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Old 06-30-2009, 04:05 PM  
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Default Re: Coercer usefulness after the next EP...

I can live with them taking away DPS as long as they give us something to do in its place like CC as others have said.

As far as Amnesia and Thought Snap, there is a discussion about them as well as a few other abilities here: Mob Immunity to Target Locking

It does suck that we are given an AA ability and multiple places to put AA into another ability that are rendered useless by every single mob in TSO and almost every mob that I've seen doing old RoK raids, would be nice to either see them be made useable, or changed in some way.
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Old 06-30-2009, 08:14 PM  
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Default Re: Coercer usefulness after the next EP...

i demand it to be replaced by feign death. as a fun spell at least :-)
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Old 07-10-2009, 11:02 AM  
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Default Re: Coercer usefulness after the next EP...

I recently switch my main from a coercer to a gimp ass mystic, for now anyway.

The coercer changes don't dissappoint and the primary function of the enchanter, as we all know, is of course crowd control. Implimenting DPS was a 'cheap' attempt to fix the CC immunizations in earlier expansions. While the dps is good to have, such as healers being given aa lines that increase their dps, they have again reverted to the same problem we had in the first place.

They made control effects at a severely reduced duration which do not provide any relief during a raid, because npc racial spells will cast through control effects as stated in one LU.

I can't give an opinion on how to fix it, just basically restating !! as I gravitate towards.

For the thing about raidwide buffing, can you supply a link to the information, I am not as 'well' informed as others, but I believe that with server populations slowly decreasing as in any game with a long lifeline, you will see less and less of specific classes and need to be readjusted for the amount played.

(i.e. bards having RW buffs, but still roll with 2 dirges and sometimes 3 because of debuffs. Enchanters should still maintain a level of extended functionality past the upcoming and possible changes.)

The hard part, is speculating creates rumors, and rumors create worry, then worry creates quitters. Just keep an open mind about it imo. For better or worse the enchanter will still be a sought after class.
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Old 07-12-2009, 12:48 PM  
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Default Re: Coercer usefulness after the next EP...

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I wonder how many enchanters will stick around once our role is CC/power regen again and our dps goes down the tube?
I'll stick around and actually be pretty damned happy. I signed up to do CC because I thought it was interesting and fun, otherwise I would have played a wizard.

My only concern is that SOE will fubar it, they will get the CC aspect all wrong AND nerf us out of the dps slot, making us broken again. This is my prediction.
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Old 07-12-2009, 04:04 PM  
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Default Re: Coercer usefulness after the next EP...

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I'll stick around and actually be pretty damned happy. I signed up to do CC because I thought it was interesting and fun, otherwise I would have played a wizard.

My only concern is that SOE will fubar it, they will get the CC aspect all wrong AND nerf us out of the dps slot, making us broken again. This is my prediction.
I made my Illusionist back during early EoF and my Coercer more recently. It was all about buffs and dps, with a little CC now and then as needed. I'd think CC was well down the list for anyone that's made a chanter over the past 3 years or so (at least raiding chanters), probably higher for someone who made a chanter early in the game before things were changed much long ago.

Last edited by bmg2; 07-12-2009 at 06:44 PM.
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Old 07-12-2009, 10:10 PM  
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Default Re: Coercer usefulness after the next EP...

I originally made my coercer as utility, bout 6 mo after launch. Mezzing always just felt like another form of utility.
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Old 07-13-2009, 03:03 AM  
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Default Re: Coercer usefulness after the next EP...

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Originally Posted by B.E.K.K.A.M. View Post
The coercer changes don't dissappoint and the primary function of the enchanter, as we all know, is of course crowd control.
Going to have to disagree with you here. You can't call our primary class function to be crowd control when the amount of crowd control on raid situations is approaching zero.

Crowd control was meaningful in contested dungeons where wiping meant possibly as long as an hour to get back to your position. Now that we have primarily non-respawning instances crowd control is mostly a relic of a another time.
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Old 07-13-2009, 11:51 AM  
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Default Re: Coercer usefulness after the next EP...

I completely agree here, the whole structure of the game has shifted to where even if a mob was CC'able, you're still better off dpsing and killing it. Why CC when you can kill, and if something goes wrong, you just run back down to your position.

I do miss the days of ganking mobs in contested dungeons! That was one of the things that actually made me want to play this game outside of raiding
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Old 07-13-2009, 02:32 PM  
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Default Re: Coercer usefulness after the next EP...

I started raiding back in KoS. I was my guild's only enchanter. When I joined they were still working on clearing Labs for the first time, and basically my only real job was to buff the off-tank (we ran a dirge and an SK for the extra mit in the MT group back then) and follow the group until we got to the the point where I needed to mem-wipe Alzid and die.

If I clicked my little heart out for the whole raid and gave them the full benefit of my mighty 400 DPS, well that was good too, but my only real job was to cast buffs and prepare to die.

Back then, every raid zone (except maybe Deathtoll?) has one encounter that required me to attend for either crowd control or Amnesia. (The other 2 raid zones had encounters where mez and/or charm helped.) I was bored out of my mind.

I don't really want to go back to the days of feeling useless taking up a raid slot for 90% of the raid, only to use 1 game changing spell for 1 encounter near the end. What we do now (buffs and DPS) is a lot more fun. If they *add* a need for crowd control, great, but I really hope we don't go back to thoroughly gimp DPS to get that.
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Old 07-13-2009, 10:01 PM  
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Default Re: Coercer usefulness after the next EP...

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I started raiding back in KoS. I was my guild's only enchanter. When I joined they were still working on clearing Labs for the first time, and basically my only real job was to buff the off-tank (we ran a dirge and an SK for the extra mit in the MT group back then) and follow the group until we got to the the point where I needed to mem-wipe Alzid and die.

If I clicked my little heart out for the whole raid and gave them the full benefit of my mighty 400 DPS, well that was good too, but my only real job was to cast buffs and prepare to die.

Back then, every raid zone (except maybe Deathtoll?) has one encounter that required me to attend for either crowd control or Amnesia. (The other 2 raid zones had encounters where mez and/or charm helped.) I was bored out of my mind.

I don't really want to go back to the days of feeling useless taking up a raid slot for 90% of the raid, only to use 1 game changing spell for 1 encounter near the end. What we do now (buffs and DPS) is a lot more fun. If they *add* a need for crowd control, great, but I really hope we don't go back to thoroughly gimp DPS to get that.
I started in late DOF, but I will echo this sentiment. When I really got serious about raiding, this scenario above just about perfectly describes it. I didn't hate it by any means, but I'd have to say that I feel much more integral to my raid force now.
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