Here is the evidence:
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We realize that Coercer charm is too unreliable, and the spell folks are working on it. Control spells are receiving a thorough pass to address issues like this.
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Steve Danuser, a.k.a. Moorgard
Game Designer, EverQuest II
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and this report from the community summit:
"It seems mages will get the biggest spanking from the future nerf paddle, though mages profitted overmuch from the changes in the first place by any reasonable assessment. Enjoy that 50-second root that cycles every 6 seconds while it lasts, for soon the chain-permaroot will be no more."
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Personally, I don't believe our root deserves to get nerfed. I admit to using it to solo some heroics without getting hit. However, I also die doing this maybe 20% of the time to multiple resists (gambling on a recast instead of immediately running away, or fighting in an area with too many mobs to run away), and run away maybe another 20% of the time. The 60% of the time I am successful, I get no faster exp or loot than killing multi-mob solo encounters, because it takes a lot longer to kill them. I know from chain killing such mobs in a group that the chest drop rate is pretty low and the loot mediocre, and doing them solo is no way to rake in the loot. The only real reason to do this is to finish quests solo.
The problem will be, if they nerf our root, how do we solo? The combat update heavily nerfed my avoidance and durability, I die very quick now when a mob starts beating on me. Back to mezz/nuke? Yuck. If we have to stick to mobs our personae can tank, that takes us back to a pretty feeble soloer. I dont think beefing up our personae's tanking ability is the right answer, as we are not summoners. For tougher mobs, root based soloing with a lot of risk if it resists is the right balance for us, in my opinion. I think the risk/reward is currently fine on our soloing with root as it stands.
Message Edited by Roxxanne on 10-12-2005 11:08 AM