Chapter 4 - Conjurer Spell Analysis


Conjurer Guide Index

Home

Chapter 1 - Conjurer Basics

Chapter 2 -
Conjurer Armor Quests


Chapter 3 - Conjurer Spell List & Training Spells

Chapter 4 - Conjurer Spell Analysis

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The name of this chapter might suggest that I'm attempting a mathematical "spreadsheet" hack of Conjurer spells to determine which spell combos maximize conjurer efficiency. I'm not! Neither does the subclass lend itself well to this kind of analysis- it's a "pure damage" class only by abstract- nor do I think that this kind of bean counting belong in a video game; folks that have this kind of talent belong in the FBI's forensic accounting department, and not in a basement somewhere trying to figure out the one uber way to play a subclass!

Rather, I'll do my best to break down the Conjurer spell list into something you can put your 2-handed staff around. Spell migration is something you'll hear players talk about in the SOE forums, this is the idea that the majority of your spells will eventually be made obsolete by other spells in the same "line." There are very few spells (until the level 40+ range) that will not receive an upgrade. Let's examine each "line" categorically by its function, and I'll point out the few "unique" spells as we come across them.

4.0 - Pet Spells

We'll start out with your pets; what pretty much makes a conjurer a conjurer. If you can only afford to upgrade one type of spells (especially the earthen pet spells), this is it! Many conjurers make finding an "Adept 3" or "Master" upgrade for their current pet spells their reason for being.

A conjurer's earth pets are primarily used when the conjurer is soloing. These generally do the least damage of all the pets; their strength is great damage mitigation and high hitpoints. Earthen pets are tough to kill. Fire & air pets are a lot more fragile, but have marginally higher DPS (damage-per-second)- use these in larger groups. Finally, the unique water and bat "swarm" pets is a short duration spell that summons three water elemental to attack your target- these elementals de-pop when their timer runs out or their target is slain.

Summons a native of the Plane of Fire to do the Conjurer's bidding. Igneous Apprentice (20) Igneous Adept (34) Igneous Magi (48) Igneous Savant (62) Inferno Golem (75)    
Summons an earthen ally that does the summoner's bidding. Tellurian Recruit (1) Tellurian Follower (12) Tellurian Soldier (24) Tellurian Avenger (38) Tellurian Myrmidon (52)
Tellurian Champion (66)
Earthen Avatar (77)
Summons an inhabitant of the Plane of Air to do the Conjurer's bidding. Aery Outrider (32) Aery Stalker (46) Aery Hunter (60) Wind Sensei (73)  
Summons an inhabitant from the Plane of Fire that will attack an opponent specified by the conjurer. Once this opponent is slain or the duration of the summoning expires, the summoned minion will return to their native plane Roaring Flames (35) Pyrotechnic (49) Pyromancy (63) Pyro (75)  
Summons a pack of inhabitants from the Plane of Water which attack an opponent specified by the conjurer. Once this opponent is slain or the duration of the summoning expires, the summoned minions will return to their native plane Aqueous Stalkers (24) Aqueous Hunters (38) Aqueous Swarm (52) Aqueous Horde (66) Aqueous Serpents (77)    

Pet heals keep your pet healthy, though its best to use these only with care as they can bring a lot of aggro. A good strategy: use these only with your earth pet (keeping aggro is its strong point) and don't use it early in the fight- give your pet a chance to gain aggro.

Heals the conjurer's pet. Heal Servant (2) Soothe Servant (14) Repair Servant (28) Renew Servant (42) Rebuild Servant (56) Restore Servant (70) Reconstruct Servant (80)

Pet buffs strengthen your pet for the fight. Depending on how the fight is going, you might want to switch stances during combat.

Pet Buffs

An augmentation for the conjurer's summoned minion that grants it a chance to decrease an enemy's cold and heat resist every time it attacks or receives damage. Summoner's Mark (14) Conjuror's Mark (28) Conjuror's Signet (42) Conjuror's Insignia (56) Conjurer's Brand (70) Conjurer's Pact (80)
Augmentation that grants stoneskin that protects against all physical damage to the conjurer's summoned minion for up to 3 attacks. As long as this spell has not expired, it also increases the minion's defense skill Vehement Stone (40) Vehement Gem (68) Vehement Skin (78)  
Augmentation that prevents damage that would kill the summoned minion and instead heals them. This augmentation has a short duration. Minion's Intervention (48) Intervention (62) Master's Intervention (74)  
Engulfs the conjurer's summoned minion in a blazing aura for a limited duration, dealing heat damage every time the minion attacks or is attacked in melee. Once this spell has triggered five times, it will expire Blazing Presence (50) Blazing Avatar (70) Blazing Manifestation (80)      

Pet Stances

An augmentation cast on the conjurer's minion that places them into an defensive stance, increasing their trauma resistance, hate generation, and granting them a replenishing ward, at the cost of decreased attack speed. This augmentation cannot be stacked with an offensive stance Volatile Brace (14) Minion's Stance: Volatile Refuge (28) Minion's Stance: Volatile Haven (42) Minion's Stance: Transient Haven (56) Temporal Haven (70) Defensive Haven (80)
An augmentation cast on the conjurer's minion that places them into an offensive stance, increasing their offensive melee skills, attack speed, and intelligence, at the cost of decreased defense and parry. This augmentation cannot be stacked with a defensive stance  Agitation (11) Minion's Stance: Provocation (25) Minion's Stance: Vexation (39) Minion's Stance: Aggravate (53) Exasperate (67) Antagonize (78)

4.1 - Non-Pet Buffs

A conjurer's group buffs are geared primarily towards improving the predicament of other groupmates, through increasing their power and resists.

A group augmentation that increases resistance to all types for the conjurer's group and their pets. Pets in the conjurer's group receive an additional bonus to their defense. Earthly Brand (12) Alluvial Brand (26) Geotic Brand (40) Geotic Seal (68) Geoticism (79)
An augmentation that increases the power pool and magic resistance for the mage's group. Elemental Cover (7) Embers (35) Phlogiston (49)
An augmentation that increases the power pool and elemental resistance for the conjurer's group. The elemental resist protects more against cold than heat. Pullulation (21) Vehement Rock (54) Escutcheon (63) Elemental Aspect (75)

These item buffs create an item in your targeted group member's inventory that grants certain benefits when activated.

Summons an item to an ally that converts health into power. Upgrades to this spell increase the effectiveness of the summoned item. Splinter of Essence (18) Sliver of Essence (33) Shard of Essence (47) Scintilla of Essence (61) Najena's Essence Summoning (73)
Summons an item to an ally that will grant them water-breathing. Aqueous Stone (13)        

While we're on the subject of "shifts" - spells which convert a portion of health to power, the conjurer has two types:

Converts health from a summoned minion into power for the conjurer. Essence Shift (13) Instant Vim (27) Instant Vigor (41) Burning Vigor (55) Blazing Vigor (69) Capture Vigor (79)
Sacrifices the conjurer's summoned minion to restore health and power to the conjurer's group. Offering (33) Sacrifice (47) Expiation (61) Expire (74)

You can also make one groupmate invisible at a time as part of your miscellaneous buffs.

An augmentation placed by the conjurer on target ally, that grants a chance to deal heat damage with every attack and place an impairment on the opponent. If the opponent dies while under this impairment, it will deal instant heat damage to the encounter Fire Seed (23) Infernus Seed (37) Blazing Seed (51) Ember Seed (65) Magma Seed (77)
A group augmentation that grants sonicvision and allows the conjuror's allies to see invisible enemies. Cat's Eye (23)  
An augmentation that allows a mage's ally to see invisible enemies. See Invisibility (9)  
Grants invisibility to an ally and reduces their movement. If that ally has a pet, the pet is also granted invisibility. You can only maintain this spell on a single ally Invisibility (18)  

A high level conjurer gets a heat-based damage shield. Place this one on your tank or tanking pet and rack up the damage!

An augmentation placed on an ally, that deals instant heat damage to any attacker of that ally. This spell does not require any concentration, but can only be maintained on a single ally Fireshield (20) Scorchshield (35) Flameshield (50) Pyreshield (64) Infernoshield (76)

This last one is only for the Conjurer. It's an emergency spell that blocks three attacks and removes a portion of hate from the Conjuerer when the Conj. is successfully attacked.

Augmentation, placed only on the Conjurer, that prevents three attacks and reduces Hate towards attacking opponents for each of these prevented attacks Stoneskin (40)

4.2 - Debuffs, Direct Damage (DD) & Damage Over Time (DoT) Spells

Used wisely, whether solo or grouped, your damage spells will compliment your pet's and/or group's efforts nicely. These spells, however, are truely a double-edged sword. OD (over-damage) your tank or pet by lighting off too many DoTs, DDs, or heavy hitting debuffs too quickly, and you'll go the way of the dirt-napping mage.

But before you can pour on the hurt (especially solo) you'll have to learn the limitations of your root and stun spells.

Immobilizes the conjurer's target in place, preventing them from movement. Every hostile spell or damage received by the target has a chance at breaking the effect. Upgrades to this spell reduce the target's resistance to the full duration of the immobilize effect Immobilize (19) Quicksand (33) Quagmire (47) Sandpool (61) Sediment (73)
Stuns the conjurer's target and deals instant magic damage. The stun effect does not apply on epic targets. Upgrades to this spell decrease the chance to resist the duration of this effect. Petrify (16) Frozen by Time (30) Heatwave (44) Calcify (58)  

You have quite a few more DDs (direct damage spells) than your Necromancer counterpart:

Deals instant magic damage to the target. Dust Blast (1) Rock Blast (15) Spiked Earth (20) Spiked Rain (29) Klicnik's Bite (43) Snapping Mandibles (57) Crystal Blast (71)
Violently shakes the earth around the conjurer, dealing crushing damage and knocking down all nearby enemies. The crushing damage penetrates through some of the crush resistance of the enemies Seism (16) Tremor (30) Quake (44) Seismic Tremor (58) Earthquake (71)
Deals instant magic damage to the targeted enemy, with a chance at dealing additional magic damage Word of Force (20)      
Deals instant cold damage and decreases the movement speed of target enemy and surrounding encounter members. Shards of Ice (22) Rockslide (36) Flash Flood (50) Deluge (64) Torrent (76)

You have a nice selection of DoTs to work with. The nicest aspect of these spells is you can slowly stack them atop one another and take your aggro on the installment plan rather than entirely up-front. Use the DoTs with a debuff component first in order to magnify damage from successive casts. But take care to stack slowly, lest the combined effect draw the mob's attention.

Deals instant heat damage and additional heat damage over time to an enemy. Burn (3) Greater Burn (10) Bludgeoning Earth (17) (magic dmg only) Flaming Agony (31) Fiery Doom (45) Fiery Annihilation (59) Effigy (72)
Deals crushing damage over time and prevents any hostile actions from the target and target encounter members for the duration of the spell. The prevention of any hostile actions effect does not affect Epic opponents. Shattered Ground (25) Shattered Earth (39) Shattered Land (53) Shattered Terrain (67)  

4.3 - Unique High Level Conjurer Spells

These spells are reserved for 50+ conjurers, and confer some very powerful benfits.

Summons a party or raid member to the Conjuror's location. Target player must be in the same zone as the caster. Requires a softly glowing pearl. Call of the Hero (52)
A group augmentation that increases the power pools of the coercer's group. Geotic Rune (54)
Deals Cold damage over-time and slows the target. Frigid Winds (55)
Surrounds the conjurer's pet with powerful elemental energy directly linked to the conjurer's spell casting. Whenver the conjurer casts an elemental spell, their minion will deal elemental damage to the next enemy they strike, and deal elemental damage to all nearby enemies of that encounter as well. This spell has a recurrent power cost Elemental Vestment (58)

Thanks for reading the "Conquering Conjurer" at Ten Ton Hammer!


Conjurer Guide Index

Home

Chapter 1 - Conjurer Basics

Chapter 2 -
Conjurer Armor 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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