Coercer
From EQ2-Daily.com EQ2 Wiki
| Coercers are a class within the Mage archetype. Enchanters (illusionists and coercers) specialize in controlling others. |
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Main Abilities
We are the masters (along with Illusionists) at crowd control. This means that in a fight either solo or grouped we can stun, mesmerise and root enemies which basically allows the group members to attack a single target at a time. This is especially useful if group members pull aggro from the main tank or additional enemies join the fight.
We do not do massive damage but we are most useful in groups for the following abilities:
Crowd Control abilities
We have a single Mesmerise spell, 30 second duration and will only break if the mob is hit by a direct damage spell or resists the initial cast.
We also have a group mesmerise spell with a 14 second duration and will mesmerise a group of 5 enemies (they must all be in the same group). This requires a thought stone to cast and these are gained by using one of our other spell lines.
We have a root spell that roots of 34 seconds but has a chance to break if the enemy receives any damage. Part of the root blurs the vision for 12 seconds but after that the enemy can attack with ranged weapons or spells.
We also have 2 stuns that last for around 7 seconds and one reduces our hate and the other reduces the targets power over the time the spell is active.
We also have another direct damage spell that has a chance to root the target.
Damage Over Time abilities
We have a number of DOT’s that can deal damage over time for the duration of the spell, drain power over time and regenerate our power.
We also have 2 spell lines that work as DOT’s but are reactive to the target. One that we cast causes the target to be hit for a large amount of damage every time it hits a group member for up to 3 attacks. The other does a similar thing but for every point of power the target uses we can damage the target. If these spells are active when the target dies a thought stone is summoned.
Buffs
We have a number of buffs that are invaluable to a group. The first one and the most important for us is the power regeneration line. It’s a group spell and will regenerate power for all group members.
We have other spells that we can cast on individual group members, one is a hate gain and is very useful on the main tank. The other increases auto-attack DPS (not actual haste like the illusionist line).
We have other buffs that reduce resistances of the targets and enhance the group members power.
We also can silence the target for 12 seconds and is very useful against casters.
Charm
We also have an ability to charm an enemy and use them as a pet. This can be useful when you are soloing and in certain groups can be useful.
A couple of points need bearing in mind.
- The charm can be resisted and can periodically break. When this happens the charmed pet will instantly attack you.
- If you charm a enemy that is ^ or above they will revert to their non-up arrow version of the enemy. So their hit points and power will be lower. But if they break your charm they will revert back to their original level and gain any power/health they had. This can be a surprising amount!
