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Thread: Conjurer     submit to reddit submit to twitter

  1. #21
    Relic Shield
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    Quote Originally Posted by meonline View Post
    This is the most complete skill listing I have from phases 2 + 3.

    They are all incomplete in some way, so if you see anything wrong or have info I don't, let me know and I'll correct them.
    Think I got everything right... I just copy pasted the whole thing since it would probably be easier to fix your list that way, haha.

    Spoiler: show

    1: Spirit Dart
    TP Cost: 0
    MP Cost: 0
    Action Cost: 0
    Cooldown: 0
    Requires: Conjurer
    Magical range attack

    1: Tranquility
    TP Cost: 0
    MP Cost: 0
    Action Cost: 0
    Cooldown: 30 mins
    Requires: Conjurer
    Replenishes some mp

    1: Elemental Nukes - Fire, Stone, Water, Blizzard, Thunder, Aero (6 spells)
    TP Cost: 0
    MP Cost: 10
    Action Cost: 3
    Cooldown: 6 seconds
    Requires: Disciples of War, Disciples of Magic
    AOE - Elemental Nukes

    2: Trance Chant
    TP Cost: 0
    MP Cost: 0
    Action Cost: 3
    Cooldown: 120 seconds
    Requires: Disciples of War, Disciples of Magic
    Lower spell inturrupt

    4: Cure
    TP Cost: 0
    MP Cost: 12
    Action Cost: 2
    Cooldown: 5 seconds
    Requires: Disciples of War, Disciples of Magic
    AOE heal

    6: Stoneskin
    TP Cost: 0
    MP Cost: 12
    Action Cost: 2
    Cooldown: 30 seconds
    Requires: Disciples of War, Disciples of Magic
    AoE Damage shield

    8: Shock Spikes
    TP Cost: 0
    MP Cost: 8
    Action Cost: 3
    Cooldown: 10 Seconds
    Requires: Disciples of War, Disciples of Magic
    AoE Spikes that do damage on hit and stun the enemy.

    8: Repose
    TP Cost: 0
    MP Cost: 8
    Action Cost: 3
    Cooldown: 40 Seconds
    Requires: Disciples of War, Disciples of Magic
    AoE bind.

    10: Profundity
    TP Cost: 0
    MP Cost: 0
    Action Cost: 3
    Cooldown: 60 seconds
    Requires: Disciples of War, Disciples of Magic
    Increases Magic Potency for next cast. Lengthens the cast time and recast time of affected spells.

    10: Radiance
    TP Cost: 1000
    MP Cost: 0
    Action Cost: 3
    Cooldown: 8 seconds
    Requires: Disciples of War, Disciples of Magic
    High damage + gives back a small proportion of mp.


    12: Elemental DoT's - Burn, Frost, Rasp, Drown, Choke, Shock (6 spells)
    TP Cost: 0
    MP Cost: 16
    Action Cost: 3
    Cooldown: 12 Seconds
    Requires: Disciples of War, Disciples of Magic
    Elemental DoT and reduces enemies resistance to that elemental type within area of effect.


    14: Sough Speak
    TP Cost: 0
    MP Cost: 0
    Action Cost: 3
    Cooldown: 60 seconds
    Requires: Disciples of War, Disciples of Magic
    Reduces magic potency and rate of enmity generation.

    16: Shell
    TP Cost: 0
    MP Cost: 9
    Action Cost: 2
    Cooldown: 60 seconds
    Requires: Disciples of War, Disciples of Magic
    AoE Magical Defense buff.

    16: Protect
    TP Cost: 0
    MP Cost: 9
    Action Cost: 2
    Cooldown: 60 seconds
    Requires: Disciples of War, Disciples of Magic
    AoE Physical Defense buff.

    18: Spiritbind
    TP Cost: 0
    MP Cost: 0
    Action Cost: 3
    Cooldown: 60 seconds
    Requires: Disciples of War, Disciples of Magic
    30sec duration buff. Binds you to the spot reducing mp cost by half.


    20: Cure II
    TP Cost: 0
    MP Cost: 20
    Action Cost: 2
    Cooldown: 5 seconds
    Requires: Disciples of War, Disciples of Magic
    AOE heal


    22: Purge
    TP Cost: 0
    MP Cost: 0
    Action Cost: 3
    Cooldown: 60 seconds
    Requires: Disciples of War, Disciples of Magic
    Renders the targets elemental alignment neutral

    24: Elemental Nukes II - Fire, Stone, Water, Blizzard, Thunder, Aero (6 spells)
    TP Cost: 0
    MP Cost: 45
    Action Cost: 3
    Cooldown: 14 seconds
    Requires: Disciples of War, Disciples of Magic
    AOE - Tier II Elemental Nukes

    26: Resonance
    TP Cost: 0
    MP Cost: 0
    Action Cost: 3
    Cooldown: 60 seconds
    Requires: Disciples of War, Disciples of Magic
    Alter your tone, increasing the range and reducing the area of effect of conjury spells.

  2. #22
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    Quote Originally Posted by Cjskater View Post
    Think I got everything right... I just copy pasted the whole thing since it would probably be easier to fix your list that way, haha.

    Spoiler: show

    1: Spirit Dart
    TP Cost: 0
    MP Cost: 0
    Action Cost: 0
    Cooldown: 0
    Requires: Conjurer
    Magical range attack

    1: Tranquility
    TP Cost: 0
    MP Cost: 0
    Action Cost: 0
    Cooldown: 30 mins
    Requires: Conjurer
    Replenishes some mp

    1: Elemental Nukes - Fire, Stone, Water, Blizzard, Thunder, Aero (6 spells)
    TP Cost: 0
    MP Cost: 10
    Action Cost: 3
    Cooldown: 6 seconds
    Requires: Disciples of War, Disciples of Magic
    AOE - Elemental Nukes

    2: Trance Chant
    TP Cost: 0
    MP Cost: 0
    Action Cost: 3
    Cooldown: 120 seconds
    Requires: Disciples of War, Disciples of Magic
    Lower spell inturrupt

    4: Cure
    TP Cost: 0
    MP Cost: 12
    Action Cost: 2
    Cooldown: 5 seconds
    Requires: Disciples of War, Disciples of Magic
    AOE heal

    6: Stoneskin
    TP Cost: 0
    MP Cost: 12
    Action Cost: 2
    Cooldown: 30 seconds
    Requires: Disciples of War, Disciples of Magic
    AoE Damage shield

    8: Shock Spikes
    TP Cost: 0
    MP Cost: 8
    Action Cost: 3
    Cooldown: 10 Seconds
    Requires: Disciples of War, Disciples of Magic
    AoE Spikes that do damage on hit and stun the enemy.

    8: Repose
    TP Cost: 0
    MP Cost: 8
    Action Cost: 3
    Cooldown: 40 Seconds
    Requires: Disciples of War, Disciples of Magic
    AoE bind.

    10: Profundity
    TP Cost: 0
    MP Cost: 0
    Action Cost: 3
    Cooldown: 60 seconds
    Requires: Disciples of War, Disciples of Magic
    Increases Magic Potency for next cast. Lengthens the cast time and recast time of affected spells.

    10: Radiance
    TP Cost: 1000
    MP Cost: 0
    Action Cost: 3
    Cooldown: 8 seconds
    Requires: Disciples of War, Disciples of Magic
    High damage + gives back a small proportion of mp.


    12: Elemental DoT's - Burn, Frost, Rasp, Drown, Choke, Shock (6 spells)
    TP Cost: 0
    MP Cost: 16
    Action Cost: 3
    Cooldown: 12 Seconds
    Requires: Disciples of War, Disciples of Magic
    Elemental DoT and reduces enemies resistance to that elemental type within area of effect.


    14: Sough Speak
    TP Cost: 0
    MP Cost: 0
    Action Cost: 3
    Cooldown: 60 seconds
    Requires: Disciples of War, Disciples of Magic
    Reduces magic potency and rate of enmity generation.

    16: Shell
    TP Cost: 0
    MP Cost: 9
    Action Cost: 2
    Cooldown: 60 seconds
    Requires: Disciples of War, Disciples of Magic
    AoE Magical Defense buff.

    16: Protect
    TP Cost: 0
    MP Cost: 9
    Action Cost: 2
    Cooldown: 60 seconds
    Requires: Disciples of War, Disciples of Magic
    AoE Physical Defense buff.

    18: Spiritbind
    TP Cost: 0
    MP Cost: 0
    Action Cost: 3
    Cooldown: 60 seconds
    Requires: Disciples of War, Disciples of Magic
    30sec duration buff. Binds you to the spot reducing mp cost by half.


    20: Cure II
    TP Cost: 0
    MP Cost: 20
    Action Cost: 2
    Cooldown: 5 seconds
    Requires: Disciples of War, Disciples of Magic
    AOE heal


    22: Purge
    TP Cost: 0
    MP Cost: 0
    Action Cost: 3
    Cooldown: 60 seconds
    Requires: Disciples of War, Disciples of Magic
    Renders the targets elemental alignment neutral

    24: Elemental Nukes II - Fire, Stone, Water, Blizzard, Thunder, Aero (6 spells)
    TP Cost: 0
    MP Cost: 45
    Action Cost: 3
    Cooldown: 14 seconds
    Requires: Disciples of War, Disciples of Magic
    AOE - Tier II Elemental Nukes

    26: Resonance
    TP Cost: 0
    MP Cost: 0
    Action Cost: 3
    Cooldown: 60 seconds
    Requires: Disciples of War, Disciples of Magic
    Alter your tone, increasing the range and reducing the area of effect of conjury spells.
    Very true, much appreciated.

  3. #23
    Bagel
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    Has the elemental wheel been changed from FFXI?
    I can't seem to be able to find an official source but from what I've seen now it's been split in two triangles:
    Fire>Ice>Wind>Fire
    Water>Earth>Thunder>Water

    Can anyone confirm?

  4. #24
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    That's correct, pretty sure that info is from the guide that you can read at the Aetheryte crystals.

  5. #25
    the whitest knight u' know
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    Yeah, it's explained as:

    fire melts ice
    ice obstructs wind
    wind puts out fire

    &

    water erodes earth
    earth grounds lightning
    lightning boils water

  6. #26
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    Here I thought that might have been a typo. Wierd that they'd swap water & wind around for no reason, since they are keeping the same 8 element system.

  7. #27
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    I think they wanted to keep it two separate cycles as is, and water beating wind or fire beating water didn't really make as much sense as what they have.

  8. #28
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    Can't say that wind beating fire instead of water/ice as it's always been makes much sense either... but it's SE's logic we're talking about.

  9. #29
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    Eh wind can go either way, it can blow it out or spread it horribly amongst an entire forest. Wind beating Fire makes more sense than the other ways they'd have to move it around without keeping the XI wheel.

  10. #30
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    Updated.

  11. #31
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    This is a very minor complaint, but I hope casting animations of higher-level abilities differ from the typical waiving of the wand/staff I've seen so far. I loved how the Tarutaru looked when casting -- looked more like they were concentrating on the spell instead of throwing it.


    Again, very minor but I'm hoping for some at least some differing casting animations for the avatar.

  12. #32
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    Hmmm... Elemental nukes IV lvl 72 in Open Beta Dats. I wonder what will be the actual level max at release

  13. #33
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    I believe they said 40 for OB and 50 for retail.

  14. #34
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    Updated with OB info, no major changes really, just a bunch of mostly minor MP cost adjustments. Most significant change is that tier II elemental nukes now cost 20 instead of 45.

  15. #35
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    Ok fellow conjurer I need your input

    How well do you think a conjurer will need to input their points to be worthwhile

    Separate on PIE MND and INT or concentrate on INT + PIE or MND +PIE?

  16. #36
    New Odin
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    Distribute them evenly.

    Probably a bit more INT and little less MND.

  17. #37
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    As far as I know MND has no effect on spells at all, it's just magic defense this time.
    Radiance seems an interesting WS (Astral damage and converts about 10% of the damage dealt in MP) and Conj's attacks have 100% accuracy so TP is not an issue, but WS's are still affected by DEX/acc.
    Putting a few points in DEX might be useful in specific situations.

  18. #38
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    MND is cure

    Edit so could do like each lv for 8 pts

    3 INT

    2Piet and 2 MND

    and sometimes change around

  19. #39
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    Radiance seemed a bit closer to 5% MP return, at least in P3. I usually get about 8-12 back when doing 180-200 damage. The accuracy of it was really not that great, though OB will likely have more weapons higher than level 1 which may hopefully have some accuracy on them. I piled a bit into DEX which did not seem to noticeably affect the accuracy of either Radiance or Damnation. It may have been upped a bit either way, we'll find out tonight.

  20. #40
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    Unlike FFXI, elemental resistance affects overall damage dealt before factoring random resists in, and not just in terms of half/quarter/etc. damage.
    Water on those floating jellyfish-like things outside Limsa never broke 120 while Thunder was doing 180+ consistently when unresisted.

    Also, Conjurer's nukes seem to crit much more often than Banish and Scourge, but might have been random luck.

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