View Full Version : Conjurer Gameplay Tips?
undefined
08-30-2007, 01:43 PM
Hello, my main character is a lvl 24 Conjurer at the moment and I was wondering if any more experienced Conjurers out there had any tips on how to play a support-oriented Conjurer?
One of the main questions I have is on Targetting. Is there any way to target yourself so that you can cast all of those Ally type spells (such as Enchantments) on yourself also?
Is there any way to target people other than physically clicking on their actual character? This can be quite difficult at times when the target you want to heal is too close to another target. I know you can sometimes change your viewing angle to be able to click better but this does not always work especially if the ally you want to heal is blocked by something big.
Is there an easier way to see the HP of your teammates in real-time other than mousing over everyone on the field? This can especially become quite hectic during fort wars. I know there is the Party Window but the HP and MP of the people in it seem to take a while to update. Is the only other way to keep track of all the HP/damage to just mentally keep track of all the damage numbers that you see over people's heads?
One trick I saw a high level Conjurer use in a fort war was to hide to the side of the fort (behind the wall) so that the ranged enemy couldn't hit him.
Does anyone have any other tips/tricks/techniques that Conjurers could use?
Mr_Squeaks
08-30-2007, 02:15 PM
You definately won't be able to cast "Other" spells on yourself - otherwise they'd never have included the lesser-powerful Self spells. But I'd love to hear answers to the rest of your questions, being a 21 Conj myself...
I especially wish there were keyboard commands for "Select next enemy/ally/party member" - I have a heck of a time selecting a spell target when I'm trying to support more than one ally...
Boger
08-30-2007, 02:25 PM
there are no self-buffs such as Bear strenght or Fox Wits, te conjurers main Enchants casted on himself are Steel Skin (gives u superior physical resistance) and Sanctuary (u cant be attacked nor healed, but u can heal other while its active)
For now the only way to see in real time ur mates hp is only the mouse-over method, which is very primitive i agree, and the party window is laggy, so dont count on it.
Tips and Tricks?
always have pricky ivy under your fingers for fast reaction, dont get used to the summon too much, when u enter the "war-only-stance" ppl see a healing only conjurer priceless, summmons are a waste of mana/time to cast/discipline points. They are good for leveling solo, i agree but completely useless on war.
daresbalat
08-30-2007, 02:26 PM
The targetting thing does at first seem a pain. Never rely on the party window, the health bar is normally at least 5 secs out of date, and the mana sometimes a minute.
The best thing you can do is look at the flow of the battle. Heal ally has a 15 second cooldown, so use it wisely. When people are near the front lines, I'll heal ally them for the instant health. When they're safely behind our lines, I'll cast regenerate. A regenerate on someone in the field can be wasted, so watch it.
If you see a warlock charging in with MoD on, keep a very close eye on them, normally within 5 seconds they will need healing - preemptive healing is very good for situations like this where damage can be delivered crazily quickly. Also if you don't have many warriors and they are charging in, keep checking between them as without your healing they mgiht not even make it to the enemy.
Eventually you'll get a feel for who's about to get a beating. In a fort battle, I'm constantly mousing over everyone to see what their status is like.
Finally, I tried playing a mix of offense and defence with my conju, and I just found I was terrible at it. I really think there's only really time to look at one set of people, either the allies or enemies. Both is just tooooo confusing, and I see zarkits get in the way of so many conjurers doing their main job - healing people. I'd say conjurer is a very demanding class to play, and don't feel like you have to always be casting a spell. Wait and respond to what's happening rather than taking matters into your own hands :)
HTH!
I'm still learning, but I like to mix support with some defensive attacks. I think its safe to say that I am a hybrid support-offensive build.
I usually have ivy and beetle ready to cast while my healing spells recycle. I beetle enemy warriors who get to close to buy time to heal other players while I ivy those charging in so that the archers and warlocks can pummel them and make them easier to kill for the warriors. I also have silence ready to buy me at least 4 more seconds to heal other players under attack from warlocks.
I never focus my attacks and I only cast those spells if I don't have healing spells to cast. Other classes can deal even more damage.
A big plus for my setup is that I am not totally helpless when I am alone. Sure the odds are against me but against a poor player, I have a chance of emerging alive. I still had enough points to max my heal ally and greater healing spells.
Of course my setup will evolve as I learn more. Players such as Refetan have been really helpful in allowing me to learn how to play my char. I hope this helps.
G40st
08-30-2007, 08:23 PM
Some usefull tips is to always keep your head cool, conjurers are not made for frontline combat.
A good conjurer has to be able to anticipate and read the battle and be able to make split second decisions, like should you heal that archer when he get ivied and has almost no hp left or should you let the archer die in order to give the heal to someone else.
Also one thing to think about is positioning . You must always be in a position to keep yourself far away enough so the enemies can't reach you and still near enough to be able to heal and buff your allies.
The last thing i would like to say is that conjurers are not meant to kill stuff but we have spells that we can use to support others or protect or selfs such as Beetle Swarm and Pricking Ivy.
Best role for a conjurer is as a supporting healer, you ivy people and beetle warriors while healing and passing mana. Thats how i see a good conjurer working.
undefined
08-30-2007, 08:23 PM
Personally, I dislike Summons because they cost so much and they get in the way. I also really dislike solo leveling, even though leveling with a Summon is usually way faster for me than with a party.
Do you guys have energy issues if you are in a fort war and you do nothing but healing? Maybe it's just cause I'm low level but I find that it's better for me if I only use the spells that do not put you into a fighting stance, like Heals and Sacrifice. This way I'm always regenerating mana as fast as possible. It has helped me in big fights quite a bit. I dunno, again, maybe it's just cause of my low lvl (22/23 at the time) that I run out of mana pretty fast if I always stay in a fighting stance.
DuoMaxwell
08-31-2007, 12:04 AM
I'll let yah in on this, I was Boger's lving conju from Lv22-42(me) Lv35-50(him) I did this by focussing mainly on healing, make sure you get this as high as you can, keep in on odd numbers tho for new spells, it's a waste to put a skill tree on an even number. Focus then on enhancing, the bless spells are great for anyone, feline dex helps archers and bear strenght helps warriors or any player that gets stuck from overload limit.
Always keep your mental at at least Lv11, don't bother with points on dragon's blood or mana pool.
For Lving you don't need points on res, but you do for war, also avoid war till after Lv37, when you can max out life. When you can get staff mastery on Lv15 and put Lv4 on Mana Communion, this is an indispensible mage spell that gives you and everyone around you withing an area of 10 an MP regen, at Lv4 its +25mp/sec for 1min, thats 1500 MP over 1 min per player in your range. Marksmen will really like you lol.
Doing this right you should out exp most everyone, but you'll wanna be the eyes and ears of the party as well in the wz cause you pretty much can't deffend yourself you'll have to try and play "chicken" with your opponents, don't leave your party high and dry if you get attacked, it's their job to keep you alive and yours to keep them alive but more often then not you will be the first one targeted. So lead your opponent to your warriors or dip and dodge that marksmen trying to stay behind him where he can't hit you. Mages are slow shit, hold no aspirations of ever running away, just try to be a pita till you die.
Mr_Squeaks
08-31-2007, 12:25 AM
I'll let yah in on this, I was Boger's lving conju from Lv22-42(me) Lv35-50(him) I did this by focussing mainly on healing, make sure you get this as high as you can, keep in on odd numbers tho for new spells, it's a waste to put a skill tree on an even number. Focus then on enhancing, the bless spells are great for anyone, feline dex helps archers and bear strenght helps warriors or any player that gets stuck from overload limit.
Always keep your mental at at least Lv11, don't bother with points on dragon's blood or mana pool.
For Lving you don't need points on res, but you do for war, also avoid war till after Lv37, when you can max out life. When you can get staff mastery on Lv15 and put Lv4 on Mana Communion, this is an indispensible mage spell that gives you and everyone around you withing an area of 10 an MP regen, at Lv4 its +25mp/sec for 1min, thats 1500 MP over 1 min per player in your range. Marksmen will really like you lol.
Doing this right you should out exp most everyone, but you'll wanna be the eyes and ears of the party as well in the wz cause you pretty much can't deffend yourself you'll have to try and play "chicken" with your opponents, don't leave your party high and dry if you get attacked, it's their job to keep you alive and yours to keep them alive but more often then not you will be the first one targeted. So lead your opponent to your warriors or dip and dodge that marksmen trying to stay behind him where he can't hit you. Mages are slow shit, hold no aspirations of ever running away, just try to be a pita till you die.
As a new conjurer (level 21 now), this is my favourite post on the internet. :)
Thanks very much, DuoMaxwell!! :)
DuoMaxwell
08-31-2007, 01:19 AM
[EDIT] Oops, I typed mental at Lv11 instead of Mana Control... You absolutly need Ambitious Sacrifice, you will never have to rest again once you have it at Lv21.
Use this to help you reskill http://www.regnumzg.com.ar/index.php?Itemid=44&class=9&level=21&buscar=
remember, you can reskill as many times as you want without penalty using the command /reset_powers
magnet
08-31-2007, 03:08 AM
All mages should have mana control at least to 15 for Energy Barrier level 4 in the WZ. That's 750 more free HPs which save lives.
Yes positioning is very important. Usually for me that means staying between archers and warriors so I can heal them both.
Out of curiosity, how did you setup your Sanctuary? So far I only use it to resurrect people within attack range of others. I rarely use it to save myself because I am reserving it for reviving others.
DuoMaxwell
08-31-2007, 03:55 AM
Still sore about yesterday? I told you that the set wasn't meant for hunts, I only came along cause otherwise you where conjuless completly and I know how impatient you are for me to reskill when you've got that bloodlust. My setup is designed so that doing anything for myself is only done after everything is taken care of. I could make myself unkillable if I reskilled out all enhancing, focusing more on saving my own ass.
magnet
08-31-2007, 05:14 AM
lol Duo not at all, just pointing it out to the newbies (since it's a newbie forum :)), it was not aimed at you. I'm more afraid that /you/ may be sore but the only problem for me was you not being on TS because we're just used to it now.
In fact you're the second mage I know who doesn't use EB. Even if I think you guys should put points to EB/Sanct, it's your skillset and you do whatever you please :). I just think you are easy kills without it. When you have like 40hps and have time to cast EB, it's like a 750 or 1000 hps self heal (on level 4 and 5 respectively), and considering heal self's cooldown and sanct's limitations, I think it's something not to be overlooked even for Conjurers, and since anyone with some sense targets you guys first, that's another reason to have it. I think enchantments are somehow useless on hunt, I agree they are nice when holding a fort though.
undefined
08-31-2007, 07:30 AM
Thanks to everyone who has posted so far, there is a lot of good information here =)
Not long ago, Alsius was holding Herbred fort for a few hours, while Ignis kept attacking the Syrtis from the outside of the fort (I'm Syrtis). It was a really long battle but I think I learned a bit more on playing a Conjurer, even though I was only lvl 25 =x The battle was really long and Syrtis couldn't re-take the fort back for a while, but because of that, I got to try out a few things =)
Positioning really did seem to be a big deal. I found that I was rarely attacked (even though I was really low level) because I usually stood far back or tried to hide behind a wall. Still, sometimes I got too close when the Alsius were pushing out the front of the fort, or around the back, so I'd die fast, lol. I think if I just payed more attention to the enemy pushes, I could fall back in time, because I noticed a lot of good players rarely died cause they'd be the first to start falling back when the enemy made a push.
Another thing I saw was Ignis using this nice AoE Knockdown + AoE damage + Aoe Knockdown chain to kill off a number of us Syrtis before we could even react. Is the only way to deal with that to have everyone spread out and for the Conjurers to stay really far back so they won't get knocked down?
One thing that really bugs me are the Zarkits, they are just so big and I often see them just standing around doing nothing but take up space. They make it so hard to target anyone close to them >.<
Another thing I noticed was that Energy Borrow did not fail much on enemy players, even when they were purple to me, while it will fail most of the time vs purple Monsters. Do you guys find Energy Borrow useful? I know that when I play a Knight (my secondary char) in the Arena, Energy Borrow is a pain to deal with since it sucks all my mana and then I can't use any powers. Would this skill be useful on a Conjurer for energy management + self-defense?
In regard to skills that put you into the Fighting Stance when casted, such as Energy Borrow, I realised that you can hit CTRL in the middle of your cast to cancel your cast animation, so that when you finish the actual cast, you will be out of the Fighting Stance. I found this pretty useful as it saves a bit of time and I can keep regenerating my mana fast even after casting spells that put me into the Fighting Stance.
If anyone has any other tips or anything to add, please post!
Yes Energy Borrow is indeed useful. You can steal their mana (reducing their effectiveness) to use for healing others or simply pass it out to your allies. Coupled with Ambitious Sacrifice, you can ensure a steady supply of mana for yourself and your allies.
Regarding the fighting stance technique you mentioned, I think it's a bug and should not be exploited.
G40st
08-31-2007, 09:39 AM
Yes positioning is very important. Usually for me that means staying between archers and warriors so I can heal them both.
Out of curiosity, how did you setup your Sanctuary? So far I only use it to resurrect people within attack range of others. I rarely use it to save myself because I am reserving it for reviving others.
You talking to me or Duo? If you are talking to me you can always PM me, i don't like discussing my setup out loud :p
Energy Borrow and Mana Burn is a perfect defense from warriors. Usually when a warrior is rushing me i use Ivy, Mana Burn and Energy Borrow. This makes the warrior be out of mana which means i can't get hit by spells that would seriusly damage me.
Another usefull spell is Steel Skin, This spell can save your ass big time from those big evil barbs :metal:
I just love when barbs starts hitting you, thinking that you are easy rp, do like 50 dmg per hit :naughty:
But if you have anymore questions you are welcome to PM me or add my msn.
Regards
I was talking to everyone in general. :)
I love this thread. A lot of information for me to learn here. :D
DuoMaxwell
08-31-2007, 11:31 AM
I don't ind so much if ppl know my lving setup as thats all it's for, if anythig it'll help every realm as finding a conju that actually plays the role of the pure healer/buffer is insanely rare, I've not seen any like myself with any of my other chars, they're always skilled to use those useless summons.
Summons are totally and completly useless in war zone, especially since that update that prevented them from just going for whatever you clicked on no matter the range and gimping their movement speed a bit. If they removed those limitations they would be alright as added shock troops to aid the warriors once cast with Bless and Shifting Silhouette to make them miss less and be harder to hit. I could see them being used as the first wave of warriors into the enemy line allong side hunters pets with the same buffs, use them to help draw attention from the wave of barbs and knights preparing to rape the invaders.
Incidentially tho I'm usually the only conju with brains and balls in a fort war, brains enough to know where I should be, and who to give casting focus too but balls enough to run out and rez those who need it and to stay out behind the retreating line to yell at idiot stragalers and heal them so they don't bite it so far out that theres no hope of rezzing them.
I've done some pretty insane things as a conju that should have gotten me killed, ask magnet about that one time at pinos lol.
magnet
08-31-2007, 03:56 PM
Yes Energy Borrow is indeed useful. You can steal their mana (reducing their effectiveness) to use for healing others or simply pass it out to your allies. Coupled with Ambitious Sacrifice, you can ensure a steady supply of mana for yourself and your allies.
Regarding the fighting stance technique you mentioned, I think it's a bug and should not be exploited.
This is not a bug; some spells are not meant to switch you to fighting stance, so you can regain HPs/mana faster. This is Regnum.
This is not a bug; some spells are not meant to switch you to fighting stance, so you can regain HPs/mana faster. This is Regnum.
But he was referring to energy borrow, which is an offensive spell.
magnet
08-31-2007, 06:36 PM
Read again, he was not talking about Energy Borrow then :).
[...]
Do you guys have energy issues if you are in a fort war and you do nothing but healing? Maybe it's just cause I'm low level but I find that it's better for me if I only use the spells that do not put you into a fighting stance, like Heals and Sacrifice. This way I'm always regenerating mana as fast as possible. It has helped me in big fights quite a bit. I dunno, again, maybe it's just cause of my low lvl (22/23 at the time) that I run out of mana pretty fast if I always stay in a fighting stance.
In regard to skills that put you into the Fighting Stance when casted, such as Energy Borrow, I realised that you can hit CTRL in the middle of your cast to cancel your cast animation, so that when you finish the actual cast, you will be out of the Fighting Stance. I found this pretty useful as it saves a bit of time and I can keep regenerating my mana fast even after casting spells that put me into the Fighting Stance.
If anyone has any other tips or anything to add, please post!
Yes he was. :angel2:
DuoMaxwell
08-31-2007, 09:19 PM
Its not a bug, it's in the beginers tips that push Ctrl to enter and leave combat mode, you can now remove the enter/leave combat mode button from your skillset bars... I use this all the time, I have to remember what spells wont cast from this stance tho, some buffs do and some don't but I always return to the non combat stance to aid in mp regeneration.
undefined
08-31-2007, 09:43 PM
I was referring to spells that put you into the fighting stance. Such spells include Energy Borrow, along with Enchantments such as Bear's Strength and Bless. When you cast these spells, your character will first switch into Fighting stance then initiate the Spell casting animation. If you hit CTRL while you are casting them, your character will switch back out of fighting stance.
If you are in fighting stance, you will regenerate HP and MP much slower. If you are constantly in fighting stance, you will run out of MP much faster. By ending your spell casts in non-fighting stance, you will always regenerate your MP as fast as possible, since you will never spend much time in the fighting stance.
This is why I really like the spells like Heal Ally/Self, Regenerate Ally/Self, Divine Intervention, Energy Barrier, and Ambitious Sacrifice, as all of these spells will not put you into the fighting stance. This means that you can always stay in the non-fighting stance without having to always hit CTRL after every cast, to keep your MP regen as fast as possible.
On a side note, does anyone know if it is possible to cancel your own spell cast? Sometimes I select the wrong target and end up casting my spell before I realise it, meaning my spell will be down for the recharge. Is there anyway to cancel the cast (even if you have to sacrifice the MP still)?
DuoMaxwell
08-31-2007, 09:58 PM
keep moving around to keep from casting it and select a new target or different spell for the target you already have. You can't cast while running around. I've messed up a few times like this in war, where I'll go down the list of archer buffs but then acidentially hit bear strenght so as quick as I can I either move or cast another spell on someone else or myself.
undefined
08-31-2007, 11:14 PM
Incidentially tho I'm usually the only conju with brains and balls in a fort war, brains enough to know where I should be, and who to give casting focus too but balls enough to run out and rez those who need it and to stay out behind the retreating line to yell at idiot stragalers and heal them so they don't bite it so far out that theres no hope of rezzing them.
I've done some pretty insane things as a conju that should have gotten me killed, ask magnet about that one time at pinos lol.
If you play that way Duo, how do you survive? Doesn't the enemy go after you or focus you or anything?
What happened at pinos?
Btw, thanks for that last tip, I'll need to try that out.
Froste
09-01-2007, 12:56 AM
If you play that way Duo, how do you survive?
He doesn't, he's the first to die :p
Mr_Squeaks
09-01-2007, 01:04 AM
If you play that way Duo, how do you survive? Doesn't the enemy go after you or focus you or anything?
What happened at pinos?
Btw, thanks for that last tip, I'll need to try that out.
That's where the rest of the group come in. It's all well and good to have a master healer watching your back, but if you ignore him and just go for kills, you might find yourself wishing you had protected your doc...
DuoMaxwell
09-01-2007, 04:19 AM
If you play that way Duo, how do you survive?
Good question, I gess it's the insanity I mastered playing the suicide white mage in FFXI, there a white mage is purely a healer, buffing is leaft to red mages, nuking to black mages and summoning to summoners, tho you can use a sub job of any of those to increase your abilities.
I was the only white mage that fought front line and would not hesitate to kill myself for the good of the party. Using the 2 hour skill benidiction to save the party should we get pwnt by a mob much stronger then us. If the place I set home at was close enough I could use ben, a spell that let me fully heal everyone in the party, but made whatever we where fighting target me and noone else, usually ensuring my death, I'd instantly respawn and run back to the fight, usually just in time to keep the mob from killing the rest of the party again allowing us to kill it. But then the system of FFXI is much much different then Regnum's.
Well the thing that happened at fort Pinos didn't start at Pinos, I had just logged in and gotten word from Magnet that there was a war at pinos and that they needed conju. I happened to be nearby, near the pinos alter, I started running in the woods near the road to pinos, constantly rotaing the camera I noticed that I was being followed by 3 goats, looking ahead I saw that there was another ahead of me, but the didn't seem to notice me, so not to look suspicious I edged in tward the group and was within range 10-15 of them at one point till we got to the fort. At the fort I stop with them for a moment then charge through their lines across the death field between them and the Ignis line and run right up to magnet, completly untouched! Nobody even took a shot at me!
Top it off, my conju is a dark elf, those are only from Ignis lol.
I'm both very lucky and very stupid lol
octopus
09-04-2007, 06:22 PM
Thanks all for your suggestions in this thread. It has helped me immensely. I completely re-designed my Conjurer to be all defense, and I think it's made a big difference. Alone, I can hardly kill an easy monster, but when teamed with others, I think I add a lot to the strength of the party by using heal, regen, mass heal, mass mana regen, lots of buffs, and resurrect.
In the last two battles, I've earned around 60 to 80 RP each. I feel that I'm far more effective now than when I used to try to fight like a warlock and use offensive spells. Now in a fort conflict, I might cast two or three Ivy or Beetle spells, but other than that, it's all about buffing and healing others.
octopus
09-04-2007, 06:28 PM
I would like to hear what spells other Conjurers find most useful.
Is the spell Force Armor very useful? The description says it "grants the conjurer extra protection." Does this protect from physical damage, magical damage, magical effects like dizzy or knock-down?
I've found the Steel Skin spell quite effective when being attacked by warriors and archers, but it doesn't seem to help me much against Warlocks. What is the best defense to use when attacked by Warlocks or enemy Conjurers?
See you all on the battlefield!
G40st
09-04-2007, 06:36 PM
Force Armor is useless, it only gives you extra armor and i just think its a waste of mana.
Against warlocks you are pretty much fucked. But i would say that Silence and Beetle should buy you some time to get away.
DuoMaxwell
09-04-2007, 07:27 PM
What is the best defense to use when attacked by Warlocks or enemy Conjurers?
A knight or barb.
undefined
09-04-2007, 07:28 PM
So the Warrior skill Caution, which gives Protection: 50% at lvl 2 (iirc), basically just gives 1.5x your current armor? If you stacked it with some other Protection spell (like Friendly Shielding) to make it 100% Protection, it'd give you 2x your current armor?
Same for that archer skill, I think it was called Sudden Strike that reduces Protection by 50%, that basically reduces your armor by half?
But I guess armor is not all that important in Regnum?
DuoMaxwell
09-04-2007, 07:42 PM
Protection spells seem to do little if anythinng to the amount of dmg you take as far as I've seen, but that may change with future updates as much of the game still isn't done yet.
Mind Blank is prolly the only real defencive spell you need for war
G40st
09-05-2007, 07:46 AM
Protection spells seem to do little if anythinng to the amount of dmg you take as far as I've seen, but that may change with future updates as much of the game still isn't done yet.
Mind Blank is prolly the only real defencive spell you need for war
Yes, mind blank is really usefull. I always have it activated in war so i rarely get knocked down from Sultars Terror :metal:
DuoMaxwell
09-05-2007, 11:58 AM
Yep lol, I love standing there and seeing 10 ppl around me drop but I don't lol, tho that leave me an open target as I'm a known conju, but surprisinghly very few times have they taken the chance to target me, if they did en mass at this moment they've got a chance to drop me before I can get away. I guess this is one thing I can be glad that nobody uses advanced tactics in war. If they played to win wars would be more fun, cause now its about who's got the bigger army.
daresbalat
09-05-2007, 12:36 PM
You can't "win" a fort war though. You can only delay defeat as long as possible.
amade
09-05-2007, 01:02 PM
You can't "win" a fort war though. You can only delay defeat as long as possible.
Actually, you can. You just have to hold it long enough until the enemy gives up. This usually happens when the ones trying to retake the fort are vastly outnumbered and no help seems likely to arrive. Syrtis has often "won" forts this way, even Alsius too on her good days (or rather, when the other realm is having a bad day ;) ). Of course, you still lose the fort once you abandon it out of boredom but overall it still counts as a win against the enemy.
DuoMaxwell
09-05-2007, 06:49 PM
Yep, this is something we've done to the greeners a few times. The army just isn't there so whoever's there gives up, occasionaly comes within viewing distance, appauds or woatever, and is then killed again.
Angelwinged_Devil
09-13-2007, 08:07 PM
I believe daresbalat gave some pretty useful conjurer tactics.
Another one is when you're holding a fort as a low level conjurer, it might be good to stand inside the fort as a passive healer, people might need to get in to heal, get mana, or whatever to be battleready again. Then there's the people standing at the raised floor inside the fort shooting at people outside the fort (can't remember what it's called) watch them too, they are a good "hit and run" tactic since the enemy might waste mana/time on you when you get back down to get healed or rest.
amade
09-13-2007, 09:12 PM
...Then there's the people standing at the raised floor inside the fort shooting at people outside the fort (can't remember what it's called)....
Parapets if I'm not mistaken. Yes, this is off-topic. xD
You could also call it battlements but that word would be stretching it a bit since our fort walls don't offer much in terms of defense against ranged enemies to those standing behind the parapets. A proper battlement should protect the archers and mages with enough cover while they are still able to take a shot at the enemy, but this will obviously disturb the game balance and would be hard to implement considering the game mechanics. Crenellations (those rectangular blocks on top of the walls) could be possible though so we can hide behind 'em instead of jumping down everytime we drop below half health :P
</hijack> (please do not reply)
Froste
09-13-2007, 09:39 PM
Parapet! Thank you! I've been looking for the correct word for some time now, I kept referring to it as pallisade, even though it's incorrect.
amade
09-13-2007, 09:50 PM
Technically, I think our fort walls are pallisades, sort of like those found on motte-and-bailey castles.
http://en.wikipedia.org/wiki/Palisade
But ours are also parapets since we can walk on a raised platform along it.
Froste
09-13-2007, 11:10 PM
Yes the walls are the pallisades, but I used that word to refer to the platform you stand on, which is incorrect since it's obviously parapet (:
ozizu
09-14-2007, 01:51 AM
I was wonder how many points should I give into mana pylon on lvl40
cause have now 5 points, but I isn't that loose points, should I give it into first shield? [yeah, I know, I am crazy for not doing that first;)]
1lvl mana pylon -> 10dmg/sec/60sec -> 600dmg taken from first hit,
I know, that all have to be inside radius 10 from me.
maybe u can help me with offensive conj at lvl 40?
I have
mental 8th spell -> maxed first, ivy and blaze [4th lvl each]
mana control maxed -> energy borrow2ndlvl, maxed Ambitious sacrifice, maxed mana pylon [I think I'm gonna change it], synergy bond 2nd lvl
heal maxed -> heal self, heal ally, greater healing maxed, vital surrender lvl 4[just to got 3 allies resurected]
where should I put points?
what should I change?
I prefer fort wars and doing damage/give aura then buffing all the time
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