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Old 03-18-2008, 06:40 PM   #11
LuthienNenharma
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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.
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Old 03-18-2008, 06:45 PM   #12
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*** 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
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Old 03-18-2008, 07:47 PM   #13
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Quote:
Originally Posted by DonnAy
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.

Quote:
Originally Posted by DonnAy
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.

Quote:
Originally Posted by DonnAy
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.

Quote:
Originally Posted by DonnAy
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.

Quote:
Originally Posted by DonnAy
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.

Last edited by octopus; 03-18-2008 at 08:13 PM.
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Old 03-18-2008, 07:56 PM   #14
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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
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Old 03-18-2008, 07:59 PM   #15
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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

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.
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Old 03-18-2008, 10:40 PM   #16
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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.
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Old 03-18-2008, 11:34 PM   #17
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Mehgan you are not suport conju,well yes but for hunts... you can´t 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
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Old 03-19-2008, 03:14 AM   #18
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Quote:
Originally Posted by DonnAy
Mehgan you are not suport conju,well yes but for hunts... you can´t 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.
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Old 03-19-2008, 07:28 AM   #19
DonnAy
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Nwm mehgie,I left so or so
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Old 03-19-2008, 09:58 AM   #20
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Quote:
Originally Posted by Rith
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
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