth-nerfed or broken XP rewards, it means my coercer is in mothballs. In fact, both toons above L30 are in mothballs.Which might be what they were trying to accomplish, after all <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" />

02-03-2005, 09:18 PM
I also noticed a lot higher resists yesterday. I was actually confused when my Daunting Gaze resisted against a green... I knew something was up when it happened two more times (in different fights).