With the new updates to specializations i wanted to get some conversation happening about what that looks like in current game 2022 (i haven't thought about specialization in ages but might help folks with mana struggle wizards and dr00ds).
- Made the following changes to specialization skills:
- - 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) 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. See Ostorm in the Temple of Solusek Ro to reorder your skills.
> Here is a specialization guide <
This looks a little older, but might be useful - I'm interested to hear input from other folks.
Info on what Specialization does
“When a spell is cast there is a random chance 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:
The formula for mana preservation is reported to be 1% mana preservation per 20 skill points, being 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:
- Made the following changes to specialization skills:
- - 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) 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. See Ostorm in the Temple of Solusek Ro to reorder your skills.
> Here is a specialization guide <
This looks a little older, but might be useful - I'm interested to hear input from other folks.
Strategy of Choosing a Specialization
Some classes have obvious specialization choices, but others are less obvious. The following are some things to take into account for each class when choosing one's primary specialization and (eventually) secondary forte.- Cleric
- Alteration as the standard choice, for healing and for various other spells.
- Abjuration for specific kinds of boxed clerics who are mostly used to provide Vie buff refreshment during battles, reverse damage shield and healing shield effects, and/or death save effects, while a merc or other player does the bulk of the healing.
- Evocation for playstyles tightly focused on direct damage spells (e.g. for some early-game leveling strategies).
- Druid
- "Modern" game:
- Evocation & Conjuration are likely going to be your picks
- Old timey game:
- Alteration for playstyles emphasizing healing and debuffing. The late-game sporali swarm pet spells also benefit from this choice.
- Conjuration for playstyles emphasizing DoT spells and short-duration damage shield effects. Also helps with auras.
- Evocation for playstyles emphasizing direct damage spells.
- Enchanter
- Alteration for general-purpose playstyles, as it helps with debuffing, buffing, DoTing, and various other effects.
- Evocation for playstyles focused on direct damage.
- Conjuration for playstyles tightly focused on mez spells. Also helps with auras.
- Divination for playstyles used in low-level AoE chain stunning setups. Generally not chosen for later level ranges.
- Magician
- Conjuration for most playstyles. The specialization helps with chain pet tactics, pet healing, gargoyle swarm pets, some short-duration damage shields, item summoning, beam spells, and many single-target magic-based direct damage spells.
- Evocation for playstyles that emphasize the hard-hitting fire-based single-target direct damage spells and rain spells.
- Necromancer
- Alteration for most playstyles, as it helps with the efficiency of many DoTs and debuffs, lifetaps, and other utility spells.
- Conjuration for playstyles tightly focused on dealing effective burst damage in a party, via short-duration conjuration DoTs that last about as long as the mobs do.
- Shaman
- Alteration for playstyles focused on healing, buffing, and debuffing.
- Conjuration for playstyles focused on DoTs. Some direct damage spells also benefit from this choice.
- Wizard
- Evocation is the best specialization choice for all common playstyles.
- The Secondary Forte choice is largely a matter of personal preference, but Abjuration is a reasonable decision for the sake of reducing the large mana costs on self-rune spells. Alteration (AoE snares) and Conjuration (temporary pets) are also options, but both are associated with spells of more trivial mana costs.
Info on what Specialization does
“When a spell is cast there is a random chance 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.
The formula for mana preservation is reported to be 1% mana preservation per 20 skill points, being 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 Channeling
- Specialization does not make spells cast faster. This is a fixed amount.
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