Convoker
ToA Home | ML Overview | Artifacts | Quests | Master Abilities | Search
ML 1 | ML 2 | ML 3 | ML 4 | ML 5 | ML 6 | ML 7 | ML 8 | ML 9 | ML 10
Last modified: Saturday February 28 2004

Convoker Abilities

The only problem with these three abilities is that they all share the same 5 minute cast timer. Use one of the three, all the rest are USELESS for the next 5 minutes. Summon Wood and you can't plant a node or trap for 5 minutes, etc.    Nov 15
- Weecelf Wee

1 Summon Wood - Summon decent quantity of med quality wood
2 Prescience Node - Summon a crystal globe that can reveal nearby stealthers (without popping it)
3 Power Trap - power draining mine
4 Speedwarp - cancels out speed buffs for a minute on anyone who passes through this field
5 Summon Warcrystal - summon a random piece of powerful siege ammunition
6 Battlewarder - focus pet that cannot move and has powerful offense. Has no ranged capabilities, and drains a lot of power from the caster.
7 Dissonance Trap - direct damage trap
8 Brittle Guard - single hit bodyguard pet, follows caster
9 Summoning Mastery - PBAE buff that boosts level of all nearby pets for the purpose of to-hit (offensive and defensive) chances
10 Crystal Titan - big statue

1 Summon Wood - Summon decent quantity of med quality wood

The Convoker ability, summon wood, has been placed on an independent recast timer of 2 minutes.  (from Jan 6 hot fix)

Convoker Master Level Ability 1, 'Summon Wood', will no longer summon elm wood boards. The percentage chance of summoning each wood type has changed as well. While Oak wood boards will now have the highest likelihood of being summoned, the Convoker will have a chance of receiving higher quality wood (up to and including duskwood).
(1.68 patch, Feb 19, 2004)

Convoker ML1, is in indeed Summon Wood.   You get 100 wood...
- Alcara Argenta

Now (nov 5) it can be traded to other players. And when it is first summoned, it weighs nothing (though it checks that you have 100 enc. units free), but when you zone, it will weigh 100 units of encumberance, much more than normal wood (which is about 12 units for 100 boards).
- Dimitryi Keldarash

if you caint use it yourself you can drop it near someone repairing a door and it'll be automatically used
- Turkinolith

LvL of the wood is not based on ML.  It's random.  I'm working on the statistics of it, but I want to log more data still.  It's random from elm to runewood, so from lvl 2 wood to lvl 6 wood.  Ironwood is lvl 4 for a reference.  FYI one person with summon wood can take 2 keep doors to LvL 4-5 without too much trouble and some luck in about 2h.  So if your afk just park in a keep and wack the button every 5 min and upgrade.   Nov 18
- Firecroth Uberunie

"Can Convoker wood be used for Crafting or can you sell it to a merchant?"
Nope. It's for repairs/upgrades only   Dec 7
- Darrett Teldemari

Back to top

2 Prescience Node - Summon a crystal globe that can reveal nearby stealthers (without popping it)

Prescience Node stealth nerfed:  My AE Pull is gone.  Jan 21   - SoulDust
It only took them 3 months since I reported this as a bug on day 1 of having PN.
At least now you can cast a PN where mobs are and not get every single bloody one aggroing you and the stealther spam laughing you.   Jan 21
- Alcara Argenta

Convokers can no longer place a Prescience Node unless the caster has line of sight to the ground target.
(1.68 patch, Feb 19, 2004)

MCL now works <when a PN is up now>.   Jan 22
- Cayley

Prescience node has had its hit points raised from 1 to 50.  (from Jan 6 hot fix)

A list of things PN will now do.
Pulses and gives stealthers a chance to resist.
Range can not be used on a stealther.
No sending pets on a stealther.
Now onto the bugs :
PN is not able to be destroyed by the caster.
PN up will not let a caster use mcl, first aid, or any ability that requires the user to be out of combat. Due to the pulse check it makes the caster in constant combat. This is truely in need of a change.
Along with the pulse effect this will not let the caster exit the game properly till the node is destroyed. A huge issue I had all morning was trying to log out with my node on the opposite side of df. I placed it on Hibernia side and attempted to log out on Mid x roads took me 5 minutes with timer constantly resetting.
There is constant argo sent at the caster if any mobs/pets in the area. Its working as a taunt even if there are players in the area fighting them. I tested this at df shreddars and argo was really hard to shake off me.    Nov 23
- Ormus Theta

If I have a stealther emote at me, I just aim at the ground, bring it up, and usually I can find em, and then whack em.  Jan 13
- Selerinus

You can use them to make all assassins/minstrels climb wall abilities pointless.
Also, although it's the overpowered tool you'd like it to be to get free rps from stealthers, it's easily useable to defend yourself from being PA'd.  Jan 14
- Xest

If my ally an alb, casts a PN or a storm, I am no longer to mez the enemy in that area.
This does not make sense for the debuffing storms, since debuffs do not break mez in RvR.
Whether it makes sense for the power and dd storms I am not sure. I am inclined to think the dd storm should break mez, whereas a mere debuffing storm should not.
Furthermore, this same effect is encountered in the prescence of a friendly prescience nodes. Because of the way PNs work, a pulse sent registering a 0 damage attack, knocking out speed and unfortunately, breaking mez.
A further complication arises because a third realm can cast PNs/strom and then break mezzes for both its own mezzers AND for the other two realms. In fact, only the realm casting the PN/storm would be mezzable in such a situation.
I urge Mythic to address this issue, as with the advent of more and more Storms and PNs, this is reducing the ability to mezz at chokepoints where those abilities are used.   Jan 7
- Alcara Argenta

It doesn't even reveal stealthers anymore for more than 1 second.    Nov 21
- Alcara Argenta

PRESCIENCE NODE CHANGES  
(from patch notes 1.66h 11/13)
Prescience Node was designed to add additional risk to stealthed enemies in the node's area of effect, without making the stealther immediately open to attacks. The following changes have been made to Prescience Node in order to more accurately reflect the original intent of the ability.
- Enemies revealed by Prescience Node should no longer be attackable through ranged attacks nor should it be possible to send a pet to attack them. Area effect spells should still work as they would on any stealthed target.
- Prescience Node has been updated with a more appropriate object that is easier to see and target.
- Prescience Node radius has been adjusted down to 1000.    

- Prescience Node now has the proper 5 minute recast timer.  (from 11/11 patch notes)


Node expires about 10 or 15 minutes, it seems -- I spammed the pad with nodes and most of them were gone by the time I died for next port. You can have multiple nodes down at once.
The nodes have 1hp and are attackable by the enemy...
- Alcara Argenta

I helped a couple groups with ML 2 step 6, the ampitheater today. On a whim I put a presence node in the middle of the floor and stood next to a pbae person. Nobody had to chase any orbs at all, they were immediately agg'd to me and came straight to me to die. All 4 waves went extremely quick.  Nov 23
- Kayd82

Back to top

3 Power Trap - power draining mine

It looks to be AE, though I have yet to test it outside of a duel. This lovely ability has a 15 second cast timer and drops wherever the caster is standing. This trap, as aptly named, is like a Runemaster bomb. When someone steps into the general area it goes off and drains 100% of their power. (Note, this has only been tested in a duel.)  The downside is the extremely long cast time and the lack of it being ground-targetable. It drops where the caster is standing.   
It lasts 10 minutes, just like Prescience Node. If no one has set it off by then, poof! It disappears.    Nov 15
- Weecelf Wee

Two Druids, Dwauli and Reanigael, tested this in a duel. Dwauli dropped this on my Druid, who has +18% power in items. The trap hit me for 416 power, which was just a tiny bit over 8 bubs lost. Honestly, I looked as if I had 18% power left.  Jan 4
- Davina


Back to top

4 Speedwarp - cancels out speed buffs for a minute on anyone who passes through this field

Speedwarp is  2 second casting node that breaks enemy speed for 1 minute.
Note: the node has ~750 range (maybe less) and does NOT disappear when it slows someone.  Nov 23
- Alcara Argenta

- The Convoker ability Speedwarp now has the appropriate recast timer.
^-- 5 minute timer
IT is on the same timer as the other abilities, except for Summon Wood, which seems to be on its own timer now, as far as I can tell.   Nov 24
- Alcara Argenta

2 second cast (uses no power) ward that cancels speed of anyone who enters its radius   Nov 24
- Konig

Back to top

5 Summon Warcrystal - summon a random piece of powerful siege ammunition

Summon Warcrystal, Convoker level 5, has been set to a 6 second recast timer, on its own timer (along with all the other convoker MLs).  It is still the standard ~15 second cast time though.   Feb 20
- Garrcromancer

10 ammunition of:
grapeshot
bullets
balls of ice
catapult stones    Nov 30
- Alcara Argenta

Finally broke down and did some <testing>. I was hoping the ammo you summon would do more damage than the garden variety, so with the help of my cleric friend and my paladin alt we lugged a trebuchet from my house to gothwaite harbor complete with 10 regular balls of ice, and 10 mystical balls of ice i had just summoned. 10 shots of each, fired by a Warlord (so 30% faster thankfully, but not sure if that effects damage), while getting some amusing comments from the bystanders:

Regular
1: resist
2: 181 (-16) - 197
3: 190 (-17) - 207
4: 221 (-19) - 240
5: 227 (-20) - 247
6: 173 (-15) - 188
7: resist
8: 194 (-17) - 211
9: 187 (-16) - 203
10: 206 (-18) - 224

1717 / 8 = 214 average damage before resists.

Mystical
1: 209 (-18) - 227
2: 234 (-20) - 254
3: 230 (-20) - 250
4: 186 (-16) - 204
5: 180 (-16) - 196
6: 194 (-17) - 211
7: 201 (-18) - 219
8: resist
9: 219 (-19) - 238
10: 208 (-18) - 226

2025 / 9 = 225 average damage before resists.

I've been up well over 30 hours now, and I did the math by hand some somebody might want to check it. I reached two conclusions:

-Trebuchets need to do way more damage than they currently do, as my target was dead on.

-The ~5% damage increase can probably be chalked up to variance, and therefore I believe there is no difference between the store bought and summoned ammo varieties. Even if it's a legit damage boost, it's hardly noticable. We're talking about 10 damage.

In my opinion it should summon only one type of ammo, with grapeshot catapult stone radius, which maybe does bullet or slightly higher damage of the essense damage type. Edit: The delve talks about summoning powerful siege ammo, and this is kind of misleading, which is why I make this suggestion. It seems kind of underwhelming and overly useless in it's current state. 10 balls of ice cost me 5 gold, so it didn't really even save me much money.  Feb 4
- Raterich

Back to top

6 Battlewarder - focus pet that cannot move and has powerful offense. Has no ranged capabilities, and drains a lot of power from the caster.

stationary melee focus pet. Hits me for ~160 and feels like an orange pet from how hard I hit it. Recast time is 2 minutes, not sure if you can have multiple pets up.    Dec 12
- Gilean

The Battlewarder ability will now summon a Battlewarder monster that always double hits. Additionally, the Battlewarder can no longer attack any non realm associated monsters, even if they are being attacked by such monsters.
(1.68 patch, Feb 19, 2004)

You can have more than one battlewarder up at a time.  But after you zone or log, the battlewarders will remain where they are forever (though the last patch removed them.)   Jan 23

GT target, yellow 'pet' (yes you can have another pet up at the same time, since you have no control over this pet), pathetic damage output, easy to kill, focus so the caster can't do anything else...
When would I ever use this?
have to put the GT pretty much on the doors and it will attack. Otherwise it will stand there.
Not sure how much damage it does to doors.  Dec 28
- Alcara Argenta

You're a cabalist in a keep defense, cast your normal pet, cast battlewarder and have them both go to town.  Dec 27
- Gobnil Underfoot

Back to top

7 Dissonance Trap - direct damage trap

Dissonance trap has a 20 minute duration, so you can technically have 4 up at the same time. Placing 4 of these little bombs in one place (especially a MG or a hallway) can be quite hurtful to an entire group who happens to run through it.  Feb 17
- Garrcromancer

Same timer as power trap, speed warp and summon warcrystal. I.e. once every 5 minutes.
10-15 second casting time, makes a bag like object on the ground with name none--.
Has AOE graphic.
Delve is: Rune that does essence damage to the enemy when it detonates.  Dec 30
- Alcara Argenta

Used on some hibs at Bledmeer.
Small radius, eyeball of 300. Hit them and brought 4 of them down to 85% or so... <shrug>
Powertrap is better, 0 mana instead of a paltry hp hit. And yes, the trap disappeared when used.
EDIT: Didn't notice this before: stuff was in my log:

You cast a Dissonance Trap spell!
You inscribe a rune on the ground!
You hit Talana for 272 (-96) damage!
You hit Zilvyn for 106 (-55) damage!
You critical hit for an aditional 45 damage!
You hit Krulnak for 39 (-20) damage!
You hit Daebwin for 77 (-30) damage!
--

This casts at where the caster is standing, it is not a GT cast. I could see this being used at places like g1, or doors of keeps <shrug>
The damage, however, is insubstantial and seems to be highly resisted   Dec 30
- Alcara Argenta

When cast, if there is a stealther in its small radius, the trap explodes, hits and pops the stealther.
Whether or not this is overpowered, I cannot say. Personally, I do not think it is.
I presume if a stealther walks onto the trap it will also pop them. Considering the ML lines stealthers get have tools to deal with traps, I also do not consider this overpowered.
EDIT: Also, since the trap explodes, it is a one time use thing. And the radius is quite tiny and has fall off.      Dec 31
- Alcara Argenta

Back to top

8 Brittle Guard - single hit bodyguard pet, follows caster

The Convoker master ability, Brittle Guard, will now be on a five minute recast timer.
(1.68 patch, Feb 19, 2004)

Back to top

9 Summoning Mastery - PBAE buff that boosts level of all nearby pets for the purpose of to-hit (offensive and defensive) chances

ML9 Convoker is Summon Mastery the To Hit Bonus for all pets around you. It is instant use and on the same timer as Battlewarder.   Jan 1
- Konig_Nimue

Back to top

10 Crystal Titan - big statue

The Crystal Titan ability will now summon a Crystal Titan monster that hits for considerably more damage, has more hit points, and is higher in level.
(1.68 patch, Feb 19, 2004)

1.68 crystal titan is 5 minute duration, 20s cast, purple con, 30 minute recast
Hits for 300 and procs for 500-550.  if he wiffs, he does nothing at all.  He wont attack non-realm targets.
I really dont see this being used, ever, either, becuase  in cases where multiple targets are near, it just sorta spins.   Feb 22
- Mevi

It doesnt poof, and no it doesnt attack keep doors... and when more then one target is on it it just spins from target to target. Like its confused and it dont know what to do.
It also costs 60% of your power bar, its really useless in any situation other then pve. If albs see it in the courtyard they wont run into it, they'll just walk around it.. you could place it at the door where they have to run through but it will hit 1 alb maybe, and will most likely be negated by bladeturn.  Feb 16
- Tehthu Darkwhisper

They dont attack non-realm enemies, and getting them to attack doors is harder than hell.
Its not a true double hit, its a hit and a proc, so if the first one gets blocked or bladeturned or whatever, the proc doesnt hit.
move out of range and its useless   Feb 15
- Mevi

convoker received Crystal Titan, essentially a bigass statue.      Feb 11
- Seven


Last modified: Saturday February 28 2004
Capturé par MemoWeb ŕ partir de http://www.cairdeas.net/daoc/toa/MA_Convoker.shtml  le 02/03/2004