1.0 - Conjurer Basics


Conjurer Guide Index

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Chapter 1 - Conjurer Basics

Chapter 2 - Summoner / Conjurer Class Quests

Chapter 3 - Conjurer Spell List & Training Spells

Chapter 4 - Conjurer Spell Analysis

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1.1 - The
Basics: Getting off to a good start

First of
all, do you want to make a start of it? Is Conjurer a good choice for
you?


Conjurers, along with Necromancers, are Everquest 2's strongest pet classes. While this offers true benefits to casual players who don't usually enjoy the time spent organizing a group and the responsibilities and pace that goes hand-in-hand with grouped play, you should be aware that at the highest levels of play, a Conjurer's versatility is less desirable than other classes' specialized roles in a large group or raid-sized encounter. Nevertheless, a conjurer is coveted as a duo partner with a scout or mage damage-dealer, and also shines in a small group.

Does
my choice of race matter?

Yes, but
mostly for aesthetic reasons. Before I go farther, let’s remember that
it’s a game! I wager you’ll get much farther (by virtue of having more
fun) by crafting a character that you enjoy both playing and looking
at,because this choice is permanent. The difference between the least
wise race and the most is no more than a couple lucky item-drops. Ifyou
want to make a troll templar, betray Freeport, and prove your worth as
a templar, by all means do! Such characters are sometimes welcome purely
on their novelty (and that it takes a certain inner fortitude
toturn-down the character-creation advantages that often comes out
in-game).

This is a
good time to reinforce that the Conjurer subclass is available only in
Qeynos or Kelethin. If you are evil, its time to turn from your city of choice, and join the ranks of the holy in either of the good cities!

The
determinate attribute for any mage is Intelligence. Intelligence has
three important functions, to reduce the power cost of spells, to
increase the total power you have at full rest, and to increase the
effectiveness of the spell. Erudites start with the highest intelligence
(30), followed by gnomes (27), dark elves
(26, but must betray Freeport), and ratonga (25, but, again, must betray Freeport). If you wish to fight primarily solo or with a small group of friends, work on AGI and STA so that you can dodge most of your enemies swings (and endure the rest without dying). AC and defense are less important- your focus should be avoiding damage rather than mitigating it.

What
is the #1 tip you can give me?


Aside from
such general comments as be a good sport, take a deep breath and
remember it’s a game, and don’t let the less sociable players get you
down (/ignore them!)

The most
important tip? It might sound cowardly, but know when to run. Pets are cheap, free actually, so if your pet is almost out of health, you're almost out of power, and you're out of options, ditch your pet and run! The .5% experience isn't worth the 4% of experience debt you risk plus the travel time to get back to where you were. Running at the appropriate time is even more important when you're in a group. Make sure your healer gives you a "feather" (to rez any priest should they die) prior to combat, and when things start going badly and a wipe seems probable, take off! You'll be the hero when you return to get everyone rezzed.



1.2 - Conjurer Combat

 

These comments are fairly general, check Chapter 4 - Spell Analysis for a complete look at your spell lineup.

 

First of all, you'll hear other classes speak of the importance of equipment. Armor for mages is almost a joke, rather concentrate on building your stats. Concentrate is perhaps too harsh a term- INT is never in short supply. Many commonplace jewelry pieces, weapons, and clothing offer a glut of INT points. Suffice it to say, equipment won't be as much of a focus for you. Spells will. The better you can upgrade your pet spells, especially your earthen pet, the better your chances of surviving a well-fought out encounter. Period.

 

So you're out in the field preparing for a fight. First, summon your pet. Choose an earthen pet when your fighting in anything less than a large, trusted, well-balanced group- your casting fire and air pets can't take much damage for the small benefit they offer in the form of marginally higher DPS (damage per second). Buff yourself and your pet fully- you'll have enough concentration points to keep your group buffs running even if you're solo. Don't forget the pet buffs and "Gift of the Magi" (the level 7 permagrowth spell). Special buffs apply if you're fighting a beast or elemental caster, or if you're in an area known to harbor invisible or stealthy mobs- again, see chapter 4.

 

If your solo, target a mob of even or lower con (that is, white, blue, or green con to start hunting in a new area with). It's always best to start with the lowest level version of any set of mobs and increase the encounter difficulty slowly until you find a decent challenge with a minimal risk of death- always be sure to have an escape route in mind, preferably one with minimal aggro!

 

Next, though your pet window will suffice for all your pet command needs, you might want to keep these slash commands well in mind (courtesy of the TTH EQ2 Macros and Slash Commands guide!). Program hot-buttons or macros for combinations of these commands if you find the pet window intrusive:

/pet attack: pet will attack your current target

/pet back off: pet will cease attacking its target

/pet stay here: pet will stop following you and remain where it is

/pet follow me: pet will follow you

/pet report: pet will announce his health in a percentage

/pet guard me: pet will guard and follow you

/pet guard here: pet will guard its current location

/pet who: pet will announce its master

/pet get lost: pet will disappear

Use the Flameshield (45) damage shield (if you have it) on your pet, then have your /pet attack the target if it will be tanking. If you're in a group using another player as a tank, wait for the tank to pull the target, then sic your pet on it. If your little buddy starts the "pet dance" (wanders back and forth between you and the mob), issue the /pet guard here command (but be sure to do "/pet follow me" after the fight!).

 

As you enter combat, immediately use your level 38 "Aqueous Hunters" spell, if you have it. The reason: short-duration pet spells in EQ2 cancel any applied DoTs or debuffs- crazy but true. As your water pets are doing their thing, start your Heroic Opportunities regimen, starting with the DoTs that have a stifle or debuff component like the "Shattered Ground" and "Tremor" lines.

 

Here's your solo Heroic Opportunity... er, opportunities!

 

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Arcane Fury


(common)


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Lightning > Lightning


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Does extra damage equivalent to one DD




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Arcane Storm


(AoE, rare)


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Lightning > Star


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Does extra AoE damage equivalent to one DD


**NOTE: this is a dangerous HO to finish in dungeon environments like Crypt of Betrayal, Varsoon, and Runnyeye.  The AoE can draw a lot of unwanted attention from nearby enemies.**




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Arcane Enlightenment (very rare)


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Lightning > Flame


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Instant 20% power replen, converts half of damage taken into power (1:2.5 ratio) for 90 sec.



Ramp up your DoTs and work in some of the DD / Root-Snares if you feel yourself on the brink of gaining aggro (it's something you sort of get a feel for after getting owned by an angry mob a couple times!). Should things start going badly as the mob comes after you, use Stoneskin (43) to shrug off some of the aggro, and if the mob sticks on you, it's time to root and run. Note, players of EQLive, that pet kiting is less a possibility in EQ2 than in the original, as mobs are typically faster than your pet. If you can get a series of snares to take hold, you may want to try out this strategy.

Notes on grouping: You may need to educate your groupmates about what your pet can do. Sometimes folks are nervous about losing something from their experience split by you maintaining your pet. Tell them that the effect on experience of having a pet is not nearly as great as having another groupmate, and inform them of how you can draw from your pets' health to add to your power.

If this doesn't convince them, promise them that you'll dismiss the pet if the battles seem to be going well. The issue usually disappears at this point; sometimes people just need a little incentive to get used to something new. If folks continue to make an issue of your pet, get rid of your pet and revert to your nuking capacity- experience and updates are still experience and updates!


Conjurer Guide Index

Home

Chapter 1 - Conjurer Basics

Chapter 2 - Summoner / Conjurer Class Quests

Chapter 3 - Conjurer Spell List & Training Spells

Chapter 4 - Conjurer Spell Analysis

Have a suggestion, addition, correction, or question for the Conjurer subclass guide? Send it to the author, or post it on our forums! Please share what you know for everyone to enjoy!


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Last Updated: Mar 13, 2016

About The Author

Jeff joined the Ten Ton Hammer team in 2004 covering EverQuest II, and he's had his hands on just about every PC online and multiplayer game he could since.

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