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: ''For [[augmentations]] that raise your arcane specialization, see [[Augmentations#Arcane_specialization_augmentations|Arcane specialization augmentations]].''
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'''Arcane specialization''' (or just '''Specialization''') is a means by which a caster increases their mana efficiency and reduces their chances of fizzling in a given area of magic.   
'''Arcane specialization''' (or just '''Specialization''') is a means by which a caster increases their mana efficiency and reduces their chances of fizzling in a given area of magic.   


Once an intelligence based caster reaches level 20, or a wisdom based caster reaches level 30, they obtain the ability to specialize in the fields of magic.  While a caster will specialize in all five fields of magic (Abjuration, Alteration, Conjuration, Divination, Evocation), only one field can be the Primary specialization.  Whichever skill first exceeds 50 becomes the primary specialization of the caster from that time on and can reach 295 (at level 120).   
Once an intelligence based caster reaches level 20, or a wisdom based caster reaches level 30, they obtain the ability to specialize in the fields of magic.  While a caster can specialize in all five fields of magic (Abjuration, Alteration, Conjuration, Divination, Evocation), only one field can normally exceed a skill of 50.  Whichever skill first exceeds 50 becomes the primary specialization of the caster from that time on and can reach 275 (at level 100).   


If you choose the wrong specialty, you can alter it by completing a [[Respecialization]] quest in the Temple of Solusek Ro.
If you choose the wrong specialty, you can alter it by completing a [[Respecialization]] quest in the Temple of Solusek Ro.


Once a caster reaches level 55, they may spend alternate advancement points in Secondary Forte, which increases another specialization (not the one they are primarily specialized in), creating a Secondary specialization.
Once a caster reaches level 55, they may spend alternate advancement points in Secondary Forte, which increases another field (not the one they are primarily specialized in) by 50 points.


At level 120, a caster can have one Specialize skill at 295, one at 245, and the other three 195.  The three that are not the Primary or Secondary specialization are known as Tertiary specializations.
At higher levels, a caster can have three Specialize skills at 275 and two at 290.


Spellcasting tanks and hybrids (Paladins, Shadowknights, Rangers, Beastlords, Bards) do not get specialization skills. And, of course, classes that do not cast spells do not get arcane specialization.
Spellcasting tanks and hybrids (Paladins, Shadowknights, Rangers, Beastlords) do not get specialization skills.
 
The [https://forums.daybreakgames.com/eq/index.php?threads/game-update-notes-april-20-2022.282258/ April 20, 2022] game update made the following changes:
<blockquote>- - Corrected an issue where the difference in specialization skills slowly disappeared starting with level 91, having been completely eliminated by level 120.
- - Once a player is above level 40, their secondary specialization skill cap (from Secondary Forte [AA]) will be set to 50 skill points below the primary cap, while tertiary specializations are 100 points below the primary skill cap. This should smooth the difference in skill values from level 40 to 120.
 
- - Characters over level 90 who had high third, fourth, and fifth specialization skills have had those skills updated to be below the tertiary cap. You will have to intentionally improve your specialization skill again. [[Respecialization|See Ostorm in the Temple of Solusek Ro to reorder your skills]].</blockquote>
 
If your class has arcane specialization you can find it listed by opening your Inventory, clicking the Skills button and it is listed as:
* Specialize Abjure
* Specialize Alteration
* Specialize Conjuration
* Specialize Divination
* Specialize Evocation


== What does it do? ==
== What does it do? ==
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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.  
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.  


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


=== Cleric ===
=== Cleric ===
Clerics only have 2 good choices of Specialization, Alteration and Evocation.
Clerics only have 2 real choices of Specialization, Alteration and Evocation.


Alteration is by far the most popular choice.  It covers heals, cures, roots, and res spells.  This means you'll have more heals, and be able to channel heals through on a more consistent basis.  It will also reduce the mana cost of those expensive resurrection spells.
Alteration is by far the most popular choice.  It covers heals, cures, roots, and res spells.  This means you'll have more heals, and be able to channel heals through on a more consistent basis.  It will also reduce the mana cost of those expensive resurrection spells.
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=== Druid ===
=== Druid ===
Druids have 3 good choices of Specialization: Conjuration, Alteration, and Evocation.
Druids have 3 choices of Specialization, Conjuration, Alteration and Evocation.


Most druids will serve as healers in groups and raids, and will want to specialize in Alteration to optimize mana used for healing.  Alteration is the basis of most of the Druid's buffs, heals, and teleports.  Most buffs and teleports are not cast frequently, so they aren't a big consideration in the choice.
Most druids will serve as healers in groups and raids, and will want to specialize in Alteration to optimize mana used for healing.  Alteration is the basis of most of the Druid's buffs, heals, and teleports.  Most buffs and teleports are not cast frequently, so they aren't a big consideration in the choice.
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If you are a Druid you really need to think about your game-style.  Alteration is a pretty good choice if can't make up your mind, and you can always change it later if need be.
If you are a Druid you really need to think about your game-style.  Alteration is a pretty good choice if can't make up your mind, and you can always change it later if need be.


I previously recommend Alteration, with Evocation as your secondary.  Many high level druids recommend Evocation as the primary, Conjuration as secondary.  This is because in the end game, healing mana is not an issue while damage dealing mana is.  Evocation is our Nature's Wrath line of DoTs as well as our nukes. Conjuration is our other DoTs.  Click the link to see the [https://forums.daybreakgames.com/eq/index.php?threads/is-something-wrong-with-mana-regen-and-druid-heals.285035/#post-4160986 recommendations of Wyre Wintermute in this Daybreak forum post].
I recommend Alteration, with Evocation as your secondary.


=== Enchanter ===
=== Enchanter ===
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=== Shaman ===
=== Shaman ===
Shaman's have one good choice: Alteration
Shaman's have one real choice: Alteration


The majority of shamans will spend their time either healing, buffing the party, or debuffing the mobs.  All of these fall under Alteration, making it the default choice for shamans.  This even includes shaman who like to solo, since that typically involves debuffing, tanking, and self-healing.
The majority of shamans will spend their time either healing, buffing the party, or debuffing the mobs.  All of these fall under Alteration, making it the default choice for shamans.  This even includes shaman who like to solo, since that typically involves debuffing, tanking, and self-healing.
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