Cabalistic Questions ver 1.00
1) What is a Cabalist?
Mythic says : "Cabalist are Mages that have embraced the
spiritual side of magic and engage in studies of spirit
destruction and creation. Their specialty is creating Golems out
of inanimate matter that can be commanded to do their bidding.
Mages become Cabalists by joining the Guild of Shadows."
2) Who can become a
Cabalist?
Any Avalonian, Brition or Saracen Mage.
3) What is a Base Line Spell and what is a
Spec Line Spell?
There are two kinds of spell lines Base and Spec - we'll use the
Body Line to give an illustration
Body Destruction - is the BASE Body Line - it goes up as you
LEVEL
Essence Manipulation - is the SPEC Body Line - it goes up as you
TRAIN
4) Why is Dex and quickness the secondary/Tertiary attributes for a cabalist? The description of those stats are melee only. How do thess affect Cabalists?
Dexterity - is the one
attribute that affects archery ability. Determines half weapon
damage for thrust-ing weapons (along with Strength). Also
determines all Rogue/Stealth skills (stealth, climb, etc.).
Quickness - Gives a bonus to attack speed.
We use the Dex on our evades, and hits and such with the staff.
Quickness will affect our attack speed as well. But Something to
keep in mind - these are really NON important stats in the long
run. Ideally you do not want to be in melee.
Second about Dex - ok Dex DOES effect the endurance used to cast
a spell however - this is the thing to remember - casting spells
also needs Mana/Power. I have personally never run out of
Endurance BEFORE I've run out of Mana.
5) What type of damage line is better?
The only thing I reccomend is that you 2/3 in one of the damage
lines and 2/3 to 1/3 spec in the Spirit line. Here is a good site
that explains what it means to 2/3 spec --
http://www.lindenhall.com/rothwell/guides/specialization.htm
I personally prefer the Body Line because more than anything I'm
impatient and Dots Take time to work, and I don't like waiting.
However the Matter line is EXTREMELY viable as well so the choice
is really, IMO, which way you like to PLAY more. What is YOUR
play style. Matter Cabs are going to get an AOE DOT, Body Cabs
have a Healing Spell, Matter Cabs get a Damage Shield for their
Pet, Body Cabs get another debuff. (shrugs) It's all in how YOU
like to play.
I suggest you try out both of the main lines, level a little and
see what you think of it. By level 7-8 you should know pretty
well which one you like better. I've said it before and I'll say
it again - You *must* chose a class and a Spec Line that is most
to YOUR liking or you won't enjoy playing the character. (shrugs)
That's simple enough. So the point is - only you can really say
how to spec for YOU.
6) Does the body spec heal
spell heal pets as well?
Yes.
7) Do the base line dots
and the matter dots stack?
No.
8) How long do matter
dot's last?
Base tick 4 times once every 5 seconds. Spec ones tick 6 times
once every 4 seconds.
9) What is Variance?
The only thing that effects spell damages/effects is your spec in
that spell line. Basically spells can do from Min to Max in
damage - the more you spec in the Spell Line the more likely you
are to do Max damage.
10) Is the effectiveness
of the Ward Blade spell effected by variance? Will you get a
higher armor score?
Nope Ward Blade is a Static set of AF increase
11) Do cabalists get any
type or snare or root spells?
We have a root called "Cripple" in the Base Body Line
which works on a single mob, limited time and puts them at 1%
movement. We have an AoE Snare in the Pet Spec Vivification Line
that lasts at least a minute - upwards to almost two minutes and
puts them at 60% movement.
Roots, Snares, Mezzes, and Stuns break on contact - be it Melee
Contact, DD Contact, Debuff, DoT, anything if you hit them, spell
them - hell if you look at em funny & stick your tongue out
at em it'll break (winks) well maybe not sticking the tongue out
part but you catch my drift.
12) How do pets work? What are the pet
commands (if any) and can they be put on the shortcut bar?
There are charmed and Summoned pets. Cabalists have Summoned
Pets. You cast a Summon Simulacrum spell for 25% of your mana bar
and the Pet Appears. You can control it - with several Aggression
Modes, Movement (stay, follow, go to target) and Attack/Release.
The pet remains animated until it Dies, you Zone, you Log Off, or
you cast "Convert Spirit" to regain mana for it's hp's.
To put a pet command on the shortcut bar, hold down Left Shift
key and click on the command (passive, stay, attack - any of them
in the Pet Window) and then you will get an icon on your cursor
and then simple click it onto the Shortcut Bar.
13) Do pets eat Exp?
Yes they do. To a maximum of 50% of total expof the mob (This
being if you do NOTHING and let the pet solo the mob). The amount
they take is determined by the damage they do - they do more,
they take more/they do less, they take less. This applies to solo
and grouped hunting - the pet's exp is taking off the top and the
remained shared among the group - NOT only from the caster.
14) Do pets eat Realm
Points?
No they do not.
15) How do Damage Shields
work? Do they have a set duration or do they use concentration
points to maintain?
It's a Focus Shield which means it drains Power while it's in use
and you can not move or cast or attack. Damage Shield Buffs work
much like damage buffs, except that they are based on the attack
speed of your attacker. When you have a damage shield buff, every
time someone hits you/pet, HE takes damage equal to the buff
multiplied by his attack speed.
16) If spec'ing in a base
line will affect the variance, what does that mean for pets? More
hitpoints? More damage output? Casts more often?
Speccing in the pet's summoning skill does not affect the
Summoned Pet Specifically for any SUMMONING class. (Not to be
confused with charming class that MUST spec to be able to charm
their pets)
Pet Buffs work as follows in the was of Variance -- Strength buff
- works like clerical buffs, if you're minimum specced you get a
-25% penalty, if you are max speccd you get 25% value for the
buff. The same applies for the Damage Add spell. The Attack Speed
buff - no effect for speccing in regards to variance - the higher
levels are just better.
17) Is there a way to see
what buffs are on the pet?
Not yet but there are plans to add something on the GUI so that
we can see what spells are active on the pet.
18) How fast do pets regen
compared to PC's? can you accelerate their healing by having them
sit down?
I don't really know per se I imagine it's about the same as PC's
but they have less HP's. And no you can not accelerate their
healing in any way except to heal the little buggers.
19) Do pets taunt? or is
their melee damage their taunt?
Jim (the spell dev) tells me that they do taunt - you never see a
read out on it, but I take his word for it.
20) How do NPC's regard
pets in cities? can you bring a pet into a city? what are the
ramifications if any?
Unless the NPC's are Hostile to you, pets are groovy everywhere
21) how do MOB's regard
pets? will a pet agro a mob if it gets too close?
If the mob is Hostile to you, and the pet cons to the mob as a
viable target - I.e. like Green, blue, yellow kind of thing - it
will attack, however, grey things do not attack my pet when i'm
just traveling through the wild. As a rule if it's going to
attack your pet, it's going to attack you.
22) Do pets have a level
range when they are summoned?
The pet stays Blue con to you, so from what I can tell about 2-4
levels of you. I'm level 20 my pet is level 17.
23) Can pets solo MOB's of their level
like players can? Can they easily kill MOB's lower level than
they are?
Hmm yes and no - Yes if you buff your pet and sic it on a Blue it
can kill it. But the mob is Yellow to them. now you can do this
however - let me point out that it takes a long time. Anyone who
is going to let their pets kill things for them is wasting their
time. 1) the pet is going to take exp, and 2) you could kill the
damned thing yourself in about 1/2 the time --- so it's HORRIBLY
ineffecient for a method of gaining EXP. Now if you're in a
sticky situation and you're dealing with one mob and then you get
an add, yes the pet can usually handle himself with an equal
level mob to you, and certainly with an equal level mob to it.
24) Can I name my pet like
in EverQuest?
You can not "name" your pet per se. They are called
"Amber" Simulacrum or Ruby or Emerald or Jade or
Sapphire - whatever the material it's made of and then
Simulacrum. There are pics of the pets on this site, link on home
page.
25) What is the range for
my pet?
Pet range right now is our spell range. You can send him to
attack, or go to target at 25 paces which is our max spell range
26) Are cabalists a class
that is totally dependant on pet, or they can fare pretty well
w/o one?
No - they are handy but we don't have to have them to solo blues.
27) How do our pet's fare?
The theurgist has several lines of pets, some of which have
special abilities as stuns. Do our pets get anything special,
like stun, or long distance attack?
Our Pet is melee and has a Drain similar to ours however it's
currently on a random thing (meaning we have no control over when
the pet uses it or not).
As for the Theurg compared to the Cab pets --- this is like
comparing apples and oranges to be honest. Especially since the
Theurg pets are more like little mobile DoT's. For the primary
thing our pets regen and we can heal them with our Body Spec
Transfer spell. We also have several pet buffs which are rather
handy as well - we have 3 total which can be used on the pet.
Cabalists who spec in matter get a Damage Shield for their pet
called Reflective Backlash. We also have a spell which allows us
to destroy our pet and regain back some mana - which is dependant
on how healthy the pet is. Many say the Theurg pet is the better
pet and many say the Cab pet is the better pet - blah blah blah
talkie talkie is what I say. The pet should NOT be the deciding
factor on these two classes because they play completely
differently. Theurgs are Elementalists - Cabs are Mages. However
I will say - when in a fight that I need and want to use my pet -
I buff it with three buffs and we go in and fight. I rarely if
EVER have to heal my pet when he's buffed, and I rarely if ever
have him get below 1/2 health.
28 ) I keep hearing
conflicting information about Mages and Melee - that mages
couldnt melee, mages have to melee when someone is meleeing them,
which is true? and if the second one is true what weapons to
cabalists use?
Mages can cast in Melee - but the likelihood of NOT being
interrupted is so slim that it's futile to try and cast a spell
when something has closed into melee combat with you.
Casters can ONLY use Staves, and this is a skill that CAN NOT be
trained.
In a nut shell - you do NOT want to get into melee with things.
Sometimes you can do ok with it, especially at lower levels,
however as you level and as meleers level the ratio of Armor to
HP dramatically increases in the Melee's favor. So you want to
ensure that you do not get into combat with something unless it's
almost dead and you're sure you can kill it.
29) What kind of armor can
we wear?
We can only wear cloth armor. It is the weakest armor in the
game. It has a 0% absorbtion. You want the best you can afford
and you want to always use your shield spell. The difference in
doing these two things is - Dying Immediately and Dying in Two
Hits. Not much leeway there however, but sometimes it's enough to
allow a tank to get the mob off you or allow the healer to heal
you.
30) I hear we are good at
soloing but how are we in groups? Do we have any utility spells
that can help the group? Will groups ever want us?
Well that's a mixed bag. There have been some small changes to
help enhance the viability of Grouped Cabalists - for instance
AoE DoT's, AoE Disease, AoE Roots. Not all classes can be as
important to viable to a group as say a Cleric or a Minstrel -
but I believe that the cabalist makes a Good Back up Healer and
our Debuffs are quite useful - but lastly we add another body on
a mob which increases the percent chance to hit for everyone in
the group.
31) How we do in RvR, so how do we do? Are
we as usefull as other class's? RvR is the big thing in this game
and is for when your guy is high level so I want my avatar to
rock at it, so how do we fare?
Ok - pet classes are never that efficent in RvR compared to other
classes. Cabalist are not going to be THE RvR class - no pet
class will be really. I personally think however that just
because you aren't THE RvR class that doesn't equate to being
WORTHLESS there either. RvR is going to be dominated by truly
WELL organized groups who have their crap together and know what
the hell they are doing. They will have a plan of action and all
members will know their roles. The cabalist is has gotten some
changes to help with their RvR role and the class will likely
continue to get some tuning and added spells/abilities to help
them in PvE as well as RvR
32) How does the
quickcasting feature work?
Quickcasting is a Skill that Pure Caster Classes get when the
join a Class Guild - i.e. at level 5.
You can use it once every 30 Seconds.
I have never been interrupted using it.
It lets you cast a spell faster than normal.
It costs a lot more mana to QuickCast a spell than normal.
Ok - this is how it works. You need to have the QC Icon in your
shortcut bar, when you want to QC a spell you hit that button,
that's where it says you are Preparing to QC your next spell.
Then you hit the Spell Shortuct you want to use. And then you'll
QC the spell.
33) What the heck is a
Focus Staff and what does it do?
(Reply from Archon (MythicDev) on the VNBoards)
Focus staves are tricky. Any pure caster must use one or cast
spells at 120% of power cost. By equiping a class appropriate
focus staff yor spells are cast at 100% of power cost.
Each of these staves have 3 numbers on them (which you cannot
currently see but will be able to soon). Each number matches one
of that classes specialization lines. Any spell cast requires a
specialization of that number or lower is cast at 90% power cost.
Remember, just by equiping a class appropriate focus staff spells
are cast at normal cost. Item Con is not important in this case.
Unless you recieve a "magic fails to affect you"
message which may occur if the staff is much over your level.
There are 4 types of staves per class. There is a generic version
which means all the spec numbers on the staff are the same. Then
there are also specialized versions. Using the posters title, the
Eldritch staff of Void is a Void specialization staff. On this
staff the Void spec is higher, but the other 2 specialization
numbers recieve a small penalty. These staves are for people who
want different staves for different situations or have a
different main spec.
Also from Archon on the old Beta Boards --
Store bought focus items are set as follows: generic focus items
which buff all 3 skills equally are set to 2/3 of the item level.
Skill specific focus items are set to 4/5 of item level for the
main skill and 2/5 of item level for the second and third skill.
Dropped and Quest related focus items will have higher increases,
over those mentioned.
A level 6 generic focus items is set like this 4 4 4. A level 6
specific focus item is set like this 5 2 2, 2 5 2, 2 2 5. The
second and third are set equally to avoid a ridiculous number of
permutations.
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