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Originally Posted by draxynnic
On the question of choosing element... since all the Conjures have identical effects, I'd suggest looking at the other skills available for the element - since if you're only going to be using the conjure, you might as well just spend it putting more points in Strength. Of the various elements, I take Fire more often than not for the more efficient PBAOE close-range blasts - and for the extra burning if there are Marks of Rodgort floating around. Since Inferno is Core, going Fire should work regardless of campaign. For the others, what campaigns you have access to starts to make a big difference.
The only reason why you would spend points into Strength is if you have a few powerhouse skills there. And more often than not, you don't need an awful amount of strength, so you can spec decently into the element of your choice just for Conjure. A Warrior doesn't/can't use Elementalist spells effectively for damage.
If you're going to take Fire PBAoEs, you might as well go run Warrior skills.
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For Air, you'd be looking at Lightning Touch (if you have an ally using Water Magic), Shock (use it carefully due to exhaustion, but good for unconditional knockdowns on demand), Windborne Speed, and Whirlwind (lacks the exhaustion of Shock and has an area effect, but not as reliable for the knockdowns) in Prophecies. Factions just gives you Teinei's Wind, while Nightfall just has Storm Djinn's Haste.
The only spell here that is worth looking at is Shock, and that's mostly for PvP as anti-kiting and disruption.
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For Water, you only get a PBAOE in Prophecies (Frozen Burst), and in my experience it's too expensive to be practical. It has a general function for snaring, but that's rarely needed in PvE. More important are the armour enchantments: Prophecies gives Armor of Frost and Armor of Mist, which are both decent as prebuffs before charging in (but have the disadvantage of having shorter durations then recharge). The most important is probably Frigid Armour in Nightfall - being immune to being set on fire can save you a lot of hurt in some areas.
Generally a Warrior shouldn't need to use armor buffs. If you need to use armor buffs, either you're playing badly, or your party's playing badly, or both. SY! should be more than enough.
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While it doesn't have a Conjure skill, don't underestimate Earth: It's possibly the most useful for a W/E, second only (if second at all) to Fire. Armor of Earth is an impressive armour bonus if you don't expect to have to be quick on your feet, and there's always the infamous Hammer/Aftershock combination - and carrying a Ward or two on your bar will save the squishy Elementalist from having to run in and cast it for you. Individual campaigns each have their own additions to the Earth line that are useful to the W/E, but for a starting W/E I'd recommend getting Armor of Earth early on (not hard in Prophecies and Factions) and relying on that until you get an elemental weapon to use Conjure on.
I echo the above. Carrying a ward or two generally depletes your mana, as well as not being as useful when cast on a midline.
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So, to summarise: My (admittedly biased) suggestion is to go W/E: you can probably use Earth until you get an elemental weapon. Once you get a choice of weapons, Fire is probably the best choice for using with Conjure for most situations, as the Fire PBAOEs are more useful to a W/E then any of the Air or Water skills... unless you specifically want one of those skills.
So, to summarise: My (admittedly biased) suggestion is that your Warrior should only take a Conjure from the Elementalist line in PvE. | |