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Difference between revisions of "Skill Specialization"

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==Shaman==
 
==Shaman==
  
Shaman's have two real choices: Alteration and Conjuration.
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Shamans have two real choices: Alteration and Conjuration.
  
 
[[Skill Conjuration|Conjuration]] is mainly useful for shamans who solo or kite a lot. This is a good Specialization to take if you plan on soloing up until around level 35, or plan on using DoTs a lot.
 
[[Skill Conjuration|Conjuration]] is mainly useful for shamans who solo or kite a lot. This is a good Specialization to take if you plan on soloing up until around level 35, or plan on using DoTs a lot.

Revision as of 20:29, 12 September 2013

Specialization is the means by which a spellcaster increases their mana efficiency in a given area of magic. Granted to intelligence-based casters (wizard, enchanter, necromancer, and magician) at level 20 and priest classes (cleric, shaman, and druid) at level 30, they obtain the ability to specialize in the five fields of magic. Whilst a caster can gain skill in all five, only one field can exceed a skill of 50. Whichever skill first exceeds 50 becomes the primary Specialization of the caster from then on. If you choose the wrong specialty, you can alter it by completing a Respecialization quest in the Temple of Solusek Ro.

How does it work?

When a spell is cast a roll is thrown to see if it receives the Specialization bonus. The higher your Specialization skill the more likely it is the roll will succeed, and the greater the benefit of the roll. A successful roll will do two things:

   * It will reduce the mana used on the spell.
   * It will reduce the chance of fizzling.

An unsuccessful roll will merely cause you to cast the spell with normal mana cost and fizzle chance.

The formula for mana preservation is 1% mana preservation per 20 skill points, capping at 10% mana preservation at 200 specialize, and 2.5% mana preservation at 50 specialize.

Note: It has been confirmed by Geoffrey Zatkin, the once Arch-Magi at Verant that:

   * Specialization does not increase chance of recovering after interruption.  This is based purely on Channelling
   * Specialization does not make spells cast faster.  This is a fixed amount.

To raise your skill you will need to spend one practise point in the skill initially. This will raise your skill to around 25 or so. Spend 1 point in each of the five skills. After this the best idea is to pick the Specialization you want, memorise a Level 1 spell of that type and cast it on yourself for an hour or so until you reach 51 skill. After that you can simply go and play normally safe in the knowledge your primary Specialization is set. It rises fairy quickly so don't be surprised to see it climb up fast. The max skill limit on Specialization is 5 + (5 x Level), with a maximum of 200.

What should I specialize in?

This is of course the big question. In some cases, such as wizards, the answer is clear. However, the other classes have a bit of a tougher time in making their decision. Firstly it is recommended you examine the spell lists on this site and search by spell type to get an idea of exactly what spells are in what class. For example if you were an Enchanter thinking of specialising in Evocation, you would notice that only 5 of the 200+ spells use this skill. It would be ill advised to specialize in Evocation as an enchanter.

When deciding between competing Specializations you have to weigh up the number of spells which will benefit from it, the situation those spells will be used in, how often you will use those spells, and the average mana cost of that class of spells.

Note that if you accidentally specialize in the wrong thing there is a quest in the Temple of Solusek Ro which can wipe you Specializations so you can start them all over again.

Enchanter

Enchanters really only have two choices to go for in Specialization: Alteration and Conjuration.

Alteration is by far the more popular choice as 80% of enchanter spells are of this nature. It includes roots, hastes, slows, DoTs, charms, and most buffs and debuffs. Most enchanters choose this as their field of Specialization.

Conjuration is used for the mesmerisation series of spells. This is the major use of crowd control in the game. Some Enchanters once they reach Level 50, complete the quest at the Temple of Sol Ro and switch to this Specialization as they find they are casting more mes-based spells than any other type. It is really a question of gameplay.

Generally speaking, unless you are very sure, if you are making an Enchanter I recommend you specialize in Alteration.

Magician

There are two main choices when choosing what to specialize in as a magician: Evocation or Conjuration.

Your final decision is really just a matter of preference. Most choose Evocation though. Why evocation? Evocation-based spells are what a magician usually uses the most during battle (only the 'shock of blades/spikes/swords are conjuration DD based spells), which include all the AE and rain spells, as well as a few of the DD spells. As Specialization helps out by providing greater spell stability and reducing mana cost, it would seem to be most helpful to be a master in evocation as you use more evocation spells in battle than you do of the conjuration based spells.

Secondly, Conjuration is the other type some magician's prefer to master. More spells than any of a magician's spell are conjuration based. Whether it's summoning up some food or making that fire pet, a magician uses conjuration ALOT. Mastering this would definetly prove to be useful when making pets and using the shock of blades/spikes/swords spells. But because many of the conjuration based spells are used in non-crucial moments and can allow you time to med up after, this is why evocation is generally picked over conjuration.

There is an argument to be made to specialize in Alteration for a mage who prefers healing his pets to re-summoning or chain-casting them. However, this would cater only to a very specific playstyle that becomes less viable in the late 30s, when NPC damage begins to outpace the amount healed by the Renew Summoning line of spells.

Wizard

There is really no choice with wizards. Wizards do one thing - nuke. And they do it big time. Simply stated wizards should specialize in Evocation. I did hear of one wizard who specialized in Alteration so that they could do more successful evacs. This is a serious commitment as you are basically forgoing a very serious nuking advantage to be a professional evacer but it is a question of player preference.

Necromancer

Necromancers have maybe the hardest choice of all. There are three classes of magic which would all be powerful additions for a necromancer.

Firstly there is Alteration. This covers many of the DoTs, Lifetaps, and Undead Charms. These spells are used a lot by necromancers, often in heavy combat situations.

Secondly there is Evocation. Whilst necromancers don't get a lot of nukes, they still pack quite a punch and can be quite nice with a primary Specialization. Whilst soloing Necromancers tend to rely on their DoTs more, a necromancer with a good solid guild may find it worthwhile to specialize in Evocation.

Lastly there is Conjuration. This series covers the pet summonings, darkness and disease series of spells. It is probably the second most popular Specialization for the class after Alteration.

I would recommend going with Alteration myself since you will use these spells as a Necromancer more than any other.

Cleric

Clerics have two primary choices of Specialization: Alteration and Evocation.

Alteration is by far the most popular choice. It covers heals, cures, roots, and resurrection spells. This means you'll be able to heal more damage for every point of your mana, the most important consideration for any cleric outside of soloing. It can also reduce the cost of mana-intensive resurrection spells.

Evocation is a choice that many clerics attempting to solo decide to go for. All the cleric direct damage spells are Evocation, and apart from the Ward Undead and Ward Summoned line are inherently inefficient. The cleric's stun line is also evocation-based, providing some utility for a cleric in a group, as every point of damage a stunned mob doesn't do is one that doesn't need to be healed.

If you are a cleric, I heavily recommend Alteration as your Specialization.

Druid

Druids have 3 choices of Specialization: Conjuration, Alteration and Evocation.

Conjuration is mainly useful for druids who kite, as it is the basis for their low-resist DoT line (Stinging Swarm, etc). As the primary means of damage for a druid kiting individual mobs, this can save you considerable mana and make you much more effective.

Evocation is the basis of all the druid DD spells. These are quite mana hungry, and druids certainly get some nasty spells in this line. Evocation is good for both grouping (as DPS) and soloing druids.

Alteration is the basis of a druid's teleports, roots, certain buffs (SoW, strength), as well as their charms, heals and regeneration spells. Because of how frequently these spells are cast, especially in a group, Alteration is a very viable choice for druids.

If you are a druid deciding on a specialization, you must consider your preferred style of play. Evocation and Conjuration each enhance very specific strategies, while Alteration is a good choice if want to retain the most versatility.

Shaman

Shamans have two real choices: Alteration and Conjuration.

Conjuration is mainly useful for shamans who solo or kite a lot. This is a good Specialization to take if you plan on soloing up until around level 35, or plan on using DoTs a lot.

Alteration is used for almost all of a shaman's buffs, heals, regenerations and the like. These are cast far more often in groups, and you can save a great deal of mana with this as your Specialization.

Alteration is a pretty safe bet, but if you attack more, and enhance less, then Conjuration is still worth considering.

Note

Keep in mind in the spell lists you can list the spells by Alteration, Evocation, etc. This is very useful to see exactly what Specialization will benefit.

Spell: AbjurationAlterationChannelingConjurationDivinationEvocationMeditateSpecialization
Specialize: AbjurationSpecialize: AlterationSpecialize: ConjurationSpecialize: DivinationSpecialize: Evocation
Weapon: Archery1H Slash1H Blunt2H Slash2H BluntPiercing2H PiercingThrowing
Combat: BashBlockDefenseDisarmDodgeDouble AttackDual WieldHand to HandHarm Touch
IntimidationKickLay on HandsOffenseParryRiposteSlamTaunt
Rogue: BackstabApply PoisonDisarm TrapsPick LockPick PocketSense Traps
Monk: Dragon PunchEagle StrikeFeign DeathFlying KickMendRound KickSafe FallTail Rake (Iksar)Tiger Claw
Bard: Brass InstrumentsPercussionStringed InstrumentsWind InstrumentsSinging
Non-Combat: Alcohol ToleranceBeggingBind WoundFishingForagingHide (Evade)Sense HeadingSneakSwimmingTracking