PDA

View Full Version : Conjuror players guide


MxCx
04-08-2014, 01:44 AM
In the trend of the player's art of war, Gnupis asked if anyone had posted the conjurors first rule yet...I thought it could be fun to continue with each subclass if someone wants to start them.......

Chapter 1: Do Not Die
This should go without saying for any class, but since you'll be keeping everyone else alive, it's best to stay as far away from danger as possible. Remember that you'll be a priority target and a dead conju does no good.

MxCx
04-08-2014, 01:50 AM
Chapter 2: Kiting
When you first notice a mele character running toward you, please remember what you first learn as a novice conju and spam mind push like a SOB. It should be possible using your CC's to kite the enemy, run in circles and keep your allies healed simultaneously. It may make you look silly, but we conju aren't as concerned about looking silly as we are about staying alive.

GrimNightfall
04-08-2014, 02:52 AM
Chapter 3
Always res the dead conju before anyone else.

ieti
04-08-2014, 07:33 AM
Chapter 4:

ALWAYS DI the conju next to you! Always give DI back!

Always have dispel ready for conju next to you. Always help and heal conju next to you. He will do the same for you.

Slartibartfast
04-08-2014, 07:45 AM
Chapter 4a:

In case of three conjus, conju A DI-es conju B, conju B conju C and conju C conju A.

Dupa_z_Zasady
04-08-2014, 08:00 AM
Chapter 666:
Stay away from my lock because you suck. (Magic Bunny, Seredhiel, Emrys are splendid exceptions)

Rising_Cold
04-08-2014, 08:51 AM
Chapter 5

Be sure to skill Energy borrow 5 to cripple your enemies conjus or knights
but try to use it on conjus so you can actually use the mana urself

Fightherpath
04-08-2014, 08:54 AM
Chapter:5
Go warju or make a real class...

ieti
04-08-2014, 09:11 AM
Chapter 6:

Ignore chapter 5 and have fun. They do not know what they are missing.

Be evil to enemies and nice to allies. :angel1:

Fightherpath
04-08-2014, 09:31 AM
Chapter 6:

Ignore chapter 5 and have fun. They do not know what they are missing.

Be evil to enemies and nice to allies. :angel1:

I honestly fail to see how being a healing bot is fun.At this stage conju is a boring and easy to play class unlike before when you had to think before healing...
I really laugh at the people who say conju is a hard class to play nowadays,because only marks is easier to play than a conju...

Rising_Cold
04-08-2014, 10:10 AM
chapter 7

the moment people think they can boss you around and hate on your skills
tell them to make their own conju while you heal some1 with decent manners

Dupa_z_Zasady
04-08-2014, 11:50 AM
Chapter 6:

Ignore chapter 5 and have fun. They do not know what they are missing.

Be evil to enemies and nice to allies. :angel1:

I knew you were my enemy.

Shwish
04-08-2014, 01:23 PM
Chapter 8:

Sometimes mentals can support your ally more effectively than a heal can.

errei
04-08-2014, 01:25 PM
charp 9: check your mana b4 going on sanctuary to ress some1 lol :(

Hayir
04-08-2014, 01:28 PM
Chapter 10 (so ignis conjus might finally understand dupa)

Don't spam heals on a lock, just when he is really low on health. Health drain spells are important for locks to deal damage, especially on knights.

ieti
04-08-2014, 02:47 PM
Chapter 11

Be calm and do not overbuff unless really needed. Dispell self.

Best way to disrupt enemy conju is to make him buff and waste mana to protect self. Make him panic and you cripple whole enemy party.

--

Dupa i love your dispells and sorry if i screw sometimes. I do my best not to be an annoying conju.

Dupa_z_Zasady
04-08-2014, 02:54 PM
Chapter 8:

Sometimes mentals can support your ally more effectively than a heal can.

That would be the first really good, non-obvious, advice I see here.

Chapter 10 (so ignis conjus might finally understand dupa)

Don't spam heals on a lock, just when he is really low on health. Health drain spells are important for locks to deal damage, especially on knights.

Won't happen, those that were to understand that, already know it, all 5 of them, the others are hopeless.

Chapter 12
If you don't cast ast least 4 dispells/minute in battle you are useless.



Dupa i love your dispells and sorry if i screw sometimes. I do my best not to be an annoying conju.

Liar.

ieti
04-08-2014, 03:20 PM
Chapter 13

Defend from enemy:

- Karma Mirror + Regen / Dispell to counter DoT's.
- Barrier + Steel Skin for Heavy physical damage.
- Barrier - Karma - Barrier to sustain usual.

In Steel Skin case Barrier go after Steel is applied. Steel reduces damage first then the reminder is applied to barrier. As i know they stack like that - if lately changed crapppp...

Liar.

:D

Kimahri_Ronso
04-08-2014, 04:17 PM
Chapter 14

Don't stop using synergy bond on barbs, not even if you're low on mana :D.
Ambitious / Energy borrow -> Synergy

Lebeau
04-08-2014, 04:51 PM
Chapter 8:

Sometimes mentals can support your ally more effectively than a heal can.Chapter 8 addendum:

True, Shwish, but this chapter may more rightly belong in the warlock advice thread, not here. (want to 'mentally' support your allies? play a lock instead). NGD sadly made this game the way it is now so that conjs do serve best in RvR overall as providers of healing, protection, dispelling, buffing & mana. All points spent on attack & cc spells are points NOT spent on healing, protection, dispelling, buffing, mana, or on self-defense (a dead conj is the most INeffective kind of conj). Just saying...

ieti
04-08-2014, 05:36 PM
Big mistake - pure support setups make you helpless and hard to defend self. Mental spells are a must for every conju to survive a barb attack or to help rushed ally. Mind Push, Pick Ivy, Beetle, Will Domain. Time Master, Mana Burn they can serve well to every conju.

Chapter 15

Mind push is a must - Slow is the only effect that goes through Unstoppable Madness. It have like 75 degree arch in front of you and maybe 6 range. If you time it well you can dodge a rushing barb.

--

Every conju is good to play lock - this adds a good knowledge of how to chain spells good and how to use offense in your defense.

MedicAlert
04-08-2014, 05:41 PM
Chapter All

Learn to play the class.

clavinfay2010
04-08-2014, 05:54 PM
When an ally is under darkness, cast silence or bettle on that lock (even it's lvl1) to temperary disrupt the spell chain, a few secs do make big difference sometimes.

Dupa_z_Zasady
04-08-2014, 05:59 PM
Chapter 8 addendum:

True, Shwish, but this chapter may more rightly belong in the warlock advice thread, not here. (want to 'mentally' support your allies? play a lock instead). NGD sadly made this game the way it is now so that conjs do serve best in RvR overall as providers of healing, protection, dispelling, buffing & mana. All points spent on attack & cc spells are points NOT spent on healing, protection, dispelling, buffing, mana, or on self-defense (a dead conj is the most INeffective kind of conj). Just saying...

Thats actually thinking of a lousy conju. Why cast all those healings and stuff while you can happen your ally not to get hit at all and give him opportunity to counter attack with one, own, mental. What can you do with your healings while your ally gets 2k damage with every hit. Heal Ally is a joke and Life Saviour is mostly too long to cast. When I play my conju I save asses of allies with dispells and mentals. Healings are secondary stuff, you may cast them when your ally is relatively safe, otherwise it is a waste of mana and cooldowns. I traded Energy Barrier of my conju to have stronger mentals, they are great for defending your allies and for defending self. Support conju without mentals is disabled. I can't count how many fulminatings have I spoiled with beatles.

GrimNightfall
04-08-2014, 06:30 PM
Whatever chapter we are on:
When using DI(5), never cast it twice in a row on the same person. You can keep 2 people under DI at all times. (obvious advice)

Rising_Cold
04-08-2014, 09:30 PM
Chapter.. ??

- you ally needs mana as much as hp, but so do you
practice a lot to find your balance between syn bond, heals and amb sacrifice/energy borrow

- cast mass regen when your allies are grouped up and about to rush
or when they are fighting at door
(not only will this give you credit, it will sustain the rush a little)

- if you skill mass heal, dont be afraid to cast it when all your other heals are down to save that 1 barb
he wont notice but you can laugh ur ass off seeing enemy barbs in tears for not getting the kill ^^

Chapter 8 addendum:

True, Shwish, but this chapter may more rightly belong in the warlock advice thread, not here. (want to 'mentally' support your allies? play a lock instead). NGD sadly made this game the way it is now so that conjs do serve best in RvR overall as providers of healing, protection, dispelling, buffing & mana. All points spent on attack & cc spells are points NOT spent on healing, protection, dispelling, buffing, mana, or on self-defense (a dead conj is the most INeffective kind of conj). Just saying...

actually Mind push, will domain and ivy save my, and allies, lives more often than any heal or defence buff
the averadge barb hits about 100 more than ally heal 5 can make up for, so its better if they dont reach any1

Hollow-Ichigo
04-08-2014, 10:11 PM
Chapter 16

Only play conj if you can take bitching from other players about how shit you are.

errei
04-08-2014, 11:38 PM
chapter 17: dont spend your DI on another conju or a barb. save it to elva

Lebeau
04-09-2014, 04:23 AM
Thats actually thinking of a lousy conju. Why cast all those healings and stuff while you can happen your ally not to get hit at all and give him opportunity to counter attack with one, own, mental. What can you do with your healings while your ally gets 2k damage with every hit. Heal Ally is a joke and Life Saviour is mostly too long to cast. When I play my conju I save asses of allies with dispells and mentals. Healings are secondary stuff, you may cast them when your ally is relatively safe, otherwise it is a waste of mana and cooldowns. I traded Energy Barrier of my conju to have stronger mentals, they are great for defending your allies and for defending self. Support conju without mentals is disabled. I can't count how many fulminatings have I spoiled with beatles.Chapter 8 addendum 2:

Hmmm, so in largescale RvR while you're looking for enemy barbs casting fulm to piss off &/or other enemies to foil with cc's, which of your allies in need of full support conjs' auras, heals, buffs, dispels, etc has to wait longer, or worse, entirely go without because the mental-conj (or mixed-build warju/support jack-of-all-trades, but master-of-none) is in offense mode (attacking, not supporting) & thus, not panning cursor around as much or using 'n' to see who needs the full support conj's immediate help? It's a tradeoff, either way, with or without. Just saying...

ieti
04-09-2014, 06:47 AM
Have you played conju? Even once?

Full support setups give survival close to zero. To manage to do it you need to stay deep in the back far far away from any barb, marks, lock or w/e. In fact nearly every new conju tries full support setup and after a while switches to hybrid ones, simply because they live longer with them and are more productive.

Offense is a defense and a support. Do not forget that. In fact lock survival is all around that. On conju this is valid too and you can not run from that. Conju is not walk in the park and you do not have flowers and ponies around you - they will try to kill you on all cost.

Heals have cooldowns. In this time pauses you can perfectly fine Dispell, Mind push, Energy Borrow, Mana burn, Picking ivy and so on to help self and allies to survive more.

For example a good timed Mana Burn can cripple a barb, marks or enemy conju and render it pretty unnefective. Ye this is offensive spell, whaaa you waste points on this crap - go play lock. Well level 60 conju can perfectly have all support, defense and have points for some fun spells to bug enemies with.

People are different and play styles are different. You can not put boundaries and say they are less effective, because they play hybrid setups.

errei
04-09-2014, 06:59 AM
...

its funny dat alot of times the fuking only nigga in da group who try to stop the enemy is the conju heuheueh

yea +1, i cant remmember a single time when i could be enough useful in open fights when there was a melee enemy involved, without having at least 1 mental

Dupa_z_Zasady
04-09-2014, 07:09 AM
Chapter 8 addendum 2:

Hmmm, so in largescale RvR while you're looking for enemy barbs casting fulm to piss off &/or other enemies to foil with cc's, which of your allies in need of full support conjs' auras, heals, buffs, dispels, etc has to wait longer, or worse, entirely go without because the mental-conj (or mixed-build warju/support jack-of-all-trades, but master-of-none) is in offense mode (attacking, not supporting) & thus, not panning cursor around as much or using 'n' to see who needs the full support conj's immediate help? It's a tradeoff, either way, with or without. Just saying...

Read that again with understanding, cause you understood shit. Report when you're ready. I'm glad you are here cause you seem to be voice of typical Ignis conju. Maybe if I talk to you a little bit I will be able to understand them better and find out some reasoning proper path.

pieceofmeat
04-09-2014, 07:23 AM
People are different and play styles are different. You can not put boundaries and say they are less effective, because they play hybrid setups.

Yeah, Dupa basically said that full support conjurers are LOUSY and who do you decide to lecture?

Fact is that most conjurers can use their mentals fairly well, as long as their team is winning, but once it actually get ugly and they really need to step up gameplay, not so much.

Dupa_z_Zasady
04-09-2014, 10:43 AM
Yeah, Dupa basically said that full support conjurers are LOUSY and who do you decide to lecture?

So called "full support". Support, to me, means keeping ally alive and let him attack effectively. Shwish said that mentals could support ally more effectively. I would expand it to: mentals sometimes are the only choice to keep your ally alive and to let your ally attack at all (ivy!). So called "full support" is often limited to heals and hardly usefull buffs (at least in Horus-Ignis you are more likely to get dispell from knight or lock than from conjurer, and they insist to be "full support", lol). Neither will allow any conju to keep ally alive if he really needs help.


Fact is that most conjurers can use their mentals fairly well, as long as their team is winning, but once it actually get ugly and they really need to step up gameplay, not so much.

Mentals become even more handy when it gets ugly. When your group is winning there is no big need to use them. This is how you recognize good conjurer. He can keep you up in tough moments and he won't be able without good usage of mentals and dispell, heals, buffs and dispell won't do the trick.

Shwish
04-09-2014, 12:45 PM
Chapter 8 addendum:

True, Shwish, but this chapter may more rightly belong in the warlock advice thread, not here. (want to 'mentally' support your allies? play a lock instead). NGD sadly made this game the way it is now so that conjs do serve best in RvR overall as providers of healing, protection, dispelling, buffing & mana. All points spent on attack & cc spells are points NOT spent on healing, protection, dispelling, buffing, mana, or on self-defense (a dead conj is the most INeffective kind of conj). Just saying...

You don't have to invest a ton of points into the mental tree. Having beetle swarm, mind push, will domain, prickly ivy and silence at level 1 is enough to save an ally from a charging barb or stun locking warlock/hunter/marksman. You're heal wont save an ally from a barb who is already in his proximity, but an ivy or beetle swarm definitely will. Time master on the other hand needs at least 4 points and I would personally regard this as a must have spell.

Don't know what happened to this niqqa but this is a good idea of how important mentals are to a support conjurer.
http://www.youtube.com/watch?v=N5zQmNBjJWA

Lebeau
04-09-2014, 02:19 PM
Chapter 8 addendum 3:

All contributing to discussion have made valid points & yes, it does entirely come down to personal preferences, play-styles & individual ability/inability at situational awareness that determines which build will work best overall for you, & for your allies.

Others may have other definitions, but when I use the term 'full-support conj', I mean one with all heals, all 3 major auras at 5 (gr regen, mana comm, mana pylon), rez & di at 5, disp & mass disp at 5, arc dev & amb sac at 5 & all self-defences skilled to increase damage & cc resistance: force armor, karma mirror, mind blank, steel skin, max-ed energy barrier, etc.

There's just not enough points to do it all, regardless of choosing warju, full-support, or hybrid build. No matter what choices are made, there is ALWAYS a tradeoff as I said. You may gain something, but always lose another something or an amount thereof. Point is: no matter what approach you try, you just can't do it all, not even close.

If one plays in the current zerg realm, then it is generally more effective to play full-support or near-so & doing so does benefit your realm's overall RvR gameplay a bit more, but if you play elsewhere tho, it can validly be easily argued that a hybrid approach is the better fit there.

Also, it's entirely situational. If you tend to play mostly in only the very largest of RvR battles, full-support works very well there & let's you fully focus on that needed support, but in small units or hunting team fights however, hybrid is usually the better fit there as well.

ieti
04-09-2014, 02:47 PM
Again it all depend of how you feel it. You can optimize:
- Amb 5 is a waste - 4 works perfectly fine and you do not waste so much HP.
- Heal auras are quite unneeded most of the times.
- Ress 3 works pretty well if you cast Life savour after and be careful. As a plus your ally can start to war immediately which is way better in open fights.
- Force armour is too shiny and the benefit is questionable at least for me.

For me good candidates to replace theese are:
- The 1 point mentals Swish mentioned.
- Material wall at 5 to support allies better.
- Life saviour at 4 - less mana and 50% is fine.
- Mana comm, Mana Pylon good ones.
- Time Master on 3 - good effect and leaves enemies for others to kill.
- Synergy Bond on 1-2 is perfect to give mana fast w/o waiting MC regen.
- Energy borrow - on right targets 700+ mana is so sweet.

Taking a setup to all 5's as i see in my log primarily when i fight goats is soo unneeded and overkill.

-- Setup offtopic end :huh:

Chapter 18:

Always keep eye on your HP bar. This will give you way better survival and reaction time.

Chapter 19:

Take a minute to analyze your log. This gives you good information what enemies and allies use and how. You can tweak your setup and "steal" hints from them. Look at how other conjus play - no matter enemy or ally.

Tamui
04-09-2014, 03:38 PM
Chapter 20

Do not be afraid to experiment with all the spells available.
(I guess it counts for all classes.)


inb4: hurr durr Mass Resurrection iz stupid hurr durr

Chapter 21

Get in a damn party with all your favourite and trusted buddies.


Chapter 22

Learn how to chain Divine Intervention between Conjurers.








Also hi. :sifflote:

MxCx
04-09-2014, 04:43 PM
Chapter 23: Always party the conjuror

Rising_Cold
04-09-2014, 04:51 PM
Chapter 24
dont forget to look at general chat
there might be a conju who didnt get DI screaming 'conf!' 'disp!' (confuse/dispel)
or a knight

anyways its good to keep an eye on that chat.. and your allies.. and your surroundings
and usually enemies too
better train those eyes :D


Also hi. :sifflote:

tamui! :D why dont you come play Ra for lolz too? lot of havens here its all very.. sociall ^^

_Kharbon_
04-09-2014, 09:14 PM
Chapter 25
Listen to experienced conjurers. They know, what they're talking about.

26
Heals are good. Thinking is better.

27
Prepare to be targeted by your enemies, and bitched about by your allies. The more you get targeted, the better you are ;)


about the mental tree setup - I agree with those who praise it. It's better to stop the enemy from doing damage, than giving the targeted ally few hp. Plus, you can defend yourself. Beetle swarm, ivy and mind push are prime examples.
Conjurer can heal few hundred hp. Enemy barb can hit for few thousand. Do the math. I consider conjurers who include mental spells in their setup more effective than the "pure support" ones.

Hollow-Ichigo
04-09-2014, 11:24 PM
Chapter 28:

Never blame the conju for your own death. blame yourself because you suck

Rising_Cold
04-10-2014, 02:27 PM
Chapter 29

when you come across people who play by chapter 28 be sure to support them

its better to heal those who wont talk you into ur grave when you do mess up
than to suffer through the insults of the rest who rage on you even when you play fine

Dupa_z_Zasady
04-10-2014, 03:12 PM
Chapter 30

Pay attention to how your help is used, some people are plain waste of mana and cooldowns. Put people that use your help right, and help you higher in queue. You can't keep a suicider alive, no matter how hard you try.

ieti
04-11-2014, 08:25 AM
Chapter 31:

It is follow from what Dupa said...

Do not be tempted to go too deep to save that farmers/suiciders. Most possibly you will die with them.

Chapter 32:

Noyone can protect you even if they do their best to do so. Be focused on yourselves too.

Tamui
04-11-2014, 05:04 PM
tamui! :D why dont you come play Ra for lolz too? lot of havens here its all very.. sociall ^^

I'd really would really, but I don't feel getting hit 2.5k hits from a barb and 900 normals from a Marks ^^

Chapter 32
A follow from ieti.
Do not forget to look after yourself. And defensive buffs don't always cut it. Crowd Control is your friend.

Chapter 33
You are the heart of the group. If you see your group/zerg going too far. Hold back. They'll realize they're struggling and come back begging for you.

Chapter 34

It's ok to fantasize. :biggrin:

pieceofmeat
04-11-2014, 05:59 PM
35

Remember that RO likely would be more fun without conjurers.

Rising_Cold
04-11-2014, 06:18 PM
Chapter 36

chapter 35 only applies on small servers
but w/o conjueres people would only be able to blame themselves for doing bad with their mana
or going suicidal mode.. and no1 can have that

I'd really would really, but I don't feel getting hit 2.5k hits from a barb and 900 normals from a Marks ^^


those frustrations dont exist on Ra ^^
you get new ones.. like do i have to move to imperia.. samal.. or algaros?

Tamui
04-11-2014, 09:21 PM
those frustrations dont exist on Ra ^^
you get new ones.. like do i have to move to imperia.. samal.. or algaros?

I was(or still am) quite sure there are a lot more OP people there than on Haven. Ah well I hope it is fun there. I'll consider it :)
(Once GW2 would stop being fun for me...even if I'm alone most of the time):ohill:

Chapter 37

Tone your ego down against an OP enemies. You think you're showing off with your Steel Skin resistance and Force armour decreasing his 1k Crits down to 500 but you'll just end up trapped and unable to escape - because we all know how fast can a Conjurer run with his/her robes...

AnujAJ
04-14-2014, 03:59 AM
Chapter 101 - Hide like a pussy if you get confused!

Shwish
04-14-2014, 08:07 AM
Chapter 101 - Hide like a pussy if you get confused!

Or you could just ask for a dispel. 50% of the classes in this game should be carrying one.

Rising_Cold
04-14-2014, 09:03 AM
Or you could just ask for a dispel. 50% of the classes in this game should be carrying one.

not that they bother reading general chat, its only usefull to say ur under conf
when you know there is some1 in ur group that watches out for those things
otherwise you waste time typing that could be used reaching that tree xD

The_Pirate
04-16-2014, 08:45 AM
To back the conjus saying mix skills up a bit.

Yesterday at Efe I picked a goat conju, buffed offense, conf'd them, cast CB about to start my combo on the poor wee conju, and right then slarti hit me with beetles. Boom CB wasted and combo ruined. Conju saved from death/high dmg. Nice supporting work by Slarti.

usuario_del_foro
04-28-2014, 08:30 PM
Dispel!

Most mages dont dispel...its a basic one

And the point of di 5 is to be able to di 2 people, Ive seen lots of conjs wasting it

MxCx
04-29-2014, 07:36 PM
To back the conjus saying mix skills up a bit.

Yesterday at Efe I picked a goat conju, buffed offense, conf'd them, cast CB about to start my combo on the poor wee conju, and right then slarti hit me with beetles. Boom CB wasted and combo ruined. Conju saved from death/high dmg. Nice supporting work by Slarti.

That also could have been done by another conju, or anyone else with CC's, but no one freaking pays attention. Team work people! And for dispel, it should be one of the first things you focus on. A lot of the time it feels like a waste of time typing in general chat because people don't pay attention to it. We do our best to keep everyone's health up, but don't expect anyone to be looking out for you, because a lot of the time help isn't coming. X D

Not trying to take away from Slarti, he's an awesome lock and one of the better team players I've hunted with. A lot of the time I'll be hunting with "pro's" that ignore the conju running in circles from the barb and/or knight, or being plinked by range so that they can get their kills in.

Slartibartfast
04-29-2014, 07:55 PM
Thank you for your kind words, Sir :)