Vile Posted January 7, 2023 Share Posted January 7, 2023 (edited) Hello and good day to all my fellow Mages. In this post I'll be going over every aspect of the Mage class in excruciating detail so you have everything you need to become a fellow master of the arcane & elemental arts. Skills, stats, distributions and more! So lets get into it. Mages: The second job advancement of the Muse starting class that specialized in destructive magics. Capable of incorporating any element, Mages specialize in Wind, Water, Fire & a bit of Sorcery for good measure, though they're capable of adapting any element through their usage of non-aspected neutral mana spells. "Glass cannon... sadge" Role & Party Position: Mage's are only capable of dealing damage. Lacking any meaningful healing spells, with very minimal defensives, Mages are limited to damage roles. Mages will often find themselves near the support if surrounded, or placing themselves with their party between them and the enemy if they're heavily invested in damage. Mages are not suited to be in melee range. The field is a Mage's curse, and they're best placed away from the action. Strengths: Damage: That's about it. Immense damage potential. Limited complexity. Weaknesses: Fragile: Lacking defensive stats and possessing a mediocre shield, Mages are incredibly vulnerable to attack, making them a prime focus target for fast and easy kills in PvP. Silences and Stuns are particularly effective against Mages, preventing them from retaliating. Lacking Fortitude: Mages inherently have lower amounts of health points, and thus an unprotected Mage will succumb to an assault if left unguarded for too long. Reliant: Mages are often incredibly reliant upon a Tank for Dungeons, even while leveling they will struggle. In PvP with no Taunts being available, Mages if caught out of position, or even rushed by opponent teams, will easily fall over without direct spam healing from a Cleric. All in all, Mages in group focus content will be very reliant upon your group to be effectively utilized. The foundation of your Mage are stats, so lets get into the nitty gritty. INT: (Intelligence) Is your primary stat. It fuels your Attack Power, Maximum Mana, Magic Defense, and slightly augments your DoT and Buffs/Debuff effects. 1 INT = 0.6 Attack Power [before your Attack Power passives kick in] 1 INT = 1.5 Magic Defense [again before passives] STR: (Strength) Is your secondary stat. It fuels your Attack power, Defense and Maximum Health. [also affects weight carry, so you can carry your party harder] 1 STR = 0.3 Attack Power [before passives] 1 STR = 1.5 Physical Defense [again, before passives] DEX: (Dexterity) Only useful for Mages with Wind Mastery. Covered later. 1 DEX = 1.5 Dodge Rate. CON: (Concentration)Used for Accuracy Not needed if Accuracy Passives Maxed 1 CON = 1 Accuracy SEN: (Sense) Used for Critical Rating & slightly increases Attack Power. 1 SEN = 0.1 Attack Power 1 SEN = 1 Critical Rating CHA: (Charm) Highly valuable for Mages wielding status downs and DoT s. Also provides Critical Defense. 1 CHA = 0.5 Critical Defense . Attack Power: The base determinant stat for your damage.Skill Power: The amplification factor of your Attack Power that a skill does.Pierce Magical: How much Magic Resistance your attacks bypass.Enhance Damage: How much your damage is amped after resistances/defensesCritical: Rating determines chance to critically strike your enemy before Critical Defense.Critical Damage: Amount of bonus damage successful Critical Strikes do.Defense: [Physical]Amount of Physical Damage resisted when struck.Magic Defense: Amount of Magical Damage resisted when struck.Dodge: Determines likelihood of dodging incoming attacks. Not a true rating system.Accuracy: Reduces enemy Dodge, results in higher chance to land attacks.PvM/P Offense: Determines bonus damage to enemies of that category.PvM/P Resistance: Determines amount of damage you resist from that category. MP Cost: Determines reduction in cost of casting spells that require Mana Points. Special Note: Player Summons are counted as PvM source thus will do more damage to enemy players when they wear a full Honor Set that reduces PvM resistances. Also will take less damage from Players who have low PvM % Offense. In this Section we'll cover every Mage spell, with some Offense spells as well. Each spell will have a brief description with example animation in the spoiler tag, in case you want to know what it looks like! Let's get started with Damaging Spells beginning in the~Offensive Tree "Mana Bolt" [Sorcery] Skill Power: 115% + 105 [] Single Target Distance: 25m [] Cooldown 2.5 Seconds Applies: Magic Resistance Down @ 100% for 5 Seconds. Animation:↴ Spoiler "Mana Spear" [Sorcery] Skill Power: 130% + 160 [] Single Target Distance: 25m [] Cooldown 3.5 Seconds Animation: See "Mana Bolt" "Fire Bolt" [Fire] Skill Power: 145% + 150 [] Single Target Distance: 25m [] Cooldown 5.0 Seconds Animation:↴ Spoiler "Hellfire" [Fire] Skill Power: 180% + 220 [] Single Target Distance: 25m [] Cooldown 7.0 Seconds Applies: Burning @ 100% for 5 Seconds Animation:↴ Spoiler "Fire Ring" [Fire] Skill Power: 120% + 100 [] Area «Target» 5m Distance: 25m [] Cooldown 10.5 Seconds Applies: Burning @ 100% for 5 Seconds Animation:↴ Spoiler "Meteorite Strike" [Fire] Skill Power: 215% + 275 [] Area «Target» 7m Distance: 25m [] Cooldown 11.0 Seconds Animation:↴ Spoiler "Voltage Bolt" [Wind] Skill Power: 125% + 110 [] Area «Self» 8m Distance: 0m [] Cooldown 11.5 Seconds Applies: Dodge Down @ 100% for 10 Seconds Animation:↴ Spoiler "Voltage Jolt" [Wind] Skill Power: 150 + 165 [] Single Target Distance: 25m [] Cooldown 4.5 Seconds Applies: Stun @ 50% for 2 Seconds Animation: See "Voltage Bolt""Wind Storm" [Wind] Skill Power: 110% + 54 [] Area «Target» 6m Distance: 25m [] Cooldown 9.5 Seconds Animation:↴ Spoiler "Tornado" [Wind] Skill Power: 120% + 69 nice [] Area «Self» 8m Distance: 0m [] Cooldown 11.5 Seconds Applies: Dodge Down @ 100% for 10 Seconds Animation:↴ Spoiler "Ice Bolt" [Water] Skill Power: 135% + 130 [] Single Target Distance: 25m [] Cooldown 4.0 Seconds Applies: Movement Speed Down @ 100% for 4 Seconds Animation:↴ Spoiler "Frostbiter" [Water] Skill Power: 165% + 180 [] Single Target Distance: 25m [] Cooldown 5.5 Seconds Animation: See "Frost Bolt""Hailstorm" [Water] Skill Power: 115% + 77 [] Area «Self» 10m Distance: 0m [] Cooldown 9.5 Seconds Applies: Movement Speed Down @ 100% for 30 Seconds Animation:↴"Icy Hailstorm" [Water] Skill Power: 130% + 112 [] Area «Target» 8m Distance: 25m [] Cooldown 12.0 Seconds Animation:↴ Mage Tree: "Elemental Bolt" [Neutral] Skill Power: 142% + 195 [] Single Target Distance: 25m [] Cooldown 5.5 Seconds Animation:See "Mana Bolt""Elemental Spike" [Neutral] Skill Power: 157% + 210 [] Single Target Distance: 25m [] Cooldown 7.0 Seconds Applies: Mute @ 60% for 3 seconds Animation:See "Mana Bolt""Elemental Wave" [Neutral] Skill Power: 140% + 230 [] Area «Self» 10m Distance: 0m [] Cooldown 10.0 Seconds Animation:↴ Spoiler "Mana Burn" [Fire] Skill Power: 248% + 310 [] Single Target Distance: 25m [] Cooldown 10.0 Seconds Applies: MP -20% Animation:↴ Spoiler "Fireball" [Fire] Skill Power: 298% + 325 [] Single Target Distance: 25m [] Cooldown 13.0 Seconds Animation: See "Fire Bolt""Inferno" [Fire] Skill Power: 150% + 300 [] Single Target Distance: 25m [] Cooldown 15.5 Seconds Applies: Burning @ 100% for 4 seconds Animation:↴ Spoiler "Meteorite Flow" [Fire] Skill Power: 185% + 440 [] Area «Target» 15m Distance: 25m [] Cooldown 20.5 Seconds Animation: See "Meteorite Strike""Blaze" [Fire] Skill Power: 225% + 525 [] Area «Self» 10m Distance: 0m [] Cooldown 24.5 Seconds Applies: Burning @ 100% for 5 Seconds Animation:↴ Spoiler "Soul Shock" [Wind] Skill Power: 175% + 200 [] Single Target Distance: 25m [] Cooldown 8.0 Seconds Animation: See "Voltage Bolt""Soul Electric" [Wind] Skill Power: 210% + 215 [] Single Target Distance: 25m [] Cooldown 11.0 Seconds Animation: See "Voltage Bolt" x3"Tempest" [Wind] Skill Power: 135% + 205 [] Area «Self» 9m Distance: 0m [] Cooldown 14.5 Seconds Applies: Stun @ 20% for 2 Seconds Animation:↴ Spoiler "Hurricane" [Wind] Skill Power: 160% + 240 [] Area «Target» 11m Distance: 25m [] Cooldown 17.5 Seconds Applies: Dodge Down @ 100% for 10 Seconds Animation: See "Wind Storm""Thunder Storm" [Wind] Skill Power: 195% + 255 [] Area «Target» 15m Distance: 25m [] Cooldown 22.5 Seconds Applies: Stun @ 50% for 3 Seconds Animation: See "Meteorite Strike""Freezing Chill" [Water] Skill Power: 194% + 215 [] Single Target Distance: 25m [] Cooldown 10.0 Seconds Applies: Slow Attack Speed @ 100% for 9 Seconds Animation: See "Frost Bolt""Glaciating Chill" [Water] Skill Power: 227% + 230 [] Single Target Distance: 25m [] Cooldown 14.0 Seconds Applies: Dodg Down @ 100% for 8 Seconds Animation: See "Frost Bolt""Frost Ring" [Water] Skill Power: 150% + 127 [] Area «Self» 15m Distance: 0m [] Cooldown 34.0 Seconds Applies: Movement Speed Down @ 100% for 10 Seconds Animation:↴ Spoiler "Cold Snap" [Water] Skill Power: 309% + 270 [] Single Target Distance: 25m [] Cooldown 34.0 Seconds Applies: Rooted @ 100% for 8 Seconds Animation:↴ Spoiler "Permafrost Chill" [Water] Skill Power: 269% + 250 [] Single Target Distance: 25m [] Cooldown 18.0 Seconds Applies: Slow Attack Speed @ 100% for 10 Seconds Animation:↴ Spoiler Now that we've covered all the Offensive/Damage dealing spells, lets cover the Utility, Buffs and Passives in a more lightning-round style. Common:A : "Mana Conservation" Passive: MP Consumption [] Max 15% B : "Mana Pool" Passive: Max MP 10% + 5 Max MP per 1 INT C : "Mystic Armor Training" Passive: Magicl Defense 20% + 50 D : "Knowledge Training" Passive: INT +25 E : "Spirit of the Magi" Passive: Skill Power 20% + 50 F : "Mystic Eye" Active: Decloak, 30m AoE Self, 15s Cooldown G : "Meditation" Passive: MP Recovery +5 / +1 MP Rate : 25 INT H : "Resistance Chant" Buff: Magic Resistance Up I : "Gift of Knowledge" Buff: INT + 15 J : "Mental Focus" Self-Buff: Enhance Damage +15% K : "Mana Shield" Buff: Damage Absorption Barrier L : "Blessed Mind Chant" Buff: Max MP Up [] M : "Valkyrie Chant" Buff: Enhance Damage 10% Now we're onto the Passives of "Offensive" Tree. A : "Staff Mastery" Passive: Attack Power 25% + 25 B : "Staff Channeling" Passive: 5 Max MP : 1 INT C : "Staff Attunement" Passive: MP Consumption 10% D : "Sorcerer's Sight" Accuracy 15% + 20 E : "Mana Shield Siphon" Proc: MP Recovery : 2 Char Level after Casting "Mana Shield / Man Barrier" F : "Spell Mastery" Passive: Skill Power 20% + 50 G : "Staff Projection" Passive: Skill Range 5m Finally we can go over the Passives and Utility from the Mage Tree A : "Staff Combat Mastery" Passive Attack Power +25% B : "Mana Reservoir" Passive: 10 Max MP : 1 INT 5 Max MP : 1 INT 3/24/2023 C : "Staff Unity" Passive MP Consumption 10% D : "Clarity of Sight" Passive: Accuracy 15% E : "Aural Pierce" Debuff: M.Def Down 25% 13m AoE 8 Sec [] CD 15s F : "Fierce Cudgeling" Utility: 2 Buff Dispel G : "Staff Stun" Utility: Stun @ 100% for 2 Seconds [] CD 20s H : "Spell Mastery" Passive: Skill Power 25% I : "Reach of the Magi" Passive: Skill Range 5m J : "Mana Stream" Passive: MaxMP 25% +15 MaxMP: 1 INT 5MaxMP: 1 INT 3/24/23 K : "Sight of the Magi" Passive: 3 Accuracy : 2 INT L : "Fortified Mana Shield" Buff: Damage Absorption Barrier OK! You may or may not know, I skipped over very important, arguably THE most important passives, and we'll get to those right now.Wind Mastery: All Wind spells have a 50% chance to apply 1 stack of "Windwalker" to yourself. Each stack of Windwalker increases your Dodge by 25% and Move Speed by 150. Lasting 30 seconds, this effect can be refreshed at max stack count. [3 count] Fire Mastery: All Fire spells have a 50% chance to apply 1 stack of "Blaze" to yourself. Each stack of Blaze grants Spell Power +10%. Lasting 30 seconds, Blaze can be refreshed at maximum stack count. [5 counts] Water Mastery: All Water spells have a 50% chance to apply "Mana Fissure" to yourself. Each Mana Fissure stack grants MP Recovery +50 and MP Consumption 10%. Lasting 30 seconds, Mana Fissure can be refreshed at maximum stacks [2 counts]. Sorcery Mastery: All Sorcery spells have a 50% chance to apply "Mystic Weakening" to your Target. Mystic Weakening reduces Magic Defense by 5% per stack. Lasting 30 seconds, Mystic Weakening can be refreshed at maximum stacks. [5 counts] Something of note: Sorcery Mastery currently does NOT work on PvM targets. These targets cannot "learn skills" which is effectively what the procs from these mastery's are, temporary "skill passives". As it is now, taking Sorcery mastery is a waste if you only do PvE content. Edited April 9, 2023 by OwlchemistVile 14 4 Link to comment Share on other sites More sharing options...
Vile Posted January 7, 2023 Author Share Posted January 7, 2023 -Reserving Post in case I hit a text limit- please don't delete this mods 1 Link to comment Share on other sites More sharing options...
Angeltje Posted January 7, 2023 Share Posted January 7, 2023 Which two masteries do you recommend? I was thinking of going wind and fire. Link to comment Share on other sites More sharing options...
Vile Posted January 7, 2023 Author Share Posted January 7, 2023 I usually try to get Water, Wind and Fire. Best of all worlds. But if you're only taking two take Fire + Water for party/group play, and Water/Wind for Solo. 2 Link to comment Share on other sites More sharing options...
Angeltje Posted January 7, 2023 Share Posted January 7, 2023 36 minutes ago, OwlchemistVile said: I usually try to get Water, Wind and Fire. Best of all worlds. But if you're only taking two take Fire + Water for party/group play, and Water/Wind for Solo. Ah good to know! Thanks :3 Link to comment Share on other sites More sharing options...
Guppi Posted January 7, 2023 Share Posted January 7, 2023 Great guide already! I will be posting a lot of questions here as I level up. To start with, could you briefly elaborate on what Damage over Time exactly means and why it is helpful to a mage build? Link to comment Share on other sites More sharing options...
Vile Posted January 7, 2023 Author Share Posted January 7, 2023 2 hours ago, Guppi said: Great guide already! I will be posting a lot of questions here as I level up. To start with, could you briefly elaborate on what Damage over Time exactly means and why it is helpful to a mage build? Damage over time are things like Burning, Poisoned, Acid and Bleeding. Where an enemy continues to take an amount of damage per interval for a specified number of seconds. Fore Mages this means the "Burning" status. So Fire spells that leave an enemy burning, the burn status will be stronger with CHA. 1 Link to comment Share on other sites More sharing options...
Sjoerd Posted January 8, 2023 Share Posted January 8, 2023 Quoting from opening post: CON: (Concentration) Used for Accuracy. Not needed if Accuracy Passive Maxed. 1 CON = 1 Accuracy Are you referring to all accuracy passives? I believe there are multiple. Link to comment Share on other sites More sharing options...
Vile Posted January 8, 2023 Author Share Posted January 8, 2023 8 hours ago, Sjoerd said: Quoting from opening post: CON: (Concentration) Used for Accuracy. Not needed if Accuracy Passive Maxed. 1 CON = 1 Accuracy Are you referring to all accuracy passives? I believe there are multiple. Yes! Sorry, I missed an 's' that was supposed to be Passives* Maxed. Since your final passive converts INT to a rather large amount of CON. 1 Link to comment Share on other sites More sharing options...
Sjoerd Posted January 14, 2023 Share Posted January 14, 2023 Do you by any chance know what the Valor shop skill Anti Magic Shell does? I believe it is the only PvP skill in the valor shop, and it does not say anything other than 5 dispell buffs. Link to comment Share on other sites More sharing options...
Redinis Posted January 16, 2023 Share Posted January 16, 2023 Very nice post! Very in-depth! 1 Link to comment Share on other sites More sharing options...
Vile Posted January 16, 2023 Author Share Posted January 16, 2023 On 1/14/2023 at 4:54 AM, Sjoerd said: Do you by any chance know what the Valor shop skill Anti Magic Shell does? I believe it is the only PvP skill in the valor shop, and it does not say anything other than 5 dispell buffs. That's all it does, however it's not PvP exclusive, it can be used on monsters. Very useful for fighting bosses like Mummy/Mammy in Halls of Oblivion Dungeon. They will prefer to be buffed, so dispelling them causes them to waste time rebuffing themselves. Link to comment Share on other sites More sharing options...
Forestwithin Posted January 20, 2023 Share Posted January 20, 2023 Do you have a build for dungeons aswell? for someone still running around in 160 valor gear. Link to comment Share on other sites More sharing options...
Vile Posted January 20, 2023 Author Share Posted January 20, 2023 Build[s] will be published once I can get 250, decent collection of gear etc, in order to verify it still functions. Despite being able to publish old info, confirming builds still work after rune removal, and passives removal is enough to warrant caution. 1 Link to comment Share on other sites More sharing options...
Little Nikita Posted January 21, 2023 Share Posted January 21, 2023 Am i the only one? This post actually answered nothing, no offense. 1 Link to comment Share on other sites More sharing options...
Guppi Posted January 21, 2023 Share Posted January 21, 2023 What (affordable) gems and jewellery would you recommend for starters? Link to comment Share on other sites More sharing options...
Sjoerd Posted January 22, 2023 Share Posted January 22, 2023 (edited) On 1/17/2023 at 12:52 AM, OwlchemistVile said: That's all it does, however it's not PvP exclusive, it can be used on monsters. Very useful for fighting bosses like Mummy/Mammy in Halls of Oblivion Dungeon. They will prefer to be buffed, so dispelling them causes them to waste time rebuffing themselves. I see. Are the debuffs random? As the description does not specify any particular debuffs. Or is it simply removing their buffs. Edited January 22, 2023 by Sjoerd Link to comment Share on other sites More sharing options...
Vile Posted January 22, 2023 Author Share Posted January 22, 2023 22 hours ago, Guppi said: What (affordable) gems and jewellery would you recommend for starters? Spiderbite is decent, the PvM %'s are pretty potent. If it's PvP getting your Hirias and a decent 140 crafted bit is a nice start. As for gems, boss drop gems (skill power and enhance) are a good start. Topaz for later can be an option, as well as Diamonds. I also recommend 25INT / 100 Dodge sub-stats, or 25 INT / max AP for non-wind mastery builds. 2 hours ago, Sjoerd said: I see. Are the debuffs random? As the description does not specify any particular debuffs. Or is it simply removing their buffs. It randomly selects a buff yes, but any "buff" can be removed. "Stacks" cannot be removed via this method. 23 hours ago, goku04 said: Am i the only one? This post actually answered nothing, no offense. Did... you make an account, just to make this post? That's impressive. 1 Link to comment Share on other sites More sharing options...
Chocaholic Posted February 8, 2023 Share Posted February 8, 2023 So what stats do you recommend? INT:STR 2:1 and keep CON just below lvl? Link to comment Share on other sites More sharing options...
darthtomski Posted February 13, 2023 Share Posted February 13, 2023 (edited) Thankyou very much for taking the time to format and present this information for us sir! I just finished leveling a mage to level 250 this week and it's been a blast. I can't wait to see your ideas on builds. I'm currently running 2:1 INT and STR with about 120 CON for extra accuracy. I started with wind which I love and is definitely my favourite style wise. However people want pure AOE and I found fire to be a tad better in groups. I might also add my PT members got annoyed by all the bugged mobs i produced as wind. It seems that one of winds AOE skills has a chance to stun which causes the mobs to bug (if a mob dies when stunned it just stands there with no HP). I hadn't played mage in previous versions of Rose having started as a champ and then mostly mained a cleric with scout alts. Im definitely converted to mage now! Edited February 13, 2023 by darthtomski 1 Link to comment Share on other sites More sharing options...
Guppi Posted February 15, 2023 Share Posted February 15, 2023 I'm a bit confused now with the last 2 posts. Doesn't a mage need much sen for critical dmg? Would be good if some more suggestions on stats could be included in this guide. 1 Link to comment Share on other sites More sharing options...
darthtomski Posted February 16, 2023 Share Posted February 16, 2023 10 hours ago, Guppi said: I'm a bit confused now with the last 2 posts. Doesn't a mage need much sen for critical dmg? Would be good if some more suggestions on stats could be included in this guide. I wish I could say what is best mate. I think I got my build from the old Warportal forums. It's possible that SEN might be good but I've not tried it. I've tried to get as much ATK power as I can. It's important to note that DPS on a mage is different. We don't have an auto attack so our damage comes only from our spells. My thoughts are Mage is about AOE so more attack is more AOE damage. I'm not sure if trading power for crit will be worth it? I mean you'd need quite a bit of SEN to make any noticeable difference. It's possible CHA might be more effective for a fire mage to increase your DOT damage but again I've not really tried this. In my opinion so long as you have maxed INT because of the affect on your damage and mana pool, increasing the effectiveness of your mana shield and have enough CON so that you hit reliably then your good. The rest is just minor variations. I'd love to hear what's working for everyone else! 1 Link to comment Share on other sites More sharing options...
w00t Posted February 21, 2023 Share Posted February 21, 2023 Has anyone else noticed that Sorcery Mastery does not stack? I have never seen an icon of the passive skill on my screen identifying that my sorcery spells have stacked like Fire Mastery and Wind Mastery do. Also, what is your opinion on Valkyrie Chant vs Mental Focus skills? Is it worth the skill points I don't see my stats change when I use these skills to enhance my damage. Link to comment Share on other sites More sharing options...
Forestwithin Posted February 21, 2023 Share Posted February 21, 2023 what would be best, getting maxstats or Topaz 7 for accessoaries? Link to comment Share on other sites More sharing options...
darthtomski Posted February 21, 2023 Share Posted February 21, 2023 15 hours ago, w00t said: Has anyone else noticed that Sorcery Mastery does not stack? I have never seen an icon of the passive skill on my screen identifying that my sorcery spells have stacked like Fire Mastery and Wind Mastery do. Also, what is your opinion on Valkyrie Chant vs Mental Focus skills? Is it worth the skill points I don't see my stats change when I use these skills to enhance my damage. Mental Focus and Valkyrie don't increase attack or spell power they "enhance damage" which I don't think you can see from your character page. Despite this I do think they work. Personally I have mental focus but not Valkyrie because it's a self buff and in groups you should have a cleric anyway and they always pick up Valkyrie. Link to comment Share on other sites More sharing options...
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