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Valour
03-16-2008, 02:06 PM
My current setup, just for the people that would actually find this information useful.


Mental: 3
Beetle swarm 1


Mana Control: 19
Energy Barrier 5 | Synergy Bond 2 | Energy Borrow 1 | Mana Burn 1 | Ambitious Sacrifice 4 | Arcane Devotion 5 | Mana Pylon 5


Staff Mastery: 19
Arcane Acceleration 1 | Arcane Projection 1 | Static Field 1 | Mana Communion 5


Life: 19
Heal Self 3 | Heal Ally 5 | Regenerate Self 1 | Regenerate Ally 5 | Resurrect 5| Divine Intervention 5 | Greater Healing 5


Sorcery: 19
Force Armour 1| Mind Blank 1 | Mirage 1 | Karma Mirror 1 | Sanctuary 5 | Tremor 1 | Steel Skin 5






Mental

Beetle swarm:
Only level one but stops the enemy from hitting you at a certain time. Could be useful to use to save somebody as they are running away as your heals are recharging.


Mana Control

Energy barrier:
Used to take 1000 damage so you won't die so quickly, use Energy Barrier when possible, as it has a 2 minute duration and 40 second cooldown you will be able to cast it again if an enemy attacks after 40 seconds. It can mean the matter of life and death in a fight, if you can cast it before a high damaging spell hits you when you are on low health it will keep you alive.

Synergy Bond:
It is a cheap spell at level 2 without passing on too much mana so that you will run out of reserves to protect yourself with.

Energy Borrow:
At level 1 it can give you enough to cast heal ally or to collect some mana to protect yourself with in desperate situations.

Mana Burn:
Good for use against warlocks who have cast Sadistic servants on you. aAt level one it only removes about 100 mana but it's 100 mana that the enemy doesn't have to use against you. It is also good to tell when people do not have any mana left so you can tell your allies.

Arcane Devotion:
Not many conjurers have this as high as me. I have this because faster casting will make it more unlikely that you will be knocked, dizzied or have any other cancelling spell put onto you when you are casting. You should keep this casted as much as possible.

Ambitious Sacrifice:
-375 Health for 750 mana. This is good exchange rate as we can easily heal that health removed after with out regenerate self or heal self cheaply.
750 mana is enough to cast alot of useful spells. Combined with mana communion we pratically have infinate mana.

Staff Mastery

Arcane Acceleration:
Good for attacking fort doors with and also attacking pts with that charge you.

Arcane Projection:
Useful to staff hit people who are in range, I just like to staff hit people when I am not needed to heal, it helps.

Static Field
-10% movement speed for a small area. Good for slowing down runners and it will also allow you to manouver a little better.

Mana Communion:
One of our best spells. It gives you and your allies 30 mana per tick at level 5.
It helps you to regenerate alot of mana and this should be casted when you and when others need mana simply.

Protection Dome and Evendims fury:
I stopped using PD because of the speed reduction but when you don't need to move much 10% resistance is still 10%.
I use evendims at level one whenever it is safe to do so, it's 125 mana and health that the enemy do not have.


Life

Heal self:
Use when your health is low simply. It's relatively cheap at level 3. When you have health it usually means that others around you have health. You shouldn't take too many risks in a fight because you are needed and are an important part of the group.

Heal Ally:
900 health to give an ally is alot. This will keep your ally alive for longer simply.

Regenerate Self:
Useful, 20 health per tick is good for slow regeneration of your health, I usually have this casting throughout a fight. Combine with greater healing and it's 60 a tick.

Regenerate Ally:
A very good spell; it heals the total of 1350 health over 30 seconds. And it has a 20 second cooldown. Combine this with Greater healing and it's 85 a tick.

Resurrect:
This is needed at level 5, the amount of ties i've gotten a low level resurrection and died because of lack of mana is just annoying. Level 5 enables your ally to have 30 seconds of sanctuary from enemies, other benefits and 2000 health.

Divine Intervention:
One of our best spells. At level 5 2 minutes of immunity from non-damaging powers. This blocks out things like confuse, ambush, MoD and Death Sentance. You should cast this whenever possible.

Greater Healing:
At level 5 it's +40 health for you and your allies per tick. It will heal you too, so overall this is a good spell. In war it will help to keep everyone alive in an area 10.

Material Wall and Magic Barrier: Useful to block out some damage received to an ally so it would be an advantage if it was a 2v2 situation or something similar.

Sorcery

Force armour:
I use this within a Steel Skin to cut damage a little or to cancel out most of the effect of a sudden strike.

Mind Blank:
Although it has been nerfed for level one itis useful to cast from time to time to have a chance of evading certain spells like knocks. Especially good for at the fort door so you can heal allies with some protection.

Mirage:
Combined with Mind blank 30% chance of not being knocked, every little helps.

Karma Mirror:
Just helps to remove some damage. I often cast this with mirage, mind blank, force armour and steel skin ^^.

Sanctuary:
Keeps you safe to heal/resurrect/buff your allies in. You can combine this with mana pylon too. This can be used to regenerate mana and health in whilst you are sat down too. This is the main reason why conjurers live until the end of fights.

Tremor:
Good to dizzy enemies, very useful spell. IUse before a charge or just use randomly so that your realm players have some advantage over the enemies.

Steel Skin:
Almost a sanctuary, should be used sparingly. 40 seconds of 90% resistance to physical damage is pretty useful. Should be combined with energy barrier toblock out other types of attack. If all else fails then you could retreat to Sanctuary if you are lucky.

valterbla
03-16-2008, 02:08 PM
there's only left barbarian, hunter and knight now >_>

Valour
03-16-2008, 02:14 PM
Haha yup, that took too long.

DkySven
03-16-2008, 02:33 PM
Nice Valour.

Yea, I was thinking of using static field at my conjurer too, it's a little like reverse escapist.

BlooD
03-16-2008, 03:15 PM
Stealing what you done to make this easy xD


Mental: 13
All in one

Mana Control: 19
Energy Barrier 5 | Synergy Bond 3 | Energy Borrow 4 | Mana Burn 1 | Ambitious Sacrifice 3 | Arcane Devotion 4 | Mana Pylon 1


Staff Mastery: 15
Arcane Acceleration 1 | Arcane Projection 1 | Static Field 1 | Mana Communion 4 | Protection dome 4


Life: 19
Heal Self 5 | Heal Ally 5 | Regenerate Self 1 | Regenerate Ally 5 | Resurrect 5| Divine Intervention 5 | Greater Healing 5


Sorcery: 19
Force Armour 1| Mind Blank 1 | Mirage 1 | Karma Mirror 1 | Sanctuary 5 | Tremor 1 | Steel Skin 3






Mental

Beetle swarm:
Your heals has cooldown 10, using this you will reduce the amount of damage an ally takes and also you will be healing him. Heal+bettle to the enemy+heal and you will make a warrior happy.
Ivy:
Useful for all the family. You can keep warriors aways from the battle, you can stop people who are running, you have to get this.
Silence:
Same as bettle swarm, lots of times avoiding damage its 10x times better than healing it.
Mind push.
Its your friend, but its not enemy warriors friend. Great skill.

Mana Control

Energy barrier:
Used to take 1000 damage so you won't die so quickly, use Energy Barrier when possible, as it has a 2 minute duration and 40 second cooldown you will be able to cast it again if an enemy attacks after 40 seconds. It can mean the matter of life and death in a fight, if you can cast it before a high damaging spell hits you when you are on low health it will keep you alive.
VAlour said it all
Synergy Bond:
I use it at 3 because i always used it at 3 in beta, 300 its not too much and sometimes you will have to give mana again, better do it one time only for 400.

Energy Borrow:
Its not only a good defense its too a good attack, -600 mana who goes to you pool. Saved more life than you ever know

Mana Burn:
Warjurer needs it at lvl 5, conjurers use it at 1. The damage cannot be resisted, this and energy borrow make AoO knigths sad guys.

Arcane Devotion:
I had to be a warlock to really apreciatte this skill, now muy conjurer uses it too. Its always useful.

Ambitious Sacrifice:
Lvl 3 its enough for me, 600 mana and with mana communion and mana borrow you will never be out of mana.

Staff Mastery

Static Field
-10% mvement speed fora small area. Good for skowing down runners and it will also allow you to manouver a little better. VAlour said it perfectly

Mana Communion:
One of our best spells. It gives you and your allies 30 mana per tick at level 5.
It helps you to regenerate alot of mana and this should be casted when you and when others need mana simply. Again VAlour said it perfectly

Protection Dome.
Nowdays the one who resist most its the one who wins, lvl 4 its good and the -25% movement its not a big threath to a conjurer.


Life

Heal self and regenerate self
I always liked heal self more, you can always have regenerate self on and if you are in danger better heal 600 and a fast sanctuary. When sanctuary didnt cancelled your positive effects i used regerate self at lvl 5 but now better heal self. Greater healing heals you too.

Heal Ally:
Is not a lot but its what we have. Must lvl 5 or better being a warjurer.

Regenerate Ally:
A very good spell; it heals the total of 1350 health over 30 seconds. And it has a 20 second cooldown. Combine this with Greater healing and it's 85 a tick. VAlour said it all

Resurrect:
Use it at lvl 3 or lvl 5. 5 for fort wars and 3 for hunts. I remeber the times when all people used it on 3.

Divine Intervention:
One of our best spells. At level 5 2 minutes of immunity from non-damaging powers. This blocks out things like confuse, ambush, MoD and Death Sentance. You should cast this whenever possible. VAlour said it all again. It was funny when it dont allow you to cast non-damaging spells on yourself.

Greater Healing:
Great spell, if some conjurers use it a group will be very hard to kill. And it heals you too.

Material Wall and Magic Barrier: Only use material wall. Knigths have a spell who reduces the same amount as magic barrier and its for them and for their allies in area 10.

Sorcery

Force armour:
I never have enough time for this kind of spells
Mind Blank:
Before the change it was too good at lvl 1, now its really good at 5 and a waste on 1. It can save you sometimes. WArjurer need it at lvl 5

Mirage:
Another warjurer thing, with this and mind blank at lvl 5 its 90% of resistence to knock, the warriors will laugh a lot.

Karma Mirror:
Since the old days didnt used this much. Before it reflected the original damage so it was way better. I explain it:
A barb hits you by 900, you have steel skin so it is reduced to 90 damage(it not reduces that amout but who cares...) if you had karma mirror on 5 now you will reflect 30 damage, at that times you reflected 300 damage (30% of the original damage), was funny kill people while you are resting but was a bit unbalanced.

Sanctuary:
You wil love this skills so better learn to use it. You can heal and give mana to your allies while you are invulnerable. Be careful with dot spells and your mana.

Tremor:
An area 10 dizzy with range 30. Nothing more to say.

Steel Skin:
If you are careful with the magic damage this is even better than AoO. Even at lvl 1 its a great spell. Use it wisely and it will be one of your favourite spells.

Heglin
03-16-2008, 06:13 PM
there's only left barbarian, hunter and knight now >_>

There might be a knight one too. If i get some time infront of my computer, too much time at work this weekend.

Nice thread, my conju have some thinking to do ;)

Atm he use a Mental 9, Staff Mastery and Mana Control 15, Life and Sorcery 19 setup at lvl 45

Valour
03-16-2008, 08:02 PM
There might be a knight one too. If i get some time infront of my computer, too much time at work this weekend.

Nice thread, my conju have some thinking to do ;)

Atm he use a Mental 9, Staff Mastery and Mana Control 15, Life and Sorcery 19 setup at lvl 45

A nice build there, similar to my old one.

But a before I could afford sorcery as well as life which is somewhere between level 37 and 45 I had 19 life, 15 staff, 15 mana, 13 sorcery mental 3

Around level 37: I went for the i'm a pt, I don't have mana communion and therefore I had life 19, Mana 15, Sorcery 13, Mental 3.

Valour
03-17-2008, 08:19 AM
It's a different setup :o

I didn't implement lvl 19 Sorcery untill about level 47 ^^ So I just ran around objects more, haha.

Valour
03-17-2008, 08:25 AM
Haha yeah, a bad aspect at the moment.

Some conjurers have slightly odd setups too for example no energy barrier or heal self, use the insightful passive. But I find that setup a little strange :P

octopus
03-18-2008, 06:25 PM
My setup is very similar to Katiechan's but for level 50 support conjurer set up for war:

*** Life 19 ***
5 Heal Self
5 Heal Ally
3 Resurrect (1400 HP + 900 heal is enough to get 95% to safety)
1 Regen self
5 Regen Ally
4 Divine Intervention (Very powerful buff)
5 Greater Healing (great for when your army is being hammered heavily)

*** Sorcery 19 ***
5 Mind Blank (Helps avoid dizzy/knock/stun)
5 Sanctuary (very useful for reviving, supporting a charging barbarian, etc)
4 Tremor (Great to weaken enemy right as we charge in)
3 Steel Skin

*** Mana 19 ***
5 Energy Barrier (I need to stay alive to keep others alive)
4 Mana Burn (one of my few offensive spells)
1 Synergy Bond (rarely used, I much prefer Mana Communion to feed everyone)
5 Energy Borrow (fill me up, and empty the enemy)
3 Ambition Sacrifice
1 Mana pylon (I might boost this later, I haven't been using it until recently)

*** Staff Mastery 15 ***
4 Mana Communion (This is a must-have spell, too bad it is in Staff)
All others at level 1.

*** Mental 13 ***
All at level 1. I often use Ivy, Beetle, Silence and Knock to stop rushing enemies or fleeing hunters (the latter is usually a waste, as they evade 90% of the time)

*** Summon 7 ***
All at level 1. My zombie is only a decoration.

*** Enchantments 5 ***
1 Feline Dexterity - I only use it when other conjurers aren't buffing (I don't want to cancel someone's level 5 spell with my level 1)

Note that I often change things around, but this is the build I found most useful as a support conjurer in war. If your conjurer spends a lot of time leveling, I would highly recommend a different build, with a powerful summon and some points in Mental. Months ago, a conjurer could level quite effectively doing all support, but unfortunately NGD changed that and now you must be a warjurer to level effectively. :(

Also keep in mind that a support conjurer is very vulnerable when alone or in a small group. A hunter can pretty much render a support conjurer useless for 40 seconds with just one little Confuse spell. I chose to go all-support with my conjurer because I have a warlock I can play when there isn't a large army to support. If your conjurer is your only character and you are often alone or in small groups, you might want to lower your support a bit and get a nice zarkit to help you out.

-Mehgan, Alsius conjurer

LuthienNenharma
03-18-2008, 06:40 PM
I think that you should try Protection Dome on lvl 3 or 4.
I tested it on Amun with Anpu and he resisted all spells that a Barb casted on him.

It is an awesome spell for fortwars. I donot think that it gives rp but it helps a lot.

DonnAy
03-18-2008, 06:45 PM
*** Life 19 ***
5 Heal Self - 3 or 4 is enough
5 Heal Ally
3 Resurrect (1400 HP + 900 heal is enough to get 95% to safety) - 5 or 4 ,3 is completly useless,you resuresct someone and oponents kill him
1 Regen self
5 Regen Ally
4 Divine Intervention (Very powerful buff) - 5
5 Greater Healing (great for when your army is being hammered heavily)

*** Sorcery 19 ***
5 Mind Blank (Helps avoid dizzy/knock/stun) -1
5 Sanctuary (very useful for reviving, supporting a charging barbarian, etc) -4
4 Tremor (Great to weaken enemy right as we charge in)
3 Steel Skin -4

*** Mana 19 ***
5 Energy Barrier (I need to stay alive to keep others alive)
4 Mana Burn (one of my few offensive spells) - put it on 5
1 Synergy Bond (rarely used, I much prefer Mana Communion to feed everyone) - put it on 2
5 Energy Borrow (fill me up, and empty the enemy) - 1
3 Ambition Sacrifice - 1
1 Mana pylon (I might boost this later, I haven't been using it until recently)

*** Staff Mastery 15 ***
4 Mana Communion (This is a must-have spell, too bad it is in Staff)
All others at level 1.

*** Mental 13 ***
All at level 1. I often use Ivy, Beetle, Silence and Knock to stop rushing enemies or fleeing hunters (the latter is usually a waste, as they evade 90% of the time)

*** Summon 7 ***
All at level 1. My zombie is only a decoration.

*** Enchantments 5 ***
1 Feline Dexterity - I only use it when other conjurers aren't buffing (I don't want to cancel someone's level 5 spell with my level 1)



To be true ,you can do it much better, this setup is more to help someone to lvl or to hunt with someone,in war you need diff. setup

octopus
03-18-2008, 07:47 PM
3 Resurrect (1400 HP + 900 heal is enough to get 95% to safety) - 5 or 4 ,3 is completly useless,you resuresct someone and oponents kill him

It is very rare that I revive someone only to have them die before getting to safety. The most important part of Resurrect is to know when to revive, and when NOT to revive. I Revive, DI, then Heal them as they run off. Level 5 is better, but those points can better be spent elsewhere. Most of the time when I revive someone and then they quickly die, it's because they are AFK or not paying attention and don't realize they are alive, or if I screw up and choose the wrong time to revive.


5 Mind Blank (Helps avoid dizzy/knock/stun) -1
Mind Blank will help keep you on your feet when your army is hit by a series of Terrors, so you can keep them alive. At your level 1, it only lasts for 20 seconds, and 20% protection. At level 5, it's 60 second duration and 40% protection, so you can stay protected at all times. Keep this spell going at all times and you'll be far more effective at supporting your mates.


4 Mana Burn (one of my few offensive spells) - put it on 5
I actually would take points from Mana Burn before most other spells. It's a great offensive spell in 1v1, but since this is a support build, it's not as important as most other spells listed.


1 Synergy Bond (rarely used, I much prefer Mana Communion to feed everyone) - put it on 2
With mana communion going 50% of the time, those around me rarely need mana from Synergy Bond. On those rare occasions, level 1 is fine, because with a 5 second cooldown and instant casting time, it's quick to cast it twice in a row quickly.


5 Energy Borrow (fill me up, and empty the enemy) - 1
3 Ambition Sacrifice - 1

You have these both on level 1?! You must be joking. I believe that it is the job of a support conjurer to keep the team filled with mana (almost as critical as healing them), and this would be very difficult without the above two spells to acquiring mana. When things get hot and you have to cast several mana-expensive spells quickly (Greater healing, Mana communion, etc), you will be useless if you are out of mana. Also if a mage steals your mana, you're screwed if you have no way to generate more.

Comp
03-18-2008, 07:56 PM
I have a "share" conjurer I use from time-to-time and when it comes to what a conj should be - you better believe I'm listening to mehgan. It's nice to see her back in swing using Mehg rather than zed :D

Dee-luxX
03-18-2008, 07:59 PM
I have a lvl 45 full support conj, who is not planning to lvl any more, so here is what i have:


Mental: 9
Beetle swarm 1 | Mind Push 1 | Ivy 1


Mana Control: 15
Energy Barrier 4 | Synergy Bond 1 | Energy Borrow 1 | Mana Burn 1 | Ambitious Sacrifice 4 | Arcane Devotion 4

Staff Mastery: 15
Mana Communion 4


Life: 19
Heal Self 5 | Heal Ally 5 | Regenerate Self 1 | Regenerate Ally 1 | Resurrect 5| Divine Intervention 4 | Greater Healing 5


Sorcery: 19
Force Armour 1| Mind Blank 1 | Mirage 1 | Karma Mirror 1 | Sanctuary 4 | Tremor 5 | Steel Skin 3


-----------------------------------------------------------------


Mental

Sometimes to avoid damage is better than to heal it. Better be safe than sory they say.


Mana Control

Energy barrier:
No comments

Synergy Bond:
Lvl 1, uber fast cooldown, no problem in casting it tuice.

Energy Borrow:
At level 1 it can give you enough to cast heal ally or to collect some mana to protect yourself with in desperate situations.

Mana Burn:
Just to piss of people, doesnt do much at lvl 1

Arcane Devotion:
Once you try arcane, you cant go back. I can hardly imagine life without it now.

Ambitious Sacrifice:
-375 Health for 750 mana. This is good exchange rate as we can easily heal that health removed after with out regenerate self or heal self cheaply.
750 mana is enough to cast alot of useful spells. Combined with mana communion we pratically have infinate mana.


Staff Mastery

Mana Communion:
One of our best spells


Life

Heal self:
If im dead my allies will be dead sooner or later.

Heal Ally:
900 health, nice.

Regenerate Self:
Useful, 20 health per tick is good for slow regeneration of your health, I usually have this casting throughout a fight. Plus its 1/1 on duration cooldown.

Regenerate Ally:
Good spell, but have no spare points. Maybe when i get to 46.

Resurrect:
This is needed at level 5, the amount of ties i've gotten a low level resurrection and died because of lack of mana is just annoying. Level 5 enables your ally to have 30 seconds of sanctuary from enemies, other benefits and 2000 health.

Divine Intervention:
One of our best spells. This blocks out things like confuse, ambush, MoD and Death Sentance. You should cast this whenever possible. Specially on other conjurers :razz:

Greater Healing:
At level 5 it's +40 health for you and your allies per tick. It will heal you too, so overall this is a good spell. In war it will help to keep everyone alive in an area 10.

Material Wall and Magic Barrier: Useful to block out some damage received to an ally so it would be an advantage if it was a 2v2 situation or something similar.

Sorcery

Sanctuary:
Keeps you safe to heal/resurrect/buff your allies in. This is the main reason why conjurers live until the end of fights.

Tremor:
Good to dizzy enemies, very useful spell. I use before a charge or just use randomly so that your realm players have some advantage over the enemies.

Steel Skin:
Almost a sanctuary, should be used sparingly. 30 seconds of 90% resistance to physical damage is pretty useful. Should be combined with energy barrier to block out other types of attack. If all else fails then you could retreat to Sanctuary if you are lucky.

Rith
03-18-2008, 10:40 PM
Mental: 13, Every skills in lvl 1.
Staff: 15, comunion.
Enchantments: 15, only bless weapon.
Mana: 15 barrier, sacrifice, devotion.
Sorcery: 19, tremor 3, skin and santuary 5.
Mental: 13: Every skills in lvl 1.
live: 19, the other points.

DonnAy
03-18-2008, 11:34 PM
Mehgan you are not suport conju,well yes but for hunts... you canīt say that is setup for fort wars couse just it is not and you are half suport.. couse you spend more time searching on whitch enemy you will cast some offensive spell .You must have all healing and suport spells and always at cooldown and if you have offensive spells forget to be suport,and I made mistake puting points to mana burn,I like more to be real suport conju not some half conju

octopus
03-19-2008, 03:14 AM
Mehgan you are not suport conju,well yes but for hunts... you canīt say that is setup for fort wars couse just it is not and you are half suport.. couse you spend more time searching on whitch enemy you will cast some offensive spell .You must have all healing and suport spells and always at cooldown and if you have offensive spells forget to be suport,and I made mistake puting points to mana burn,I like more to be real suport conju not some half conju


DonnAy,

I think you don't know what you're talking about. ;) The only "offensive" spell I put points into was Mana Burn, and really that's defensive. The damage it does is small, but removing mana from an enemy can keep them from hurting my friends. However I rarely using that spell, since most of my time is spent healing, buffing and giving mana. 100% of my spell points are in defensive and support spells, if you care to look again.

DonnAy
03-19-2008, 07:28 AM
Nwm mehgie,I left so or so

Arkenion
03-19-2008, 09:58 AM
Mental: 13, Every skills in lvl 1.
Staff: 15, comunion.
Enchantments: 15, only bless weapon.
Mana: 15 barrier, sacrifice, devotion.
Sorcery: 19, tremor 3, skin and santuary 5.
Mental: 13: Every skills in lvl 1.
live: 19, the other points.
You have that discipline twice? :O
I have it only one time :imstupid:

Rith
03-19-2008, 08:13 PM
You have that discipline twice? :O
I have it only one time :imstupid:


Sorry, stupid human error.

I am the.....:imstupid:

e30G
02-13-2009, 12:03 PM
With the changes to the current spells and the introduction of good items, I wonder how much these setups have changed. :)

Heglin
02-13-2009, 02:13 PM
hmm Life, Staff and Sorcery lvl 19, Mana control 15, Enchantments 13, Mental 7 and Summon 6 (spare points)

Life: Heal/Regenerate ally, Resurrect and Greater Healing all lvl 5. Heal Self lvl 3 and Divine Intervention lvl 4.

Staff:Mana Communion and Static Field lvl 5

Sorcery: Karma Mirror lvl 5, Steel Skin and Mind Blank lvl 4. Tremor and Sanctuary lvl 3.

Mana Control: Energy barrier and Dragon's blood lvl 3, Ambitious sacrifice lvl 2.

Enchantments: Dispel lvl 3

All other skills at lvl 1 though some of them is frequently used.

Now you got alot of information you could use as a weapon against me, try it ;)

More setups please, i want to see as many as possible.

Twinkle1
02-15-2009, 09:42 AM
A great post by some skilled conj's i will try some of these out on my lill pt conj. thnx guys just what i needed.

save_the_trees
02-18-2009, 03:56 AM
my current setup together with those spells frequently used (still haven't found a satisfying setup since 1.0 patch, numbers in brackets will be tested soon -.-):

mental 7:
beetle swarm 1, mind push 1
mana control 19:
energy barrier 5, arcane devotion 5 (4), ambitious sacrifice 4, energy borrow 1, mana pylon 4
enchantments 13:
dispell magic 3
staff mastery 15:
mana communion 4, static field 1, arcane projection 1
Life 19:
heal ally, regenerate ally, heal self, greater healing all on lv 5, Divine Intervention 5 (4) regenerate self 1, resurrect 3, material wall1, magic barrier 1. Dragons blood 1 (4)
summon: 6 spare points
sorcery 19:
mind blank 5, karma mirror1, sanctuary 4 (3), tremor 3, steel skin 1

some comments:
I am aware that from point of total damage reduction karma mirror might be more effective than energy barrier, but energy barrier has the big advantage that it can be prebuffed and thus buys you more time to use when you are already in combat. Personally I need and use this time to place a hopefully nice tremor right at the beginning of the fight. It is important not to lose too much hp at this stage or you will be focussed very hard. I can imagine that putting points into both spells could be better though. Not losing too much hp has become a bit more difficult lately because less people are using evade/block/resist heavy setups now. This is also why I'm using arcane devotion lv 5 atm (normally I would rather say that 4 is a good value).

I am furthermore aware that some conjurers would never use resurrect on any other lv than 5, but well, I have never used it on 5, I used to hunt a lot as only conju in the group and I still hope for some future changes which will bring back the interest in small group fights.

Dragons blood... if it really makes conjus resist a hell lot then it is a must have otherwise just crap ^^

With the current spells I still haven't found any good counter (which wouldn't totally destroy my setup) for MS since protection dome is that crappy now. If anybody has some advice, pls help me !

sathilda
02-18-2009, 07:17 AM
Dragons blood... if it really makes conjus resist a hell lot then it is a must have otherwise just crap ^^

With the current spells I still haven't found any good counter (which wouldn't totally destroy my setup) for MS since protection dome is that crappy now. If anybody has some advice, pls help me !

High intelligence protects from skills, but it stays random.

Heglin (as conj) is good for protecting himself from MS, even one with disable limb and spring maxed like i used to (i don't atm), good ol' static field/mind push/mind blank trio, but don't remember the levels :P . So ask him :D

save_the_trees
02-18-2009, 05:34 PM
Quite some time ago, I used lv5 static field myself but you see the greedy conju always wants to max out some effects on others while trying to cope with very few but effectively skilled points for self defending. I'm using all those 3 spells too, just on slightly different levels. And with beetle on cd you still will hardly stop an unstoppable and DIed barb from running at you with 150% speed and MSing you rightaway. I'm looking for spells and combinations which can be used in more ways, which can be more generally used to benefit the group (the group effect on static field is just too small due to its mini range) and at the same time grant a nice personal protection, like good old dome (the resist rates were really nice back then, at least for people with high int xD)... Thinking this way I would rather give up mana 19 and put some more points into mental instead. But the problem is that having seen the old potential I would consider options like those almost like a huge nerf. Currently I would rather calculate a MS and just save the other 50% of spells for after MS if it really hits through, than seriously investing more points somewhere because of it. Maybe it just still doesn't occur often enough, still enough guys running around with spear or sword as main weapon. So ehhhm ...little dark elven knight lady, come here and convince me that my setup is wrong and that it really is a must have atm :D

DkySven
02-18-2009, 08:34 PM
The setup I use at me newb conjurer: http://www.tres-erres.com.ar/rg/?ver=DkytheGoat

Since I can't have resurrect ally at level 5 I can only revive someone when there's no danger anyway so I have this at level 1. I also don't have high level self heal spells to save the points for support spells and buffs. Karma mirror(4) is nice :) I'm thinking of moving the points from enchantments to mental to have a little more defense, since low level enchantment buffs aren't really useful. Hopefully I'll have points for dispell soon.
Areachains are deadly for my conjurer now.(at least, when mind blank fails)

Pendalf
02-19-2009, 07:36 AM
asdfghs,

at first, i wish your conj will be higher level soon for you to have more points to distribute. =) At second, I'd like to advice you to have only grinding setup at your level. You will be pretty useless in war, so spend your time leveling in party. All you need for this are HA, RA, MC. Put maximum points in those powers, others you can put in bless etc. If you grind with allies of your level, think about magnifications, they will allow you to deal damage and get additional xp points. Always keep your MC on cooldown.

Nikor
02-19-2009, 07:55 PM
at first, i wish your conj will be higher level soon for you to have more points to distribute. =) At second, I'd like to advice you to have only grinding setup at your level. You will be pretty useless in war, so spend your time leveling in party.

I cannot agree with that. Conjurers are useful in war, regardless of level, if they know what they are doing. But it is generally better to wait until lvl 29 to have mana communion and lvl 4 heals.

And having said that, Dky might not have that much conjurer experience, but it'd prefer his lvl 32 conjurer in a war party over any lvl 50 who has levelled only in the inner realm and never seen any action.

_dracus_
02-20-2009, 02:02 PM
And having said that, Dky might not have that much conjurer experience, but it'd prefer his lvl 32 conjurer in a war party over any lvl 50 who has levelled only in the inner realm and never seen any action.

With all the experience he has with warrior and archer, I bet he can be a far better conjuror at level 32 than almost most conjuror level 50 in this game. Don't want to be rude, but conjurors are generally played very bad because of the lack of understanding of what the others do.

FlyingDeadBirdie
05-12-2009, 11:19 AM
My setup is very similar to Katiechan's but for level 50 support conjurer set up for war:

*** Life 19 ***
5 Heal Self
5 Heal Ally
3 Resurrect (1400 HP + 900 heal is enough to get 95% to safety)
1 Regen self
5 Regen Ally
4 Divine Intervention (Very powerful buff)
5 Greater Healing (great for when your army is being hammered heavily)

*** Sorcery 19 ***
5 Mind Blank (Helps avoid dizzy/knock/stun)
5 Sanctuary (very useful for reviving, supporting a charging barbarian, etc)
4 Tremor (Great to weaken enemy right as we charge in)
3 Steel Skin

*** Mana 19 ***
5 Energy Barrier (I need to stay alive to keep others alive)
4 Mana Burn (one of my few offensive spells)
1 Synergy Bond (rarely used, I much prefer Mana Communion to feed everyone)
5 Energy Borrow (fill me up, and empty the enemy)
3 Ambition Sacrifice
1 Mana pylon (I might boost this later, I haven't been using it until recently)

*** Staff Mastery 15 ***
4 Mana Communion (This is a must-have spell, too bad it is in Staff)
All others at level 1.

*** Mental 13 ***
All at level 1. I often use Ivy, Beetle, Silence and Knock to stop rushing enemies or fleeing hunters (the latter is usually a waste, as they evade 90% of the time)

*** Summon 7 ***
All at level 1. My zombie is only a decoration.

*** Enchantments 5 ***
1 Feline Dexterity - I only use it when other conjurers aren't buffing (I don't want to cancel someone's level 5 spell with my level 1)

Note that I often change things around, but this is the build I found most useful as a support conjurer in war. If your conjurer spends a lot of time leveling, I would highly recommend a different build, with a powerful summon and some points in Mental. Months ago, a conjurer could level quite effectively doing all support, but unfortunately NGD changed that and now you must be a warjurer to level effectively. :(

Also keep in mind that a support conjurer is very vulnerable when alone or in a small group. A hunter can pretty much render a support conjurer useless for 40 seconds with just one little Confuse spell. I chose to go all-support with my conjurer because I have a warlock I can play when there isn't a large army to support. If your conjurer is your only character and you are often alone or in small groups, you might want to lower your support a bit and get a nice zarkit to help you out.

-Mehgan, Alsius conjurer
Thanks a lot for the conjurer info!

Punti_X
10-20-2009, 12:38 PM
Just want to inform all new players that this discussion is not valid any more because many changes in last 3 updates were made.
So, basically, suggested setups from above might be not adequate for playing now.
(In my opinion, they all sucks)

ieti
10-20-2009, 02:49 PM
Spells maybe changed setups too, but info and hints put in this topic are still good and valid. Every conjurer can learn thing or two. Latest changes put some new tactics, but in common conjurer play is still the same.

Greyman_tle
10-26-2009, 05:18 PM
Don't want to be rude, but conjurors are generally played very bad because of the lack of understanding of what the others do.

Just got me conj to 36 and i have to say its the hardest to play..done a bit of group support (no MP) and the amount of information availible to do a 'good' job is non-existent..

Apart from the Health bar and visual buffs (eg bless) you have no idea who needs what. I can cope with 2 or 3 people to 'support' but after that its pointless. I have much more respect for the conjs that do seem to pull it off - even if your using voice-over.

I've read thru some posts and the 2 complaints about conj seem to be

1.They're useless...''didn't heal me'',''MANA,MANA''
2.They spam buffs/auras.

Both of these are due to the fact they are the only choices avail to a support conj. Either slowly doing the best you can or keep repeating everything as fast as poss...just to make sure everyone is covered. Both of these take alot of effort Btw..

Holding 'space' or whatever it is, helps but only for health.

There's alot more a conj could do if they could only see!!!

_dracus_
10-26-2009, 05:59 PM
Just got me conj to 36 and i have to say its the hardest to play..done a bit of group support (no MP) and the amount of information availible to do a 'good' job is non-existent..

Apart from the Health bar and visual buffs (eg bless) you have no idea who needs what. I can cope with 2 or 3 people to 'support' but after that its pointless. I have much more respect for the conjs that do seem to pull it off - even if your using voice-over.

I've read thru some posts and the 2 complaints about conj seem to be

1.They're useless...''didn't heal me'',''MANA,MANA''
2.They spam buffs/auras.

Both of these are due to the fact they are the only choices avail to a support conj. Either slowly doing the best you can or keep repeating everything as fast as poss...just to make sure everyone is covered. Both of these take alot of effort Btw..

Holding 'space' or whatever it is, helps but only for health.

There's alot more a conj could do if they could only see!!!

I do see exactly what you feel. One must know that heals have huge cooldown and that's pain for supporting. However for mana management I just try to look at what people cast, I approximatively know what it costs (from playing the others class). But it's hell, that party window doesn't refresh fast enought.

Mattdoesrock
10-26-2009, 06:09 PM
Yeah, learning the Art of good Conjuring is a task that cannot be learnt overnight.

If you want to play Conjurer well, I really recommend playing other classes at various levels first. Like Dracus says, you learn all the animations of spells, their duration, what they do and how much they cost. You learn to anticipate what damage people can expect to get and damage they can give out. For example, a knight is being attacked by several enemies, if you're good you'll have known if he's used his Aoo yet, if not then he'll probably be about to use it soon. Aoo 5 is 500 mana, so they'll almost definatly need to be topped up with some mana, after that other targets become more important for healing, as he'll be tanking.

It's not just learning spells, it's about learning players too. The more you war, and the more you interact with people, the more you'll learn. You'll learn who uses what spells, you is reliable for what tactic, people's playing styles, who you can afford to focus on as they'll either be A) A great player that can do more with your support than a sub-par player or B) are "famous" , known to be good etc. etc. and will be focused on by enemies.

You need to learn your enemies play style too, even as a Conjurer. Predicting a Terror is an easy one, and can be learnt easily, you can prepare for it, recast your shield, start up GH / Mana Pylon etc. etc. Use Mind Blank, get Mass Dispell ready if you have it etc.

You'll always be on your toes as a Conjurer, rarely standing still. Like I said, playing a Conjurer well is an art, and when you're in the presence of one, you'll know it. It's tough at time, but immensely rewarding.

octopus
10-26-2009, 10:14 PM
I would like to make some additions since many things have changed since I posted that Conjurer list. This is my 5 step conjurer list that I like to call Mash, Pee, Don't Move, Ignore and Bleed.

1. Exercise your "Stop-attack" finger. You will need a strong finger to mash your "Stop-attack" key after every single spell. You might end up pressing it 500 times in one fort battle. Bashing this key ala Whack-a-Mole is the essence of playing a support conjurer in Regnum, so endurance is a must.

2. When you get Confused by an archer, don't let that 35 seconds go to waste! Aim your character away from battle, press your Auto-run key, and then use this time for your pee break, or make a sandwich or maybe vacuum the carpet. With practice, you will finish your task just as the Confuse spell is about to wear off.

3. Learn how to NOT MOVE! Moving is the easiest way to cancel your own spells, so practice standing like a statue during war. Since spell animations do not match spell casting, it can be hard to tell when your spell has actually finished, so just stay in one place and never move. The additional benefit of not moving is that it makes you nearly impervious to Ivy, Roar, and other spells that keep you from moving.

4. Don't waste your time looking at the combat log, because as a support conjurer, this is a useless tool. Ignore it! Any useful information will scroll off the screen in a flash, replaced by useless info such as:
Regen +30 --> Some Ally
Regen +30 --> Somebody Else
Regen +30 --> Some Ally
Regen +30 --> Somebody Else
Regen +30 --> Some Ally
Regen +30 --> Somebody Else
Regen +30 --> Some Ally
Regen +30 --> Somebody Else
Regen +30 --> Some Ally
Regen +30 --> Somebody Else
Regen +30 --> Some Ally
Regen +30 --> Somebody Else

5. Don't forget to cast Ambitious Sacrifice over and over, otherwise you will always be out of mana. In the past, conjurers were the fount of mana in a battle, making them valuable, but since the area of Mana Communion was cut down to only 1/3 what it used to be, mana given was cut in half (that's 1/6 mana given to allies), and Mana Borrow was crippled, you'll have to cast this spell non-stop just to support one ally. Get used to bleeding yourself to feed your friends mana. I mean, a support conjurer is too weak to make anyone else bleed, so your own blood is all you have access to. Now that Heal spells cost twice as much mana, you will have a hard time casting it, but hey, wasn't everybody always yelling "Heal is too powerful! Nerf the Heal spell?" so thanks NGD for this nice change.

e30G
10-27-2009, 03:46 PM
Hahaha funny post. :D

On the serious side:

1. On the combat stance, I binded my combat key to my space bar. The pinky may be the strongest finger but the location of CTRL isn't very ergonomic. Space is much easier to hit with my thumb. Credit goes to Xia on this idea.

2. Confuse usually means I go afk a while. But it's also a good excuse to go warju on the fort wall. XD

Hint to Ignis and Alsius of Horus: Skill up with confuse. A lot of Syrtis conjurers rarely give out DI. :P

3. This is annoying... particularly since Conjurers spam the most number of spells in a battle. It's making the gameplay clunky and awkward.

4. Can't say anything about this but, we can continue to dream for a fix. :D

5. Yes mana costs have skyrocketed! But it's still not bad enough to be totally debilitating. It's your allies' responsibility to manage their mana pool anyway and not yours.

Punti_X
10-27-2009, 05:58 PM
Space... combat stance... bullshoot.. it is for "Names" instead of V! People of knowledge sure know why. Watch your Amb sacr lvl 5 cooldown for better mana management.

Heru
10-27-2009, 06:06 PM
Mental setup its fun too, you should try :D

padress
11-13-2009, 03:53 PM
my setup
Life 19
Sorcery 19
Enchantments 19
Mana 19
:metal:

Saiyajin3
11-13-2009, 03:58 PM
my setup
Life 19
Sorcery 19
Enchantments 19
Mana 19
:metal:

All maxed :D

padress
11-13-2009, 08:10 PM
yes. I think the Mass Dispel Magic is better than mana comunition.... :sifflote:
you can remove sultar :D

UmarilsStillHere
11-13-2009, 08:22 PM
you can remove sultar :D

Unless you get caught in it ^^

But yes I also take Mass Dispell over Mana Com, great for removing Sultar, Caltrops, Roars, confuse etc...

Immune
11-13-2009, 09:57 PM
Unless you get caught in it ^^

But yes I also take Mass Dispell over Mana Com, great for removing Sultar, Caltrops, Roars, confuse etc...

Mind blank (or mirage) lvl5 gives a good chance to resist sultar (among other cc-areas).
Mana com and mass dispel are worth about the same imo, both serve an important purpose. Mass dispel is more valuable in it's actual effect, but mana comm can be used more frequently and is easier to use.

It partly depends on how many people have each, and how effectively each player uses it. I don't think an army needs many more than 3 of either of these spells usually. (Ra is a different case obviously.)

padress
11-29-2009, 09:15 PM
give some pvp setup pls :lol:

Daeos
12-21-2009, 10:57 AM
Yeah, where are the pvp setups for conjurers?

linearguild
12-21-2009, 11:22 AM
Uh, you're playing the wrong game if you're here for PvP.

Saltor
12-21-2009, 08:41 PM
Yeah, where are the pvp setups for conjurers?

Why would you pick a support class and use it for PvP? That's like trying to skill a barb for only ranged attacks. :p

makarios68
12-21-2009, 08:58 PM
Why would you pick a support class and use it for PvP? That's like trying to skill a barb for only ranged attacks. :p

Herein lies the common misconception: yes, conj can be a support class - but it is not only this - that is not the only thing it is designed to do.

It is a support OR attack class, depending on your style. I hope it always stays this way.

Daeos
12-22-2009, 04:58 AM
As you put it makarlos, conj can be support, just like Hunter is classified as support also... but everyone uses it for pvp. So therein lies my question, how best to build a pvp conjurer.

makarios68
12-22-2009, 10:05 AM
A hybrid of support and attack seems to be popular these days. Since the support role got nerfed many conj's have armed themselves with some teeth but can still support pretty well.

Many go with a mix of heals + zarkit but you have to watch out for those nasty warlocks stealing your summon.

Personally, i prefer a mix of heals + high lvl mental skills. You can heal your pals and whilst your heals are cooling you can really screw someone over with ivy, arcane missile, silence, arcane missile, will domain, etc.

Having said this, I most often keep a full support role. I prefer this because it is most useful for realm/party/clan mates - i feel most helpful set up this way. But it's all down to personal choice.

As for full warjurer set ups, pretty straightforward - max out sorcery for steel skin so the physical classes can't touch you for 40 secs, get a zarkit, get mental as high as u can, and whatever is left put in healing.

Daeos
12-22-2009, 10:43 AM
A hybrid of support and attack seems to be popular these days. Since the support role got nerfed many conj's have armed themselves with some teeth but can still support pretty well.

Many go with a mix of heals + zarkit but you have to watch out for those nasty warlocks stealing your summon.

Personally, i prefer a mix of heals + high lvl mental skills. You can heal your pals and whilst your heals are cooling you can really screw someone over with ivy, arcane missile, silence, arcane missile, will domain, etc.

Having said this, I most often keep a full support role. I prefer this because it is most useful for realm/party/clan mates - i feel most helpful set up this way. But it's all down to personal choice.

As for full warjurer set ups, pretty straightforward - max out sorcery for steel skin so the physical classes can't touch you for 40 secs, get a zarkit, get mental as high as u can, and whatever is left put in healing.


Thank you very much! Exactly what I was asking for. I will keep the Zarkit build in mind.

e30G
12-22-2009, 02:54 PM
Personally for a multi-purpose build (hybrid) I'd ditch the Zarkit and go for a high Mental set and high Life and Sorcery tree. While Zarkits are good for leveling or 1 vs 1 fights, they are generally a liability in an RvR scenario. Ditching the Summon tree will also allow you a good hybrid setup where your heals aren't compromised and yet you still have good defense (in Sorcery) and good offense and CC ability in Mental.

Even on a support build I have Mental leveled pretty high with level 1 spells.

Flightcap
12-22-2009, 03:42 PM
Personally for a multi-purpose build (hybrid) I'd ditch the Zarkit and go for a high Mental set and high Life and Sorcery tree. While Zarkits are good for leveling or 1 vs 1 fights, they are generally a liability in an RvR scenario. Ditching the Summon tree will also allow you a good hybrid setup where your heals aren't compromised and yet you still have good defense (in Sorcery) and good offense and CC ability in Mental.

Even on a support build I have Mental leveled pretty high with level 1 spells.

Agreed, although I have lately taken to solo hunting with my conjurer and done surprisingly well even in 2v1 fights with Zarkit/mental. For a RvR fight then yes, scrap the zarky. But keep in mind that if you want to go hunting yourself its always nice to have that damage dealer along :).

Immune
12-22-2009, 08:11 PM
As for full warjurer set ups, pretty straightforward - max out sorcery for steel skin so the physical classes can't touch you for 40 secs, get a zarkit, get mental as high as u can, and whatever is left put in healing.

You forgot mana control. I myself use summon 19, mental 19, sorcery 19, mana 15, and heals 11. I only use steel skin 3 though (need those 2 extra points for elsewhere.) This gives great offense, good defense and decent heals + mana regen. I've won many 3v1's using this setup... not the best for war though.

As for hybrid, I'd simply use lvl 19 life, mental, mana control, and sorcery. Basic support role is fulfilled with good attack and defense capabilities.

Daeos
12-23-2009, 04:52 AM
All of the suggested builds i'll take into mind when going from solo to small pvp to rvr.

Pnarpa
01-31-2010, 03:25 PM
Mental: 3
Beetle swarm 1


Mana Control: 15
Energy Barrier 4 | Synergy Bond 2 | Ambitious Sacrifice 4 | Arcane Devotion 4


Life: 19
Heal Self 2 | Heal Ally 5 | Regenerate Self 1 | Regenerate Ally 5 | Resurrect 5| Divine Intervention 4 | Greater Healing 5


Enchantments: 19
Dispel 4 | Mass Dispel 4


Sorcery: 13
Force Armour 1| Mind Blank 1 | Mirage 1 | Karma Mirror 1 | Sanctuary 3


This is my current setup for my lvl 43 conjurer. Any remarks? Things that could be better?

Immune
01-31-2010, 10:14 PM
This is my current setup for my lvl 43 conjurer. Any remarks? Things that could be better?

At lvl 43, I think you should let higher levels handle enchantments (dispels)
Try this maybe:

Life 19// Heal self 3; Heal ally 5; Rezz 5; Regen self 3; Regen ally 5; DI 4; Greater Healing 5

Mana Control 19// Barrier 5; Amb. Sacrifice 4; Arc. Devotion 5

Staff Mastery 15// Mana Communion 4

Sorcery 13// Sanctuary 3

Mental 7// (Beetle swarm1/Mind push1)

monktbd
02-01-2010, 05:31 AM
Mana Control 19// Barrier 5; Amb. Sacrifice 4; Arc. Devotion 5


hmmm i would use pylon as well if i lvl mana control to 19.

points to lvl that?
maybe from devotion, barrier, self heal?

Life 19// Heal self 2; Heal ally 5; Rezz 5; Regen self 2; Regen ally 5; DI 4; Greater Healing 5

Mana Control 19// Barrier 5; Amb. Sacrifice 4; Arc. Devotion 4, pylon 4

Staff Mastery 15// Mana Communion 4

Sorcery 13// Sanctuary 3

Mental 7// (Beetle swarm1/Mind push1)

good setup for true support, might lack some sorcery but SS would mean to change a lot in other areas.
For me it is mostly a tossup between MC and dispell. single dispell is really handy though even at lvl 3 to get rid of confuse.

padress
02-16-2010, 10:25 AM
Setup for pvp :swordfight:

Mental 17 - arcana 4 , bettle 4 , ivy 4 , will domian 4 , silence 3
Mana 19 - barier 5, mana burn 5 , sacrifice 4 , arc. devon 5 ,
Heal 11 -self 3 , ally 3, rezz 3
Sumon 19 - only demon 5
Sorcery 19 - mind blank 5, tremor 4, steel skin 5



I think with this setup was conju very strong :viking:
please coment setup or some new ideas :) :hat:

Immune
02-16-2010, 03:49 PM
Mental 17 - arcana 4 , bettle 4 , ivy 4 , will domian 4 , silence 3
Mana 19 - barier 5, mana burn 5 , sacrifice 4 , arc. devon 5 ,
Heal 11 -self 3 , ally 3, rezz 3
Sumon 19 - only demon 5
Sorcery 19 - mind blank 5, tremor 4, steel skin 5


This isn't a pure pvp setup, seeing as you have tremor, heal ally (although that could be used for summon) and rezz. Here's what I use:

Mental 19- arcane 5, beetle 5, ivy 5, will domain 5, time master 5
Mana 19- barrier 4, mana burn 4, sacrifice 4, devotion 4
Heal 11- heal self 3, regen self 3
Summon 19- Zarkit 5
Sorcery 19- mind blank 5, karma mirror 5, steel skin 3

And yes I have time master 5 for when there's more than 1 enemy... it's saved me on multiple occasions where steel skin 5 wouldn't have.

Heru
02-16-2010, 04:38 PM
Setup for pvp :swordfight:

Mental 17 - arcana 4 , bettle 4 , ivy 4 , will domian 4 , silence 3
Mana 19 - barier 5, mana burn 5 , sacrifice 4 , arc. devon 5 ,
Heal 11 -self 3 , ally 3, rezz 3
Sumon 19 - only demon 5
Sorcery 19 - mind blank 5, tremor 4, steel skin 5



I think with this setup was conju very strong :viking:
please coment setup or some new ideas :) :hat:

Tremor for pvp ? just use silence ..... but for War yeah tremor is okay

Pnarpa
02-16-2010, 08:55 PM
Completely forgot I posted in this thread. Thank you Immune and Monktbd. I'll try those setups in war. I'm lvl 44 now, so 2 extra power points as well. :)

Why I used enchantments so high was because sometimes there just aren't a lot of conjurers on when I play. And mass dispell proved to be very handy at times. But lacking mana communion sometimes made war too uneasy. I guess I'll just have to make a choice... for now...

Punti_X
02-17-2010, 09:14 AM
This might help?

Rahj39
02-18-2010, 07:38 AM
This might help?

I use almost the same setup with my three auras. My tip to any conj is learn where and when to cast one of the three - gh, mc, mp.

I'm surprised very few have included mana pool in their support setups. I do not put points in arcane when I am in RvR support setup as I rez under sanct and do not need cast speed. I usually spam synergy 1 to anyone around me [whether they want it or not :P] while waiting to cast other spells.

I have numerous set-ups for all the main things I do during the game. I have a set-up for vesper, a solo grind set-up in the safe zone, solo grind set-up in the wz, full support grind set-up for a party [auras/mid-enchants], one warrior support grind set-up [no auras/max enchants], fort war support set-up and all the hydrid setups in between when I get bored and wanna go from grinding straight into a fight.

Punti_X
02-18-2010, 12:08 PM
I use arcane devotion because i have uber cast speed items, so i become cs addict. It is good to see ally ressed in 1.5 sec, so I avoid sanctuary as much as i can. Furthermore, I prefer dragon blood over mana pool to be more sure that my mentals will land on target.

monktbd
02-18-2010, 12:23 PM
I'm surprised very few have included mana pool in their support setups.

Well I don't find it that useful as it is just some additional mana that I can live on only at the beginning and will slowly deplete anyway and needs to be refilled.

Generally you have whatever AS level you have every 25 seconds to use and give away plus a bit of overhead from your initial mana pool.

Mana pool is there for me only at the beginning and I think I prefer an additional point in AS to two or three or even four in mana pool.

I feel the need for devotion though as casting barrier without devotion takes ages same with the auras and SS.

Maybe I will try some points in mana pool one day and see if that serves well or not.

Rahj39
02-19-2010, 12:21 AM
Well I don't find it that useful as it is just some additional mana that I can live on only at the beginning and will slowly deplete anyway and needs to be refilled.

Generally you have whatever AS level you have every 25 seconds to use and give away plus a bit of overhead from your initial mana pool.

Mana pool is there for me only at the beginning and I think I prefer an additional point in AS to two or three or even four in mana pool.

I feel the need for devotion though as casting barrier without devotion takes ages same with the auras and SS.

Maybe I will try some points in mana pool one day and see if that serves well or not.

My full support fort war setup is for "waves" of attack. I can easily unload 2000 mana with auras, heals and synergies. I wait for the break to replenish and then start over. The other problem I have is I cast sanct 4 with rez 5 so I always need this reserve [with AS 4]. I've made the noob mistake many times of sanctuary 4, run out and then realise I don't have the mana for rez.

I started as a low level fort conj as I didn't have sorcery and all I did was heal/syn anyone inside the fort. I think my level 33-36 "quest setup" was heal/mana/staff with no sorcery. I can't remember as it was too long ago.

My level 47 field conj set-up is sorcery 19 [mind 5, ss 5, sanc 5] with Mana 19 [eb 5 arc 5 mp5] with the intention of supporting the front line, casting the odd mental and rezzing either with arcane [my rez is only 2.5s - blllahhh] or under sanct depending on the situation. The problem is I lack the points/level to have heal 19. This set-up I have streamlined Heal 15 [rez 4 ha 4 with points in other skills like DI/HS]. I'd want to have Rez 5/GH5 to be a real field medic but that will come when I level. I rarely synergy with the set-up as I do not have mana pool and I need to buff my defenses constantly.

monktbd
02-19-2010, 01:46 PM
My level 47 field conj set-up is sorcery 19 [mind 5, ss 5, sanc 5] with Mana 19 [eb 5 arc 5 mp5] with the intention of supporting the front line, casting the odd mental and rezzing either with arcane [my rez is only 2.5s - blllahhh] or under sanct depending on the situation. The problem is I lack the points/level to have heal 19. This set-up I have streamlined Heal 15 [rez 4 ha 4 with points in other skills like DI/HS]. I'd want to have Rez 5/GH5 to be a real field medic but that will come when I level. I rarely synergy with the set-up as I do not have mana pool and I need to buff my defenses constantly.

As I am also 47 (and likely will still be for a while knowing me xD)
Here is my setup:
life, sorcery, mana control 19
sm 15
mental 3 (or 5 but blaze lvl 1 isnt really worth anything)

my other setup would be
life, sorcery, mana control 19
enchantements 13
mental 9

I never have sanct higher than 3, but have mb and ss at 5. devotion, barrier and AS at 4, pylon at 5. heal ally, regen ally, gh, DI at 5 (although i sometimes trade one point of regen ally to somewhere else). rez is only 3.
Sometimes I also trade a point in pylon somewhere else. of course dispell is at 3 or MC at 4.

I do synergy if I take the role of staying back to support marks or for warriors at the door if I have some to spare which happens sometimes cos I have problem to switch my targets when there are too many people around ( as known as "hey this barb is low on health let's heal him, damn I tried now for 5 seconds to click on him, oh he is dead now, ok you lucky knight who is already focused here is the mana that would have saved the barb")

doppelapfel
01-23-2011, 04:20 PM
http://trainer.claninquisition.org/trainer.html?s=ceZmbbhaauFgfFfbaaaaaqaaazauKymFaba aaaauafaGf

_Seinvan
01-23-2011, 08:52 PM
Thread reivival!

http://trainer.claninquisition.org/trainer.html?s=ceZmadbaauFgDHfbaaaaaqaaazauFFfEbba aaaauafadm

Mind Push(3); great great spell, low cd, low mana
Will Domain(1); perfect for a quick second of self defense or stopping a fleeing enemy
Energy Borrow(4); 25% mana stolen, evil power :pumpkin:
Mass Ress(1); cause it looks pretty :thumb:

I find myself using 3 spellbars, tricky to navigate sometimes though. :bangin:

e30G
01-23-2011, 09:48 PM
I find myself using 3 spellbars, tricky to navigate sometimes though. :bangin:

Why 3 spellbars? That setup can easily fit in 2.

DogFish
01-23-2011, 10:32 PM
Why 3 spellbars? That setup can easily fit in 2.

Although I could probably fit my setup into 2 spell bars, I like using 3 to keep the spells in the easy to reach positions of 1-6. Thus I can run sideways, holding a/d down, and still reach most of my skills while moving.

F1: Life Savior, Heal Ally, Regen Ally, Dispel, Synergy, Ambitious, Heal Self, Regen Self, DI, Mass Dispel
F2: Arcane Devotion, Energy Barrier, 5: DI, 6: Sanc, 7: Rezz, 8: GR, 9: MP
F4: Beetle, Ivy, Will Domain, Mind Push

To switch skill bars, I drop the mouse to the bottom of the screen, scroll using the mouse wheel, hit the key, scroll back to F1 while casting.

Thread reivival!

http://trainer.claninquisition.org/t...Ebbaaaaauafadm

Just wondering how well that setup functions with mana in war?

I would love to have a high energy borrow, but ambitious5, seems to work okay for me as long as I remember to cast it every 25 seconds.

Energy Borrow4 + AS4, should give around 100-200 more mana, every minute, than AS5 alone, just wanted to know your thoughts on resists and mana consumption.


Also, I find the lack of Heal Self/Regen Self interesting. Even without anyone attacking me, Ambitious will end up bringing me to ~3/4 or probably less hp throughout a battle. I never really used Steel Skin that often, is it actually good enough to negate the need for heals? And magical damage from warlocks?

_Seinvan
01-23-2011, 11:35 PM
Why 3 spellbars? That setup can easily fit in 2.

My spell bars are situational, which is sort of weird. One spellbar is set up for open field fights, another for when I'm inside the fort and the enemy is banging on the door, and another for self defense/when the fort door goes down and some of us are still inside.

Just wondering how well that setup functions with mana in war?

Mana Pool helps :p But I feel like Sacrifice(5) starts to eat at HP after a bit, and 750 is plenty of mana to go on for 25 seconds. I've got some decent +mana gear as well, always a help :)

When using Energy Borrow I try to target mages, which'll get me ~500 mana. Its a decent power which can temporarily disable a class if used at the right time. Even better is on lvl 4 forts, Borrowing a Guard Captain gets me a good 1k mana lol. I don't use it as a primary source of mana though. Its sort of a temporary fix for when Sacrifice is on cd.


Also, I find the lack of Heal Self/Regen Self interesting. Even without anyone attacking me, Ambitious will end up bringing me to ~3/4 or probably less hp throughout a battle. I never really used Steel Skin that often, is it actually good enough to negate the need for heals? And magical damage from warlocks?

This is where I usually rely on other Conjus who have Heal Ally (5) :p

Steel Skin is an alright buff at most. The only time I use it is to delay the inevitable or get out of a swarming group of barbs (Mind Push first ofc).

_Seinvan
01-23-2011, 11:42 PM
http://trainer.claninquisition.org/trainer.html?s=ceZmbbhaauFgfFfbaaaaaqaaazauKymFaba aaaauafaGf

Forgot to ask, why no Insightful? Even on Level 1 it gives you a good duration overlap on the cooldown of most self buffs; Devotion for example. Makes recast .5 sec.

ieti
01-24-2011, 07:34 AM
I do not use Mana Pool, but prefer Sacrifice(4) + Borrow(5). That two spells are enough to fill my needs of mana. Borrow is nice spell to get mana and to enrage someone(it is not so fun sometimes when nearly everyone starts to target you...but you have mana). Most of times you can get your hands on someone to borrow.

Insightfull(1) is enough. Putting more points into it is not needed.

I use all bars. Spells are overlapped on them, but i sometimes rotate spellbars too fast and run into empty one. So i made 1,4 and 2,3 nearly the same.

Relying to other conjus can play you a bad joke most of the times. You have to leave to you ways yo get out of bad situation. Get at least Regenerate Self. Heal Self can be good too.

Mind Push at 1 is most of times enough. Distribute that points to Picking Ivy and Beetle.

You put 1 point for a pretty spell??? Dude you need every point. Put that one in some good one. :)

P.S. I love mages who build a large mana pool. Yesterday i borrowed Karma for 750 and some other mage for 860. Yum yum...

doppelapfel
01-24-2011, 04:24 PM
Forgot to ask, why no Insightful? Even on Level 1 it gives you a good duration overlap on the cooldown of most self buffs; Devotion for example. Makes recast .5 sec.
Of forgot that. So selheal 3 instead of 4 and insightful 1.

Llyssaer
01-24-2011, 05:27 PM
I love mages who build a large mana pool. Yesterday i borrowed Karma for 750 and some other mage for 860. Yum yum...

I'm so glad you're on the side of syrtis, on my side, Ieti. You are fierce. I love it!

I also love reading these setups. I just now have my conjuror halfway to 37. Midlevel, decent enough to make a difference during war but not yet where I want to be. When I played before (2 years ago) I had a level 48 conjuror--so many lovely points! Right now, not so many. I appreciate reading these setups because I get ideas on how to make the best of the points I have. Thank you everyone.




~a.k.a Sylvae Blackwood

Aasiora-Leif
01-24-2011, 06:09 PM
I tried using energy borrow and it was nice; being able to steal 500+ mana from an enemy was great. The problem is that the spell forces me to look for an enemy and for someone like me, who has no offensive skills at all btw, it's dangerous. This is why I choose to use mana pool level 3 and I never run out of mana unless I cast greater healing, greater regen, and mass dispel one after the other (2040 total mana on Aasiora). Because I'm a full support conju, I avoid spells that put my character in bad positions like energy borrow and, sadly, mana pylon. I have probably reskilled 50 times trying to find a setup with mana pylon that I like, but because the spell dictates that I have to be close to my zerg, I don't use it. I try to position myself far far away from the syrtis zerg . This way, I can quickly mass dispel when they get sultared as they always do. Mana pylon and energy borrow gives my character unwanted attention and I would prefer if certain confuse & BoW spammers don't see me.

ieti
01-24-2011, 10:15 PM
You are right Aasi. Most of times i go in bad situations, but it is fun to try to ditch some barb who runs after me(franky and irsh are like a tail...:)) I die alot lately, but learn some stuff in a hard way too.

Conju MUST have good partner. Players like Syrtisa are so rare. She / he is an awesome team player and it is always a pleasure to play with her. She keep constant DI which is important, she look for team conjus which saves me alot. I try to do same.

Good team paired conjus are a FORCE. Look for your partner conju with priority. Keep an eye for him. This is important.

@marwade you will get there. We can always help with some tips.

_Seinvan
01-25-2011, 12:07 AM
Ahh yes, I love my DI buddies with all my heart :p

The problem is that the spell forces me to look for an enemy and for someone like me, who has no offensive skills at all btw, it's dangerous.

I usually pick the enemies my allies are ganging up on (Knights, other Mages typically) and are near death, so I can suck that last bit of mana out of them before they're gone. I admit it puts me in a tricky position sometimes, okay, most times, but its fun to use and helps a ton when its successful. One Borrow pays for a Greater Regen usually.

You put 1 point for a pretty spell??? Dude you need every point. Put that one in some good one. :)

Relying to other conjus can play you a bad joke most of the times. You have to leave to you ways yo get out of bad situation. Get at least Regenerate Self.

I don't like to rely on other Conjus around, but the HP Loss on Sacrifice(4) isn't a lot, and its not like it makes much of a difference. I'm not asking for heals or anything, either lol. I mean, is 375 hp going to matter when a group of barbs are running at you? :p

I can't resist Mass Ress' animation xD It's gorgeous! But I may drop that point and put it in Regen Self at least, seems like it'd be good to have a lot of the time.

Also: Does anyone else miss Tremor? I don't even remember NGD talking about removing it, but it was a good spell to use just before a rush. I'd like to have it back ^^

Grayknighter
01-26-2011, 01:00 AM
http://trainer.claninquisition.org/trainer.html?s=ceZbaaaaauFgfFdbaaaaauaaaFfuJKrEaba aaaauafadj

Thats mine, i am full support.

TomLukman
02-14-2011, 06:59 PM
This post is probably going to be most interesting to Aasiora, Ieti, Syrtisa and other Syrtis conjurers, but there's something to be learned for all others.

When I (Tomy) was close to graduation, and was still grinding up, Pug and I discovered that there were many experience and Regnum points to be earned in Enchantments. Since most of our fellow support conjurers were using the support setups like the ones mentioned earlier, we figured it would be a good idea to add a bit of variety to the army and kept supporting our soldiers with many level 5 buffs (enchantments).

I asked many experienced players on how they performed under buffs and they were all happy, doing better... anyway the advantages were obvious.

Now here comes the bad part - being a full support conjurer, no matter if you're a healer or an enchanter has (or at least in our case had) one major disadvantage. Just like my fellow conjurers mentioned, if unsupported by your army - you are doomed. You have no way of defending yourself.

Enchanting my fellow soldiers obviously made many of them feel like local Chuck Norris and even further encouraged the dreaded away from fort rushes. The army may have been somewhat stronger, but we started loosing to an even bigger lust for Regnum points. Also, I (and other conjurers) often fell victim to an attack because no one would help me (back) and I couldn't help myself.

Long story short - I dumped enchantments, tweaked my setup a little bit to include level 4 mental powers, and now I have a way to fight back and a few extra ways to support my friends (example: knocking down attackers etc.). I managed to keep my mana pylon, healing spells and a decent dispel + shield bonus that I use to protect the attacked ones..

_Seinvan
02-15-2011, 03:03 AM
Enchantments tree definitely needs a little tweaking here and there. It's too expensive points-wise to invest in many of the buffs, and there are better options available. I'm just sad that half our trees are practically useless in RvR :dumbofme:

TomLukman
02-28-2011, 02:50 PM
Enchantments tree definitely needs a little tweaking here and there. It's too expensive points-wise to invest in many of the buffs, and there are better options available. I'm just sad that half our trees are practically useless in RvR :dumbofme:

I guess it's going to get easier at lvl 60 - we'll be able to use those few points we missed. For reasons I already mentioned, I'll probably stick to mental and just upgrade some support spells (mainly DI, healing and dispel).

No buffs for bad soldiers :P

Isemon
03-01-2011, 01:09 PM
http://trainer.claninquisition.org/trainer.html?s=ceZdbaaaauFgfFfbaaaaauaaateuLKmDaba aaaauafabf

this is my current setup

Dubhghaill
05-28-2011, 04:04 AM
The setup i use at lvl 50, nice mix of impeding enemy, survivability, versatility and support. I will keep a similar structure too as i head for lvl 60, as i have had a heap of success in fort wars with this setup already (can be used for grind support but not solo grind of course) You also don't die instantly up near the front line with your steel skin:

Mental(11)- beetle(3), Ivy(3) (mainly to escape being targeted and rushed, or to trap/impede a barb/knight as they leave fort to defend gate)

Mana Control(19)- Energy barrier(5), Mana burn(4), ambitious sacrifice(5), arcane devotion(5), mana communion(4)

Enchantments(15), dispel magic(4) (85% is a nice percentage)

Life(19)- Heal ally(5), Heal Self(3), Resurrect(5), Regen Ally(5), Divine Intervention(5), Life Savior(4) (Life savior 4 is enough and other heals cd too long and mana too expensive)

Sorcery(19)- Mind blank(5), Sanctuary(5), Steel skin(3) (can drop sanc to 4 and increase steel skin but i don't like being rushed :D)

I am almost always actively waiting for the cd time for most of the spells above. Weirdest one on here is mana burn, but removing an enemies entire mana supply whilst doing the same amount of damage is priceless IMO. This setup reduces your confusion over being inundated with level 1 spells to manage effectively, and allow you to think much clearer when the zerg is coming. I believe the simpler you can make it, the better.

ieti
05-28-2011, 05:18 AM
You can substitute Mana Burn with Energy Borrow. It have same effect, on enemy if not ressisted, but you get his mana. Burn can be easy dispelled if there is a possibility to do so.

Dubhghaill
05-28-2011, 07:15 AM
Cheers Ieti. I will give it a go. Since the low level mana borrow was SO INCREDIBLY TERRIBLE on MoBs I didn't even consider trying level 5 in wz. Plus, I like your point that it won't/can't be dispelled (provided it isn't evaded). I watched the Youtube video of WindsRO and I was impressed at mana burns effectiveness. Human arena guinea pig testing will be underway shortly :D

ieti
05-28-2011, 07:40 AM
Mobs have small mana pool, so it makes borrow very unnefective. On players it is 500 - 600 on archers, warriors and 700 - 1200 on mages. This values are for level 5 of the spell which is 35%. Well if not evaded, resisted, or target got mana.

Mana Burn is a strong DoT and nasty mana drainer. It is more suited on lock maybe. Dunno actually. Used before, but dispell is a good counter to it.

Consider Insightful on level 1. If gives you possibility to recast Devotion before it runs out.

Mana Comm is too low bonus. You can substitute with Synergy Bond level 1 or 2. Here the trick is to watch over target's head. If mana blue numbers pop he needs and receives mana, else you just waste.

Ambitious Sacrifice you can use on 4 - the HP penality is not so bad. Mana income is nearly same. Consider Regenerate Self on some level to quickly parry enemy DoT's and regen from AMB damage.

Mind Push is the only way to stop and slow Madnessed or WM buffed barbarian. Quite risky, but awesome as last hope spell.

Sanctuary is most of the time good on 3, Steel Skin can be on 5. Still here MS is a big problem.

Dubhghaill
05-28-2011, 11:23 PM
I never really liked mana communion due to its overall effectiveness as you said, but i always find i run out of mana with synergy bond lvl 2 very quickly. Many people scream for mana, so it was a bit of a trade off for me. I would rather heal them than lose all my mana to give it to my allies and not be able to support due to the cd of ambitious sacrifice. Synergy bond is one of the hardest spells to manage so you don't take yourself out of the battle with over-support. When I use mana communion it is primarily for the archers or anyone else who happens to be standing nearby. Although barbs need mana too, conj's life expectancy is not too good when up the front. I also figure other mages can sort out their own mana issues. But i am all for improving my contributions and i know that synergy bond would help more people than mana communion given specified target, it's range and mana output. (just makes my job harder)

I will remove mana burn and will try energy borrow. I always had Ambitious sacrifice on lvl 5 as I had no other mana income, but with the addition of energy borrow I can drop the pp on ambitious sacrifice. It will probably also give me more mana to spend on synergy bond etc. It will really change the dynamics of how i play.

Due to minor lag issues and being able to quickly select a dead comrade at the gate amongst the many enemies standing on their body bashing on the gate, plus res time, i don't like dropping sanctuary below 4. Maybe with more practice i can drop to 3. People have to stop dying so close to the door.....

Thanks for your input Ieti. Good to see when people try and help and give advice instead of being negative towards setups.

ieti
05-29-2011, 12:13 AM
Glad to help. :)

Just keep in mind alot ppl get angry from borrow, so you will have alot more blood thirsty lovers wanting to kill you. Half Alsius and Ignis runs after me on sight...

I actually dropped synergy when they increased mana regeneration rate for archers and warriors. Now i got less mana problems unless i have to use all heals and saver on someone. My pool is around 2k mana which is enough.

Actually conju can survive pretty good most of the times. But for tanking setup you need to be 55+ so you make less sacrifices in support.