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View Full Version : Conjuror AA Guide for Sentinel's Fate (not DoV/GU61 updated)


Xalmat
02-15-2010, 04:55 PM
<p><span style="font-size: xx-large; color: #ff0000;">Note: This guide is outdated and does not take GU61 changes into account.</span></p><p>Shortcut to this guide: <a rel="nofollow" href="http://tinyurl.com/conjuroraa" target="_blank">http://tinyurl.com/conjuroraa</a></p><p><span style="font-size: x-small;">Conjuror AA threads pop up all the time. This is my attempt at reducing the number of them a good amount.</span></p> <p><span style="font-size: x-small;">If you don't know what each AA does, mouse-over them in the Achievement window and it will tell you. If you're a low level Conjuror, many of the abilities listed are NOT available until very high level. For example, Blazing Presence is not attainable until level 50, Plane Shift not until 65, and Stoneskin until level 40.</span></p> <hr /><p><strong><span style="color: #ffff00;"><span style="font-size: x-large;">Nomenclature, Foreword, FAQ, and so on</span></span></strong><span style="font-size: x-small;">You will see a lot of terms that you may be unfamiliar with in this post. My advice is learn them. I'll try to explain them in this section.DPS is shorthand for Damage Per Second. A more practical term for DPS is damage. The more damage, the faster things die. And as a Conjuror, your number one job is to deal damage. It's that simple.While each of the achievements in the Summoner tree have individual names, it is much, much faster to describe them by abbreviation. For example, the above build posted would be best described as Possess1 STR 4-4-10-0-8 WIS 9-4-10-2 INT 4-10-10-2-8 Toxicity 2. Each tree gets its name from historical names and abilities. From left to right: Strength (STR), Agility (AGI), Stamina (STA), Wisdom (WIS), Intelligence (INT).The Conjuror tree is not so simple to abbreviate, but you can also refer to the tree based on its overall category: Conjurations on the far left, Evocations on the far right, Summoner's Fate on the bottom.</span></p> <p><span style="font-size: x-small;">The Shadows tree is even less simple to abbreviate. From top to bottom: General, Mage, Summoner, Conjuror. They can be abbreviated in this way: General 0-0-0-5-0-5-0-0, Mage 0-5-5-0-0-0-1, Summoner 0-5-5-0-5-0-1, Conjuror 5-0-0-5-5-0-2-2Each tree is limited based on level, and existing prerequisites. They are as follows:</span></p> <p><span style="font-size: x-small;">Overall AA cap is 160 AA from level 10 to 69, 200 AA from level 70 to 80, 250 AA from 81 to 90.</span></p> <p><span style="font-size: x-small;">Summoner and Conjuror trees are limited to 50 AA until level 70. After level 70 the cap goes to 70 AA. After level 81 the cap raises to 100. To access lower AAs in the trees, you generally have to spend points in the higher abilities. </span></p> <p><span style="font-size: x-small;">Shadows tree has complex prerequisites. General tree is open at all levels. Mage tree opens up when you have purchased 10 points in General tree, and 60 AA overall. The Summoner tree opens up when you spend 10 points in the Mage tree and 120 AA overall. The Conjuror tree opens up when you spend 10 AA in the Summoner tree, and 170 AA overall (as such it's not available below level 70).</span></p> <p><span style="font-size: x-small;">Sentinel's Fate Attributes, located in the Summoner AA tree, is available once you are level 81, and spend 70 AA in Summoner.. Sentinel's Fate, located in the Conjuror AA tree, is also available once you are level 80, and spend 70 AA in </span><span style="font-size: x-small;"><em>Conjuror</em></span><span style="font-size: x-small;"><span style="font-style: normal;">.</span></span><span style="font-size: x-small;">Yes, Possess Minion is required in order to access the Summoner tree. Don't complain, just spend one point on it and move on.</span><strong><span style="color: #ffff00;"><span style="font-size: x-small;">Regarding Pet AAs</span></span></strong><span style="color: #ffff00;"><span style="font-size: x-small;">:</span></span><span style="font-size: x-small;"> The way these abilities work is they enhance the actual pet summoning spell, not the pet. For example, Enhance Earth Pet will add to your earth pet spell "Grants your pet X% damage absorption". Which means, if you have your Earth pet out, and </span><em><span style="font-size: x-small;">then</span></em><span style="font-size: x-small;"> you purchase Enhance Earth Pet, you will need to resummon your pet for the effect to take hold.</span></p> <hr /><p><strong><span style="color: #ffff00;"><span style="font-size: x-large;">Get an AA Mirror!</span></span></strong><span style="font-size: x-small;">As soon as you quite possibly can, get an AA mirror. Go out of your way to save up the money to buy the components you need and hire a crafter that will do the combine for you. This will let you switch between two AA builds on the fly in your house, and is well worth the coin, and time, to get one.</span>The item itself is called <a href="http://eq2players.station.sony.com/items/item_profile.vm?itemId=358284" target="_blank">Mirror of Reflected Achievements</a>. It is a house item that goes (where else?) in your house. You need a few things for one:1. A <strong><span style="color: #ff0000;">reflective smoldering shard</span></strong>. These drop in Kunark "contested" dungeons off of just about anything (Chardok, Karnor's Castle, Sebilis). They also drop in The Shadow Odyssey group instances. They're fairly uncommon. You can also find them on the broker, prices will vary.2. A <strong><span style="color: #ff0000;">level 75 or higher crafter with the recipe</span></strong>. Any crafter class can make this. However, the crafter himself will need an extremely high amount of city faction in order to purchase the recipe, and very few of them do. When you finally find one, be prepared to pay a <em>very</em> large fee for the crafter.The mirror itself is LORE and NO-TRADE, so you can only have one in your house at a time. You can also only get this made via the commission window; ask the crafter how the commission window works if you aren't sure, or <a href="http://eq2.eqtraders.com/articles/article_page.php?article=g109" target="_blank">read Denmother's guide</a>.Once you get the mirror, you put it in your house (has to be <em>your</em> character's house, not another house, even if it's an alt of yours). Right click the mirror, and select Save Profile. Give it a name. Any name will do, but name it something so you know what it is when you go to respec again. Then just purchase an AA respec, and respend your AAs on your new profile. Voila, you now have two AA profiles. Congratulations!To switch between them, you right click the mirror again and select "Load XXX Profile" (with XXX being your profile name). It will ask you to save the profile you currently have, then swap profiles. Be warned, it will strip you of all buffs.Again, I can't stress this enough. Get an AA mirror as quickly as possible. It is <em>well</em> worth the money.</p> <hr /><p><strong><span style="color: #ffff00;"><span style="font-size: x-large;">Soloing (Tank Pet) Builds</span></span></strong><strong></strong></p> <p><span style="font-size: x-small;">There are two ways to solo as a Conjuror: Tank Pet (the bread and butter style), or Scout/Mage Pet (kill fast and take no prisoners).I'm gonna recommend the Tank Pet method, because it's the safest pet to solo with. However, feel free to build your own solo build using any of the pets, it's difficult to go wrong when soloing. Also feel free to solo with a DPS build.Ultimately, for the Tank Pet method, you will focus on the tank pet the most, and focus on abilities that keep it alive, and aggro on the pet and off you. Order you grab these abilities in doesn't matter too much, so play around. Go ahead and skip things that you can't use yet due to level.Note that a strong solo build that focuses on keeping the pet alive, and holding aggro, is a great build for tank-pet oriented groups too!</span></p><p><a href="http://www.beetny.com/eq2aa/?502i6@8aaa1aaa1@688@1212k53@152@15@1314@32@153435 @2551@21551@25121n@35@15@35@25@1155151@1155@51" target="_blank">Sample AA build</a></p><p>Essentials:</p><p><span style="color: #ff0000;"><span style="font-size: small;">Enhance: Earth Pet 5STA 4-8-10WIS 4-10-10Enhance: Pet Heal 5Enhance: Stoneskin 3Cure ElementalBlazing Avatar 2Elemental Unity 5Unabate - Requires 20 points in Evocations, so spread how you like. (Highly recommend Enhance: Effigy 5)Pet Weapon MasteryMinion's Critical Strike 5Dimensional StorageMinion's MarkBlazing ConjurationsRunes of Geomancy 5Fury of the ElementsStrength of the Elements 5Elemental BlastElemental Toxicity</span></span><span style="font-size: x-small;">Those are the essentials.Enhance Earth Pet increases the pet's ability to take damage. Or to be precise, reduces the incoming damage the tank pet receives. Less damage = pet lives longer.Shockwave is essentially a knockdown that you tell your tank pet to use. Great for getting aggro, but be careful. It WILL hit things that are near the pet that you aren't fighting.Perceptor's Command is essentially a rescue that you tell any pet to use. At rank 8 it's 100% chance to move up a hate position, and if it's just you and your pet, it means your pet gets aggro...unless it resists, which isn't often.Perceptor's Bodyguard increases the tank pet's HPs by a metric buttload. Get it, you'll love it.Minion's Barrier increases the pet's Defense stat. More defense = gets hit less = lives longer.Minion's Uproar increases the pet's Offensive stats. Higher offense = hits more = more aggro = mobs die faster.Enhance Stoneskin triggers a stoneskin on your pet whenever you cast Stoneskin on yourself. Not only is it a great emergency save for you, but now it's a great emergency save for your pet too!Cure Elemental is just nice to have. Plus it opens up Blazing Presence and Elemental Vestment, which are both required once you're high enough to use both abilities.</span></p> <p><span style="font-size: x-small;">Unabate reduces the resistability of all of your spells, and all of your pet's combat arts and spells. Lower resistability for your pet = more damage/aggro = mobs die faster. However be careful as lower resistability from </span><em><span style="font-size: x-small;">your</span></em><span style="font-size: x-small;"> spells = more damage/aggro = you pull aggro easier. And in order to get Unabate, you need to put points into Evocations, which means you do more damage = more aggro, but more damage = mobs die faster. Double edged sword, but well worth it.</span></p> <p><span style="font-size: x-small;">Pet Weapon Mastery, Minion's Critical Strike, Blazing Conjurations, Fury of the Elements, Strength of the Elements, and Elemental Blast greatly increases the pet's offensive output, which in turn increases its damage output and aggro capabilities.</span></p> <p><span style="font-size: x-small;">Minion's Mark debuffs mobs to make things die faster.</span></p> <p><span style="font-size: x-small;">Runes of Geomancy 5 greatly increases the pet's survivability when tanking.</span></p><p><span style="font-size: x-small;">Other things to consider, depending on how many extra achievement points you have lying around, include filling out the Foundations tree and getting Stoneskins (if you can spare the points). And if you really have points to spend, consider getting Enhance Plane Shift for those extra tough solo situations.Just don't buy Enhance Winds of Velious. Ever.</span></p> <hr /><p><strong><span style="color: #ffff00;"><span style="font-size: x-large;">Group/DPS Builds</span></span></strong><span style="font-size: large;"></span><span style="font-size: x-small;"><span style="font-size: small;"><span style="font-size: x-small;"><a href="http://www.beetny.com/eq2aa/?502i244a@9a4a@14aa18@38212f35@15@24@121@15@22@155 5555@15@41551@3121f@35@15@355@31@151@11@11@355@111" target="_blank">Recommended Layout</a> (226 AAs at Level 90)</span></span></span></p> <p><span style="font-size: x-small;">Depending on what your aims are, you have two choices for DPS builds: Scout Pet, and Mage Pet. Mage pet is the most powerful, especially at very high levels, but extremely dangerous at low levels; most tanks at low levels aren't geared to handle the very high aggro a Mage pet generates. Or for that matter the very high aggro </span><em><span style="font-size: x-small;">you</span></em><span style="font-size: x-small;"> will generate in a DPS build.On raids, your only viable choice is the Mage Pet. Don't even consider using the scout pet, it's a waste of time.That said, here are your starting options. Unlike soloing, for a DPS build you </span><em><span style="font-size: x-small;">can</span></em><span style="font-size: x-small;"> go wrong.</span><strong><span style="font-size: small;">Here are your options:</span></strong><span style="font-size: small;">STR 4-4-10-0-8INT 4-8-10-2-8Elemental ToxicityWIS 4-4-10 (Level 70+ only)Max Evocations + UnabateCure ElementalBlazing Avatar 2Elemental Unity 5Fury of the Elements, Strength of the Elements 5, Elemental BlastStrike of the Mage 5BewildermentMinion's Critical Strike 5Pet Weapon MasteryMinion's MarkBlaze of Ro 5Chilling Winds 5Magic MasteryBlazing Conjurations</span><span style="color: #ff0000;"><span style="font-size: x-small;"></span></span><span style="font-size: x-small;">Evocations greatly enhances your spell haste of your primary spells, and should be your first choice.</span></p> <p><span style="font-size: x-small;">Unabate reduces your resist rate. Less resists means more damage. And of course since you're filling out Evocations </span><span style="font-size: x-small;"><em>anyway</em></span><span style="font-size: x-small;"><span style="font-style: normal;"> to get it, all the better.</span></span></p> <p><span style="font-size: x-small;">Wild Channeling increases your crit chance. More crits = more damage. However be careful because it also increases your aggro.</span></p> <p><span style="font-size: x-small;">INT tree greatly increases your mage pet's damage output.</span></p> <p><span style="font-size: x-small;">Minion's Uproar increases your pet's spell and offensive skills, meaning more hits = more damage. With Unabate, you shouldn't have resist problems anyway except with super orange/red mobs, raid mobs, and so on. So this is for 70+ only.</span></p> <p><span style="font-size: x-small;">Focused Minion greatly increases your mage pet's damage output, and Aptitude Theurgist greatly increases your damage output.</span></p> <p><span style="font-size: x-small;">Elemental Toxicity is a very useful temporary ability for usage in groups and raids.</span></p> <p><span style="font-size: x-small;">Blazing Avatar 2 and Elemental Unity 5 are required for high damage output. Neither of those are available until 50, and 58, respectively.Strength of the Elements, Fury of the Elements, Elemental Blast, Pet Weapon Matsery, Minion's Critical Strike, Minion's Mark, Blazing Conjurations greatly boost your pet's damage output.</span></p> <p><span style="font-size: x-small;">Strike of the Mage, Blaze of Ro, Chilling Winds, and Magic mastery greatly boost your damage output.</span></p> <p><span style="font-size: x-small;">I absolutely will not recommend Hydromancer. You're a damage dealer, not a healer. If you want to roll a damage dealing healer, roll a priest and spec for battlepriest or something (Fury and Warden are both excellent examples of this), you'll get much more bang for your buck.</span><strong></strong></p><p><strong><span style="color: #ffff00;"><span style="font-size: x-large;">Order to buy AAs</span></span></strong></p> <p><span style="font-size: x-small;">Here's the way I see it: Sentinel's Fate AA, Shadow Odyssey Aas, and Sentinel's Fate Attribute Aas are your top priorities, but in that order. Here's how I would buy Aas if I were leveling up. Keep in mind that there's some variance, so this is just a general guide.</span></p> <p><span style="font-size: x-small;">Solo:</span></p> <p><span style="font-size: x-small;">Enhance Earth Pet 5Possess Minion 1STA 4-8-10, WIS 4-10-10Heal Servant 3, Cure Elemental, Blazing Avatar 2 (If above level 50)Elemental Unity 5 (If above level 58)Work towards Bewilderment in the Shadows Tree as you see fitFill out Aas as you see fit until you can unlock Summoner in Shadows Tree. Best options include: Evocations (working towards unabate), Foundations Tree, Conjurations Tree (working towards Enhance Plane Shift 5 if above level 65), or continuing to fill out STA and WIS treePet Weapon Mastery, Minion's Critical Strike, Dimensional Storage, Minion's Mark, Minion's ConstitutionSummoner's Soothing 5</span></p> <p><span style="font-size: x-small;">---If between level 70 and 80:fill out Aas as you see fit until TSO Conjuror unlocks, and purchase Minion's Protection, 5 more at your discretion in TSO Conjuror, then Blazing Conjurations</span></p> <p><span style="font-size: x-small;">---If above level 81:fill out Conjuror tree until Sentinel's Fate unlocks, and then purchase: Runes of Geomancy 5, Strength of the Elements 5, Fury of the Elements, Elemental Blast. Then if you're not 170 AA yet, fill out until TSO Conjuror unlocks and purchase Minion's Protection 5, 5 more at your discretion in TSO Conjuror, then Blazing Conjurations.Fill out Summoner tree as you see fit until you unlock Sentinel's Fate Attributes.Fill out Sentinel's Fate Attributes as you see fit until you unlock Elemental Toxicity.Elemental Toxicity 2</span></p> <p><span style="font-size: x-small;">DPS:</span></p> <p><span style="font-size: x-small;">Evocations until UnabateSTR 4-4-10INT 4-8-10-210 in TSO General at your discretionStrike of the Mage 5, 5 more at your discretion in TSO Mage, then BewildermentHeal Servant 3, Cure Elemental, Blazing Avatar 2, Elemental Unity 5Fill out Aas as you see fit until Summoner unlocks in Shadows Tree. Best option is to work towards Enhance Plane Shift 5Pet Weapon Mastery, Minion's Critical Strike 5, Minion's Mark</span></p> <p><span style="font-size: x-small;">---If between level 70 and 80:Fill out Conjuror tree and Summoner tree as you see fit until TSO Conjuror unlocks. Also consider buying Dimensional Storage, as it's a good ability.Once TSO Conjuror unlocks: Blaze of Ro 5, Chilling Winds 5, Magic Mastery, Blazing Conjurations</span></p> <p><span style="font-size: x-small;">---If above level 81:Fill out Conjuror tree until Sentinel's Fate Aas open up, then purchase: Fury of the Elements, Strength of the Elements 5, Elemental Blast.If for some reason you're not 170 AA, fill out Aas until you are. Consider buying Runes of Geoticism 5, or putting a few points into Summoner tree so you can work towards Sentinel's Fate AttributesAs soon as TSO Conjuror unlocks: Blaze of Ro 5, Chilling Winds 5, Magic Mastery, Blazing ConjurationsFill out Summoner tree until you unlock Sentinel's Fate Attributes. A good option to work towards is Minion's Uproar 10 and Animist Bond.Aptitude of the Theurgist 8, Focused Minion 8, Elemental Toxicity 2</span></p>

Xalmat
02-15-2010, 04:55 PM
<p><span style="font-size: large; color: #ff0000;"><span style="font-size: x-large;">Advanced AA Tips</span></span></p><p>This section is not for beginners. This is for advanced players and veterans only. The advice that follows is intended for level 90 Conjurors with around 250 AA looking to fine tune their AA build.</p><p><strong><span style="color: #ff0000;">STR Line: Crit Chance or No?</span></strong></p><p>There's some current debate about whether to take the Crit Chance AAs or not. there's two schools of thought here: "I can cap crit chance without this AA" and "If I take this AA, I won't need as much crit chance to cap". Both are perfectly reasonable arguments.</p><p>If you choose not to take Wild Channeling, that frees up 10 AA that can go elsewhere. However keep in mind you still need 70 AA in the Summoner tree to unlock the Sentinel's Fate AAs.</p><p><span style="color: #ff0000;"><strong>WIS Line: Take it or No?</strong></span></p><p>Currently there's also debate about whether Minion's Uproar is useful or not with a Mage pet. Anecdotal evidence on raids shows that the resist differences with and without it are negligible. Consider the following:</p><ul><li>The Master mage pet has very good resist rates in the first place</li><li>Unabate adds 15% improved resistability on top of everything</li><li>Enhance: Fiery Magician adds <em>another</em> 15% resistability improvement to the pet</li></ul><p>With those alone, plus any +disruption buffs you get from a group, and the amount of resist reduction that mobs will incur on raids, it's probably a waste to take the line.</p><p><strong>Modified Summoner Tree</strong></p><p>Here's a sample Summoner tree without Crit Chance and WIS line. The points have been moved out of those abilities, and into more survival-based abilities. That leaves you 10 AA to move elsewhere as you see fit, until you unlock Sentinel's Fate AAs (the SF AAs will remain the same regardless of what else you do in the tree)</p><p><a href="http://www.beetny.com/eq2aa/?501oa4a@aa@34aa1" target="_blank">Summoner w/o WIS/Crit</a></p><p><span style="color: #ff0000;"><strong>Evocations, Cast Haste, and You</strong></span></p><p>The old wisdom is that Conjurors do not need Cast Haste because of the Evocations tree.</p><p>Well, there's also an abundance of Cast Haste that Conjurors can get via adornments, buffs, and what have you. With that in mind, you might consider moving points out of your Evocations tree and into other abilities if you routinely get large amounts of cast haste.</p><p>Being grouped with a Bard will grant you an additional 8% Cast Haste via their Allegro group AA, and getting Upbeat Tempo or Time Compression will grant another 20% Cast Haste. Monks in your raid will grant another 10% Cast Haste, and Shadowknights in your group another 10% or so if they spec for the AA.</p><p>Here are my recommendations:</p><p>If you have 10% Cast Haste via gear, you can move 1 points out of each Evocations spell haste If you have 30% Cast Haste via gear, you can move 2 points out of each Evocations spell haste</p><p><a href="http://www.beetny.com/eq2aa/?5001110l@h35333@13@41" target="_blank">Conjuror w/ minimum Evocations AAs</a></p><p>Keep in mind you still want 5 AA into Enhance: Fiery Annihilation, and possibly 5 points into Enhance: Winds of Velious (depending on your personal preference regarding WoV)</p><p><strong><span style="color: #ff0000;">Enhance: Plane Shift & Hydromancer</span></strong></p><p>Depending how many spare AA you have, and whether or not you have a Plane Shift focus of some sort, you might consider getting Enhance: Plane Shift.</p><p>Presently, if you have the Void Elementalist 4-set, or the Focus: Plane Shift red adornment, Plane Shift will grant your pets an additional 25% Potency. With 5 AA into Enhance: Plane Shift, this number is boosted to 30% Potency.</p><p>It's still recommended you take Enhance: Fiery Magician 5 and Enhance: Summoning 5 (and consequently Enhance: Earthen Avatar 3), but that means you have two AA you must further spend. Either spend it in Enhance: Earthen Avatar (to boost it to 5 points), or 2 into Enhance: Roaring Flames.</p><p>Additionally, if you have the spare AA, put the one point into Hydromancer. That way whenever you cast Communion, it will summon the Hydromancer pet as well (and give your group a slight boost to survivability for the duration).</p><p><span style="color: #ff0000;"><strong>Stoneskins and Foundation Line</strong></span></p><p>Even moving a tiny bit of AA out of Evocations opens up the ability to easily get the Group Stoneskin AA. It's highly recommended you take this AA if you can afford it, as it will provide some much-needed support and utility, and consequently boost survivability of your group.</p><p>To that end, it's recommended you fill out the Foundations line completely, saving Vehement Skin for last (as it's very easy to cap the reuse on Vehement Skin with only a bare minimum of AA). Once you unlock Stoneskins, take it.</p><p><strong>Geotic Rune</strong></p><p>Geotic Rune is very useful for us and our group members, especially against raid targets that have hard-hitting Trauma-based AoEs. For Geotic Rune VII (Master), 5 points into Enhance; Geotic Rune is an additional 117 mitigation. Although it's a very tiny amount, every little bit counts.</p><p><strong><span style="color: #ff0000;">Conjuror Tree: Putting It All Together</span></strong></p><p>Depending how your Evocation tree fills out, your Conjuror tree might look like this:</p><p><a href="http://www.beetny.com/eq2aa/?5001112g35@15@252315@32@1545444@14@21@11551@31" target="_blank">4 in Evocations</a><a href="http://www.beetny.com/eq2aa/?5001112j35@152@152315@32@1535333@13511@11551@31" target="_blank">3 in Evocations</a></p><p>Keep in mind that there are lots of options to play around with.</p><p><span style="font-size: medium; color: #ff0000;">Submitted AA Builds</span></p><p>Here are some example AA builds used by other Conjurors.</p><p><a href="http://www.beetny.com/eq2aa/?502ia4a@a64a@14aa18@38212r35@15@2523155@22@155544 4@14@21@115515@2121p@35@15@355@31551@11@115@255@11 1" target="_blank">Sess's Group/Raid DPS Build w/ WIS tree</a><a href="http://www.beetny.com/eq2aa/?502ia4aa@9a@34aa18@38212r35@15@2523155@22@1555444 @14@21@115515@2121p@35@15@355@31551@11@115@255@111" target="_blank">Sess's Group/Raid DPS Build w/o WIS tree</a></p><p><a href="http://www.beetny.com/eq2aa/?502i144a@994a14aa18@38212s35@152@15@21@15@152@154 5454545@31551@23121o@35@15@4554@11@151@11@115@255@ 111" target="_blank">Banditman's DPS Build</a></p>

Xalmat
02-15-2010, 05:07 PM
<p>Here's your AA guide for Sentinel's Fate. Keep in mind, these are merely guidelines, so don't take them as the <em>only</em> valid specs.</p>

Solarax
02-16-2010, 04:28 PM
<p>OUTSTANDING Xal =)</p>

caeler
02-17-2010, 12:51 PM
<p>Thank you so much for the time spent on this, us new players really appreciate it!</p>

Falaris
02-18-2010, 05:50 PM
<p>The old players do as well! Thanks much Sess..</p><p>-Fal</p>

reality_bites
02-26-2010, 04:15 PM
<p>Thank you Xalmat, you're one of the pillars of the Conjuror community, and I greatly enjoy your posts here and on the other website.</p>

Tyrusstorm
03-08-2010, 02:50 PM
<p>Thank you so much for posting this information. I have been away for about 1.5 years and this just made coming back so much easier.. Many thanks!</p>

Bhow
03-10-2010, 11:41 AM
<p>I finally got off my lazy rear and read this. Amazing post. A lot of people will benefit from this. =D</p>

Banditman
04-06-2010, 09:47 AM
<p>At L90, with all the cast haste gear available, you probably want to re-evaluate your Conjuror tree with regards to the AA's that give increased cast haste to individual spells.  It's pretty likely you have enough cast haste to go only 3 or 4 AA's in things like Crystal Blast, Ice Storm, etc and you'll already have them capped out on cast speed.  Even with the somewhat decent gear on my Conjuror, at L80 no less, I find that I'm already getting only a minimal gain out of many of those AA's going from 4 to 5.</p>

Xalmat
04-06-2010, 04:14 PM
<p><cite>Banditman wrote:</cite></p><blockquote><p>At L90, with all the cast haste gear available, you probably want to re-evaluate your Conjuror tree with regards to the AA's that give increased cast haste to individual spells.  It's pretty likely you have enough cast haste to go only 3 or 4 AA's in things like Crystal Blast, Ice Storm, etc and you'll already have them capped out on cast speed.  Even with the somewhat decent gear on my Conjuror, at L80 no less, I find that I'm already getting only a minimal gain out of many of those AA's going from 4 to 5.</p></blockquote><p>Definitely. Once I acquired enough spell haste to cap out with only a bard's Allegro, I moved points out of Evocations and into other lines.</p><p>It should be noted that Conjurors should not go out of their way to get spell haste; it should come naturally through logical gear upgrades (think of it as "bonuses").</p><p>Also it should be noted that, once your pet acquires enough potency and crit chance, extra AAs into Plane Shift become worthless.</p>

Chisa
04-15-2010, 05:44 PM
<p>Thanks so much for the guide!!!! Loves it!!!!</p>

Xalmat
04-22-2010, 04:20 PM
<p>People have been asking me what AA specs I roll with. Here's what I use.</p><p><a href="http://www.beetny.com/eq2aa/?502i6@8aaa1aaa1@688@1212o53@152@154313@32@153345@ 25511@11551@25121n@35@15@35@25@1155151@1155@51" target="_blank">Solo with Tank Pet</a></p><p>This build emphasizes survivability and tank pet aggro above all else.</p><p>Summoner Tree: I maxed out WIS and STA trees because they help the tank pet the most. However if you desired you could move points out of Shockwave, Unflinching Servant, Animist Transference, Animist Bond, and Possess Minion into the STR tree to try and max out your Wild Channeling. Such a tree would look like this:</p><p><a href="http://www.beetny.com/eq2aa/?501t144a@548a@14aa" target="_blank">Alternate Summoner Tree</a></p><p>Unfortunately the Summoner tree leaves much to be desired in the way of Sentinels Fate AAs, so basically go with what you want. Use caution if going after Aptitude of the Theurgist, as that will directly increase your self aggro generation.</p><p>The Conjuror tree is pretty self explanatory, as is the Shadows tree.</p><p><a href="http://www.beetny.com/eq2aa/?502i144a@994a14aa18@38212r35@15@2523155@22@155544 4@14@21@115515@2121k@35@15@355@31551@11@11@355@111" target="_blank">DPS build with Mage Pet</a></p><p>This is my tried-and-true raid build. I moved a few points out of Evocations because I have enough spell haste to justify it, as long as I have a Bard and/or Time Compression.</p><p>I'm considering dumping Elemental Proficiency, as it really only helps tanks.</p><p>If you have an overabundance of crit chance (whcih I don't) you could move points out of Wild Channeling. You could also move points out of Animist Bond (truth be told I always forget to cast it) and Animist's Transference.</p><p>You could also move points out of Enhance: Summoning if you wish, but I find it useful for those times that my pet dies and my Dimensional Storage is down. It's especially useful in fights with lots of AoEs that also interrupt you.</p><p>If your AAs are set up right, you can take both Stoneskins endline AA as well as Geotic Rune AA. Both have proven useful in a raid setting for me, but your mileage may vary.</p>

Harduc
04-29-2010, 09:19 AM
regarding your raid build: you dont have points in Enhance planeshift, is your pet capped too much for it to be efficient? you dont have points in Elemental Pact in the shaodws tree, is the debuff too insignificant for it to be worth it?

Xalmat
04-29-2010, 03:03 PM
<p><cite>Harduc@Splitpaw wrote:</cite></p><blockquote>regarding your raid build: you dont have points in Enhance planeshift, is your pet capped too much for it to be efficient? you dont have points in Elemental Pact in the shaodws tree, is the debuff too insignificant for it to be worth it?</blockquote><p>Yes, my pet caps on everything while Plane Shift is running without points into it.</p><p>The debuff pretty much is kind of "meh", and an extra 300 or so debuff amount won't make a significant difference.</p>

Chisa
04-29-2010, 03:22 PM
<p>With a Conjy such as yourself, what position does the conjy have as far as dps is concerned in raids now? </p>

Xalmat
04-29-2010, 04:17 PM
<p>All other things being equal, most top-end conjurors on raids these days usually fall behind the Predators and the Sorcerers on the parse, depending on the individual skill level of everyone in the raid, and the specific fight, of course. But this is not the thread to discuss that.</p>

Banditman
04-29-2010, 04:50 PM
<p>One thing I am starting to see potentially is a Conj / Troub combo in an off tank group that contains a Crusader.  This replaces the Dirge you would normally find there.  By using Runes, you provide your off-tank "almost" as much stoneskin as a Dirge does, and the Troub provides a LOT more DPS,</p><p>We've currently been playing around with an OT group of:</p><p>SK, Mystic, Inquisitor, Troubador, Coercer, Conjuror.</p><p>Both in terms of tanking, and DPS potential, it's a very strong mix, and it allows you to allocate that Dirge into a Scout group.  The only "weak" point to this group is really buffed Double Attack, as you lose Battle Cry and an upgraded Fortissimo.  In general, the weakness is made up for on all sides by the added synergisms of these classes.</p><p>Without Runes, you couldn't do that very well because your tank would get squishy in a hurry.  If you substitute a Templar for the Inquisitor, you lose a little on the DPS side, but you become even stronger for tanking.</p><p>That one AA adds a lot of flexibility to raid lineups.</p>

Xalmat
04-29-2010, 04:51 PM
<p>Well said.</p>

NhojNotnats
06-07-2010, 03:14 PM
<p>Just want to say, all the info here is great, thank you, thank you. Made my character alot better. Big thanks to Xalmat!!!</p>

Dracodo
07-27-2010, 12:15 PM
<p>Thanks for all the great info.  At this rate i might make a decent Conjy some day...hehe</p>

Xalmat
09-24-2010, 07:20 PM
<p>Added a section for "Advanced AA Tips". If anyone has some suggestions for full builds, feel free to post a Beetny link, as well as comments they want to share.</p><p>Here's my two builds (I only use one in reality, but I provided a variant).</p><p><span ><p><a href="http://www.beetny.com/eq2aa/?502ia4a@a64a@14aa18@38212r35@15@2523155@22@155544 4@14@21@115515@2121p@35@15@355@31551@11@115@255@11 1" target="_blank">Sess's Group/Raid DPS Build w/ WIS tree</a><a href="http://www.beetny.com/eq2aa/?502ia4aa@9a@34aa18@38212r35@15@2523155@22@1555444 @14@21@115515@2121p@35@15@355@31551@11@115@255@111" target="_blank">Sess's Group/Raid DPS Build w/o WIS tree</a></p><p>Details:</p><p>Since I'm required to spend 70 in the Summoner tree to unlock Sentinel's Fate stuff, I loaded up on Possess Minion for the raw STA/INT boost, and  maxed out Parrying for the defensive boost. INT tree is mostly maxed out save for Magic Leash (the extra deaggro isn't significant when Elemental Blast hits as hard as it does).</p><p>The difference between the two is: I either max my Crit Chance AAs, or I max Minion's Uproar. Leftover points go into Animist Transference (it's a VERY nice emergency heal when maxed out) either way.</p><p>I don't have the spell haste to completely move out of Evocations, so I have 4 in each ability. I kept Crystal Blast maxed just because.</p><p>I'm fairly defensively spec'd with Geotic Rune, Stoneskins, and Minion's Constitution.</p><p>Right now I can't justify spending the points for Enhance Plane Shift.</p></span></p>

Franzl28
10-05-2010, 08:33 AM
<p>Sorry to say this, because I liked your aa post in T8 times, but for a true raider this dps build is complete nonsense.Raiders need points in everything that makes damage. For "protection" other classes take responsibility.Furthermore the "protection" does not really work.</p><p>Summoner Tree - 10 points in parry? What do you want to parry? AES ? Or do you stand near the mob- 10 points in minions warding? - I rather want my pet to live so that it can dps, for my   health I have healers and gear</p><p>Conjuror Tree-  Enhance earthen avatar & enhance summoning - complete worthless - my mage pet almost never dies,   so why enhance summon it (t9 easy clear, some hard modes and first wing underfoot depths a lot clear).-  The complete foundation tree is a waste of time and points. The group stone skin is useless. There are so many    aes and dots that it is nearly imposible to time this right. So you might shield "nothing". I never heal my pet ,    and I rarely need the pet stone skin.- Enhance Petrify - the spell is not worth one point, recast far too long and cast time as well- Runes of Geomancy (took this as well) but I have the feeling - no impact at all</p><p>Shadow Tree- Minions Constitution - rather worthless.- Dimensional storage - what for ? my pet does not die , i have good healers</p><p>I woud put the wasted points in Arcane Barrier, Fire Seed, Flameshield, Winds of Velius, Roaring Flames , Aqu. SwarmPlane shift (the pet has not always a 100% cap), Magic Leash (you will need it then).</p><p>If you want to be top on the damage list, change it.</p><p>Dear F.</p>

Xalmat
10-05-2010, 09:19 AM
<p><cite>Franzl28 wrote:</cite></p><blockquote><p>Sorry to say this, because I liked your aa post in T8 times, but for a true raider this dps build is complete nonsense.Raiders need points in everything that makes damage. For "protection" other classes take responsibility.Furthermore the "protection" does not really work.</p></blockquote><p>First of all, I raided in this spec. A lot of top end Conjurors raid in a very similar spec (see: EQ2Flames). It's a proven effective spec, and variants exist depending on personal taste (such as Foundations vs not Foundations). When I raided I <em>consistently </em>topped the parse.</p><p>Your suggestions, on the other hand, are complete garbage. Here's why.</p><p><span style="text-decoration: underline;">Summoner Tree</span></p><p>Parry is a personal preference, but what else are you going to spend points in besides defensive stuff? WIS tree is wasted on Conjurors, STR tree is wasted if you can cap crit without the crit AA. That leaves nothing else offensively to take in the tree until you unlock Sentinel's Fate stuff. So why not go the defensive route and boost your survivability?</p><p>Parry does sometimes prevent a trauma AE from hitting you. It's also a defensive tool to help you survive heroic mobs beating on you.</p><p>Minion's Warding does not hurt your pet. How is a 20% chance to only take 10% damage a bad thing? It gives us perhaps the best survivability of all Mage classes because 20% of the time we'll need the least healing from a big AE.</p><p><span style="text-decoration: underline;">Conjuror Tree</span></p><p>You recommend Enhance Plane Shift, but you don't recommend Enhance Summoning? How else do you recommend getting Enhance Plane Shift? Get the equally useless swarm pet AAs? If you even cast those on raids, you are lowering your DPS substantially.</p><p>Speaking of Plane Shift, a well geared Conjuror's pet will sit at around 40-50%+ Crit chance solo. Add another 10% from a bard, and 20% from the myth proc. Plane Shift by itself is therefore providing more crit chance than necessary to reach the crit chance cap. Adding another 12.8% crit chance is not going to change that. The only reason to take Enhance Plane Shift is if (and only if) you have the Enhance Plane Shift red adorn. To me 5% Potency every 6th minute is a pretty heavy investment for a small return (ending up being an average of 0.83% Potency over the recast cycle of Plane Shift).</p><p>Forget AoEs for a minute. If you're not curing your pet of reactives, your DPS is going to be terrible. Healers do not know when your pet gets a reactive, and will often refuse to cure it even when it does (unless they use a group cure). Multiple points in Heal Servant ensure a faster cast time (guaranteeing the cast speed is capped with 5 points) and reduces the reuse time (guaranteeing you can re-cure it faster).</p><p>Foundations line has <em>some </em>value. It's far from a perfect line, however <em>anything</em> to reduce damage or keep the pet from dying is significant.</p><p>If you don't want Petrify, don't take it. But at a base 3 second cast time without AAs, vs a 1.5 second cast time with, it's going to see no usage at all if you don't invest AAs into it. Not to mention it fills a good spell rotation gap if you ever have one, and does slightly more damage than Crystal Blast.</p><p>Winds of Velious AA is only useful if you let the [Removed for Content] thing tick. I don't let it tick, I toggle it off immediately so that I always have another DD spell ready to cast. There's advantages, and disadvantages, to letting it tick versus toggling early. With that being said, if you don't let it tick, the AA is wasted.</p><p>Runes of Geoticism is, by far, our most powerful defensive AA when dealing with trauma AEs. Flat out negating a full 10% of incoming trauma damage is significant. Not to mention it's a pretty awesome buff to grant <em>others</em> if you're ever in an offtank group that lacks a dirge (which can be often depending on your guild). You wouldn't ask your dirges to not run Percussion of Stone would you? I wouldn't. Runes of Geoticism is one of our signature AAs this expansion, and you'd be stupid not to take it.</p><p><span style="text-decoration: underline;">Shadows Tree and Other</span></p><p>Good healers or no, survival is <em>not</em> exclusively the responsibility of the healer. Personal responsibility is required, otherwise why would you take the Magi's Shielding red adorn, Runic Protection AA, and Max HP and Trauma Mit character traits? A squishy Conjuror is a dead Conjuror who's not contributing to the fight, and probably healed the raid boss by 2% when he failed to survive that big AE.</p><p>And if your pet isn't dying, you aren't doing hard enough content. Your pet can and <em>will </em>die on raids; to say otherwise is naive. And not to mention, so will you, which will often force you to resummon a pet after you are resurrected. So putting points in Dimensional Storage and Enhance: Summoning ensures your pet will be resummoned faster when it dies.</p><p>Sure, Minion's Constitution isn't much. But it's still extra HP to help the pet survive a nasty AE. And it's not like there's better options to take in other trees (no reason to spend more than 90 in Summoner, and odds are you're capped out on Conjuror at 100 or near it). Master Strike maybe? /shrug</p><p>Arcane Barrier, Flameshield, Fire Seed are all completely useless AAs to take. Arcane Barrier does absolutely nothing to boost your damage output, just provide a piddance of a power pool boost and elemental resists. Flameshield scales poorly on raids, is often resisted, and is completely dependent on your tank taking damage (and if your tank is smart, he's trying <em>not</em> to take damage). Fire Seed's proc is equally worthless, and not worth any points invested at all. 5 points into Fire Seed will <em>maybe</em> boost the zonewide DPS by 50.</p><p>Finally, since you took the time to <span style="text-decoration: line-through;">troll</span> criticize <em>my</em> AA spec, why don't you show me <em>your</em> AA spec so I can criticize it back?</p>

Banditman
10-05-2010, 10:30 AM
<p><cite>Franzl28 wrote:</cite></p><blockquote><p>Sorry to say this, because I liked your aa post in T8 times, but for a true raider this dps build is complete nonsense.Raiders need points in everything that makes damage. For "protection" other classes take responsibility.Furthermore the "protection" does not really work.</p><p>Summoner Tree - 10 points in parry? What do you want to parry? AES ? Or do you stand near the mob- 10 points in minions warding? - I rather want my pet to live so that it can dps, for my   health I have healers and gear</p><p>Conjuror Tree-  Enhance earthen avatar & enhance summoning - complete worthless - my mage pet almost never dies,   so why enhance summon it (t9 easy clear, some hard modes and first wing underfoot depths a lot clear).-  The complete foundation tree is a waste of time and points. The group stone skin is useless. There are so many    aes and dots that it is nearly imposible to time this right. So you might shield "nothing". I never heal my pet ,    and I rarely need the pet stone skin.- Enhance Petrify - the spell is not worth one point, recast far too long and cast time as well- Runes of Geomancy (took this as well) but I have the feeling - no impact at all</p><p>Shadow Tree- Minions Constitution - rather worthless.- Dimensional storage - what for ? my pet does not die , i have good healers</p><p>I woud put the wasted points in Arcane Barrier, Fire Seed, Flameshield, Winds of Velius, Roaring Flames , Aqu. SwarmPlane shift (the pet has not always a 100% cap), Magic Leash (you will need it then).</p><p>If you want to be top on the damage list, change it.</p><p>Dear F.</p></blockquote><p>Clearly you haven't raided any difficult content yet.  First wing of UD doesn't qualify.  Take a couple pulls on Ark or HM Vaclaz and let me know how many times you end up re-summoning.</p><p>I use a <a href="http://www.beetny.com/eq2aa/?502i144a@994a14aa18@38212s35@152@15@21@15@152@154 5454545@31551@23121o@35@15@4554@11@151@11@115@255@ 111" target="_blank">similar spec</a> to Xalmat, though there are some differences.</p>

Xalmat
10-05-2010, 11:03 AM
<p><cite>Banditman wrote:</cite></p><blockquote><p><cite></cite>I use a <a href="http://www.beetny.com/eq2aa/?502i144a@994a14aa18@38212s35@152@15@21@15@152@154 5454545@31551@23121o@35@15@4554@11@151@11@115@255@ 111" target="_blank">similar spec</a> to Xalmat, though there are some differences.</p></blockquote><p>Incidentally, your spec's differences to mine all have valid justifications.</p><p>I'm just curious, why Flameshield, and why Arcane Barrier instead of Runic Protection?</p>

Banditman
10-06-2010, 11:47 AM
<p>Flameshield, while small, is still DPS.  It's definitely a very minor DPS consideration.  Because I have Animist Bond, I don't find myself needing Vehement Skin as often.  At that point, the whole Foundation line becomes kinda hard to justify.  I still lose my pet, but its only on really hard encounters, and on those, there just isn't any saving him sometimes.</p><p>On Runic, I like the extra resists, it's also not huge, but I like having the resists.  I guess the HP versus the resists probably work out roughly the same, but with Arcane Barrier, I'm applying that to an entire group instead of just myself.  If I were rocking the red adorn for Magi's I would probably think of this differently.</p><p>Some of my choices revolve around knowing what buffs I'm getting.  For instance, I know that I will have Upbeat Tempo, thus I took the WoV upgrade that makes it tick faster.  When you get UT (with the two extra DoT ticks) and then stack on Harmonization (10% decrease to DoT length) and then the upgrade to WoV, you get a DoT that ticks pretty stinkin fast.  For me, I just let it run.  The fact that our gear doesn't lend itself well to high ability mod, and the fact that procs no longer crit really took a lot of the good reasons for toggling WoV away.</p>

Franzl28
10-07-2010, 11:42 AM
<p>Thank you for your input. I think there are some points that have merit.Here is my changed AA setting now.</p><p><span style="color: #01336b;"><a href="http://www.beetny.com/eq2aa/?502i14a6@949a@14aa18@38212m35@152@13@21@15@132454 54@25451@215515@2121u@35@15@355@15@11551@11@115@25 5@111">http://www.beetny.com/eq2aa/?502i14...@11@115@255@111</a></span></p><p>You are right, that the choice in the summoner tree is very limited. If parry really works for trauma Aes, than this is very useful. I will test it. "Minions Warding does not hurt the pet". If you go in pet modus it states this in the buff. If this is true than the AA line is really good, but I have the feeling that the damage does not simply disappear. I changed this from 4 points to now 10 , and yesterday I had the impression that my pet died a lot more than before. So lets see in a long term observation.Enhance Plane Shift is a must. It raises crit to 100% and it also improves cast speed and base damage. There is no cap for base damage for the pet. So this adds dps. If you take 3 or 5 Points to at least raise crit and base damage to 100% is discussable.</p><p>My pet is usually cured by the healers via group cures. There are so many reactives that single cures do not really do thejob.</p><p>I keep to my statement that the foundation line is very very discussable.</p><p>I rather go for arcane barrier as group buff and for the little dps extra from flameshield and fire seed.</p><p>In the end I now changed my setting to maximise pet recast and pet constitution. If minions warding works as it should , this is a value. If minions warding kills the pet because it takes 90% of ae damage, than the extra point to recast it or the dimensional storage is a must. If this is the case I will change it back to 4 points, because I want my pet to survice. The healers are more focused on me than my pet , so I have a better survival chance than my pet.</p><p>Has somebody got a parse or evidence that the pet is not hurt through "minions warding" ?</p><p><a href="http://www.beetny.com/"></a></p>

Banditman
10-07-2010, 12:07 PM
<p>Fire Seed and Flameshield are two completely different mechanics.</p><p>Flameshield is simple.  It just raises the base damage of the spell.  More DPS.  Minor, but simple.</p><p>Fire Seed on the other hand is different.</p><p>The first AA that affects Fire Seed simply increases the proc rate.  What good is that?  Once it procs, it just sits there and ticks.  For a Scout, the proc is always up.  There is no need to increase the proc rate, it's already up.  It's five wasted points.</p><p>The second AA is the one that adds 5% Strikethru.  Also useless.  Take a look at the hit rate of your Scouts sometime.  It is usually sitting around 98% already.  If you assume that the 2% misses are all due to the mob actively defending itself (which is a pretty big stretch, but go with it anyway), then adding 5% Strikethru will move their hit rate up to 98.1%.  For 5 AA?  I don't think so.</p><p>Since you have the impression that Minion's Warding is killing your pet, why don't you do the work to prove that it DOES damage the pet?  It wouldn't be that hard.  Just look at all pet deaths for a night, see which ones were AE deaths and then compare the damage that the Conjuror takes on that AE to the damage other folks in his group take.  90% difference should make it pretty obvious when MW triggers.</p>

Laiina
11-30-2010, 03:53 AM
<p>Fireseed is not useless, but most of the AA for it are.</p>

Martinus
03-01-2011, 08:33 PM
<p>Sorry to ask,</p><p>Any recommandation for Velious AA builds?</p>

Xalmat
07-26-2011, 09:36 PM
<p>I'll be revamping this guide once the GU61 changes are known.</p>