Conjurer: Difference between revisions
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====Life==== | ====Life==== | ||
*{{ | *{{:Heal Self | <!-- Type an alternate description here if desired --> }} | ||
*{{ | *{{:Heal Ally | <!-- Type an alternate description here if desired --> }} | ||
*{{ | *{{:Resurrect | Brings an ally back to life. In higher levels it also gives improved hit chance, armor bonus and invulnerability. }} | ||
*{{ | *{{:Regenerate Self | <!-- Type an alternate description here if desired --> }} | ||
*{{ | *{{:Regenerate Ally | <!-- Type an alternate description here if desired --> }} | ||
*{{ | *{{:Divine Intervention | The ally becomes invulnerable to curses, sorcery and enchantments that diminishes her efficiency. }} | ||
*{{ | *{{:Material Wall | <!-- Type an alternate description here if desired --> }} | ||
*{{ | *{{:Vital Surrender | The conjurer revives nearby allies but automatically respawns at [[save]]. }} | ||
*{{ | *{{:Magic Barrier | <!-- Type an alternate description here if desired --> }} | ||
*{{ | *{{:Greater Healing | [[Aura]] that heals all allies near the caster over time. }} | ||
====Summon==== | ====Summon==== | ||
*{{ | *{{:Summon Zombie | <!-- Type an alternate description here if desired --> }} | ||
*{{ | *{{:Summon Skeleton | <!-- Type an alternate description here if desired --> }} | ||
*{{ | *{{:Summon Mummy | <!-- Type an alternate description here if desired --> }} | ||
*{{ | *{{:Material Bond | [[Passive]]. Increases the summon's [[hp]]. }} | ||
*{{ | *{{:Summon Incorporeal | <!-- Type an alternate description here if desired --> }} | ||
*{{ | *{{:Summon Lich | <!-- Type an alternate description here if desired --> }} | ||
*{{ | *{{:Summon Golem | <!-- Type an alternate description here if desired --> }} | ||
*{{ | *{{:Extraplanar Bond | <!-- Type an alternate description here if desired --> }} | ||
*{{ | *{{:Summon Demon | <!-- Type an alternate description here if desired --> }} | ||
*{{ | *{{:Blood Drinker | <!-- Type an alternate description here if desired --> }} | ||
====Sorcery==== | ====Sorcery==== | ||
*{{ | *{{:Force Armor | <!-- Type an alternate description here if desired --> }} | ||
*{{ | *{{:Shifting Silhouette | Increases the target's evade chance. [bugged] }} | ||
*{{ | *{{:Friendly Shielding | <!-- Type an alternate description here if desired --> }} | ||
*{{ | *{{:Mind Blank | <!-- Type an alternate description here if desired --> }} | ||
*{{ | *{{:Mirage | Improves the conjurer's [[knock down]] resistance. }} | ||
*{{ | *{{:Karma Mirror | <!-- Type an alternate description here if desired --> }} | ||
*{{ | *{{:Sanctuary | Makes the conjurer invulnerable, but unable to attack. }} | ||
*{{ | *{{:Insightful | <!-- Type an alternate description here if desired --> }} | ||
*{{ | *{{:Tremor | The opponents in the tremor area become [[dizzy]] and can't use spells. }} | ||
*{{ | *{{:Steel Skin | <!-- Type an alternate description here if desired --> }} | ||
[[Category:Subclasses]] | [[Category:Subclasses]] |
Revision as of 14:58, 28 November 2008
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
- Heal Self
- Heal Ally
- Template:Skill/Brings an ally back to life. In higher levels it also gives improved hit chance, armor bonus and invulnerability.
- Regenerate Self
- Regenerate Ally
- Template:Skill/The ally becomes invulnerable to curses, sorcery and enchantments that diminishes her efficiency.
- Material Wall
- {{skill/The conjurer revives nearby allies but automatically respawns at save.
| 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 = }}
- Magic Barrier
- {{skill/Aura that heals all allies near the caster over time.
| 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
- Summon Zombie
- Summon Skeleton
- Summon Mummy
- {{skill/Passive. Increases the summon's hp.
| 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 = }}
- Friendly Shielding
- Mind Blank
- {{skill/Improves the conjurer's knock down resistance.
| 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.
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 = }}
- Karma Mirror
- Template:Skill/Makes the conjurer invulnerable, but unable to attack.
- Insightful
- {{skill/The opponents in the tremor area become dizzy and can't use spells.
| 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 = }}