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[Guide] Spice's Mega Mage Guide [Under Construction still]


OwlchemistVile
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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.

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                  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. Those who under-estimate a Mage's mastery of destruction do so at their own peril.

            "It is not contrary to reason to prefer the
destruction of the whole world to the scratching of my finger."

 

 

 

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                      Role & Party Position: Mage's can cover a wide range of roles and positions within the group and party hierarchy. Able to be Glass Cannons all the way up to impromptu-tanks, how you build determines your capabilities. The one thing Mages aren't known for is healing and support. Capable of weaving fundamental healing spells from their Muse roots, Mages are not equipped with advanced healing techniques.

                   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. Though with proper investment, a Mage can truly leave the back line and compete in the melee. The field is a Mage's canvas, where they stand, and the beautiful destruction they paint with are theirs to decide.

 

 

1313128974_flexsimple.thumb.png.287aae46b962435bfcc1277064fc6d90.pngStrengths:
Flexibility: Able to go from extreme amounts of Damage focus, into a balanced utility role, or fully into a very sustainable and defensive play style: Mages chose to be what they want to be.
Diverse Damage: Mages can elect to focus on fast wind and mana attacks, powerful attacks with crushing frozen skill power, or incinerate their enemies with in a firestorm of hellfire, leaving them scorched and burning alive. Mages can even mold their neutral aspect spells to bend the elements to their will, throwing blasts of Holy, Ghost, Poison and Earth in a pinch. Masters of the Elements, nothing is out of the reach of a Master Mage.

Immense damage potential. Deep complexity. Fluid flexibility. These are the strengths of a well utilized Mage.

 

 

1323385030_dyingsimple.thumb.png.6847df19dc3aa78a4e5d3384d2c74308.pngWeaknesses:
Mages unfortunately as being the best role in the sea of seven hearts aren't immune to weakness.
Fragile: Even the most durable Mage cannot survive long if cut off from their source of mana. Silences and Stuns are very destructive to a Mages ability to weather the storm and return fire.
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.
Tipping the Scales: Mages ability to go to such extremes often means a growing short coming at the other end of the paradigm. Immense damage potential often results in lower defenses. High Defenses often means lower destructive capability. Striking a balance and being aware of your vulnerabilities at all times is paramount to a Mages success.

 

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1042741149_statpointer.thumb.png.4dc643943f09644c0b5a3be86ad1ed5b.pngThe 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

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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/defenses
Critical: 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.

 

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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

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"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

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"Hellfire" [Fire]
Skill Power: 180% + 220 [] Single Target
Distance: 25m [] Cooldown 7.0 Seconds
Applies: Burning @ 100% for 5 Seconds
Animation:↴

Spoiler

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"Fire Ring" [Fire]
Skill Power: 120% + 100 [] Area «Target» 5m
Distance: 25m [] Cooldown 10.5 Seconds
Applies: Burning @ 100% for 5 Seconds
Animation:↴

Spoiler

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"Meteorite Strike" [Fire]
Skill Power: 215% + 275 [] Area «Target» 7m
Distance: 25m [] Cooldown 11.0 Seconds
Animation:↴

Spoiler

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"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

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"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

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"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

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"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

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"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

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"Mana Burn" [Fire]
Skill Power: 248% + 310 [] Single Target
Distance: 25m [] Cooldown 10.0 Seconds
Applies: MP -20%
Animation:↴

Spoiler

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"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

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"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

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"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

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"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

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"Cold Snap" [Water]
Skill Power: 309% + 270 [] Single Target
Distance: 25m [] Cooldown 34.0 Seconds
Applies: Rooted @ 100% for 8 Seconds
Animation:↴

Spoiler

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"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

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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:
image.png.ef74c84a5e859c5e06c8159b8a91abe0.pngA : "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.

image.png.c953d1f7987b41efc1bd7ed073f26732.pngA : "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

sdfgfd.png.c689939b858162b5b83f8be44e3fa9c2.pngA : "Staff Combat Mastery" Passive Attack Power +25%
B : "Mana Reservoir" Passive: 10 Max MP : 1 INT
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: Max MP 25% + 15 Max MP : 1 INT
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.

portal.thumb.png.05397f04248206f3cf996377a4c3176b.pngWind 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 by OwlchemistVile
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  • OwlchemistVile changed the title to [Guide] Spice's Mega Mage Guide [Under Construction still]
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

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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?

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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.

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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.

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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.

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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.

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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.

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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 by Sjoerd
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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.

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