Arcane Odyssey has a bunch of builds players can go for if they want their character to be different from other players. However, by far the most common build type is that of the Conjurer. Here are four of the best Conjurer builds in Arcane Odyssey.
What Are Builds in Arcane Odyssey
Before we go through the best Conjurer builds, however, it’s important to clarify that builds in Arcane Odyssey are different than your typical builds. Instead of determining which armor or weapons to use, builds in this game determine where you allocate your points.
More specifically, Arcane Odyssey allows players to allocate points to their character’s vitality, magic, strength, or weapon skill. Seeing as how we’re building a conjurer, the vitality and strength skills won’t be used at all.
Unfortunately, this will also mean that although players will be able to unleash a variety of useful magical abilities, their health will be rather low because of which they’ll be really easy to take down. Therefore, conjurers will have to be extra careful.
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Top 4 Best Conjurer Builds
4 – 125 Magic 125 Weapon
Although our first conjurer build is definitely a strong one, there are a couple of reasons it isn’t higher. Perhaps the most prominent reason is that with this build you’re wasting five points in magic, at least when it comes to the current stat cap of 250 points.
We say this because players do not unlock anything to get their magic from 120 to 125. However, many players unaware of this fact end up going through with it anyway because conjurers utilize both magic and weapon, so it only makes sense to put half in one and a half in the other, right?
3 – 150 Magic 100 Weapon
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You might have noticed a bit of a trend here now. We’re pretty much telling you that you shouldn’t make it so your magic stat is higher than your weapon stat, which might sound a bit contradicting, seeing how conjurers are supposed to be primarily magic based.
However, the fact of the matter is that the ability players unlock for leveling their magic stat to level 150 is, well, just not worth it. The spell you unlock with this build is the Aura spell, which is a temporary 40-second boost with five different effects.
Those effects are:
- Increased damage
- Mini self-explosions each second
- Additional HP depending on how heavy the magic is
- Increased casting and projectile speed
- Increased destruction and size of magic
Although all of this does sound great, what you get with the other two builds is just so much better.
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2 – 120 Magic 130 Weapon
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This is probably the most balanced Conjurer build in the game, as players are able to unlock good abilities for both magic and weapon. With 120 magic, you’ll have just enough points to unlock the snare spell.
For those who don’t know, the snare spell is pretty much an AOE-based grab where the user barrages the target a few times with small blasts and then knocks them away. With the update this spell received, not only does it look cool, but it’s more effective as well.
Meanwhile, the reason weapon gets an extra 10 is that 130 points are enough to allow you to use the second set of weapon abilities. A win-win if we’ve ever seen one.
1 – 100 Magic 150 Weapon
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Yes, we know. The magic stat just keeps going lower and lower, but can you blame us? 100 points are mandatory for players to be conjurers, but it’s a good idea to dump the rest of the points in weapons.
With 100 magic points, players will be able to call themselves conjurers, and will also have access to both the leap ability as well as the beam spell. The advantage of having the weapon stat be at 150 is that it allows players to get a bunch of extra attacks.
To be more specific, the extra attacks we really care about in this case are the ones you’ll get from boss weapons, which are expectedly really powerful. Of course, we say ‘some’ because you won’t get all of them due to the current stat level cap, but such are the sacrifices one must make to be a conjurer.