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Unread 11-02-2006, 08:37 AM   #1
Fortai

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My post is slightly outdated.  So I direct you to a new, better, place where you can look at the updated Conjuror Subclass APs.http://www.eq2ref.com/aa/index.php?class=Conjuror

Message Edited by liquidsol on 11-11-2006 08:04 PM

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Unread 11-02-2006, 09:08 AM   #2
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Well, Splinter recast is shorter, if I'm reading it correctly, or is it the actual SHARD recast is shorter?  I mean, as far as I know that the only thing that we ave been REALLY asking for SMILEY  Otherwise, an few more triggers on BA, EV lasting longer, almost all of our resistance checks on dmg spells being lowered, short AE immunity on pets, group stone skin, and heal pet...it all looks ok.  I don't think I have anhonest complaint SMILEY
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Unread 11-02-2006, 09:11 AM   #3
Fortai

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Well I can't say I've tested them.  I quickly made a conjuror and leveled to 10, which is the level when achievments are available now, mainly just to post the pictures.
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Unread 11-02-2006, 12:13 PM   #4
K3mik4l

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What the hell is a Hydromaner?
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Unread 11-02-2006, 12:22 PM   #5
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K3mik4l wrote:
What the hell is a Hydromaner?


An inhabitant of the Plane of Water, of course...
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Unread 11-02-2006, 12:51 PM   #6
K3mik4l

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Well, duh SMILEYI guess we might be hearing "Group looking for a healer/conjurer" soon SMILEYOh well, too early to speculate I suppose, have to wait till NDA is lifted or something, so beta people can share their experiences with that new stuff.Oh, and WTT shorter recast for +10-20 meters casting range SMILEYAnd if it is indeed a healer pet, I very much suspect it'll try to go into melee range of the mobs just like the mage pet SMILEY

Message Edited by K3mik4l on 11-02-2006 09:52 AM

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Unread 11-02-2006, 02:24 PM   #7
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Hmm, some nice features on first sight, I'll have to see how they'll work out. A few dependencies seem to be quite illogical - looks like they rolled a dice there to find out which skill goes where on the grid.

The water pet sounds interesting, though the 15pts in conjuration hurt, especially as I don't see any great achievements there personally. The duration of dumbfire pets is limited by mob AEs not by the duration of the cast itself from my point of view.

Are the 6 achievements in conjuration all that's available ? You got 'Hydromaner' three times on your picture.

Edit: Furthermore some infos on recast timers for new skills would be nice (if someone could get a hand on them), like group stoneskin (assuming same recast like stoneskin for now) and cure elemental. I don't know why SoE doesn't include them in the description of the achievements, just for clarification.

Edit 2: If the 'duration' of the cure is the recast .... with 36 secs this will be pretty useless for me.

Message Edited by Renpatsu on 11-02-2006 01:40 AM

Message Edited by Renpatsu on 11-02-2006 01:55 AM

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Unread 11-02-2006, 02:55 PM   #8
Fortai

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I accidentally repeated some of them on there, but that should be them all.  I made a conjuror on test and leveled him to 10 just to see these, so I don't have any further information on them at this time besides the tooltips, you will have to ask a higher conjuror for that.  :smileyhappy:
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Unread 11-02-2006, 03:01 PM   #9
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liquidsol wrote:
I accidentally repeated some of them on there, but that should be them all.  I made a conjuror on test and leveled him to 10 just to see these, so I don't have any further information on them at this time besides the tooltips, you will have to ask a higher conjuror for that.  :smileyhappy:



Well, thank you for that :smileyhappy:

I am already counting points and planning :smileyvery-happy: . My favorites so far: Enhance EV, Blazing, Enhance Minion's Intervention, Enhance Vehement.

Edit: On 2nd sight Enhance EV doesn't sound that great, I guess 5 secs more on Rank 5, which will will result in two (three) triggers at max - more like one/two triggers though.

Message Edited by Renpatsu on 11-02-2006 02:06 AM

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Unread 11-02-2006, 08:10 PM   #10
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K3mik4l wrote:
What the hell is a Hydromaner?


It's our water pet. Problem though on Beta is it has no skills and won't attack or defend atm. I'm really interested in seeing it perform when it does get updated.

 

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Unread 11-02-2006, 08:23 PM   #11
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You do realize that the NDA has not been lifted . . . . I hope . . . . . this information came from the Test server . . . . not beta.
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Unread 11-03-2006, 12:00 AM   #12
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very interesting.  i wonder if the water pet will bring back the t5 days of conjs being the in the MT group.  could be fun if the buffs etc stack w/ normal priests, though it'll completely change our roles on raids.  sadly though, that's pretty much the only one i'm looking forward to.  sorry, but lowering recast timers etc of spells that i've had for over a year doesn't really excite me all that much.

 

 

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Unread 11-03-2006, 04:23 AM   #13
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Beta NDA lifted. Thread Restored.

 

Message Edited by Aestenon on 11-03-2006 05:40 PM

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Unread 11-04-2006, 06:42 AM   #14
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Banditman wrote:You do realize that the NDA has not been lifted . . . . I hope . . . . . this information came from the Test server . . . . not beta.

estenon wrote:

Beta NDA lifted. Thread Restored.

Message Edited by Aestenon on 11-03-2006 05:40 PM


Thank you.  Just to clarify, I was not breaking the NDA.  I was not even IN beta.  I got this information from the test server yesterday (it was on there a few hours before the devs realized it, pulled it off test, and removed my post).  Glad my thread is restored though.  Again, these pictures are from the test server yesterday, not from beta.  Thank you mods/devs and sorry for the misunderstanding.

Anyway, here is my opinion on this.  The water pet looks interesting, and I think adding more triggers to Blazing Avatar is a no-brainer for most conjurors.  I'm a little sad to see that most of the achievements are just making most of our spells harder to resist.  I haven't tested the new combat changes myself very much, but I'm scared that this change is because the mobs will be resisting much more in PVE, and lowering resists through AAs balances that out, I hope this is not the case.  Instead, I would like to see these spells become more powerful by possibly reducing cast time and increasing damage, but like I said, I haven't really tested this, so we'll see.  Some of them look every interesting.  Hehe, I was hoping to see an upgrade to CoH (descrease cast timer, call from any zone, maybe even an opposite call, where you summon yourself to someone else), but I suppose that would be a little overpowering.  Good changes overall IMO, just awaiting to see what happens with the resists.

Message Edited by liquidsol on 11-03-2006 05:51 PM

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Unread 11-04-2006, 07:14 AM   #15
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a few of these are really nice. ive made out my aa's for this (coincidentally NONE are in the 4th line since its all resist). splinter, and enhancing group stuff are my main priority, plus the enhancing my major dmg buffs.
 
and resists shouldnt be going up, as not every class gets the resist line. necros get a dps line.

Message Edited by Lader on 11-03-2006 06:16 PM

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Unread 11-04-2006, 06:55 PM   #16
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About time they added the EQOA type waterpet.
 
Also, Hydromancer:  Conjuror specialized in the element of Water.  Seems like "Hydromaner" would be a typo.
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Unread 11-04-2006, 07:31 PM   #17
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Water pet seems to be a passive pet, like the defilers Spiritual Circle. Havent really gotten to test it, but im not too excited about it - it looks like our Water illusion btw, and with plane shift on it gets turned into the same as our fighter pet.
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Unread 11-04-2006, 09:39 PM   #18
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I am willing to bet that it is not finished by the end of beta.
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Unread 11-04-2006, 10:29 PM   #19
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/sigh I don't know whether to laugh or cry...these are a huge disappointment and show a total lack of understanding as to what was needed to help our class. The fact that none of them help with pet mitigation is a huge disappointment as raiding T7 can be frustrating when you are losing pets all the time even with them rooted and spells like Intervention on. i mean how useful is a reduction of the cast time of Intervention from 3 mins to 2 mins 35sec, I really cant see a situation where that will ever help save a pet. In fact reducing recast times on spells seems to be a very lazy way of introducing new aa's. My only hope is that this is still beta but with only a week to go to release I can't see much will change in that time.
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Unread 11-04-2006, 10:44 PM   #20
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Krilinye wrote:
Water pet seems to be a passive pet, like the defilers Spiritual Circle. Havent really gotten to test it, but im not too excited about it - it looks like our Water illusion btw, and with plane shift on it gets turned into the same as our fighter pet.


I have tested it, I just tested it again today. It has no skills or abilities. It won't attack or Defend right now.  I'm hoping it's updated on Beta soon so it can be tested. I really want to know if it will be worth it.

 

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Unread 11-04-2006, 11:59 PM   #21
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I posted hastily when I posted the first time.  Now that I go through them again, I se very few improvements for a raiding Conjuror.  In fact, I know that I myself along with MANY other conjjurors really only cared to see a Shard recast and cast timer and max range of shard cast fixed.  The rest of this is more than slightly disappointing.  There has to be a way for us to improve our pets in the form of resistances and mitigation.  Hell, I would have ben happy with a 50% decrease on Shard recast, 50% increased range, and/or a 2(or 2.5) minute recast group shard....along with an AA that acually uses the pet's mitigation to check on AEs.  Seriously, I'm scared to see what other classes AAs look like.
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Unread 11-05-2006, 08:43 AM   #22
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there are some quite nice things.a lot of people will take shorter recast for shardsblazing presence is must haveusing planeshift more often und EV longer=more damagemore resis/miti is usefulbad things:  the enhancements of some spells like call servant, intervention... are not worth itthe enhancements of fiery line, aqueous line... are totally worthless.fiery never ends, most conjis cast it as soon as its up for some extra damage and swarmpets often die through AEsstoneskin for the group is not bad, but I think there are better things you can investfor pets there are some nice thingsthe stoneskin for the pet helps to bring it through an AE, another spell for thatAE immunity for pet is also nice, but I wished it would be a spell we can cast, like 1 sec cast, 10 sec duration, 2 min recast-> another AE pet survives, but this way it's useless, if your pet dies through an AE and you cast a new one, the 10 sec wouldn'T help a bit, because nearly all AEs are on a timer longer than 20 sec (10 sec cast 10 sec immunity)with intervention and pet stoneskin (against melee AEs) that would mean 3-4 spells against AEsAnd when the pet dies you can recast it fasterFor the hard enemies where its often difficult to keep the pet alive this are some very nice changes.For the water pet we have to see. Healing is useful and mana even more. With shards, sacrifice pet and a pet that gives mana we could be on parse with illus etc when it comes to giving mana. But giving up a damage pet for that is a hard loss. A 3. swarmpet that heals the group and gives mana would be something really nice.But all together I like them more that our first AA treesSofar I would invest in conjutration and abjuration a lot and 5-6 points foundation to get enhance stoneskinJiraiya lvl 70 conji on Valor

Message Edited by Squall Leonheart on 11-04-2006 07:43 PM

Message Edited by Squall Leonheart on 11-04-2006 08:32 PM

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Unread 11-05-2006, 09:40 AM   #23
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Another question relating to AAs: Do we have to have 50 summoner AAs before we can start putting points into the conjuror AAs? Do we have to have any in the old tree to start the new tree?Also, just want to make sure: We can have 50 in either tree, for 100 total? It's not that we can only have 50 total and have to allocate that 50 between both trees, right?I've looked but haven't been able to find answers for these two Qs, sorry if they were posted somewhere else.
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Unread 11-05-2006, 08:09 PM   #24
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itsmelen wrote:
Another question relating to AAs:

Do we have to have 50 summoner AAs before we can start putting points into the conjuror AAs? Do we have to have any in the old tree to start the new tree?

Also, just want to make sure: We can have 50 in either tree, for 100 total? It's not that we can only have 50 total and have to allocate that 50 between both trees, right?

I've looked but haven't been able to find answers for these two Qs, sorry if they were posted somewhere else.



You can spend your points in the tree of your choice up to 50 points in that tree. So if you chose to go down the Conj specific class tree first before the summoner basic one you could.
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Unread 11-06-2006, 05:14 AM   #25
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can anyone post this  "Hydromancer " pet in action , either healing or its buffs -- it looks to be usefull, ive actually been hoping for this pet
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Unread 11-06-2006, 05:31 AM   #26
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its currently broken all the details for its abilitys are blank.fix is real soon i imagine since gallenite said the team switch focus to work on AA this whole weekend.hell  people cant make faes atm cause everyone is working on AA/quests atmSMILEY
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Unread 11-06-2006, 08:11 AM   #27
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With the resist changes and all of the cap raises, the reduced resistability upgrades in the new AA trees may turn out to be more useful than people think.

I'm interested to see how the hydromancer works out, could be a fun buddy to have around when soloing or recovering from a tough battle.

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Unread 11-06-2006, 12:33 PM   #28
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Personally, I like aa for blazing avatar, mage pet resummoning speed, cure elemental, plane shift recast lowering (up to 150 seconds! stacks with jester's cap and ring of four winds I believe), and resistability aas for certain spells (less resists is a good thing, especially for AEs, whatever people might think SMILEY).So all in all, some enhancements are rather nice.
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Unread 11-06-2006, 09:04 PM   #29
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Traxor789 wrote:can anyone post this  "Hydromancer " pet in action , either healing or its buffs -- it looks to be usefull, ive actually been hoping for this pet

Nope.  It currently doesn't work at all.  The model looks like Doomsquall.
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Unread 11-07-2006, 01:31 PM   #30
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Those arent all the skills, if you count all the abilities shown on the tree there are 29 total. You have 27 different skills listed and 2 repeats. Im guessing those repeats are where the missing skills should be.
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