Conjurer: Difference between revisions

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Conjurers are a subclass of the [[Mage]]. Although their standard role is as doctors and supporters in the backlines, taking one lightly is a huge mistake. Conjurers like all mages lack defense, evasion, and health, but they have a big menu of crowd control to use as they please. A skilled conjurer can play with his opponent for a long time, dizzying and knocking down as they please. Not only that, but they get many damage reduction skills, not to mention it's well know healing magic. A final touch to this class is the ability to summon a creature to aid him in battle. Conjurers commanding ghosts, golems, lichs and even demons, are a common sight. The main problem a conjurer faces it's his lack of decent damage. It has much more endurance than the [[Warlock]], but in terms of offensive power it's way weaker and relies on the mental discipline as his main damage output.
Conjurers are a subclass of the [[Mage]]. Although their standard role is as doctors and supporters in the backlines, taking one lightly is a huge mistake. Conjurers like all mages lack defense, evasion, and health, but they have a big menu of crowd control to use as they please. A skilled conjurer can play with his opponent for a long time, dizzying and knocking down as they please. Not only that, but they get many damage reduction skills, not to mention it's well know healing magic. A final touch to this class is the ability to summon a creature to aid him in battle. Conjurers commanding ghosts, golems, lichs and even demons, are a common sight. The main problem a conjurer faces it's his lack of decent damage. It has much more endurance than the [[Warlock]], but in terms of offensive power it's way weaker and relies on the mental discipline as his main damage output.
A well played conjurer can be even more dangerous as a supporter. Correct distribution of health, mana, power buffs for warriors, defensive auras and more, can help an outnumbered group come victorious. This makes the conjurer a favorite target, but blindly charging against the white mages is always expected and every army is ready to protect their doctors.
A well played conjurer can be even more dangerous as a supporter. Correct distribution of health, mana, power buffs for warriors, defensive auras and more, can help an outnumbered group come victorious. This makes the conjurer a favorite target, but blindly charging against the white mages is always expected and every army is ready to protect their doctors.
==Things to consider when choosing to play a Conjurer==
*Do I like being relied heavily upon for the success of a team?
*Do I like being looked down upon if I attack enemies rather than heal allies?
*Do I like being the only class with ally healing spells, thereby making healing others an even heavier burden?
*Do I like being able to ressurect dead allies?
*Do I like being one of the most dangerous 1 on 1 PvP classes but one of the weakest attackers in large group battles?
*Do I like relying on allies to protect me since I cannot defend myself for a long time?
*Do I like being a top priority target by enemies?




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====Summon====
====Summon====
*
*Summon zombie: Summons a zombie that fights for the conjurer.
*Summon zombie: Summons a zombie that fights for the conjurer.
*Summon skeleton: Summons a skeleton that fights for the conjurer.
*Summon skeleton: Summons a skeleton that fights for the conjurer.

Revision as of 03:43, 13 September 2008

A Conjurer from the realm of Syrtis.

Conjurers are a subclass of the Mage. Although their standard role is as doctors and supporters in the backlines, taking one lightly is a huge mistake. Conjurers like all mages lack defense, evasion, and health, but they have a big menu of crowd control to use as they please. A skilled conjurer can play with his opponent for a long time, dizzying and knocking down as they please. Not only that, but they get many damage reduction skills, not to mention it's well know healing magic. A final touch to this class is the ability to summon a creature to aid him in battle. Conjurers commanding ghosts, golems, lichs and even demons, are a common sight. The main problem a conjurer faces it's his lack of decent damage. It has much more endurance than the Warlock, but in terms of offensive power it's way weaker and relies on the mental discipline as his main damage output. A well played conjurer can be even more dangerous as a supporter. Correct distribution of health, mana, power buffs for warriors, defensive auras and more, can help an outnumbered group come victorious. This makes the conjurer a favorite target, but blindly charging against the white mages is always expected and every army is ready to protect their doctors.

Things to consider when choosing to play a Conjurer

  • Do I like being relied heavily upon for the success of a team?
  • Do I like being looked down upon if I attack enemies rather than heal allies?
  • Do I like being the only class with ally healing spells, thereby making healing others an even heavier burden?
  • Do I like being able to ressurect dead allies?
  • Do I like being one of the most dangerous 1 on 1 PvP classes but one of the weakest attackers in large group battles?
  • Do I like relying on allies to protect me since I cannot defend myself for a long time?
  • Do I like being a top priority target by enemies?


Disciplines

The Conjurer subclass has 3 subclass specific disciplines:

  • Life: All sorts of healing spells, including revive and also some protecion buffs for allies.
  • Summon: Different creatures to call upon, plus some improvements for them.
  • Sorcery: Strong defensive spells for self and allies.

Skills

As with all classes, each discipline of the Conjurer contains 10 skills. The skills for each discipline in order of lowest to highest level required are:

Life

  • Heal self: Heals the caster.
  • Heal ally: Heals an ally.
  • Ressurect: Brings an ally back to life. In higher levels it also gives improved hit chance, armor bonus and invulnerability.
  • Regenerate self: Heals the caster over time.
  • Regenerate ally: Heals an ally over time.
  • Divine intervention: The ally becomes invulnerable to curses, sorcery and enchantments. He remains vulnerable to damaging spells, even those that have negative side effects.
  • Material wall: Gives physical resistance to the target.
  • Vital surrender: The conjurer revives in area but automatically respawns at save.
  • Magic barrier: Gives magic resistance to the target.
  • Greater healing: Aura that heals all allies nearby the caster over time.

Summon

  • Summon zombie: Summons a zombie that fights for the conjurer.
  • Summon skeleton: Summons a skeleton that fights for the conjurer.
  • Summon mummy: Summons a mummy that fights for the conjurer.
  • Material bond: Passive. Increases the summon's hp.
  • Summon incorporeal: Summons an incorporeal entity that fights for the conjurer.
  • Summon lich: Summons a lich that fights for the conjurer.
  • Summon golem: Summons a stone golem that fights for the conjurer.
  • Extraplanar bond: The conjurer magically bonds to it's summoning. Part of the received damage is redirected to it.
  • Summon demon: Summons a demon that fights for the conjurer.
  • Blood drinker: Summoning earns life draining attacks. Part of the inflicted damage is taken as health for the current creature.

Sorcery

  • Force armor: A force field is created that grants the conjurer extra protection.
  • Shifting silhouette: Increases the target's evade chance.[bugged]
  • Friendly shielding: A force field is created surrounding an ally, it provides extra armor.
  • Mind blank: The conjurer gets resistance to crowd control effects.
  • Mirage: Improves the conjurer's know down resistance.
  • Karma mirror: Reflects part of the damage received while the spell is active.
  • Sanctuary: The conjurer creates an invulnerability zone. He will not be able to attack or be attacked, but he will be able to move, heal and cast defensive spells.(Removes any positive effect that is active on the caster)
  • Insightful: The caster gains a duration bonus to all powers received from allies or himself.
  • Tremor: The opponents in the tremor area become dizzy and can't use spells.
  • Steel skin: The conjurer creates a magic mantle that significantly reduces slashing, piercing and blunt damage.