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Old 04-08-2014, 05:36 PM   #21
ieti
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Big mistake - pure support setups make you helpless and hard to defend self. Mental spells are a must for every conju to survive a barb attack or to help rushed ally. Mind Push, Pick Ivy, Beetle, Will Domain. Time Master, Mana Burn they can serve well to every conju.

Chapter 15

Mind push is a must - Slow is the only effect that goes through Unstoppable Madness. It have like 75 degree arch in front of you and maybe 6 range. If you time it well you can dodge a rushing barb.

--

Every conju is good to play lock - this adds a good knowledge of how to chain spells good and how to use offense in your defense.
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Old 04-08-2014, 05:41 PM   #22
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Chapter All

Learn to play the class.
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Old 04-08-2014, 05:54 PM   #23
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When an ally is under darkness, cast silence or bettle on that lock (even it's lvl1) to temperary disrupt the spell chain, a few secs do make big difference sometimes.
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Old 04-08-2014, 05:59 PM   #24
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Quote:
Originally Posted by Lebeau View Post
Chapter 8 addendum:

True, Shwish, but this chapter may more rightly belong in the warlock advice thread, not here. (want to 'mentally' support your allies? play a lock instead). NGD sadly made this game the way it is now so that conjs do serve best in RvR overall as providers of healing, protection, dispelling, buffing & mana. All points spent on attack & cc spells are points NOT spent on healing, protection, dispelling, buffing, mana, or on self-defense (a dead conj is the most INeffective kind of conj). Just saying...
Thats actually thinking of a lousy conju. Why cast all those healings and stuff while you can happen your ally not to get hit at all and give him opportunity to counter attack with one, own, mental. What can you do with your healings while your ally gets 2k damage with every hit. Heal Ally is a joke and Life Saviour is mostly too long to cast. When I play my conju I save asses of allies with dispells and mentals. Healings are secondary stuff, you may cast them when your ally is relatively safe, otherwise it is a waste of mana and cooldowns. I traded Energy Barrier of my conju to have stronger mentals, they are great for defending your allies and for defending self. Support conju without mentals is disabled. I can't count how many fulminatings have I spoiled with beatles.

Last edited by Dupa_z_Zasady; 04-08-2014 at 06:34 PM. Reason: corrections
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Old 04-08-2014, 06:30 PM   #25
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Whatever chapter we are on:
When using DI(5), never cast it twice in a row on the same person. You can keep 2 people under DI at all times. (obvious advice)
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Old 04-08-2014, 09:30 PM   #26
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Chapter.. ??

- you ally needs mana as much as hp, but so do you
practice a lot to find your balance between syn bond, heals and amb sacrifice/energy borrow

- cast mass regen when your allies are grouped up and about to rush
or when they are fighting at door
(not only will this give you credit, it will sustain the rush a little)

- if you skill mass heal, dont be afraid to cast it when all your other heals are down to save that 1 barb
he wont notice but you can laugh ur ass off seeing enemy barbs in tears for not getting the kill ^^

Quote:
Originally Posted by Lebeau View Post
Chapter 8 addendum:

True, Shwish, but this chapter may more rightly belong in the warlock advice thread, not here. (want to 'mentally' support your allies? play a lock instead). NGD sadly made this game the way it is now so that conjs do serve best in RvR overall as providers of healing, protection, dispelling, buffing & mana. All points spent on attack & cc spells are points NOT spent on healing, protection, dispelling, buffing, mana, or on self-defense (a dead conj is the most INeffective kind of conj). Just saying...
actually Mind push, will domain and ivy save my, and allies, lives more often than any heal or defence buff
the averadge barb hits about 100 more than ally heal 5 can make up for, so its better if they dont reach any1
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Old 04-08-2014, 10:11 PM   #27
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Chapter 16

Only play conj if you can take bitching from other players about how shit you are.
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Old 04-08-2014, 11:38 PM   #28
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chapter 17: dont spend your DI on another conju or a barb. save it to elva
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Old 04-09-2014, 04:23 AM   #29
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Quote:
Originally Posted by Dupa_z_Zasady View Post
Thats actually thinking of a lousy conju. Why cast all those healings and stuff while you can happen your ally not to get hit at all and give him opportunity to counter attack with one, own, mental. What can you do with your healings while your ally gets 2k damage with every hit. Heal Ally is a joke and Life Saviour is mostly too long to cast. When I play my conju I save asses of allies with dispells and mentals. Healings are secondary stuff, you may cast them when your ally is relatively safe, otherwise it is a waste of mana and cooldowns. I traded Energy Barrier of my conju to have stronger mentals, they are great for defending your allies and for defending self. Support conju without mentals is disabled. I can't count how many fulminatings have I spoiled with beatles.
Chapter 8 addendum 2:

Hmmm, so in largescale RvR while you're looking for enemy barbs casting fulm to piss off &/or other enemies to foil with cc's, which of your allies in need of full support conjs' auras, heals, buffs, dispels, etc has to wait longer, or worse, entirely go without because the mental-conj (or mixed-build warju/support jack-of-all-trades, but master-of-none) is in offense mode (attacking, not supporting) & thus, not panning cursor around as much or using 'n' to see who needs the full support conj's immediate help? It's a tradeoff, either way, with or without. Just saying...
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Old 04-09-2014, 06:47 AM   #30
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Have you played conju? Even once?

Full support setups give survival close to zero. To manage to do it you need to stay deep in the back far far away from any barb, marks, lock or w/e. In fact nearly every new conju tries full support setup and after a while switches to hybrid ones, simply because they live longer with them and are more productive.

Offense is a defense and a support. Do not forget that. In fact lock survival is all around that. On conju this is valid too and you can not run from that. Conju is not walk in the park and you do not have flowers and ponies around you - they will try to kill you on all cost.

Heals have cooldowns. In this time pauses you can perfectly fine Dispell, Mind push, Energy Borrow, Mana burn, Picking ivy and so on to help self and allies to survive more.

For example a good timed Mana Burn can cripple a barb, marks or enemy conju and render it pretty unnefective. Ye this is offensive spell, whaaa you waste points on this crap - go play lock. Well level 60 conju can perfectly have all support, defense and have points for some fun spells to bug enemies with.

People are different and play styles are different. You can not put boundaries and say they are less effective, because they play hybrid setups.
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