The Conjurer Guide (Arcane Odyssey)

Conjurer Guide as of v1.17.19 Additional Infos that are not shown in the video Magic Creations for both stat allocations Wonjurer Q Blast E Snare R Self Explosion (Shockwave) F Beam V Placed Explosion (Shockwave) C Leap (1 Tick) X Leap (5 Ticks) Z Self Explosion (Pillar) Monjurer Q Blast E Javelin (1 Tick) R Snare (Ticks are depends of what magic you are) F Beam V Placed Explosion (Shockwave) C Leap (1 Tick) X Leap (5 Ticks) Z Aura (Resistance) Weapons Your weapons you should be using should have the capability to fight up close and afar, aswell as for movements to avoid attacks Loadouts for Conjurers Ranged Loadouts Dagger, Musket, and, Staff/Spear AoE Loadouts 1. Staff/Spear, Dual Swords, Sunken Sword 2. Staff/Spead, Kai Sabre, Greatsword/Greataxe (who said using both DS and SS makes us weird? like cmon bro..... its a legit braindead and broken loadout for water and heavy magics, doesnt matter if both has shared cooldowns) Ranged and AoE Loadouts Musket or Dagger, Sunken Sword, Staff/Spear Should you unimbue??? Yes, you can unimbue to compensate for having halved synergy and stun (idk if this one is true) and to compensate for damage, size, speed loss from certain imbuement stats of your magic Stat allocation The Monjurer stat is really good for magics with the high concentrated resistance aura multiplier Conclusion Conjurer hasnt received any debuffs, so its still a good build to use.... Moral of this guide "Dont make guides just to look down others, respect them, even if they trying their best" Timestamps 0:00 Intro 0:16 Stat Allocation 1:15 Weapons for Conjurer 1:41 Magics for Conjurer 1:57 Weapon Customization 2:13 Playstyles and More Music Used    • Faron Woods (Restored) || The Legend of Ze...      • Horizon