Summoner Conjurer Spell Guide (EQ2 Movie)
December 23rd, 2006Ok, time for a bit of How-To about Conjurer's and partly also about summoners since I have only just started on conjurer.
Alot of this is gathered from forums and testet on own char.
First I will list the Bread and Butter spells of Conjurer's up until lvl 30.
From 1 to 9 as a mage these will be what you will use most and their uses.
Lightning Burst - Your bread and butter damage spell for the first 13 levels, your ONLY DD so I suggest upgrading it to Appr3 as soon as you can, fast cast and used in 80% of your solo HO's
Static Pulse - Your first DOT and also a magic debuff, it's a GREAT puller spell since it has very fast cast/recast, does relativ low starting damage and debuff's target for further spells/dot's
Magi's Shielding - Your first Shielding spell, gives you bigger Health/Power pool and damage mitigation (AC), this is a conc spell means once cast it will take up 1 of your 5 concentration slots and last for 12 hours unless you recast/die/cancel.
Arcane Augur - Your HO starter, read more about HO (Heroic Opportunity) in the other guides about it (Remember only to cast this AFTER you have engaged combat or it will cast but nothing will happen.
Arcane Bindings - Your first Root, very nice graphics, ok cast and good hold as long as you don't attack/cast on the mob, if you do chances are increased that it will be released.
Gift of the Magi - Group Power regen spell, Conc based so takes up a slot and last 12 hours for you and all groupmembers in range once cast.
Storm of Lightning - First AOE damage spell, usefull at lower levels but not too good higher up, be careful of aggro generation!!!
Once you hit level 9 it's time to do conjurer class quest, I can only speak for good side but in this case the quests start in South Qeynos at the tree outside the Mage Tower where there is a gnome named Magister Niksel (or something) standing, he will give you the quest and it's pretty easy if you know how to do (use HO alot)
After doing it and hitting level 10 your a summoner and get your first summoner, the mighty Beetle!! - Tellurian Recruit
Tellurian Recruit is your first summon spell and will bring you a small and very unimposing beetle that will dissapoint you alot, but if you with any luck has been a bit insightful and have gone to level 8 and farmed enough silver in the newbie island you should have enough silver to get Tellurian Recruit Adept1 off the brokers (40-50 silver on Innothule), this will change your crappy beetle to a spider which is ALOT better.
Next up comes your first pet buff, Agitation
Agitation is the first and for 12 levels only pet buff you have, it increases AC and damage of your pet but has low effeciency time so cast while combat is in action or it will run out before pet really gets into it.
Earthly Brand is your first group defensive buff, it increases Stam (HP) and Int (Power) for all of your party, is conc based and works for all group members in range (ALSO PET!!)
Dust Blast - Dust Blast you get at level 13 and is your second and ONLY other nuke except Lightning Burst for many many many levels.
Soothe Servant is your level 14 pet heal, first you get and gotta last for 14 levels until Repair Servant at 28
Generates aggro so be careful!
Essence Shift is your mana battery spell, it drains the HP of your pet and gives them to you.
BE AWARE THIS WORKS AS A DOT! so because you just sucked 43 hp does not mean you should recast, it will continue to drain/give to you over a few seconds.
Many conjurer kills their pets because they do not watch pet hp and things it's instacast/drain, it's a DOT so watch pet hp!
Using this in conjecture with Soothe Servant can keep you happy power wise in combat without too much truble in groups!
Petrify - First stun spell, nice graphics, ok cast time but very long recast time and very short duration (5 seconds Appr1)
Use it if something aggro's you and you need a few seconds, if tank is dying, if you gotta run away or if healer got aggro.
Seism - Your second DOT, also an AOE dot and a very effecient one!, very long casttime but good duration and good damage. Also debuffs magic resistance.
Hits ALL members of the group your attacking but nothing else than the ones engaged, does NOT hit mezzed targets if cast after mez!
Bludgeoning Earth - Second singletarget dot/magic res debuff spell, good graphics, fast recast, good damage, suggest upgrading ASAP.
Some replace static pulse with this but I don't, i still use static pulse for pull and in groups because static pulse has tiny power usage and debuffs the targets when it hits and very fast cast time, I use all 3 dots together in the Seism (because of long cast/duration), BE and then SP row from start.
Invisibility - SINGLETARGET invis, can make yourself or 1 party member invisible, it cancel's if you click the invis hotkey again and has 30 second recast.
Good for corpse run's or getting people slowly our of a bad place (invis, person run's out, cancel invis, invis next, they run out and so on)
Splinter of Essence - Makes an item that has singlecharge HP to Power convertion, CRAP so far (adept1) microscopic convertion!
Immobilize - Second singletarget Root, fairly long casttime, beautiful graphics (GIGANTIC CHAINS!), not too good duration but good in an emergancy or when prepared.
DING that was your level 19, time to do class quest and be ready to become conjurer at 20.
Class Quest is to kill 3 mobs (well more, but need 1 quest item from each) these 3 are, Gnoll Oracle, Gnoll Chanter, Gnoll Diviner and can be found around or inside BB, need group!
After you do that you go into test area in mage tower and kill 1 of each elemental, starting with Air, Fire, Water and then finally Earth, quite easy if you use HOT/Dot's and of course pet.
Level 20
Igneous Apprentice - Your first Conjurer pet, the Fire Pet, looks like a floating snake on fire and it's a caster pet with low hp, "high" damage and not much else, upgrade if you group alot and don't need pet to tank then this is ok, otherwise it has too low hp for any real use in my eyes, better off with spider.
This starts 1 level lower than you and remains so until upgraded to Adept1 or more.
Illusion: Fire Elemental - Just for fun, makes you a fire elemental and looks quite cool, no real use.
Pullulation - a Power pool and magic resist buff, it also increases hate generation by conjurer and more importantly by pet, used to buff your party to make pet get more aggro!
Shards of Ice - Another AOE spell, instant ice damage and movement debuff on targeted group of monsters.
Fire Seed - Augmentation, placed on the conjurer and allies, that has a chance to deal instant heat damage, interrupt, and place an impairment on a successful attack to an enemy. If the enemy dies while under this impairment, it will deal instant heat damage to the opponent's allies. (Line taken from site since it's a bit hard to explain and noone is certain what it does)
Provocation - Pet buff and it is a lifesaver, it gives better AC and attack to your pet, increases health regen (in and out of combat) increases power regen (in and out) and gives it more HATE generation so it's better at holding aggro, works in conjuration with Pullutation and Agitation.
Tellurian Soldier - Second Conjurer pet, this is your Earth pet and if you solo or let pet tanks this will be your best friend.
Tank pet, taunt/stun attacks, good hp especially when upgraded to Adept and ok damage, some claims higher than Fire when upgraded to Adept
Shattered Ground - another singletarget DOT with one VERY important feature, it stifles opponents it hits, this means that any target hit by this can't cast or use any of their special attacks while it lasts!!!!!!!!!!!!! brilliant on every mob with high damage attacks, works on mage and on fighter/scout special attacks (yes mob attacks!)
Spiked Rain - AOE DOT and AC decrease, very good in groups especially or when pet is tanking for the ac decrease!
Instant Vim - HP to Power instant conversion, good if your LOP and high on hp with no immidiate danger.
Repair Servant - second pet heal, very good and I suggest you upgrade ASAP!!!
Volatile Refuge - Ward like spell that absorbs trauma (physical) and elemental (Ice/Fire and so on) damage, 300 points I believe it is at appr3.
Alluvial Brand - next in the Brand line, Stam/Int increases and heat resist increase.
Frozen by Time - Magic DD and Stun, good in those quick desperat situations.
This is up to level 30 which is all I know, other than this your on your own
I have left out several spells along the way because while they have their uses they are very much not essential to your role, stuff like shard of water breathing, see invis and other crap like that.
As for the leveling in itself, 1-8 newbie island, 8 - 12 quests in Qeynos, 12-14 beginning of BB or just random mobs in ANT, 14-18 inside BB, 18-20 Stormhold, Steppes, Scarecrows in groups.
After this, SH, or Steppes is your best bet, I personally hate SH (StormHold) so stick to steppes!
If you got any questions or need advice feel free to ask away
Will most likely continue this with a more structured leveling guide at some point or maybe a pet usage guide.
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Ok here is a bit more in-dept about our pets and how we do damage in groups and as solo'ers.
Up until level 10 we have no pets, we are just a mage and use what we got, these levels go fast so screw em.
But after level 10 when you have completed your class quest you get your first pet, the almighty SCARAB OF DOOM……well not so mighty and all it doom's is itself usually.
Now mark my words, if you have ever played a pet class before, EQ1 or anywhere else and expect the same, be prepared to be dissapointed.
Your first Apprentice 1 pet is one small step from worthless, it's damage is neglient, it's hp aint there and it's looks are as fearsome as a cockroach on a naked floor.
Upgrade it to AT LEAST apprentice 3 ASAP, it's not very expensive and it's an easy scroll to find on brokers.
My suggestion is to get at least adept1 fast but not all can afford it, though if you saved every nickle you earned (nothing to spend it on except food/water as mage) you should be able to afford Adept1 quite fast.
Adept1 changes the scene, it becomes a spider (Tellurian Crawler) and suddenly it has HP, a bit better damage and a DD/root spell.
Anyway this is the trick for the solo'ing part with Appr3/spider.
Lvl 10-15 solo
I usually do this one in two ways depending on mob, if it's an easy one I will pull with Static Pulse, start my HO, cast the Lightning Burst (Dust Blast after lvl 13) which starts the chain and then finish with the required spell, preferbly the damage since a successful HO with Dust Blast/Dust Blast gives double damage and finish mob fast.
Anyway the second I attack with pulse I also press hotkey to send my pet in, use it as a dot since my damage will make it impossible for it to taunt.
On harder mobs I send my pet in first, then cast Agitation and wait until the mob is about 20% down, I then do all the dot's I have at the level and keep up agitation, when pet is about 35-40% I begin to nuke until it dies, if it aggro's me I will root it and run away while pet regains aggro.
Be aware that with the Adept1-3 pet you can EASILY kill oranges once you get your pet heal and learn your HO's up until level 16!!!
Though I usually suggest BB for the many good quests there once you hit 14-15.
Grouping Tactics…..
Well until you get Seism your only real use in "group" pulling groups is your Storm of Lightning aoe, which btw you must be VERY carefull using unless your 100% sure tank is aoe taunting (See this by all mobs engaged gets a "flame" in it's face and turns red for a second)
Once you get Seism you can begin to do some serious damage.
This is how to do it best as conjurer.
Target the main tank, this will do that you will attack the same as he is attacking always, give him a few moments to gather the aggro and then send in pet.
Then you cast Seism which will hit them all, followed by Storm of Lightning, followed by Bludgeoning Earth (If you got it) if you got a ton of power still I suggest nuking a few times but in general when pulling groups like in 80% of the cases in BB, use your AOE's and conserve mana in case you get adds and need to chain nuke/root them fast.
Now once you hit 18 you have all your important dot's for a while so this is the procedure for group pulls.
Let tank get aggro.
Send in pet
Cast Static Pulse (for the main mob debuff)
Cast BE (Bludgeoning Earth) for dot/debuff
Cast Seism
Wait, when BE run's out renew if mob has more than 30% left
Wait, when Seism run's out target new mob and cast (this is aoe, it's merely for the first mob not to die under your long cast and ruin it you target a "healthy" one.
Nuke if needed, use Essence Shift if you run low on power, cast your Soothe Servant if pet goes below half, it cost little compared to what you can drain.
If you do this right and the group is good, you can keep this up almost forever with essence drain, your damage may not give the gigantic numbers but if you do a log you will see your damage will do quite well in the end.
Also on single target pulls I suggest buffing pet with Agitation when you have breaks, because it does to good damage, don't bother on group pulls since your dot's are more useful power usage.
Also I noticed something in my above post, I have forgotten to tell spell levels so here they are…..
1 Lightning Burst
3 Static Pulse
4 Magi's Shielding
5 Arcane Augur
5 Arcane Bindings
6 Cure Arcane
7 Gift of the Magi
8 Storm of Lightning
9 See Invisbility
9.6 Dispel Arcane
10 Tellurian Recruit
11 Agitation
12 Earthly Brand
13 Dust Blast
13.4 Aqueous Stone
14 Soothe Servant
15 Essence Shift
16 Petrify
16.6 Seism
17 Bludgeoning Earth
18 Invisibility
18 Splinter of Essence
19 Immobilize
20 Igneous Apprentice
20 Illusion: Fire Elemental
21 Pullulation
22 Shards of Ice
23 Fire Seed
24 Tellurian Soldier
25 Shattered Ground
26 Spiked Rain
27 Instant Vim
28 Repair Servant
28 Volatile Refuge
29 Alluvial Brand
30 Frozen by Time
30 Illusion
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