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Conjurer Rules
1. Primarily a conjurer is not a nuker. Conj need to keep a good amout of stone walls, conjure elementals, haste, and globes memed. These spells are very important for raids and zones. Also it is important to keep whoever is tanking stoned. If you find that the mob the group is fighting is rather easy, you can start using offensive spells.
* Disintegration ray will destroy gear, always make sure it is ok to use this spell before you unload.
* Prismatic ray has a good chance of hitting through shrug (magical resistance given to creatures like dragons, drow, elves). This spell has some random affects and can paralyze the thing you're hurting.
2, A major component of being a Conjurer is knowing how to travel. Conjurers should be well versed in running planes, sailing, and knowing how to get to most zones that a guild does commonly. If you have not learned these skills please ask Marius or conj in other guilds.
3. It is VERY important to keep spare sets of your books. You should have at LEAST 4 spare sets of books on storage. This will save valuable time on zone corpse retrievals.
4. Walls and elementals are very important. Elementals are utilized in luring mobs out of rooms that are difficult to fight in. Also elementals can be use to 'block.' If your group is standing in a room and to the east there is 5 very hard very aggressive creatures, you can send an elemental east, and while it is fighting your group can run pass them (This tactic is used in a few zones and a leader should warn you if that's what he wants to do). Walls are also very important. Dragons can roar, which makes a few people in your group flee in a random direction. This can be VERY dangerous. When you are ordered to wall, DO IT! If your engaged you can't finish the spell, so most warriors should be prepared to rescue you quickly. Also if you have to, disengage and keep trying to get that wall up. Many groups have died because a conj did not wall fast enough. Stone walls are your best for most zones and if someone just tells you to wall, they MOST likely mean stone wall.
5. Teleport is not a completely safe escape. When you are engaged, there is a good chance teleport won't work but if you are walled in, give it a shot.
6. Also learn to use the spell gate. It opens up a portal to the plane you choose. From certain planes you can gate the prime plane. These portals will open randomly and its a great way to travel around, but most planes are VERY dangerous. Air plane is the least dangerous but it still can get you killed. A great alternative is rooms that are filled with lava. There are rooms like this on Tharn map and in the Under Dark. These rooms are flagged as fire plane. You can gate prime from these rooms and use them as random yet safe teleporters.
7. Learn what your spells do and experiment, you might learn something cool!
8. If you are 51+, use your Stronogs Spheres spell to protect you fron nukes.
Also make sure you are globed so enemies don't rip off your spheres with
magic missile or something lame.
9. Prismatic ray was removed so now Fire magus and Water magus are a more
offensive choice. Air magus also gained double haste which lasts twice as long. |