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View Poll Results: Poor conjurers
I like playing Conju All changes are positive ! 37 36.27%
The Update isn't good neither it is bad Conjurers still are playable ! 30 29.41%
I don't like it, Playing conju is very slobby now, It made conjurers useless and stupid to play ! 19 18.63%
HEY NGD CAN YOU HEAR ME? THANKS FOR THIS CONJU-RUBBISH! 16 15.69%
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Old 09-22-2010, 07:26 PM   #1
EpicAzan
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Exclamation RIP Conjurers

  1. So I was wondering what do my fellow conjurers think about the update,
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Old 09-22-2010, 07:28 PM   #2
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Poll Fail

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Old 09-22-2010, 07:31 PM   #3
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Quote:
Originally Posted by j4np0l View Post
Poll Fail

Not anymore
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Old 09-22-2010, 08:16 PM   #4
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The Update isn't good neither it is bad Conjurers still are playable !

I think conjus are still playable but i dont like the cast time and the 12% heal ally. And mass resseruction isnt what i thought it would be, with the first fireball everyone is dead again.
But life savior is really a huge + its an awesome spell
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Old 09-22-2010, 08:17 PM   #5
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I voted all changes are positive, although I really dislike %heals... It's bad for lows.
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Old 09-22-2010, 08:32 PM   #6
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Fix mass res(currently it gives no ressurection dizziness nor +HP, a level 1 fireball can insta kill a mass ressurected area) and I'll be happier. :P
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Old 09-22-2010, 08:34 PM   #7
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I like it, in general.
The cast times of greater healing, greater regeneration and life saviour should be shorter (mana communion is shorter too!).
Bring old heal ally back and i'm fine.
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Old 09-22-2010, 08:40 PM   #8
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Needs some more changes but i like it in general. Conju is more fun to me.
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Old 09-22-2010, 08:52 PM   #9
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i like the new conj
it's way more fun now
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Old 09-22-2010, 09:08 PM   #10
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I dislike heal % , and 2% for a full point/maxing at 12% is pretty worthless, to be using almost 300 mana for a possible 800 hp, makes mana issues and micromanagement even more tedious for conjs, to have to dbl cast a spell that worked fine using only once, putting yourself in danger for longer, or trailing someone needing to be healed because the first one did only 300 or so hp.

Life savior is a nice concept, but cast times are too slow for many mage spells, just to cast for example force armor and barrier, i lose 3-4 seconds. they need half that cast time, and all self buffs should be vshort gcd. I dislike the whole concept of gcd anyways, it breaks reaction based gameplay where someone with better coordination usually wins. I find myself constantly getting the nagging "recharging" message. mage gcd to me is about a second too long..


I dislike cast times for alot of skills, along with gcd bereaking the fluid motion (for example casting ambitious+heal self, is a standard combo for some players, yet their gcd is different and makes it seem not very streamlined to the whole process.)

Staff mastery is pretty much useless, not worth the cost.

i dislike the nerfing of summons healing, forcing me to stay in support setup only, many used a summon+ heals to grind slowly while waiting for people to support, now this is impossible.

I dislike our range limitations, 20 range heals and 25 range skills, very rare to see mages with 30 range staffs that arent slow (and even then some are slow 25s), and unbuffed staffs do pitiful damage, and are easily in range of hunter/marks fast 30 bows, so a med 25 vs fast 30..ouch. i wouldve liked to see range 30 meds and fast 25 staffs.

summons, i do not like, they are either worthless (zombies/imps, who have a very short range (about 15 meters to me? mabe 20) and die after mob is dead, regardless if they have a duration left. Its still buggy to me to cast a zarkit/lich along with zombies or imps, as it usually means one will stand around doing nothing.

Melee golem summon takes far too much damage, even with the protection spells, meaning he has aggro alot, and usually dies before his timer is half done (id have LIKED to be able to heal it yet, or cast buffs such as mat wall, not just limited to a wrath buff, % HP and protection passive. they are just too short, cost too much and dont offer any real advantage in using them, as the points it takes to make them battle ready are better spent just levelling a dmg skill to make up for it.


I honestly dont see any big improvements to mages other than mana regen, the class got more micromangement, less effective skills, longer cast times with the newer system. so its like we stay the same..or slightly worse off.

I still play but to me, it just made conjs weaker in the healing departments. sure savior is a nice bit of hp in a single go..but when you think of it..a lvl 5 heal could have sufficed, if it was simply made a bit cheaper, instead of making heal ally worthless in favor of one more spell to manage healing with.


one more thing..concentration is still kinda worthless, i get manay misses/resists yet despite having a high passive conc, or using metabolic. we have no real hc bonus skills for ourselves, aside from lowering targets HC.

id liked to have seen int bonus worth more for mages, like how conts is to warriors. we need more mana sadly, or cheaper costs..

As i have yet to really test many things, i do have one question though 9as the wording is a bit hard for me to understand)
the greater heal says 550/600 on lvl 5 i believe, what does this mean? I understand i thinbk regen..that one is a tick and the other instant..but im not clear on the other.
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Last edited by Kittypretty; 09-22-2010 at 09:23 PM.
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