* Apologies for the formatting errors, these will be corrected in the final version, a curse on Microsoft Word and it�s autoformatting!
The
Cabalist � A Guide to the Dark Arts
Cabalists are a sub set of Albion�s Mage classes (those dealing with mental,
spirit, and essence magic as opposed to the manipulation of the 4 elements by
the Elementalist classes).� Cabalists
belong to Albion�s secretive Guild of Shadows, since The Academy and The
Defenders of Albion shun their occult practices.
The Cabalist is Albion�s master of Spirit Magic.� Cabalists manipulate Life essences by
draining and transferring health, they summon Simulacra to fight their enemies,
they debilitate their opponents with spells that weaken, blind and disease, and
they cast corrosive spells that cause damage over time.�
The
Cabalist of Dark Age of Camelot most likely has its inspiration in the ancient
Jewish Mysticism Kaballah, and the parable of a Rabbi that created a Golem from
the mud of a riverbed to protect his village.�
The Golem later ran amok on the hapless town � the danger of invading
the Creator�s domain by mere mortals.� Of
course, in DAoC, most Cabalist players are only too happy to see their Simulacra
run amok wreaking havoc among their enemies!
Mythic
Entertainment classifies Cabalists as a Pet Caster.
Who
should play a Cabalist in DAoC?
A
Cabalist suffers from all of the usual problems that any caster who can wear
only cloth armor faces, namely having low health and poor defense.� One must go into a caster class with that in
mind.� It can be very frustrating for
inexperienced casters in both Player vs. Monster (referred to as PvE) and
Player vs. Player (referred to as Realm vs. Realm or RvR) combat.�
Cabalists
lack the �glass cannon� raw spell power of the Wizard, and the group
utility/damage mix of Sorcerers and Theurgists.� Cabalists affect combat in many subtle (and a few not so subtle)
ways.� For instance, the Cabalist class
can cast Area of Effect (AoE) Disease, Snare, and Damage over Time (DoT) spells
to harass and weaken their foes.� They
also possess the ability to blind opponents and reduce the range at which they
can cast damage or heal spells or use missile attacks.� Cabalists are somewhat Machiavellian in that
they use these subtle methods to produce devastating effects on their
unsuspecting enemies.� For those that
choose raw damage, that option is there in the form of reducing enemy
resistance to the Cabalist�s damage, called �debuff nuking� or by utilizing AoE
DoTs to affect many people in one cast.�
They may also play life master by stealing health from their enemies or
transferring it to their allies.� And
they always have the summoned pet � the Simulacrum, to harass enemy players.
The
Cabalist is a good choice for independent players who like to improvise and
adjust their strategies as the situation changes.� They have a fairly high learning curve, but can have truly
impressive effectiveness at higher levels.�
In one fight they may need to use Diseases to reduce their opponent�s
healing, in another they may choose to play a primary damage role.� They can be masters of disruption with
snares, diseases, roots, and blind spells.�
They can focus on their pets and hamper enemy support. �It all depends on the situation.
First
time players may have a hard time being successful with a Cabalist.� But for those who like a challenge with
potential huge payoffs at higher Realm Ranks and a character that is versatile
and can improvise when needed, this is the class for them.
The introduction of the Inconnu race in Shrouded Isles (SI - 2002) and
Half Ogres in Trials of Atlantis (ToA - 2003) created 5 possible race choices
for the aspiring Cabalist.� Each has its
strengths and weakness, and the �end game� desire for the character should be
considered carefully when choosing.
1.1.1�� The Avalonian
Avalonians were Albion�s
original caster oriented race.� Supposedly
a race of Humans with Elfish bloodlines, they have initial attributes that
favor casting classes (namely high Intelligence).� Avalonian Cabalists are a natural choice for PvE characters
because of this.� However, in RvR, where
players often choose targets based on their race, the tall, lean and relatively
weak Avalonians are very often the primary targets of enemy attackers.� Because of this, Avalonians have fallen out
of favor as a preferred race for RvR oriented casters.
Key Starting Stats: 80
Intelligence, 60 Dexterity, 45 Constitution
1.1.2�� The Briton
Britons are the �Average Joe� of
Albion.� All of their starting
attributes are average.� They are of
average height, health, intelligence, and dexterity.� They are also the one race in Albion that can play ANY
class.� Because of that, and because a
Briton caster somewhat resembles the Friar Melee class in RvR (they wear robes
and wield a staff and only Britons can be Friars), they are not usually the
first chosen targets.� For this reason,
many Cabalists choose Britons.� They
have an ability to blend in, often giving them a few crucial moments to cast
before enemy players target them.� They
start out below Avalonians in the key intelligence stat, however, so one has to
decide which priority is more important.
Key
Starting Stats: 60 Intelligence, 60 Dexterity, 60 Constitution
1.1.3�� The Saracen
Saracens are inhabitants of
Camelot with a Middle Eastern heritage.�
They have mostly average starting attributes, akin to Britons, but
sacrifice some starting constitution and strength for a significantly higher
Dexterity.� They are a good choice for
those who want faster casting speed than a Briton.� They do not have a Briton�s natural ability to blend in the
crowd, but they are far less conspicuous than Avalonians.
Key
Starting Stats: 60 Intelligence, 80 Dexterity, 50 Constitution
1.1.4�� The Inconnu
The Inconnu, a subterranean race
added during the Shrouded Isles expansion, are relative newcomers to the Mage
family.� Diminutive, bug-eyed, blue
skinned, and with gill like facial protrusions and ears the Inconnu seem to be
an unlikely race for a Cabalist at first glance.� However their starting attributes are rather conducive to Mage
templates and their short stature gives them an ability to remain less conspicuous
than their taller counterparts.� Recent
influxes of Inconnu Mages have probably bumped them up on the �kill first� list
for RvR enemies to right below Avalonians, but they make fine Cabalists
throughout their careers.
Key
Starting Stats: 70 Intelligence, 70 Dexterity, 60 Constitution
1.1.5�� The Half Ogre
Somewhere along the line the
Avalonians and Ogres of Shrouded Isles got a serious case of Beer Goggles.� The result was the homely and large Half
Ogre.� Slow, of average Intelligence,
but with high Constitution and Strength, they do not seem to have a lot to
offer as Mages.� Perhaps there is some
novelty effect of having a Half Ogre Cabalist because of its unlikely
appearance.� But in all honesty, no one
will have a hard time picking out an 8-foot tall ugly guy with a staff and robe
in RvR.� And there is nothing special
about the starting stats to make these guys worthwhile choices over any of the
others.� A good choice for Role Players
and perhaps PvE oriented folks, but it is recommended that they be avoided for
RvR characters.
Key
Starting Stats: 60 Intelligence, 40 Dexterity, 70 Constitution
As an Albion caster, your
primary attribute is Intelligence, your secondary attribute is Dexterity, and your
tertiary attribute is Quickness.� Your
primary attribute will raise by 1 point every level from level 5 until 50, your
secondary every other level, and your tertiary every 3rd level.� This means that at level 50 you will have
received 45 points of intelligence, 23 points of Dexterity, and 15 points of
Quickness.
You also receive 30 attribute
points to spend and customize your character with at creation.� Your starting attributes can have a
noticeable difference on your ending template.�
So think this step through carefully. There are 3 attributes that a
Cabalist should be concerned with:
(Quickness was originally
intended to be the casting speed stat. However that mechanic was scrapped, so
this attribute can be ignored.)
1.2.1
Intelligence � This stat directly increases
the damage done by your spells.� The
exact formula for how Intelligence raises spell damage has not been
published.� It is probably somewhere
close to a 1 for 1 ratio on Direct Damage (DD) spells.� For most characters, excepting maybe Avalonians,
you will want to raise your starting intelligence by 10 points at least.
1.2.2
Dexterity � This stat directly increases
the speed at which you cast spells.�
This is by far a caster�s most important attribute for character
development purposes.� Your casting
speed is directly tied to Dexterity (the main reason Half Ogres should be
avoided).� You will want to spend 10 of
your 30 points here regardless of race.�
And if you choose a lower starting Dexterity race like a Briton, you�ll
want to raise it by 15.� Not much will
cause more �gimpiness� in your ending template than low Dexterity.
1.2.3�� Constitution � This stat increases
your Hit Point pool.� Consider spending
a few points here if you choose an Avalonian or Saracen to make lower levels
easier.� However by the end game, your
caster should be relying on offense and the few extra hit points are pretty
useless when you are already the least defensive class archetype in the game.
1.2.4
Suggestions By Race
v
Avalonian -� +15
Dex/+5 Int/+5 Con
v
Briton -� +15
Dex/+10 Int
v
Saracen - +10 Dex/+15 Int
v
Inconnu - +15 Dex/+10 Int
v
Half Ogre +18 Dex/+2 Int (really, don�t roll one)
One other note, there are
diminishing returns on starting attribute points spent in one attribute.� Up to 10 points allocated at creation will
count as 1 pt each, the next 5 will cost 2 points each, after that each point
an attribute is raised costs 3 starting points.� Because of this, it is not recommended to raise any starting
attribute more than 15 points.
1.3���� How exactly
does Dexterity affect casting speed?
At one time, there was an
official formula available from Mythic that included Dexterity benefits to
Casting speed up to the hard cap of 300.�
Mythic changed this in patch (????) by removing the hard cap on attributes
and replacing them with a soft cap of diminishing returns.� This means that while it is now very
possible to go over 300 in a stat like Dexterity, anything over 300 will have a
lower value return.
One player-derived formula suggests that the effect of
Dexterity on Casting Speed can be calculated with this formula:
CASTING TIME = DELVE TIME * (1 - (DEX - 65) / 650)
Although this was determined before the hard cap was
lifted, it actually still seems to synch fairly well with the results of timed
casting tests.� As a general rule of
thumb, assume you can NEVER have enough Dexterity.� Seek to cap it in your items, bonuses, buffs and even RAs.� Casting speed is a key to your effectiveness
as a Cabalist, no matter what role you chose.
1.4���� What else affects casting speed?
Other than Dexterity, you can
gain direct bonuses to casting speed of up to 10% from rare items found within
the ToA Expansion.� The Mastery of the
Art Realm Ability, which provided a direct bonus to casting speed, was removed
in the New Frontiers (NF) expansion.
1.5���� What is the
maximum I can increase my casting speed?
Mythic has not provided the
casting community with a hard number here.�
However, multiple player run tests have suggested that a spell�s casting
speed can be reduced by a maximum of 60% of its delve value.� Thus, a spell that lists as 2.5 seconds to
cast theoretically caps at 1 second.
1.6
How many ways can one increase Intelligence and
Dexterity?
Both Intelligence and Dexterity may be increased at character creation,
through item bonuses on armor and accessories, through Buffs, and through Realm
Abilities.
1.6.1�� Item Bonuses may be obtained through
having player crafted armors and weapons imbued by another player with the Spellcrafting
trade skill.� The base maximum bonus all
equipped items may give a player in a stat is that player�s level * 1.5.� At level 50 then, a Cabalist can receive 75
bonus points to their attributes from equipment.�
A feature introduced in the ToA
expansion gives certain rare items and artifacts cap increases to item
bonuses.� For instance a piece may raise
a player�s Intelligence cap by +5, meaning that player could add +80 to his
Intelligence from items.� This cap bonus
may go up to +26, making the total available Attribute increase from items
+101.
���������
1.6.2
Buffs are friendly spells that can be
cast by allies or obtained through drinking time limited magic potions or using
magic items with buff �charges�.� The
classes with buff spells that can be cast on others in Albion are Clerics and
Friars.� The person casting the buff or
drinking the potion may also utilize an Enhancement Bonus received through
special ToA items up to 25% (meaning the buff spell or potion increases the
stat by the delve of the spell * 1.25.)
Actual buffs and buff potions
vary by level.� Potions are generally
less effective than buff spells or charges, spells having the biggest advantage
in that they do not expire after a certain amount of time, but only when the
casting �buffer� dies or leaves the zone.�
The highest-level base Dexterity
buff increases Dexterity by +48.�
Clerics specialized for enhancements have an additional combination
Dexterity and Quickness buff that will add +75 Dexterity and Quickness.�
Thus the maximum Dexterity one
could receive from buffs using the highest levels are (75 + 48) * 1.25) or 153
additional Dexterity from a full Enhance Cleric with 25% ToA buff bonus.�
There is only one buff for
Intelligence, the Cleric Acuity buff.�
It delves at +52 Acuity at its highest level or +65 with bonus gear
(although there are some items with Acuity charges of up to 75).
1.6.3
Realm Abilities � Points acquired
through participation in RvR combat may be allocated to special abilities
available at class trainers.� All of the
starting attributes may be increased through augmented abilities.� In their current planned implementation, the
increases can be achieved in 5 levels (with the higher levels costing a large
chunk of realm points): +4, +12, +22, +34, +48.
1.6.4�� So, what are the Maximum Attributes?�
Assuming someone invested the maximum of their limited Realm Points, had access to a buffer with full enhancement specialization and maximized their item bonuses with + caps, the total bonus to the two key caster stats should be along the lines of (assuming a 70 starting attribute):
v Intelligence � 70 + 45 + 101 + 65 + 48 = 329
v
Dexterity � 70 + 23 + 101 + 153 + 48 = 395
(Starting Stat + Level Bonus + Item Bonus + Buffs +RA Bonus)
(There are some charges that give +75 to Acuity, so Intelligence may be increased more.)
1.7���� What is the Difference between Base line
and Specline spells?
Base
line spells are made available automatically as a caster levels.� Specline spells only open as the caster
spends the specialization points they earn from completing a level at their
class trainer.� In general specline
spells provide more powerful effects and cost less power to cast.
1.8���� What Spell
Paths are available to a Cabalist?
Cabalists
have 3 specialization paths available:�
Matter, Body, and Spirit.�
Cabalists share the base line Body and Matter spells with the other Mage
class, Sorcerers.�
Here
is a brief introduction to each base line/spec line:
1.8.1�� Body Destruction/Essence Manipulation �
The Body line contains the direct damage (nuke) spells available to the
Cabalist in the form of a lifetap (a spell that returns part of its damage as
health to the caster.)� Versions exist
in both the base and spec line, with the specline version returning a greater amount
of health per cast.� The Body line also
contains spells for hampering enemies, such as a Root spell and Strength
debuff.� The Body specline has the very
powerful AoE Disease spell as well as life transfers and enemy melee speed
debuffs.
1.8.2�� Matter Magic/Matter Manipulation � The Matter
line has spells that do Damage over Time (DoTs).� These are spells that do damage every 4-5 second �tick� over a
limited amount of time after which the spell expires.� There are single target DoTs in the base and spec line as well as
an AoE DoT in the spec.� Matter
additionally has the blind spell, called Nearsight, which can be used to hamper
enemy casters/archers, a Dexterity debuff, and a Focus Shield that can be cast
on the pet to make it cause damage to all who hit it.
1.8.3�� Spirit Animation/Vivification � The
base line of Spirit contains the spells that summon the various Cabalist pets
(Simulacra) as well as some basic buffs and healing spells for the pet.� The specline contains more powerful pet
buffs, a spell that recycles pets and returns power to a Cabalist (a unique and
very useful power management spell), and a series of spells that debuff enemy
resistance to castable damage types � including the Body Lifetap described
above.
1.9���� Where do I go to train my Cabalist?
If possible, it is recommended
that a new Cabalist start in Gothwaite Harbor rather than one of the Classic
Zones since newbie monsters, advanced trainers, and virtually all Trade Skill
Trainers and Equipment Merchants are very close by.� A Cabalist starting in Goth Harbor will find himself doing a lot
less running in his early career.
New Cabalists train at a Mage
trainer until level 5 when they choose their permanent path from among
Cabalists and Sorcerers.� Characters
will start at one of these trainers by default.� At level 5 a career path is chosen and the new Cabalist must seek
further training from The Guild of Shadows.
The Guild of Shadows has
Cabalist trainers available throughout the realm:
Expansion |
Location |
Zone |
Trainer |
Classic
Camelot |
Guild of
Shadows |
Camelot
City |
Magus
Agfyen |
Classic
Camelot |
Guild of
Shadows |
Camelot
City |
Magus
Isen |
Classic
Camelot |
Caer
Witrin |
18,37
Avalon Marsh |
Magus
Dimos |
Classic
Camelot |
Lethantis
Association |
14,7
Camp Forest |
Magus
Sacyn |
Classic
Camelot |
Swanton
Keep |
26,13 N.
Black Mts. |
Magus
Jeril |
Shrouded
Isles |
Caer
Gothwaite |
41,54
Isle of Glass |
Magess
Sharifa |
Shrouded
Isles |
Caer
Diogel |
42,27
Aldland |
Magus
Zalman |
Shrouded
Isles |
Fort
Gwyntell |
40,50 Dales
of Dewey |
Magess
Bahija |
Trials
of Atlantis |
Entrance
to Atlantis |
44, 14
Ruins of Atlantis |
Magus
Alfwine |
1.10��� How many specialization points do Cabalists
receive per level and how should they be allocated?
Cabalists have the luxury of being one of the few casting classes that can effectively split spec, rather than min/maxing their templates to take one spell line very high while ignoring others.� Fully specialized Cabalists still make up the majority of popular templates for the class, however.
Casters receive the lowest points to spend of any archetype in the game, receiving only 1 point per character level to spend at each level until 50 (and an extra Level * .5 points to spend at the midway point of each level between 40 and 49.5, referred to as �mini-dings�.)� This translates to exactly 1494 skill points over the life of the character.� This allows a Cabalist the opportunity to roughly full spec one line and half spec a second.� Another option is to 2/3 spec 2 lines and spec a third to around 20.� This is a luxury of having a class where many spells are not Direct Damage in nature.
There are many major templates and another handful of split spec templates out there, although that is not a definitive list in any way.
1.11
What is a good
template for a Body Cabalist?
The Body Cabalist is a master of manipulating life force.� He has powerful Lifetaps, the ability to transfer health to his allies, a debuff for enemy melees that hampers their attack speed, and the powerful AE Disease spell.�� A Body Cabalist may put all of his spec points into Body spec until he receives half specs at level 40, then he can use the half level points to raise his sub school (Matter or Spirit).� The one MAJOR exception to this is that he should spend 5 points in the Spirit line to get the pet-for-power recycle spell at 3 Spirit spec as early as possible.� Some Body Cabbies will also keep Spirit spec a little higher for the leveling benefits of pet buffs/better recycle.� It will depend a lot on personal choice and the support the leveling Cabbie has around him.� He may also elect to take Matter to 11 early to get some version of the helpful utility spell, Nearsight.
��������� 1.11.1 The Classic Body Cabalist - 45 Body/ 22
Spirit / 19 Matter
This spec has the last Body Spec Nuke and AoE Disease spell, and the second to last melee speed debuff and Life Transfer.� It has the level 19 35% Nearsight spell from Matter and the 15% Debuff of Body resistance from Spirit.� Probably the most popular Body spec before self damage de-buffing was downgraded in patch 1.65, making the return on the 15% Debuff less effective.
1.11.2 The Full Body Cabalist - 47
Body/ 24 Spirit / 11 Matter
This template contains all of the specline Body spells at their highest levels.� Nuking efficiency should be maximized with little or no variation in Lifetap damage.� He will be able to heal large amounts of damage with his Life Transfer, debuff enemy melee weapon speed (Haste) by 19% and utilize the highest version of AE Disease.� The Spirit sub-spec gives him mediocre pet buffs, and the 15% Body resistance debuff for his Lifetap.� He has Nearsight 1 for long-range disruption.
��������� 1.11.3 The
Essence Soloer - 46 Body/ 25 Spirit / 13 Matter
Gives up the final Haste debuff for pet run speed I at level 25 Spirit.� The �soloer� aspect comes mainly from the combination of the long-range interrupt from Nearsight and the pet with the first speed buff for closing distance to enemies.
��������� 1.11.4 The Body
Support Cabalist - 47 Body/ 8 Spirit/ 25 Matter
This is more of an oddball spec, in that it gives up almost all pet utility in exchange for the 45% version of Nearsight at 25 Matter.� It has a decent focus shield and a low level AE DoT that has limited uses while retaining the full compliment of Body spells. The Nearsight is used to lockdown enemies with range.
1.12��� What is a good template for a Spirit Cabalist?
The Spirit Cabalist primarily relies on de-buffing his enemy�s damage resistance to the Cabalist�s Body spec nuke to provide eye popping single target damage.� He also has very potent pet buffs, which are very useful when using a pet to deliver damage in both PvE and RvR.�� He also has a high level version of the AoE Snare spell, although this is limited in usefulness because it generates the same immunity timer as Albion Root spells.
��������� 1.12.1 The
Classic Spirit Cabalist - 46 Spirit/ 28 Body/ 4 Matter
This is the pure nuke spec in Spirit.� It has the 50% Body Debuff at level 46 in Spirit and maximum Body sub spec to reduce variance on the base line spell.� Perhaps the most consistently hard nuker amongst all of Albion�s classes, the Spirit Cabalist�s main drawback is his very high power consumption using the base Body nuke.� He also has the blue version of AoE Disease at 24 Body and the yellow AoE Snare at 38 Spirit for some utility.� He has very high pet buffs, including the last pet run speed buff, which is very helpful for catching enemies.
��������� 1.12.2 The
Spirit Soloer - 46 Spirit/ 25 Body/ 11 Matter
This spec gives up a little bit of nuking efficiency in order to get the level 11 version of Nearsight in the Matter line.� He nukes about as hard as a Classic Spirit Spec Cabalist with the additional utility of the long range Nearsight spell.
1.13��� What is a good template for a Matter
Cabalist?
The Matter Cabalist utilizes his DoT spells to dish out damage to his opponents.� He has a high version of Nearsight which he can use to debilitate enemy casters, archers and support classes and he has powerful versions of the pet Focus Damage Shield (FDS) to aid him in leveling and PvE (and occasionally in RvR).
���������
1.13.1 The Classic Matter Cabalist - 46 Matter/ 28 Body/ 4 Spirit
He has stacking single target DoTs, including the second highest specline DoT.� He has the highest AoE DoT, which inflicts damage on numerous enemies.� He has the level 40 Focus Shield for his pet, which should allow him to handle high level monsters if he is careful.� He has the 65% version Nearsight, which is as good as a 2-minute timeout for most classes that rely on range.� His ability to Lifetap is not great, but with 28 Body he will nuke reasonably well as well as have access to blue AoE Disease.
��������� 1.13.2 The Siege Dotter � 46 Matter/ 25 Body / 13
Spirit
All the Matter utility of the classic matter cabbie, but sacrifices some Body for more pet buffs and a very nice pet recycle with 13+11 Spirit.� This spec is very good in standoffs/sieges because pet recycles power quickly.� The Lifetap is pretty good too with + Body items.
��������� 1.13.3 The
Extreme Dotter - 49 Matter/ 22 Body/ 5 Spirit
This template gives up blue Level 24 AoE Disease and significant Lifetap efficiency to get the final spec single target DoT.
��������� 1.13.4 The
Focus Master - 50 Matter/ 20 Spirit/ 4 Body
Squeezes 50 Matter in for the final Focus Damage Shield while sacrificing all Body utility and nuke efficiency.� This spec is useful for farming high-level monsters in PvE and somewhat dubious as an RvR spec.
1.14��� What are some good Templates with split specs?
Split specialized Cabalists give up the high-end versions of many powerful spells in order to gain versatility.� For those who like to be a �Jack-of-all-Trades, Master-of-None�, there are several viable split spec options.� In the past these were avoided because lower level spells have a higher resist chance, making full spec spells more desirable.� With the introduction of the Mastery of Focus realm ability in NF to decrease the resist curve on low level spells, the door has been opened to hybrid spec Cabalists.
Most of these specs utilize logical �stopping points� for key spells in each spec line.� These are spells with good utility at lower levels, rather than damage spells.� For Matter, most people gauge their spec by what level of Nearsight they want.� For Body they are looking at AE Disease and maintaining a high enough Body level to reduce variance in their Lifetaps.� For the Spirit line, people primarily want the Body debuffs and pet run speed buffs.� Most hybrids focus primarily on Body or Spirit, since lower level DoTs are extremely ineffective against higher level players and monsters.
1.14.1 The Body Cabalist Light - 44 Body/ 30 Spirit / 8 Matter
This Cabalist gives up the final spec nuke for more pet buffs and the Blue AoE Snare spell at level 30 Spirit.� This primarily Body Cabalist utilizes the base line Lifetap, but still achieves great efficiency because of his high Body spec.� His combination of the 44 AoE Disease and 30 AoE Snare give him excellent group utility.� This is a difficult solo spec.
��������� 1.14.2 The Spirit Cabalist Light - 40 Spirit/ 34 Body/ 12 Matter
Switching from the 50% debuff at level 46 Spirit to the 30% debuff at level 33 Spirit allows this Cabalist to maintain very effective debuff nukes as well as good pet buffs.� He has yellow versions of both AoE utility spells granted to Cabalists (AoE Disease at 34 Body and AoE Snare at 38 Spirit).� He has a low level Nearsight for hampering other ranged classes, very little variance on his Lifetaps and even decent Life Transfer ability.
��������� 1.14.3 The Duelist - 36 Body/ 35 Spirit/ 19 Matter
This spec has good Lifetap variance because of high Body spec, as well as yellow AoE Disease and the second best Life-transfer.� 35 Spirit gives him the blue AoE Snare, 30% Body Debuff, and most of the 4th tier pet buffs, including the 140% Pet run speed buff at 35 Spirit.� 19 Matter provides a low-level FDS and green Nearsight.
��������� 1.14.4 The Hybrid Nuker - 34 Body/ 33 Spirit/ 25 Matter
This template squeezes 6 more Matter into the mix for a higher-level version of Nearsight (Nearsight 3 at 25 Matter is 45% Range Reduction).� It has a high enough Body spec for respectable variance, the 30% Body Debuff at 33 Spirit, and yellow AoE Disease at 34 Body.� This template nukes hard and has a lot of utility to adjust to many situations.� The lack of the level 35 Spirit pet run speed buff reduces the viability of the pet as a solo tool.
��������� 1.14.5 The Hybrid Griefer - 28 Body/ 33 Spirit/ 32 Matter
Sacrificing a lot of Body variance for the utility of the 30% Debuff and the Level 32 Matter Nearsight IV spell reduces the killing power of this template somewhat.� However, this Cabalist makes up for it with some nice utility, including a vicious 55% Nearsight and blue versions of AoE Disease and AoE Snare.� He is no slouch on the Direct Damage end either with the 30% Body debuff.� He will have the level 30 FDS as well, giving him a very good PvE pet tool.
���������
1.14.8 The Matter/Spirit Hybrid � 25 Body/ 35 Spirit /32 Matter
����������������������������������������������������������� or 19
Body/35 Spirit/ 36 Matter
This spec revolves around Yellow Nearsight and the 30% Body debuff to provide good damage/lockdown potential.� The spec can go wither 25 Body for better variance and blue AoE Disease or sacrifice some of that for 36 Matter and the second to last AoE DoT.� The Single DoTs are good enough to provide stacking damage to the debuff nukes, and there is a lot of pet functionality form the level 30 FDS and yellow pet buffs.
1.14.7 The Siege Specialist �
35 Body/ 3 Spirit/ 41 Matter
This template is geared toward a Cabalist that wants to play a very active role in Keep wars.� It has the top level Nearsight for neutralizing enemy range and yellow AoE Disease for hampering healing.� It has decent DoTs, the second best AoE version for helping to keep damage going on enemy assailants/defenders but enough Body for decent baseline nuking.� The level 40 Focus Damage Shield provides additional pet utility.
1.15��� What are the Class Titles for Cabalists?
v Levels 5-9: ����� Apprentice Cabalist
v Levels 10-14:�� Journeyman Cabalist
v Levels 15-19:�� Imbuer
v Levels 20-24:�� Creater
v Levels 25-29:�� Veteran Cabalist
v Levels 30-34:�� Spiritist
v Levels 35-39:�� Animator
v Levels 40-44:�� Master Spiritist
v Levels 45-49:�� Master Imbuer
v Level 50: ������� Cabalist Prime
2.
Cabalist Spells
2.1
What are the Different Types of Spells?
Spells can be broken into 6 basic categories: Damage,
Summoning, Buffing, Debuffing, Healing, and Crowd Control.� Cabalists have some versions of each type of
spell.� Some spells cross multiple
areas, such as AoE Disease, which has a Snare (Crowd Control) and a Strength
Debuff component.� For the purpose of
this Guide, AoE Disease will be classified as Crowd Control.
2.1.1�� Damage Spells � These include any spell that takes health
away from an enemy player or monster by injuring them.� There are many categories of Damage spells.
�����������
v
Direct
Damage (Often referred to as DD or Nuke spells) � Spells that generally have a
range of around 1,500 units.� These are
the bread and butter spells for most casters.�
Line of sight to the target is required and the spell lands as soon as
it is cast.� Cabalists have one form of
DD available � Lifetaps.
v
Bolts
� Spells that act
as missiles.� They have a range of 1850
units and must travel from the caster to the target and are therefore
susceptible to being blocked.� Cabalists
have no bolt attacks.
v
Damage
over Time (DoTs)
� Spells cast in much the same way as a Nuke, but instead of hitting once they
stay on the target for 15-30 seconds.�
Every so many seconds, the damage �ticks� again until the spell expires.� Each �tick� of a DoT does much less damage
than a nuke, but over time they add up to 2-3 times a typical nuke.� Cabalists have 2 Single Target DoTs and an
AoE DoT available in the Matter line.
v
Area
of Effect Direct Damage (AoE DD) � Spells that require a single target like a nuke, but
also damage all enemies within a radius of the target (usually 350 units).� Typically the central target takes the full
effect of the damage with the amount tapering off as it reaches the edge of the
AoE.� Cabalists do not have an AoE DD,
but Cabalist AoE DoTs do not have damage falloff.
v
Point
Blank Area of Effect
(PBAoE) � A very powerful area spell that requires no target or line of
sight and ripples out from the caster, usually in a 350-unit radius.� Cabalists do not have this type of spell.
v
Ground
Targeted Area of Effect (GTAoE) � An AoE spell that is cast to a ground location by the
caster.� It requires neither a target
nor line of sight and may be cast through solid objects into interior
spaces.� Cabalists do not have GTAoE spells.
2.1.2�� Summoning Spells
� Summoning spells are used to cast allies that ���� aid the caster in fighting his enemies.� These summoned allies are �� referred to as �Pets� in most cases.� There are 2 types of Summoned ��� Pets:
v
Permanent Controlled Pets � These
are mobile pets that are summoned and stay with the caster, following his
commands issued through the Pet Command Window until dismissed or killed.� Cabalist Simulacra fall into this
category.
v
Fire and Forget Pets � Pets
that are cast at a target and then require no control.� Some cannot be retargeted and attack their
initial enemy until they expire or die.�
Theurgists have this type of pet.�
Others, like most Animist pets, are cast to a ground target and remain
there, attacking all enemies with their range, until they are killed or expire.
2.1.3�� Buff Spells � Spells that increase the
effectiveness of allies.� These may be
in the form of raising attributes, increasing regeneration rates, increasing
weapon damage or speed, imbuing the target with magical armor, or giving group
effects such as faster running speed or pulsing blade turns.� Most buffs are either timed and expire after
15-20 minutes or are Concentration based on the caster who casts them, meaning
they have a limited pool of buffs to distribute before they run out of
concentration.� Cabalists have both
self-buffs of their armor and many Pet only buffs in the Spirit lines to make
their pets stronger.� Cabalists have no
buff spells castable on realm mates.
2.1.4�� Debuff Spells � These are spells that
basically act the opposite of Buff Spells by weakening an enemy.� These are a specialty of Mage classes and
Cabalists have several available debuffs.�
Cabalists have single target debuffs for Strength, Dexterity and Weapon
Speed.� They have 3 Magical Resistance
debuffs (Body, Energy, and Spirit) with the Body debuff working on their own DD
spells.� They also have Nearsight, which
debuffs an enemy�s ranged capability by up to 65%.
2.1.5�� Healing Spells � Healing spells
come in many different forms, but all do the same basic thing � replenish ally
hit points, power (mana) or endurance.�
Cabalists have 2 types of healing spells.� They have a pet only heal spell in the Spirit base line, and they
have a life transfer spell that takes a percentage of the Cabalist�s health and
gives it to an ally.
2.1.6�� Crowd Control Spells (CC) � Crowd
Control spells are used to hamper an enemy�s movement so as to render them
ineffective while the spell lasts.�
There are several forms of CC available.
v
Root � Locks the target�s feet to
the ground, target can still attack or cast, but cannot go anywhere until the
spell expires.� Roots are broken as soon
as the rooted target takes damage.�
Cabalists have a single target root spell in the Body base line.
v
Mesmerize � The opponent is immobilized
and unable to take any action while the Mesmerize lasts.� Generally shorter duration that roots, they
also break if the target is attacked in almost any way while under the effect.� Cabalists do not have this spell.
v
Stun � Much like a Mesmerize spell,
but does not break on damage and is very short in duration.� A deadly form of CC where the helpless
victim can take tremendous damage without the effect breaking.� Cabalists do not have a castable stun, but
one of the Simulacra can proc a short stun as an effect.
v
Snare � A longer duration CC spell
that is like a root, but only slows the target instead of locking the target�s
feet in place.� This CC also breaks on
damage.� Cabalists have 2 Snare spells,
the AoE Snare in the Spirit line which is a 40% movement penalty, and the AoE
Disease in the Body line which has a three fold effect: a 15% Snare, a minor
strength debuff, and halves all heals cast on the diseased target (AoE Disease
is perhaps the most powerful spell in the Cabalist�s repertoire because of this
triple effect, none of which break on damage.)�
Cabalist AoE Snare shares an immunity timer with Albion Root spells.
2.2���� What does the color of the spell border
signify?
��������� The border
of a spell�s hot bar icon indicates what level the spell is in general � terms.�
There are 5 possible spell cons: Gray, Green, Blue, Yellow, and
Red.� These
roughly equate to spells granted in each fifth of the 50 possible levels.� ������ Generally
gray spells are level 10 or less, green are level 11-20, blue 21-30, ��������� yellow 31-40, and red 41-50.� Before the Mastery of Focus RA became available in New Frontiers, it was generally
considered best to have all of the ������� spells
one used at the yellow or higher level for resist purposes.
2.3���� What is a
Cabalist�s Spell List?
���������
The Cabalist, like all casters,
has an evolving spell list.� The entire
list is kept up to date at Mythic�s DAoC home page, The Camelot Herald.� For the latest information on spell names,
levels, effects, and durations, go to The Herald�s spell library and look in
the Cabalist sections: http://www.camelotherald.com/spells/
2.3.1��� Body Destruction
Line (Body base) � Strength Debuff, Root, Lifedrain.
2.3.2�� Matter Magic
(Matter base) � Self Bladeturn, Self Armor Shield, Self Absorb Shield,
Dexterity Debuff, Damage over Time.
2.3.3�� Spirit Animation
(Spirit base) � Summon Pet, Heal Pet, Buff Pet Strength, Buff Pet
Dexterity.
2.3.4�� Essence
Manipulation (Body spec) � Lifedrain, Life Transfer, Debuff Combat
Speed, Disease, AoE Disease.
2.3.5�� Matter
Manipulation (Matter spec) � Damage over Time, AoE Damage over time,
Focus Damage Shield, Nearsight.
2.3.6�� Vivification
(Spirit spec) � Reclaim Pet, Buff Pet Movement, Buff Pet Combat Speed,
Damage Add Pet, Buff Pet Strength/Constitution, Buff Pet Dexterity/Quickness,
Snare, AoE Snare, Debuff Body Resistance, Debuff Spirit Resistance, Debuff
Energy Resistance.
2.4���� What types of
damage can Cabalist's do?
Cabalist Life Taps do Body
damage.� All Cabalist DoTs do damage on
the Matter table.� Cabalist Simulacra do
either slashing melee damage or spell damage depending on their special
ability.
2.5���� How does
Quick Cast work?
Quick Cast is described by
Mythic as a �Life Saver� ability.� All
cloth-wearing casting classes with 1.0 spec points per level receive the Quick
Cast ability at level 5 when they choose their career path.� Since Casters are designed to require
concentration in order to cast their powerful spells, any type of attack
against the caster will cause them to lose their concentration and become
unable to cast for a few seconds.
Quick Cast allows the Cabalist
to cast a single emergency spell (usually a root or last ditch Lifetap) whether
they are being attacked or not.� This
ability is on a 30 second re-use timer.�
It is not actually a quicker casting time in most cases, causing any
spell to take a flat 2 seconds to cast, but it will allow the caster to cast
through melee/magic/missile attacks.
This ability is tremendously
important to all casters, as it is often the only chance they have at survival
in a tight situation.� Only a few things
can cause a quick cast spell to fail; being stunned or mesmerized, being killed
before the spell finishes casting, the target running out of line of sight or
spell range, or being hit with an Amnesia spell that makes the caster forget
what he was casting.
Quick cast spells have double
the normal mana cost.
2.6���� Why are there
2 versions of the Cabalist Lifetap Spell?
Both Body lines have a version
of the Lifetap spell.� The base Body line
has the Vitality Drain line of Lifetaps scaling from level 1 to level 50.�� The level 50 base line version is available
to all Cabalists.� The Body specline,
Essence Manipulation, has a series of Lifetaps called the Remove Lifeforce
line.� These begin at level 1 Body spec
and scale up to a level 45 spec version.
At one time there was no base
level 50 Lifetap and the Body specline Lifetap was significantly more
powerful.�� However, the addition of the
level 50 Base line Lifetap to Mages in patch 1.65 added a slightly more
powerful version outside the specline.��
For this reason, many Body Cabalists feel their specline Lifetap has
become redundant.� There are some small
advantages to using the 45 specline Lifetap over the Level 50 base line for a
Body Cabalist; the specline Lifetap returns 90% of its damage as health to the
caster as opposed to the 60% returned from the base line, it also costs
slightly less power to cast.
2.7���� What is Pet
Recycling, how does it work?
One of the unique class features
of the Cabalist is the level 3 Spirit specline spell, Convert Spirit.� This spell destroys the Cabalist�s currently
controlled Simulacrum and returns its health as power to the Cabalist.� It is quite powerful, returning up to 30% of
a Cabalist�s power at high levels.
Many Cabalists will summon and
reclaim pets until their power bar is full.�
This is called �pet recycling�.�
The higher the pet�s health when
destroyed, the more power the Cabalist will receive (buffs do not make any
difference).� Because of its initial
high health value, the Amber Simulacrum is the pet of choice for
recycling.� A Cabalist with no Spirit
spec will recycle roughly 140 - 170 power per Amber Simulacrum at level 50,
whereas a fully Spirit spec Cabalist will recycle Ambers for around 210 power.
The use of Focus staves is
extremely important for this ability.�
Full spirit focus is needed to maximize efficiency on the pet summon and
pet reclaim side of the cycle.� A Cabalist
without a staff with full Spirit focus will find his Pet recycling taking 7-8
cycles to receive full power because of his poor mana efficiency.
Pet Recycling is an amazing tool
for the Cabalist class.� It is HIGHLY
recommended that all Cabalists spec to at least 3 in Spirit in order to get
this spell.
2.8���� What is
Debuff Nuking?
Each caster damage spell has a
damage school, usually consistent with the specline (i.e. Fire speclines do
Heat damage, Body speclines do Body damage.)�
Players have numerous ways to protect themselves against specific damage
types using resist items, RAs and buffs.
When resist buffs (spells that
decrease the damage the target takes from a damage school) were added to each
realm, counteractive resist debuffs were put in place as well.� These debuffs are cast on a single target and
last around 8 seconds.
The Mage classes in Albion
received the resist debuff spells.�
Sorcerers received the elemental damage debuffs � Heat and Cold, as well
as Matter.� Cabalists received debuffs for
damage of Energy, Spirit, and Body types. Debuff nuking is utilizing these
resist debuffs in order to increase the damage done by spells of the resists�
damage type on a debuffed target.�
What is very nice for Cabalists
is that their base nuke damage type is Body.�
Therefore Cabalists speccing high enough in Spirit Magic to receive the
castable Body debuffs can debuff for their own damage type!� This is a very controversial ability, and
very few classes game wide can do this.�
There are three versions of the Body debuff spell in the Cabalist
Vivification specline:
v
Diminish Immunities Level 22: ������� �15% Body Resist
v
Disspate Immunities Level 33: ������� �30% Body Resist
v
Banish Immunities Level 46:� �50% Body Resist
So at very high Spirit
specialization, a Cabalist can debuff his own damage type by 50% (Debuffs actually
have a 1.25 value at full Spirit spec, meaning they debuff 38% and 62%
respectively for the last 2 debuffs)
This provides the Spirit
Cabalist a lot of killing power.� It is
especially nice since other Mages using Body damage nukes (Sorcerers or Cabalists)
can assist the Spirit Cabalist when they debuff their target�s Body
resist.� The combination of 2 or 3
people nuking for the same debuffed damage type can yield devastating results.
Other types of debuffs can be
used in conjunction with 2 different classes.�
For example an Air Theurgist would benefit from the Cabalist�s Spirit
Damage debuff, and a Fire Wizard would benefit from the Sorcerer�s Heat debuff
line.� But it is the ability to debuff
for himself that makes Spirit Cabalists deadly nukers.
Resist debuffs work differently
in RvR and PvE.� Debuffs in PvE count
full value against a monster�s resists allowing them to be made very
vulnerable.� In RvR, Debuffs count full
value against casted and RA resists and half value against item and racial resists.
Calculating how much a debuff
will reduce resists (assuming the debuff is adjusted full Spirit spec and gets
the delve x 1.25 bonus to his debuff) these formulas can be used:
v Using
50% Debuffs as an example:
Target with 26% resists from items only.
50 x 1.25 = 62%
26% - 62/2 = -5%
End result: 26% ---> -5%
Target: 26% from items and a 16% buff.
50 x 1.25 = 62%
62% - 16% (buff) = 46%
26% (items) - 46/2 = 3%
End result: 42% ---> 3%
Target: 26% from items and a 24% buff.
62% - 24% (buff) = 38%
26% (items) - 38/2 = 7%
End result: 50% ---> 7%
The end result debuff can be further reduced by the
Avoidance of Magic Realm Ability.
Additionally, debuff durations are reduced from their 8
second base by resistances to the damage type of the debuff spell itself, and
by the RA Avoidance of Magic. (In the Cabalist�s case the Body debuff is on the
Spirit damage table.)
2.8���� How do Cabbie
Damage over Time spells work and stack?
DoTs work by placing an effect on
the target that repeatedly does damage over a set time before expiring.� The Cabalist casts the DoT on a target and
it does an initial amount of damage, then more damage each 4 or 5 seconds until
it expires.� This effect is referred to
as �ticking�.� Base line DoTs do less
damage and last only 20 seconds, ticking every 5.� Specline DoTs typically last an extra tick.� Area of Effect versions of DoT spells place
this effect on multiple targets, the caster targets someone and casts the AoE
DoT and everyone within a 350 unit radius is afflicted.
Only one base line and one
specline Cabalist DoT may be active on a person at any given time.� One could have a base DoT plus a spec DoT
going simultaneously or a base DoT and a spec AoE DoT, but not a spec DoT and a
spec AoE DoT.� When non-stacking DoTs
are cast over each other, the most damaging one will take precedence and the
other will be ignored.
AoE Dots, unlike all other AoE
spells, have no damage falloff outside the central target; all targets within
the Area of Effect take full damage.
2.10��� Why is
Disease Important?
Besides the nice utility of the
small strength debuff and 15% snare effects produced by AoE Disease, it has the
added effect of making the diseased target hard to heal.�������� Diseased targets receive only half
of the value from a heal spell that they normally would.� This can be a decisive edge in beating an
opponent group with good healing.�
Although the application is largely RvR oriented, PvE focused Cabalists
may not find it so important.
One important note about using
Disease in RvR, spreadheal spells target the spreadheal caster, not their group
mates � so in order to halve Spreadhealing, the healer herself must be
diseased.
AoE Disease is part of the
Cabalist Body specline with new versions at spec level 15, 24, 34, and 44.
2.11��� What does
Nearsight do?
Nearsight is a blind spell.� It lasts for 2 minutes and cuts the target�s
range attacks by the listed amount.�
There are five levels of Nearsight in the Matter specline:
v
Level 11 Matter Encrust Eyes:���������������� -25% Range
v
Level 19 Matter Obscuring Dust:�������������� -35% Range
v
Level 25 Matter Clouded Sight:��������������� -45% Range
v
Level 32 Matter Darkened Cloud:������������� -55% Range
v
Level 41 Matter Persistent Obscuration:���� -65% Range
Needless to say, having ones
ability to do range damage reduced by 30% or more is a severe hampering effect.
Nearsight is also the
longest-range spell in the Cabalist�s repertoire, coming in at 2300 range.� This also makes the spell useful for dealing
with archers with extreme range.� It is
also great for pulling monsters out of deep or dangerous camps in PvE.
Nearsight has a 1 minute
immunity timer and may be cured by the ML ability Purify Vision in the
Perfector Line.
2.12��� Why are Crowd
Control spells important, and how do I use them?
���������
Simply put, Crowd Control allows
players and groups to deal with certain enemies later instead of immediately by
hampering their ability to move or attack.�
In RvR CC is used to keep players from performing their role while their
allies are dealt with, it is also used to keep players from escaping.� In PvE CC is used in much the same way,
locking down one or several monsters so the group focuses on one at a time.
Mesmerize spells (Mezz) are the
preferred form of opening CC because they last a long time and completely lock
a target down as long as it takes no damage.�
Stuns and Roots are also important because the former allows the target
to be damaged and the latter lasts a long time.
Unfortunately, Cabalists have no
AoE version of major CC spells, however they do have a nice compliment of
secondary CC spells in AoE Disease and AoE snare as well as a single target
root.
Cabalists should determine which
and how much of their CC to use based on the situation.� Sorcerers are Albion�s master of crowd
control, and should be allowed to lead the CC in most cases, especially since
all Cabalist AoE spells (Snare, Disease, DoT) will break Sorcerers�
mezzes.� Still, using Disease and Snares
in RvR on enemies who have broken mezz can be very helpful to a group (besides
just the healing reduction that Disease brings).
Single target roots, with their
long duration, are applicable in almost all situations, and should be used
liberally to support the Cabalist�s group or to aid the solo Cabalist.�
A Cabalist that constantly
breaks his ally�s mezzes with his AoE spells will quickly become a pariah in
groups.� On the other hand, a Cabalist
that uses his own CC well to compliment his realm mates, and who uses his
single target roots judiciously (for instance rooting an enemy that is
attacking the group�s healer) will find himself more apt to get invited back to
groups in both RvR and PvE.
���������
2.13��� How do Life
Transfers Work?
Life Transfers drain a small
portion of health from the Cabalist and use that to heal a targeted ally.� Generally speaking, about 3 times the amount
of health taken from the cabalist will be transferred to his target.
2.14��� What is
Variance?
Variance is the difference in
the amount of damage a spell does from cast to cast on a similar target.� Variance level is determined by the spec
level the caster has in that school.�
The higher the level of spec in a school, the less variance spells in
that school and its base line will have.
2.15��� What does
Specialization Level have to do with base line Spell Damage?
In addition to providing you with new or more powerful
versions of spells in your line of specialized spells, it will also increase
the damage done by your base line spells.�
Damage scales up as follows:
Spec Level������������� Damage
Variance
1�������������������������� 25%
to 125% of the listed damage
2/3����������������������� 75%
to 125% of the listed damage
Full����������������������� 100%
to 150% of the listed damage
So not only does the amount of damage possible scale up,
but the variance in damage is flattened out as one specs higher in a
school.�
To put this in real terms for the Cabalist, the Body base
line Lifetap delves at 179 damage.� This
is before bonuses from Acuity, RAs, items, or Relics are factored in.� A Cabalist with 1 spec in Body would expect
that Lifetap to hit somewhere between 45 and 224 before bonuses.�� A Cabalist with 33 Body Spec would expect
the same Lifetap to hit from between 134 and 224.� While the full Body spec Cabalist would see his base line Lifetap
hit for between 179 and 269.
(Remember this is unadjusted damage, damage will certainly
be much higher in any case with higher attributes and buffs etc)
Full specialization level is the sweet spot that a
Cabalist should shoot for if he is trying to maximize his nuke efficiency.� This can be achieved by actual spec level as
well as spec level bonuses from RAs and items the Cabalist wears. It is
possible to raise specialization level over character level using magic items.
This will further reduce the damage variance although the effects are minimal.
2.16��� What is the
Maximum Damage a spell can do?
Damage
spells can do a maximum amount of delve value * 3 before Critical hits.� This can be further adjusted by the use of
ToA artifacts with damage bonuses and the Realm Ability Mastery of Magery.� Critical hits may add up to 50% more damage
in RvR or 100% more in PvE.� The
absolute ceiling for the Cabalist 179 damage Lifetap would be, in the order in
which bonuses are added in game:
Base�� Adjustment�������������������������������������� Formula�������������������� New Base
179���� +28% (Mastery of Magery 5 )������� 179
+ (179 * .28)���� = 229
229���� +10% (ToA item Dmg bonus)��������� 229 + (229 * .1)������ = 251
251���� +5%��
(Artifact Active Dmg Bonus)� 251 +
(251 * .05)���� = 264�
264���� Maximum Damage of 3x Delve�������� 264 * 3������������������ =
792
792���� + 50% Critical Damage (RvR)��������� 792 + (792/2) = 1188
��������� -or-
792���� +100% Critical Damage (PvE)�������� 792 + 792�������������� = 1584
All
sorts of other factors can affect that damage number.� The chances of actually reaching the delve * 3 cap is very low
and requires high level buffs, equipment with bonuses to Intelligence, debuffs,
relics, keep bonuses or low level targets.�
Not all critical hits will be for the maximum 50% or 100%.� Targets with high level resists will
significantly lower this number as well.�
This is just to give an idea of the maximum possible nuke damage.
2.17��� How do
bonuses to Magic Skill work?
Players
can receive bonuses to their Magic Skill levels in two ways, through items with
skill bonuses and through Realm Rank bonuses.�
The maximum a player can receive in item bonuses is determined by the
player�s level.� The max is player level
/5 + 1.� Realm Rank bonuses are added
one per Realm Rank from rank 2 to rank 10.
A
level 50 Cabalist can have a maximum of +20 to his Magic Skills, +11 from items
and +9 from Realm Ranks.
This
is important in determining variance and maximum damage on spells.� Therefore, the level 50 Cabalist trying to
reach minimum variance and maximum efficiency on his Body base nukes needs the
following level of Body per realm rank to reach 50 adjusted Body:
RR����� Base Body����� +
RR Bonus��� + Item Bonuses������� =Adjusted Body
2������� 38��������������� +1��������������� +11����������������������� 50
3������� 37��������������� +2��������������� +11����������������������� 50
4������� 36��������������� +3��������������� +11����������������������� 50
5������� 35��������������� +4��������������� +11����������������������� 50
6������� 34��������������� +5��������������� +11����������������������� 50
7������� 33��������������� +6��������������� +11����������������������� 50
8������� 32��������������� +7��������������� +11����������������������� 50
9������� 31��������������� +8��������������� +11����������������������� 50
10����� 30��������������� +9��������������� +11����������������������� 50���
2.18��� How do
Resists Work?
There are 2 types of resists in DAoC as applied to spells: the chance
for a spell to be resisted outright (basically to �miss�), and the percentage
by which a spell�s effect is reduced.�
Outright resists have to do with the level of the spell compared to the
level of the spell�s target.� Reduction
resists are obtained through racial bonuses, item bonuses, buffs and RAs.
2.18.1� Outright Spell Resist Chances � These are determined
formulaically by comparing the spell�s level, a base resist chance, and the
level of the spell�s target.�
(It assumes the character casting the spell is within around 5 levels
of his target.� Casting spells on very
high-level (red-purple con) monsters will yield dramatically higher outright
resists.)
The base chance for a spell to land is 85%.� Spells have a factor of (spell level / 2) added to their chance to hit. (Spell level is defined as the level the spell is awarded; chance to hit defined as the chance of avoiding the "Your target resists the spell!" message.) Subtracted from the modified to-hit chance is the target's (level / 2).
If the chance to hit goes over 100% damage or duration is increased, and if it goes below 55%, there is still a 55% chance to hit but the damage or duration is penalized. If the chance to hit goes below 0, the spell cannot hit at all.�
The formula (where SL is Spell Level and TL is target level) is:
.85 + ((SL / 2) / 100)) � ((TL / 2) / 100))
A level 45 spell against a level 50 target would be:
.85 + ((45 / 2) / 100)) � ((50 / 2) / 100)) = .825 or 82.5% chance for
the spell to land.
Notes on Spell Miss Chances:
v
This
formula works fairly well for RvR, where players are generally within 5 levels
of each other. It is well known that monsters far above the caster�s level
(high red and purple) will have additional outright resistance chances against
player spells.
v
It is also known that combination spells, such as the
Cabalist Lifetap, Direct Damage + Snares, DD + Debuffs etc, have a somewhat
higher base resist rate than 85%.� This
is possible the result of having 2 components that check for resists, making
the actual initial chance to land around .78.
v
Having multiple attackers hitting the same target at once
will lower its chance to outright resist a spell.
2.18.2 Reduction Resists � These types of resists lower the effect
of spells.� They are obtained through
equipment, buffs, and starting racial bonuses.�
In general, players will attempt to maximize their resists in all
schools available whenever possible.
v
Resist Types � There are 8 damage types,
or schools: Heat, Cold, Matter, Energy, Spirit, Body, Thrust, Crush, and Slash.
Body Damage Table |
Cold Damage Table |
||||
Minstrel |
DD |
Instruments |
Theurgist |
DD |
Path of Ice |
Sorcerer |
DD |
Disorientation |
Wizard |
DD |
Path of Ice |
Cabalist |
Life Drain |
Body Destruction |
Wizard |
DD |
Liquifaction |
Cabalist |
Life Drain |
Essence Manipulation |
Theurgist |
Snare |
Path of Ice |
Sorcerer |
Life Drain |
Body Destruction |
Theurgist |
Snare |
Refrigeration |
Minstrel |
Mesmerize |
Instruments |
Wizard |
Snare |
Path of Ice |
Cabalist |
Slow |
Essence Manipulation |
Wizard |
Snare |
Liquifaction |
Cabalist |
Snare |
Body Destruction |
Eldritch |
Bolt |
Way of the Eclipse |
Sorcerer |
Snare |
Body Destruction |
Eldritch |
Bolt |
Void Mastery |
Sorcerer |
Snare |
Disorientation |
Eldritch |
DD |
Shadow Control |
Minstrel |
Stun |
Instruments |
Eldritch |
DD |
Way of the Eclipse |
Bard |
DD |
Music Spec |
Eldritch |
DD |
Void Mastery |
Champion |
DD |
Valor |
Nightshade |
DD |
Nightshade Magic |
Animist |
DD Bomber |
Arborial Mastery |
Eldritch |
Mesmerize |
Shadow Control |
Animist |
DD Bomber |
Creeping Path |
Bonedancers |
DD |
Darkness |
Animist |
DD Turret |
Arborial Mastery |
Runemaster |
DD |
Darkness |
Animist |
DD Turret |
Creeping Path |
Runemaster |
DD |
Runes of Darkness |
Animist |
Debuff Bomber |
Creeping Path Spec |
Spiritmaster |
DD |
Darkness |
Animist |
Debuff Turret |
Creeping Path Spec |
Runemaster |
Debuff DD |
Runes of Darkness |
Druid |
DoT |
Nature Spec |
Spiritmaster |
Lifedrain |
Spirit Dimming |
Bard |
Mesmerize |
Music |
Spiritmaster |
Mesmerize |
Spirit Dimming |
Bard |
Mesmerize |
Music Spec |
Bonedancers |
Snare |
Bone Mystics |
Champion |
Slow |
Valor |
Spirit Damage Table |
||
Animist |
Snare |
Creeping Path Spec |
Cleric |
DD |
Smiting |
Druid |
Snare |
Nature |
Cleric |
DD |
Smiting Spec |
Animist |
Snare Bomber |
Creeping Path |
Necromancer |
DD |
Death Servant Spec |
Animist |
Snare Bomber |
Creeping Path Spec |
Reaver |
DD |
Soulrending |
Animist |
Snare Turret |
Arborial Mastery |
Theurgist |
DD |
Vapormancy |
Skald |
DD |
Battlesongs |
Necromancer |
DoT |
Painworking Spec |
Shaman |
DoT |
Subterranean |
Reaver |
DoT |
Soulrending |
Bonedancer |
Life Drain |
Bone Guardians |
Necromancer |
Life Drain |
Deathsight |
Healer |
Mesmerize |
Pacification |
Necromancer |
Life Drain |
Deathsight Spec |
Healer |
Mesmerize |
Pacification Spec |
Reaver |
Life Drain |
Soulrending |
Skald |
Mesmerize |
Battlesongs |
Cleric |
Mesmerize |
Smiting Spec |
Healer |
Slow |
Pacification Spec |
Theurgist |
Mesmerize |
Vapormancy |
Healer |
Snare |
Pacification Spec |
Theurgist |
Slow |
Abrasion |
Bonedancer |
Snare |
Bone Guardians |
Cabalist |
Snare |
Vivification |
Bonedancer |
Snare |
Suppression |
Necromancer |
Snare |
Painworking |
Runemaster |
Snare |
Suppression |
Necromancer |
Snare |
Painworking Spec |
Spiritmaster |
Snare |
Suppression |
Cleric |
Stun |
Smiting |
Healer |
Stun |
Pacification |
Champion |
Snare |
Valor |
Healer |
Stun |
Pacification Spec |
Spiritmaster |
DD |
Spirit Suppression |
Sorcerer |
Mesmerize |
Mind Twistin |
Spiritmaster |
Mesmerize |
Spirit Suppression |
Sorcerer |
Mesmerize |
Domination |
Spiritmaster |
Slow |
Spirit Suppression |
Energy Damage Table |
Skald |
Snare |
Battlesongs |
||
Eldritch |
DD |
Vacuumancy |
Matter Damage Table |
||
Enchanter |
DD |
Empowering |
Wizard |
Bolt |
Calefaction |
Mentalist |
DoT |
Holism |
Cabalist |
DoT |
Matter |
Mentalist |
DoT |
Mentalism |
Cabalist |
DoT |
Matter Manipulation |
Animist |
Life Drain |
Arborial Path |
Sorcerer |
DoT |
Matter |
Valewalker |
Life Drain |
Arborial Path |
Sorcerer |
DoT |
Telekinesis |
Mentalist |
Mesmerize |
Mind Mastery |
Wizard |
DoT |
Calefaction |
Eldritch |
Slow |
Vacuumancy |
Sorcerer |
Snare |
Telekinesis |
Eldritch |
Snare |
Vacuumancy |
Wizard |
Snare |
Calefaction |
Eldritch |
Storm |
Void Mastery |
Wizard |
Storm |
Calefaction |
Runemaster |
Bolt |
Runecarving |
Animist |
DD |
Verdant Path Spec |
Runemaster |
Bolt |
Runes of Destruction |
Valewalker |
DoT |
Arborial Path Spec |
Runemaster |
DD |
Runecarving |
Druid |
Snare |
Nature Spec |
Runemaster |
DD |
Runes of Destruction |
Valewalker |
Snare |
Arborial Path Spec |
Thanes |
DD |
Stormcalling |
Shaman |
Bolt |
Subterranean Spec |
Runemaster |
Snare |
Runes of Supression |
Shaman |
DD |
Subterranean Spec |
Runemaster |
Storm |
Runes of Destruction |
Bonedancers |
DoT |
Bone Army |
Heat Damage Table |
Bonedancers |
DoT |
Bone Warriors |
||
Wizard |
Bolt |
Path of Fire |
Shaman |
DoT |
Subterranean Spec |
Wizard |
Bolt |
Pyromancy |
Shaman |
Snare |
Subterranean |
Wizard |
DD |
Path of Fire |
Shaman |
Snare |
Subterranean Spec |
Wizard |
DD |
Pyromancy |
|
|
|
Eldritch |
DD |
Way of the Sun |
|
|
|
Enchanter |
DD |
Way of the Sun |
|
|
|
Enchanter |
DD |
Bedazzling |
|
|
|
Mentalist |
DD |
Way of the Sun |
|
|
|
Mentalist |
DD |
Illusions |
|
|
|
Enchanter |
Slow |
Bedazzling |
|
|
|
Eldritch |
Stun |
Way of the Sun |
|
|
|
Enchanter |
Stun |
Way of the Sun |
|
|
|
Mentalist |
Stun |
Way of the Sun |
|
|
|
v
Racial Resists � Bonuses given by race selection:
(Races available to Cabalists
are in Bold.)
�
Race |
Body |
Energy |
Spirit |
Matter |
Cold |
Heat |
Slash |
Thrust |
Crush |
Avalonian |
|
|
5% |
|
|
|
3% |
|
2% |
Briton |
|
|
5% |
|
|
|
3% |
|
2% |
Half Ogre |
|
|
|
5% |
|
|
3% |
2% |
|
Highlander |
|
|
|
|
5% |
|
2% |
|
3% |
Inconnu |
|
|
5% |
|
|
5% |
|
3% |
2% |
Saracen |
|
|
|
|
|
5% |
2% |
3% |
|
Celt |
|
|
5% |
|
|
|
3% |
|
2% |
Elf |
|
|
5% |
|
|
|
2% |
3% |
|
Firbolg |
|
|
|
|
|
5% |
2% |
|
3% |
Lurikeen |
|
5% |
|
|
|
|
|
|
5% |
Shar |
|
5% |
|
|
|
|
|
|
5% |
Sylvan |
|
5% |
|
5% |
|
|
|
2% |
3% |
Dwarf |
5% |
|
|
|
|
|
2% |
3% |
|
Frostalf |
|
|
5% |
|
|
|
2% |
3% |
|
Kobold |
|
5% |
|
|
|
|
|
|
5% |
Norseman |
|
|
|
|
5% |
|
3% |
|
2% |
Troll |
|
|
|
5% |
|
|
3% |
2% |
|
Valkyn |
5% |
|
|
|
5% |
|
3% |
2% |
|
v
Item Resists � Item resists appear on random
loot drops from monsters, fixed drops from encounters and quest rewards,
artifacts, and spell crafted equipment.
The maximum Item Resists one can
have for each damage type are (player level / 2) + 1 or 26% at level 50.
v
Buffs � A number of spell lines have
buffs against magic damage types (no buffs for melee damage are available), the
most common being found on each realm�s primary Enhancement class (Clerics,
Shamans, and Druids).� These typically
come in 3 levels: 8%, 16%, and 24%.
v
RAs � The primary Magic Resistance
from realm abilities comes from the Avoidance of Magic RA, which provides
additional resistances in 5 levels, depending on how many Realm Points the
player spends: 2%, 5%, 12%, 19%, and 28%.�
This is a passive ability, meaning it is always on as long as the player
has the RA.� The melee resist version of
this RA is called Physical Defense and works the same way, only affecting
Crush, Slash, or Thrust damage.
Another RA, which is an active
ability, Bedazzling Aura (available to Cabalists) increases magic resistance
for the player�s group by 10%, 20%, and 40% when activated.� This ability is on a reuse timer.� The melee version of this ability is called
Barrier of Fortitude.
v
Armor Resists � Some armors also have
natural vulnerability or resistance to damage types, although these primarily
affect melee damage types.
2.18.3 How reduction resists are calculated
depends on where they come from. Resists from Items, Race, and Buffs form one
set of resists that are calculated immediately to reduce damage.� Resists from RAs are factored in the
remaining resists after the first set are calculated.� This means that resists are not all stacked on top of each other
to allow for 70% and above resistance to a damage school.
v
Bin A � Racial Resists, Item Resists,
Resist Buffs, Armor Resist
v
Bin B � Realm Abilities
The formula is (where D = base
damage and AD is adjusted damage):
D � (D * (Sum of Bin A%)) = AD
AD - (AD * (Sum of Bin B%)) =
Final Damage
Thus a Direct Damage spell that
does 400 damage will be adjusted as follows:
v
Items 26%, Buffs 8%
���� 400 � (400 * .34) = 264
Damage would appear as �You hit
for 264 (-136)�
���������
v
Items 26%, Buffs 8%, AoM V (28%)
400 � (400 * .34) = 264
264 � (264 * .28) = 190
Damage would appear as �You hit
for 190 (-210)
v Items
26%, Buffs 24%, AoM V (28%)
400 � (400 * .5) = 200
200 � (200 * .28) = 144
Damage would appear as �You hit
for 144 (-256)
2.19��� What is
Resist Piercing?
Resist Piercing was a feature added in the ToA expansion that gives
items with this bonus the ability to partially ignore a target�s item based
resists.� This powerful ability allows
caster�s to recoup some of the tremendous damage loss they face from resists.
There are very few items with this bonus available, but a caster that
can acquire and level an artifact or two with this bonus should see a nice
damage increase against most players in RvR.�
Items with Resist Piercing bonus include: Traldor�s Oracle, Eriny�s
Charm, Jacina�s Sash, and Moon Staves summoned from the Belt of Moon
artifact.� Some artifacts also have
active, timed abilities that increase resist piercing for a short
duration.� Resist
Piercing bonuses from all sources is capped at 10%.
2.20��� What do
self-Shields do?
Cabalists have 3 self shields, one that provides greater armor factor,
one that provides melee absorption, and a blade turn.
2.20.1� Ward Blow
Shield Line � This spell
line is in the base Matter line and is available in new versions throughout the
Cabalist�s career.� It increases the
Cabalist�s Armor Factor (AF), which increases the chance that a melee or bow
attack will miss and decreases the damage when they hit.
2.20.2 Dampening Ward Line � This is the
Cabalist melee absorption line, they receive a 5% version at level 30 and a 10%
version at level 41 Matter base.� These
directly reduce melee and bow damage taken.
2.20.3 Barrier of Warding Line � This is the
Cabalist Bladeturn spell, received at 19 Matter base.� It will deflect a single melee or ranged attack and then disappear.� Assassin critical strikes and archer volley
and penetrating arrow shots ignore bladeturns, but they are effective against
most other attacks.
All of these spells have a
20-minute duration and it is essential to the Cabalist�s survival that he keeps
them constantly in effect.
2.21��� Can I cast
while moving?
The game is designed so that any
spell with a casting time must be cast while standing still.� Instant spells can be cast on the run.� Many casters have trouble stopping and casting
in a quick manner.� The best way to work
around this is to use the /face function.�
Selecting a target while moving then hitting /face will cause the caster
to instantly stop.� Spells can then be
cast without accidentally causing them to fail by moving.
Casters with really good timing
can move before the end of their spell cast and still have the spell fire, but
it takes a lot of practice.� By paying
close attention to the casting animation, there is a time when a spell still
has not cast but will not fail if the player moves or is attacked.� Experienced players can use this to gain a
fraction of extra movement time in a tight situation.
2.22��� How do I stop
casting a spell?
The only way to cancel a spell is to move before it finishes casting.
2.23��� Why does it say I am being interrupted and
cannot cast?
Casters are designed to be a ranged threat.� In theory they do large ranged damage and as a drawback require
total concentration to cast their powerful spells.� Thus a caster who is attacked in almost any way during the casting
of a spell will lose his concentration and receive the message �XXX is
attacking you and your spell is interrupted�.
Very little in the game is more
frustrating for fledgling casters than having critical spells fail from being
interrupted.� Being a low defense and
hit point archetype, many will suffer quite a few deaths from being interrupted
when they need to get a spell off.
There are a few tools available
to casters to help this problem, such as the Quick Cast ability and the Mastery
of Concentration RA.� However, the
primary way to learn to manage this is to utilize good kiting methods.� Kiting refers to the �art� of keeping enough
distance between the caster and his enemies to still cast spells without coming
under melee attack.
In RvR, there is a plethora of
means available to enemies to both quickly close to melee distance and to
interrupt the caster from range.� It can
be extremely frustrating, but is something that all casters must accept and
learn to work with as best they can.
2.24��� What is Spell
Queuing?
Spell queuing allows casters to use backup spells.� Basically, a second spell can be �queued� to
cast as soon as the current one is finished.�
It is purely a matter of play style choice, but many casters decline to
use spell queuing because they need to change the spell they want to cast on
the fly.
To turn spell queuing on or off, use the /noqueue command in the chat
window.
2.25��� How do I
change my Spell Effects to improve system performance?
Spell effects take a lot of graphics resources in DAoC.� The level of graphics available can be set
to all, group only, self only, or none.�
This can be done in two ways; by using the /effects command followed by
which effects level is desired (ie /effects self), or by using the OPTIONS
command in the paper doll window.
2.25��� What is
Focus, how does it work?
Focus is an item bonus found only on staves that makes a caster�s power
usage more efficient.� How much
efficiency achievable is a combination of spell level, focus level, and player
spec in the spell�s school.
The standard power (mana) cost for a spell is found by delving it.� Delving is done by right clicking on the
spell or item shortcut and hitting shift+i.�
With adjusted spec level equal to the level of the spell, spell mana
costs are adjusted as follows by the level of focus on the caster�s staff:
v
80%
cost with focus >= spell level.
v
90%
cost with focus >= � spell level.
v
100%
cost with focus = � spell level.
v
110%
cost with focus >= � spell level.
v
120%
cost with no focus at all in the spell line.
If a
player�s adjusted spec level in the spell line is lower than the spell he is
casting (for instance he is casting the level 50 baseline Body Lifetap but has
only 28 + 11 Body spec) and he has the appropriate level of focus, he will
receive less benefit from the focus staff.
Regardless, it is essential that a caster have full focus
available for each spell line he casts from, or power management will become a
difficult burden to overcome.� This is
especially true when casting baseline DDs and Pet Recycling.� With the addition of the all-focus staff
bonus in ToA (a focus bonus to all spell lines using only 1 bonus slot), there
is really no excuse for not having 50 focus in each line the caster utilizes.
2.27��� What is /face
and how do I use it?
Face is a built in feature that can be assigned to a hot key.� It will turn the caster immediately toward his current target and keep him facing in that direction until he moves or changes targets and does /face again.� Many spells will fail without line of sight (LoS) to the target, and face is an invaluable tool for maintaining it.� Some uses for /face include:
v
Selecting a target while running toward it at range and
hitting /face to instantly stop and be able to cast a spell.
v
Running from a target while it is selected and using /face
to instantly turn and have it in LoS to cast.
v
Spamming /face to keep melee character from running past
or through the caster and causing LoS to make the spell fail.
v
Using it in conjunction with the Last Attacker function to
find and gain instant LoS on an unseen attacker.� This is especially valuable against archer attacks.
The face function can either be
assigned as a hot key by dragging it from the COMMANDS panel to a hot bar, or
(recommended) it can be assigned to a permanent keyboard key in the
Options-Setup function at the character selection screen.
2.28��� What is Range
and Radius?
Range is the maximum distance at which a spell can be cast on a
target.� Radius is the circle in which
an Area of Effect spell hits targets.�
Delving the level 44 AoE Disease spell for instance shows the spell has
a range of 1500 and a radius of 400.�
This means it can be centered on a target as far as 1500 units away and
when it hits that target all other targets within a 400 unit circle will be
affected.
��������� 2.28.1 Determining
Range and Radius
The best �rough� guess for determining range is that 2 standard travel
Horses available at stables throughout all three realms stood end to end is
roughly 300 units.
The Cabalist.org website has a nice Range Finder screenshot here: Range
Finder.� Most DD and ranged AE
spells have a 1500 range, most bolt spells have 1850.� Nearsight and Amnesia clock in at 2300 range.� Archer attacks can go even further if they
have an elevation advantage.
2.29��� What are
Immunity Timers?
Immunity timers were put in place primarily to stop the use of chain
Crowd Control.� It�s no fun to play a
game where one is constantly mezzed/stunned/rooted.� So most crowd control spells grant a 1-minute immunity to that
effect once they wear off.
���������
Typically each spell type has
its own immunity timer, meaning one could be snared, stunned, or mezzed
consecutively, but would then have immunity to each effect for 1 minute
afterwards.�
Cabalist Nearsight has a
1-minute immunity timer.� All Albion
roots and snares share the same timer unfortunately, so the AoE Snare in the
Spirit line and the Single Target Root in the Body baseline will trigger
immunity to each other.� Nicely, AoE
Disease has no immunity timer, which makes it even more useful than traditional
AoE crowd control against high realm rank melees classes with high CC resistance.
In PvE, monsters do not receive
immunity timers, but CC spells have diminishing returns, each lasting half as
long as the previous one cast upon the monster.
3. Simulacra
The defining characteristic of the Cabalist Class is its
ability to summon Simulacra.� Simulacra
are permanent controlled pets that the caster can command to aid him against
enemy players and monsters.
Cabalists have 5 pets, becoming available at different
levels in the Spirit Animation baseline.�
These are: Amber Simulacrum � Level 1, Ruby Simulacrum � Level 7,
Sapphire Simulacrum � Level 12, Emerald Simulacrum � Level 20, and Jade
Simulacrum � Level 32.� Each pet costs a
flat 25% of the Cabalist�s available power to summon (reduced buy Spirit Focus
on his staff) and has different functions and abilities.� A Cabalist may have one Simulacrum under his
command at any given time.
3.1���� Amber
Simulacrum
The
first pet available to Cabalists is the workhorse Amber Simulacrum.� This pet has a lot of Hit Points, making it
the recycling pet of choice.
3.1.1�� Abilities � The Amber Sim has the most
hit points of all the Simulacra and he casts a self-base Con buff which gives
him excellent melee absorption.� He has
decent melee damage and can proc a 2 second stun from around 700 units that has
no immunity timer.
3.1.2�� Amber Sims in PvE � Because of his
high hit points he is ideal for Matter Cabalists to use with the Focus Damage
Shield spell and to gather up monsters for AoE Dots.� He is a great kiting sim because he procs his single target stun
fairly regularly, allowing the Cabalist to gain range on the monster.
3.1.3�� Ambers in RvR � The short duration
stun with no immunity timer make the Amber a no-brainer for the solo
Cabalist.� Although the Cabalist has no
control over when it goes off, that stun can mean life or death when it hits a
melee character the Cabalist is trying to escape.� Its mediocre damage otherwise might make it less valuable in
group situations, although it can occasionally stun fleeing targets.
3.2���� Ruby Simulacrum
The Ruby
Pet is the Cabalist nuking pet.�
3.2.1�� Abilities � The Ruby Sim has a nuke
range fire DD that he will cast until he takes melee damage.� In melee he can proc the same heat DD.� He has the fewest hit points of all of the
Sims and does very weak melee damage.
3.2.2�� Ruby Sims in PvE � Its low HPs and
weak melee make this pet of limited PvE use.�
There is a method by which a Cabalist can use Ruby for nuking damage while
the Cabalist kites a monster around.�
This is not for the faint of heart though.� Simply nuke or DoT a monster then order the Ruby to attack it.� The monster will maintain aggro on the
fleeing Cabalist while the Ruby nukes away.�
Be aware when using Ruby Sims to pull, as 50% of their aggro generated
by nuking passes to the caster, so let them get plenty of Agg if you are going
to use them straight up � although the amount of aggro that passes between the
pet and caster is modified by range, so the caster will need to experiment
here.
3.2.3�� Rubies in RvR
����������� The ability to nuke from
range makes the Ruby simulacrum a great pet for harassing enemy casters and
support in RvR.� Its nuke will keep its
target interrupted until the Ruby sim is dealt with.� However, once the Ruby simulacrum takes melee damage, it will
stop nuking and attempt to engage its target in melee, where its low damage is
an impediment. But the ability to avoid some of the CC circle and interrupt
from range is definitely an advantage of the pet.
3.3���� Sapphire
Simulacrum
Sapphire Sims are melee pets with a Lifetap
proc.
3.3.1�� Abilities
� A very solid all purpose pet.�
Sapphires attack fast and hit harder than all other Cabalist pets in
melee.� They also have a Lifetap proc
that does additional damage and heals the Simulacrum.
3.3.2�� Sapphires
in PvE � Sapphires are fantastic PvE pets for dealing with single yellow
and orange con mobs.� Buffs with Spirit
buffs they hit hard, fast, and require little healing because of their
Lifetap.� They can also be sent to
attack gray monsters in between pulls in order to Lifetap their own health
back.� Matter Cabalists may prefer Amber
pets because they can take a beating better from multiple monsters, but Body
and Spirit Cabalists will probably use Sapphire pets as their primary PvE pet
throughout their careers.
3.3.3�� Sapphires in RvR � Sapphires are good
caster killers in RvR because they have great damage output.� They tend to be easily neutralized because
they have neither ranged attacks like the Ruby, nor stun/snare abilities like
Emerald and Amber pets.
3.4���� Emerald Simulacrum
��������� Emerald
Sims are melee pets with DoT and Disease procs.
3.4.1�� Abilities � A tough melee pet,
Emeralds have fewer HPs than an Amber Sim, but higher melee absorb rates,
making buffed Emerald sims the pet of choice for dealing with high level mobs
without using focus shields.� They dish
out melee damage nearly on par with the Sapphire and can proc both Damage over
Time and Disease effects.
3.4.2�� Emerald Sims in PvE � Emerald
Simulacrums are great pets for Cabalists with some Spirit specline buffs.� They are able to take quite a beating and
can be used against orange, red, and even some purple con monsters (not recommended
for beginners).� Typically they require
some healing from the Cabalist to do so.
3.4.2�� Emeralds in RvR � A great general
purpose pet in RvR, the Emerald does good damage and his ability to disease/DoT
enemy support and casters when meleeing them make him a great support pet.� The snare component of his disease proc can
be useful for allowing his Cabalist to escape a melee as well.� Emeralds can be a good choice over Ambers or
Rubies when the Cabalist is engaging in small group.
3.5���� Jade
Simulacrum
��������� The final pet, available at level 32,
has a self-damage shield.
3.5.1�� Abilities � The Poor old Jade
Simulacrum is oft neglected.� Its
abilities lend it to neither good PvE nor RvR effectiveness.� It has low hits and melee damage on par with
the Ruby, but only a measly damage shield for added utility.�
3.5.2�� Jades in PvE � The damage shield is
not effective enough to use as an aggro management tool even if the Sim had the
hit points to take a beating, which it doesn�t.� With better damage and health available on the Emerald, Sapphire,
or Amber the Jade just doesn�t see much action.
3.5.3�� Jades in RvR � There is little
conceivable use for this pet in RvR.�
Other pets do better against support and enemy casters, and its low hit
points and crappy damage shield aren�t of any use against enemy melees.� In fact the damage shield makes it more
likely that some one rooted will attack it and take damage that breaks the root
than anything else in RvR.
3.6���� What is The
Pet Control Window?
The control window displays whenever the Cabalist casts and has an
active pet.� There are 12 items in the
pet display window, most of which are self-explanatory.
For the check box options, one from each side is always selected. The
left hand side determines the pet�s defensive stance, while the right hand side
sets its movement parameters.� The top
bars display the current level and health of the pet while the bottom displays
its icon and active buffs/effects.
Typically, a pet will be set to Defensive/Follow which means it will
follow the Cabalist around and only attack an enemy if it attacks the Cabalist
first.� Other combinations can be used
as the situation dictates, such as setting the pet to Stay/Aggressive, which
will put it in a spot and cause it to attack any enemy that comes within its
range.
Each command in the window can be added to the player�s quickbar by
shift clicking it to create an icon and then dragging that icon to the
quickbar.� At the least it is a good
idea to keep the �Attack� option on the quickbar so that there is no fumbling
for the �attack� button in a tight situation.
3.7���� Can pets
receive buffs?
Pets can receive any friendly player buffs that could be cast on the
Cabalist, although not all are useful.�
Pets may also be buffed using special pet only buff spells available in
the Spirit Animation and Vivification Cabalist lines.� The Cabalist buff lines include combo buffs and weapon buffs that
would require 2-3 different allies to provide individually, which makes them
especially nice.
In general buffs affect pets as they would monsters, and not players.
For instance constitution buffs add hits to players, but absorb to pets.
��������� 3.7.1�� Strength Buffs make the pet hit harder
in melee.
��������� 3.7.2�� Constitution Buffs give the pet
greater melee damage absorb.
��������� 3.7.3�� Dexterity Buffs make the pet harder to
hit in melee.
��������� 3.7.4�� Quickness Buffs make the attack hit
faster.
��������� 3.7.5�� Acuity Buffs provide no benefits.
��������� 3.7.6�� Armor Buffs make the pet harder to hit
in melee.
��������� 3.7.7�� Haste Buffs make the pet attack
faster.
3.7.8�� Damage Shields cause the pet to return
a portion of melee damage when being hit.
3.7.9�� Damage Adds cause the pet�s melee
attacks to do additional damage.
3.8���� Can I Heal my
Pet?
Cabalists have a pet only heal spell in the Spirit Animation
baseline.� It is very useful when using
a pet to kill a high level monster or when using it to harass enemy
players.� The spell acts much like a
spreadheal in that it requires neither the pet to be targeted nor LoS to the
pet.� The range on the spell is 2000
units. This means the Cabalist could be hidden on one side of an object while
healing his pet out of sight on the other side.
The pet heal will generally heal
the Sim for 200 points of damage at its highest level.� This number is affected by variance based on
the Cabalist�s spec in Spirit.
3.9���� What level is
my Pet?
Cabalist pets are always blue con and roughly 7/8 (80% - 88%) of the Cabalist�s
level.
Player
Level |
Sim
Level |
10 |
8 |
15 |
13 |
20 |
17 |
25 |
22 |
30 |
26 |
35 |
30 |
40 |
35 |
45 |
39 |
50 |
44 |
3.10 �� Getting the
most out of pets.
New Cabalists should take plenty of time to learn the abilities and
limits of their pets, as they will play a significant roll in the Cabalist�s
career both in RvR and PvE.� It is
advisable to start with monsters of equal or lower level to the Cabalist while
learning to use his various pets for different methods of leveling.
In RvR it is generally a play
style choice as to how one uses pets, and each Cabalist should experiment until
he finds which pet he likes in which situation.� Try to be aware of pets, even though it may be difficult in the
heat of battle, as a well-placed sim can disrupt key enemy players and help the
Cabalist and his allies win a fight.
Pets do tend to have pathing problems,
and it is sometimes advisable to leave them on the �passive� setting when
traveling high aggro routes.� A passive
pet generates no agg toward its owner, and when attacked will not cause its
owner to lose speed spell effects (pets attacking enemies put the Cabalist into
combat)
In addition pets are known to
�ghost� behind a player, leaving a temporary false image of the pet facing the
way the Cabalist was traveling.� Enemy
players have been known to follow these ghost trails to the Cabalist�s party,
so there may be times when traveling without a pet is expedient.
4. Realm Abilities
Realm
abilities got a major overhaul in the New Frontiers expansion, turning much of
what was previously set in stone on its ear.�
Cabalists were no exception to these dramatic changes.
The
newest list of realm abilities can be found at The Herald: Realm
Abilities.� The following is a brief
introduction to the RAs system.� Most of
these are RvR oriented, although they may certainly help in PvE too.
v
Augmented Attributes
Versions of these
are available for each attribute a character would like to enhance (Strength,
Dexterity, Constitution, Quickness, and Acuity, which is a catch all for stats
that affect the various casters such as Piety, Intelligence, and
Charisma).� They are available in 5
levels, each costing progressively more Realm Points to purchase: 1, 3, 6, 10,
and 14 at level 5 for 34 points total.�
The appropriate attribute is raised by 4, 12 22, 34, and 48.
v
Passive Realm Abilities
These Realm
Abilities, like the Augmented Attribute RAs are always on, increasing the
effectiveness of spell damage, chance to critical, endurance usage and so on.� They are also on the 1, 3, 6, 10, 14 cost
table.� The benefits of each level vary
from RA to RA.
v
Active Realm Abilities
These abilities
generally have a more dramatic impact on combat than the first two.� They are on a separate cost table, usually
in three levels costing 5, 10 and 15 RPs.�
They are abilities with powerful effects that last a short time.� After usage they typically take from 5 to 15
minutes to be usable again.
v
Class Unique RAs
These RAs become available to each class as they achieve Realm Rank V and are
usually thematic to the class itself.�
The Cabalist unique RA works for his pets.
4.1���� What Augmented Attribute RAs are good for a Cabalist?
��������� Cabalists should really
only consider the Augmented Dexterity RA for its boost to casting speed and the Augmented Acuity RA for its boost to
potential ��� damage.� Most Cabalists will spend no more than 4
points on each RA to get ������� the first
2 levels.� High Realm Rank Cabalists,
those min/maxing extreme �������� templates,
and those whose starting race left one of these stats deficient may consider going to level 3 or higher.
4.2���� What Passive RAs are available for a Cabalist?
��������� The true diversity in RA
specs will probably come from this group of RAs.� ������ There are no �cookie
cutter� specs available and each Cabalist should make ��� the choices based on his goals.�
Following are some suggestions for the � various
passive RAs available to Cabalists.
��������� 4.2.1�� Long
Wind � Increases the duration one can sprint before running out ���������� of endurance.� This is a very useful RA for kiting in both
PvE and RvR.� ��������������������� Spending one point for Long Wind I is a good
choice for any template.� ��������������� There is not much reason to go
above Long Wind I.
��������� 4.2.2�� Physical
Defense � Reduced Archery and Melee damage, scaling up ���������������������� by level.� This is purely a play style choice.� For those who solo a lot or ������������ who have a high Body spec
(including the attack speed debuff so they ���������������������� can
slow melee attacks down) this may be a good choice.� The basic ������������������������ problem
is that when a caster is being meleed, they are interrupted �������������� ��������� and
cannot cast anyway, so what good is surviving a few extra hits?� �������������������� Not
an undesirable RA by any stretch, but perhaps best for those with �������������������������� a specific niche role
in mind.
��������� 4.2.3�� Serenity
� Increases Power Regeneration rate.
������������������ For a class that can pet
recycle, power regeneration may not be a ������������������������ huge
issue.� An extra point available may be
well spent here, but ������������������������� higher
levels of Serenity are probably best only for power ������������������������������ leveling/farming Cabalists.
��������� 4.2.4 Toughness � Increases Hit
Points.
������������������ Up to 400 Hit points can be
added with Level V if this RA.� That is ������������������������� about the damage a
single large melee weapon or dual wielder will do �������������������������� to a caster in 2 rounds of combat or
less.� The weaknesses of a ���������������������������������� Cabalist�s
defenses probably negate any benefit from buying this RA.
��������� 4.2.5�� Ethereal
Bond � Increases power pool.
������������������ Level 2 of this ability adds
75 power to the Caster�s power pool.�
That �������������������� is enough
power for 2-3 extra Lifetaps, depending on Focus efficiency.� ������������ With
the availability of ToA power pool % bonus items; this RA may ���������������������������� not give enough
return on investment to be worthwhile.
��������� 4.2.6�� Lifter
� Increases carrying capacity.
������������������ This RA is useless for any
caster.
��������� 4.2.7�� Veil
Recovery � Reduces the duration of rez sickness.
������������������ Getting back up and into the
battle quickly is definitely nice, if one has ������������������� the
RPs to spend.� However it is probably
not worth giving up access �������������������������� to
more useful RAs just to lose Rez Sickness a little earlier.
��������� 4.2.8�� Wild
Power � Increases the chance for damage spells to deal a ���������������������������� critical hit.� This is a very valuable RA for helping
Cabalist Lifetaps and �������������������������� DoTs
be more effective.� Level 2 of this RA
should be on most ������������������������������������� Cabalist�s
list, with level 3 or 4 not at all an unreasonable for very high ����������� RR Cabalists.
��������� 4.2.9�� Wild
Minion � Increases the chance for pet�s to deal critical damage.
������������������ Probably not a worthwhile
investment for a nuke or DoT focused ���������������������������� Cabbie.� But for someone who wants to theme their RAs
around their ������������������������ pets,
this is a good choice.� Going one or the
other (pet or spell ���������������������������� damage)
seems advisable, as trying to split the difference will only ��������������������� weaken the Cabalist in
both areas.
��������� 4.2.10 Mastery
of Pain � Increases the chance for a player to deal a critical �������������������� melee hit.� This is useless for a caster.
��������� 4.2.11 Mastery
of Magery � Increases Magical Damage.
������������������ A must have RA for any
Cabalist line.� This RA directly
increases the ����������������������� caster�s
ability to do damage.� Most Cabalists
should have level ������������������������������� 2
of this in their template design at the minimum.� For Nuke and DoT ���������������������������� focused
players, level 3 and even 4 or 5 at high enough RR are very �������������������� reasonable goals.� For those who want to purchase Mastery of ���������� ������������������ Concentration,
this is the only way to offset the damage loss when ����������������������� that RA is active.
��������� 4.2.12 Mastery
of Focus � Increases the level of spells for resistance ����������������������������� purposes.� This is an important RA for any split spec
Cabalists.� This ���������������������������� RA enables the use of lower level spells
by removing the resistance ��������������������� penalty.� It is well worth 4 points spent to purchase
level 2 of this RA ������������������������ to
get a 9 level increase on all those level 30ish spells that split spec ������������ ��������� Cabalists
use.
4.3���� What
Active RA�s are Available to the Cabalist?
These are the �icing� on the cake for the most
part.� After the extended character
development role of the passives/augmented ability RAs, the Realm Points spent
on actives will really determine what niche the Cabalist wants to fill.� These RAs are typically expensive (5, 10, 15
RPs for levels 1,2, and 3) and dramatic.�
Even High Realm Rank Cabalists will probably only be able to afford a
few select actives.
4.3.1�� First Aid � Out of Combat insta-heal, the percentage healed
is based on how many levels are purchased.�
This RA is not really needed for a Cabalist simply because the Lifetap
that every Cabalists gets is very good for healing in or out of combat.
4.3.2�� Whirling Dervish � Doubles Base Melee Damage for 20 seconds.� It is hard to imagine how this would be useful
for a casting class that suffers tremendous damage in melee combat and already
has a pet to deal melee for him.
4.3.3�� Second Wind � Grants a 100% Endurance recovery, the reuse
timer is lowered as higher levels are purchased.� Endurance is a key issue for caster survivability, but in all
honesty endurance potions and regeneration are easy to come by.� One could possibly justify spending 5 points
for level 1 to use as an emergency, but beyond that would be a waste.� Even points spent in level 1 would probably
be better used elsewhere given the accessibility to other end options.
4.3.4�� Concentration � Allows for a second Quick Cast spell without
waiting the usual 30 seconds.� Reuse
timer is 15 minutes, 3 minutes, 30 seconds for level 1-3.� There are plenty of times when a caster
wishes he had quickcast available again before 30 seconds are up.� A level of this might be something a
Cabalist would like to have, especially at higher RRs when the staples have
been selected.� This is definitely an
interesting choice, and not without merits, but maybe too much of an investment
for someone with precious few RPs to spend.
4.3.5�� The Empty Mind � 45 second boost to all Magic Resistance, 10% per
level purchased.�� This is one of those
RAs available to all classes but better served on melees.� The low levels aren�t enough to really save
the caster�s life and the high levels are just too expensive for the 30%
reduction, especially in Bin B resists (meaning it is added after other resists
have already been calculated, reducing its overall effect).
4.3.6�� Mystic Crystal Lore � Out of Combat Power heal,
varying by level
(25, 60, 100%), and useable every 3 minutes.� Most Cabalists would prefer the old 30% every 5 minutes for 3 RP
version, but one really can�t go wrong with some form of power heal for a tight
spot.� Level one is not a requirement,
but will be a nice boost after buffing pets or engaging in a brief fight.� PvE oriented Cabalists might take it higher
than level 1, but the RvR types will rather spend points elsewhere.
4.3.7�� Raging Power � 25%, 50%, or 80% in combat power heal useable
once every 10 minutes.� Level one is
possibly a better investment than MCL for a power hungry Spirit Cabalist using
his Lifetap.� Power boosts are always
good, if the Cabalist tends to have power issues mid fight, then consider
buying a level of this RA. Power potions, power regen, and insta power heals
from artifacts might be a preferred route to save the RPs for some Cabalists.
4.3.8�� Purge � Dispels all negative effects.� This RA is uniquely designed.� Although it follows the 5-10-15 RP scale,
its level one version only fires after a 5 second delay.� This means that all mezzes, roots, debuffs
will stay in effect for 5 more seconds after hitting Purge.� This is especially bad in the case of stun,
which are deadly for casters even in short measure.� This is almost a must have RA for RvR.� Getting level 1 for 5 points is a good investment even if it is
ineffective against stuns (that generally last 4-11 seconds at most).� Level II is on the same 15-minute reuse
timer as level one but has no delay.�
Level III has a 5-minute reuse timer and no delay.�� Certainly 30 points for the 5 minute
version is going to be too much for most casters to spend, but 15 points for
the Level II version is something that a PvP oriented Cabalist will want to
consider because of its usefulness against stuns.
4.3.9�� Excited Frenzy � 60 second increase in pet damage, scaling up by
level (25%, 50%, 100%).� This is
definitely an RA to consider for Cabalists that want to orient their RAs around
their pet.� It may be more useful in PvE
than RvR.
4.3.10 Negative Maelstrom � 6 tick AoE DoT that
increases by the base amount on each tick. This comes in base 20, 40, and 60
versions.� The level 3 base 60 version
will go 60-120-180-240-300-360 before resists.�
This spell does potentially cause tremendous damage with a nice radius
of 350 and no falloff, but mostly only seems worthwhile at level III, where it
costs a prohibitive 30 Realm Points.�
This is probably best left for Cabalists that want to perform a highly
specialized function in RvR, especially in sieges.
4.3.11 Bedazzling Aura � 10%, 20%, 40% reduction to all magic damage for
the Cabalist�s group for 30 seconds.�
This is the group support version of The Empty Mind.� Not recommended as a casual RA, but could be
used for a Support Cabalist with a specialized group role.
4.3.12 Juggernaut � Increases the effective level of the pet for 60
seconds, capped at level 70.� The pet
level increases from level 1-3 by: 10, 20 and 30 levels.� This is a fun RA for a pet themed Cabalist
build.� Although it does not directly
increase the pet�s damage, the pet will get all of the to-hit and damage bonus
modifiers for its new level.� For PvE
Cabbies, this is great potential for the pet against high level
encounters.� In RvR, coupled with other
pet RAs, it could make Simulacrums exceptionally nasty.� This is a good RA, but one for a Cabbie with
a particular role in mind.
4.4���� What is
the Cabalist�s Unique Realm Rank 5 Ability?
Resolute Minion is the name of the
Cabalist unique RA.� It is granted at
RR5 to all Cabalists.� The RA is an
insta cast 60% immunity to all Mezzes, Snares, Stuns, and Roots for the
Cabalist�s pet.� This ability can be
quite potent in combination with pet RAs, but even on an unbuffed Simulacrum
allows the pet to take on harassment/interrupting duties on enemy casters and
support.
4.5���� What are some good RA
templates?
���������
5. Equipment
6. Cabalists in PvE
7. Cabalists in RvR