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Unread 05-16-2005, 08:13 PM   #1
ootpek

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Out of 5.5 hours of logs I have available so far.  I cast charm 127 times and did 157664 damage just from the pets.  1241 damage per cast.  For a level 37 spell I'd say thats a pretty good spell...especially considering it's low cost.  Comments? Whats the damage per cast for other Mage class spells?  ie: Whats the most efficient Wizard spell and how much power and what level is the spell?
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Unread 05-16-2005, 08:51 PM   #2
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ootpek wrote:
Out of 5.5 hours of logs I have available so far.  I cast charm 127 times and did 157664 damage just from the pets.  1241 damage per cast.  For a level 37 spell I'd say thats a pretty good spell...especially considering it's low cost. 

Comments?

Whats the damage per cast for other Mage class spells?  ie: Whats the most efficient Wizard spell and how much power and what level is the spell?



Does it really matter....I mean....A Wizards spell can't all of a suddon turn around and start pounding on them now can it? SMILEY

Beguile is an OK spell at best. I like using it in my Guild Groups.

Message Edited by Bravnik on 05-16-2005 09:51 AM

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Unread 05-16-2005, 09:32 PM   #3
ootpek

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Thats just my point...it DOES matter. Sure you can buy that Porsche 911 Turbo and drive it to the grocery store weekly and never get above 20mph or even have the turbo kick in. But would you?  A Coercer without charm is like that.  Why bother...just go buy a Chevette and use it. 
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Unread 05-16-2005, 09:34 PM   #4
TooFarGo

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Immolation (lvl 38 i think)  and Ice Spike (lvl 19 I think)  are the most efficient I have right now (45 Wizzy) The only problem with Immolation is it is a longer recast time, while Ice Spike can be cast time after time after time.  Ice Spike is a level 19 spell, so of course its damage cant compare to Immolation. But it's very efficient.  Both are more effecient when you debuff your target. I'm at work so I can't give you stats =P

Message Edited by TooFarGone on 05-16-2005 01:35 PM

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Unread 05-16-2005, 11:03 PM   #5
Azamien-Dermorate

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ootpek wrote:
Out of 5.5 hours of logs I have available so far.  I cast charm 127 times and did 157664 damage just from the pets.  1241 damage per cast.  For a level 37 spell I'd say thats a pretty good spell...especially considering it's low cost. 

Comments?

Whats the damage per cast for other Mage class spells?  ie: Whats the most efficient Wizard spell and how much power and what level is the spell?



157664/127 = 1241.44 damage per cast
IF average duration is 35 seconds then
1241.44 /35 = 35.469 dps per cast
 
Thats not bad at level 37 ... but I wouldnt call it great either
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Unread 05-16-2005, 11:11 PM   #6
ootpek

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But it would change with different mobs.  I'm working on finding more damaging mobs to charm now. As an aside...in Tombs of Night charming a albino snake and then putting Illusion Ratonga on him makes for one HUGE rat.  Freaked out my whole group.  haha. 
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Unread 05-16-2005, 11:14 PM   #7
Azamien-Dermorate

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ootpek wrote:
But it would change with different mobs.  I'm working on finding more damaging mobs to charm now.

As an aside...in Tombs of Night charming a albino snake and then putting Illusion Ratonga on him makes for one HUGE rat.  Freaked out my whole group.  haha. 



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Unread 05-16-2005, 11:18 PM   #8
ootpek

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No really...the rat was as tall as the cave!
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Unread 05-17-2005, 12:29 AM   #9
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Are you just charming a mob and bringing it with you everywhere while you xp?  Charming within an encounter seems pretty negligible to me.
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Unread 05-17-2005, 12:39 AM   #10
Tanatus

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lvl 37 spell at lvl 42 mmm

Here is warlocks attack at lvl 42

Nil Distortion (lvl 37 spell) do ~1300-1900 a pop ... every 18s  ~50 power per cast ...

BSS (class trait lvl 30) ~800-1100 damage a pop every 9s ~90power cost

Noxious Bolt (lvl 30 spell) ~650-850 damage every 6.5s ~70power cost

Dark Pyre ~294-496 damage every 2.0s ~57power cost
 
Negative Absolution lvl 20 AE - 280-342 up to 5 targets (total 1400-1710) around 70 power to cast
Nul Absolution lvl 34 AE ~256-352 +~150-180 DoT up to 5 targets (total1530-2660) ~90 power to cast
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Unread 05-17-2005, 03:12 AM   #11
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Charm is only useful if you are bringing a seperate mob into the battle and it can do a bit of damage if it is on a ^ mob. Charming a mob in the current encounter is pointless as it will actually make the battle longer regardless of the damage it does. All AoE spells will not effect it as it is now an ally and there are some wicked AoE spells out there, so after the non-charmed mobs are killed the group then needs to sit around and kill a fully buffed mob with full health. This will take longer than leaving it alone to be effected by AoE spells. You also must keep track of how long you have had it charmed for because the good mobs worth charming can kill you in about 2 seconds, 36 seconds is no where near enough time and we should be able to chain charm. If your needed to Stun or stifle or Mez or anything and your charm is about to expire you will find yourself in some trouble.

For example, I had a charmed ^ mob going. The only healer we had got aggro and was asked to Mez mob at about same time charm was about to run out, healers health was about 50% so I mezzed mob, charm expired and I died in about 2 seconds cause of interupts. Cause I died I think Mez stopped healer died, charm stopped group dead. If I had not charmed the mob we would have easily survived.  

The risk does not outway the damage, the damage does not outway the longer battles. Charm is still a fun to use spell and thats it

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Unread 05-17-2005, 01:24 PM   #12
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Charm is inherently situational, and risky, so if it does lousy damage, why cast it at all?
 
 
To balance charm, it would need to be significantly better than the warlock lvl 37 nuke or the wizard lvl 39 one..
 
Both does about 25-50% more damage right now.
Both does not buff the mob with all of your groups buffs including resists, haste, hp, stats and ac
Both does not protect the mob from all AE damage
Both does not protect the mob from all AE debuffs
Both does not give the (cloth wearing) caster incredible aggro
Both does not give the caster serious issues 20 seconds later at expiration time
Both can be used in all fights, and does not require multiple targets
 
 
If you have a spell that can potentially cause a group wipe,
and the potential reward is less than ONE shot from a nuker,
costing 54 mana from a warlock, how good is it again?
 
 
Right now, i would rather have illusion:gnoll than charm, it would be just as usefull, and alot more fun.
 
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Unread 05-17-2005, 04:56 PM   #13
ootpek

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Ok...instead of glass half empty I'm going to look at things as half full... Ok...so my charm at 52 power putting out 1241 dmg on average is basically the low end of a Warlocks Nil Distortion spell.  At the same time my pet is outputting 1241 dmg it is NOT outputting 1241 dmg on me and my group.  Charm serves two purposes this way. I will not listen to any "Charm is only useful" under certain labratory conditions.  That is just wrong.  With a little imagination you can make charm your method of CC and also put out respectable damage.  Group pulls 2^...I charm 1. Group pulls 4 non arrow...I charm 1, 2 or 3 if I'm really ambitious. Group pulls any generic mess of mobs that shouldn't be a problem...ie:low and easy... and there's a single mob standing by near...charm it and keep reusing it til the encounter is dead. Group pulls something HARD or with LOTS of mobs or BOTH, by accident and the crap starts hitting the fan, AE mez, charm charm charm charm.   Burst DPS with 3 charm mobs can top 5K in 40 seconds and thats when I was level 37.  When I charm...keeping track of the time is usually a non-issue.  Either I'm going to recharm using my charm refresh tactic, or I'm going to set my pet free and stun it anyway cause he's next.  Yes I said set free...36 seconds is sometimes too long for me even.  In a group situation it's easy to NOT have aggro even if charm falls and you're not ready.  You're just not letting the MT get enough aggro.  My cleric would have gotten his mez to save him, and when charm broke my pet would be on the MT most likely.  90% of the time anyway.  I don't really keep track of that, I just do it now. Sure there is risk...it's minimal in a group situation, aggro management, recharming my way will minimize the risk.  The damage the mob does is not the only benefit, incoming damage being reduced is also a benefit in situations where that extra mob might actually cause real damage...ie: a harder mob not an XP grind...the whole formula is more than just Risk Vs Dmg Output.  Add in the CC component of Charm and you have more than just a fancy dot.  "To balance charm, it would need to be significantly better than the warlock lvl 37 nuke or the wizard lvl 39 one.."   Both does about 25-50% more damage right now.   (And neither reduce the amount of damage the mob puts out) Both does not buff the mob with all of your groups buffs including resists, haste, hp, stats and ac  (This is a bug in my eyes, if I see evidence that it happens I bug report it.  Note: I don't SEE that evidence all the time) Both does not protect the mob from all AE damage  (Honestly if you're AEing, you're fighting wimpier things than I like) Both does not protect the mob from all AE debuffs  (Ditto) Both does not give the (cloth wearing) caster incredible aggro  (Aggro management and timing.) Both does not give the caster serious issues 20 seconds later at expiration time  (It's 35 seconds) Both can be used in all fights, and does not require multiple targets  (If I wanted to do the same thing EVERY fight I'd be a tank or a wizzy and bored out of my mind)     If you have a spell that can potentially cause a group wipe, and the potential reward is less than ONE shot from a nuker, costing 54 mana from a warlock, how good is it again?   The reward is more than just the DPS like I said above. 

Message Edited by ootpek on 05-17-2005 06:00 AM

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Unread 05-17-2005, 05:46 PM   #14
Orki who Pos

 
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.

Message Edited by Orki who Posts on 05-17-2005 03:47 PM

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Unread 05-17-2005, 05:47 PM   #15
Orki who Pos

 
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>Group pulls 2^...I charm 1.
Grats on prolonging the fight with 50% this increase the chance of needing CC, and increases the effect of your breeze spells, since the group wont enjoy out of combat regen.

>Group pulls 4 non arrow...I charm 1, 2 or 3 if I'm really ambitious.

Grats on making the fight 2x or even 3x as long, now that takes effort!

note: in a really really low damage group, there might be a point to this..

> and there's a single mob standing by near...charm it and keep reusing it til the encounter is dead.

Now you'r intentionally _pulling_ adds?

 

>Group pulls something HARD or with LOTS of mobs or BOTH, by accident and the crap starts hitting the fan, AE mez, charm charm charm charm.   Burst DPS with 3 charm mobs can top 5K in 40 seconds and thats when I was level 37. 

I can see situations where this could be usefull, but truth to be told, i'm pretty sure i'd rather yell evac than take the risk..

btw: that amazing burst dps is 5000/40=125 dps.. a warlock dont get below 200, even when slacking and stunning.

I'll grant you that there's some CC benefits in this situation, but you'r also buffing the mobs by quite abit, and preventing AE's.


>90% of the time anyway.

That is exactly the point, those 90% can be increased to 98% by not charming.The real fun is when a group-buffed orange mob turns on you with a barrage, that single arrow mob now hits like a double arrow one, especially with a bard in the group.


>...in situations where that extra mob might actually cause real damage...ie: a harder mob not an XP grind...

Does your charm work on double arrow mobs? because frankly, i cannot recall a situation where a non-red single arrow mob presented a serious risk.


 
>Both does about 25-50% more damage right now.   (And neither reduce the amount of damage the mob puts out)

Trust me on this, a dead mob has a very low damage output, and a mob without two arrows goes down in one broadside from a wizard/warlock past 40.

 


>if I see evidence that it happens I bug report it.

For fun, cast a dispell on the mob after charm breaks, it will dispell your groups buffs, for a good reason.

 

>Both does not protect the mob from all AE damage  (Honestly if you're AEing, you're fighting wimpier things than I like)

My warlock/warden duo takes down ORANGE groups of 3-5 mobs at a time, alone, and have done so since 35, it got alot easier at 37&40.

- NO cc needed, no tanks needed. (no more than 3 without rooting if they have barrage)

- Interrupts makes it less efficient than having a tank, but it works.

 

There is no reason to take mobs above barely red in a group, since you WILL miss more, and it WILL give less reward over time.

Basically, if you have a sorcerer, you AE on big pulls. If you have a zerker, same deal, and so on. Hell even my warden has a 220 points AE nuke.

 

> (If I wanted to do the same thing EVERY fight I'd be a tank or a wizzy and bored out of my mind)

I'll take 200% damage in 100% of the fights with 2% risk over 100% damage in 25% of the fights with 10% risk, i think most would... but then again, it's less fun when it's not risky.

 

If i want risky things with my duo, i go for blue group x2 mobs, i die ALOT against those, but it's tons of fun, and i'm getting to a point now where even one group of adds dont equal instant death.

(On a side note, i've seen a guardian soloing them, so i guess headhunters arent all that scary, but they'r fun with root&shoot&snare&heal&canibalize)

Message Edited by Orki who Posts on 05-17-2005 03:48 PM

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Unread 05-17-2005, 06:22 PM   #16
ootpek

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I guess it just comes down to how you like to play. I play a Coercer because of what I CAN do.  Offence, Defence, Save Everyone Once in awhile, variety. You now play a warlock because of what HE can do.  Dmg dmg dmg dmg.  *yawn* Enjoy. SMILEY
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Unread 05-17-2005, 07:01 PM   #17
Orki who Pos

 
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It's a good thing you enjoy the coercer still, the point i was trying to make is that, where everyone thinks the grass is greener on the other side...

Right now, you'r standing in a desert looking at an oasis.. and there's actually grass there

The other guy has all your cookies, and some better ones of his own too.

 

>I guess it just comes down to how you like to play.

Indeed, i prefer bringing power to the group, being a good addition, playing a class where skill matters, and not just a buff-bot.

In early eq1, a good cleric mattered alot, then complete heal chains started and my cleric stopped .. later on a puller (monk) or a chanter was the great thing..

those were the classes i played, in eq2 i thought it was the day of the chanter, it wasn't.



>I play a Coercer because of what I CAN do.  Offence, Defence, Save Everyone Once in awhile, variety.

That is why i MADE my coercer too, unfortunately, it's not how it panned out in EQ2.

>You now play a warlock because of what HE can do.  Dmg dmg dmg dmg.  *yawn*

This is the most common misconception of all, and sure, many warlocks plays just like that.

 

I'll list it abit differently:

 Offence - warlock wins, hands down, this is what you see.

 Defence - it's allmost tied, superior stuns (alot faster recasts, and more stuns) and unbreakable area roots (non encounter based) are imho superior to mez, stifle and charm. (This is in my opinion, based on playing both, and on having 4 chars past lvl 37)

Buffs - coercer wins, hands down. breeze is better than the proc buffs, and warlock power drains.

Save Everyone Once in awhile - Tied, and this is the suprising part..

 

Between unbreakable roots and stuns, warlocks can do so much more than you see most doing.

Did you know a warlock can chainstun a mob like this: 4 secs stun, 10.4 secs stun, 3.9 secs stun, 4 secs stun, 8 seconds without stun, 4 secs stunned, 8 seconds without stun, repeat from the start.

- the mob is fully stunned 2/3rds of the time, including the first 22 seconds, where it is most likely killed, and can be rooted when it's not stunned.

(Wizards gets half stuns, half stifles, and can actually show even better numbers here, if you consider a stifled mob a non-threat)

 

The AE root alone is also more of a life saver than mez would have been, due to being unbreakable, and non-encounter specific.

 

>variety.

warlock: damage, ae damage, stuns, roots, proc buffs, (mana taps/transfers)

wizard: damage, ae damage, stuns, stifles, roots, proc buffs, mana transfers, evac, (mez)

coercer: mana buffs, stuns, stifles, mana taps, mez, (damage, root, charm, in that order)

(listed in order of usefullness)

 

When looking at those lists, i'm sorry, but i have to say the sorcerers are the more varied classes.. what can you do again besides mana buffs, damage mitigation and CC?

The point is, your CC isn't better, your damage is ridiculous, and your mana buff is nice, especially if people dont have drinks and mana regen items.

 

Aah.. and i allmost forgot, we were killing a named in feerott with a ^ and a non arrow add, some trash mobs came in as adds..

The group was allmost out of power when only the white con named mob was left, and it WAS tearing the tank a new hole...

Nothing my enchanter did compares with the feeling of saying "everyone stand back from the mob, i'll kill it, just sit down and enjoy"

My enchanter in the same situation could have stunned it, asked people to stand back, and have kept it mezzed while they gained mana, or perhaps the group wouldnt have been out of mana in the first place (they would due to low damage).. it's not in the same ballpark.

While it'll prompt responses while "nice work" and "good thinking" it wont get responses like "[expletive ninja'd by Faarbot]!" or "this is just wrong on so many levels"

I'll take power where it's granted, and charm / coercers, just isn't it with the current state of the game.

 

 

 

Anyway, back to the topic... beguile is NOT what balances the classes, unless it stops buffing the mobs, AND works on ^^ mobs.

If nothing else, this post, by someone who's obviously very skilled at it (and better than me i'd guess), confirmed it for me.

 

 

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Unread 05-17-2005, 08:17 PM   #18
Tanatus

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Ooptek not even close ....
Charm 36second ~1300 damage
Warlock with any give spell get more then that because over duration of 36second I will hit target 2-3 time with Nil Distorion (recast 18s) = 2600-3800 damage, chain casting lowest damage spell Dark Pyre give 2646-4446 damage
Truth to be told if you got swarmed with mulitple pack encounters (say 3 group of miners with 2 shift bosses total) - best solution is have warlock with PBAE root for 36s
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Unread 05-19-2005, 04:48 PM   #19
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with that damage, do you take into account the increased time it takes to kill your pet due to it having all the group buffs? or the decrease in damage you created by nullifiying everyones AoE's

It may do some damage, but when adding in the negitaves, why bother casting at all...

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