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View Full Version : Help with my build and other ideas.


zeevzeev
03-12-2009, 10:03 PM
i'm a conju from ignis, and i have a build of my very own making. it should allow a conju to fight and heal, so they're not helpless and don't constantly need to reskill.

i would show u my build (i made it athttp://www.cwassall.co.uk/regnum/trainer/) but i don't know how to make a hyperlink to one of the files. can anyone help me?

the point is, at lvl 28 i have 9 points on heal, max summon, 13 mental, 12 mana control. nothing on anything else. at lvl 50, i have those 4 disciplines maxed out.

my other ideas: maybe an invasion plane, so theres a field battle, with the feild a triangle and a fort of each realm on each end. apropriate obstacles for each realm. possibly on center island ( which you can make biigger by making a teleport to the island, and it's not proportional to the land, so at the island it's bigger but at the rest it's the same size.

also: if you're bothered by how the other realm starts trying to get you out of their castle by invading ur castle, then take their fort and put their gate in danger. that will either put them on the defensive or make them take your fort back. a good fight either way.

_dracus_
03-13-2009, 08:40 AM
I strongly advice you not to use summon in WZ, and to get sorcery at least at level 13 (sanctuary is a must have in WZ). Conjurors are the only real support class in this game, I would play it only for that.

Regnum is a role playing game, conjuror with offensive build, in my opinion, understand nothing of this game. In war your team will need hight level healing, dispell, protections and maybe buff if you have time for it. A conjuror don't have time to support and fight or not that much.

To help you level I suggest you try Staff mastery tree, with the staff magnifications, acceleration and a summon you should get high really fast. Get few heals (lvl 3 or more if you can) for you and your party mate.

zeevzeev
03-13-2009, 08:05 PM
i didn't become a conju to be a healju. no one wants to be a heal and buff slave like that. my main build is a conju warju build, and i need help perfecting that and not sugestions for another build. besides, healing is more important than buffs, because what good is a damage bonus when ur to dead to use it?
and the warlocks who complain about warjus can put points on enchantments: those are the better attack buffs anyway. u don't need sanctuary if u can defend urself without it.

gluffs
03-16-2009, 02:12 AM
i didn't become a conju to be a healju. no one wants to be a heal and buff slave like that.

Slave? I dont know how it is in ignis but conjurers that keep us alive allways
gets compliments over a job well done. In warzone i care less for the few
warjurers we have but ill do what i can to keep the healjurer alive. Because
whitout him/her we cant win.

Lostican
03-16-2009, 02:21 AM
Ohh excellent...Ingis needs more warjurs!

spanking time! :lightsabre:

zeevzeev
03-16-2009, 03:51 PM
im trying to create a build that heals people well enough and can still kick some ass in a fight. can we stop debating how smart the idea is? besides, if theres a huge war and i'm strong enough to help, i'll go reskill to full support. an advantage of this build is i can grind and grind with friends without having to reskill. i can still heal and rez.
now, back on topic please.

backe
03-16-2009, 05:16 PM
The problem with maxing Healing, Mana Control, Mental, and Summoning is that you have next to no defense. Without Sanctuary (and perhaps Steelskin) you will be one dead conju, which in turn, helps no one. Assuming that you will be using Heal, Regen, and Res sanctuary is going to be a huge boon to you, especially because you WILL be primaried and killed. Thinking that Energy Barrier will save you in most circumstances is flawed.

Not to mention, you could (or at least appear to) be paying more attention to what your zarkit is doing which will probably piss your realm-mates off (one of my personal pet peeves as well).

The bottom line is that in Regnum, specializing for one role is going to serve you and your realm much better than trying to fulfill two roles poorly.

_dracus_
03-16-2009, 05:26 PM
zeezeev I can see a way to not be so week in fight as conju, but it doesn't mean using Summon. If you want to fight a bit you need to choose a bit of mental and staff mastery. I'll put magnification on lvl 4 + mind push and ivy on lvl 3. This should give you some power.

Heals on 5 with greater Healing + mana communion on level 4. Sanctuary and Steel skin as defense.

You should be able to support your team very well, and finish out some people with that.

And exemple of what you can do:

http://www.tres-erres.com.ar/rg/?ver=warjuror

UmarilsStillHere
03-16-2009, 10:48 PM
If you want offence as well as to be able to heal, then dont bother with a summon for wz, it dies/get stolen in seconds, you are better with the pure dmg from SM or CC spells in Mental. But you shouldent play offence to kill, you should play it to help your allys who are allready fighting that person, help em with a knock, imob, dizzy etc...

zeevzeev
03-18-2009, 03:08 AM
i found a solution to the steal summon problem:i can caste divine intervention on my summon, which should solve that problem a bit. how does the zarkit misbehave? how is it annoying? i haven't encounetered many annoying summon problems. please explain.

can u heal in sanctuary? because with ur build i have really bad offense and self healing, because my i only have regen self, and if i need alot of help now it isn't that usefull. this build also gives bad buffs. steel skin and sanctuary are the only self preservation things i have.

ur build is interesting, but this is the main defense, and i triying for main offense. this build gives me one decent damaging attack, and the rest debuffs. also, go to http://www.cwassall.co.uk/regnum/trainer/ and press load setup. find mine in lvl 50 conjus.
the second one.

backe
03-18-2009, 07:06 AM
Sorry mate, but your build? mmmm not so much.

My issues with this build (and I mean this from a Warju or Conju standpoint)

Any way of actually regening mana (aside from Energy Borrow, which can be resisted)
Incomplete staff mastery skills (Fire and Ice mags @ 3, with no Arcane Acceleration)
Resurrect 5 without Sanctuary
Severe lack of crowd control spells (most at lvl 1 with the exception of Time Master and Pricking Ivy)
Maxed out Healing tree with NO REGEN OR DIVINE INTERVENTION!
No defense other than Energy Barrier 4 (including Mind Blank, Sanctuary, and Steel Skin)


Look, I've already said it before, but I've just got to repeat myself, as you don't seem to get it. This build is a mishmash of staff mastery, damage spells, random healing spells, some fairly useless passives, and a Zarkit.

Lets say, for example (and I know, I know, one on one PVP's are rare) you run into a warrior. With no crowd control, you will be dead VERY quickly after the first Mindsquash, and if that doesn't work he can just pound you into the ground as you wait for your Heal Self to cooldown.

If you run into an archer, you will be sitting around waiting to cast (because you failed to put any points into Arcane Devotion) while he flings a truck load of arrows at you.

If you run into another mage, you will have your mana drained, in which case you have no method of regening mana (other than Ambitious Sacrifice 1 and Energy Borrow, which doesn't go far against a mage) and will be summarily killed.

In a fort war, you can't provide any useful support other than Greater Healing 5 and Heal Ally 5. Meanwhile, you are limited in dps by the fact that you are (a) a defensive class and you receive less damage per primary attribute point as well as have only half of a staff mastery build (b) have no crowd control and your only area is an undamaging freeze spell.

I appreciate that you are trying to think "outside the box" and create a unique build, but there is a reason that conjus either play as pure "warju's" or traditional conjurors.

zeevzeev
03-18-2009, 10:57 PM
there are no other ways to regen mana that i know of other than mana cummunion, which takes alot of mana to start with. care to share them with me?

and i still have silence and will domain, even though i didn't put points on them. on a warrior i would ivy, then summon and pound him with spells while it lasts, then will domain and when that runs out silence.
and, again, i can still cast arcane acceleration without points on it.

as for the mage, who says i can't drain him (to an extent) first, with energy borrow and possibly mana burn.
i could sarcrifice some offense and put the points of staff mastery on sorcery, so i could get sanctuary, but that would sacrifice some offense and this is a mainly offensive build attempt.
also, u seem to be missing the point. i want to be a warju that can heal. maybe u could give me a warju build and i can work from there?

backe
03-19-2009, 12:25 AM
Alright, this is the last post I'm making in this regard, because to be perfectly honest, it really doesn't seem like you want any constructive input on your build. If you think you have the perfect build already, then whats the use of this thread...

Anyway, on topic...

About Mana Communion, you already have invested enough points to get your Staff Mastery tree to 13, which allows you a maximum of 3 power points per spell and maxes you out at Protection Dome, which is generally a great skill. Unfortunately, you only have 1 power point in it, which (a) provides a whooping 15% spell resistance for 30 seconds (b) could potentially over-ride a MUCH more useful aura if you are in a group. Yes, the initial mana cost for Communion is high, but the returns are far greater than the cost with only a few power-points invested (not to mention, the cost of a zarkit is generally more expensive than Mana Communion, but you seem to be set on having one, so what the hell). I have already pointed out that you have Ambitious Sacrifice at 1, so nothing more really needs to be said about the mana issue.

Your proposed warrior defense is extremely flawed. Barbs have around 4k hp at level 50 and Knights have usually 4.5k and 5k hp.
The damage totals break down as such (these are just averages I've seen with both knights and barbs and include typical defensive buffs such as caution and frenzy)
Zarkit - 300 , very slow attack speed
Arcane Missile (4) - 300 with a 5 second cooldown and 1.5 casting time
Pricking Ivy (4) - 380 with a 25 second cooldown and 1.5 casting time
Staff - base attack +7% +60 damage reduced by armor...around 160 or so with medium attack speed (just guessing)

My question is, where is the DPS to prevent a warrior (even a silenced one) from closing the distance and killing you? Even assuming that the knight doesn't block and the barb doesn't have madness on, you will still be easy pickings once they get in range. Bottom line, is without mana or spells, a warrior is STILL going to out DPS you with this build and they will have a TON more defense than you. Hell, I will even go so far as to assume that they either don't have Mind Squasher, or it gets resisted, and this build will still fail.

Against a Warlock, you say you will prevent your Zarkit from being stolen using DI. This is a common tactic, but DI at level 1 only provides 20 seconds of protection with a 45 second cool down. So, after 20 seconds, your Zarkit will then belong to the Warlock. I don't think I have to explain what happens after that. There is also a good chance that you will be out-Mana-Burned, Energy Borrowed, and possibly Sadistic Servent'ed as well. So fighting a mana war is pretty much out of the question.

Against a full Warju, you will simply be out-DPS'ed.

Edit:

The new build looks a bit better, but I'm still concerned that you want to max your Healing tree. I would suggest dropping it to 15 or 11 and investing the points elsewhere.

zeevzeev
03-19-2009, 03:47 PM
what is DPS? and what would a full warju build look like,so i could modify what i don't need. and my point on mana communion was that if i was drained 1st, i wouldn't be able to cast it. and i don't know what mana burn does on players yet.
i like my second build best: i want to be a warju, not a healju. and i want your advice, i'm just not a good people person and am incredibly picky. i max out my healing tree because i feel that with any less ten 5 points my heals are useless to everyone including me: they would heal very, very, little. please, make your own warju build on the sight that you would have me use. and if there is a good warju build there, please tell me which one. i'm also looking, but i have bad judgement.
also, do you die when using vital surrender? if u don't., it might be a good substitute for rezz.

_dracus_
03-19-2009, 03:56 PM
what is DPS?

Dick Per Second

monktbd
03-19-2009, 04:48 PM
and i don't know what mana burn does on players yet.
.....
i max out my healing tree because i feel that with any less ten 5 points my heals are useless to everyone including me: they would heal very, very, little. .....
also, do you die when using vital surrender? if u don't., it might be a good substitute for rezz.

Mana burn transforms enemy mana into damage. Although I myself don't know whether the mana->damage ratio is 1:1.

I think maxing life is too much if you want to be a warjurer with some healing power, leave it at 15 or even 11.

I do not use sorcery for grinding (I use summon and SM maxed at my current lvl) but as a warjurer it offers a lot of protection especially steel skin and sanctuary.

I would maybe use - if I would go warjurer and until sm gets maybe nerfed:
Mental 15
Mana Control 13
Staff Mastery 15
Enchantments 7 (left over points)
Life 15
Summoning 19
Sourcery 19


It is not easy where to put your power points but you need DI at 3 to cover your zarkit all the time. SM is really powerful with all maginifications to lvl4 and combat magic to lvl 4 as well as arcane acceleration. You also need arcane devotion as high as possible because you will cast a lot.

leave regen self and arcane devotion always on.



about vital surrender: it will teleport you back to the save so you cannot use it to die and be ressurrected by someone else. Unless the battle is really really close it is quite useless and would give only more rp to the enemy.

_dracus_
03-19-2009, 06:50 PM
about vital surrender: it will teleport you back to the save so you cannot use it to die and be ressurrected by someone else. Unless the battle is really really close it is quite useless and would give only more rp to the enemy.

Holy shit, do you use vital surrender ?

Vital surrender is NOT to be used unless you want to put your mate(s) that will be ressurrected in a very bad position.

monktbd
03-19-2009, 07:25 PM
Holy shit, do you use vital surrender ?

Vital surrender is NOT to be used unless you want to put your mate(s) that will be ressurrected in a very bad position.

I know. I never used it and I doubt I ever will.
The situations where it could be useful are so few and only if you have it at lvl 5 and it would res at least two more conj or the enemy has no conj anymore and is already low on numbers too.
So to have all the information to know that using it would actually turn the battle is already difficult enough.
I think it might make more sense (if you can use that word without laughing anyway for that spell) on Horus than on Ra given the numbers in fort wars.

Scenario: I could use it to res a lot of people who just got area-ed at the fort wall of aggers when taking it back, maybe succeeding to finally break the gate without giving the defenders the chance to get their areas back while we run back from the save.

So bottomline: I can think of (very few) scenarios where the spell could help but I would always put my points somewhere else because it would prove so much more useful.

_dracus_
03-19-2009, 07:34 PM
So bottomline: I can think of (very few) scenarios where the spell could help but I would always put my points somewhere else because it would prove so much more useful.

I strongly agree, I never have enought spare points to loose on that skill ^^.

zeevzeev
03-26-2009, 02:51 AM
ive thought about it and reworked my build, but i'm undecided on some aspects. since i'm mainly warju, i'm going with heal at 15. but thats the only thing i have concrete at the moment, other then max out summons. (4 points on heal and regen self, heal other and rez. with the other points i could do multiple things, but i need to ask a question 1st:

are the offensive capabilities of SM goood enough to replace the offensive capabilities of mental, or is one needed to complement the other? also, how many lvls on it ( from x amount lvls to y amount lvls) should i have?

at the moment i'm thinking about using max mental, SM at 11, and sorcery at 12 and max mana ctr as welll as heal at 15 and max summon.

an issue: i need area attacks, and i don't have any that do damage. are there any for conju?
i'm thinking time freeze as my area of choice.
is DPS damage per second?

zeevzeev
03-29-2009, 03:57 PM
i've been hearing that summon isn't worth while in wz. ur thoughts?

i came up with another tree, this time using more staff mag then mental, but still with a summon.

now i have one mental attack of choice (ivy) and the rest of my offensive power on staff mag, and 4 points on every heal except for regen other.

what do u think?

another question: is it worth it to get evendims furry?? and on which classes should it be cast? and is it an area, because even if it has an area, it doesn't have to be one. (zarkit summon also has an area listed)