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Questions to the Community Guides and how-to play threads posted by other users |
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11-15-2010, 03:52 PM | #1 |
Pledge
Join Date: Nov 2010
Posts: 3
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New player, potential conjurer build.
http://trainer.claninquisition.org/t...Labaaaaauafafb
Obviously, I am going for a healing build here. At the moment I am only level 10, and just switched classes. Let me itemize my thinking here, and tell me if my thoughts are wrong and help point me in a better direction if so, please: Mental: Beetle Swarm and Force Push seem like great 'Oh-shit' buttons. I thought about getting Ivy as well or instead of Beetle Swarm, but I couldn't find anywhere to take a point from that i felt comfortable with and I felt BS and FP would be more useful in more situations than a rooting skill. Mana Control: Energy Barrier seems like an absolute must. Synergy Bond seems like it would be great, since energy borrow and Ambitious Sacrifice together would give me a virtually limitless mana pool, I thought. Why not share the wealth? I took Mana communion for the same reason. And Arcane Devotion... that seems like it would make all spells insta-cast. That seems like it would be a bit much to hope for, but I can't think of another way to interpret those percents. Am I wrong? Staff Mastery: I really would have like to get more here. Namely, more levels of Static Field, and a few levels of Protection Dome and Evendim's Fury. Both of those seem like good spells, but there just weren't enough points for them. As it is, I still got one point of Static Field over putting that point somewhere else because I figured a 10% speed difference would give me a little wiggle room in order to get away from a charging warrior while my mental skills were under cool down. Life: I took Heal Ally and heal self to the level where they healed the same amount. I figured plenty of points in each would help me keep my allies alive and myself alive so that I can keep them alive even better. Would have taken Heal Self to 5, but, again, ran out of points. The same goes for regenerate self. Resurrect 5 looks amazing. I don't know what max hp or damage is like in endgame/RvR, but I figured that sanctuary affect was worth getting if it was anything like the spell by the same name. My lack of knowledge of end game HP levels is also what drove me to make Life Savior. It seems like an instant shot of 60% of their HP would really keep fighter types going while chasing down an enemy caster though, so I figure I would get it. Divine Intervention is a little confusing to me. Does it protect from stuns, stat drains, or what? It seems to contradict itself a bit. I got it up high enough to keep one ally going on it full time, though, since it seemed like it would be important in later parts of the game and PvP. As for Greater Regen and Healing, I opted to max Regen, since it seems like an amazing ability. While Greater Healing seems like it would be a very good spell, especially if used in unison with a fellow healer, I just couldn't justify moving points into it when it has a fixed 2 minute cool down. Sorcery: I took mind blank to 5 because it seems like having near constant resistance to half of all the disabling effects that come my way would be a huge help in RvR. People like to gun for healers, so anythings that makes me an ever so slightly harder target seems like an 'A' in my book. Sanctuary seems like a great 'If all else fails' skill. If my HP is dwindling and I'm riddled with DoTs and the melle is closing in, I could just throw it up and take 20 while I wait for someone to help me. The same thought went into getting a level of steel skin. I figure that plus Energy Barrier and Static Field could let me get to where I need to be when I REALLY need to be there, toss some heals, move some mana and then throw up sanctuary right as I am about to be minced meat, if I absolutely need it. I really would have taken it to 5, I think, but again, the points just weren't with me. So, thats the build I was thinking of going with, and my thoughts on why. I know thats a huge wall of text, especially considering that it could all be wrong, for all I know, but I would really appreciate some critiques and advice. If anyone could take what I thought up and modify it however they think would be better, please do. |
11-15-2010, 04:16 PM | #2 |
Apprentice
Join Date: Feb 2009
Posts: 79
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The build looks good.
Though, in case you didn't know, builds aren't permanent just type /reset_powers and it will be like starting over. So don't worry so much about a build for the future when you can test out many possibilities and find what suits you best. Also, welcome to the game.
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Adelle - Volari
The shadows followed by the stars have turned to gold. |
11-15-2010, 04:21 PM | #3 |
Baron
Join Date: Jul 2007
Location: In Nekoko's lap ;)
Posts: 768
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Hi Kaoy,
You generally won't have to worry about this for a while at your level, but I'll throw out some suggestions anyway: Beetle swarm and Mind push are already good choices, but you'll need to learn how to use them properly. Mind push in particular can be tricky to use because it is melee, although it is great for spamming at fort doors or other places where you can hit alot of melee players with it. Of course you will need Arcane devotion on 5, and Static field is a good choice too. Mind blank is of course, a must have, and at the maximum level you can keep it buffed all of the time. You'll need Ambitious sacrifice on 5 probably, mana really strained for Conjurors. You could rely on Energy borrow, in theory, but the problem is it's a percentage of the target's mana pool, so you really only get your money's worth if the target is a mage. It can also be resisted. Overall, you're probably better off using those points in Ambitious sacrifice and just Heal self'ing the damage taken. Regarding Synergy bond vs. Mana communion, you don't really need Mana communion anymore since the mana regeneration was increased for all classes in the last update. Just Synergy bond is more than enough, except at boss fights, door fights and gate fights, all of which are rare compared to the frequency of regular, open-field battles, bridge fights or the fights leading up to attacking the fort door. I would instead use those points in Mana communion for Mana pylon - it is quite possibly the best skill in the game. Basically what it does is add Energy barrier to all your surrounding allies in a fairly large area. Sanctuary is mainly not used to save the Conjuror (although it can), but instead used for resurrection runs, to run into a hot zone and resurrect a player even in the middle of a swarm of enemies. This, of course, only works if you have Resurrect lv5 because without the Sanctuary effect your target will just die instantly again. Other than that, Sanctuary should always be a last resort. Note that you can heal and buff alliles in Sanctuary, and resurrect, but dispel won't work, and you can't heal yourself. It also does not cancel negative powers cast upon you, only positive ones. Steel skin and Karma mirror are the Conjuror's de facto defenses. I would even say consider placing these at a high level and dropping Energy barrier. A barrier is nice but ultimately an offensive class such as a Barbarian, Marksman or Warlock will wipe it out in just a few hits at most, where as Karma mirror and Steel skin provide ongoing protections, especially good when they are used together. Steel skin is the de facto vanguard (front line) skill of Conjurors. Divine intervention is, simply put, the single most important skill in the entire game. Archers have a skill called Confuse, which when cast upon a Conjuror, disables all non-damaging powers (99% or 100% of their skill set). Casting Divine intervention on allied Conjurors prevents them from being Confused. There is also a high-level Warlock aura (Master of doom) that makes all enemies around him dizzy (unable to cast spells), DI also blocks this and allows Conjurors to heal people even under his aura of darkness. Similarly, DI can protect others from these effects to, as well as many other non-damaging effects such as Deafening roar, Ambush(Archer knockdown), Mind push, Will domain and Silence(from Mental), and many, many more. Roughly half of the crowd-control (status) effects in the game will be blocked by DI. Finally, we come to heals. Heal ally should always be as high as you can get it, and Regenerate ally should always be level 5 if you can afford it, because you don't want to overwrite someone else's higher-level regen with your lower-level one. Generally you use Heal ally on players actively taking damage on the front line, and Regenerate ally on players who are resting at the back. Life savior is a great skill, and really does save the life of players in battle, or quickly return a severely injured person to the fight (combined with some mana with Synergy bond and maybe DI), but keep in mind you can only use it once per minute. It takes some skill to know when to use it best. Consider picking up Dispel magic if you can, even if only on level 1. This skill is even more important than Heals in fights. In fact, I would even suggest that you sacrifice your heals in order to obtain it. It dispels all negative powers on the target (with a 100% chance on level 5), has a fairly low cooldown and can also dispel all negative powers cast upon yourself (except Dizzy and Confuse). This will basically save players lives more than anything else, once you have learned to master it. Mass dispel also stops rushes dead in their tracks, if you're looking for a big level 19 support spell. Some other things to consider: Protection dome is not working well for now. Buffs are good but generally eat too many points to only be able to cover 4-5 people at a time, they are mostly used for grinding. Greater healing(the instant one) and Mass dispel are both pathetic. High-level mental, Staff mastery and Summons are only used by "Warjurors", and is frowned upon since it takes points away from support builds. Friendly sheilding, Force wall and Material wall are all very good and you should consider having them at least on level 1, for supporting that DI'ed warrior who leads the charge. Force armor results vary, but generally it is not worth it. Shifting silhouette is completely useless. Insightful might be worth points, depending on how reliant on a longer Sanctuary or Steel skin you are. Keep in mind that with Insightful lv1 and Mind blank 5, Mind blank will last slightly longer than its cooldown, giving you some overlap in recasting it in emergencies. Kind regards.
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Hannah Amelie • Catalina Nevena • Alicia Godwyn
Alsius Horus ✝ No chance of victory, no chance of defeat ✝ Frozen Flame Individually, we are one drop. Together, we are an ocean. An ocean of drama. Last edited by Mikan; 11-16-2010 at 07:12 AM. |
11-15-2010, 04:27 PM | #4 | ||||||
Baron
Join Date: Nov 2009
Location: Berlin, Germany
Posts: 715
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Do you know about /reset_powers ? Just wondering cause your lvl 10 and already thinking about your lvl 50 setup.
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Synergy Bond is in my opinion enough on lvl 1 because it has a very short cooldown (3s), so you can use it again and again. I dont really like energy borrow, it has a long cooldown and it doesnt suck that much mana, on lvl 3 about 300 from an archer or warrior with 60s cooldown. Better put those points into sacrifice too, it costs some hp but you often really need the mana. Mana communion is nice, skill it if you have the points but its not really a must have. +100% from devotion dont mean youre casting spells instant, if you travel from a to b and back with twice the speed you wont be there instant but you will need half of the time, same for devotion. I really like the spell, its especially good for auras and live savior. I would recommend you using mana pylon, this spell is great. Everyone near you gains 30 barrier points per lvl, enemies have to break them first before they can attack the hp, a must have imo. Quote:
Protection dome isnt really useful, it has no noticable effect. Evendims Fury is a great area spell but since its that high in a more or less useless tree you have to sacrifice a lot good skills to get. Quote:
About the selfheals: Some have them on lvl 5, some dont use them at all, depends on your playing style. Try and figure out how much heal you need. Self regeneration doesnt increase much on higher lvls, +20 hp on the first one, lvl 2-5 only 5 more. Quote:
DI protects an ally from all spells casted by enemies that do not do dmg so mainly ccs. Most conjus use to have it on lvl 3 and give it to another conju to be immune against some ccs. Quote:
All in all you made a great setup considering youve never played a conju before, the only things that are really missing are Mana Pylon and dispel, which removes negative effects from allies or yourself (enchantments 13). I would probably use this setup at 50 but of course everyone has a different opinion and playingstyle. |
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11-15-2010, 05:57 PM | #5 |
Master
Join Date: Jul 2010
Location: Poland
Posts: 285
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Support conjurer NEVER have unlimited mana, even with mana pool 5 ( 2200 max with it) I am having 'need more mana status' because heals, dispells and dev + barrier ( selfbuffs ) uses more mana than you get by sacrifi 5 ( + 900 mana ).
Other things has been said. |
11-15-2010, 09:07 PM | #6 |
Count
Join Date: Feb 2009
Location: San Martin de los Andes
Posts: 1,090
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thank you for teaching me some conjurer things.
my conjurer is lvl 44 so i dont have many points, but listen my self experience: DI its great for another conjurer behind saved by it, but DI on a barbarian might make him kill an extra enemy or two, the priorities for DI are 1º conjurers, 2º "master of doom" warlocks, and third already buffed barbarians. mass heal (instantanly) its a bit better than a heal enemy on 5, but in mass. it is actualy good after an enemy area (I.E. a terror felt off, you resisted it, heal everyone again with it and charge!) sanctuary its good on lvl 1 to rezz someone on a fort gate, but you wont make it too far without it on higher lvl (example, try to rezz someone that died on the corner of the fort, its nearly 7 seconds to get there, 2 to rezz (for devotion) and then try to get back alive :P) i dont usualy need nor stone skin or mind blank becouse i stay on the retaguard (the back part of the army) and heal from there, that way you wont die that often, you save some points and can protect better your alies. dispell its a great spell!! mass dispell its perfect convination with mind blank becouse if you resisted the CC (example terror) you can make everyone stand up again and fight. single dispell recarges fast, has global cooldown very fast and al lvl 3 has 70% chance of dispelling every buff. regenerate aly it works better on an ally with good defense (a knight with defensive instance for example), but it still its great with anyone, if you single target heal, in the time that heal ally recharges, with regen on 5 you healed 225 health points on your ally and it lastes 30 seconds (1350 hp total) dont focus on most damage skills, but mind push might be great on doors and bridges. but specialy, play, play and train yourself on the art of support and remember that best glory on war its to die to make another one live and kill who killed you ^_^
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Poptart, caza 53. Omlette, conju 50. Strawberry, barbaro en ascenso, Haven, Alsius. Van SacKK. |
11-16-2010, 01:11 AM | #7 |
Pledge
Join Date: Nov 2010
Posts: 3
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Thank you all for the advice. It helps a lot. And no, I did not know about the reset command. Thats not something you see in a game often, especially not a F2P, so thank you for telling me. I will try and II will try and experiment as much as possible then, since that gives me a lot of freedom to play around. I love experimenting with builds and such, so that will be great.
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11-16-2010, 01:46 AM | #8 |
Count
Join Date: Feb 2009
Location: San Martin de los Andes
Posts: 1,090
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yes, for your lvl now i would suggest you to use summon (demon, zarkit) at lvl 2, with flame and arcane missile, summon lasts 40 seconds and recharges on 60, so rest to get mana on those 20 seconds and try to kill at least two mobs with every zarkit
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Poptart, caza 53. Omlette, conju 50. Strawberry, barbaro en ascenso, Haven, Alsius. Van SacKK. |
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