Well first off thanks for all the replies and tips. I will try to answere to most of your replies: Teaming: Coercer being great for raids is another issue. I'm very far from this, so my main issue right now is limited to the solo and team abilities/usefulness of a coercer. Some of you mentioned that it would be possible to keep up the whole team with power which makes them able to grind without resting. Well I personally have no idea how this can be done, I currently got the following spells for power regen for others: (I hopefully don't mix it up now, since I got the German language client): Refresh Master II Consuming Thoughts Master I Mana Cloak (Apprentive IV) Mana Flow 5/5 I use Conusming Thoughts and Mana Flow immediately when they are up again. But I still have no chance to keep up the whole team with power, especially power eating classes - so am I doing something wrong or missing an important AA or spell? Many also said that they disagree with my statements regarding the usefulness of specific things, like the infight refresh line, stuns, etc. Well they ARE indeed nice to have, but my point was that the usefulness of a coercer at my level does not cut the additional damage of a damage dealer, since even when the team has got more downtimes, they still do much more damage. Much more kills and more downtimes vs. much less kills and less downtimes. And instead of stunning/silencing/etc. the mob, a damage dealer just smacks it down much faster - tank gets less hit. So summed up, DD vs. coercer is not a risk for more xp vs. safety for less issue at all. More damage for the team does as well make it more safe. I believe that many are aware of the power of mezzes. It's just that in a grind team with a tank that does his job right, a mezz is not necessary. Not for encounters because of slowing the killing speed down, and rarely for adds. Infact, a good team would solely make the healer end up with slightly less power in the end when an add is not being mezzed. And yes, there are situations in which I as coercer saved the team by using mezzes, charms, roots, stuns, etc... But this solely occurs in a mixed up pickup team with ppl who do make many mistakes. But I don't want to have a class which solely shines in pickup teams.
Soloing: First off what I would like to hear is the way you personally solo with your coercer. Secondly, I personally do have big problems soloing any kind of same lvl/low level named mobs - which could be easily killed by other classes. There are two different situations: - solo named mobs: I get myself a caster pet that I put on /pet ranged. I try to perma root and stun the named (stun whenever my root is 50% of recharge) as much as possible while watching my power and recharging whenever the power skills are up. During the recharge times of stun/root/powerspells/magic AC debuff, I'm unloading my damage skills. This has never worked so far because the named mobs always managed to break the root. I root again run back but after some time it breaks again. Until I'm dead. Max I can do is getting the green/blue named to 20%. This is with a Master I root and some Master I dmg spells, as much as I could afford. - grouped named mobs: the same as above but even worse. Because I have the additional risk of a resisted group mezz.
SIDENOTE: is it possible that one of the aoe mezzes is bugged? Dreadful Awe that is, which I just got. When I use a regular aoe mezz, the mobs are mezzed. When I reuse it while it's running, the timer of the mezz jumps up again for the whole encounter as intended. When I now use the mentioned aoe mezz, Dreadful Awe, the following happens instead: I use it once, whole encounter mezzed. When I then use it for a second time while aoe mezz is still running (to renew it), the mezz timer solely goes up for the single target I have selected instead of the whole encounter - so I then end up with solely one mob being mezzed and the rest of the encounter being unmezzed (and no, they didn't resist it). Soloing greens works good with pet and power spells, can't say anything about that. Blue ones work too but more risky. Heroic ^^^ I have no chance, greens solely with luck (see green nameds above), green group encounters are ok but in the end too dangerous since I often face a situation were something doesn't work as intended and get killed, so I stick with single green/blue mobs. So I need very long to find a fitting level spot, which make me, in the end, go back to teaming. Two other things I would like to ask: 1) How can I prevent the mob from breaking my root? And how can I make the mob resist less? Is there an ability which is responsible for these two things? I currently try to get my int as high as possible for more damage and a bigger pool. Stamina comes next for more HP. Now what's about wisdom? Some say it is important, but according to the description it solely increases my resists - are there some hidden effects which aren't listed? 2) I hear the word subjugation very often. Since I'm German, I do not know what this word could refer to. Please explain 