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  1. #1
    Player
    Sun-Runner's Avatar
    Join Date
    Oct 2011
    Posts
    19
    Character
    Tarrant Rose
    World
    Valefor
    Main Class
    Conjurer Lv 43

    [Game Version 1.19] Silly Newbie Question: Cross-Class Abilities?

    As a silly newbie, I have a question about other classes and which ones I should level in order to improve Conjurer in a duo and/or team environment (my duo partner is primarily a Gladiator). I am given to understand that Thaumaturge complements Conjurer nicely and have already started leveling it.

    In your opinions, which other classes should I also be leveling in order to improve my experience with Conjurer? What are the desirable abilities from the other classes and what level do those classes get them? (I'd appreciate being told why these other classes and abilities are useful as well.)





    (Other advice, suggestions and/or pointers to working and updated reference sites would be appreciated as well.)
    (0)
    Can you take me higher?

  2. #2
    Player

    Join Date
    Mar 2011
    Posts
    75
    Out of Sight is a passive Archer trait that "reduces the enmity generated by your actions by 10."

    Whatever that means...

    Archers also get an active ability called Chameleon that reduces enmity by a noticble amount when used (as long as you use it before your enmity meter begins flashing red).

    Both of those are worth picking up for Con in my opinion.

    From Thm you're looking for Siphon MP, Stygian Spikes, Punishing Barbs, Sacrifice, DoTs...might as well take it to cap alongside Cnj.
    (1)

  3. #3
    Player
    kro's Avatar
    Join Date
    Mar 2011
    Posts
    122
    Character
    Rachel Alucard
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    PUG 20 and THM 20 are the two classes everyone should have.

    For PUG 20: Prime Conditioning is a passive trait that boosts all healing effects on you by 10%. You can get it via the class quest at the pugilist guild once you hit 20.

    For THM 20: Sacrifice I/II is more efficient than Cure I/II; Siphon MP absorbs a lot of MP from the enemy (especially since 1.19), and Stygian Spikes also absorbs MP from the enemy upon getting hit.

    The one thing all of these have in common is improving your sustainability and reducing downtime. It makes soloing viable for every class and enables parties to fight endlessly especially when everyone has them.

    Aside from possibly the enmity reduction abilities from archer, nothing else will really benefit CON in a traditional role. However, CON's access to shield allows you to rotate Aegis Boon, Outmaneuver, and Deflection full-time for tons of damage reduction to normal attacks. The ability to keep hate via powerful self-healing also makes it a pretty capable tank.

    Add in the usual cross-class tanking abilities like Provoke, Disorient, and Accomplice for enmity generation as well as Sentinel, Defender, Featherfoot, and Foresight for damage reduction if you really want to go the extra mile.

    Also, make sure you use wand and shield instead of staff to gain shield experience. Autoguard and skills like Aegis Boon are too good to pass up for a slight increase in spell damage.

    You can see the 1.18 versions of skills here and use the chart at the bottom of post #2 in the 1.19 patch notes to compare changes. There aren't that many.
    (1)