Mage Elite Skills

is another class that is available to all races, making a large selection of available Class Combos.

Mage Elite Skills universally increase their ability to do magical damage, usually focused on specific types depending on the secondary class.

Classicon_mage_druid.png Mage / Druid -- Mystic
The Mage/Druid combination favors strong single-target damage at the lower-levels from Fireball and Flame in sync with Control Flame, and then adds some Area of Effect capabilities once the player learns the Earth Attack buff to make Earth Pulse more effective. Green Guardian makes the Mother Earth's Protection buff even more covetable with its healing ability. Boiling Rock works in sync with Magma Blade to cause more damage on top of giving mana regeneration. Finally, Elven Mystic allows the player to build up energy to unleash a powerful burst of energy.

Classicon_mage_knight.png Mage / Knight -- Theurgist
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Classicon_mage_augur.png Mage / Priest -- Elementalist
The Mage / Priest combination is the most utilitarian of the combinations, affording access to the desirable Essence of Magic buff, the ability to remove curses (Purify), an increase in the potential of Flame and Fireball (Eruption), a change in Rising Tide's mechanics (Rising Tide Mastery), and a self-healing effect to Holy Aura (Shrine of the Holy Aura).

Classicon_mage_thief.png Mage / Rogue -- Vampire
The Mage / Rogue combination focuses on Dark magic with a vampiric theme, giving a powerful damage over time effect (Cursed Fangs), a 60 second cooldown life-draining nuke (Kiss of the Vampire), a powerful PVP cooldown (Demoralized), a self-buff increasing Dark damage done (Fang Ritual), and a skill that temporarily moves you to the bottom of the aggro table (Distract).

Classicon_mage_ranger.png Mage / Scout -- Pyromancer
The Mage / Scout combination focuses on Fire damage, giving them a Root (Thunderclap), a buff imbuing their arrows with Fire (Fire Arrow), a Fire damage over time (Seed), a nuke dependant on the DoT (Fire Rose Explosion), the ability to summon a Fire-based pet (Flame Spirit), and the pet's primary nuke (Flame of Fire).

Classicon_mage_warden.png Mage / Warden -- Geomancer
The Mage/Warden combination receives most of its abilities from its Elite Skills set. The most common spells this combination features is Fireball, Earth Surge, and Earth Groaning Wind Blade. Although this doesn't favor Area of Effect damage, these two boast powerful single-target damage. Elves' Favor causes the Elven Amulet ability to not only reduce melee damage but to also cause melee attacks to make your spells be fired faster. Earth Marking makes the player's abilities even more powerful, increasing critical chance with all spells by a ridiculous amount, and earth spells, specifically, an even higher critical chance.

Classicon_mage_warrior.png Mage / Warrior -- Bladesinger
Mage / Warriors trade fixed increments of rage for powerful buffs, giving them an increase in maximum MP (Magical Talent), a buff to mana regeneration (Magical Enlightenment), increased chance to crit (Elemental Explosion), a straight rage to mana conversion (Rage Mana), and the ability to turn mana into rage (Activate Mana).