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Unread 09-21-2005, 06:42 PM   #1
Bjerde

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I am reposting this, lots of Templars are confused about these spells.

-------------------------------------------------------------------------------

Soothe rocks. Stun is good. Mezz is ok.

Use them, this is your new utility. Skill up your Subjugation skill by using the spells....a lot.

Soothe
I wasn't sure what the practical uses of Soothe was at first, but I have used it a lot!

First, running thru zones has always been hell for us with no run buff or invis. If there is a mob in your way, hit it with Soothe and run on by. It makes getting around DoF so much easier!

While you are grouping, keep an eye out for incoming adds....I know this is not something you are used to doing....but this is your new Utility. Soothe it as the mob approaches, and it will wander on by ignoring your group. This really helps if you are fighting lvl 58^^^ giants. One add can ruin your day.

Soothe can be resisted, BUT the mob will not aggro, unless it has come into normal aggro range.

Stun (Prostrate)
When fighting in groups, throw a Stun in every once in a while. It gives the tank a break for 5.5 sec...and it is not resisted very often once skilled up (at Adept I). Attacking a mob with NOT break Stun.
Good for soloing too, throw the Stun, then a Reactive on yourself, you won't get interrupted!!

Pacify (Sign of Weakness, Debility, Infirmity)
This spell works well when upgraded and if you are skilled up in subjugation. It only lasts 12 sec, but it is very helpful when soloing.
When solo, pull with Sign of...line and while it is mezzed debuff, it doesn't break mezz.
While grouping...Mezz an add, or a mob that is attacking you from healing aggro. Mezz casts fast, make a macro so people know you are mezzing it. Attacking a mob with break Mezz.

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Unread 09-21-2005, 06:45 PM   #2
Blast2hell

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Bjerde wrote:


Soothe


While you are grouping, keep an eye out for incoming adds....I know this is not something you are used to doing....but this is your new Utility. Soothe it as the mob approaches, and it will wander on by ignoring your group. This really helps if you are fighting lvl 58^^^ giants. One add can ruin your day.

Soothe can be resisted, BUT the mob will not aggro, unless it has come into normal aggro range.



Ok, yeah, that's actually so smart and obvious I could kick myself for not thinking of it earlier.   Especially while soloing and worried about getting an add.  Thanks for the post.  I think soothe will become my new friend.
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Unread 09-21-2005, 07:38 PM   #3
Gobbwin

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Bjerde wrote:

Soothe can be resisted, BUT the mob will not aggro, unless it has come into normal aggro range.



I absoultely agree w/ everything that you said save for this one point.  I was messing around in the Croc. caves the other night and was using soothe to get by stuff, well finally one resisted it.  I was at max casting range on Soothe (which is pretty far, well out of aggro range) and it came charging at me the second it resisted as if I had casted a debuff or nuke on it.  IMO it should work this way, as this is a slight of hand sort of thing, getting caught should get you aggro.
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Unread 09-21-2005, 07:49 PM   #4
Kendricke

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Gobbwin wrote:


Bjerde wrote:

Soothe can be resisted, BUT the mob will not aggro, unless it has come into normal aggro range.



I absoultely agree w/ everything that you said save for this one point.  I was messing around in the Croc. caves the other night and was using soothe to get by stuff, well finally one resisted it.  I was at max casting range on Soothe (which is pretty far, well out of aggro range) and it came charging at me the second it resisted as if I had casted a debuff or nuke on it.  IMO it should work this way, as this is a slight of hand sort of thing, getting caught should get you aggro.



That would potentially make it work as it did in the old world, where there were two checks.  The first check was to see if the spell was resisted or not.  If resisted, there would be a second check to see if the target would attack or not.

 

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Unread 09-21-2005, 08:14 PM   #5
Whitemane

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Bjerde wrote:

I am reposting this, lots of Templars are confused about these spells.

-------------------------------------------------------------------------------

Soothe rocks. Stun is good. Mezz is ok.

Use them, this is your new utility. Skill up your Subjugation skill by using the spells....a lot.

Soothe
I wasn't sure what the practical uses of Soothe was at first, but I have used it a lot!

First, running thru zones has always been hell for us with no run buff or invis. If there is a mob in your way, hit it with Soothe and run on by. It makes getting around DoF so much easier!

While you are grouping, keep an eye out for incoming adds....I know this is not something you are used to doing....but this is your new Utility. Soothe it as the mob approaches, and it will wander on by ignoring your group. This really helps if you are fighting lvl 58^^^ giants. One add can ruin your day.

Soothe can be resisted, BUT the mob will not aggro, unless it has come into normal aggro range.

Stun (Prostrate)
When fighting in groups, throw a Stun in every once in a while. It gives the tank a break for 5.5 sec...and it is not resisted very often once skilled up (at Adept I). Attacking a mob with NOT break Stun.
Good for soloing too, throw the Stun, then a Reactive on yourself, you won't get interrupted!!

Pacify (Sign of Weakness, Debility, Infirmity)
This spell works well when upgraded and if you are skilled up in subjugation. It only lasts 12 sec, but it is very helpful when soloing.
When solo, pull with Sign of...line and while it is mezzed debuff, it doesn't break mezz.
While grouping...Mezz an add, or a mob that is attacking you from healing aggro. Mezz casts fast, make a macro so people know you are mezzing it. Attacking a mob with break Mezz.




Actually as a FYI soothe if resisted can cause Agro =D. Usually it doesnt but I tried too sooth past a sandfury last night and well it resisted and promptly came over to say hello. Odd though as its the only time thats happened. Maybe along the lines of a critical Failure or something.

I use soothe in exactly the ways you discribe both to pacify the roamers and too get past things ( handy for harvesting too )

 

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Unread 09-21-2005, 08:20 PM   #6
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Agree w/ your analysis and use those spells extensively as you described.

I want to note the natural synergy between these minor stuns and reactive healing - in a group, we lay down our reactives, maybe a quick direct heal, and there's often some time to check for an add (soothe), or create some relief for the MT (prostrate), or apply or re-apply debuffs (Sign of.., Mark of.., Involuntary.., or Hex doll).

I also want to emphasize the opening solo sequence:

1) Pull with Sign of...

2) Debuff: Mark of..

3) Debuff: Involuntary...

4) Self buff: Inrtercerssion

It's so nice

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Unread 09-21-2005, 08:31 PM   #7
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Gobbwin wrote:

Bjerde wrote:

Soothe can be resisted, BUT the mob will not aggro, unless it has come into normal aggro range.


I absoultely agree w/ everything that you said save for this one point.  I was messing around in the Croc. caves the other night and was using soothe to get by stuff, well finally one resisted it.  I was at max casting range on Soothe (which is pretty far, well out of aggro range) and it came charging at me the second it resisted as if I had casted a debuff or nuke on it.  IMO it should work this way, as this is a slight of hand sort of thing, getting caught should get you aggro.

I was going to reply saying the same thing. SOMETIMES if the spell is resisted they will aggro. I had the same thing happen as the above poster did but I've also had them not aggro on a resist as well.
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Unread 09-21-2005, 08:50 PM   #8
Bjerde

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1) Pull with Sign of...

2) Debuff: Mark of..

3) Debuff: Involuntary...

4) Self buff: Inrtercerssion

Grim, in your opening solo sequence you forgot Reproach, our most important debuff....lowers mitigation.

After thinking about it, you guys are right about Soothe aggroing sometimes. It seems random though. I have definitely had it resisted and not gotten aggro.  I have also Soothed a mob, been running by... and it turns aggro on me when I get close, but that is very rare. Seems almost a little buggy that way.

 

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Unread 09-21-2005, 09:19 PM   #9
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You must be looking at a different reproach than I am.

Reproach only debuffs physical mitigation - useless to a soloing templar. Sure, my prismatic mace hits for a few extra points of damage each swing. But in the entire fight, those few hits for a few extra points don't even add up to half the damage I do from one of our miserably low-damage nukes.

In short, casting Reproach is a waste of time and power - you are better off spending that time and power nuking.

That said, Reproach is wonderful in a group with a tank and some melee dps.

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Unread 09-21-2005, 09:49 PM   #10
Brutus2

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Grimhammer wrote:

Agree w/ your analysis and use those spells extensively as you described.

I want to note the natural synergy between these minor stuns and reactive healing - in a group, we lay down our reactives, maybe a quick direct heal, and there's often some time to check for an add (soothe), or create some relief for the MT (prostrate), or apply or re-apply debuffs (Sign of.., Mark of.., Involuntary.., or Hex doll).

I also want to emphasize the opening solo sequence:

1) Pull with Sign of...

2) Debuff: Mark of..

3) Debuff: Involuntary...

4) Self buff: Inrtercerssion

It's so nice




5) Stun (another 6 seconds of peace)

6) DoT & HOs while mob is stunned!

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Unread 09-21-2005, 10:12 PM   #11
Fildren_the_Templ

 
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Don t forget Harmony .. great spell ! 6 sec pacify area effect + lower your aggro, very usefull !

Message Edited by Fildren_the_Templar on 09-21-2005 11:12 AM

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Unread 09-21-2005, 10:26 PM   #12
Kendricke

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Bjerde wrote:

After thinking about it, you guys are right about Soothe aggroing sometimes. It seems random though. I have definitely had it resisted and not gotten aggro.  I have also Soothed a mob, been running by... and it turns aggro on me when I get close, but that is very rare. Seems almost a little buggy that way.


To restate:

That would potentially make it work as it did in the old world, where there were two checks.  The first check was to see if the spell was resisted or not.  If resisted, there would be a second check to see if the target would attack or not.

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Unread 09-21-2005, 10:41 PM   #13
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Think your under estimating Reproch here a bit . I do about dbl damage with my weapon using reproch it  goes from about 22 pts of damage to the low 40's  20 swings an extra 400 hp of damage not bad.... for what 60 power ?
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Unread 09-22-2005, 09:36 AM   #14
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Hold the phones here, harmony does an AE pacify now too?  I specifically check the tooltip popup today to see if it did but didn't see it.  Of course, I was in a good group with constant pulls coming in.  So, I might have not caught it.  If that's the case, that could be very useful for an evaccing group in dire need of all damage needs to stop now type of thing.  With our new aggro, I have noticed myself using Harmony more often now.  What tends to end up happening though is that the mobs head for the nearest mage to give them some love.  Oops!
 
 
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