Classes: Cabalist
Spec based cabalist line
Banishes the caster's pet and reclaims some of its energy.
Name Level Target Cast Time Range
Convert Spirit 3Pet 3 1000
Decreases a target's given resistance to a type of magic.
Name Level Target Power Cast Time Range
Diminish Immunities 22Enemy 10 2 1500
Diminish Will 24Enemy 12 2 1500
Diminish Conductivity 28Enemy 13 2 1500
Disspate Immunities 33Enemy 16 2 1500
Dissipate Will 36Enemy 18 2 1500
Dissipate Conductivity 37Enemy 18 2 1500
Banish Immunities 46Enemy 24 2 1500
Banish Will 47Enemy 24 2 1500
Banish Conductivity 49Enemy 25 2 1500
Increases Dex/Qui for a character.
Name Level Target Power Cast Time Range
Hurry Golem 12Pet 10 3 1000
Animate Golem 19Pet 15 3 1000
Quicken Golem 31Pet 25 3 1000
Accelerate Golem 41Pet 35 3 1000
Increases Str/Con for a character.
Name Level Target Power Cast Time Range
Strengthen Golem 11Pet 9 3 1000
Invigorate Golem 18Pet 15 3 1000
Foritify Golem 29Pet 24 3 1000
Empower Golem 39Pet 33 3 1000
Vivify Golem 50Pet 43 3 1000
Increases the target's combat speed.
Name Level Target Power Cast Time Range
Encourage Aggression 2Pet 2 3.5 1000
Enhance Aggression 8Pet 5 3.5 1000
Amplify Aggression 14Pet 9 3.5 1000
Increase Aggression 21Pet 13 3.5 1000
Excite Aggression 27Pet 17 3.5 1000
Magnify Aggression 32Pet 20 3.5 1000
Overcharge Aggression 40Pet 25 3.5 1000
Increases the target's movement speed.
Name Level Target Power Cast Time Range
Tracker Enhancement 25Pet 15 3 1500
Chaser Enhancement 35Pet 22 3 1500
Pursuer Enhancement 45Pet 29 3 1500
Reduces the target's movement speed.
Name Level Target Power Cast Time Range
Constrict Spirit 23Enemy 14 2.5 1500
Encase Spirit 30Enemy 19 2.5 1500
Imprison Spirit 38Enemy 24 2.5 1500
Shackle Spirit 48Enemy 31 2.5 1500
Target does additional damage with every melee swing.
Name Level Target Power Cast Time Damage Damage Type Range
Detect Flaw 1Pet 1 3 1.00 Spirit 1000
Find Flaw 4Pet 2 3 1.00 Spirit 1000
Discover Flaw 7Pet 4 3 2.00 Spirit 1000
Expose Flaw 10Pet 4 3 3.00 Spirit 1000
Pinpoint Flaw 15Pet 7 3 4.00 Spirit 1000
Illuminate Flaw 20Pet 9 3 5.00 Spirit 1000
Unveil Flaw 26Pet 12 3 7.00 Spirit 1000
Pierce Flaw 34Pet 16 3 9.00 Spirit 1000
Exploit Flaw 44Pet 22 3 11.00 Spirit 1000
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Quit argueing
# Jun 14 2004 at 6:16 PM Rating: Decent
Really there is no right or wrong, all cabbies do good in general. The spirit debuffs pwn so much. Im matter until 40, then im respeccing spirit. Spirit at high lvl pwns. AoE dot is good on bgs tho, just bgs. Too bad it breaks mez :( But, stacked dots pwn everything :) some stupid *** oj hunter thought he was cute tryna attk me with out his bow, bah, ******, i rooted and got both dots off on him. He was at full health, took him down 3/4 and he couldnt even run, so then I just use my base life drain spells and i can pwn untouched :) dont 4get to use ur pet and root tho :)
Using Roots
# Aug 29 2002 at 12:34 PM Rating: Default
Roots are about the only way I got through level 4 when I was starting my cabby. My general pattern was: select target, lifedrain, lifedrain, quickcast root. This got in a couple of good hits, then froze the creature right before it reached me. Then turn and run to max distance again. NOW I cast a DoT (yes, breaking the root, but it's served its purpose), followed by another lifedrain, maybe one more if I need it and can get it in, then what the creature once or at most twice with my staff. Usually a blue target would die before I had to deal with it physically.

A root isn't meant to hold a target still while you beat the stuffing out of it. It's just supposed to give you a moment to regroup. In groups, it can help a lot in keeping adds at bay, and in RvR it can hold a fleeing target in place long enough for someone to reach it.

Spells aren't useless just because they break. You just have to know when to use them.
# Jun 08 2002 at 5:43 PM Rating: Default
EVERYTHING breaks if u hit it, what are u so choked about!? except stun, but those last 1/6th as long! **** ppl!
# May 30 2002 at 10:25 PM Rating: Default
People keep coming to these to see what spec is the best one. The fact is each one has its good and bads and you need to make up your own mind. Spirit has all the pet buffs, STR/CON, dmg buff, that sort and the snare spells. Yes it does break BUT it can have its uses like everything else. Spirit is great for solo but lacks group support. Matter has the AE dots, nearsight, and pet dmg sheild. Also good for RvR, especially nearsight. Matter is like the median, has its uses in all areas but not spectacular in any either. Body on the other hand has life transfer, attack speed debuff, and disease. Not the best RvR spec but if you plan on grouping a lot this will make you VERY useful. So specialization is all based on the person playing. Choose the spec/specs you like the most and play with them. NEVER let anyone tell you your specing wrong because everyone is different and thats what the game is all about.
RE: Specialization
# Jul 06 2002 at 4:41 PM Rating: Default
"NEVER let anyone tell you your specing wrong because everyone is different and thats what the game is all about.".......I couldn't agree more,every cabalist from Snowdonia to Lyonesse will tell you something different,know first hand what you intend to do with your cabalist and play it the way you like it,as a ardently anti-social cabalist,matter/spirit is great for my cautious and methodical style but I am sure there is someone out there who would tell me I screwed myself,for there style of play I suppose but I kill reds without much trouble.
# Feb 04 2002 at 8:24 PM Rating: Default
So far from that I've seen and heard.. roots and snares break with any damage given.. my best idea to using them is simply as previously posted.. a quick cast + run combo.. snares and roots can also be used as a poor man's mez on occasion.. just my thoughts..
# Jan 30 2002 at 9:54 AM Rating: Default
if roots AND snares break when any damage is taken can anyone come up with a good use for either? one that makes it worth putting points into. I havent leveled far yet but do the lifedrain type spells break the roots also?
# Dec 23 2001 at 4:32 PM Rating: Default
Ok, maybe my input might help alittle, Roots spells can be broken if damage is taken by mob rooted, but not if just weakened or slowed. Minor cripple wont last as long as major cripple, so basically just increases time that root will take hold, and dont DOT=damage over time a mob and root it, wont work. as for snares, i hav't really gone that way in speciallise. I could be wrong but i dont think i am. good luck all.
Who Cares
# Dec 21 2001 at 6:15 PM Rating: Default
Good, bad, who cares? Everyone wants to "do the right thing" STFU! BS! Band Wagonin wussies! The second some large guild starts having their cabalists specialize different fromt he norm, some jackass is going to come here and preach about how the "right way" is the opposite of what you've been doing all along. Don't come here for advice cuz opinions are like ..well..anyway
"Root" Spells
# Nov 07 2001 at 12:11 AM Rating: Default
Ok, here's how I have seen it go insofar: As cabalists, we dont get any actual Root spells, but the snare type spells do come in handy on occasion. For example, if you were getting killed you could quick cast one of the snare spells and run far enough for the monster to forget you. I wouldnt invest as many points as it takes to get the 60% snare spell, but hey, whatever gets your funky on...And yes, ANY damage done to a monster with a snare spell on it will immediately break the snare; so, just some clarification. Good luck.
Constrict Spirit
# Oct 26 2001 at 5:07 PM Rating: Default
All roots break when the NPC is attacked or cast upon.

I'm putting points into this skill because of the other pet buffs.
RE: Constrict Spirit
# Nov 10 2001 at 5:12 AM Rating: Default
Roots don't break when attacked or cast upon. Snares do.

These spells snare, so they do break when attacked.

Sounds picky but it's an important difference.
RE: Constrict Spirit
# Dec 11 2001 at 5:50 AM Rating: Decent
Yes, roots DO break when attacked or cast upon, get your research right before posting here.
constrict spirit
# Oct 24 2001 at 8:22 PM Rating: Default
anyone know what the hell this root does for sure? three different sites say three different things i want some stats before i dump whats left of my points into pet before i find out im just investing in yet another root spell

if we get it at 23 it must be good... right? lol...
RE: constrict spirit
# Apr 17 2004 at 5:41 AM Rating: Decent
The difference between a Root and a Snare is this,
A root holds a mob in place (feet frozen in place) while a snare slows the the mob down (can still move toward you only much slower). Both will break if the mob is hit by damage.

50 SM
RE: constrict spirit
# Mar 13 2002 at 12:34 AM Rating: Default
I play a wizard not a cabalist so I can only speak about my root, though I assume they both work the same way.

My root breaks if the rooted mob is attacked. Their is also a bug that if someone heals next to the rooted mob it break the root as well.

Snare spells are broke once any damage is done as well. I am not sure if the heal bug does the same.

In RvR these 2 spells used together can work wonders. I once soloed an orange troll using this method and was at half life starting the fight.

Bolt, nuke, quickcast root, run back, bolt, nuke, snare, sprint back (he is snared not rooted and will be real close to you), nuke, and should be dead if not pray you get another nuke off. =)
RE: constrict spirit
# Apr 20 2002 at 6:31 AM Rating: Default
We Cabalists don't get any real form of 'nukes'.
I think the best way to use the snare is to get our pet close to it.
In RvR: cast debuff, cast root, send in pet. When pet engages cast some more scary evil stuff at him.
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