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Since our last guide is out of date, I decided to make an up to date one. I’ll put up the important parts first, then get into specifics. I may do colors and such later, but I’ll have to play around with it.

Conjurers is the mage class of ESO. We have high damage potential, but low overall HP growth compared to other classes. Our low HP is increased from imbues on armor and a fuse pet.

Affinities

As Conjurers, we have two main types of attack skills, Unda based and Pyra based. In order to improve the damage of these skills, you will want to put all your points into Pyra and Unda. Don’t worry about distribution as they will always remain about even. Excluding gear, fuse pets, titles, affinity rings, and signets your affinities will always be either even or 1 apart.

Attributes

There are 4 attributes available to put points into.

Attack: Increases Strength and Intellect by 3 points per point
Defense: Increases Defense and Resist by 3 points and increases Resilience by 0.1 per point
Endurance: Increases Max HP by 20 points per point
Power: Increases Critical Strike/Cast by .1% and Critical Strike/Cast Damage by 1% per point

As a Conjurer, many prefer to go Defense/Power build, while others prefer Attack/Power or Attack/Defense. I recommend going Defense/Power as the HP from Endurance isn’t needed and the boost from Attack is easily made up with imbues and embedding gems into your equipment.

Fuse Pets

First things first, the basics.

What is a fuse pet?

A fuse pet is a monster that you have caught or purchased from another player and are using entirely for fusing purposes. These pets are usually "Fierce" behavior types in order to make full use out of the pet bells to increase its max HP.

Benefits of a fuse pet

By fusing with your pet, you and your pet will share damage taken, effectively doubling your survivability. Say if you have 10k hp and your fuse pet has 12k, you can take up to 20k damage before you’ll be killed. If you have 10k hp and your fuse pet has 8k, you can take up to 18k damage before you’ll die. The total hits you can take with a fuse is twice your health or your fuse pet’s health added to your own, whichever is least.

Not only do you gain extra health by sharing damage with your pet, you also gain benefits from the pet’s "Fusion Attributes", or at least that’s what I think it was called. Please correct me if I’m wrong. These attributes are added to your own and increase your stats in those respective fields.

Fuse Pets for Conjurers

For fuse pets, there are two affinity types you should be looking for, Pyra and Unda. Ideally, you’d want a Pyra/Accuracy/Resilience fuse stat pet and an Unda/Accuracy/Resilience fuse pet, depending on your play style. I personally have both and switch between them depending on the situation, but you don’t need to.

Pets to Look for for Fuse Pets

Which pets should I be looking to catch then? If you wish to catch your own fuse pet, here’s what I recommend:

Snowdrift Tarkuso (Arcanois Region): Base fuse attributes are Unda/Accuracy
Hairy Pink Rhino (Gallio Region): Base fuse stats are Unda/Resilience
Ferocious Furnace (between Fazenda and Pokari): Base fuse stats are Pyra/Resilience
Terracotta Terror (Elephunc region): Base fuse stats are Pyra/Accuracy

All pets have the chance of coming with a 3rd or even a 4th fuse attribute. You can get lucky and get it on your first catch, or have hundreds of catches and never get one. It’s all up to luck so happy catching.

Skills, Ethyrs, Spirit, and You

All Skills and Ethyrs require Spirit to upgrade. It is advisable to maximize your skills and ethyrs as soon as you can. This is not the case, however, with some passive skills. Ones such as Nature’s Essence and some other passives are not necessary. If the passive skill (active skills should always be obtained and upgraded) requires high spirit to upgrade, do so when you have spirit to spare.

As a ranged class, we Conjurers have it easy in farming spirit for our skills. The best place to farm spirit is to enter Instances at Chauncy – Adventurer Dispatch in Pokari by the tree near Dawn and Dusk Dragonkin near the center square. The maps can be obtained from the Dweller of Vacuity who rides around on a donkey facing backwards. There are two ways to kill monsters in an instance, one at a time or as a group and AOE them down. If you aren’t confident or want to play it safe, take it one at a time. Use Snore Stark to sleep a monster, then use your attacks to kill it, then move onto the next one. I suggest using a rotation of Phoenix Flare, Static Spark, and Kylai’s Kiss when doing single target kills.

Our most important Ethyr is our AOE, Shiver Gust, which is crafted from someone who has level 3 Arcanecraft. This skill is Unda based, so it is advised to increase your Unda affinity when using it. The materials to make it are Tortoise Crystal and Dragon Crystal, which are dropped from the bosses at a high chance and from the regular monsters inside the Crypt of the Hunters or Mount Shadowhaul at a low chance. The recipe for this skill can be obtained from a training quest in Pokari or from a drop in Crypt of the Hunters (D1) or Mount Shadowhaul (D2) instances.

Birthday (Nascent) Skills

Depending on your birthday, you get passives and skills to use at levels 10, 30, 50, and 80. The skills from your birthday require vigor to use. As a Conjurer, you will want to look for 2 passive skills, Ocean Size (increases Unda Damage by 1%) or Solar Flare (increases Pyra damage by 1%). The dates and races for said passives are (if you have more please let me know):

Renzu: (Ocean Size) 3/29, 6/3, and 8/29
(Solar Flare) 1/19, 1/21, 1/23
Shenzu: (Gives both) 10/17
Yaoh: (Gives both) 2/9, 3/13, 9/1

Sub-Classes

Once you obtain level 60, you can take a quest on to change into one of our two sub-classes, Pyromancer or Tempest. It is a series of quests which start at Ziola and eventually finishes when you reach level 75. I suggest grabbing a possessor or friends as doing it alone by hand will drive you mad (at least in my opinion, your mileage may vary).

A map of the essences that are required for one of the steps in the sub-class quest can be seen here. Thanks again Mishi for providing a map.

Pyromancer

Pyromancer is one of the two Sub-classes you can choose to become once you hit level 75. Pyromancers excel at destroying single targets with our powerful Pyra skill, Omni Lamp. Our 30 minute long buff is called Cascade Maneuver, which increases our Critical Cast Damage by a percentage. We have another buff, Inferno Scream, which increases our Critical Cast Rate and Damage by a percentage at the cost of 10% mana per second. Do not use Inferno Scream, it’s junk and will probably get you killed when it defuses you after you run out of mana. To nearly negate the mana drain, you remove all all your equipment that increases your mana. After you’ve stripped, use Inferno Scream and start firing off Omni Lamps and equip back on your armor. You will lose 10% of the mana that you had naked. It’s fun to use in dungeons, but I don’t advise doing it if the boss has an AOE or in PvP as you’ll probably end up dead.

Tempests (Going to need info as I know little)

Tempests is the other sub-class you can choose to become at level 75 once you finish the quest. Tempests have a skill, Glacial Galaxy, which freezes anything around them in a 9 yard radius without the 50% damage reduction like Kylai’s Kiss and Glacial Wrath have. A Tempest’s 30 minute long buff increases their Critical Cast Rate. They possess a skill, Ocean Sovereign, which does direct damage to a person by expending a percentage of the Tempest’s current mana mana. If done correctly, a person can be killed or early killed from this, especially if they are hit by Fleece Charm prior as the damage done can be doubled on an opponent who is hit by Fleece Charm. The downside is if the Tempest does not have enough mana, the damage dealt will be low and could leave the Tempest open for a counter attack.

Signets

Elemental Signets are up to you. I suggest looking for INT, then HP, then affinities, then extra stuff like Critical Cast rate/damage. Don’t try to get Critical Strike Rate/Damage, we don’t use physical attacks.

We have specific class signets that can only be used by Pyromancers and Tempests. I’ll list them below and their effects (any help to fill them in will be appreciated):

Glaze Signet: Decreases Omni Lamp’s mana cost by 5%
Emerald Signet: Increases the range of Glacial Shard by 1 yard (unfortunately, Glacial Shard can either be Glacial Wrath or Glacial Galaxy and no one knows which)
Reef Signet: (Need info)
Coral Signet: Increases max MP by 5%
Jade (?) Signet: Turns the opponent into a Grass Mud Horse when using Fleece Charm (makes the person look like a llama, no benefit other than laughs)

That’s all I can remember for now. I’ll add more later.


Credits go to Sharlene.


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