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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 200.  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.
 
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.
 
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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== Raising skills ==
== Raising skills ==
In the past, you needed to initially spend one practice point in each of the five skills at your guild master.  This is no longer required in modern EverQuest, where the skills will be automatically granted to you at the appropriate level.
To raise your skill you will need to spend one practice point in the skill initially at your guild master.  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, memorize 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.   
After this the best idea is to pick the specialization you want, memorize 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.   


== What should I specialize in? ==
== What should I specialize in? ==
This is of course the big question.  In some cases, such as wizards, the answer is clear.  However, some other classes have a bit of a tougher time in making their decision.  In general this will simply be the spells you cast the most while playing, but in some cases this depends on your play styleIn other cases, the optimal choice changes at higher levels.
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 specializing in Evocation, you would notice that only 5 of the 200+ spells use this skillIt 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.  
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.
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.
 
=== Beastlord ===
Information is needed for beastlords.


=== 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.


Conjuration is mainly useful for Druid's who solo as it is the basis for most of their DoT spells.  If kiting, this can save you considerable mana and make you much more effective.
Conjuration is mainly useful for Druid's who solo as it is the basis for most of their DoT spells.  If kiting, 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 Druid's certainly get some nasty spells in this line.  Evocation Specialization is good for both grouping and soloing Druid's.
Evocation is the basis of all the Druid DD spells.  These are quite mana hungry, and Druid's certainly get some nasty spells in this line.  Evocation Specialization is good for both grouping and soloing Druid's.
Alteration is the basis of most of the Druid's buffs, heals, and gates.  Generally Druid's heal and buff during downtime.  The real question boils down to to the length of the buff.  With the exception of damage-shields, most Druid buffs have quite a deal of length.  Alteration is a very viable choice for Druid's, but one that leans towards Druid's that group.


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 ===
Enchanters' choice of specialization depends heavily on the content they are playing. In modern live EverQuest, Evocation is nearly universally regarded as the correct choice, as enchanter nukes have become quite good, and the enchanter's contribution to the group depends on how efficiently they can cast them.
Enchanters really only have two choices to go for in Specialization.  These are Alteration and Evocation, the Enchanter's most mana intensive spell lines are found in these two schools. Alteration should be chosen as a primary and Evocation as a secondary.
 
Alteration is by far the more popular choice as 80% of enchanter spells are of this nature.  It includes roots, hastes, slows, DoT's, charms, and most buffs and debuffs. All of the Enchanter's most expensive spells are in the school of Alteration. Mana costs for these spells at high levels are enormous and every bit of mana conservation potential is needed to combat this high cost. Most enchanters choose this as their primary field of Specialization.


Traditionally--and this is still true for early TLP content--the preferred choice has been Alteration.  It includes roots, hastes, slows, DoT's, charms, and most buffs and debuffs. All of the Enchanter's most expensive spells are in the school of Alteration. Mana costs for these spells at high levels are enormous and every bit of mana conservation potential is needed to combat this high cost.
Evocation features the second most mana intensive spell lines in the Enchanters arsenal, and are usually the most frequently used.  


Conjuration has sometimes been theorized as a good choice for early TLP content since it encompasses the mesmerization line of spells, but in virtually every case it is more efficient to simply use the lower level, shorter-duration mez, and to save mana on buffs and debuffs with an Alteration specialization.
An argument can be made for Conjuration as a secondary. Conjuration is used for the Mesmerize 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, Enchanters on TLP will specialize in Alteration as a primary and Evocation as a secondary.  Enchanters on live will specialize in Evocation as primary and Alteration as secondary.
Generally speaking, unless you are very sure, if you are making an Enchanter it is recommended you specialize in Alteration as a primary and Evocation as a secondary.


=== Magician ===
=== Magician ===
For magician there is one "safe" choice that is always good, and perhaps surprisingly it is Evocation.
There are two main choices when choosing what to specialize in as a magician.  Evocation or Conjuration.
 
This is because most of a magician's time in combat is spent casting nukes, and most magician nukes are Evocation.
 
There are specific points in progression where the top nuke is conjuration, and a magician on TLP wanting to min-max everything they possibly can may switch to Conjuration during those eras (then back to Evocation again afterwards).


A very particular style of chain-pet-summoning soloing might benefit from conjuration specialization, but typically a mage still casts plenty of nukes while soloing, and evocation is still better.
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 LOS 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.


Evocation primary and conjuration secondary is the default recommendation because it is optimal in most cases, and still good even in others.
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 definitely 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.


=== Necromancer ===
=== Necromancer ===
Necromancers have another choice that may be era-dependent.
Necromancers have maybe the hardest choice of all.  There are three classes of magic which would all be powerful additions for a necromancer.  
 
Choosing Alteration is generally recommended, and is always a safe choice.  This covers most DoTs, lifetaps, and undead charms.  This is the majority of your spells.


For very early TLP (Classic and Kunark) Conjuration is probably a better choice because Envenomed Bolt is just a much better DoT than any other spell you haveAlteration becomes better after that.
Firstly, there is Alteration.  This covers many of the DoT's, Lifetap's, and Undead CharmsThese spells are used a lot by Necro's, often in heavy combat situations.  


Necromancers do get useful Evocation spells, but they don't typically use them nearly as much as their DoTs, even in groupsDon't specialize in Evocation.
Secondly, there is Evocation.  While Necromancers don't get a lot of nukes, they still pack quite a punch and can be quite nice with a primary SpecializationWhilst soloing Necromancers tend to rely on their DoT's more, a Necro with a good solid guild may find it worthwhile to specialize in Evocation.  


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


Almost all necromancers should specialize in Alteration primary and Conjuration secondary.  Those playing on very early TLP who want to optimize for that content may choose to put Conjuration primary at first, planning to respecialize in a later expansion.
I would recommend going with Alteration myself since you will use these spells as a Necromancer more than any other.


=== Shaman ===
=== Shaman ===
Shaman's have one good choice: Alteration
Shaman's have two real choices: Alteration and Conjuration.


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.
Conjuration is mainly useful for Shaman's 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 DoT's a lot.


Conjuration gets an honorable mention since all of shamans' DoTs are Conjuration, but even solo'ing shaman typically use more Alteration than ConjurationA shaman who wanted to exclusively solo root rot might choose conjuration, but that's an extremely unusual play style.
Alteration is used for almost all of the Shaman's buffs, heals, regenerations and the likeThese are used mainly in downtime, but you can save a great deal of mana with using this as your Specialization.


In almost all cases, Alteration primary and Conjuration secondary is the correct choice.
Alteration is a pretty safe bet, but if you attack more, and enhance less, then Conjuration is still worth considering.


=== Wizard ===
=== 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.
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.


The more difficult choice is secondary specialization, but the truth is that wizards cast so few non-evocation spells that it doesn't really matter. Some may choose Alteration to save mana on roots and snares. Others may choose Abjuration to save a little mana on self buffs.  Alteration is probably the optimal choice--particularly if you do much soloing--but it really doesn't matter much.
== Credit ==
Credit for most of this information goes to the [http://wiki.project1999.org Project1999 Wiki].


== Credit ==
The initial version of this page was constructed largely with information from [http://wiki.project1999.org Project1999 Wiki].
The information here has diverged somewhat from what is there as the live game has changed over time.


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