Earlier
we looked at the overall spell rotation sequencing
for the Spiritmaster. During that discussion it became quite evident
that the
Spirimaster’s conjured assistant is a key component to the
arsenal. Like
Garfunkel to Simon, or Hall to Oates (yes, I am testing your ages) the
two
companions sing in harmony as they wade into battle dispatching foes
like a
weed-whacker juiced up on Red Bull. Enough poetic musings about the
common bond
between men and their molten balls of fire, it’s time to
discuss the different
types of spirits a Spiritmaster can use.

style="">First and Ten, or is
it First Pet at level Ten?

The
first pet a budding Spiritmaster will receive is a Fire
Spirit at level ten. For those familiar with style="">World of Warcraft’s Warlock
class, the pet movements and attacks
will feel quite familiar. The pet element will fight for you until it
is
defeated, and you can summon them anytime you are on the ground. The
first Fire
Spirit is fairly straight forward, but there are other types of
“temporary”
conjured elements that will also aid you. A summoned Spirit will not
de-spawn
unless it is cancelled, killed or the caster gets out of range (flight,
teleport, etc.). Conversely a summoned Energy or Servant is only going
to stick
around for ten seconds and then they will dissipate.

Following
is a list and brief explanation of the Spirits
that a Spiritmaster can receive and at which level:

style="">Level 10, Fire Spirit

The
Fire Spirit is the bread and butter solo element to use
for the Spiritmaster. Medium damage output and decent armor make it a
well
rounded option.

style="width: 175px; height: 192px;" alt="Aion Fire Pet"
src="http://www.tentonhammer.com/image/view/76558">

style="">Level 13, Wind Spirit

The
Wind Spirit is a cute little bugger that looks more like
a Pokemon than a pet. This little guy will dole out quick damage, but
can’t
take a punch. Even though a Spiritmaster receives a Wind Spirit at
level 13, it
probably won’t get used too much until a player gets into PvP
and can enjoy the
stuns and debuffs breezy can put on an opponent.

style="width: 200px; height: 184px;" alt="Aion Wind Spirit"
src="http://www.tentonhammer.com/image/view/76559">

style="">Level 16, Earth
Spirit

The
Earth Spirit is the tank of the crew with more hit
points and the best armor/defense of the bunch. The Earth Spirit has a
decent
taunt as well, so it is capable of keeping the enemy’s
attention.

style="width: 300px; height: 189px;" alt="Aion Earth Spirit"
src="http://www.tentonhammer.com/image/view/76560">

style="">Level 19, Water
Spirit

Last
but certainly not least is the Water Spirit. The Water
Spirit is the only ranged caster element a Spiritmaster will get and it
can
dish some serious damage. That can mean only one thing in return, it is
as soft
as butter on a dashboard in summer, and it will get flattened by the
slightest
of damage.

style="width: 200px; height: 229px;" alt="Aion Water Spirit"
src="http://www.tentonhammer.com/image/view/76561">

style="">Looking for Temporary
Help

In
addition to the more permanent elements listed above, the
Spiritmaster can invite a few temporary conjured buddies to the party.
The
shorter duration conjured pets do not affect the Spirits and operate
completely
independently of them. This means that a Spiritmaster can have a Spirit
and
Servant in the field of battle at the same time (and should). These
conjured
elements a Spiritmaster can learn are as follow:

Level
13, Fire Energy

Level
19, Wind Servant

Level
25, Stone Energy

Level
31, Water Energy

The
Energy/Servant spells will cast two magical balls of
fury that will cause a good amount of damage on the target. With a 10
second
lifespan and a 10 second cooldown, it is possible to have them fighting
all the
time. Sometimes they will get a dose of aggro and get destroyed, which
is why
it’s good to let that Spirit get aggro first. Each of the
different types deals
that type of magical damage (Fire Energy does magical fire damage, Wind
Servant
does wind magical damage and so on). Always keep your glowing balls of
fury out
in the fray doing damage.

style="">Spirit Spells for the
Spiritmaster (say that five times fast).

In
addition to auto-attack, each Spirit will have additional
spells that come in handy. On a side note, Energy/Servants do not have
a spell
bar, they are purely offensive attackers. The spells that a Spirit can
cast
will help them contain aggro, dole out more damage or replenish their
health/mana. Following are a few of those spells and why they are
important:

style="">Thunderclaw
– an
excellent little burst of damage that will help the Spirit’s
overall damage and
help on the aggro management.

style="">Spirit Threat

when an enemy attacks a Spiritmaster directly it usually ends poorly
for the
Spiritmaster. Using Spirit Threat early in a fight (see href="http://www.tentonhammer.com/node/76476">Spell
Rotation article)
allows enough time for it to come off of cooldown if it’s
needed later in the
fight so use this one early and often. This spell works best for the
Fire
Spirit, second best for Earth and very poorly for Wind and Water.

style="">Spirit Disturbance
– this is ideal for a little PvP as it will provide varying
stuns or debuffs
depending on which Spirit casts it. If an Earth or Fire Spirit casts
SD, then
there is debuff placed on the target for reduced speed or defense
(respectively). If a Wind Spirit casts SD, then it stuns the target.
The coup
de grace though is the Water Spirit’s SD which will yank the
wings right off an
opposing player and it will “crash” to the ground.
Yes, “crash” is the official
term used in the game.

style="">Spirit Erosion

this skill has a typical debuff with a compelling little aftertaste.
Casting
this on a target will lower the defense of the target to the primary
magical
damage of the Spirit that casts it (i.e Fire Spirit casting this will
lower the
Fire Defense of the target). The interesting tidbit though is that this
particular debuff also increases the item drop rate of the target.
Schwing, yes
please.

style="">Take care of the
hands that take care of you.

In
support of the Spirits, a Spiritmaster can cast spells
that will aid the conjured pet. These mostly replenish the Spirits hit
points
and mana points, but later on there may be more. The first skill is style="">Replenish style="font-weight: bold;">Element
which transfers a
Spiritmaster’s health to the Spirit. Don’t be
afraid to trade your hit points
into the Spirit’s hit points, the Spirit should be taking the
bulk of the
damage anyway. Later on, the Spiritmaster also receives a way to draw
from the
spirit in the form of Spirit
Absorption

which allows the caster to recover 25% of the mana available.

With
a good Spirit and some Energy, you can go
far in this world. Egads that was horrible, sorry. Seriously though,
the
Spiritmaster is well suited to someone who can multi-task a bit to
optimize the
output of the pet while maintaining their own damage. The Spiritmaster
is not
the classic nuker, it’s more of a slow burn as the damage
from the Spirit and
Energy builds, crescendoing into a pile of dead targets. I love the
smell of
Fire Spirit in the morning, smells like…victory.


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Last Updated: Mar 13, 2016

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