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'''Trying to pull the same as Warlock:Talk'''
 
'''Trying to pull the same as Warlock:Talk'''
 
===PvE===
 
===PvE===
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The conjurer's offensive arsenal is smaller than that of a warlock. Summons help supplement their damage output while '''Grinding'''.
'''Grinding''' as a warlock is quite straightforward. Weakening mobs with debuffs is not quite worth it as they can be defeated with a row of offensive spells quickly, only managing to land a couple of blows on him. However a warlock has low health, armor and almost nonexistant evade chance. With this in mind, [[Energy Barrier]] can help extending the the time one can go on for without resting. The HP and Mana draining spells can contribute with this as well.
 
   
 
When facing a '''Boss''' the warlock can provide two main advantages to the group. First debuffing. These monsters have humongous amounts of health and very high armor. Warlocks are very good at weakening these defenses and can dramatically increase everyone's damage output. Second damage. They are an offensive class, and should make the most of their arsenal. Particularly magic damage, as only them can access a wide arrange of powerful elemental spells (Adding [[Elemental Exposure]] will pump this damage even further).
 
When facing a '''Boss''' the warlock can provide two main advantages to the group. First debuffing. These monsters have humongous amounts of health and very high armor. Warlocks are very good at weakening these defenses and can dramatically increase everyone's damage output. Second damage. They are an offensive class, and should make the most of their arsenal. Particularly magic damage, as only them can access a wide arrange of powerful elemental spells (Adding [[Elemental Exposure]] will pump this damage even further).

Revision as of 11:06, 16 August 2010

Test

Conjurers are a subclass of the mage and are the healers in Regnum. They have access to a whole range of protection spells, as well as the unique ability of summoning magical creatures to aid them in battle. They offer powerful support and are a key element in most fights.

Beacause of their unique power to heal, conjurers are the most targeted subclass in battle. Their great cc and defensive skills help at increasing their survivability. This are not enough if the enemy decides to focus fire tough, allies will be expecting the conjurer to be attacked, and provide protection and cover for them.

Trying to pull the same as Warlock:Talk

PvE

The conjurer's offensive arsenal is smaller than that of a warlock. Summons help supplement their damage output while Grinding.

When facing a Boss the warlock can provide two main advantages to the group. First debuffing. These monsters have humongous amounts of health and very high armor. Warlocks are very good at weakening these defenses and can dramatically increase everyone's damage output. Second damage. They are an offensive class, and should make the most of their arsenal. Particularly magic damage, as only them can access a wide arrange of powerful elemental spells (Adding Elemental Exposure will pump this damage even further).

The dark mages must at all costs avoid getting hit. A boss can pretty much kill them in a single hit. Tough not an advantage per-se, the warlock's damage output and defense wont be affected much by broken equipment caused by repeated death.

PvP

The warlock's versatility can make choosing abbilities hard. A warlock dedicated to one on one pvp has a wide range of crowd control, debuffs and strong damage dealing spells to pick from. Choice is absouletely personal, tough draining spells tend to be a common denominator.

There are tons of ways to approach a battle. Tough the other subclasses do have options, only mages are truly unpredictable in a fight. One must avoid falling into a patern, and keep an open mind.

Warlocks have many tools, meaning they have something good for most situations. Knowing what the opponent is doing is vital, if one is to make an effective counter. With that in mind, learning other classes' spells will improve one's chances greatly.

RvR

Warlocks have great damage dealing, both single target and areas. In battles their main function is to dish out damage and disrupt enemy ranks. The second can be achieved by using their most powerful spells, like Master of Doom and Sultar's Terror.

This rank breaking power allows warlocks to create an opening for warriors to rush safely, or for a small group to surprise with a flank attack. These tactics are expected tough, and warlocks that get too close are quickly picked up by enemy mages and archers. One must learn to use the enviroment to cast these while hidden, and know when to fall back when the low health reserve is endangered.

A warlock that retreats behind lines to rest, comes back faster than one running all the way from the save.

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