Log in

View Full Version : Ergonomics of Conjuror Mayhem


Redorio
12-31-2004, 09:37 PM
<DIV>In EQ2, conjurors have a variety of ways they can play havoc on enemies.<BR>Now, this should be thought about, (and I'm sure many of you have), to achieve the best effects.</DIV> <DIV> </DIV> <DIV><STRONG><U>Sun Tzu > King Kong</U></STRONG><BR>-Know yourself.<BR>-Know your enemy.<BR>-Use resources to best over all effect.<BR>-Winning isn't the issue: staying alive is.<BR>-Time is precious, use every scrap of it wisely.<BR>-1,000 hp in DoTs is often better than one 500 hp nuke.</DIV> <DIV> </DIV> <UL> <LI>POINTS TO CONSIDER:</LI> <LI>1) Pet, pets are incredibly efficent damage dealers, damage soakers, and aggro holders. They are also mana batteries with Essence Shift. If you haven't got the best pet you can afford, win or find, go to the back of the class.</LI> <LI>2) DoTs, conjurors do most and best damage form DoTs that take time to run.</LI> <LI>3) Recasting time on spells is an issue, many cnanoit be recast for several seconds. This is major factor in Master blast spells and stuns.</LI> <LI>4) Stuns, great ways to reduce amage output, spells etc from mobs.</LI> <LI>5) Stiffle effect of the "shattered Ground" line of AOE DoTs prevents mobs using special attacks or spells.</LI> <LI>6) Resists.</LI> <LI>7) Regeneration of mana.</LI></UL> <DIV> </DIV> <DIV> </DIV> <DIV>The best way to show how to best utuilize these, with the constaints, is by explaining how I typically play in a group fighitng a group of mobs:</DIV> <DIV> </DIV> <UL> <LI>1) Mob is inc, I have the main tank targetted so my spells will affect his target.</LI> <LI>2) When mobs reach camp and aggroed, send pet on MTs target so it doens't go after wrong thing (very easy to do believe me)</LI> <LI>3) Cast Seism, this is low aggro, decent damage, AoE DoT that lowers resists, very helpful in getting next spells to stick. DOTs must be cast early to have full effect.</LI> <LI>4) Cast Shattered Ground, this iwll not only do a hellish amount of damage (75-80+ hp tick to group), it blocks them using specials. Special attacks count for 60% of mob damage output. This will seriously improve the MTs chance to survive, and stop mobs healing etc.</LI> <LI>5) Stun using Petrify, again this cuts damage output from the mob or casting. Initially the MT will be taking very high damage from multiple targets, aim is to reduce this, making a major contribution to group safety and cutting healer load. Stuns have long recast, using early it should repop before end of fight.</LI> <LI>6) If appropriate, use Mastery Blast on that creature type. Seism should still be running, so it should land fine. Again, idea is to kill the 1st target FAST. Mastery blast will probably not be useable again in this fight, but it shoudl repop for the next or for an add. This is a HIGH aggro strategy, don't do this if tank of pet isn't capable of holding aggro. mastery blasts at my level lvl 27 is about 220hp: a significant chunk out of a mob.</LI> <LI>7) At this point options become available:<BR>-a) If Seism is about to end, Recast it.<BR>-b) use Shards of Ice to cause damage to as many mobs as possible, DoTs cause more damage over time hence they should be used early. Shards of Ice is a DD effect but faster recast time, but no debuff effect. AoEs are more efficient than DDs, however any mob that is alive can do damage, you wish the number of mobs reduced. Thus you must judge the best possible use of mana and time. By higher levels, the 27hp or so damage Storm of Lighting can do is often not really efficient to use versus even a single target DoT.<BR>-c) If the first mob is still alive, use single target DoTs and DDs to kill it while waiting for AOE spells to refresh. </LI> <LI><img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /> At this point, one mob should be dead.</LI> <LI>9) use Instant Vim and/or Essence shift to get power back, you'll have used a LOT of it.</LI> <LI>10) Mantain Seism and recast Shards of Ice when available, dump single target DoTs in to. If stun repops, use that too. get some mobs dead FAST.<BR>Shattered Ground, alas, will almost certianly not repop, so, at this point, watch out for caster mobs healing etc. Use stun/DOTs on them. The main tank should have the smarts to target them.</LI> <LI>12) Again, use Instant Vim and/or Essence Shift to regain power.</LI> <LI>11) When mob numbers are reduced two two, don't use AOEs unless shattered Ground is available again, because two mobs are not efficient numbers for AOEs. Pile on the DoTs etc get it down to one mob alive and then you can take a breather, leaving pet and DoTs to wear it down.</LI></UL> <DIV> </DIV> <DIV><BR> </DIV>

Maddogg218
01-01-2005, 04:35 AM
Excellent Thread

Ixiter
01-01-2005, 06:36 AM
Make sure you always say what level you are when you post this kind of advice. It makes a big difference. <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /> Good post though.

Eynki
01-05-2005, 12:21 PM
<DIV>This is  a good post for theos elower level conjurors.</DIV> <DIV> </DIV> <DIV>when fighting mobs above level 35 you petrify will not work anymore. To me this is a BAD thing as e do not get a upgrade to that spell, and it was invaluable.</DIV> <DIV> </DIV> <DIV> </DIV>

Rant-
01-05-2005, 08:01 PM
<DIV>Good post Mr 7-11, however one note..</DIV> <DIV> </DIV> <DIV>Sesim as a "first cast" can play havoc for the crowd control people.. so if ya got chanters in the roup that are doing CC please dont AE dot the mobs... =) hehehe they might foam at the mouth and come at you with rusty daggers</DIV> <DIV> </DIV> <DIV>Mass</DIV> <DIV>Aka Hipno </DIV>

Redorio
01-05-2005, 08:24 PM
<DIV>Eynki,</DIV> <DIV>Yes we do get an upgraded stun "Frozen By Time" <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></DIV> <DIV> </DIV> <DIV> </DIV>

dsoTm
01-06-2005, 05:10 AM
Aye, Frozen By Time takes over where petrify left off for lvl 35-47 mobs. For 48+ mobs you then get the stun Heatwave

Swiftwo
01-06-2005, 05:17 AM
<BR> <BLOCKQUOTE> <HR> Rant-eh wrote:<BR> <DIV>Good post Mr 7-11, however one note..</DIV> <DIV> </DIV> <DIV>Sesim as a "first cast" can play havoc for the crowd control people.. so if ya got chanters in the roup that are doing CC please dont AE dot the mobs... =) hehehe they might foam at the mouth and come at you with rusty daggers</DIV> <DIV> </DIV> <DIV>Mass</DIV> <DIV>Aka Hipno </DIV><BR> <HR> </BLOCKQUOTE><BR> I was under the impression that Seism does not affect mezzed creatures.  I've done a bit of testing and I'm pretty sure it doesnt hit anything thats mezzed.  I may be wrong though.

Ixiter
01-06-2005, 07:33 AM
<blockquote><hr>Swiftwolf wrote:I was under the impression that Seism does not affect mezzed creatures.  I've done a bit of testing and I'm pretty sure it doesnt hit anything thats mezzed.  I may be wrong though.<hr></blockquote>If you cast Seism before the chanter can mez, the chanter will not be able to mez something while it has a DoT on it.

Swiftwo
01-07-2005, 12:27 AM
<DIV>Lol, yeah.  I thought about that after I posted and figured that's what you meant.  But if you're casting too early anyway, you're asking for a whooping.  Most groups don't even notice we're there so I usually wait before doing anything.  Its a shame that "support class" isn't really in the vocabulary of most players.  Healer, tank, and DD is all they know.  Only a few appreciate what we bring to a group and how we make encounters more survivable and groups more efficient.  But those that know our worth are usually the better players anyway.  It seems that I only get invited by good groups :smileywink:  Being a conjuror has a built-in noob filter :smileyhappy:</DIV>