Vapormancy  

Type:Caster
Realm:Albion
Classes: Theurgist
Spells:
Damage - Target takes damage. Damage done is of the spell's given damage type.
Name Level Target Power Cast Time Damage Damage Type Range
Blasting Breeze 2Enemy 2 2.8s 10.00 Spirit 1500
Blasting Gust 5Enemy 4 2.8s 26.00 Spirit 1500
Blasting Winds 8Enemy 5 2.8s 41.00 Spirit 1500
Blasting Gale 11Enemy 7 2.8s 51.00 Spirit 1500
Blasting Squall 16Enemy 10 2.8s 77.00 Spirit 1500
Blasting Storm 22Enemy 13 2.8s 99.99 Spirit 1500
Blasting Cyclone 28Enemy 17 2.8s 99.99 Spirit 1500
Blasting Tempest 35Enemy 22 2.8s 99.99 Spirit 1500
Blasting Maelstrom 45Enemy 29 2.8s 99.99 Spirit 1500
Mesmerizes the target. Attacking the target will break the spell.
Name Level Target Power Duration Cast Time Damage Type Range Radius
Confusing Gust (Minor) 4Enemy 3 10 s 3 s Spirit 1500 350
Confusing Gust 13Enemy 8 14 s 3 s Spirit 1500 350
Confusing Gust (Major) 21Enemy 13 18 s 3 s Spirit 1500 350
Confusing Wind (Minor) 30Enemy 19 23 s 3 s Spirit 1500 350
Confusing Wind 39Enemy 25 27 s 3 s Spirit 1500 350
Confusing Storm 49Enemy 32 32 s 3 s Spirit 1500 350
Summon an elemental sprit to fight for the caster briefly.
Name Level Target Power Duration Cast Time Range
Call Lesser Air Sprite 1Enemy 15% 20 s 3 s 1875
Call Minor Air Sprite 7Enemy 12% 20 s 3 s 1875
Call Air Sprite 12Enemy 12% 20 s 3 s 1875
Call Potent Air Sprite 20Enemy 12% 20 s 3 s 1875
Call Mighty Air Sprite 32Enemy 12% 20 s 3 s 1875
« Previous 1 2
Post Comment
Liina
# May 22 2003 at 3:54 PM Rating: Default
i have a lvl4 theur, full air (14air/0ice/0earth) and the only good he has ist he DD, the pets sux.
I think the ice pets are the bests for RvR, the air pets for RvR...lol..
PBT
# May 23 2002 at 2:46 PM Rating: Default
Whether you're going ice or air or whatever, it's great to get to 26 in earth to get pbt(pulsing bladeturn) ... it really helps in groups thus it's usually much easier to get into a group when you have it

Also it helps a TON in RvR

Hope this helps
Not sure why you all hit for soooo much less than me
# Mar 19 2002 at 12:39 PM Rating: Decent
I have been reading some of these post, and i have to say i am a bit in the dark here. I do not understand why my air nukes are hitting for more than you all. I can average NP 200+ with my lvl 22 air DD, and my friend who uses his 28 air DD can hit for 400+ consistantly np. I kill oranges with nothing but air DD nukes, usually 3 or 4 nukes kills the orange, if not i turn run a bit and nuke once more. My air theurg friend can nuke them in 2 or 3 shots easy. In any case, i saw people posting that they were hitting for 170 with their 28 spec air DD, must have been upgraded since your post.

I have planned on doing mainly air with my theurg.
right now my spec points look like
earth: 10
ice:0
air: 26
and i plan on sticking with air for that AE mezz at 39, then we will see where i go.

Simple plan for RvR...see a group in front of you...pick out their dwarf cleric, or elf mezzer or whatever...send a pet in after that one wait till it gets pretty close...send another pet in and follow that second pet in. get just inside of mez range, and AE mez the group....nuke that target you sent pets on...he is deeeeed. pick out another target send a single pet, and nuke him/her deeed
then run! hehe
or let your group go in and clean them up whatever. That air pet has a nice stun which is great for fleeing enemy, or interupting casters. AE mez last plenty of time to get a few spells off and kill at least two. Always fun to kill a groups rezzers and then flee hehe....get power go back and mop up ;)
Not sure why you all hit for soooo much less than me
# May 20 2008 at 3:57 PM Rating: Decent
This is very true. Mez,DD,and run like hell FTW! :p
Not sure why you all hit for soooo much less than me
# May 20 2008 at 3:59 PM Rating: Decent
Oh, and once you get Temp'd and get some RP's crackin' you wont complain anymore...unless you just suck at DaoC.
RE: Not sure why you all hit for soooo much less than me
# Apr 30 2002 at 11:58 AM Rating: Default
I don't know about 400 dmg... I hit for about 170 like everyone else on non-undead type mobs with my lvl 28 DD, but I do hit for a hefty 250-280 on undead.
New pets?
# Feb 24 2002 at 12:26 AM Rating: Default
I have 5 spec. points in each area (earth, ice, and air). I am level 9, yet I still only have my original pets. I thought we were supposed to get upgrades at level 7...?
RE: New pets?
# Feb 27 2002 at 6:02 PM Rating: Default
You don't automatically get Spec line upgrades, only Baseline upgrades (Air, Earth, Ice). In order to get a higher pet, you have to have a spec level equal to the level of the special ability you want. Hence, you need 7 spec points in a line to get the pet upgrade. Not just 7th level.

Mesmerize
# Feb 20 2002 at 8:31 AM Rating: Default
Do you think that Confusing Wind ( 39 skill lvl )
will work on enemies that are higher lvl, I mean lvl 45+ ? I only want to have 39 in Wind specialization. Thanks for every advice :)
RE: Mesmerize
# Mar 19 2002 at 12:11 PM Rating: Decent
easy answer......yes
Mez Vs Root
# Feb 13 2002 at 4:37 PM Rating: Default
RE: Mez Vs Root
# Feb 13 2002 at 4:41 PM Rating: Default
Which should be cast first Mez or Root? I've heard that one of these "breaks" the other one. Ideally we could aoe Mez first (to stop casters and archers), then once that is done, we could aoe Root to further stop the melee types.

Roots last much longer, but if you have to cast them first, then you are in serious peril while the archers and casters do major damage.

Any thoughts on which should be cast first (mez or root) would be helpful.
RE: Mez Vs Root
# Mar 19 2002 at 12:21 PM Rating: Decent
mez is the way to go....root if you see a couple of tanks single...but mezz with a group, then send a pet onto the little dwarf cleric, elf caster or whatever type they have that can mez. and nuke them dead..then run ;)

actually the best way for rvr in my opinion is to send a pet after the mezzer in another group....cast another pet and follow it in till you get in mezz range, and then mezz that group...hopefully they will be worried about that pet you sent in, and also that mezzer you sent the pet after wont be able to mez you. THEN go in and AE mez them finish off that one, and DD another one ;) (with pet beating on them to prevent them from casting on you)
RE: Mez Vs Root
# Apr 30 2002 at 3:49 AM Rating: Default
You need to stop relying on pets. They are fun but too costly. And most of the time they are mezzed/rooted and they don't last the 30-20 seconds anyways (depending upon element). And to answer the question. Root breaks the mez. So, if you are gutzy enough, AE root first (normally canceling their current spells but they do have quickcast) then AE mez, for a super long hold on them. It really makes them middies mad to hold them in place for a good 1 and 1/2 minutes.
Death & Pets
# Feb 06 2002 at 9:27 AM Rating: Default
Do theurg pets die when you die?
RE: Death & Pets
# Feb 06 2002 at 4:17 PM Rating: Default
No they continue to fight. I watched from my dead corpse yesterday night as my two earth pets finished off an extra bear I pulled. Keep in mind though that you do not receive experience once dead =)
DIff
# Feb 03 2002 at 3:06 PM Rating: Default
Um what is the differnce between earth pets and air paets and ice pets?
RE: DIff
# Feb 06 2002 at 9:03 AM Rating: Default
Earth pets are tanks - they have more hit points, last longer, and melee the enemy. Ice pets prefer to cast - they stop a distance from the enemy and cast ice spells, doing dmg and rooting. Ice pets have less hit points and dont last as long. Air pets are a mix, they melee the enemy and cast stun every couple of secs.

I generally send one earth to tank, follow up with a ice to nuke, then send more earth or ice. If I gotta run, i use air.
lv 11 full wind
# Jan 14 2002 at 7:21 PM Rating: Default
Hunting the filith camp in camelot north black mountains. Its fairly easy to take yellows. 3-4 air beasts, follow by 3-4 DD's when the beasts have all arived - since the DD seems to make target agro alot on me.
This leaves me on 1/2 mana (with my 1 g 60 silver wind focus staff).

I could easily take orange+'s but havnt found a good source. I do prefer slow targets / grouped targets.

Best part? When you attack a group, they only agro on the beasts. So I get the group bonus, but dont have to manage more than 1 target. Tricky part is to get the loot ;)
RE: lv 11 full wind
# Apr 30 2002 at 12:04 PM Rating: Default
Always fight undead whenever possible, soloing them is super easy with the massive +dmg bonus you get, and you will always be a top nuker in groups when fighting undead.
Mez breaking
# Jan 12 2002 at 6:23 PM Rating: Default
Quick question:

Does debuffing a mezzed mob (or more importantly, another player in rvr) break the mez?

It seems to me that if it doesn't, the best 1 on 1 RvR mez tactic is to mez, then debuff, then stand at max range and cast a melee pet (earth or air) then cast an ice pet right behing the melee pet. By the time the melee pet reaches the mezzed target and whacks it, breaking the mez, the ice pet is pretty much out the door as well, and can cast almost as soon as the melee pet hits. Plus you would have the target debuffed.

Anyone have any comments on if the debuff while mezzed would work?
RE: Mez breaking
# Jun 23 2002 at 12:34 PM Rating: Default
debuffs break mezz,
they don't break root.
Alfonzo
# Jan 08 2002 at 5:24 AM Rating: Default
A couple of things.

the sorc can mez much better and has the same nuke as the theurg.

I also found that at 37 a nuke root nuke nuke nuke conserved mana way better then sending in a pet. It was also much safer. if the root failed i could run and would be out next to no mana. I use the level 5 root as 15 sec's is plenty. Using this method i could mow down 3 yellows just about as fast i could cast for roughly half my mana. It takes a long time to recoup mana so mana conservation is critical to my emjoyment. sitting down for 5 minutes isnt much fun.

There are 2 things the theurgist does well.
Root and blade turn. Everything else can be done by another class as well or better. The sorc can Root at higher levels as well as a theurg.
The AE root is very effect in RvR as it has a great radius and duration and has decent range at very low power and skill.

Alfonzo is currently 18Earth 5Ice and 31Air.

with 5 Ice i have a 15sec AE root. 15 sec's isnt that long but enough in RvR to stop fleeing opponents, stutter a charge, and interupt enemy casters.

I have the 28 air nuke and i find that waiting to get the next air nuke is a freaking nightmare. In lyonesse my 28th air nuke does 266 against just about anything i can kill. Remember anginst ghostly types air gets a damage bonus. the problem is that i will do that dmage for the next 3 or 4 levels. This means that when yellows turn blue they will just as hard to kill as im not doing any more damage to them. ouch. Getting the higher level nukes is hard.

At this point i am not sure what to do with alf. Leveling at 37+ is tedious and i will get little reward for it when i do level.

I am thinking that theoretically an all earth theurgist would have unique power where any other line would have power less then or equal to some other class. However the theurgist is much more fun then most other classes i have played.

Also a minstrel seemed to be the best companion for my theurgist. The minstrel can grab agro faster then anyother class save maybe the paladin. the after combat mana and health buff maybe slaying things quick. i suggest that theurgists find a minstrel to pal around with.
More Theurg Thoughts
# Jan 05 2002 at 8:37 AM Rating: Default
After reaching level 44 as a theurg now, I'm going to post some more information to help you theurgs out there. I've decided the spec that best suits a theurg is (music):

32 Earth
35 Air
25 Ice

I realized now that i have made a small mistake in speccing my theurgist, as I currently have 35 in earth and will never be able to get 35 in air without sacrificing Ice. In fighting a lot in lyonesse and a bit more in RvR, I've decided that both air and ice have their place. Ice in RvR would have questional applications outside of the Ice elementals. Make no mistakes folks, for the portal sieges nothing is better than Ice. You can cast them pretty much consistantly without worrying about aggroing the guards (which is very important or they will come down and not only kill you, but you're entire party most of the time). The ice elementals also snare with their casts so your other critters can cast out in the open world. And trust me, in the open country of RvR, nothing feels better than sending a mix of elementals against a red (for me, level 50) opponent and basically get ripped to shreads. You getting the finishing nuke is a great feeling too :)

Anyways, why did I choose air over earth for the 35 mark? With 35 earth, you get the new 8 second pulse bladeturn or with 35 air you get the new air DD. While I have found that pulsing bladeturns are great for leveling, I've found that this is the more boring route, quite honestly. Face it, pulsing bladeturns are very group oriented, and since we're already dishing out buffs, debuffs, and mezzes, we should have the power to dish out the damage ourselves! That means nukes (and elementals)! I am currently using the level 28 air nuke (I have +8 to my spec with items so I'm at 36)and I am consistantly doing 170 damage on yellows. The damage with my ice nuke varies a LOT (this is due to my low spec in Ice currently) and takes a lot more mana to cast (this will not change).

Now, being completely honest, I want to get level 50. At that point, PvE is completely null and void unless it's for fun, and since in RvR the fights tend to be so short, the difference between a 8 second pulse and a 10 second pulse is minimal, and is again group oriented. Honestly, how many of you are asked to keep your pulsing bladeturn on in lieu of your run speed chant? If you don't have a minstrel in your group, you're the speedy shoes guy, and that's what they want. Fort siege is the only time in RvR that I've got my pulse BT going, and that's to fend off archers and guards. I can't stop EVERY attack even with a 6 second pulse, so some hits are going to make it through no matter how fast my BT is. Clerics need something to do anyways :) This is why I realized that I goofed in my earth spec. 32 was enough, because at some point you have to put the I back in theurgIst. Sorry, it's lame, but I'm a bit tired..

Also, remember people, you can get items to buff any one of these skills +9 above their current spec! If you're level 35 (about), head into snowdonia and get a set of glittering arcane armor from the snowdon grims. This is an assortment of +'s to your elementals. Also the Rings of Forgotten Words from Barrows dungeon each grant +2 to every element. Later on, there is another set of elementalist armor that the skeletons (cyphraths or something like that) in the frontier areas drop. They're still red to me at 44, so I think they're level 50 critters. Now realize (if you're new) that getting + element items will not give the spells along with those levels, it will just make your spells more powerful and allow people/critters to resist less.

For what it's worth

Stonewall
Lancelot
Pets
# Dec 25 2001 at 6:57 PM Rating: Default
I personally am going all out ice until level 25 (last pet spell) then boosting earth up to either 26 or 35 (for the 10-sec-pulser or the 8-sec-pulser AND the highest level earth pet). I am SURPRISED at how none of you guys seem to be using the ice pets. The level 25 ice pet will NUKE FOR MORE THAN YOU CAN! Think of that in RvR! Find some caster, sick a few ice pets on him, DD/snare him if he runs, or simply root him, find a new target, rinse and repeat. Also, in PvE, the best combo I've found is one earth pet to tank (possibly one more to tank also) and then line up the ice pets to nuke it. AE root lasts much longer than the AE mezzes in the vapormancy line. Not as good DDs, but the ice DDs come with a snare, which will allow your pets to get in a few more nukes/hits on the mob/player as it runs away.

All in all, a few carefully timed ice pets or a few ice pets surprising a caster can be your little strategy for racking up those RPs :)
Pets question
# Dec 18 2001 at 4:37 AM Rating: Default
Upgrades on vapormancy pets. What do they do better? They don't last longer. They are wusses for dmg, my nukes are what kill, pets just hold'em there.

Does the stun on pets last longer at higher pets? If so, that's definitely a winner in my book. If not, what on earth do they do that's better? You hardly need more hitpoints, they don't last long enough before dying naturally.
Wukaluk
# Dec 18 2001 at 1:06 AM Rating: Default
Im a fast learner and new to Thuergist, the abosolute best way to kill things is to keep Ice at 1-2 under your level, then put remaining into wither earth or air.
A fighting tactic that I use with this, is to send Air pet, Cast 2 Ice pets, Send Air pet, Cast 2 Ice Pets, Send Air pet, send 1 last Ice pet... it leaves you out of mana but you can solo reds and the lowest of purples without taking any melee damage
Mezzes
# Dec 17 2001 at 4:26 AM Rating: Default
I'm rethinking my spec, 34 lvls too late. just got my last lvl and put into earth (35 for 8s BT)... now wondering what i should do with the rest... i know i wanna save some for expasions, but mez is REALLY nice for RvR. how effective would the first or second mez be? Even vs. blues/greens (lvl 30's or so) i would like it to work normally. But i feel there is a cap on the lvl of mobs the mez would work on. Please, any info would be great. and i thank you for help in advance.
RE: Mezzes
# Dec 18 2001 at 4:31 AM Rating: Default
aoe mez is not very effective at the 2nd lvl. If you want to keep pushing earth to the 6 second pulse that will leave enough for 29 vapor if you have nothing in ice. You get the 21st mez, which is enough to get away, kill one person/npc even con.

You might consider pushing Ice to 20 for aoe hinder. Aoe root at 20 lasts 36 seconds. That's some good down time, plus the radius on that is big, you won't miss a group if you aim for the middle. 21 mez will last you a whopping 18 seconds. You get half the time for a little security.
Theurg thoughts
# Dec 15 2001 at 5:25 PM Rating: Default
A couple more things:

My equation for killing things earlier for pets was full mana unload on a red, 6 on an orange, 4 on a yellow, 3 on a blue, 2 on a green. That would pretty much remove melee from the picture all together. Later levels, after I got my 20th level potent critter, I dropped the pets down to full unload still on red, 5-6 on orange, 3 on yellow, 2 on blue, 1 on green. The pets DO get stronger in relation to your level as you get better pets at 7,12,20 and 32. They get a nice facelift at the later levels too :)

Stonewall
Lancelot
Theurg thoughts
# Dec 15 2001 at 5:18 PM Rating: Default
Here are some thoughts from a theurg who's been around (Level 37). When I originally started playing, I wanted a scout. After getting nerfed (didn't care much about the stealth nerf, just the whiff whiff whiff nerf of my bow), I decided to try out some other classes. I speced out a theurg after a couple tries as a armsman and a wizzie, and I've never looked back. But I'm here to pass on some knowledge...

When I first speced out my theurg, I wanted to be something that groups would WANT to have with them later. It seemed to me that earth theurgs would fill that role because of those bladeturns. I was right up until I started playing RvR, which was at level 30. I watched midguard RIP APART our troops with AoE mezzes while I just stood helpless to that big purple troll running towards me. The bladeturn saved my butt to run, but BLAM insto mez again. I was thinking "OMG, why am I just standing here"Me=dead. It was then that I realized how important AoE mez is in RvR as a "team" type spell. I immediately started putting points into Vapormancy, as that contains our mez line. First off, any Air theurg must realize that they are second rate nukers to wizards, hands down. Air beasts are great soloing, but later on soloing is not very realistic. Try soloing in deeper barrows :)

Anyways, keeping all that in mind, a theurg's job is pretty much keeping the battle managable for your group, while creating chaos for the enemy. For our group, we're handing out some of the best offensive buffs in the game, along with (if you've chosen earth, group bladeturns). On the offense, either we're mezzing the blitzing or retreating enemy, or harassing enemy casters with critters (I can just hear them screaming "ON ME!!!" as their stunned by the air to keep them from running and smashed by the earth.. Haha, no one can save you by pulling aggro!). Chaos... while your group destroys them. So, I guess what I'm saying is: Air is for mez, earth is for bladeturns. Both are for mean critters. Do not spec in a single line after level 30 or so, or you will be sorry and completely inflexible in a group (which is no fun!).

For what it's worth,

Stonewall
Lancelot
RE: Theurg thoughts
# Dec 18 2001 at 4:20 AM Rating: Default
I've got a 21 theurgist and a 40 paladin so I've seen some of the meaner stuff from a different side and RvR. My theurgist is nearly 100% vapormancy. He just put 5 into earth and ice (5 is min before you see any spells) and it's well worth it.

Things I've noticed.
1. Diminishing returns does not apply to root and aoe root from what I can tell. Great for those getaways if you already rooted a couple times. So get your 5 in ice when want.

2. Get your dang self absorb hit in the earth line. It's a huge lifesaver. Get the target a friend one if you like grouping.

3. Aoe mez really stinks. I use it, but look at how long you get, use it with root and it gives you just enough time. At 49 (not worth it) you get 32 seconds! That's a pittance compared to sorcerers. I suspect the DD will be good, but I am NOT sure if it's better than standard issue ice nuke at 50.

I'm not sure if there is a better route. I think every theurgist needs absorb hit some of the earth line. At 21, my theurgist has tried a little RvR for kicks, and that's all I did was kick the bucket. Every archer on the planet will aim for a caster, without your absorb hit you will be dead lots. I would recommend 26 min on earth.

Vapor vs Ice? I couldn't say which is better. Mez is useful but limited, the best I'd recommend is 39th at 27 seconds. You can get the 45th vapor nuke/26th earth/10 ice for aoe, what I'm shooting for. For Ice, to get the pulsing absorb (well worth it imo, fantastic group spell) you are limited to the 41st nuke/snare, but you can get the 35th pulsing. Might be a great combo, wouldn't know anything about earth pets. I do know as a paladin I've died more than once due to some crummy midgard snaring me (prob a dang skald).

One thing I want to know but can't confirm yet, does aoe hinder (root) actually stop casting or archery? I've heard rumors it does, but I haven't tested it (first aoe root doesn't last long). If aoe root stops casting, archery and they can only melee. I'd say aoe root >> aoe mez. It lasts much, much longer for the same lvl's worth.
RE: Theurg thoughts
# Jan 08 2002 at 2:02 PM Rating: Default
Root does not stop anyone from attacking, it only stops them from moving. So, casters can cast, archers can arch and melee's can still melee if you get within thier range.

Only mez will stop those things.
Which Pet is Best
# Dec 15 2001 at 11:21 AM Rating: Default
I just started a Theurgist and I want to know which pet is the best over all. From what I have seen, I think the air pet is the best. They stun like crazy and have no problems keeping mobs off me. But I tried what so many have said and went with ice pets and I have to say that I am not impressed. They stand a few feet in front of you and cast and in melee they are straight fighters no stun attacks at all. The mob usually comes right at me once they close to melee range and the ice pets stop casting. This ice pet is higher than my air pets but I like the air pets more. I haven't tried the earth pets yet so I don't know how they are. But if the air pets continue to stun as they go up in power, I would have to say they are best. If anyone else knows how all the pets are at higher levels, please post it.
Actual DD dmg
# Dec 13 2001 at 6:08 PM Rating: Default
At 16 on mud golems, my DD is doing ~130 on even cons with a +20 some bonus. Without the bonus it's around 105 or so on other things.

I'm guessing the listed DD dmg is off by about 50%.
RE: Actual DD dmg
# Dec 15 2001 at 4:13 PM Rating: Default
Dmg is dependent on ranks in that spell line. If you have ranks in air equal to your lv, you do somewhere around 100-175% of the listed base dmg. The statistics might be off some, but are close enough.
RE: Actual DD dmg
# Dec 18 2001 at 3:59 AM Rating: Default
I think I figured out why my dmg is doing so much more. I suspect it's the 18 or 20 lvls my theurgist staff gives me. It doesn't show up on the skill list as being that much higher like most items (bracer of magic, ring of elemental fury etc..) do, but I suspect it's calculated into the dmg.
level 28 DD
# Nov 30 2001 at 12:36 PM Rating: Default
I think something is wrong with my spell line. I just reached 30, and put my skill into vapormancy, making it 28. However, I did not receive my level 28 DD spell (blasting cyclone.) Any ideas? Oh, btw the level 30 quest is easy, fast, and fricking AWESOME staff. Total Int on my char is now 149 whoo!!

-Seuqestor
Albion Theurgist
level 30
Pets
# Nov 28 2001 at 6:42 PM Rating: Default
The theurgist does not summon pets, he summons dots that grab agro :)
Class info
# Nov 19 2001 at 11:06 AM Rating: Default
http://daoc.catacombs.com/cbuilder.cfm is the best site if you need any info any on any class.
Aggro
# Nov 18 2001 at 9:26 PM Rating: Decent
In response to the aggro issue, it will happen every now and then. You will get 5 or 6 mean blokes on you wanting to have a little chat, but it seems dependant upon a few factors. The primary factor is if the mob has pets (if you are taking out a fellow that had 4 other fellows following him around like lost puppies, those puppies will always attack YOU). The next factor is if you cast a DD or Debuff before your summonings get to the mob. If the monster aggros on you before aggroing on your summonings it will be as if you shot an arrow at them and everything in close proximity will come after you. The third is your proximity to the target. If you are too close when you cast all surrounding enemies will chase you down like a rottwieler after a porkchop. Also the closer you are to your target throughout the fight will determine how much more likely he is to come after you at any given time instead of your pets.

In other words, what I do, is stand back as far as I can and still cast my pets. Launch as many as needed to take down a mob, with minimum or no meleeing, once the pets are let loose I move back even further (at least half the distance more from me to target) and then I rest until it dies or comes toward me. If it does come toward me I cast debuffs first and then try to get a DD off (depending on the health of the target). I keep my earthen strength and cobalt shield refreshed at all times so I am good to go and whack em down if it comes to that (get the staff of life at level 11 from the bloke behind Prydwen. It has drastically increased my ability to melee when needed).

If it turns out to be 5 or 6 on me, well casting takes very little stamina. I simply click sprint and run away. This routine has done me well since obtaining my level 7 set of earth creatures. Even better at 12 with my earth beasts. I am now 13, it only took a few hours play time on my theurgist to get this far from level 1 and I have only died about once per level (gotta test what ya can do hehe).

Don't worry friend, level 6 is good and once you reach level 7 the Theurgist's solo power really begins to shine. Hang in there and keep them points where they need to be. It will all pay off.

Quinlin Raemonn, 13 Theurgist, Igraine (Formerly known as Tarzan LordOfApes)
mind blown..
# Nov 15 2001 at 11:39 AM Rating: Default
It seems looking at this forum with its spells that some of the spells we get are level based and some skill based this site has some lvl based spells listed incorrectly so much so that now im not sure what are lvl based and what are skill based..basically im looking for what spells you gety for skill ppoints. earth seems enemy attack spd debuff all the rest automatic. According to this air is some dd spells and air pets but arent the pets lvl based and nor skill based? someone help!! Im losing my mind!!!!AAAAAAAHHHHH!!
RE: mind blown..
# Nov 17 2001 at 10:17 AM Rating: Default
Pet summon spells are spec based, not level based. however, the pet's level is based on your level and the max level of the summon spell. for example, the level 1 air sprite may have a max level air pet of level 9 (not sure on numbers, just example), but you still can't summon a level nine pet till level 11 or 12.

Earth spec gives you the earth pets, the attack speed debuff and your bladeturns.
« Previous 1 2
Post Comment

Free account required to post

You must log in or create an account to post messages.