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Nanite
01-04-2006, 02:51 AM
<DIV>OK got a few questions for the more experienced among you. First of all, which stats (besides intelligence of course) does a conj really need? Seems like agi/sta/wis are kinda useless as in almost all cases the pet is gonna be taking the hits. So far I'm still wearing level 6 gear (yes I'm going to upgrade now that I'm 30, was waiting till I could wear the T4 stuff), but I've been upgrading spells as much as possible with many ad3's some ad1's and master1 shattered ground (which works a bit too well at times, as I gain agro even from single mobs as soon as I cast it, and forget about more then one member mobs). I'm kind of frustrated however as I'm having trouble finding int gear for all my slots. Do you conjurors find it's worth having the other stats in the rare cases where you do get pounded on?</DIV> <DIV> </DIV> <DIV>Second question is regarding our root. I got the thing at ad3, and still it seems like it breaks half the time or so on the first damage the mob takes (not talking heroics, just regular solo mobs). What exactly is it's purpose?</DIV> <DIV> </DIV> <DIV>That's all I can think of for now, may add another post later on if more comes to mind.</DIV>

Xalmat
01-04-2006, 05:41 AM
Roots break on damage. Theres little you can do about it. All that upgrading to Adept 3 did for you was reduce the initial resist rate of it landing. So use it as a way of immobilizing a target, but don't damage it if you want the root to last.The only important stats for a Conjuror are INT, HP, Pow, and STA, with INT being the priority.Make sure your pets and pet stances are Adept 3. Master 1 Shattered Ground is incredibly high aggro as you can see, and the only counter for it is to have your pets and pet defense stance at least Adept 3.

Fayline Fyrecat
01-04-2006, 06:00 AM
<P>As far as gear, yes int > all, but as far as a secondary choice I would personally go with Wis for increased resists, but others may have different opinions.  Stamina is never a wasted stats because the more hp you have, the longer it takes to die :smileyhappy:</P> <P>Now, onto our root spell.  As you know, the basic mechanics of our root is to stop a mob in it's tracks for a period of time; with the caveat that it can and probably will be broken by any amount of damage done to that mob.  Therefore there is absolutely no reason to root a mob we are currently doing damage to.  The purpose of our root is to split mobs, hold off an add, or give us a break in case we need to re-summon a pet or heal a pet, etc.  I use root often for all of the above scenarios.  For example, let's say you want to tackle a named ^ mob with two v buddies.  All three of them at once might be a tough fight if white or higher... so start by rooting the ^ mob, and take down the two v mobs being careful either to not use your AE spells or to be outside AE range of the rooted mob.  Once the two easy mobs are dead, the named is just waiting for you all by its lonesome.   I hope that helps explain it's uses a little bit :smileyhappy:  </P>

StaticLex
01-04-2006, 12:13 PM
<DIV>Intelligence is of course nice but I would suggest not being like these noobs who wear a 15 INT item that has like 10 HP and 75 to a single resist.  After that I would go agility and wisdom.  Wisdom is of course nice for resists and as far as agility goes, you probably get more bang for your buck compared to stamina.  Increasing stamina will give you a pitly amount of HP.  Increasing your agility will always be giving you that extra chance to dodge an attack for hundreds of damage.</DIV>