Conjurer: Difference between revisions

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====Life====
====Life====
*{{newSkillLink|Heal Self}}: Heals the caster.
*{{:Heal Self | <!-- Type an alternate description here if desired --> }}
*{{newSkillLink|Heal Ally}}: Heals an ally.
*{{:Heal Ally | <!-- Type an alternate description here if desired --> }}
*{{newSkillLink|Resurrect}}: Brings an ally back to life. In higher levels it also gives improved hit chance, armor bonus and invulnerability.
*{{:Resurrect | Brings an ally back to life. In higher levels it also gives improved hit chance, armor bonus and invulnerability. }}
*{{newSkillLink|Regenerate Self}}: Heals the caster over time.
*{{:Regenerate Self | <!-- Type an alternate description here if desired --> }}
*{{newSkillLink|Regenerate Ally}}: Heals an ally over time.
*{{:Regenerate Ally | <!-- Type an alternate description here if desired --> }}
*{{newSkillLink|Divine Intervention}}: The ally becomes invulnerable to curses, sorcery and enchantments. He remains vulnerable to damaging spells, even those that have negative side effects.
*{{:Divine Intervention | The ally becomes invulnerable to curses, sorcery and enchantments that diminishes her efficiency. }}
*{{newSkillLink|Material Wall}}: Gives physical resistance to the target.
*{{:Material Wall | <!-- Type an alternate description here if desired --> }}
*{{newSkillLink|Vital Surrender}}: The conjurer revives in area but automatically respawns at save.
*{{:Vital Surrender | The conjurer revives nearby allies but automatically respawns at [[save]]. }}
*{{newSkillLink|Magic Barrier}}: Gives magic resistance to the target.
*{{:Magic Barrier | <!-- Type an alternate description here if desired --> }}
*{{newSkillLink|Greater Healing}}: Aura that heals all allies nearby the caster over time.
*{{:Greater Healing | [[Aura]] that heals all allies near the caster over time. }}


====Summon====
====Summon====
*{{newSkillLink|Summon Zombie}}: Summons a zombie that fights for the conjurer.
*{{:Summon Zombie | <!-- Type an alternate description here if desired --> }}
*{{newSkillLink|Summon Skeleton}}: Summons a skeleton that fights for the conjurer.
*{{:Summon Skeleton | <!-- Type an alternate description here if desired --> }}
*{{newSkillLink|Summon Mummy}}: Summons a mummy that fights for the conjurer.
*{{:Summon Mummy | <!-- Type an alternate description here if desired --> }}
*{{newSkillLink|Material Bond}}: Passive. Increases the summon's hp.
*{{:Material Bond | [[Passive]]. Increases the summon's [[hp]]. }}
*{{newSkillLink|Summon Incorporeal}}: Summons an incorporeal entity that fights for the conjurer.
*{{:Summon Incorporeal | <!-- Type an alternate description here if desired --> }}
*{{newSkillLink|Summon Lich}}: Summons a lich that fights for the conjurer.
*{{:Summon Lich | <!-- Type an alternate description here if desired --> }}
*{{newSkillLink|Summon Golem}}: Summons a stone golem that fights for the conjurer.
*{{:Summon Golem | <!-- Type an alternate description here if desired --> }}
*{{newSkillLink|Extraplanar Bond}}: The conjurer magically bonds to its summoning. Part of the received damage is redirected to it.
*{{:Extraplanar Bond | <!-- Type an alternate description here if desired --> }}
*{{newSkillLink|Summon Demon}}: Summons a demon that fights for the conjurer.
*{{:Summon Demon | <!-- Type an alternate description here if desired --> }}
*{{newSkillLink|Blood Drinker}}: Summoning earns life draining attacks. Part of the inflicted damage is taken as health for the current creature.
*{{:Blood Drinker | <!-- Type an alternate description here if desired --> }}


====Sorcery====
====Sorcery====
*{{newSkillLink|Force Armor}}: A force field is created that grants the conjurer extra protection.
*{{:Force Armor | <!-- Type an alternate description here if desired --> }}
*{{newSkillLink|Shifting Silhouette}}: Increases the target's evade chance.[bugged]
*{{:Shifting Silhouette | Increases the target's evade chance. [bugged] }}
*{{newSkillLink|Friendly Shielding}}: A force field is created surrounding an ally, it provides extra armor.
*{{:Friendly Shielding | <!-- Type an alternate description here if desired --> }}
*{{newSkillLink|Mind Blank}}: The conjurer gets resistance to crowd control effects.
*{{:Mind Blank | <!-- Type an alternate description here if desired --> }}
*{{newSkillLink|Mirage}}: Improves the conjurer's know down resistance.
*{{:Mirage | Improves the conjurer's [[knock down]] resistance. }}
*{{newSkillLink|Karma Mirror}}: Reflects part of the damage received while the spell is active.
*{{:Karma Mirror | <!-- Type an alternate description here if desired --> }}
*{{newSkillLink|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)
*{{:Sanctuary | Makes the conjurer invulnerable, but unable to attack. }}
*{{newSkillLink|Insightful}}: The caster gains a duration bonus to all powers received from allies or himself.
*{{:Insightful | <!-- Type an alternate description here if desired --> }}
*{{newSkillLink|Tremor}}: The opponents in the tremor area become dizzy and can't use spells.
*{{:Tremor | The opponents in the tremor area become [[dizzy]] and can't use spells. }}
*{{newSkillLink|Steel Skin}}: The conjurer creates a magic mantle that significantly reduces slashing, piercing and blunt damage.
*{{:Steel Skin | <!-- Type an alternate description here if desired --> }}


[[Category:Subclasses]]
[[Category:Subclasses]]

Revision as of 14:58, 28 November 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 their well known 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 is his lack of decent damage. He has much more endurance than the Warlock, but in terms of offensive power he'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 become victorious. This makes the conjurer a favorite target, blindly charging against the white mages should be always expected and every army must be ready to protect their doctors.

Advantages & Disadvantages of a Conjurer

Advantages

  • The only healing class
  • Can supply mana to allies
  • Can ressurect dead allies
  • Levels very fast compared to other classes
  • Can have a summon that fights for them

Disadvantages

  • Usually top priority target of enemies
  • Low movement speed
  • Relies on allies for taking down enemies
  • Low base damage

Disciplines

As well as the Mage disciplines, the Conjurer 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

        |   The conjurer revives nearby allies but automatically respawns at save.                         
        | name = Vital Surrender
        | class = Conjurer           
        | discipline = Life
        | position = 8     
        | type = Direct
        | summary = The conjurer revives nearby allies but automatically respawns at save.
        | description = Conjurer transmutes his body into energy to restore nearby allies to life. 
        | casting = 2       
        | range = 
        | cooldown = 180 
        | gcd =     
        | area = 20
        | arc = 
        | cost = 220, 260, 300, 340, 380             
        | duration = 
        | damage =          
        | debuff = 
        | selfdebuff = Instant teleport to save altar 
        | restore = Revives allies & restores their health: 2 allies - Health +25%, 3 allies - Health +25%, 3 allies - Health +50%, 4 allies - Health +50%, 4 allies - Health +75%
        | buff = Resurrection dizziness             
        | other = 
        | affects = Multiple allies       
        | bug   = 
        | quote = "A doctor can heal. A saint can guide. A martyr can do miracles"           
        | notes = 
        | icon = 
      }}
        |   Aura that heals all allies near the caster over time.                         
        | name = Greater Healing
        | class = Conjurer           
        | discipline = Life
        | position = 9     
        | type = Direct
        | summary = Power that heals all allies in an area.
        | description = Heals all allies near the target. 
        | casting = 1.5       
        | range = 
        | cooldown = 120 
        | gcd = Short    
        | area = 6
        | arc = 
        | cost = 340,380,420,460,500             
        | duration = 
        | damage =          
        | debuff = 
        | selfdebuff =  
        | restore = Health: +150-200,+250-300,+350-400,+450-500,+550-600
        | buff =              
        | other = 
        | affects = Target + Nearby allies       
        | bug   = 
        | quote = "Don't fear brothers! For I'm an avatar of the light!"           
        | notes = This spell can help conjurers that need to heal many targets alone. The target must be damaged for the spell to be cast. 

It does not heal the conjurer even if he/she is in the area of effect.

This spell can be cast under the effects of sanctuary, unlike Greater Regeneration.

Documented changes

  • Version 1.6.4 (2010/9/21): Casting time reduced.
  • Version 1.6.3 (2010/9/21): Added.
        | icon = 
      }}

Summon

        |   Passive. Increases the summon's hp.                         
        | name = Material Bond
        | class = Conjurer           
        | discipline = Summon
        | position = 4     
        | type = Passive
        | summary = Passive. Increases the summon's hp.
        | description = Improved the bond between the summoned creature and the material plane. 
        | casting =        
        | range = 
        | cooldown =  
        | gcd =     
        | area = 
        | arc = 
        | cost =              
        | duration = 
        | damage =          
        | debuff = 
        | selfdebuff =  
        | restore = 
        | buff = Summon health: +5%, +10%, +15%, +20%, +25%             
        | other = 
        | affects = Summon       
        | bug   = 
        | quote = "I'm not going back... not without a fight!"           
        | notes = 
        | icon = 
      }}

Sorcery

  • Force Armor
  • {{skill/Increases the target's evade chance. [bugged]
        |   Increases the target's evade chance. [bugged]                         
        | name = Shifting Silhouette
        | class = Conjurer           
        | discipline = Sorcery
        | position = 2     
        | type = Constant
        | summary = Increases the target's evade chance.
        | description = The objective ally silhouette gets blurry & confusing. 
        | casting = 3       
        | range = 20
        | cooldown = 50 
        | gcd = Very Short    
        | area = 
        | arc = 
        | cost = 255, 277, 299, 321, 343             
        | duration = 40
        | damage =          
        | debuff = 
        | selfdebuff =  
        | restore = 
        | buff = Target miss chance: +10%, +15%, +20%, +25%, +30%             
        | other = 
        | affects = Single ally       
        | bug   = 
        | quote = "Don't look, you'll get dizzy"           
        | notes = 
        | icon = 
      }}
        |   Improves the conjurer's knock down resistance.                         
        | name = Mirage
        | class = Conjurer           
        | discipline = Sorcery
        | position = 5     
        | type = Constant
        | summary = Improves the conjurer's knock down resistance.
        | description = The conjurer creates a distorted version of herself. It's difficult to knock her down. 
        | casting = 1       
        | range = 
        | cooldown = 60 
        | gcd =     
        | area = 3
        | arc = 
        | cost = 65, 80, 95, 110, 125             
        | duration = 30
        | damage =          
        | debuff = 
        | selfdebuff =  
        | restore = 
        | buff = Resist knock: +10%, +20%, +30%, +40%, +50%             
        | other = 
        | affects = Self       
        | bug   = 
        | quote = "I may be weak, but can you tell which one is me?"           
        | notes = This power is no longer present in the game.
A conjurer buffed with Mirage

Mirage is not often used by conjurers, because its full potential is not known. If used precisely, it can give many people knock down resistance as long as they stay within the very small range of its effect. This is, of course, considering that it has an effect, as testing has not shown this to be the case.

Documented changes

  • Version 1.6.3 (2010/9/21): Removed.
        | icon = 
      }}
        |   The opponents in the tremor area become dizzy and can't use spells.                         
        | name = Tremor
        | class = Conjurer           
        | discipline = Sorcery
        | position = 9     
        | type = Constant
        | summary = The opponents in the tremor area become dizzy and can't use spells.
        | description = The opponents in the tremor area cannot concentrate enough to use powers. 
        | casting = 3       
        | range = 25
        | cooldown = 60 
        | gcd =     
        | area = 10
        | arc = 
        | cost = 250, 275, 300, 325, 350             
        | duration = 4, 6, 8, 10, 12
        | damage =          
        | debuff = Dizzy
        | selfdebuff =  
        | restore = 
        | buff =              
        | other = 
        | affects = Multiple opponents       
        | bug   = 
        | quote = "It's kinda hard to cast when the earth keeps trying to swallow you"           
        | notes = 
        | icon = 
      }}