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  1. #1
    THE Conjy aniathor's Avatar
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    Default Conjuror AA Guide

    There are many schools of thought when it comes to Conjuror AA. The spec I am posting is, in my opinion, the optimal spec for any conjuror who is raiding and/or grouping. For the sake of analysis, I will discuss every AA enhancement, and why or why not I chose it.

    UPDATED 12/17/2013


    THE BUILD

    Summoner



    Strength

    Animated Dagger: Short casting ability used as mostly a filler and to proc things. Worth 10 points if you don't need the CC.

    Theurgistic Prowess: More disruption = brings the low end dmg on a spell spread closer to the top on disruption based DD spells with dmg spreads. Also reduces chance for spell to be resisted.

    Wild Channeling: Strait forward, more crit chance.

    Theurgist's Detonation: Fantastic blue, high dmg vs. aoe and single target encounters. Worth casting every time it's up if mobs are in range, unless you are saving it for an incoming swarm. It also has a fast casting time, and is one of the better abilities for triggering proc dmg.

    Agility

    Transference: It's nice to have an extra spot heal, but it's really up to you.

    Cabalist's Cover: I have never seen any definitive proof this AA even does anything

    Cabalistic Conservation: Power is not ever an issue for my groups.

    Teamwork: 5% potency grp wide is pretty meaningless honestly

    Stamina

    Shockwave: Would be a lot nicer if it proc'd things. It deals aoe dmg though, and the ability to activate it while casting something else is certainly nice. Will grant 3 triggers if used while time warp is active. Still doesn't parse well due not procing unless pet is standing on target.

    Perceptor's Parry: The pet doesn't really get a chance to parry much considering it's not being auto attacked often (at least you hope not), but it's added survival for physical aoes. Gotta get to get to Perceptor's Bodyguard.

    Perceptor's Bodyguard: Although some may argue that this AA doesn't really effect their parse, I would disagree, firmly. It is the largest increase to dmg in the entire summoner tree before the endlines because it adds 10% dmg to soulburn. Soulburn is frequently a major part of a conjuror's sources of outgoing dmg It doesn't get HP increases from many other sources.

    Unflinching Servant: ​ Completely worthless.

    Wisdom

    Magic Leash: It really just doesn't generate enough dehate considering the amount of dmg the pet is doing to be usefull.

    Minion's Attention: Amazing AA that pretty much nullifies pet agro after 20 seconds or so of your pet dmging a mob in a raid. It is constantly procing positional dehates which can be a massive amount of hate decrease in a raid setting.

    Symbiosis:
    Pales in comparison to Minion's Attention for pet hate managment.

    Animist's Evasion: Not worth the amount of points to get to it. Minion's Attention is enough.

    Intelligence

    Shadow Step: Currently not working as intended, afaik, but who really knows what SoE is intending when they create these mechanics. Will only trigger when the pet is not casting anything.

    Minion's Uproar: Casting skills are good, as mentioned before.

    Arcane Minion: Pretty lack luster considering your pet is probably already capped on casting speed/reuse and most of its spells don't have recovery time. Take it for the small amount of doublecast.

    Reanimate: Triggers often these days, worth every point.


    SF Attributes

    Aptitude of the Theurgist:
    Increases summoner's base dmg. Stat works like potency except for that it doesn't share with the pet, and even if this AA is the only exception to that, I am not wasting plat testing it because there is no better choice. Worth all 8 points.

    Cabalist's Aura: More potency, HP, and armor effectiveness raid wide is a no brainer. Worth all 8 points.

    Perceptor's Defence: Unflinching servant is useless and so are abilities that enhance it. And on that note, I am not here to discuss soloing specs. If you are competent enough to solo anything worth the time of specing for soloing, you are competent enough to make logical AA choices.

    Symbiotic Bond: ^see above

    Magician's Aptitude: A conjuror's pet is rarely resisted due to the amount of other AA enhancements reduce the amount of resistability. I don't see this AA as ever necessary.

    Conjuror




    Enhance: Summon Spells: Nowhere better to spend the points, which is something you will often find yourself saying on a Conjuror. Just another guarantee that your pet won't get resisted.

    Enhance: Heal Servant: Who cares about healing the pet now that Soulburn mechanics have changed.

    Enhance: Ice Storm/Crystal Blast/Earthquake/Shattered Earth/Petrify: Consolidated because they all do the same thing for the spells they enhance. More crit bonus is always a good thing when it comes to dmg spells.

    Enhance Summoning: More mitigation for pet survival.

    Cure Magic: Has saved my ass countless times. Some may argue that it's a healers job, but I like to have options when it comes to living or dying. I recommend mapping that hotkey's function to a mouse button (I.E. MB4), so u can quickly instantly cure yourself with this new AA.

    Enhance: Shard of Essence: Shards are a thing of the past.

    Enhance: Geotic Rune: More mitigation vs all grp wide is never a bad thing, especially with how valueable it is to tanks now.

    Enhance: Fiery Annihilation/Winds of Velious: Consolidated because they do the same thing. Lowers the duration of the two dots, making the hits happen faster.

    Enhance: Stone Skin: More pet survival ftw.

    Enhance: Flamesheild: It's very minimal dmg, and causes you to engage with encounter very early. Although mobs do auto attack a lot faster now, so it's doing more DPS, just not enough for me to care about it.

    Enhance: Fire Seed: Pretty much procs on every auto anyways.

    Enhance: Plane Shift
    : 5% more potency granted from plane shift focus enhancement.

    Enhance Vehement Skin: Capped reuse

    Enhance: Master's Intervention: Capped on reuse

    Enhance: Blazing Avatar: Increasing the trigger count on one of our best abilities... yes please!

    Enhance: Elemental Unity:
    Increases duration on one of our best temps, no brainer.

    Hydromancer: Conjurors are dps classes, and as such should be using the mage pet.

    Stoneskins:
    Group wide, duration of 1 min, great to cast in between pulls. I really wish our prestige would have allowed these to be true stone skins rather than giving them an additional trigger.

    Bubble: Excellent tool to keep your pet alive on incoming and for certain aoes. Attach /pet back off to Call Servant and it is great for keeping the pet alive.

    Unabate: Makes conjy hit rates great.

    Runes of Geomancy: Awesome innate group survival tool. Although it's only a chance to stone skins physical dmg, it can save your ass on a physical aoe, and really increases tank survivability vs auto attacks. Up to 20% of all autoattacks stoneskinned is very strong now. Arguably one of the best grp tank buffs in game for survival.

    Strength of the Elements: Stack pet potency every chance you can.

    Fury of the Elements: Massive pet nuke, it's a must have.

    Elemental Proficiency: Not worth it, too little strike through.

    Sacrificial Lamb: Not worth wasting Dragon AA

    Servant's Aid: Not worth it

    Elemental Blast: lol


    Shadows



    General

    Pet of the Gods: More sta/int = no brainer, and so is the rest of the shadows AA under General.


    Mage

    Root Mastery: I don't spend much time rooting mobs.

    Runic Protection: More HP is always good.

    Strike of the Mage: Particularly good for Conjuror because crystal blast is one of our best spells.

    Enhance: Master Strike:
    Already capped on reuse.

    Arcane Barrier: Don't cast it for more fire seed conc slots.

    Shadow
    Step: Invis isn't even on my hotbars anymore.

    Summoner

    Minion's Constitution: Makes for bigger soulburns and more pet survival. Is a must.

    Minion's Critical Strike: Not worth it because Dragon AAs

    Pet Weapon Mastery: More mage pet dmg ftw.

    Summoner's Soothing: Doesn't share with your pet, and if your conjuror is pulling agro over your pet, you have a much bigger problem.

    Focused Disciple: Capped on casting speed/reuse, pointless.

    Minion's Mark: Awesome dmg, and debuff. Thanks SoE for actually taking our pet's casting order into consideration for once. The pet usually casts this spell first.


    Conjuror

    Elemental Pact: Would like to spec this again, however I feel that dragon AA gain is more beneficial in a raid setting.

    Minion's Protection: Not worth it because Dragon AA.

    Ancient Calling: Capped reuse.


    Blaze of Ro: Fiery Annihilation is one of our best spells. The increases exponentially is nice too, sorta like mini splurt. Must have.

    Chilling Winds: Increases dmg considerably for Winds of Velious. Must Have.

    Offensive Onslaught: Useless and overlooked by SoE for over a decade.

    Magic Mastery: Double dip again on Crystal Blast. Must have.

    Blazing Conjuration: Massive pet casted nuke. Must have


    Heroic



    Attribute Prowess:
    When considering the increased amount of ability mod found on new gear, it is capping on a few abilities. Int seems to be more beneficial now that we have hard hitting dumb fires as well.

    Ability Aptitude: You can gain more ability mod from not specing this and specing for reuse in next line, and then reforging.

    Spirit of Body: When we get lifeburn/manaburn I'll consider this aa.

    Expertise: 10 potency, shares with pet. Must have.

    Critical Genious: 10 crit bonus, shares with pet. Must have.

    Lightening Reflexes: Spec it for reforges

    Enhance Elemental Toxicity: I'd spec it if i t was better. Still may soon, and I can't blame anyone who does.

    Minion's Intent: Your pet is close to dehate cap with a trouband illy; Minion's Attention takes care of the rest. No point.

    Minion's Power: 20 Crit Bonus for the pet, must have.

    Ethernere Resilience: Too much dps lost elsewhere if spec'd.

    Energy Clash: Bad. It also doesn't proc anything. Modified by pet's stats.

    Soulburn: Good Conjys cast it a lot.

    Servant's Intervention: I wish this wasn't an endline, could be cool. In no way better than Soulburn.


    Prestige



    Left Side

    Energy Redirection: Small gains, little reward

    Geomancer: I see this as offering more grp utility and personal survival with 3 points than a chance to proc 1% spell double attack.

    Geomantic Alacrity: Why would SoE think that elemental barrier is good enough for us to attempt to reset its reuse?

    Elemental Barrier: I hope the day I need to spec this never comes.

    Planar Dominator: Wish it was on other side of tree and shared with pet.

    Conjure Elements: Too bad we can't get this and planar wrack. When I tested this spec, it was pretty entertaining to insta cast EB, BA, EB.

    Armor of Earth: If you are specing this side of the tree, you are loosing an incredible amount of DPS for the sake of defensiveness. I don't see it as ever viable, and this prestige especially isnt.
    Lingering Flames: Pretty cool I guess. If someone want's to test it to get a base value of dmg, be my guest, but it will never out parse planar wrack unless the abilities are changed, which I don't think is necessary.

    Energizing Winds
    : I would like this more if it didn't have the, "Each ally can trigger this once" line on it. Still in no way will compare to planar wrack or even detonation.

    Flickering Flames: Oh thanks soe, just what we wanted... another ST scout / tank buff.


    Right Side

    Periodic Mastery: Additional dmg dealt for all of our ST dots, must have.

    Mystical Leadership: 1% spell double attack isn't very impressive, especially when it's not always up and Illys have Time Warp.

    Crystalline Destruction: Massive nuke tied to crystal blast after this ability procs. Can proc on any other spell cast. Must have.

    Fennin's Destruction: Gotta reset EB! I recomend casting blazing avatar every time it's up, especially between fights, but not if EB is less than 30 seconds left on reset. Is possible to EB, cast blazing avatar, and EB again with 1 time warp, if you have enough recovery speed.

    Planar Conjurations: I think they had these endlines backwards. Still worth it, but I wish it was crit bonus conversion to potency.
    Planar Wrack: Hit the same mobs in repeition and proc it to 5 increments. Once it reaches 5 increments, the dot ticks are what do the big hits, not the initial. UT does not add triggers to proc'd dots.

    Planar Detonation: Another fantastic prestige from this xpac, and always nice to have more blue dmg. It procs the blue from the mob you are hitting primarily making it our only blue that we can be all the way out for. Procs don't proc procs, so sorry for elemental tox, still good though.

    Planar Dampening: This prestige is horrible considering it's 1 shared trigger, so basically it vanishes instantly and you have no control over timing. Should have been an activatable true grp stone skin upon the 5th trigger of planar wrack with a 15-20 second reuse.

    Planar Burst: This spell I cast almost every time it's up to proc more planar wrack. It's not as great as it looks, but also certainly not horrible. Decreased strike through chance added is also nice for tank survival. Good button to push with time warp.


    Middle

    Planar Armor: Sort of makes up for the lack of mit our pets have, greatly increasing suitability.

    Blazing Energy
    : Stacks up to 25x, dat ae auto attack

    Dragon AA:



    Draconic Spellbinding

    Spellbinder's Mastery: Point dump to get to spell bind.

    Split Channeling:
    5 double cast, shares w/ pet.

    Weave:
    Lots of extra spell skills

    True Bewilderment:
    A bewilder resisting can cost you a death, and besides it does decent dmg. Worth 10 points.

    Spellbind:
    25% potency multiplier. Incredible ability, needs to be up with Communion, and EB at the very least.

    Ancient Fury

    Improved Sorcery: That added dmg to planar wrack and crystal blast is nice. Doesn't share with pets, if pets would cast anything magic dmg.

    Ancient Wave:
    Nice for auto attack dmg, and procing things AoE.

    Reaction:
    Increases spell trigger %, which is good especially for things like runes of geomancy, and planar detonation. Planar wrack's proc rate is already capped.

    Ancient Fury:
    That buff we never got! It's worth specing, doesn't add much dps but helps fiery annihilation, bats, and shattered earth.

    Focus:



    These choices are extremely self explanatory. The only one that is even considerable is the enhanced sacrifice one vs the geotic rune enhancement. Flip a coin... it won't really matter either way.
    Last edited by aniathor; 12-17-2013 at 11:35 AM.

  2. #2
    Senior Member Enderx's Avatar
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    Default re: Conjuror AA Guide

    really nice write up, hopefully people will take heed.


    Only thoughts after reading the entire thing twice:
    1) Magic Leash: bind to another spell. personally i bind it to pet attack.
    2) Shadowstep > arcane minion IMHO so i put the extra points there. (cause im capped)
    3) arcane barrier, 5 points instead of Enhanced mind of course! trololol
    4) change "Elemental Blast: lol" to "Elemental Blast: TW lol"
    #1 Laugh WW!

  3. #3
    THE Conjy aniathor's Avatar
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    Default re: Conjuror AA Guide

    Quote Originally Posted by Enderx View Post
    really nice write up, hopefully people will take heed.


    Only thoughts after reading the entire thing twice:
    1) Magic Leash: bind to another spell. personally i bind it to pet attack Good Idea.
    2) Shadowstep > arcane minion IMHO so i put the extra points there. (cause im capped) I remember doing this, and then looking to see if I could find any hits of shadow step zone wide and couldn't. Tagrin also debuffs 40% casting speed, but still proably capped lol.
    3) arcane barrier, 5 points instead of Enhanced mind of course! trololo Koncept can blow me. I get more power from 1 more point in Enhanced mind hahaha
    4) change "Elemental Blast: lol" to "Elemental Blast: TW lol"
    .

  4. #4
    Raider Feth's Avatar
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    Default re: Conjuror AA Guide

    Very nice guide. Now if only the cast order generator still worked

  5. #5
    THE Conjy aniathor's Avatar
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    Default re: Conjuror AA Guide

    Fixed shadow step after going over ACT tonight.

    +1 Ender!

  6. #6
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    Default re: Conjuror AA Guide

    nice work

  7. #7
    Senior Member Enderx's Avatar
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    Default re: Conjuror AA Guide

    Quote Originally Posted by aniathor View Post
    Fixed shadow step after going over ACT tonight.


    +1 Ender!
    min/maxing baby
    #1 Laugh WW!

  8. #8
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    Default Re: Conjuror AA Guide

    Thanks guys

  9. #9
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    Default Re: Conjuror AA Guide

    what spell are you guys macro'ing shadow step to?

    is there anything else in AGI that's worth using? i'm actually going down STR, AGI and INT and then the remaining in WIS and that's actually been enough to keep aggro off my pet, tho I'm obv giving up 10% health for the pet but overall i thought maybe AGI was worth it...
    Last edited by DaiNut; 06-07-2012 at 09:39 PM.

  10. #10
    THE Conjy aniathor's Avatar
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    Default Re: Conjuror AA Guide

    There is no way u can get teamwork, reanimate, detonation, and 10% pet health, which you are aware of. The pet agro caused by teamwork isn't preventable or affected by wisdom line, it's problematic when there are swarms of mobs spawning and the first thing they go for is your pet because teamwork causes your pet to immediately be in combat with them.

    Furthermore, we are a DPS class, and 10% pet hp + shockwave is helping my parse a lot more than 5% potency and additional pet deaths.

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