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Old 02-20-2009, 02:02 PM   #31
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Quote:
Originally Posted by Nikor
And having said that, Dky might not have that much conjurer experience, but it'd prefer his lvl 32 conjurer in a war party over any lvl 50 who has levelled only in the inner realm and never seen any action.
With all the experience he has with warrior and archer, I bet he can be a far better conjuror at level 32 than almost most conjuror level 50 in this game. Don't want to be rude, but conjurors are generally played very bad because of the lack of understanding of what the others do.
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Old 05-12-2009, 11:19 AM   #32
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Quote:
Originally Posted by octopus View Post
My setup is very similar to Katiechan's but for level 50 support conjurer set up for war:

*** Life 19 ***
5 Heal Self
5 Heal Ally
3 Resurrect (1400 HP + 900 heal is enough to get 95% to safety)
1 Regen self
5 Regen Ally
4 Divine Intervention (Very powerful buff)
5 Greater Healing (great for when your army is being hammered heavily)

*** Sorcery 19 ***
5 Mind Blank (Helps avoid dizzy/knock/stun)
5 Sanctuary (very useful for reviving, supporting a charging barbarian, etc)
4 Tremor (Great to weaken enemy right as we charge in)
3 Steel Skin

*** Mana 19 ***
5 Energy Barrier (I need to stay alive to keep others alive)
4 Mana Burn (one of my few offensive spells)
1 Synergy Bond (rarely used, I much prefer Mana Communion to feed everyone)
5 Energy Borrow (fill me up, and empty the enemy)
3 Ambition Sacrifice
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)

Note that I often change things around, but this is the build I found most useful as a support conjurer in war. If your conjurer spends a lot of time leveling, I would highly recommend a different build, with a powerful summon and some points in Mental. Months ago, a conjurer could level quite effectively doing all support, but unfortunately NGD changed that and now you must be a warjurer to level effectively.

Also keep in mind that a support conjurer is very vulnerable when alone or in a small group. A hunter can pretty much render a support conjurer useless for 40 seconds with just one little Confuse spell. I chose to go all-support with my conjurer because I have a warlock I can play when there isn't a large army to support. If your conjurer is your only character and you are often alone or in small groups, you might want to lower your support a bit and get a nice zarkit to help you out.

-Mehgan, Alsius conjurer
Thanks a lot for the conjurer info!
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Old 10-20-2009, 12:38 PM   #33
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Just want to inform all new players that this discussion is not valid any more because many changes in last 3 updates were made.
So, basically, suggested setups from above might be not adequate for playing now.
(In my opinion, they all sucks)
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Old 10-20-2009, 02:49 PM   #34
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Spells maybe changed setups too, but info and hints put in this topic are still good and valid. Every conjurer can learn thing or two. Latest changes put some new tactics, but in common conjurer play is still the same.
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Old 10-26-2009, 05:18 PM   #35
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Quote:
Originally Posted by _dracus_ View Post
Don't want to be rude, but conjurors are generally played very bad because of the lack of understanding of what the others do.
Just got me conj to 36 and i have to say its the hardest to play..done a bit of group support (no MP) and the amount of information availible to do a 'good' job is non-existent..

Apart from the Health bar and visual buffs (eg bless) you have no idea who needs what. I can cope with 2 or 3 people to 'support' but after that its pointless. I have much more respect for the conjs that do seem to pull it off - even if your using voice-over.

I've read thru some posts and the 2 complaints about conj seem to be

1.They're useless...''didn't heal me'',''MANA,MANA''
2.They spam buffs/auras.

Both of these are due to the fact they are the only choices avail to a support conj. Either slowly doing the best you can or keep repeating everything as fast as poss...just to make sure everyone is covered. Both of these take alot of effort Btw..

Holding 'space' or whatever it is, helps but only for health.

There's alot more a conj could do if they could only see!!!
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Old 10-26-2009, 05:59 PM   #36
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Quote:
Originally Posted by Greyman_tle View Post
Just got me conj to 36 and i have to say its the hardest to play..done a bit of group support (no MP) and the amount of information availible to do a 'good' job is non-existent..

Apart from the Health bar and visual buffs (eg bless) you have no idea who needs what. I can cope with 2 or 3 people to 'support' but after that its pointless. I have much more respect for the conjs that do seem to pull it off - even if your using voice-over.

I've read thru some posts and the 2 complaints about conj seem to be

1.They're useless...''didn't heal me'',''MANA,MANA''
2.They spam buffs/auras.

Both of these are due to the fact they are the only choices avail to a support conj. Either slowly doing the best you can or keep repeating everything as fast as poss...just to make sure everyone is covered. Both of these take alot of effort Btw..

Holding 'space' or whatever it is, helps but only for health.

There's alot more a conj could do if they could only see!!!
I do see exactly what you feel. One must know that heals have huge cooldown and that's pain for supporting. However for mana management I just try to look at what people cast, I approximatively know what it costs (from playing the others class). But it's hell, that party window doesn't refresh fast enought.
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Old 10-26-2009, 06:09 PM   #37
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Yeah, learning the Art of good Conjuring is a task that cannot be learnt overnight.

If you want to play Conjurer well, I really recommend playing other classes at various levels first. Like Dracus says, you learn all the animations of spells, their duration, what they do and how much they cost. You learn to anticipate what damage people can expect to get and damage they can give out. For example, a knight is being attacked by several enemies, if you're good you'll have known if he's used his Aoo yet, if not then he'll probably be about to use it soon. Aoo 5 is 500 mana, so they'll almost definatly need to be topped up with some mana, after that other targets become more important for healing, as he'll be tanking.

It's not just learning spells, it's about learning players too. The more you war, and the more you interact with people, the more you'll learn. You'll learn who uses what spells, you is reliable for what tactic, people's playing styles, who you can afford to focus on as they'll either be A) A great player that can do more with your support than a sub-par player or B) are "famous" , known to be good etc. etc. and will be focused on by enemies.

You need to learn your enemies play style too, even as a Conjurer. Predicting a Terror is an easy one, and can be learnt easily, you can prepare for it, recast your shield, start up GH / Mana Pylon etc. etc. Use Mind Blank, get Mass Dispell ready if you have it etc.

You'll always be on your toes as a Conjurer, rarely standing still. Like I said, playing a Conjurer well is an art, and when you're in the presence of one, you'll know it. It's tough at time, but immensely rewarding.
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Old 10-26-2009, 10:14 PM   #38
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I would like to make some additions since many things have changed since I posted that Conjurer list. This is my 5 step conjurer list that I like to call Mash, Pee, Don't Move, Ignore and Bleed.

1. Exercise your "Stop-attack" finger. You will need a strong finger to mash your "Stop-attack" key after every single spell. You might end up pressing it 500 times in one fort battle. Bashing this key ala Whack-a-Mole is the essence of playing a support conjurer in Regnum, so endurance is a must.

2. When you get Confused by an archer, don't let that 35 seconds go to waste! Aim your character away from battle, press your Auto-run key, and then use this time for your pee break, or make a sandwich or maybe vacuum the carpet. With practice, you will finish your task just as the Confuse spell is about to wear off.

3. Learn how to NOT MOVE! Moving is the easiest way to cancel your own spells, so practice standing like a statue during war. Since spell animations do not match spell casting, it can be hard to tell when your spell has actually finished, so just stay in one place and never move. The additional benefit of not moving is that it makes you nearly impervious to Ivy, Roar, and other spells that keep you from moving.

4. Don't waste your time looking at the combat log, because as a support conjurer, this is a useless tool. Ignore it! Any useful information will scroll off the screen in a flash, replaced by useless info such as:
Regen +30 --> Some Ally
Regen +30 --> Somebody Else
Regen +30 --> Some Ally
Regen +30 --> Somebody Else
Regen +30 --> Some Ally
Regen +30 --> Somebody Else
Regen +30 --> Some Ally
Regen +30 --> Somebody Else
Regen +30 --> Some Ally
Regen +30 --> Somebody Else
Regen +30 --> Some Ally
Regen +30 --> Somebody Else

5. Don't forget to cast Ambitious Sacrifice over and over, otherwise you will always be out of mana. In the past, conjurers were the fount of mana in a battle, making them valuable, but since the area of Mana Communion was cut down to only 1/3 what it used to be, mana given was cut in half (that's 1/6 mana given to allies), and Mana Borrow was crippled, you'll have to cast this spell non-stop just to support one ally. Get used to bleeding yourself to feed your friends mana. I mean, a support conjurer is too weak to make anyone else bleed, so your own blood is all you have access to. Now that Heal spells cost twice as much mana, you will have a hard time casting it, but hey, wasn't everybody always yelling "Heal is too powerful! Nerf the Heal spell?" so thanks NGD for this nice change.
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Old 10-27-2009, 03:46 PM   #39
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Hahaha funny post.

On the serious side:

1. On the combat stance, I binded my combat key to my space bar. The pinky may be the strongest finger but the location of CTRL isn't very ergonomic. Space is much easier to hit with my thumb. Credit goes to Xia on this idea.

2. Confuse usually means I go afk a while. But it's also a good excuse to go warju on the fort wall. XD

Hint to Ignis and Alsius of Horus: Skill up with confuse. A lot of Syrtis conjurers rarely give out DI. :P

3. This is annoying... particularly since Conjurers spam the most number of spells in a battle. It's making the gameplay clunky and awkward.

4. Can't say anything about this but, we can continue to dream for a fix.

5. Yes mana costs have skyrocketed! But it's still not bad enough to be totally debilitating. It's your allies' responsibility to manage their mana pool anyway and not yours.
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Old 10-27-2009, 05:58 PM   #40
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Space... combat stance... bullshoot.. it is for "Names" instead of V! People of knowledge sure know why. Watch your Amb sacr lvl 5 cooldown for better mana management.
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