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06-29-2009, 12:31 PM
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Coercers are Bananas
Character: Revel
Server: Unrest
Posts: 958
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Re: Coercer usefulness after the next EP...
Well, it's a concern but every raid needs at least 1 coercer, which is not that different than it is now. It might be the multiple illusionists that get boned. Depending on whether they make enraging demeanor 1 target, or 4 targets, or somewhere inbetween, there still may be use for multiple coercers in a raid. (The only example of a buff they made multi-target was illusionist Time Compression. No one knows about the other enchanter buffs. Bard buffs are raidwide, but you can still use at least 3/2 unless durations of Chimes/Maestro and amount of concentration changes).
Say you do have 2 coercers in your guild, and the worst imaginable scenario (perhaps?) does happen by making the one coercer able to buff everyone in raid, single target ones being able to be applied on everyone, the group power regens on everyone, multiple enraging demeanors from one coercer per group or whatnot. Well, having extra concentration to do all the links and the impetuses across the raid makes 2 not useless, although it would be a luxury. I don't see channel or mana cloak being raid-powered still, so that at least helps some. At worst we might actually finally get troubadour buffs since they're raidwide.. doesn't that sound nice?
I never signed up for a dps-based role, but it was given to us since we were a class in need of lots of love. And since that time, they have been scaling us back, it's true. We'll likely get some lousy crit coefficient. But I don't mind doing true crowd control if it remains actually useful and necessary, over doing dps.
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Last edited by Revel; 06-29-2009 at 12:34 PM.
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06-29-2009, 04:33 PM
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Heart/Shard please
Guild: has gone linkdead
Server: nek
Posts: 607
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Re: Coercer usefulness after the next EP...
im waiting and seeing before i get worried.. theres no reason to get all stressed before we actually see how things are going to pan out... need much moar info/beta before we can see exactly what they have in mind and the extent of the changes...
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06-30-2009, 06:05 AM
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Visitor
Character: Kehrer
Posts: 29
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Re: Coercer usefulness after the next EP...
i only believe them making crowd controll an issue again when i see it implemented :-)
they spent years making crowd controll a farce, nerving every single interesting aspect/spell because they thought it beeing potentially to powerfull...
I guess its more likely they´ll just throw as a bone (1-2 encounters) to compensate dps losses. then after a while they´ll nerve those 2 encounters too cause people complain you cant do them without a chanter :-)
if they really want to implement crowd controll again they have to live with it beeing potentially very powerfull. who knows...
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06-30-2009, 06:10 AM
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Visitor
Character: Kehrer
Posts: 29
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Re: Coercer usefulness after the next EP...
and whats up with that line in the preview news @ eq2wire anyways... The EQ2 Wire (under header eq2 potpouri)
Bruisers/Coercers – Drag, thought snap are so overpowered we have to disable them or mobs are trivialized
--> what the hell s that supposed to mean? i thought thougnt snap doesnt work on anything interesting anymore anyways.
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06-30-2009, 10:46 AM
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Coercers are Bananas
Character: Revel
Server: Unrest
Posts: 958
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Re: Coercer usefulness after the next EP...
There was a time that nothing was thought snap immune. And, I was specced for it and used it on memwipe mobs...
But it was hardly overpowered. It gave tanks a 7 second window to get their crap together but generally confused the heck out the tanks because they thought they had aggro only to lose it again as soon as the 7 seconds were over. Further, it resisted much more often than any other spell I had - I remember a 40% hit rate on Avatar of Justice.
It's more accurate to say that they're too lazy to test every encounter to see if it would break it or not. It did break some encounters, like Doomcoil in PR. There are others, but it's been so long I can't even remember.
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06-30-2009, 10:57 AM
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Agent Smith
Character: Agaxal
Server: Kithicor
Posts: 1,056
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Re: Coercer usefulness after the next EP...
I'm just hoping they can replace it with something else when they re-do the KoS/EoF trees. Same goes for memwipes.
At this point, I don't care, as long as I can put it on my hotbar and use it once in a while.
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06-30-2009, 12:02 PM
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Visitor
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Re: Coercer usefulness after the next EP...
Quote:
Originally Posted by agressiv
I'm just hoping they can replace it with something else when they re-do the KoS/EoF trees. Same goes for memwipes.
At this point, I don't care, as long as I can put it on my hotbar and use it once in a while.
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Like amnesia, right?
14 days before I get the master of it... woot?
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06-30-2009, 02:44 PM
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Agent Smith
Character: Agaxal
Server: Kithicor
Posts: 1,056
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Re: Coercer usefulness after the next EP...
exactly. I paid like 75pp for mine the week before they made everything memwipe immune.
agressiv
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06-30-2009, 03:00 PM
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Short Fuse
Character: Valdrane
Guild: Jund Ramp
Server: Card Games>EQ2
Posts: 1,246
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Re: Coercer usefulness after the next EP...
From what I gleaned off Aeralik, all the AA group buffs and the temp buffs will be Raid-wide as well (Bar Channel, because everyone knows that'd be OP). I don't necessarily expect Hate Gain to become like them. TC, CH, IA, Battle Cry and Tempo will all work the same way. (So... if you're in the MT Group, expect to get UT from now on :D)
As to the Drag/Thought Snap question, I was the one who actually asked about it.  Basically, with Drag and Thought Snap enabled, any mob that has a mem-shift, you could effectively ignore certain parts of certain scripts. They plan on making it useful on some mobs in SF, but most likely not all.
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Formerly Valanthe; new Sig Soon!
Last edited by Valdrane; 06-30-2009 at 03:03 PM.
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