Good morning, happy campers.
I hope everyone had a fun and safe holiday yesterday. I did up some burgers and dogs on the grill then took my family out (in the rain) to go watch some fireworks. We got a little wet, but it was still good times.
I made a good sale on a L60 berserker master. Used some of the proceeds to purchase an acrylia for my coercer so that I could get the Adept III version of her L61 root.
Did a bunch of testing and experimentation with post GU#36 coercer solo'ing. Unfortunately it seems that some part of GU#36 has broken coercer solo'ing to an extent. See, normally when a charmed pet succeeds on a resist check and breaks charm, the mob will turn back aggro and try to kill the coercer. A skilled coercer can react, stun it, recharm it, and go on their merry way. An unskilled (or unlucky with resists) coercer will be very swiftly killed. since GU#36 however, it seems that in a lot of cases if you charm a mob then run outside of it's "chase range", then the split second that the mob breaks charm it runs back home to it's original spot like any other run-off encounter. You can imagine how frustrating this is. To give you non-coercers an idea of why this is bad, imagine if you had to say, pick up a flag at the Stormhold entrance before you could kill anything. The stuff you want to kill is in...Archer's Wood. So you run all the way across Antonica to Stormhold and pick up your flag. You're ready to kill something. Then you run all the way back across the zone to Archer's wood. You are just about to attack the mob you want to kill when all of a sudden the flag you needed falls out of your pocket and teleports back to it's original spot in from of Stormhold. This is what is happening to coercers right now. One failed resist check on a charm and our pet disappears, with no chance to recharm it. We're hoping this gets fixed with the swiftness.
How was your evening and holiday?